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Thread: Green Mage idea

  1. #1
    Player
    manamoppet's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    197
    Character
    Astral Thalia
    World
    Odin
    Main Class
    Sage Lv 90

    Green Mage idea

    Got some sudden inspiration from the Sephiroth trial and lore, so wanted to put this out there now while the developers are starting work on the next expansion. There are some hints in Endwalker that Meracydia can be a potential region to visit in the future. In the trial Containment Bay S1T7 we fight Sephiroth, a primal/eikon captured by Allagans in a war with Meracydia. The tree-like folk of Meracydia wanted to use Sephirot to fight the Allagans, but history happened. Much about Meracydia is unknown to us. So wanted to kind of theorize around that. Now I'm not a dps main, so I've tried to keep it mostly general with any rotation and stuff, and somewhat inspired by some of the classes that I've tried. If you've never heard about Green Mage, you can read about it here: https://finalfantasy.fandom.com/wiki/Green_Mage


    Lore (speculative): The treelike people of Meracydia developed this type of magic for combat in the war against Allagan. Its use has lessened over time, but some took up the hammer again at the invasion of Garlemald followed by the Final Days. Many Green Mages lost their lives defending the people.

    Weapon: Hammer or mace
    Armor: Scouting. Because of movement and mage stuff. Green Mage traditionally is physically stronger than WHM, but in exchange have less potency than WHM and other healers.
    Type: Melee DPS
    Limit Break: Sephirot inspired. Some of the area around the caster sprout grass and flowers, and with the hammer strike downwards a pillar of light and greenery rises.

    Attacks:
    • Single target 1,
    • Single target 2,
    • Single target 3,
    • AOE (cone), two handed wide swing
    • AOE (circle), one handed full swing
    • AOE (line), smash the hammer into the ground
    • Ranged (single target): Apply DOT
    • Ranged (AOE): Sephirot’s energy “roots” from Extreme. Consume Trophe. Has casting time.
    • Upgraded single target 3
    • Upgraded AOE
    • Upgraded ranged AOE
    Movement:
    • Leap (3 charges): Leap forward. If target is present, leaps toward target.
    • Leap II: Accelerate the hammer in front of you, using the momentum to leap to greater distances toward target. Deals damage to enemies you pass through. Consume Trophe. Increases momentum by Y.

    Mechanic:
    • Momentum (gauge): Build up speed to unleash power. ST/AOE combo and movement ability builds gauge. Effect:
      25-50: Increase damage dealt by 1%.
      51-80: Increase damage dealt by 2%.
      81-100: Increase damage dealt by 3%.
    • Reservoir (gauge): Save up burst. Fills up over 30s. Full bar grants Trophe.
    • Trophe (τροφή, "nutrition"): Maximum 3. Consume to boost an action or use unique action(s).

    Support:
    • Helping Branch/Ectomycorrhiza: Apply a tether to a party member for the next 15(?) seconds. Effect depends on role of the receiver. Cooldown 45s. Can only be used in combat. Effect:
      Tank: Reduces damage taken by self and party members in a 5y radius by 5%.
      DPS: Increases movement speed in a 5y radius around self and party member while increasing skill speed of self. Movement speed increase do not stack.
      Healer: Increases potency of healing received in 5y radius around self by 5%, while reducing damage taken by target by 5%.
    • Root: Reduce knockback distance by 50% to self and target party member in a 15y radius
    • Synthesis: Spread healing received at 60% reduced potency and apply to party members in a 15y radius. Cooldown 120s. Bloodbath synergy.
    • Bar Afflict: Grants Bar to self or friendly target, applying a barrier removing the next applicable negative status effect. 15s. Cooldown 90s.
      Additional effect: Reduces the damage taken by DOT effects by Z %. 15s.

    Upgrades/Traits
    • Hammer Mastery I: Allows the execution of certain actions.
    • Hammer Mastery II: Expands on certain melee actions. Unlocks the Momentum gauge.
    • Green Magic Mastery: ...
    • Maim and Mend: (Same as magic users?)
    • Leap Mastery: Allows Leap to increase Momentum.
    • Maim and Mend II: (Same as magic users?)
    • Heterotrophy (ἕτερος heteros, "another", "different" and τροφή trophe, "nutrition"): Grants access to the Reservoir gauge and Trophe.
    • Enhanced Leap: Allows for the accumulation of 2 charges of Leap.
    • Leap Mastery II: Allows for the execution of Leap II.
    • Hammer Mastery III: ...
    • Enhanced Leap II: Allows for the accumulation of 3 charges of Leap.
    • Enhanced Bar Afflict: Reduces cooldown time of Bar Afflict to 60s.
    • Green Magic Mastery II: ...
    • Melee Mastery: Increases potency of melee attacks.
    • Green Magic Mastery III: ...
    • Enhanced Synthesis: Reduces cooldown time of Synthesis
    • Enhanced Bar magic: Allows accumulation of charges to allow for Bar Afflict to have 2 charges.

    Not sure:
    • Detritivore: Create a field which continually damages enemies in a 5y radius. 15s. Cooldown 60s.
      Additional effect: Allow the execution of stronger versions of certain attacks.
      Reason for not sure: Similar to DRK Salted Earth. Flaming Arrow was removed from BRD in earlier patches. Mechanically similar to RPR's Enshroud and Warrior's Inner Release.


    Suggestions and feedback are welcome! The kit is inspired by PLD, SCH, RPR, BRD, and DNC while trying to not step on any shoes and closing a few gaps in support. The Bar Afflict thing is similar to BRDs The Warden's Paean but slightly different. Bar-spells is a specialty of the Green Mage, but hard to implement in FFXIV due to the design of enfeeblements, so tried to work around that.
    (2)
    Last edited by manamoppet; 01-17-2022 at 09:01 AM.