Quicken is the Time Mage's main gauge-spender, basically a resource-spending swiftcast
For Stasis I'm not positive about the damage reduction but it's a way to avoid damage. Cleansable debuffs are removed, and the ones that aren't are frozen. There's also a trait to add a HP/MP regen to it.
Metabolic Acceleration I've been using mostly for MP regen as a way to make the Time Mage pay attention to their MP with lower GCDs and higher MP costs for certain spells. the HP regen just made sense to add to it but doesn't need to be there at all.
Bind and Warp could have been something like Rewind, but they're a pair of movement abilities.
Disable makes a triumphant return after being cut from Astro, simple short cd damage down. Also traditionally a Time Mage thing.
Trait-wise:
Some of the bigger traits I felt like writing down. Auto-Haste should be renamed something, but might gradually build up like how Monk's Greased Lightning works now.
The Quickening Gauge / Second Gauge is what I've worked on for the Time Mage's Job UI. Definitely a clock of some sort, could also track the recast times of Countdown and Deja Vu.
Essentially, the Quickening Gauge ticks at one per second, which is reduced by Auto-Haste, possibly also with Spell Speed. Certain spells also increase this gauge, and it gets spent on spells like Time Arrow and Quicken.
Again, all the numbers here aren't optimized in any way other than what I was leaning towards for flavor, and would require a lot of work to balance out. This version of Time Mage is simply a fast-acting caster with a good amount of utility, and likely would have somewhat lower damage if their utility worked on bosses.
Attaching effects like potency increases on Stop if the target is immune to the CC would be the best way to balance stuff like that, in my opinion.
They would certainly shine best in dungeons where their CC would actually apply.



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