Green Mage (GNM)
Buffing Caster
Weapon: Rackets, magical rackets attuned with wind magic to help carry and spread Emerald Seeds
Limit Break: Green Dominion
Inspiration: Green Mages from Tactics A2, Aerith from VII remakes, D&D Druids
ENTIRE JOB IDEA OVERVIEW
TL;DR version
- Nature, Plant, and Wind based buffing caster
- Ya like lacrosse? Ya like gardening?
- Collect seeds from your filler combos and use them to blow up your enemies
- Also earn special mana from your combo spells to fuel party buffs or damaging spells
- No res here but has some mitigation
- Filler combo spells have a cast time of 1.5 seconds, powerful spells have a cast time of 2.5 seconds.
Basic End Game Skill Breakdown
Button Count: 20 (12 spells, 8 abilities)
Gauge: The Emerald Communion Gauge
A bar that shows the amount of Green Mana the user has (up to 100). Makes noise whenever the user reaches 50 or 100 Green Mana.
Seedbed gauge that shows the number of Emerald Seed stacks the user has (max of 3). Makes a noise when the user has 3.
Three gems, each representing Faith of the Green, Bravery of the Green, and Poison of the Green, the respective gem lighting up when its spell is activated.
Single Burst Filler Combo
- Emerald Shot I (420) > Emerald Shot II (460) > Emerald Shot III (500)
AoE Burst Filler Combo
- Emerald Swirl I (145) > Emerald Swirl II (155) > Emerald Swirl III (170)
Emerald Shot/Swirl I Grant Emerald Arm.
Emerald Shot/Swirl II uses up Emerald Arm and Grant Emerald Arm II.
Emerald Shot/Swirl III uses up Emerald Arm II.
Each part of both combos grants the user 10 Green Mana (max of 100) and grants the user an Emerald Seed stack (max of 3 Seeds). They all have a cast time of 1.5 seconds, a 2.5 second recast, and costs 300 MP.
Additionally, Emerald Shot/Swirl III grants the user 1 Emerald Tempest stack (max of 3).
Emerald Seed Skills
- Emerald Bloom: Spell. Damage a selected target and all enemies within 8-yalms of them (80 for the first target, 50% less for all remaining). Additionally, if the user has any Emerald Seed stacks on them, they are used up to increase the damage potency (220 per seed used for the first target, 50% less for all remaining). 2.5 second cast time, 2.5 second recast, and costs 400 MP.
- Emerald Oil: Ability. Uses up all the user’s Emerald Seeds. Increases damage onto a selected target by 2% per seed used for 21 seconds. Instant cast and 60 second recast.
“...of the Green” Spells
- Faith of the Green: Spell. Costs 50 Green Mana. Summons an ethereal tree to a selected area for 24 seconds that increases the Magical Damage of any party member within 50-yalms of it by 10% and Critical Hit Rate by 2%. 2.5 second cast time and 60 second recast.
- Bravery of the Green: Spell. Costs 50 Green Mana. Summons an ethereal sunflower to a selected area for 24 seconds that Increases the Physical Damage of any party member within 50-yalms of it by 10% and the Direct Hit Rate and Direct Hit Damage by 5%. 2.5 second cast time and 120 second recast.
- Poison of the Green: Spell. Costs 30 Green Mana. Summons an ethereal mushroom to a selected area for 24 seconds that damages all enemies within 30-yalms (75) of it and decreases damage they deal by 5%. 2.5 second cast time and 2.5 second recast.
- Ardor of the Green: Spell. Costs 30 Green Mana. Damages a selected target and all enemies within 8-yalms of them (500 for the first, 50% less for the remaining). Instant cast time and 2.5 second recast.
- Wrath of the Green: Spell. Costs 50 Green Mana. Damages a selected target and all enemies within 8-yalms (800 for the first target, 60% less for all remaining). Additionally, grants the user 3 Emerald Seed stacks and increases the potency of the user’s next 3 Emerald Shot/Swirl spells by 20% and grants them an Embrace of the Green stack (max of 1, 20 second duration). 2.5 second cast time and 120 second recast.
- Focus of the Green: Spell. Grants the user 50 Green Mana. Additionally, grants the user an Embrace of the Green stack (max of 1). 2.5 second cast time, 60 second recast time, and costs 300 MP.
Casters start with 100 Green Mana when they start/restart an instance.
The caster’s Faith of the Green, Bravery of the Green, and Poison of the Green overwrite each other.
Embrace of the Green Skills
- Fleeting Familiar: Ability. Costs 1 Embrace of the Green. Grants the user a Nature Sprite. For the next 7 targeting, damaging spells the user casts, the Sprite will damage that target, damaging all enemies within 8-yalms(200 for the first, 50% less for the remaining). Instant cast time and 2.5 second recast.
- Dell of the Dreamer: Ability. Costs 1 Embrace of the Green and can only be used while Faith of the Green, Bravery of the Green, or Poison of the Green is activated. For the remaining time of the “...of the Green” spell, damage all enemies over time within that spell’s area of effect (100) and increase damage done onto them by 5%. Instant cast time and 120 second cooldown.
Other DPS Skills
- Emerald Tempest: Spell. Cost 3 Emerald Tempest stacks Damage a selected target and all enemies within 5-yalms of them (730, 50% less for the rest). Instant cast.
- Tanglevine: Spell. Damages a target (100) and damages them over 45 seconds (45). Instant cast, 2.5 second recast, and costs 300 MP.
- Stranglethorn: Spell. Damage a selected target and all enemies within 5-yalms of them (50). Additionally, damage all enemies within 5-yalms of the target over 45 seconds (35). Instant cast time, 2.5 second recast, and costs 300 MP.
Other Skills
- Tailwind: Ability, 2 charges. For 15 seconds, increases the user’s movement speed by 20% and reduces their spell cast times to 0. Instant cast time and 60 second cooldown.
- Treant Skin: Ability. Creates a barrier on the user that absorbs equal to 30% of their Max HP (duration 15 seconds). Additionally, reduces damage the user takes by 10% for 15 seconds. Instant cast time and 90 seconds recast.
- Dandelion Puff: Ability. Interrupts a target’s interruptible skill. Instant cast time and 60 second recast.
- Verdant Shell: Ability. Creates a 20-yalm barrier when the caster stood for seconds, decreasing damage dealt to party members standing within by 15%. Instant cast time and 90 second recast time. Turns into Verdant Blossom while the user has the effect up.
- Verdant Blossom: Ability. Bursts the user’s Verdant Shell barrier, healing all party members within (600, scaled on the user’s INT). Instant cast time and 2.5 second recast.
- Mirage Spores: Ability. Place a barrier on a selected party member equal to 30% of their maximum HP (duration of 10 seconds). When the barrier is fully absorbed, damage all enemies within 5-yalms of the affected (300) Instant cast time and 90 second recast time.
Potential Opener
(Starting with 100 Green Mana)
- Pre-pull (-2.5s): Faith/Bravery of the Green (24 second, 50 GM) + Potion (30 seconds)
- Pull (0s): Tanglevine (45 second) > Tailwind (15 seconds)
- 2.5s: Wrath of the Green (0 GM, 3 Seeds, 3 Wrath, 1 Embrace) > Emerald Oil (21 seconds, 0 seeds) + Dell of the Dreamer (0 Embrace)
- 5s: Focus of the Green (50 GM, 1 Embrace) > Fleeting Familiar (7 FF, 0 Embrace)
- 7.5s: Ardor of the Green (20 GM, 6 FF)
- 10 s: Emerald Shot I (30 GM, 2 Wrath, 1 Seeds, 5 FF)
- 12.5s: Emerald Shot II (40 GM, 1 Wrath, 2 Seeds, 4 FF)
- 15s: Emerald Shot III (50 GM, 0 Wrath, 3 Seeds, 1 Tempest, 3 FF) (Tailwind ends)
- 17.5s: Emerald Bloom (0 Seeds, 2 FF)
- 20s: Ardor of the Green (20 GM, 1 FF)
- 22.5s: Refresh Tangevine (should be at 22-23 seconds left) before buffs ends (0 FF)
- (Oil ends 23.5s)
- (Faith/Bravery and Dell ends 24s)
- 25s: Emerald Shot I (30 GM, 1 Seed)
- 27.5s: Emerald Shot II (40 GM, 2 Seed)
- 30s: Emerald Shot III (50 GM, 3 Seed, 2 Tempest) (Potion ends)
For AoE, swap Tanglevine with Stranglethorn (2+ enemies) and Emerald Shot spells for Emerald Swirl spells (3+ enemies).