Oh we'll be fine, besides it's different people posting, so obviously there is a desire to see Time Mage <,< It's bad enough I actually tweet to Yoshi-P during live letters about time mage lol.
Submit your vote to see Time Mage in ARR!
http://forum.square-enix.com/ffxiv/t...E-VS-TIME-MAGE
I would be for a time mage, but I think SE should bring other Job first before a time mage. I would like to see Red Mage and Dark Knight first.
Like i said they can get short charge quick control and speed up the pace of over all combat
fill limit gauge faster etc there is many more ways to do things.
dont limit others to that of your own abilities.
also if you looked at my class branch approach this is another option thm/tmg thm/blm
gld/pld gld/drk mar/bsm mar/war con/sch con/whm arc/rng arc/brd lnc/drg lnc/sam then bring another /thf /nin etc or maybe ronin or w/e base class for sam i dunno but come up with ideas.
not complaints only be positive.lmao, you think it would be balanced for a class to have those spells, seriously? Lets give one class the ability to completely stop a monster from attacking across four different spells, all of which would be unable to land on primals or dungeon bosses.You said...
Slow- pretty sure this is gonna be an ARC spell
An Archer spell...?
I'm going to go ahead and assume that you meant Arcanist. Regardless of whether or not this ends up in Arcanist's arsenal, it's still Time Magic.
Immobilize - Same thing as bind
So what if it is the same thing as Bind? The current version of the game has a few spells that are capable of inflicting the effect, but we don't have anything quite so direct and dependent on combo/TP.
Reflect - wont happen in a mmo unless the buff last like 2 secs
Who said a buff can't last two seconds? Completely viable spell.
Disable - players can do that with ws curently (wont know if possible in ARR)
Your argument is that because the effect is interwoven into a Weaponskill currently, a more direct version of the effect should not exist. The lack of logic in your arguments continues to astound me.
Vanish- useless
Because Sneak and Invisible in XI were so gosh-darn useless in XI, right? Who needs mob evasion anyway... /sarcasm.
Gravity- in game alrdy
We have a spell called "Gravity" in our game already...? A spell that attempts to directly inflict the effect of WEIGHT onto the target...? Why was I not informed...
Haste- wont be in game
Please continue with your prophetic tellings of how things will be in the future...
It brings me much amusement.
Stop- too OP
You - too narrow-minded. There is more to a spell than just the damage/status it inflicts on the target. Variables like duration/cooldown/cost/resistance and other constraints such as the spell needing to be combo'd for the effect to proc are all aspects that are taken into consideration when creating game balance.
Bleed-this is in the game as well and CNJ still has the effect from aero in ARR as seen in the Live letter 3
Once again, you're arguing that because the effect is interwoven into existing spells, a spell that inflicts the effect in a more direct manner should not exist...?
Break- would be to too OP or too useless
Such bold statements you make. Have you played any other FF before?
1. Inflicting Break does not count as a KO, and thus, does not reward items/gil/experience.
2. Break is an enfeeble that inflicts "Petrify" for a short period of time, which is essentially Immobilize and Disable, but unlike Stop, you cannot inflict damage on the Petrified target.
It's a spell that inflicts a status with unique properties.
Float- could be useful
Yes... I suppose a spell that completely or even partially nullifies Earth magic "could be useful".
...
If you start thinking any funny stuff (such as the spell being too "OP"), look back to the statements I made in reply to your argument against the Stop spell.
Vanishga- useless
Because inflicting the effect of Invisible on the entire party is useless...
Tell us more, oh wise one.
Warp- another useless spell that would not work on mobs
Who said the spell had to target mobs?
Reflectga- same as reflect
Slowga- same as slow
Graviga- same as Gravity
Narrow-minded to the end...
Hastega- this wont be in game also
There you go again, with your prophetic visions...
Drain- this was a thm spell
And...?
Reverse- not even time magic at all
Um.. What...
Bubble- not even time magic
Because Mana Shield was not a Time Mage thing... Right...?
Syphon- was an thm spell before as well
And...?
Undo- LOL
I suppose the idea of removing the last inflicted enfeeble from a target is laughable to you.
Comet- Yeah right
A spell that inflicts massive non-elemental damage in an AoE and is affiliated with time/space...? What's so "yeah right" about that?
Meteorite - Limit break for blm <.<
In Final Fantasy Tactics, the description for this spell reads "Time magic that warps space-time, causing an enormous meteor to fall on the battlefield."
Just another spell that's way more iconic of Time Mage being placed on a class that's hardly deserving of it.
All you have presented is evidence of your own closed-mindedness and a plethora of flawed logic.
I recommend thinking more carefully before posting in future.
Haste, Slow, Gravity and Comet are the only spells in that list that would be accurate to time mage and be useful and potentially not OP.
Who here wants one of the 5 abilities you get as a job to be one that lasts for 2 seconds that would have to come with a gigantic cooldown in order to be balanced?
Edit: Saying I'm a red mage sheep is hilarious, btw. I don't even like RDM. I don't want to see RDM; but, I'm not going to pretend like its not coming before the other jobs I want to see.
If Time Mage could work in an MMO and not be OP I would be for it and play it.
Last edited by Montijin; 11-21-2012 at 02:03 AM.
If they implemented Time Mage anytime soon as a DoT/support class, that role will probably be well filled by Arcanist/Summoner by that point, and also strip some of the role posibilities for Red Mage as I'm sure they're planning on doing at some point. Everyone loves a feathered pimp hat.
Building a Time Mage role that would focus on Support with buffs such as Haste (which I don't think they want to put back into the game, as it's kind of overpowered in concept) although I could see them having an ability that maybe gives the same effect as haste, in a more powerful buff that lasts for a short amount of time (Much like 1.x's 15min abilities) so that it can still be somewhat crazy and useful, but only when you really need it because it can't be kept up permanently. A Haste that can be kept up around the clock on a/all character(s) is incredibly abusive unless you weakened the potency a LOT, to the point where it wouldn't even deserve the name Haste anymore.
Honestly, it would fill such a gap for the lack of healing that was present in 1.x, since Arcanist/Summoner doesn't appear to have very decent healing capabilities from what little we know so far. The best backup healer you had in 1.x was a PLD or a BRD, and the BRD's heals were just a bit laughable (no offense BRDs :< ). Not saying Time Mage should be a full-blown healer that could take over the role of a WHM to the same capacity, but it would't hurt to have a Support class/job that supports by healing -and- buffing. If you make it Buffs and Debuffs, it sounds more like a Red Mage again anyways... and I highly doubt they'd build Time Mage like that over implementing a Red Mage job first that fills a similar role.
EDIT: Before anyone goes saying I'm some sort of RDM fanboy, that's definitely not the case. RDM was one of the most uninteresting jobs for me in XI, and aside from the outfit, isn't very appealing for me. I've been begging SE to add Summoner since Launch, though (feedback forms and the like) ;D Only brought up RDM because I think it's a bit lulzy that the "die-hard Time Mage fans" are trying to support the job being implemented by making it a traditional RDM clone in terms of role.
There are mechanics like "Stop" in FFXI. Abyssea NM weaknesses. Red/Blue/Yellow triggers. Even BLU got spells that can inflect terrorize.. The dev team can carefully implement this mechanic for Stop.lmao, you think it would be balanced for a class to have those spells, seriously? Lets give one class the ability to completely stop a monster from attacking across four different spells, all of which would be unable to land on primals or dungeon bosses.
Haste, Slow, Gravity and Comet are the only spells in that list that would be accurate to time mage and be useful and potentially not OP.
Who here wants one of the 5 abilities you get as a job to be one that lasts for 2 seconds that would have to come with a gigantic cooldown in order to be balanced?
Edit: Saying I'm a red mage sheep is hilarious, btw. I don't even like RDM. I don't want to see RDM; but, I'm not going to pretend like its not coming before the other jobs I want to see.
If Time Mage could work in an MMO and not be OP I would be for it and play it.
Last edited by Andrien; 11-21-2012 at 03:02 AM.
You said that you wanted stop to prevent monsters from using certain attacks. So... you want disable but, you want it to be called stop because you want to see time mage and stop doesn't fit in an mmo and you know it? Okay.
I'm not saying its not possible for them to add abilities that completely hinder. I'm saying its not feasible for them to have FOUR abilities that do this while other classes have much less or none at all. You guys keep forgetting that we only have a limited number of abilities compared to most mmos, namely, XI.
In XI you couldn't use abilities like that on big fights; but, it wasn't a big deal because there was so many spells its not like if 4 or 5 were useless all of the sudden you don't have half your spell list.
I'm seriously trying to be convinced here, what do people think that time mage could bring that would be unique and would make sense over other advanced jobs while still being balanced?
What role do you even want to fill as a time mage in XIV?
The answer I keep seeing is enfeebler (slow, stop, float, etc), enhancer (reflect, vanish, undo, etc) dps (comet, meteorite, drain).
Does this look familiar?
Enfeebler (Paralyze,Blind, Dispel), Enhancer (Refresh, Protect, Spikes), DPS (Enspell, Poison, Elemental)
Some of you want Red Mage from FFXI with a different name and slightly different spells.
Last edited by Montijin; 11-21-2012 at 03:47 AM.
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