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#1 Sep 05 2006 at 4:53 PM Rating: Good
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703 posts
I'd posted a thread a while back, just before ToAU had come out. I'd created from scratch what I thought a Time Mage was, how powerful they were, and so forth. I'm still hoping to submit the idea to SE someday and hear their input...

...but I'm still not certain if it's balanced enough for consideration. I need input still. The thread was discussed for many posts (I was surprised to reach 3 pages there... and 2 pages on the main forum when I linked back to that thread). But I still feel there's much to be done with it. Here's the original post I'd created, including all the edits:

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After making a "small idea" in this thread, I decided to expand it further. I want to thank the people in that thread for their desire to imagine new jobs and not restrict them based upon what other jobs are capable of.

First off, let me say that this idea is STILL "in the works." I believe Time Mages are powerful. VERY powerful. You do not want to mess with a high-level Time Mage. Even at lower levels, they're a force to be reckoned with. However, I understand that there are limits to even those powers. Please, look over the following description I've made for Time Mage. Tell me what looks powerful, weak, overpowered, or underpowered.

Second, I'd honestly like to see this idea implemented someday. I want help in steering this mage in a direction that's believable, playable, and fun. I don't want "Oh, XXX item/job has this spell/ability already. Why add it?" but rather "That ability's not highly available for a reason! Maybe such-and-such-idea will work or get rid of it completely. It makes the job WAY too strong." Now, this isn't to say that this idea will come to fruitition. SE does what it wants and I accept that... but still, the more believable an idea we present to them, the more likely they might be to accept it.

And now, without further ado, an idea for the class I'd love to see: The Time Mage!

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Time Mage

Through the manipulation of variables in time and spacial dimensions, Time Mages are capable of greatly enhancing party members or seriously crippling foes. While not damage dealers by nature, their powers enable them to call upon the strength of the great beyond, making a Time Mage a true force to be reckoned with. A wise Time Mage can turn the tide of any battle.

Job Abilities:

  • Reset (Level 1)
  • -Duration: Instantaneous
    -Recast: 2 Hours
    -Target: One Monster
    -Description: "A second chance!" All current party members' HP and MP resets to full, while TP is set to 0. The targeted monster that currently has hate towards any party members immediately receives full HP and MP. Any "one-time use" abilities the monster may have used are restored, such as a Two-Hour or summon ability. All status effects/boosts (Protect, Dia, Blaze Spikes, etc.) are removed, with the exception of certain effects (Signet). Any and all enmity towards party members is set to 0, as the Thief ability "Hide."

  • Temporal Seal (Level 15)
  • -Duration: 30 seconds
    -Recast: 10 minutes
    -Target: Single
    -Description: "Just a few more seconds..." This ability doubles the duration of the next spell cast. Note – This has no effect upon instant duration spells.

  • Swap (Level 40)
  • -Duration: Instantaneous
    -Recast: Variable (see Description)
    -Target: Party Member
    -Description: "Just keep going!" This ability takes the last ability used by a target party member and moves their current /recast timer to the Swap ability, essentially allowing a second usage of said ability. This can affect any of the party member's abilities, including 2 Hour abilities. After the use of this ability, target party member's ability must reset to 0 before it may be utilized again. Quick may not bypass this cool down.
    (Please read Special Conditions)

    Job Traits:

  • Prolong Magic (Level 10)
  • -Increases magic durations by 10%.
  • Clear Mind (Level 15)
  • -Increases MP regeneration while healing (15).
  • Prolong Magic II (Level 30)
  • -Increases magic durations by an additional 5%.
  • Clear Mind II (Level 35)
  • -Increases MP regeneration while healing (18).
  • Conserve Time (Level 45)
  • -TIM has a random chance of reducing the /recast of a spell after it has been cast. 50% is the maximum.
  • Prolong Magic III (Level 50)
  • -Increases magic durations by an additional 5%.
  • Clear Mind III (Level 60)
  • -Increases MP regeneration while healing (21).
  • Prolong Magic IV (Level 70)
  • -Increases magic durations by an additional 5%.

    Special Conditions

  • Swap Sickness
  • -Any target that has been swapped (via the TIM Swap ability) suffers from a medicine-type effect known as Swap Sickness. This sickness lasts for one hour, regardless of the /recast length of the ability swapped.

  • Time Lag
  • -The following assortment of spells suffer from the effect of Time Lag: Recall I/II, Quick I/II, Blur I/II/III, Blurga I/II, Double/Triple, Celerity, Stasis, Contain, Time Progress/Regress, Displace, and Translocate. Any target that has had any of the preceding spells applied to them suffer from the effect of Time Lag. Time Lag lasts 5 minutes. During this period of time, no spell from the above list may be cast upon the target until the effect wears off.

    Spells:

    Lv.1 - Scan (MP: 10, View target's current HP/MP)
    Lv.4 - Nova (MP: 35, Deals Light damage to opponent)
    Lv.7 - Slow (MP: 15, Reduces an enemy's speed)
    Lv.9 - Bind (MP: 8, Immobilizes an enemy for a small period of time)
    Lv.13 - Demi (MP: 15, Reduces target's current HP by a base percentage of 5% of Current HP; Resist reduces damage. Level difference between TIM and the monster reduce the base percentage by 1% per level)
    Lv.14 - Blur (MP: 20, Grants target a single image)
    Lv.16 - Singularity (MP: 15, Deals non-elemental damage over time to an enemy. 3HP/tick)
    Lv.18 - Bindga (MP: 24, Immobilizes all enemies in range for a small period of time)
    Lv.20 - Anchor (MP: 85, Sets a temporary home point at the casting spot)
    Lv.20 - Recall (MP: 100, Transports caster to the anchor point)
    Lv.20 - Recover (MP: 25, AoE based upon the caster that grants +15 HP and MP per resting tick. Lasts for 5 minutes)
    Lv.21 - Slowga (MP: 48, Reduces all enemies' speed in range)
    Lv.22 - Half-Life (MP: 45, Mob receives a Magic Defense Bonus Down trait. Increases in power with Dimensional Magic Skill)
    Lv.24 - Tractor (MP: 26, Drags a KO'd target to your location)
    Lv.25 - Interference (MP: 56, Target monster receives a Magic Attack Bonus Down trait. Increases in power with Dimensional Magic Skill)
    Lv.26 - Gravity (MP: 24, Lowers an enemy's evasion and movement speed)
    Lv.27 - Conversion (MP: 20, 1/4 of the damage dealt by the target's physical attacks are brought back to the Time Mage as HP)
    Lv.28 - Blurga (MP: 48, Grants a single image to all party members in range)
    Lv.30 - Quick (MP: 86, Allows usage of one ability or spell, ignoring current /recast. /recast time is reset to full, including any alterations such as weakness or double/triple effects)
    Lv.32 - Demi II (MP: 58, Reduces target's current HP by a base percentage of 10% of Current HP; Resist reduces damage. Level difference between TIM and the monster reduce the base percentage by 1% per level)
    Lv.33 - Displace (MP: 71, Target party member becomes invisible and enmity becomes 0 temporarily. Any action that would drop invisibility removes the spell. Damage taken from area of effect removes the spell)
    Lv.34 - Stop (MP: 48, Temporarily halts a creature's abilities once [TP abilities, Spells, Special Attacks], as a hysteroanima. Regular attacks are not included. Duration of 1 minute)
    Lv.35 - Escape (MP: 125, Transports all party members in range out of dungeon)
    Lv.35 - Scan II (MP: 35, View target's current HP/MP and TP)
    Lv.36 - Haste (MP: 40, Increases target's speed and reduces recast)
    Lv.36 - Singularity II (MP: 43, Deals increased damage over time to a single enemy. 5HP/tick)
    Lv.37 - Comet (MP: 108, Deals strong ice-based damage upon an enemy)
    Lv.38 - Confuse (MP: 76, Enemy becomes confused. While spell is in effect, the enemy wanders around randomly, as if affected by a Terroanima. It can attack anyone that currently has enmity)
    Lv.39 - Conversion II (MP: 35, 1/4 of the damage dealt by the target's physical attacks are returned to the Time Mage as TP)
    Lv.40 - Recover II (MP: 54, AoE based upon the caster that grants +30 HP and MP per resting tick. Lasts for 5 minutes)
    Lv.41 - Increase Metabolism (MP: 45, Buffs that target mob casts last for 5 seconds. Duration is 1 minute)
    Lv.43 - Slow II (MP: 72, Greatly reduces an enemy's speed)
    Lv.44 - Hastega (MP: 112, Increases all party members' speed (and reduces recast) in range)
    Lv.44 - Contain (MP: 83, All damage dealt to target player is reduced to 0 while this spell is in effect. A "damage pool" tallies up all damage. When the spell duration expires, all damage from the pool is dealt to the targeted player as non-elemental damage. This spell has a perpetuation cost to the caster of 5MP/tick while in effect. The spell lasts for 30 seconds. Curing a target while under the effect of this spell heals the damage pool ONLY if the target is at full health)
    Lv.45 - Double (MP: 125, Any ability or spell used while under this effect is repeated once, its effects acting as a separate attempt. The normal /recast for the ability/spell is doubled. MP cost is also doubled. If the MP cost cannot be met, the spell/ability is unaffected by Double. The same spell/ability may not be used again until the /recast has reset to 0; Quick may not bypass this timer, but Swap will.)
    Lv.45 - Recall II (MP: 150, Sends target party member to the anchor point)
    Lv.47 - Focus (MP: 101, Target party member gains the effect of Magic Attack Bonus. Power increases with skill)
    Lv.47 - Ward (MP: 97, Target party member receives the effect of Magic Defense Bonus. Power increases with skill)
    Lv.48 - Blur II (MP: 60, Grants target two images)
    Lv.50 - Age (MP: 79, Lowers target enemy's STR, DEX, AGI, and VIT; Temporarily removes access to a random ability)
    Lv.51 - Muddle (MP: 182, All enemies in range become confused. While spell is in effect, the enemy wanders around randomly, as if affected by a Terroanima. It can attack anyone that currently has enmity)
    Lv.52 - Conversion III (MP: 50, 1/4 of the damage dealt by the target's physical attacks are returned to the Time Mage as MP)
    Lv.53 - Graviga (MP: 67, Lowers all enemies' evasion and movement speed in range)
    Lv.54 - Reflect (MP: 60, Creates a protective barrier around the caster that causes any magic cast upon them to be reflected back upon the initiator of said magics. –aga spells do not strike party members around the reflected caster, assuming the Reflected caster is the one targeted. Spells "bounced back" in this fashion generate hate as if the Reflector was casting those spells. The spell reflects 2 spells maximum)
    Lv.55 - Aura (MP: 88, Target gains the effect of Store TP. Power increases with skill)
    Lv.55 - Feint (MP: 92, Target gains the effect of Subtle Blow. Power increases with skill)
    Lv.56 - Bypass (MP: 99, Nullifies target monster's magical defenses [Stoneskin, Protect/Shell, Blink/Utsusemi, etc] for a duration of 5 seconds)
    Lv.57 - Stardust (MP: 203, Causes 6 magical hits, each one of a differing element [equivalent to a Tier II Ninjutsu damage-wise]. Each hit is resisted separately, and the damage tallied up at the end, much as a multi-hit WS.)
    Lv.58 - Singularity III (MP: 43, Deals increased damage over time to a single enemy. 7HP/tick)
    Lv.59 - Blurga II (MP: 168, Grants two images to all party members in range)
    Lv.60 - Haste II (MP: 94, Greatly increases target's speed and reduces recast)
    Lv.60 - Recover III (MP: 79, AoE based upon the caster that grants +40 HP and MP per resting tick. Lasts for 5 minutes)
    Lv.61 - Quick II (MP: 157, Target party member may use any ability or spell with no casting time)
    Lv.62 - Time Progress (MP: 102, AoE that affects all party members in range. This causes the effective "day" to be one day in advance, affecting all elemental-related spells and abilities as if they were being used during the virtual day. 5 minutes)
    Lv.62 - Time Regress (MP: 102, AoE that affects all party members in range. This causes the effective "day" to be one day previous, affecting all elemental-related spells and abilities as if they were being used during the virtual day. 5 minutes)
    Lv.63 - Triple (MP: 205, Any ability or spell used while under this effect is repeated twice, its effects acting as a separate attempt. The normal /recast for the abilty is tripled. MP cost is also tripled. If the MP cost cannot be met, the spell goes off unaffected by this spell. The same spell/ability may not be used again until the /recast has reset to 0; Quick may not bypass this timer, but Swap will)
    Lv.64 - Celerity (MP: 95, Target party member's movement speed increases by 50%. Base duration is 2 minutes)
    Lv.65 - Tractor II (MP: 85, Drags a target to your location)
    Lv.65 - Scan III (MP: 60, View target's current HP/MP, TP, and a list of the monster's abilities [not spells]. There is a 5% chance per casting of obtaining the list of items that are droppable and stealable from the monster)
    Lv.66 - Stasis (MP: 135, Target party member becomes unable to act. Target receives no damage while spell is in effect. Target regains no health and no mana while spell is in effect. Enmity remains the same while spell is in effect)
    Lv.67 - Repeat (MP: 60, Double Attack +10%. Duration is 3 minutes)
    Lv.68 - Blur III (MP: 120, Grants target three images)
    Lv.68 - Stop II (MP: 97, Temporarily halts a creature's abilities twice [TP Abilities, Spells, Special Attacks], as a hysteroanima. Regular attacks are not included. Duration of 1 minute)
    Lv.70 - X-Zone (MP: 265, Starts a countdown on target enemy (10 seconds). Enemy is bound while spell is in effect. If the spell wears off before the countdown reaches 0, the effect fails. If the countdown reaches 0 and the spell is still active, the enemy is despawned, sucked into a giant Warp vortex. It is consequently respawned in its proper spawn location [much as the anti-MPK patch works]. It does not drop any items, nor grant EXP, as if the enemy had the Call for Help status)
    Lv.71 - Gravity II (MP: 116, Greatly lowers an enemy's evasion and movement speed)
    Lv.72 - Hastega II (MP: 214, Greatly increases party members' speed and reduces recast for all in range)
    Lv.73 - Demi III (MP: 109, Reduces target's current HP by a base percentage of 15% of Current HP; Resist reduces damage. Level difference between TIM and the monster reduce the base percentage by 1% per level)
    Lv.75 - Meteor (MP: 209, Deals critical fire and earth damage to all enemies in range)
    Lv.75 - Translocate (MP: 30, Time Mage creates a "false avatar" of himself/herself. This avatar has the run speed of Flee and the camera focus switches to said avatar. Upon arriving at the desire destination, the "accept" key is pressed and the Time Mage is moved to that location, much as the spell Tractor. There is a perpetuation cost of 6MP/tick while this spell is in effect)

    Removed Spells:

    Lv.7 - Blind (MP: 5, Blinds an enemy, lowering its accuracy)
    Lv.10 - Ionize-Stone (MP: 12, Lowers a target's resistance to Stone magic and raises its resistance to Fire magic)
    Lv.11 - Swap (MP: 5, Swaps target's HP/MP percentages with the caster's HP/MP percentages for a short duration; if the target dies, the Swap spell is reversed, and the caster dies as well)
    Lv.13 - Ionize-Water (MP: 12, Lowers a target's resistance to Water magic and raises its resistance to Wind magic)
    Lv.15 - Deodorize (MP: 10, Prevents target from being detected by scent for a limited time)
    Lv.16 - Ionize-Aero (MP: 12, Lowers a target's resistance to Wind magic and raises its resistance to Water magic)
    Lv.17 - Silence (MP: 16, Silences an enemy)
    Lv.19 - Ionize-Fire (MP: 12, Lowers a target's resistance to Fire magic and raises its resistance to Stone magic)
    Lv.20 - Sneak (MP: 12, Prevents target from being detected by sound for a limited time)
    Lv.22 - Ionize-Blizzard (MP: 12, Lowers a target's resistance to Ice magic and raises its resistance to Thunder magic)
    Lv.23 - Regen (MP: 15, Target gradually recovers HP)
    Lv.25 - Ionize-Thunder (MP: 12, Lowers a target's resistance to Thunder magic and raises its resistance to Ice magic)
    Lv.25 - Invisible (MP: 15, Prevents target from being detected by sight for a limited time)
    Lv.28 - Ionize-Light (MP: 12, Lowers a target's resistance to Light magic and raises its resistance to Dark magic)
    Lv.29 - Regenga (MP: 40, HP is gradually recovered for all party members in range)
    Lv.31 - Ionize-Dark (MP: 12, Lowers a target's resistance to Dark magic and raises its resistance to Light magic)
    Lv.39 - Erase (MP: 18, Removes one detrimental effect from target party member)/*
    Lv.40 - Dispel (MP: 25, Removes one beneficial effect from an enemy)
    Lv.49 - Regen II (MP: 36, Target gradually recovers HP)
    Lv.52 - Dispelga (MP: 45, Removes one beneficial effect from multiple enemies in range)
    Lv.56 - Regenga II (MP: 102, HP is gradually recovered for all party members in range)
    Lv.60 - Refresh (MP: 40, Gradually restores target's MP)
    Lv.69 - Dispel II (MP: 75, Removes two beneficial effects from an enemy)
    Lv.72 - Regen III (MP: 64, Target gradually recovers HP)
    Lv.75 - Refreshga (MP: 120, Gradually restores MP to all party members in range)

    Job Skills:

    Dimension Magic (A)
    Enfeebling Magic (B)
    Enhancing Magic (B)
    Dark Magic (E)

    Club [Rod] (B-)
    Staff (C)

    Double/Triple Side Notes:

    Double and Triple are still works in progress. Their base duration is 36 seconds each. While under their effects, any spell cast is "repeated" as if the Chainspell effect were placed on the target. For Job Abilities that don't immediately wear off, certain rules apply.

    Ex: Sneak Attack is used by the THF, who then applies Trick Attack to WS onto the tank. After Sneak Attack has worn off, a new Sneak Attack is applied (assuming a Doubled THF), animation and all. If the THF were Tripled, a new Sneak Attack would apply after the second wore off. However, if the ability does NOT wear off before the Triple effect does, the ability does not activate a 3rd time.

    Ex: Boost is used by a MNK. Because Boost is a stacking JA, it can activate three times in succession. Provoke would also activate three times. Sentinel, a PLD ability, can activate a maximum of two times, assuming the ability is not cancel-able.

    Double and Triple do not function on 2H abilities.

    ----------

    Edit1: Enfeebling and Enhancing Magic reduced from B- and B to C- on both accounts.

    Edit 2: Quick, Double, and Triple were changed to account for /recast changes, providing more balance with serious drawbacks. Also, MP cost for those three spells have been increased. Demi has been changed to affect "Current HP" as opposed to "Max HP," following standards of previous games and providing more balance for unresisted castings.

    Edit 3: Items marked with */'s are slated for possible removal. Stop has been altered to clarify that it will activate once and then be removed. Reflect has been clarified to center attention on the "self-only" spell part, as well as deal with hate issues. Minor name-changes (Blurga >> Bluraga, Bindga >> Bindaga, Plasma >> Stardust).

    Edit 4: Added link to tabled spells, including casting and recast times.

    Edit 5: Double and Triple have been updated to include extra MP costs.

    Edit 6: Time Extension has been changed to Temporal Seal.

    Edit 7: All */'s have been removed in favor of Strikethrough text, allowing spell idea history to still be shown without removing the actual text and identifying these spells as not part of the Time Mage spell list.

    Edit 8: Haste has been changed from level 42 to level 36. Hastega has been changed from level 58 to level 44. Haste II has been changed from level 67 to 60. Hastega II has been added at level 72. All Regen spells have been removed. The Swap spell has been removed in favor of using it as a Job Ability obtained at level 40.

    Edit 9: Several new spells have been added: Conversion I, II, and III, Contain, Ionize spells, Quick II, and Singularity I and II. Deodorize, Sneak, and Invisible have been removed from the spell list.

    Edit 10: Reset was modified to affect a specific monster for reasons of MPK abuse (being able to affect a monster that one cannot normally affect [such as a claimed NM]).

    Edit 11: Table has been updated to reflect all new spells and changes.

    Edit 12: [li ] now requires closing tags. Fixed the post accordingly.

    Edit 13: Removed Ionize Spells. Added Nova, Celerity, Alternate, Half-Life, Interference, and Translocate. Stricken text was moved to its own list to help clarify the list of currently available spells. Also, because Word creates a "double hyphen," I have gone back through and removed them all so that the list looks more aligned.

    Edit 14: Introduced "Swap Sickness" as a balancing factor for the Swap ability.

    Edit 15: Demi I, II, and III have been changed from 12%, 25%, and 38% to 5%, 10% and 15% respectively. Tabled View was removed.

    Edit 16: Reset was modified to include the removal of status effects (positive and negative). Enhancing and Enfeebling were both set to B. Dimension Magic was set to A. The "Special" condition of Swap Sickness was moved from Swap to its own segment. Time Lag was instituted.

    Edit 17: Demi and X-Zone were changed to reflect the Level Differential. All -aga spells were changed to -ga. Temporal Seal was reduced to 10 minutes, to match the other two Seal abilities.

    Edit 18: Confuse and Muddle were modified. Added Scan II/III. Reflect was given a limit of 2 spells. Contain was modified. Bypass was modified. Time Progress/Regress were implemented. Stardust was moved to level 57, granted a slightly higher MP cost, and modified.

    Edit 19: Celerity was modified. Increase Metabolism was added. Singularity III was added. Repeat was added. Conserve Time was added to the Job Trait list. Stop was moved to level 34, and Stop II was added to level 68.

    Edit 20: Warp and Warp II were exchanged for Recall and Recall II. Anchor was added at 17. Paralyze was removed. Scan was moved to level 1. Nova was moved to level 4.

    Edit 21: The Conversion spells were modified from "single hit" to "small period of time."

    Edit 22: X-Zone's MP cost was dropped to 265 from 316. Dark Magic Skill was added as a class skill (E).

    Edit 23: Double and Triple were modified to include extra rules regarding usage of JA's and spells, as well as the necessity of allowing the /recast timer to reset to 0 before the ability can be used again, with the exception of the Swap JA. Swap was modified in a similar fashion to negate the possibility of abuse. Double and Triple were given more detailed usage descriptions further down the page.

    Edit 24: Blind and Silence were removed. Slow was moved to level 7. Bindga was moved to level 18.

    ---------------------------------------------------------------------------

    If you'd like to link back to the original threads, especially to read what others have posted concerning balance and abilities, look no further than my signature.

    It's a step closer than the last time... I just hope I can reach the finish ^^; Thanks to everyone that reads this and contributes.

    Edited, Apr 14th 2007 8:50pm by Deila
    ____________________________
    Deila (Tarutaru F)
    Server: Seraph
    WHM75/BLM52/SMN34/THF24/NIN20/BRD19/WAR10/RDM7
    Clothcraft: 81.6 +2; Bonecraft: 3; Fishing: 6; Leathercraft: 3
    Maat: Defeated 1st try! Wootaru!

    Time Mage - Help us make it a reality!
    #2 Sep 05 2006 at 5:14 PM Rating: Decent
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    446 posts
    This does seem like a very interesting new job, however I do not like the spells that it shares with other jobs. It definatly makes it too strong. Leave the classic spells to the jobs that already have them. Paralyze, gravity, haste, warp and such. It really does make it too strong when it can start taking the place of other jobs.

    As for the original ideas and spells unique for TM, they are good ideas.

    However, I would like SE to fix the existing relationships between the jobs it already has instead of creating new ones. Whm, pld, all 2h DD jobs, and smn have things wrong with them that needs fixing to bring them up to par with the stronger jobs.
    #3 Sep 05 2006 at 6:16 PM Rating: Good
    Scholar
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    703 posts
    Thanks for the quick reply Wizard.

    The issue with shared spells has definitely come up in the past. I'm sure I can think of a few posts where many spells were discussed and, later, removed from the list. At one time, I'd had Refresh, Regen(+ga), Erase, and Dispel. I'm sure you can guess how quickly they were shot down!

    To cover those spells that you'd pointed out specifically, I'd like to deal with them one at a time, save for the following one: Of all the spells mentioned, Paralyze has been the biggest spell that "doesn't seem to fit." I've been wanting to veer away from it, but am worried about the TIM's relative lack of spell count. Even a Summoner at 75 has a total of 76 abilities (some thanks to recent updates, many present from beforehand), despite their 1-minute cooldown. Still, I am looking to remove it.

  • Gravity
  • --Gravity has been a Time Mage spell for a good majority of the series (or, at the very least, not aligned to divine or elemental magic; it secured its own section). It was granted to RDM, which severely hampered the chances of a TIM appearing in the game. However, this helped to support the RDM's role as a jack-of-all-trades, capable of enfeebling, healing, damaging, tanking (in some rarer instances), and all around general support. As RDM has access to a variety of spells from other mage types, I think it fits that they would share certain spells of the TIM.

  • Haste
  • --Haste as well has been present in a Time Mage's spell list whenever they were present. It was also, I believe, considered to be a support spell and not divine nor black magic. Granting it to WHM was most likely to enhance their roles as support classes, and RDM once again snags a spell from another classes spell list for its own, further enhancing them in their own adept job. Adding it to Time Mage just seems natural.

  • Warp
  • --Warp (and to another degree, Tractor) is all about Time/Space. It shifts one's location with another. I saw no reason to exclude a Time Mage from this. I did not include Warp II, oddly enough, because I felt it would intrude on a BLM's territory too much. There was no other reason, really, to leave it out in my opinion.

    One more thing about "taking the place of other jobs." We can only have 6 people in a party. Often, each person has a defined role (attacker [x2 or x3], defender/tank, enfeebler, healer, and/or buffer). If you take one out, you weaken the party. If you put another in, you strengthen the party (assuming they bring something useful to the party job-wise). Time Mage is definitely an enfeebler/buffer, but with its low enfeebling scores, it can only bring Dimension Magic abilities to the enfeebling tables. With such a high mana cost for many of those abilities (and I'd intended for their mana pool to be barely average), they must pick and choose between buffs and debuffs or risk running out of mana too quickly.

    As far as the balancing of other jobs go, I 100% agree. Fixes should be applied first, not power boosts. However, this isn't an attempt to introduce a new job to be applied "omg, we neid tim maje now!!" quickly. It's simply something I'd like SE to keep in mind when the next circle of jobs does come around (don't they usually grant 3 jobs per expansion, plus 1 inbetween?).

    [Edit]Helps if one finishes one's sentences before the thought process drops...[/Edit]

    Edited, Sep 5th 2006 at 7:17pm EDT by Deila
    ____________________________
    Deila (Tarutaru F)
    Server: Seraph
    WHM75/BLM52/SMN34/THF24/NIN20/BRD19/WAR10/RDM7
    Clothcraft: 81.6 +2; Bonecraft: 3; Fishing: 6; Leathercraft: 3
    Maat: Defeated 1st try! Wootaru!

    Time Mage - Help us make it a reality!
    #4 Sep 05 2006 at 9:16 PM Rating: Good
    ***
    1,163 posts
    2hr: does the mob go unclaimed? What if several different parties attack the mob before it's claimed (possible and common under the new claim rules)? Can you "reset" fights against HNMs? Whatever the answers to these questions, it can't be integrated into FFXI. Both for gameplay reasons (you could limit it so that it doesn't work on some mobs, but then it'd only be an exp 2hr, if you want to retry a BC, you Reraise ... worthless) and technical reasons.

    Another option would be to have all recasts of people in the party or alliance reset, barring 2hrs. But cor has a similar 2hr (but cor has a chance to reset 2hrs).


    Temporal Seal: Good. I suggested it myself for rdm more than once, but it'd fit Time Mage better. I'd suggest 10min recast, not 15, to fit with DS and ES.

    I'd make another: Rapid Cast. Lv20. Duration: Instant, recast 5min: next spell casts instantly.

    I'd also turn the spell Double to a JA: Lv30. Double Cast: next spell is cast twice for twice the MP cost.

    Why? The recast part can be left alone, it has no impact.
    The JA part, well, there'd be questions: does it double the effect of JAs like Berserk or Defender? Is it interesting at all to have this spell (lv45, can't be subbed) work for 1 JA and maybe the JAs of the tim's sub? Or can you target others? With a rng in the party, it'd create issues when associated with Barrage. If it doesn't double the effect of buffing JAs, it only works with Chi Blast, Barrage and SATA (what does it double in SATA? The damage?) and is useless in other circumstances. If it does, the tim becomes a "Double-*****", in more ways than rdm is a "Refresh-*****".
    Also, the MP cost makes it too prohibitive to use. I think it's simpler and more appropriate as a JA.

    Traits: Clear MindIV wouldn't be too much, unless you mean it as a melee mage (but the combat skills lead me to think otherwise). Prolong magic needs another name.

    Again, I'd buff that list: Fast Cast traits, although "rdm territory", fit the job description very nicely. I think they should get up to Fast CastV, but it'd cause such an uproar among rdm ... let's say the same traits as rdm (thus, up to IV).

    And another: Conserve Time (yeah, the name isn't great, I was just thinking of Conserve MP): randomly nullifies the recast of a spell. Lv25.
    Note: I wrote this trait before reading the Quick/II spells. I still like the trait, but the spells are better. Don't forget: it should exclude 2hrs.


    Spells:
    Note: I don't think the spells should be under their own class of magic, like Blue magic with their own calculations, but just under plain old Black and White magic, depending on the spell. Most new spells would fall under a new magic class (though some are designed to fit under Enhancing or Enfeebling), but that skill could be one of those (along Enfeebling and Enhancing) that is shared between Black and White magic.

    Stop: So, it's a Stun that only works for JAs? We don't even know if mobs have JAs or just TP moves. Also, JAs are instant, so they often can't be stunned (faster than weaponskills/TP moves). There's not much room left for Stop between Stun, Sleep, Paralyze, Bind (stops movment), ..., heh?

    Shared spells with rdm/whm/blm/drk (Tractor is blm and drk): I don't see a problem, myself. White and Black magic are always going to be shared.

    Scan: Could be buffed up to also display elemental and weapon strengths or weaknesses, like it has in other games. We already know those for a lot of things, but a nice reminder once in a while.
    It could even display TP. Maybe active statuses, too (giving info wether a Dispel is needed or not), if it doesn't flood the chatlog too much.
    Like Cure spells, it could target both ennemies and players.

    Nova: Spells that rely on several elements? I can see problems arise. I can see it matches lv2 SCs, but that's hard to implement, really.
    Also, there's a balance issue with the "power increase with Dimensional Magic (skill)" part: that makes for very powerful spells at very low MP costs.
    That's why there are spell tiers.
    Only exceptions are Drain and Aspir ... and seriously, if anyone wants to call blm (and drk) overpowered, it's these 2 spells that should be pointed at. Extremely powerful.
    What limits them a bit is their recast (1 minute is huge for spells), and given there's only one of each, you can't rotate recasts.
    If the "power increase" is low, then ok, but it needs better versions.

    I think this, Comet and Stardust should make a full line of nukes, maybe with an added effect, like a short-lived Slow that works both for attack speed and movement speed (but no evasion down, unlike Gravity) ... Dark elemental nukes. We don't have dark nukes yet (short of Drain), and Comet/Meteor has often been Dark element in the past FFs. Maybe a 4th around level 60 to bridge between Coment and Stardust.


    Demi/II/III: Wouldn't work in FFXI. Diabolos' 2hr only works due to its random nature and the fact it's often resisted.
    When I say "it works", I mean "it's not overpowered", but it doesn't really work, it's useless.
    This would be overpowered unless it's completely resisted by every NM, and then it'd be useless. Outside "tim-burn" exp parties (6 tim = 90% of target, just need 1 nuke to finish it off).
    I'm not opposed to tim-burn parties (although it'd make manaburn parties ridiculous, given the relatively low MP cost of DemiIII), but a series of spells just for that?

    Blur/ga/II/gaII/III: Nice. Shouldn't stack with Utsusemi and Blink, obviously. Could stack with Third Eye, on the other hand. Bluraga -> Blurga. Really, it's "-ga", not "-aga". I know I'm nitpicking here.
    Also, give more info: does it work like Blink (chance to stop next attack/spell) or Utsusemi (guaranteed to spot next attack/spell)? What's the casttime and recast? These have a huge importance on the power of these spells. BluragaII might be too much. BlurIII is definetely too much.
    An Utsusemi you can cast on others? Stupidly overpowered.

    My opinion on these spells went down a lot when I saw -gaII and III, since it changes from "little help to the party" to "let's turn everyone into Blink tanks". I think I know the reasons, but that's not the way you'll fix that problem.


    Singularity/II: Good. DoT only, heh? Need to be decent DoT, then.
    I'm guessing the second version doesn't stack with the first, since it's (black?) magic not a song.
    An issue with this is that, in FFXI, "non-elemental" damage is physical damage. If it's fixed (not going though def and vit), it fits the definition of magic, where it's fixed but can be resisted. In this case, why not make it Light or Dark based? Light has Requiems (I think), so probably Dark.

    So, I suggest this: Singularity: 3HP/tick. SingularityII: 5HP/tick. SingularityIII: Lv56, 60 MP: 7HP/tick. Best one can't be subbed, always nice.


    Blindaga -> Blindga. Not terribly useful (outside PvP), but why not?
    Slowga: Same as above.


    Half-life: Good. Blu now has a spell to do that, but there are other cases of effects being obtained in different ways (e.g. the number of ways we can lower a foe's defense).

    Interference: Not very useful, but the family should be complete, I guess.


    Confuse/Muddle: Stupidly overpowered. Sorry, things like that can't work in XI. But there is a way to adapt this spell: mess with hate, here's how: "lowers the hate of the the player that is hated the most by the target. Cannot be used on unclaimed foes" Sounds complicated?

    Basically, when a party/alliance member (not the tank, obviously) pulls hate (including yourself), you could use this and since the tank should be number2 on the hate list at that moment, it'd save the situation.
    Muddle would be a stronger version. Of course, both would need to cast very fast and to have high accuracy.


    Conversion/II/III. Good. Need a relatively long recast, due to their nature. Does it work with TP moves?
    If so, 2 min recast (each) would be fine, if it only works for regular melee attacks, I'd say 30sec.


    Contain: Huh? Overly complicated.


    Double/Triple: See the JAs. Note I wrote that before reading about Triple, but anyway, Triple would be too much.


    TractorII: You mean it moves living players? I'd say no.
    Remember all these things were death+Tractor+Raise(III) from a whm makes you save a lot of time and trouble? The only thing separating it from an exploit is the exp you lose. With this, you wouldn't lose exp.


    Focus. Good. One thing, though: SE never gives the same name to 2 different things, so you'd have to change the name as it already is a monk JA (+acc).

    Ward: Good. Does it stack with Shell (yes, Shell is +MDB), though? I think it shouldn't.

    A note on that family of spells: good idea, but give out more info, like the scale of the boosts. +50 Magic Attack or Defense or Attack down or Defense down would be overpowered, +2 would be near-useless. Have to find a good middleground, with room for variation, that means finding a good formula that relies on "new magic" skill. I can do it, if you want.


    Age: Once again, we don't know if mobs have JAs. If you mean "move" in general, ok, that works. Overall, good idea. Duration and the scale of the stat-lowering effect also highly impact the power of this.


    Reflect: Stupidly overpowered.


    Aura: Nice.

    Feint: Nice. Needs a name change, already a thf meritable JA.


    Alternate: See comment above about non-elemental damage.
    If you wanted to add the notion of non-elemental magical damage in FFXI, I don't really see the point.
    Elemental affinity only matters towards resist rate of spells (well, there's the +10%/-10% from weather and day, too), so it has little interest to have "non-elemental" nukes.

    Quick/QuickII: I think casttime should be the JA I listed above, and Quick should only be recast: Quick being self-only and QuickII being party-only (similar to Warp/II).


    Displace: Another I missed. I suggested the Confuse change before reading this ... and I stick to it, just drop this spell and give Invisible to tim. Sneak, too. Deodorize, to be complete. Same level as whm and rdm for all 3.


    Celerity: I was going to suggest that, till I read it. Drop the perpetuation cost, this isn't a smn.
    I'm starting to think you meant these "perpetuation cost" spells to have no fixed duration ... not a good idea.
    Also, I know you didn't suggest it to be AoE not to set foot in brd territory, but I fear tims would be asked to cast it on everyone in the party at each zone. We won't see many of them if that's the case. The point? Probably needs to be AoE or tim will go insane upon hitting lv64.


    Statis: Interesting. I can see uses for that. Maybe lv60 instead of 66, for some capped events.


    X-Zone: Stupidly overpowered or useless, depending on limitations. I know the reference (and it was useless in FF5, as were most Doom or Death spells in all FFS).


    Meteor: Alas, it is an existing (powerful, AoE) spell that King Behemoth and Absolute Virtue can cast. Maybe a (renamed) AoE nuke in its place? The -ga version of the Nova/Comet/xxx/Stardust line?


    Translocate: Stupidly overpowered.

    Global note on spells: try to think of (balanced) a recast and casttime for the new spells. Also, a max duration for enfeebling and enhancing (new) spells.


    Skills:

    Dimension Magic (B) -> why not just name it "Time magic"? But anyway, if the resist rates are similar to Elemental, Enfeebling, Divine and Dark magic, it needs to be A+ or it won't stick endgame, and it won't stick reliably enough in exp..

    Enfeebling Magic (C-) -> Again, too low. Strong enfeebling job, but such a low skill? C- is the enfeebling skill of a whm or drk, and while it could work in exp with good +enfeebling gear (still not reliable enough), the job wouldn't stick anything in endgame. Should be B or B-.

    Enhancing Magic (C-) -> Seems a bit low too, but there's not problems "sticking" spells, and even if the new Enhancing spells would habe their own calculations, that means a whm or rdm subbing tim would be more efficient with those under lv37 than tim. Again, probably needs to be around B.

    Club [Rod] (A-) -> Why? If can only equip rods (that's very limited, unless you include wands - which you should, it's caster gear), there's no need for such a high skill, since rods (and wands) have bad melee stats. If it's intended to be a "melee mage", it needs a A- or B+ in another weapon. If not, it doesn't need an A combat skill at all. This should be B or less.

    Staff (C) -> Ok.

    Why not Daggers? All mages but whm (whm can't use edged weapons) get Daggers.

    Edit: Spacing.

    Edited, Sep 5th 2006 at 10:25pm EDT by Bluuug
    #5 Sep 07 2006 at 9:32 AM Rating: Good
    ****
    4,720 posts
    I love the Time Mage idea. :D Keep up the good work! I'm sorry I can't contribute anything, but I will look back to it and think of something.
    ____________________________
    Reiterpallasch wrote:
    Horst needs a 1 minute, 15 foot doom aura. Get in, get out, or @#%^ing die.
    Calmus wrote:
    ...draining with sambas is kind of like you smack the thing and as you smack blood flies out... normally the blood would just you know fall and be red an what-not, but, with the samba your all whacked out and decide to drink the blood as it flys out. thus not adding MORE damage just taking more advantage of your damage. at least thats my take on it.
    #6 Sep 07 2006 at 11:55 AM Rating: Decent
    ****
    4,720 posts
    I'll rate each spell and ability, and give suggestions on some. :D Here goes:


    Lv.1 - Stop (MP: 8, Temporarily halts a creature’s abilities once. Spells and attacks are not included)
    3 1/2

    Lv.3 - Paralyze (MP: 6, Paralyzes an enemy, randomly halting their actions)
    N/A

    Lv.5 - Scan (MP: 10, View target’s current HP/MP)
    4

    Lv.6 - Nova (MP: 35, Deals Light and Fire damage to opponent. Power increases with DimMag. After
    initial damage, secondary damage is applied over time)
    4

    Lv.7 - Blind (MP: 5, Reduces amount of light reaching the enemy, lowering their accuracy)
    3
    Suggestions: For this spell to be resistable on mobs that need darkness to see.

    Lv.8 - Slow (MP: 15, Reduces an enemy’s speed)
    N/A

    Lv.9 - Bind (MP: 8, Immobilizes an enemy for a small period of time)
    N/A

    Lv.13 - Demi (MP: 15, Reduces target’s current HP by 5% of Current HP; Resist reduces damage or negates)
    3 1/2

    Lv.14 - Blur (MP: 20, Grants target a single image)
    4

    Lv.16 - Singularity (MP: 15, Deals non-elemental damage over time to an enemy)
    3

    Lv.17 - Warp (MP: 100, Transports caster to home point)
    N/A
    Suggestions: Higher lv requirement, because 17 is when BLM can use it and it is black magic after all, not time magic and so a Time Mage should take longer to learn this. Like for example, a Cure spell is white magic and a WHM learns this at a sooner lv than others job that can use it.

    Lv.18 - Silence (MP: 16, Silences an enemy, preventing spellcasting)
    N/A

    Lv.19 - Bindaga (MP: 24, Immobilizes all enemies in range for a small period of time)
    N/A

    Lv.21 - Slowga (MP: 48, Reduces all enemies’ speed in range)
    N/A

    Lv.22 - Half-Life (MP: 45, Mob receives a Magic Defense Bonus Down trait. Increases in power with Dimensional Magic Skill)
    3

    Lv.24 - Tractor (MP: 26, Drags a KO’d target to your location)
    N/A
    Suggestions: See suggestion for Warp, same idea. Lv requirement for this should be higher than 25 which BLM can start using it at and it is under black magic.

    Lv.25 - Interference (MP: 56, Target monster receives a Magic Attack Bonus Down trait. Increases in power with Dimensional Magic Skill)
    3 1/2

    Lv.26 - Gravity (MP: 24, Lowers an enemy’s evasion and movement speed)
    N/A

    Lv.27 - Conversion (MP: 20, 1/4 of the damage dealt by the target's next physical attack is brought back to the Time Mage as HP)
    3 1/2

    Lv.28 - Bluraga (MP: 48, Grants a single image to all party members in range)
    4

    Lv.30 - Quick (MP: 86, Allows usage of one ability or spell, ignoring current /recast. /recast time is reset to full, including any alterations such as weakness or double/triple effects)
    4

    Lv.32 - Demi II (MP: 58, Reduces target’s current HP by 10% of Current HP; Resist reduces damage)
    4

    Lv.34 - Displace (MP: 71, Target party member becomes invisible and enmity becomes 0 temporarily. Any action that would drop invisibility removes the spell. Damage taken from area of effect removes the spell)
    4

    Lv.35 - Escape (MP: 125, Transports all party members in range out of dungeon)
    N/A

    Lv.36 - Haste (MP: 40, Increases target’s speed and reduces recast)
    N/A

    Lv.36 - Singularity II (MP: 43, Deals increased damage over time to a single enemy)
    3 1/2

    Lv.37 - Comet (MP: 108, Deals strong ice and earth based damage upon an enemy)
    3 1/2

    Lv.38 - Confuse (MP: 76, Enemy becomes confused. While spell is in effect, any target with hate can be attacked. Enemy may attack itself. Spell ends once the enemy is damaged)
    4

    Lv.39 - Conversion II (MP: 35, 1/4 of the damage dealt by the target's next physical attack is returned to the Time Mage as TP)
    3 1/2

    Lv.43 - Slow II (MP: 72, Greatly reduces an enemy’s speed)
    N/A

    Lv.44 - Hastega (MP: 112, Increases all party members’ speed (and reduces recast) in range)
    N/A

    Lv.44 - Contain (MP: 83, All damage dealt to target player is reduced to 0 while this spell is in effect. A "damage pool" tallies up all damage. When the spell duration expires, all damage from the pool is dealt to the targeted player as non-elemental damage. This spell has a perpetuation cost to the caster of 5MP/tick while in effect)
    4

    Lv.45 - Double (MP: 125, Any ability or spell used while under this effect is repeated once, its effects acting as a separate attempt. The normal /recast for the ability/spell is doubled. MP cost is also doubled. If the MP cost cannot be met, the spell/ability is unaffected by Double)
    4

    Lv.47 - Focus (MP: 101, Target party member gains the effect of Magic Attack Bonus. Power increases with skill)
    3 1/2
    Suggestions: Rename this, because MNK have an ability of the same name.

    Lv.47 - Ward (MP: 97, Target party member receives the effect of Magic Defense Bonus. Power increases with skill)
    3 1/2

    Lv.48 - Blur II (MP: 60, Grants target two images)
    4

    Lv.50 - Age (MP: 79, Lowers target enemy’s STR, DEX, AGI, and VIT; Temporarily removes access to a random ability)
    3 1/2

    Lv.51 - Muddle (MP: 182, All enemies in range become confused. While spell is in effect, any target with hate can be attacked. Enemy may attack itself or other enemies. Spell ends once the enemy is damaged)
    3 1/2
    Suggestions: I'd like for this one to have a random duration rather than just after the enemy is damaged with a chance for the enemy under effect to attack a random target.

    Lv.52 - Conversion III (MP: 50, 1/4 of the damage dealt by the target's next physical attack is returned to the Time Mage as MP)
    4

    Lv.53 - Graviga (MP: 67, Lowers all enemies’ evasion and movement speed in range)
    4

    Lv.54 - Reflect (MP: 60, Creates a protective barrier around the caster that causes any magic cast upon them to be reflected back upon the caster of said magics. –aga spells do not strike party members around the reflected caster. Also, through wasted energy in traveling, the power of the spell is reduced. Spells "bounced back" in this fashion generate hate as if the Reflector was casting those spells)
    4

    Lv.55 - Aura (MP: 88, Target gains the effect of Store TP. Power increases with skill)
    3

    Lv.55 - Feint (MP: 92, Target gains the effect of Subtle Blow. Power increases with skill)
    3

    Lv.59 - Bluraga II (MP: 168, Grants two images to all party members in range)
    4

    Lv.60 - Haste II (MP: 94, Greatly increases target’s speed and reduces recast)
    4

    Lv.61 - Quick II (MP: 157, Target party member may use any ability or spell with no casting time)
    4

    Lv.63 - Triple (MP: 205, Any ability or spell used while under this effect is repeated twice, its effects acting as a separate attempt. The normal /recast for the abilty is tripled. MP cost is also tripled. If the MP cost cannot be met, the spell goes off unaffected by this spell)
    4

    Lv.64 - Celerity (MP: 35, Target party member's movement speed increases by 25%. The Time Mage suffers a perpetuation cost of 3MP/tick during the duration of the spell, or until cancelled)
    4 1/2 A fine idea, it won't harm the BRD's raptor maruka nor chocobo mazurka too much. :)

    Lv.65 - Tractor II (MP: 85, Drags a target to your location)
    3 1/2

    Lv.66 - Stasis (MP: 135, Target party member becomes unable to act. Target receives no damage while spell is in effect. Target regains no health and no mana while spell is in effect. Enmity remains the same while spell is in effect)
    ~*~5~*~ I love this one!
    Suggestions: Or the duration of the effect can cost [number] MP per tick.

    Lv.68 - Blur III (MP: 120, Grants target three images)
    4

    Lv.69 - Alternate (MP: 88, All damage dealt to the mob is negated and an equal amount of non-elemental magical damage is dealt in its place.)
    3 1/2

    Lv.70 - X-Zone (MP: 316, Starts a countdown on target enemy (10 seconds). Enemy is bound while spell is in effect. If the spell wears off before the countdown reaches 0, the effect fails. If the countdown reaches 0 and the spell is still active, the enemy is destroyed, sucked into a giant Warp vortex. It does not drop any items)
    4
    Suggestions: For this spell to be restricted on some enemies that you need to kill that does not need its drop(s). Chances depend upon the enemy's difficulty.

    Lv.71 - Gravity II (MP: 116, Greatly lowers an enemy’s evasion and movement speed)
    4

    Lv.72 - Hastega II (MP: 214, Greatly increases party members’ speed and reduces recast for all in range)
    4

    Lv.73 - Demi III (MP: 109, Reduces target’s current HP by 15% of Current HP; Resist reduces damage)
    4

    Lv.74 - Stardust (MP: 183, Deals high non-elemental damage to a single enemy)
    4

    Lv.75 - Meteor (MP: 209, Deals critical fire and earth damage to all enemies in range)
    4

    Lv.75 - Translocate (MP: 30, Time Mage creates a "false avatar" of himself/herself. This avatar has the run speed of Flee and the camera focus switches to said avatar. Upon arriving at the desire destination, the "accept" key is pressed and the Time Mage is moved to that location, much as the spell Tractor. There is a perpetuation cost of 6MP/tick while this spell is in effect)
    ~*~5~*~ This one is my favourite, it would not be overpowered as if it is then what about BRD's movement speed songs which they get at 37 and 73? It would be overpowered as if this is at a much lower lv, and it's pretty clever of you to consider this one for 75.
    Suggestions: This "false avatar" to look transparent to everyone (looks much like when you can only see yourself under Invisibe effect) and unable to engage an enemy nor use any abilities nor spells until the real you "teleport" at the desire destination. If this "false avatar" is attacked, it vanishes and the camera will focus back on to the real you. Also in "false avatar" form being transparent (or however you want) and quick, reduces chance of getting aggro'd.


    There you have it. I'll rate the abilities later, but I can say that I am in love with your 2-hour ability idea. ^^
    ____________________________
    Reiterpallasch wrote:
    Horst needs a 1 minute, 15 foot doom aura. Get in, get out, or @#%^ing die.
    Calmus wrote:
    ...draining with sambas is kind of like you smack the thing and as you smack blood flies out... normally the blood would just you know fall and be red an what-not, but, with the samba your all whacked out and decide to drink the blood as it flys out. thus not adding MORE damage just taking more advantage of your damage. at least thats my take on it.
    #7 Sep 07 2006 at 9:27 PM Rating: Decent
    **
    784 posts
    TIM I like it!

    Haste:
    Give an amount of haste percentage for an idea. whm and rdm haste get 12% i think. Make haste II 18-20%

    Quote:
    Scan: Could be buffed up to also display elemental and weapon strengths or weaknesses, like it has in other games. We already know those for a lot of things, but a nice reminder once in a while.
    It could even display TP. Maybe active statuses, too (giving info wether a Dispel is needed or not), if it doesn't flood the chatlog too much.
    Like Cure spells, it could target both ennemies and players.


    I wouldnt make it that strong unless u had a second or third teir.
    scan: Hp MP
    ScanII: Hp MP Tp current statis affects/debuffs
    Scan III: " " and Weakness' elm/wepon type ie. Blunt slash pierce/ maybe stats str,dex,agi,vit,int,mnd,chr.
    I dunno idea.
    Also id say make it "Impossible to gauge" a mob that is "Impossible to gauge". kinda makes sense i think.

    Quote:
    Demi/II/III: Wouldn't work in FFXI. Diabolos' 2hr only works due to its random nature and the fact it's often resisted.
    When I say "it works", I mean "it's not overpowered", but it doesn't really work, it's useless.
    This would be overpowered unless it's completely resisted by every NM, and then it'd be useless. Outside "tim-burn" exp parties (6 tim = 90% of target, just need 1 nuke to finish it off).
    I'm not opposed to tim-burn parties (although it'd make manaburn parties ridiculous, given the relatively low MP cost of DemiIII), but a series of spells just for that?


    Instead of a set amount reduced, make those numbers a set max amount possible. TS can increase your possible amount of HP% diminished. Perhaps make it based on your current lvl. u know TW can be the full 5,10 or 15%. while EP-IT change amount and resitance. agianst NM or HNM I htink the idea of the new "Reduced ability to take dmg from spell" would come in nice not to over power the spell.


    Quote:
    TractorII: You mean it moves living players? I'd say no.
    Remember all these things were death+Tractor+Raise(III) from a whm makes you save a lot of time and trouble? The only thing separating it from an exploit is the exp you lose. With this, you wouldn't lose exp.


    Perhaps to make it less overpowered give a weakness affect to the body for moving over time and space while alive.

    Quote:
    Ward: Good. Does it stack with Shell (yes, Shell is +MDB), though? I think it shouldn't.


    Yes give a set amount or growth rate based on skill lvl. I htink it should stack as long as its not a -ga spell. Pl could really use the MDB while getting rocked by an AM.


    Quote:
    X-Zone: Stupidly overpowered or useless, depending on limitations. I know the reference (and it was useless in FF5, as were most Doom or Death spells in all FFS).


    I dunno I Like the Idea, but highly over powered. it has to be highly resitable and timmer has to be way long. Every 30 sec is one tic. so 5 min to kill mob and i say impossible to do on any thing higher than VT.

    Skills:
    Please do not give an A rating to any mage with mag dmg power. Only reason Pld have it is because they have the lowest mp pool and the only dmg spells they have are banish/II and holy...



    Edited, Sep 7th 2006 at 10:28pm EDT by Nihcru

    Edited, Sep 7th 2006 at 10:29pm EDT by Nihcru

    Edited, Sep 7th 2006 at 10:38pm EDT by Nihcru

    Edited, Sep 7th 2006 at 10:40pm EDT by Nihcru
    ____________________________
    Nihcru @ Bahamut
    PLD 75
    /Salute...
    The sword held high with virtue and might,
    A Shield in hand protecting what's right,
    Through Darkest night may valor shine bright,
    May Goddess Altana bless you with her light.
    #8 Sep 09 2006 at 12:14 AM Rating: Decent
    Scholar
    **
    703 posts
    O.O Wow... thank you to everyone! The very first time I presented TIM, it was met with much apprehension. Guess it helps to iron out some balance issues ^^; Someone didn't seem to like the idea, though (yay for ratedowns). Hope to change some minds about it!

    Bluuug:

  • 2-Hour
  • --To be truthful, I had an idea along the following lines: Everyone in the party immediately sheathes their weapons (disengage). HP/MP refills and TP resets for both party and mob. The mob must be a viable target! This means that you would effectively need to be able to cast a spell on, attack, or use an ability upon a mob legally. Can't do this against a purple mob.

    --During previous discussions of this 2H, many people pointed out the flaw that using it against an unclaimed mob can bring about much aggravation and possibly MPK issues (for example, healing someone to grab a little hate and then using the 2H to reset the mob). Therefore, it was changed to target only!

    --Regarding the recasts, that was the 2nd option I'd been considering (that many people presented, actually). Now, with game mechanics, Benediction sets HP to full for you and everyone in range. I'm not sure if there's anything posing a problem with restoring HP and MP, nor setting TP to 0. If you can give me a bit more insight into why this won't work with game mechanics, I'd be much obliged. Though, I'm wondering if what you're saying is "game balance." If that's the case, just remember: Both party and mob regain the stats, not JUST the party. And TP is at 0, so both sides are on equal footing (if you can call 6 against 1 "equal footing").

    --One last note: You wouldn't want to use this ability against Kirin... unless you're willing to fight the four summoned gods again and face the mass devastation of all those Stonega IV spells.

  • Temporal Seal:
  • --10 minutes? For some reason, I got 15 minutes stuck in my head as the recast of both "Seal" abilities. My bad. Thanks for the correction.

  • Double Cast/Double (Spell):
  • --I need to go back and edit that bit of text. It affects spells ONLY (same goes for Triple). JAs aren't affected by multiple uses (with the exception of perhaps Provoke and a few attack JAs). Turning it into a JA, I think, makes it too powerful. By making it MP-based, you force the TIM to decide just how to spend their MP. Also, once I add the /recast's of all the spells, it may look a bit more balanced.

  • Clear Mind IV:
  • --Nope. This isn't meant to be a melee mage, despite their experience with Clubs [Rods]. I may have to reduce the weapon rating, as its current value seems to be interfering with the TIM's true purpose: Magic.

  • Prolong Magic:
  • --But I like the name ; ;. Seriously, though, that's just the name. As long as the ability does what it's supposed to, I'm quite happy to give it any name.

  • Fast Cast:
  • --Yes, you're definitely traveling into RDM territory there. I think the list on its own is fine. If you want speed-casting, you can always sub RDM (and be one of the most versatile mages in the game).

  • Conserve Time:
  • --I like that idea... but I'd fear that the TIM is already starting to get too powerful. Lemme know if you think otherwise. I'd be happy to discuss it.

    ----- Spells -----

    It is possible to classify most, if not all, of these spells under enfeebling and enhancing. I was simply enamored with the idea of "Dimension Magic." It helps with not stepping on any other toes (meaning that Paralyze and Slow from a sub aren't very likely to land, but the Time Mage spells are; this prevents TIM from completely overstepping RDMs in the enfeebling department). If you can think of another way, though, to keep those enfeebling spells from being as strong as a RDM's, I'd be glad to hear it.

  • Stop:
  • --When I wrote stop, I was attempting to think of "all abilities other than attack." This, to me, meant spells, TP abilities, and regular abilities (even class abilities that some beastmen have). I wanted it to be a staple spell to have on the mob every chance the recast came up. It acts like a small Paralyze spell, but with a "trap" attribute: It waits for the mob to use an ability and THEN acts. Much like a particular anima against the Empty. Also, if the move IS a TP move, neither MP nor TP are lost... meaning that you only have a few seconds of reprieve before the mob attempts to utilize that ability again.

  • Shared Spells (Black/White):
  • --I agree that shared spells shouldn't be that big of a deal, especially when it comes to Sneak/Invis/Deod. However, all of those spells can be obtained from a WHM and RDM sub. As for the Warp and such line of spells, I just see that as TIM material.

  • Scan:
  • --Scan I'd intended to be a "fun" spell. It's meant to find the current HP and MP of a mob. With higher levels of Dimension Magic, new "scans" are opened up, and you start seeing elemental attributes and current TP (and possibly buffs, if you can get the spell on fully unresisted). I'll leave it up to SE to decide if they want that much information displayed. I'd be 100% happy with just HP/MP.

  • Nova:
  • --Nova I'd intended to be a small damage spell. Never going over what a Stone I or Water I spell could do damage-wise (almost like a Bio); they have a damage cap. And yes, I know that spells utilizing multiple elements is probably not going to be taken well. If I want to keep two elements, I could do the following: Initial damage is Fire, Secondary (over time) is Light. Resists apply to both. If not, take Fire damage. Simple as that.

    (When I say that damage increases with DimMag, I mean in the same sense that Elemental Magic increases spell damage... up until it reaches its cap)

  • Nova/Comet/Stardust/Meteor:
  • --I'd intended for these spells to give TIM just a few attack spells to defend itself with, or to help finish monsters off just a little bit quicker... assuming it can muster the MP for them. They're intensive spells MP-wise, and as I've mentioned before, TIM's must be very careful of what they use their MP for. As for Dark Nukes, I'm sure SE has their reasons for not yet implementing dark nukes.

    (A quick note on dual-element spells; if one must be chosen, simply go with the first element listed for each spell. That easy)

  • Demi:
  • --Many people, upon first glance, think that these spells would be stupidly overpowered. However, they're not if you pay very close attention to the spell description: "Reduces target’s current HP by 5% of Current HP; Resist reduces damage or negates." Let me set you up an example real fast. Assuming you had 6 TIMs all cast Demi III on a creature.

    Mob HP: 100
    ---
    TIM #1: Demi III >> 100 - 15% = 85 HP
    TIM #2: Demi III >> 85 - 15% = 72.25 or 72 HP
    TIM #3: Demi III >> 72 - 15% = 61.2 or 61 HP
    TIM #4: Demi III >> 61 - 15% = 51.85 or 51 HP
    TIM #5: Demi III >> 51 - 15% = 43.35 or 43 HP
    TIM #6: Demi III >> 51 - 15% = 36.55 or 36 HP
    ---
    HP Lost: 100 - 36 = 72%

    That, of course, is assuming that it's unresisted. Try this on Kirin and you'd be lucky to even get the results of a Demi. I want DimMag to be resisted on anything EM and above (meaning that I'll have to set it at a lower setting than A or B). If you're fighting IT++ and up, good luck getting a decent %, let alone a stick.

  • Blur:
  • --Was planning on it being an Utsusemi-type buff (meaning it wouldn't stack with Utsusemi nor Blink; it wouldn't overwrite either. It also functions 100% like Utsusemi). When I get a chance to update all the casting and /recast times of the spells (I have a table that I deleted prior to my first post here), I'll post it. Let's just say it's a decent cast time (4 seconds for 2 shadows for a single person?) with a decent enough /recast (30 seconds). I believe I had Bluraga II (the highest -aga with 2 images) at 8 second casting time, 165 MP cost, and a 60-something second /recast.

    --As for the -aga's, sorry 'bout that ^^; I just didn't like the sound of "Blurga." Sounds like someone's drunk or something...

    --Finally, consider the MP pool once again. Assuming a Taru at TIM75/RDM37, think around... 600 or so MP to work with (with MP+ gear). At 165 MP, that's over 25% of your mana on a single spell. For a single battle.

  • Singularity:
  • --I think having it work like a song might be a good idea (set damage and it either sticks or it doesn't). And a Singularity III... Hmm. Guess it wouldn't be THAT over-powered, assuming it doesn't stack with any of the previous. Sounds good to me. Thanks for the suggestion.

  • Blindga:
  • --I'm thinking of a few BCNM situations here... Maybe something along the lines of kiting as well. Close quarters. And, of course, shadows.

  • Slowga:
  • --As you said, same as above ^^

  • Half-Life:
  • --I figured from MDB-1 to MDB-5(cap) would be good, with DimMag helping to bring it closer to the cap.

  • Interference:
  • --Actually, MAB-1 to MAB-5 can be the difference between life and death. I don't recall exactly how much each MAB adds to your damage, but I know I've seen BLMs stack it on as much as possible (while still focusing on accuracy). Any amount of magical damage reduction is a good thing.

  • Confuse/Muddle:
  • --Not 100% certain why you think it's overpowered... If a mob attacks another mob (think of a BST with a charmed mob), the other mob will attack the attacking mob. One hit and the confusion wears off. This includes hits from the party attacking it. Also, there's no guarantee that a mob will attack another mob... They just go after people randomly, much like a dice roll to see who to attack next. If you can explain why you think it's overpowered a bit more, I'd like to see.

  • Conversion:
  • --I'm still not 100% certain about Conversion. I want it to be an effective spell for the MP costs (was thinking 10, 20, and 30 respectively). But if I make it based on a single hit, the spell wears off after one hit that may just be completely worthless in comparison to, say, Aspir. If I make it based upon a time frame (10-20 seconds or so), then I have to really boost the MP cost to make it balanced. That I'm not against doing, but I would like it to be a worthwhile spell either way. And yes, /recast will need to be long.

  • Contain:
  • --Contain definitely looks confusing, I know. Let me explain it to you in terms of battle.

    TIM casts Contain on PLD.
    Mob hits PLD for 0 damage (37 masked).
    Mob hits PLD for 0 damage (104, crit masked).
    Mob hits PLD for 0 damage (25 masked)
    Contain wears off.
    PLD takes 166 points of damage.

    --It acts much like an Invincible, but with drawbacks. It lasts for only a short amount of time, but can save lives. Assume the PLD is at its last leg of life and out of mana. TIM can cast Contain on the PLD to allow other party members to get some mana back and cure the PLD, keeping him alive that much longer (maybe enough time to kill the mob). It's borrowed time, if you will.

  • Double/Triple:
  • --Again, I'd intended for these to affect spells only. They can target other players, otherwise it'd be a somewhat useless spell. As you said, the TIM would become a Double/Triple *****. Not sure if Triple is really overpowered. I intended the /recast to be at least 2 minutes and the MP cost astronomical (after all, you're pulling time from the future to aid in the present).

  • Tractor II:
  • --I'd have to say that I enjoy the idea of Tractor II, truthfully, because of the lack of EXP drain. I do see your point, though. It's a very tough call, and does speed up gameplay (which isn't what SE wants to do). I'll have to think on that one.

  • Focus:
  • --Hmm... I'd forgotten about the MNK ability. Yeah, a name change will be in order. But as I said, the names aren't the highest priority. The abilities are.

  • Ward:
  • --Yes, Ward does stack with Shell. However, so do Bar-ra spells, which have their own inherent MDB. Maybe we could make Ward a Bar-ra icon, so that the two can't overlap?

    --Following the increase in the boosts, it shouldn't be that astronomical. I was thinking along the 1-5, just as mentioned for the MAB and MDB down.

  • Age:
  • --Well, mobs usually have special abilities, whether TP or job-based. For example, a Yagudo's Double Kick or a Mandy's Dream Flower. That's what I mean. Duration... Well, the stats go back to normal over time, just like a Burn or that line of spells.

  • Reflect:
  • --I knew people would be upset with Reflect and some people have offered a good alternative: Reflecting only a single spell and then wearing off. Make the /recast high and the MP cost decent. It's already a self-only spell. It's also well beyond level 37, meaning it's out of sub range.

  • Alternate:
  • --Hmm... how better to explain it... Think of it as suffering a magic attack with physical defense instead of magical defense. Great for PLDs or anyone that depends upon damage reduction by defense (or those that have some rather crappy magical defenses).

  • Displace:
  • --This spell I see as a necessity at the TIM's disposal. A BLM over-nukes and can't get the mob off of him. Simple answer--Displace. They become invisible, as the spell, and all hate against them is temporarily suspended (set to 0). If the invisibility ever drops for any reason (canceling the spell, hit by AoE, taking any action other than movement), the hate returns at its previous value.

  • Celerity:
  • --Well, it's either a perpetuation cost or a very high MP cost. While it's true that BRD's get movement speed increase songs, movement speed takes up a valuable song slot on a person of their two available (unless you have more bards); they have a drawback. However, I did intend to have a maximum time length of the spell (probably one or two minutes tops). If you want AoE speed increase, go with a BRD. If you want to hit someone who's kiting, go with a nice, targetable single-person spell. That's my take on it.

  • Stasis:
  • --Stasis is pretty powerful... From level 60 or so, we're dealing with Toramas I think. It's been a while since I leveled in that range, unfortunately. Do you think 60 would be okay? It might be a bit strong to have it that early. I know 6 levels doesn't seem like much, but I don't want to give too big a bonus too early.

  • X-Zone:
  • --Heh, another spell people've complained about. First off, this is what I'd planned for the spell: No EXP from defeated monsters, nor item drops (like a Call for Help). It acts as a Bind spell, for the most part. There's also an invisible countdown timer. If it reaches 0 (from 10), the monster dies, sucked away into a giant Warp spell. Anything that removes Bind ends the spell, including the countdown. Now, how many monsters do you know of that stay bound for 10 seconds (from a Bind spell)? I could put the spell up to 15 or 20 seconds just to make certain that there's no abuse.

  • Meteor:
  • --Yep, I know where you're coming from. Faced KB quite a few times (not AV yet). And I agree with what you're saying.

  • Translocate:
  • --Not sure how this is overpowered. First, it takes time to cast the spell. Then, mana starts ticking down. There's definitely a payment for this. It's good for getting through areas quickly and without aggro (AoE's can destroy the "avatar" and force the spell to end). Is there some issue I'm missing here that makes movement speed a problem? And at level 75, to boot? I believe BRD's now have a 37% movement speed increase, while Flee is a 50% (I think).

    On that final note of cast times and /recast times, already in progress (to be more precise, being fixed up from an older version).

    ----- Skills -----

  • Dimension Magic:
  • --As I mentioned about Demi (and also something about X-Zone), DimMag can't be too strong or enemies will be dying left and right from the Time Mage alone. That's not the point I'm trying to present with them. If I boost the rating to A or A+, the spells themselves need naturally high resist rates... If that's possible, I'm all for it. If not, the skill needs to be lower.

  • Enfeebling/Enhancing:
  • --Truthfully, I didn't want to step on a RDM's toes here. I don't want TIM being chosen OVER a RDM for their enfeebling abilities. I want it to be an option>>Time Magic + hHP & hMP vs. Enfeebling + Refresh. Maybe a B might work... but, again, I worry that the only reason people will invite RDMs will turn into Refresh alone. I want the Time Mage to focus on Time Magic spells, not enfeebling (though the Time Magic can definitely enfeeble).

  • Club [Rod]/Weapons:
  • --I just kinda tossed the A in there, because I recall their weapon of choice. It really should be lower... but I didn't want them to get so low they couldn't hit a thing. B or B- would probably be better.

    --As for daggers, sure. I'd never really considered it. Didn't think it was that necessary, as I wanted TIM to focus mostly on its magic.

    Thanks for all those awesome suggestions and I hope you and I have the chance to further discuss and balance them out!

    Jevilwolf:

  • Blind:
  • --As far as I know, Blind is rather resisted on those types of mobs... Blind is also based upon Enfeebling, which I'm hoping TIM will be not too terribly strong in.

  • Warp/Tractor:
  • --In all technicality, I would think a TIM would learn Warp and Tractor before a BLM. Displacement within reality? Still, if you think they should be of a different level, I don't have too big a problem with that. Could probably add 3 or so levels per spell. Also, your opinion: Should they get Warp II?

  • Muddle:
  • --Well, Confuse and Muddle are powerful spells if you think about it... and very dangerous to toy with. Having a random duration for the spell to expire can really mix things up a bit, causing some major hate issues (possibly even MPK related, if the spell isn't applied properly). In the old FF games, a single hit was enough to bring a character around. And remember, if we get abilities, the enemy can get those abilities. I'm sure we have more than enough problems with charmed party members.

  • Stasis:
  • --Do you think Stasis is too powerful without a perpetuation cost? I agree, it is strong. This could also help balance the spell for its duration (I figured it'd last about 30 seconds or so).

  • X-Zone:
  • --Unless you have Vana'diel's absolute best accuracy, I don't know that you'll get this to stick on monsters of considerably higher level than you (4 or more levels) for very long (might not be long enough for the countdown). There's also the possibility of a full resist negating the spell.

  • Translocate:
  • --I'd intended for the "false avatar" to be completely untargetable. That doesn't prevent it from being hit by AoE, however.

    Thanks for the rating! I enjoyed seeing what you think about them and hope to hear more.

    Lord Nihcru:

  • Scan:
  • --As I'd mentioned above to Bluuug, you could probably easily have the abilities of Scan increase with the DimMag and resist rates determine how much information is given (good luck finding it out with all that text scrolling by on your screen). And I agree: Impossible to Gauge should be just that--Impossible. I don't know about the STR, DEX, etc. That might be fun to know, though >:) Just how strong IS Kirin? What is Absolute Virtue's INT value?

  • Demi:
  • --Again, I discussed this with Bluuug. Those ARE, in fact, the maximum values possible. Those are the caps. Any resists reduce the amount by the resist amount (10%, 25%, 50%, 90%, and 100%).

  • Tractor II:
  • --The weakness idea is a nice effect... and no person can be tractored while weakened. Meaning it's a one-time pull. And it takes a while for the weakness to wear off all the same. It just saves a bit of EXP.

  • X-Zone:
  • --Discussed above as well. It's a powerful spell that should be heavily resisted. Also, bind normally doesn't last long on mobs (as a spell, anyhow; RNG's are a whole different story).

    ----- Skills -----

    Actually, BLMs have an A+ in Elemental Magic. WHMs have an A- in Divine. I'm going to guess, however, that you meant "weapon skills." I'd already decided to drop it to about a B, maybe B-.

    Thanks again to everyone for contributing. I should be updating soon. Any more comments or concerns, please feel free to post. I hope Time Mage has a chance in the future... Let's make this alternate reality a real reality!
    ____________________________
    Deila (Tarutaru F)
    Server: Seraph
    WHM75/BLM52/SMN34/THF24/NIN20/BRD19/WAR10/RDM7
    Clothcraft: 81.6 +2; Bonecraft: 3; Fishing: 6; Leathercraft: 3
    Maat: Defeated 1st try! Wootaru!

    Time Mage - Help us make it a reality!
    #9 Sep 09 2006 at 5:12 AM Rating: Decent
    ***
    2,976 posts
    Quote:
    # Demi:
    --Many people, upon first glance, think that these spells would be stupidly overpowered. However, they're not if you pay very close attention to the spell description: "Reduces target’s current HP by 5% of Current HP; Resist reduces damage or negates." Let me set you up an example real fast. Assuming you had 6 TIMs all cast Demi III on a creature.
    How about this figure then. Demi III cast on a monster with 40,000 HP. Let's assume a resist bringing the total damage to 5% of that total, for 2000 damage. Unresisted, thats 6000 damage for a measly 100 mp. Could be quite damaging on HNMs.
    Quote:
    # Scan:
    --Scan I'd intended to be a "fun" spell. It's meant to find the current HP and MP of a mob. With higher levels of Dimension Magic, new "scans" are opened up, and you start seeing elemental attributes and current TP (and possibly buffs, if you can get the spell on fully unresisted). I'll leave it up to SE to decide if they want that much information displayed. I'd be 100% happy with just HP/MP.
    Scan is a spell they should have added freakin' ages ago. Make HNMs immune to the spell, I could care less personally as long as its added. I like the idea of having multi-tiered Scan spells as well, so more information is added as you progress in level. Scan I should give a very basic layout of total/current HP and MP, Scan II could add in details on elemental weaknesses and monster level, Scan III could add in Defense/Attack and monster stats like STR. I'm getting tired of checking enemies to see the same old boring "The Heraldic Imp seems Very Tough" crap. I want something a bit more meaty...
    ____________________________
    R.I.P. Crystan FFXI
    75WHM 75SCH 75RDM 75SMN
    #10 Sep 09 2006 at 1:16 PM Rating: Decent
    ****
    4,720 posts
    Quote:
    # Warp/Tractor:
    --In all technicality, I would think a TIM would learn Warp and Tractor before a BLM. Displacement within reality? Still, if you think they should be of a different level, I don't have too big a problem with that. Could probably add 3 or so levels per spell. Also, your opinion: Should they get Warp II?

    Yes, I think it should be of a different and higher lv since it is black magic despite the technicality. About whether or not they should get Warp II, that would take a lot of consideration. It is lv 40 for BLM that can use, not subable for other jobs to use, and is currently BLM only. I am thinking that maybe a Time Mage should have a warp spell of their own that does it differently? That would then make the spell under Time Magic, and TIM only in the same way that Warp is BLM only. Time magic should have a warp of their own that is under time magic. How about these:

    Lv. 17 - TIM's "Warp I" spell - Can only cast it on yourself like Warp I can for the BLM. For how it would work for TIM's warp spell, you set your own HP on any spot anywhere (even outside of town) that lasts for 3 or so hours that only you can target and use it, and the HP set by you is visible only to you (to prevent slowdown from other TIM's setting near your spot). When you set it, but haven't used it before time runs out, the HP you set will vanish and will be reset to where you last set your HP to where everyone outside of TIM can use (MH's or towns). And when you set it, then used it before the HP you set vanishes, you will be warped to where you set it to then that HP will vanish. Recast time is 30 minutes or so to set another one.

    Lv. 40 - TIM's "Warp II" spell - Can not only cast it on yourself, but also to your party member(s) like Warp II can for the BLM. Like the TIM's "Warp I" spell, you can set your HP on any spot anywhere except for the places where you receive the battlefield icon. When the party you are in is over, you can warp one of your party members to the HP where you set it to and the HP you set will not vanish after one member, it can last as many members as the duration of the HP will allow (recast time to use on each member is the same as BLM's warp spells except when used on yourself). The HP you set will vanish when either the duration of it runs out or when you warp yourself back to it. If some of the party members does not want to go to where you set your HP to, they can bother a BLM for their different Warp II. Recast time is the same as TIM's "Warp I" spell like Warp I & Warp II are the same for the BLM.

    The lv and MP cost and the name of the spells are up to you, and for SE to finalize.

    Quote:
    # Muddle:
    --Well, Confuse and Muddle are powerful spells if you think about it... and very dangerous to toy with. Having a random duration for the spell to expire can really mix things up a bit, causing some major hate issues (possibly even MPK related, if the spell isn't applied properly). In the old FF games, a single hit was enough to bring a character around. And remember, if we get abilities, the enemy can get those abilities. I'm sure we have more than enough problems with charmed party members.

    You are right, it can cause major hate issues and even cause some party members to get frustrated enough to disband if it to be my way with a possibility of MPK. My bad.

    Quote:
    # Stasis:
    --Do you think Stasis is too powerful without a perpetuation cost? I agree, it is strong. This could also help balance the spell for its duration (I figured it'd last about 30 seconds or so).

    Think of this situation: A tank have plenty of enmity+ gear and is holding hate so well that he or she does not have to do damage for some time, nor provoke. After a heavy SC and a last provoke from the tank then a successful Stasis spell landed on him or her, yeah, the spell is pretty strong while the mob is inflicting absolutely no damage on the tank while it lasts. It is even stronger and lasts so much longer if Stasis stacks to make it last as long as your MP will allow you or until you or the others get hate. To prevent that, make it so that Stasis doesn't stack just like Sneak doesn't and make the spell a strong hate grabber (not provoke-strong, but close maybe). Or to make its recast time longer than the spell duration. But this spell doesn't only benefit on the tank, it also benefits to those who receives the most damage from a certain AoE.

    Quote:
    # X-Zone:
    --Unless you have Vana'diel's absolute best accuracy, I don't know that you'll get this to stick on monsters of considerably higher level than you (4 or more levels) for very long (might not be long enough for the countdown). There's also the possibility of a full resist negating the spell.

    Yeah, I'd say for this not to work on an enemy way beyond your lv, like the ones that we need a party or an alliance to fight on. I'd say for this to work on an Even Match or so and below. Tougher the mob, lower the chance.

    Quote:
    # Translocate:
    --I'd intended for the "false avatar" to be completely untargetable. That doesn't prevent it from being hit by AoE, however.

    With that, I'd intended it to be invisible. To be completely untargetable is what I thought at first, but then I thought of Ballista. You'd get a lot of, "Hey, where did that TIM go?!" But then while the "false avatar" is in the works, the actual visible TIM would be standing looking like they are doing nothing while they are actually seeking for their next destination in their "false avatar". This would be hard for the players to know whether the TIM is doing anything with their "false avatar" or not, especially when a TIM have an Away icon status on. XD To prevent this confusion, let it be that the TIM is in a /heal position with some glowing aura surrounding him or her (MP not to be healed since running in "false avatar" is costing MP per tick).

    Quote:
    Thanks for the rating! I enjoyed seeing what you think about them and hope to hear more.

    You took a lot of consideration into making this a possibility, and I am seeing that it is possible. For that, I /salute you. Keep it in mind that it doesn't have to be perfect since it is up to SE to finalize all your ideas, but try your best and seeing what you have now, it is pretty good. All of this should not go to waste.

    /praise

    Edited, Sep 9th 2006 at 2:25pm EDT by Jevilwolf
    ____________________________
    Reiterpallasch wrote:
    Horst needs a 1 minute, 15 foot doom aura. Get in, get out, or @#%^ing die.
    Calmus wrote:
    ...draining with sambas is kind of like you smack the thing and as you smack blood flies out... normally the blood would just you know fall and be red an what-not, but, with the samba your all whacked out and decide to drink the blood as it flys out. thus not adding MORE damage just taking more advantage of your damage. at least thats my take on it.
    #11 Sep 09 2006 at 2:48 PM Rating: Good
    Scholar
    **
    703 posts
    Crystan:

  • Demi:
  • --You're absolutely correct that an unresisted Demi would cause some mass devastation to that many HP... however, the monsters that contain that many HP are probably NM's/HNM's, or at the very least, several levels higher than the TIM. As I'd stated before, I want Demi and X-Zone to be resisted heavily by anything EM and up. In fact, we could even force a damage negation based upon the check rating (EM = 10%, T = 25%, VT = 50%, IT = 90%). And then, there's still the possibility of further resistance (including full resistance). Even an ES can't be powerful enough to bring the primary resistances down.

    --I do want Demi to be used strategically, as it will cause hate! You can't take 6000 HP away from a monster and live to tell the tale, even with the world's best PLD's around to help you.

  • Scan:
  • --Motion seconded. At the very least, after defeating a monster, we should have some sort of monster compendium that we can look up. Make it a quest or something... Scan could be a nice filler until then. As for multiple levels of Scan, will having it related to DimMag be acceptable? Or would you simply prefer it to be separate spells? I had it in mind more like the following:

    DimMag 0 - HP/MP
    DimMag 75 - TP
    DimMag 125 - Elemental Affiliation (what element the mob is)
    DimMag 200 - Monster Drop List maybe? Or perhaps monster abilities.

    Something along those lines. Maybe that's just what SE really needs to make its game more engaging. I can imagine how many people want to forge their own "Monster Compendiums" with this info.

    Jevilwolf:

  • Warp/Warp II:
  • --That's an interesting idea for the Warp spells... Would SE be keen for that, however? They implemented HPs for the sole purpose of making people travel further, but also to help facilitate traveling between locations. It reminds me alot of a Tractor spell, with a much larger range. It may cause balance issues, even if the HP only lasts for 3 or so hours. I could see the name, though: Recall I & II.

  • Stasis:
  • --Stasis I intended to last 30 seconds, with a /recast of 2 minutes. That leaves 1 minute and 30 seconds of damage to take. The spell does not overlap, so you can't cast it 5 seconds before it wears off. It simply won't take effect. Casting a Stasis on a tank could be some major hate, if you think that would balance it. Equate it to an Invincibility.

  • X-Zone:
  • --X-Zone should start hitting hard resists at EM and up. I don't recall that spell ever working on bosses or extremely difficult monsters, so I wanted it to be similar.

  • Translocate:
  • --You could have the TIM in continual casting mode while the avatar is out. The moment the spell starts, the "false avatar" appears and focus switches to it. Damaging the TIM in this state causes the spell to end (interrupted). The avatar should not be visible to anyone else and should be untargetable.

    And finally, thank you once again for believing in it. I know SE has the final say on everything and hope they like the ideas presented thusfar.

    It seems more people dislike the idea, considering the constant rate-downs -.-; If I get another one, it might end up sub-defaulting. If you can help prevent that with a rate-up, I'd be grateful. I think the discussion is going well and doesn't deserve that...
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    Time Mage - Help us make it a reality!
    #12 Sep 09 2006 at 5:23 PM Rating: Decent
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    Deila wrote:
    Crystan:

  • Demi:
  • --You're absolutely correct that an unresisted Demi would cause some mass devastation to that many HP... however, the monsters that contain that many HP are probably NM's/HNM's, or at the very least, several levels higher than the TIM. As I'd stated before, I want Demi and X-Zone to be resisted heavily by anything EM and up. In fact, we could even force a damage negation based upon the check rating (EM = 10%, T = 25%, VT = 50%, IT = 90%). And then, there's still the possibility of further resistance (including full resistance). Even an ES can't be powerful enough to bring the primary resistances down.

    --I do want Demi to be used strategically, as it will cause hate! You can't take 6000 HP away from a monster and live to tell the tale, even with the world's best PLD's around to help you.


    If you keep Dimension Magic at B, you're still ging to run into plenty of resists as far as HNM and gods go. The inherent cap you mentioned may be pushing it a bit, but I guess it's best to be safe than the next nerf target.

    I like how your take on the Time Mage has developed, and feel I have nothing to suggest to improve the idea itself.

    Quote:
    It seems more people dislike the idea, considering the constant rate-downs -.-; If I get another one, it might end up sub-defaulting. If you can help prevent that with a rate-up, I'd be grateful. I think the discussion is going well and doesn't deserve that...


    Well, we have a bunch of people around here that feel the number of jobs are a bit saturated, convinced we need more tank and support jobs and forget everything else. Then you have the idiots that feel threatened by the introduction of a job like Time Mage.

    Either way, very impressive take on an interesting job. Rate up.

    Edited, Sep 9th 2006 at 6:30pm EDT by Ruisu
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    #13 Sep 10 2006 at 1:13 PM Rating: Good
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    Deila[/quote wrote:
    # Warp/Warp II:
    --That's an interesting idea for the Warp spells... Would SE be keen for that, however? They implemented HPs for the sole purpose of making people travel further, but also to help facilitate traveling between locations. It reminds me alot of a Tractor spell, with a much larger range. It may cause balance issues, even if the HP only lasts for 3 or so hours. I could see the name, though: Recall I & II.

    I forgot to add this: If you died while the HP you set from the spell is still there, and if you then home pointed you will be taken to the "real" HP (from MH or towns) that you last set it to. The HP you set from the spell will still be in effect until either the duration runs out or you recast the spell to get you there. Death will not take you to your created HP, only the spell.

    Edited to add: I did rate you up. ^^

    Edited, Sep 10th 2006 at 2:20pm EDT by Jevilwolf
    ____________________________
    Reiterpallasch wrote:
    Horst needs a 1 minute, 15 foot doom aura. Get in, get out, or @#%^ing die.
    Calmus wrote:
    ...draining with sambas is kind of like you smack the thing and as you smack blood flies out... normally the blood would just you know fall and be red an what-not, but, with the samba your all whacked out and decide to drink the blood as it flys out. thus not adding MORE damage just taking more advantage of your damage. at least thats my take on it.
    #14 Sep 10 2006 at 1:46 PM Rating: Decent
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    Thank you very much, Riusu. You have my gratitude.
    [Edit]You as well, Jevilwolf! Thanks muchly.[/Edit]

    ----- Time Mage Suggestion Collection -----

    I've gone back over all three threads (including this one), re-reading everything and grabbing the suggestions that people have made since the start. I've also added in my own comments, concerns, and questions.

    Priority 1 Suggestions

  • Lower Enhancing & Enfeebling OR Raise Enhancing and Enfeebling
  • --Would a TIM with decent Enhancing and Enfeebling be stepping on RDM toes? What about BRD?

  • Time Lag:
  • --Should spells like Double, Triple, Stasis and so forth have a sort of "medicine effect," much the same that Swap Sickness works? For example, after having been Doubled, a BLM cannot receive any more boosts that function under the Time Lag consistency. No Triple, no Stasis, no Quick--None of these time-altering spells until the Time Lag wears off (say, about five minutes).

  • Level Differential:
  • --People have complained about two very powerful spells: Demi and X-Zone. Suppose that level, in comparison to the Time Mage, had a factor in determining how much of a resist is made. For example, TIM65 vs MOB71. There's a six level difference there. 65-71 = -6. Now, apply that to Demi II. 10 + -6 = 4%. 4% now becomes the damage cap for that spell.

    --For X-Zone, let's suppose that each level of separation grants or reduces one second from the base duration. TIM70 vs MOB75. 70 - 75 = -5. X-Zone initially lasts 10 seconds. 10 + -5 = 5 seconds. 5 seconds becomes the new base from which to work. Then resists factor in, which could reduce the base value further. Therefore, the only way that TIM70 is going to stick an X-Zone on a mob is if he uses a Temporal Seal to double the length of the spell and hope no resists come along (or use ES, if it's available).

  • Double/Triple:
  • --Double/Triple should, and will, affect spells only. Please note the suggestion above about "Time Lag," as this plays a very balancing factor in the Time Mage's career.

    The above suggestions are VERY important to review! These suggestions are make or break for the Time Mage and CAN help to balance it to the point of acceptance and continued usefulness!

    Priority 2 Suggestions

  • Confuse = Terroanima?
  • --Basically, should it start running around randomly just as the anima, striking any who are close to it that have hate? (Since the Bind update, the mob should not attack any random passersby unless they have hate)

  • Recover I/II/III:
  • --A spell that grants +15, +30, and +40 hHP and hMP for a duration of 5 minutes. Would this be game breaking assuming the TIM doesn't have any remotely close Refresh-based abilities?

    --Another suggestion is to have the HP and MP burst onto the target on the first tick. Basically, first tick grants the target 150 HP and 150 MP (these values would be subject to change).

    --Finally, a quick option is to have a Conversion I at level 4 for the TIM, enabling about 5 hHP and 5 hMP for the same duration, bringing Conversion all the way up to set IV.

  • X-Zone:
  • --One suggestion that piqued my interest was that X-Zone, instead of destroying the mob, simply moved the mob back to its spawn location and resets all hate. No EXP nor drops are gained.

  • Reset (2-Hour Ability):
  • --Some have suggested that the TIM 2H reset all JAs for everyone in the party. I am highly against this, as the COR has that capability.

    --Another suggestion was to have the TIM 2H instead cause a massive spike of Time Magic, like creating a Black Hole that pummels the target for 90% of its HP.

  • Scan:
  • --Should Scan, instead of relying on DimMag, have multiple tiers? Scan I, II, and III? And if so, what is each version of the spell reading? I'm not 100% certain that SE wants us knowing too much information about a mob, TW or not.

  • Stasis:
  • --One idea about Stasis is that hate CAN drop. The spell as it currently stands locks hate into place. This seems much like a mini-Invincible, and may be overpowering. However, remember that the people around the mob wacking on it are building up their own hate.

    --Another idea is to have Stasis succumb to a perpetuation cost for the Time Mage. A good balancing factor, especially if placed high enough (6MP/tick?).

    --How much hate should casting such a spell bring?

  • Reflect:
  • --An idea to make this spell more balanced was to have image counts, much like Utsusemi/Blink. Reflect can bounce back 2 or 3 spells and then collapse.

  • Contain:
  • --One suggestion is to have the first attack contained and the spell to wear off 5 seconds later.

  • Bypass:
  • --A spell that can bypass magical protections like Stoneskin by setting the attackers damage to 0 and granting the mob the amount of damage that would have occurred. I'm not sure this is needed, as long as Dispel is available in the party somewhere.

  • Time Progress/Time Regress:
  • --This spell causes the party to act as if it is one day ahead or one day behind, respectively. This means that the party is granted the effect of that day's elemental attribute. Could be useful to have Lightsday 3 days in a row. Duration would be approximately 5 minutes.

  • Stardust:
  • --One suggestion is to have the spell become a 6-hit. Each hit is a different element. Also, damage-wise, the cap for each hit could be from 100-200. The idea is to turn it into an AM (possibly around Lv.50 - 60).

  • Celerity:
  • --One suggestion is to have Celerity become two tiers, much as BRDs now have two versions of a speed song. I'm thinking that getting rid of the perpetuation cost is necessary, and having the time limit itself to 1 or 2 minutes.

  • Increased Metabolism:
  • --This spell basically lands on a mob and, for about 1 minute, causes all buffs that the mob casts upon itself to wear off after 5 seconds. This is the TIM version of Dispel. They cannot Dispel effects already in place and must make sure the spell is upon the mob as often as possible.

  • Singularity:
  • --A couple people have voiced their opinion that Singularity is really not necessary. That TIM has too many damage spells already.

    --One more suggestion is that Singularity has three tiers, with a hit-or-miss policy. This means that it acts like a BRD song - If the spell connects, it drains 3HP, 5HP, or 7HP (depending upon the spell level). The damage caused is not elemental.

  • Repeat:
  • --Double Attack +10%. Duration is 3 minutes. Lv.67, 60 MP. I like the idea and having it become single-target makes it less powerful than COR, in a sense.

  • Conserve Time:
  • --This was a Job Trait that someone mentioned, allowing the Time Mage to randomly have its /recast set to 0 for the last spell it cast (much as Conserve MP). My thoughts are that it might be better if the TIM has its /recast reduced by a random amount instead.

  • Stop:
  • --Many people have been clamoring for Stop to be raised to a higher level. I'm still trying to figure out what level would be appropriate.

    --Another suggestion was to have Stop with two tiers. They halt one or two abilities respectively.

  • Conversion:
  • --One suggestion was to start the Conversion spells a little earlier, possibly around level 20 (adjusting the other spells up the rank).

  • Tractor II:
  • --One suggestion to make this more balanced was to grant a Weakness effect, as if the user HAD died and was raised. This means no Tractoring through an area. Only one shot every 5 minutes or so.

  • Alternate Warp->Recall I/II, Anchor:
  • --One person suggested that, instead of a regular Warp spell, a Time Mage can create an Anchor somewhere that acts as a temporary Home Point. Casting Recall will send the TIM back to its Anchor point. Casting Recall II can send others to the Time Mage's Anchor point.

  • Paralyze:
  • --And finally, Paralyze is slated for removal.

    Please comment here. This is getting so much closer to finished! It's already in the Suggestions forum, so if SE devs haven't looked at it already, I can send it off soon in an e-mail. The more balanced it looks on presentation, the better chances it will have.

    Thank you to everyone that has contributed thusfar.

    Edited, Sep 10th 2006 at 2:47pm EDT by Deila
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    Time Mage - Help us make it a reality!
    #15 Sep 11 2006 at 10:00 AM Rating: Good
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    Quote:
    Lower Enhancing & Enfeebling OR Raise Enhancing and Enfeebling
    --Would a TIM with decent Enhancing and Enfeebling be stepping on RDM toes? What about BRD?

    Let's see here... RDM is the king of debuffing the mobs to support parties, and BRD is king of buffing up the members to support parties. I would say to fit TIM, the Dimension magic skill can fit between RDM and BRD, hurting neither and TIM would be the middle ground of both since it is a mix of debuffing mobs and buffing members.

    Quote:
    X-Zone:
    --One suggestion that piqued my interest was that X-Zone, instead of destroying the mob, simply moved the mob back to its spawn location and resets all hate. No EXP nor drops are gained.

    That's a good suggestion, less complicated to deal with than the original suggestion.

    Another thing to consider is the storyline to fit TIM into, like the recent 3 new jobs from the ToAU expansion.
    ____________________________
    Reiterpallasch wrote:
    Horst needs a 1 minute, 15 foot doom aura. Get in, get out, or @#%^ing die.
    Calmus wrote:
    ...draining with sambas is kind of like you smack the thing and as you smack blood flies out... normally the blood would just you know fall and be red an what-not, but, with the samba your all whacked out and decide to drink the blood as it flys out. thus not adding MORE damage just taking more advantage of your damage. at least thats my take on it.
    #16 Sep 11 2006 at 7:42 PM Rating: Decent
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    Quote:
    Another thing to consider is the storyline to fit TIM into, like the recent 3 new jobs from the ToAU expansion.


    Perhaps make it kinda promy based seeing as how its very time and spacey. i dunno mak eit a tavnasian starting job quest.

    2 Hour Suggestions:
    The super black hole demi would be neat. perhaps an unresited 10-15%. Probably be instant death if used on an HNM.
    Or maybe an Istant X-zone. same losses no xp no items just resapwns the mob in origanal place. like it had despawnwed... with a cool animation.

    Translocate: Love the idea. Is it made to be able to be attacked and knocked out of while in this comatosed state? i think it would be sweet to see some one just standing there in ballista and all the sudden see them behind u.



    Edited, Sep 11th 2006 at 8:50pm EDT by Nihcru
    commented on translocate and 2 hr.

    Edited, Sep 11th 2006 at 9:00pm EDT by Nihcru
    ____________________________
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    #17 Sep 11 2006 at 11:12 PM Rating: Good
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    Jevilwolf:

    So you think that Enhancing and Enfeebling should be... hmm, a B on both? How about Dimension Magic at an A/A+, assuming the Priority 1 Demi/X-Zone ideas are implemented to keep it balanced?

    As for X-Zone, I'd be okay with that happening. Basically, the mob despawns (though, I think it'd be cool to have the mob be submitted to the Instant Warp Scroll animation!) and then respawns in a random (if not force-popped) or defined spawn location (if force-popped). Remember, though, that the mob will have regained all its HP and MP. It'll almost be like the TIM 2H, which seems rather pointless... It doesn't grant the party HP/MP AND it's less likely to stick than the TIM 2H (which is 100%).

    Finally, Time Mage story. I'd always seen Time Mages as "mystics that observe and manipulate the cosmos." I figured that'd fit right in with the "Far East" theme that the game currently has going.

    Lord Nihcru:

    The 2H can work. However, NIN is a spike damager at the moment. SMN can do that as well, but it takes a bit of time to activate. RNG is also a spike damage 2H. Two have insta-spike damage and one has a slightly delayed reaction. I think that another support 2H is needed over a damage 2H, especially one that doesn't exactly follow the standard rules.

    (I did have a bit of a brainstorm based on your recommendation of the 2H >> For 30 seconds, the Time Mage's Demi spells focus on Max HP instead of Current HP. Powerful... but only for 30 seconds, and once every 2H)

    Translocate, I'm not 100% certain of what you're asking... but I can make a couple guesses. If you mean "can the 'false avatar' be targetted/attacked," the answer would be no. It CAN be hit by an AoE that goes off. If you mean "can the TIM be targetted/attacked while in its casting state," the answer is yes. Hitting the TIM while the "false avatar" is running about will cancel the spell, much like any spell interruption.

    Please let me know what you think of all the other suggestions as well. I see TIM as nearly finished, thanks to everyone's help and cooperation! A submit may be in order soon.

    [Edit]I've rated everyone up that I could. We're being camped like crazy here...[/Edit]

    Edited, Sep 12th 2006 at 12:26pm EDT by Deila
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    Time Mage - Help us make it a reality!
    #18 Sep 12 2006 at 9:17 AM Rating: Good
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    Quote:
    So you think that Enhancing and Enfeebling should be... hmm, a B on both? How about Dimension Magic at an A/A+, assuming the Priority 1 Demi/X-Zone ideas are implemented to keep it balanced?

    You can look at the skill charts here: http://www.all-final.com/ff11/skill_chart.htm

    It looks old, I don't know if you use any other formal ones but it's what I use.

    Seeing that RDM have a B+ at Enchancing (strengthen magic), I would place TIM's at B w/o plus or pretty much B-. RDM have a big A+ on Enfeebling (weaken magic) and is their strongest point of magic, I would place TIM's at C+ or B w/o plus. For TIM's Dimension Magic, their main magic and like every job's main skill, it have to be around A.

    Quote:
    Reset (2-Hour Ability):
    --Some have suggested that the TIM 2H reset all JAs for everyone in the party. I am highly against this, as the COR has that capability.

    --Another suggestion was to have the TIM 2H instead cause a massive spike of Time Magic, like creating a Black Hole that pummels the target for 90% of its HP.


    I prefer the original suggestion of the 2-hour ability, Reset. It's more unique, and cool.

    The 2-hour idea that creates a Black Hole and pummels the target for 90% of its HP is overpowered. Even if there's a chance that it fail, it's still absurb for it being a 2-hour which should help save you from an emergency. Like what if there's a party of multiple TIM's, firing off their 2-hour at the same time, one or more of them would have most likely succeed unless the chance is really slim, but then that makes it even more absurb. If two TIM's in a party landed a successful Black Hole from the 2-hour, would the enemy either dies off or is it limited up to 90% of the mob's HP? Can't say I'm comfortable with this idea.

    The original idea can work, just not let JAs be reset (which means the mob's must not either) if it's that big a deal since a COR's can do it but some spells or abilities have it similarities to each other. Like it is suggested, members and the mob fought will be back to full HP and/or MP but will not affect KO'd party members. If one of the members is weakened when the 2-hour is used, or any other status such as poison, will to be erased. If a party is in huge trouble from a link, members fighting separate mobs, and if the 2-hour is to be used in this mess, every one of the mobs linked to the member(s) and/or claimed will despawn. But then what about the situation where you get to fight one mob that won't get despawned but the members' and the mob's status/HP/MP reset? How about the 2-hour to have a couple options to either despawn multiple (instead of one mob per cast from the spell) linking mobs directing to your party or to reset the party's and mob's status/HP/MP (to be better used when the party is down to low health for the use not to be wasted to give more time to escape)? Hmm, nah.

    So hmmm... instead of the 2-hour having two options, that gives me an idea for another JA for TIM: To despawn all multiple claimed and/or linking mobs (that are directed to your party)! Recast time would be 15 minutes or longer, with a chance of maybe 45% (AF is in mind to perhaps increase the chance of that JA). With that JA, gives one option for TIM's 2-hour like all other jobs' 2-hour. The 2-hour being to reset your status/HP/MP, and only work with one mob on the one you would have to trigger one to choose to use on.

    To stop the 2-hour from abuse: Let's say your party is in low HP, and the mages in poor MP condition. Engage the mob, using TIM's 2-hour to fully restore then TIM's JA to despawn it. Fast healing, right? To stop it: Instead of the 2-hour to fully restore your status/HP/MP, it reset your status/HP/MP back to the way they were before any one of your party members engage the mob and in that situation, the mob have the advantage to restore fully and not the members, even to the members that is healing and doesn't keep the mob engaged and the amount they healed will be lost. So to make the 2-hour to restore your party fully, you would have to have full HP and MP and free of any bad status before any one of the members engaged. The starting HP & MP they have by the time the mob is engaged from one member is what they will get back from Reset.

    Any ideas for AF? ^^; Or we can leave SE at that for their own fun and brainstorming to think about.

    If I get one more default, I will not post on here in this topic no more. -.-;

    Edited, Sep 12th 2006 at 10:31am EDT by Jevilwolf
    ____________________________
    Reiterpallasch wrote:
    Horst needs a 1 minute, 15 foot doom aura. Get in, get out, or @#%^ing die.
    Calmus wrote:
    ...draining with sambas is kind of like you smack the thing and as you smack blood flies out... normally the blood would just you know fall and be red an what-not, but, with the samba your all whacked out and decide to drink the blood as it flys out. thus not adding MORE damage just taking more advantage of your damage. at least thats my take on it.
    #19 Sep 12 2006 at 7:29 PM Rating: Decent
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    Jevilwolf wrote:

    [quote]Any ideas for AF? ^^; Or we can leave SE at that for their own fun and brainstorming to think about.


    What about a Cosmos/Dimentional type of titles for af names. ie.. pld is Gallant/ Valor. I know that is not a biggy compared to stats and boosts

    Edited, Sep 12th 2006 at 8:31pm EDT by Nihcru
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    A Shield in hand protecting what's right,
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    May Goddess Altana bless you with her light.
    #20 Sep 13 2006 at 3:41 AM Rating: Decent
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    Quote:
    # Scan:
    --Motion seconded. At the very least, after defeating a monster, we should have some sort of monster compendium that we can look up. Make it a quest or something... Scan could be a nice filler until then. As for multiple levels of Scan, will having it related to DimMag be acceptable? Or would you simply prefer it to be separate spells? I had it in mind more like the following:

    DimMag 0 - HP/MP
    DimMag 75 - TP
    DimMag 125 - Elemental Affiliation (what element the mob is)
    DimMag 200 - Monster Drop List maybe? Or perhaps monster abilities.
    Heck, right now we don't even have anything close to a scan, so right now any kind of solid monster info grabber would be a welcome addition. I like the idea of using magic skill to enhance the effect, something which has only really been used up until now as a means to check enemy resistances. Of all the spells I've wanted most, Scan remains at the top of the charts (Reflect is a close second) and I hope SE heeds our words sometime in the very near future.

    [subliminal message]Give us SCAN SE!![/subliminal message]
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    #21 Sep 14 2006 at 1:10 AM Rating: Decent
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    Alright, given the suggestions/comments thusfar, I'm going to make the following multitude of modifications to Time Mage. Please read all of them over and give me an honest opinion about each change, if you can.

    Priority 1

  • Enhancing and Enfeebling will both be raised to a B. This is to ensure that buffs last their maximum duration, without overtaking other jobs. Enfeebling is being increased to help catch up to RDM in the enfeebling department without overtaking it. The job is balanced by maintaining a lack of the Refresh spell, or similar MP-over-time-without-resting abilities.

  • Dimension Magic will be raised to an A, allowing the greater collection of Time Mage spells to actually affect the target.

  • The following spells will have a "Time Lag," a medicine-type effect that prevents spells of that same descriptor from being cast upon the individual while the effect is in place: Recall I/II, Quick I/II, Blur I/II/III, Blurga I/II, Double/Triple, Celerity, Stasis, Contain, Time Progress/Regress, Displace, and Translocate. The "Time Lag" will last for five minutes to prevent overuse, while still being useful in the long run.

  • The following spells will be affected by a "Level Differential," meaning that the lower in level a Time Mage is in relation to their target, the less damage they cause/the shorter they last upon the target: Demi I/II/III and X-Zone. Each percentage of damage in the Demi line of spells is reduced by 1 per level difference between the TIM and the mob (TIM65 vs. MOB71 + Demi II = 10% - 6% [6 level difference]). Resists still apply. X-Zone's 10-second countdown is reduced by 1 second per level difference. If the spell does not stay in place for 10 seconds, the spell automatically fails. X-Zone is still affected by Prolong Magic.

  • Priority 2

  • Confuse I have no problem acting like Terroanima (I believe this is the correct anima; causes the mob to run around aimlessly), as long as the mob does not attack players without hate (just as mobs no longer attack people while bound that have no hate).

  • Recover I/II/III will be implemented to allow the TIM some semblance of MP restoration, but allowing the RDM and BRD to maintain their superiority of MP-while-not-resting restoration. The method of restoration is an additional 15, 30, and 40 hHP/hMP per tick. The spell will last 5 minutes.

  • X-Zone, instead of destroying the mob, causes it to go through a Warp animation and be respawned at its spawn point (or general area). No EXP or items are gained, just as if the mob had been CFH'd.

  • Reset will remain the same as it is described now, with a small change: All buffs and/or debuffs will be removed from party members and mob alike, except Signet and like effects. As it IS a targetted ability, it will not function on more than one mob (all one has to do is gain hate from one mob, then cure someone else while they're fighting a tough mob; this brings about MPK issues).

  • Scan should come in multiple tiers, with the following information available per tier: I-HP and MP. II-Scan I and TP. III-Scan II and Abilities, with a small %-age chance of finding drops. Creatures registering Impossible to Gauge are just that: Impossible.

  • Stasis should remain as it is, lasting 30 seconds. Since the introduction of "Time Lag," Stasis has a strong drawback. It's a "choice of spell" to consider, whether offensive or defensive. Hate level is half of Provoke.

  • Reflect will have a spell count. 2 is the absolute maximum (can be similar to a Blink spell).

  • As it is, Contain isn't very powerful. The duration should be dependent upon Dimension Magic, giving it a logical use. I'd like to offer the following tweaks to the spell: Contain lasts for a pre-determined amount of time. During this time, damage applied to the target is masked (shown as 0, but kept track of in a hidden damage pool). At the end of the spell period, all damage in the pool is applied to the target. Cure spells affect the target's damage pool ONLY if the target's HP is at maximum.

  • Bypass isn't very useful at the moment, but perhaps with the following tweak and a short span, it can be: Physical damage caused by the target to another target bypasses all forms of magical protection (aka, buffs), including Protect, Stoneskin, and images. This spell will have a base time of 5 seconds (aka, useful for WSes).

  • Time Progress/Regress should be implemented, but also subject to the rules of "Time Lag." The spells are AoE and last 5 minutes (base-time).

  • Stardust will be moved to approximately level 57, its MP cost increased slightly, and casting time around the range of Freeze. The spell will cause 6 magical hits, each one of a differing element. Each hit is resisted separately, and the damage tallied up at the end, much as a multi-hit WS.

  • Celerity will grant a 50% speed increase. Because it is subject to the "Time Lag," a perpetuation cost is not necessary. It does, however, require a higher MP cost to activate.

  • Increased Metabolism will be the TIM's version of Dispel... but delayed. It will be implemented as it is described: All buffs on a monster while IM is in place last for only 5 seconds. The base duration of this spell is 1 minute.

  • Singularity will be implemented much the way certain BRD songs go: It is a hit-or-miss spell. If the spell misses, no damage is caused to the mob. If the spell hits, it causes a pre-defined amount of damage per tick (3, 5, and 7).

  • Repeat is fine to include in the list, remaining single target and functioning as described.

  • Conserve Time is something to consider... but very powerful. If implemented, it must function like Conserve MP, in that the reduction in /recast does not take the spell to 0: It reduces by a certain %-age, up to 50%. Level 60 JT.

  • Stop I can be moved to level 35, and Stop II to 70, halting one and two abilities respectively. The initial casting causes the hate of Flash/Stun. TP is not lost from a Stopped TP move.

  • The Conversion line of spells is fine where they are, I believe. The base duration of the spells should be 20 seconds.

  • Tractor II can be implemented with a Weakness effect. This means the target instantly becomes weakened, as if just raising. They retain full HP/MP, but only as far as the weakened max HP and max MP allows.

  • Recall I/II and Anchor should be added around level 20 (Recall I and Anchor) and 45 (Recall II) respectively. The Recalls are all affected by "Time Lag." If Recall isn't liked by SE (for purposes of speeding up the game too much), Recall I and II can be replaced by Warp I and II.

  • Paralyze and Blind will be removed.

  • -----

    Please, please, please comment on all of these implementations if you can. This, I believe, is all that stands between Time Mage and its submission to SE. These suggestions should balance the Time Mage enough to the point that it's considered not just plausible, but likely (if desired).

    Thank you to everyone that has helped us! I started with an idea... and everyone here and before you have helped it to grow!
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    Time Mage - Help us make it a reality!
    #22 Sep 14 2006 at 5:38 PM Rating: Decent
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    All I can say is, I think it's good to go.
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    #23 Sep 14 2006 at 7:23 PM Rating: Decent
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    I second the motion. Do it up!
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    #24 Sep 14 2006 at 7:28 PM Rating: Decent
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    I'll have to agree. The job seems like it's good to go. I wish you luck with the developers. /salute
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    #25 Sep 14 2006 at 10:26 PM Rating: Good
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    I'll admit that's very interseting and unique, but I can't quite place the roll it would fill in a party. TIM doesn't seem to have any ways to restore MP to itself or others and has only clear mind III. It seems to be a support job without refresh so it couldn't really replace a RDM, BRD, or COR, ESPECAIALLY since the job itself is so reliant on MP with massively expensive costs on later spells. Why invite a TIM for party enhancement when you can invite a BRD for party enhancement and MP?

    The fact that the job requires two new status effects is also rather weak and seems like a poor attempt at balancing abilities by giving party members status effects that restrict the casting of spells. There has to be a better way.

    Don't get me wrong. I think it's a sweet idea and by far and large the most complete "new job" I've ever seen suggested. If there was going to be a time mage job, this is how it should look. It manages to have a nitch without infringing on others, but I worry that it wouldn't fill basic party wants, similar to how PUP is both very interesting and yet not terribly useful.

    Edit: never mind, noticed the Recover line. +30/tic for five minutes? I take it all back. It's completely broken the other way. The COR roll is only like 12/tic more.

    Edited, Sep 14th 2006 at 11:32pm EDT by Erecia
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    #26 Sep 14 2006 at 10:37 PM Rating: Decent
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    Also, COR has the ability to grant Refresh. Time Mage doesn't. Time Mage grants a boost to resting... but at the later levels, people hardly rest. And the COR isn't using MP, but luck. The Recover line is intended to give the TIM a chance as an alternative, not as a second-rate "please pick me up" kind of support character.
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    Maat: Defeated 1st try! Wootaru!

    Time Mage - Help us make it a reality!
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