Since my Geomancer thread got good response I thought doing a Time Mage one would also be good. Enjoy
EDIT: Changed around some abilities after listening to other poster suggestions.
The Time Mage is mostly a support class with some damaging abilities.
Time Mage Overview:
-Mage armor (no different from WHM or BLM save AF)
-Focus on temporal magic
-Uses enhancing/enfeebling decently
Time Mages are an interesting class. They have been present in FFV and both FF Tactics. The purpose of the Time Mage is to mainly support the party by temporal boosts such as haste or warp. They also are able to temporally debuff the enemies by slowing them down or even stopping them in their tracks. Time Mages have also been know to have access to damaging spells like gravity or demi (depending on what game you are playing) and some of the stronger spells like X-Zone and Meteor.
A Time Mage would work like any other mage class in that it uses mp to cast spells and it learns said spells by using scrolls at the appropriate level. Since most of the Time Mages' spells all ready exist and those that don’t would fall under existing categories, Time Mage’s would require the following magic skills: Enhancing, Enfeebling, and a new skill Temporal. The Temporal magic skill would include spells like Demi and Meteor.
Since a Time Mage’s attack spells are limited, they would also be semi decent in melee (slightly lower than a red mages).
------------COMPLETE CLASS DEFINITION-----------------
Combat/Magic Skills
Temporal: A
Enhancing: B-
Enfeebling: B-
Dagger: C
Club: C
Staff: A
Parrying: C
Evasion: C
New Spells:
Demi, Demi II, Demi III, Demi IV, Demiga, Demiga II, Demiga III – basic temporal attack spells--deals temporal damage; using gravity and temporal manipulations, the Time Mage bends his enemies’ body causing damage (note. This is not the tradition Demi in that it does 25% of a mobs hp--see Quarter. This is basically the same as Fire, Stone, Water, etc only it is Temporal based instead of elemental)
Quarter - Temporal attack spell that deals damage equal to 25% of the mob's remaining hp. Has a low chance of success and a long casting time. Automatically fails on NM's and other special enemies.
Meteor, Meteo – powerful temporal attack spells (Meteor-single enemy, Meteo-AoE)
Stop, Stop II – enfeebling spell that halts an enemy for a certain period of time preventing it from performing any actions (Stop would have a medium to high chance of success but only a low amount of time actually affecting the mob, maybe only 5-10 seconds; Stop II would last longer but have a much lower chance of success) Unlike stun which completely kills an enemy action, Stop only prevents the action from continuing. Once stop wears of the mob continues on as if nothing happened (ie. If a mob starts casting a spell and you cast stop on it the spell timer freezes in the middle and picks up again when the spell wears off).
Blur, Blur II, Bluraga, Bluraga II - increases evasion of target/party (names subject to better suggestion)
MHaste, MHaste II - increase casting speed or decreases casting time depending on how you look at it
Age - increases the mobs level by 1*
Age II - increases the mobs level by 5*
Youthen - decreases the mobs level by 1*
Youthen II - decreases the mobs level by 5*
*If caster loses claim to this mob then the spell wears off. Does not work on NM's. Also the spell must be cast before the mob takes damage or it will fail.
Rewind - When cast on a player it shows up as a buff on that player and when it wears off (after say 30 seconds) the players stats are reset to what they were when the buff took effect. Wouldn't work if player died or if the buff was dispelled.
Float, Float II - increases resistance to Earth based spells
Quicken - allows target's next ability/spell to ignore any cooldown timers or casting time. This does not work on 2hr abilities and it has a very long recast timer of it's own.
Hastega, Slowega, Graviga, Haste II, Slow II, Gravity II – stronger or AoE versions of existing spells.
Spell Progression (by Level)
1. Demi
5. Bind
7. Youthen
9. Slow
11. Age
13. Warp
15. Blur
17. Stop
19. Gravity
21. Tractor
23. Demiga
25. Escape
27. Demi II
29. Bluraga
30. Youthen II
31. Graviga
33. Float
34. Age II
35. Haste
37. MHaste
38. Quicken
38. Warp 2
39. Slowega
40. Blur II
41. Hastega
42. Rewind
43. Demiga II
45. Slow II
45. Quarter
46. Float II
47. Bluraga II
49. Gravity II
50. Meteor
53. Stop II
55. Demi III
59. Haste II
61. MHaste II
63. Demiga III
67. Demi IV
70. Meteo
Job Abilities
Lv1: X-Zone
Effect: The Time Mage casts an enemy mob into another dimension for a certain period of time or possibly even killing it. (Depending on the mob’s difficulty would equal how long it stays in there. A easy or not worth it mob would die instantly, a decent challenge would go in for say 30 seconds, an even match would go for 25, tough for 20, very tough for 15, incredibly tough for 10, and anything higher for 5; also depending on how long its in there = how much damage it receives).
Recast: 2 hours.
Lv15: Cosmic Seal
Effect: Makes the next Temporal spell double in power.
Duration: 1 spell cast. Lasts 30 seconds after cast.
Recast: 15 minutes.
Lvl40: Mirror Image
Effect: Greatly increases the Time Mage's evasion by making the mob see multiple versions of himself.
Duration: 1 minute
Recast: 5 minutes
Job Traits
Lv10: Slow Resistance
Effect: Slightly increases resistance to slow spells.
Lvl15: Bind Resistance
Effect: Slightly increases resistance to being bound.
Lv25: Temporal Defense
Effect: Increases defense against temporal spells (no reason to think mobs wouldn’t get them also).
Lv35: Auto Haste
Effect: Slightly increases attack speed.
Lvl40: Slow Resistance II
Effect: Further increases resistance to slow spells.
Lvl45: Bind Resistance II
Effect: Further increases resistance to being bound.
Lv50: Temporal Defense II
Effect: Further increases defense against temporal spells.
Lvl60: Auto Haste II
Effect: Further increases attack speed.
EDIT: Changed around some abilities after listening to other poster suggestions.
The Time Mage is mostly a support class with some damaging abilities.
Time Mage Overview:
-Mage armor (no different from WHM or BLM save AF)
-Focus on temporal magic
-Uses enhancing/enfeebling decently
Time Mages are an interesting class. They have been present in FFV and both FF Tactics. The purpose of the Time Mage is to mainly support the party by temporal boosts such as haste or warp. They also are able to temporally debuff the enemies by slowing them down or even stopping them in their tracks. Time Mages have also been know to have access to damaging spells like gravity or demi (depending on what game you are playing) and some of the stronger spells like X-Zone and Meteor.
A Time Mage would work like any other mage class in that it uses mp to cast spells and it learns said spells by using scrolls at the appropriate level. Since most of the Time Mages' spells all ready exist and those that don’t would fall under existing categories, Time Mage’s would require the following magic skills: Enhancing, Enfeebling, and a new skill Temporal. The Temporal magic skill would include spells like Demi and Meteor.
Since a Time Mage’s attack spells are limited, they would also be semi decent in melee (slightly lower than a red mages).
------------COMPLETE CLASS DEFINITION-----------------
Combat/Magic Skills
Temporal: A
Enhancing: B-
Enfeebling: B-
Dagger: C
Club: C
Staff: A
Parrying: C
Evasion: C
New Spells:
Demi, Demi II, Demi III, Demi IV, Demiga, Demiga II, Demiga III – basic temporal attack spells--deals temporal damage; using gravity and temporal manipulations, the Time Mage bends his enemies’ body causing damage (note. This is not the tradition Demi in that it does 25% of a mobs hp--see Quarter. This is basically the same as Fire, Stone, Water, etc only it is Temporal based instead of elemental)
Quarter - Temporal attack spell that deals damage equal to 25% of the mob's remaining hp. Has a low chance of success and a long casting time. Automatically fails on NM's and other special enemies.
Meteor, Meteo – powerful temporal attack spells (Meteor-single enemy, Meteo-AoE)
Stop, Stop II – enfeebling spell that halts an enemy for a certain period of time preventing it from performing any actions (Stop would have a medium to high chance of success but only a low amount of time actually affecting the mob, maybe only 5-10 seconds; Stop II would last longer but have a much lower chance of success) Unlike stun which completely kills an enemy action, Stop only prevents the action from continuing. Once stop wears of the mob continues on as if nothing happened (ie. If a mob starts casting a spell and you cast stop on it the spell timer freezes in the middle and picks up again when the spell wears off).
Blur, Blur II, Bluraga, Bluraga II - increases evasion of target/party (names subject to better suggestion)
MHaste, MHaste II - increase casting speed or decreases casting time depending on how you look at it
Age - increases the mobs level by 1*
Age II - increases the mobs level by 5*
Youthen - decreases the mobs level by 1*
Youthen II - decreases the mobs level by 5*
*If caster loses claim to this mob then the spell wears off. Does not work on NM's. Also the spell must be cast before the mob takes damage or it will fail.
Rewind - When cast on a player it shows up as a buff on that player and when it wears off (after say 30 seconds) the players stats are reset to what they were when the buff took effect. Wouldn't work if player died or if the buff was dispelled.
Float, Float II - increases resistance to Earth based spells
Quicken - allows target's next ability/spell to ignore any cooldown timers or casting time. This does not work on 2hr abilities and it has a very long recast timer of it's own.
Hastega, Slowega, Graviga, Haste II, Slow II, Gravity II – stronger or AoE versions of existing spells.
Spell Progression (by Level)
1. Demi
5. Bind
7. Youthen
9. Slow
11. Age
13. Warp
15. Blur
17. Stop
19. Gravity
21. Tractor
23. Demiga
25. Escape
27. Demi II
29. Bluraga
30. Youthen II
31. Graviga
33. Float
34. Age II
35. Haste
37. MHaste
38. Quicken
38. Warp 2
39. Slowega
40. Blur II
41. Hastega
42. Rewind
43. Demiga II
45. Slow II
45. Quarter
46. Float II
47. Bluraga II
49. Gravity II
50. Meteor
53. Stop II
55. Demi III
59. Haste II
61. MHaste II
63. Demiga III
67. Demi IV
70. Meteo
Job Abilities
Lv1: X-Zone
Effect: The Time Mage casts an enemy mob into another dimension for a certain period of time or possibly even killing it. (Depending on the mob’s difficulty would equal how long it stays in there. A easy or not worth it mob would die instantly, a decent challenge would go in for say 30 seconds, an even match would go for 25, tough for 20, very tough for 15, incredibly tough for 10, and anything higher for 5; also depending on how long its in there = how much damage it receives).
Recast: 2 hours.
Lv15: Cosmic Seal
Effect: Makes the next Temporal spell double in power.
Duration: 1 spell cast. Lasts 30 seconds after cast.
Recast: 15 minutes.
Lvl40: Mirror Image
Effect: Greatly increases the Time Mage's evasion by making the mob see multiple versions of himself.
Duration: 1 minute
Recast: 5 minutes
Job Traits
Lv10: Slow Resistance
Effect: Slightly increases resistance to slow spells.
Lvl15: Bind Resistance
Effect: Slightly increases resistance to being bound.
Lv25: Temporal Defense
Effect: Increases defense against temporal spells (no reason to think mobs wouldn’t get them also).
Lv35: Auto Haste
Effect: Slightly increases attack speed.
Lvl40: Slow Resistance II
Effect: Further increases resistance to slow spells.
Lvl45: Bind Resistance II
Effect: Further increases resistance to being bound.
Lv50: Temporal Defense II
Effect: Further increases defense against temporal spells.
Lvl60: Auto Haste II
Effect: Further increases attack speed.
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