exept that time magic is already coverd with the white and black mage. it sounds like it might be fun to play as one, but I highly doubt it will ever come to be.
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Originally posted by ZERO
exept that time magic is already coverd with the white and black mage. it sounds like it might be fun to play as one, but I highly doubt it will ever come to be.
myTimemage list has no spell like it in game so far that i have seen..other than meteor.. look at my Timemage again carefully.
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A Summoners Journey (The Live Journal) >>>> A Summoners Journey the Movie
BecomingThe Movie: The tale of the Journey of a Blue Mage
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Cool idea tazirai. I really like the lvl 10 passive skill. Would it be safe to assume that Time mages (TMM) would have slow, stop and haste spells? Also, would TMM have spells that would alter mosters lvls by sending though time like Lvl Up and Lvl Down in FFVIII, that would make them stronger or weaker, respectively, chaning the exp, gil and items received?sigpic
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Level 30 +
Level 30
double time :enhances the casting level of the time mage .
Time jump: This magic when cast on self or ally will give a one time heal if hp is reduced to zero
lasts for only 40 seconds.
level 40 :
Triple Time :Enhances the casting prowess of the PT magic users.It's Official Promathia Hates me....
それは公式である,プロマシア は私を憎む。
Trielは博雅なる大召喚士
A Summoners Journey (The Live Journal) >>>> A Summoners Journey the Movie
BecomingThe Movie: The tale of the Journey of a Blue Mage
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LOLRZ DIS IS SO KEWL! TIME MAGE ROX!
Yeah...sorry....bullshit. Does not exist.Seulgaist - | sam.60 | thf.54 | brd.52 | drk.49 | mnk.39 | whm.27 | war.23 | rng.17 | blm.17 | nin.15 | drg.11 | etc. |
Tripmastermonky - The Guilding Slut
Aikou - The EQ Slut
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(anavrin, too lazy to log out)
LEVEL 50 - STOP ALL TIME L0LXZ
there is, and will not be, a time mage, or any other unlisted job, until the next expansion is released. THIS INFORMAITON IS FALSE. worst thread ever.Nadyxes
lvl 75 whm/ 37 blm/ 26 thf/ 65 rdm/ 26 war/ 56 mnk/anon bst/ 15 brd/ 5 rng/ 9 pld/ drk N/A (to lazy to do quest)/ 37 SMN/ 1 sam/ 2 nin/ 5 drg
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I think tazirai is just making a suggestion as to what a time mage could be like if it was put in at some point. I don't think the intent was to propogate false information. It was just some ideas (and very good ones, imo, I might add). I don't think tazirai made any claims as to having a "scoop" on any special info at any time...
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I GUESS NO ONE MENTIONED THE FACT THAT I CAME UP WITH TIME MAGE!!!!!!
ROAR!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Name: Zedro
Race: Elvaan/Male
Job: PLD/WAR
Level: 50/25
Server: Ramuh
Linkshell:BCNMAssassins, ShadowKnights, Revolution, DWT etc.
Status of import: Cancelled!!~
Status of NA : Active
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Yes Time Mage would be quite nice to have, however like one poster said most Time Magic has already been given to the other three Mage classes. However stronger versions of the spells could be given to Time Mage, or possibly versions of the spells with a higher success rate of hitting. Or possibly have their higher spells, such as Haste2, Slow2, Bind/Stop affect groups of targets and not just one single person. Also a few other spells which would be nice to have from the Time Mage spell list:
Old: FF5
Hastens the aging process of a person or monster, causing all of their stats to slowly degrade and go down drastically. Affects are temporary and stats are restored when the spell ends.
Quick: FF5/6
Causes a person's body to accelerate beyond that of normal and allows them to do two attacks per round, whether these two attacks are physical or magical. Quick would work with dual wield, meaning a Ninja could choose to hit those two rounds, but could in fact do four hits.
X-Zone: FF5/6
Creates a dimensional and temporal rift which sucks the monster in. There is a good chance this could rip a monster apart and kill it, if not than the monster suffers massive gravity damage and is considered an area attack.
Comet: FF3/4/5/6/etc
With this spell the Time Mage can summon comets to rain down from the heavens. The number of comets which fall is dependant on the Time Mage's level/4. So at level 50 the Time Mage can summon 12 comets. The comets do a combination of both fire and earth damage and are considered an area attack.
Meteor: FF3/4/5/6/etc
The pinnacle of a Time Mage's training cumulates into the destructive force of Meteor. When cast the Meteor spell takes a while, and also a good bit of the Time Mage's MP to summon it. When it finally arrives the Meteor falls to the Earth and destroys everything in its wake, causing massive Earth and Fire Damage along with being an area attack.
Return: FF5
The Return Spell shows the Time Mage's mastery of temporal and dimensional mechanics. When cast the spell will cause a temporal flux which would cease a battle and completely restore both the Time Mage and his team and also the monster they were fighting. This would be the only Time Mage spell which could probably not be coded in an MMORPG as it allowed you to fully restart a battle as if it had never taken place, even items were recovered.
Float: FF3/4/5/etc
By slowing down the molecules around them a Time Mage is able to levitate or float above the land on what is refered to as hard air. When floating the Time Mage has a high resistance, if not invulnerability, to Earth Damage and is not bound by terrain such as water due to their ability to run over it.
Well these are just my little ideas and all. A few nice innates would be a natural speed increase for them, in and out of battle as well.
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While I have yet to recieve my Beta Kit and get a chance to play, I think this is an interesting concept. The only thing I'd warn about is the Percentage Damge with the Demi Spells.
% based damage skills / spells can present a large problem with monsters that have really high health. The higher the health, the more damage they do.
I play both Asheron's Call and Asheron's Call 2. In the Original AC1, there was a series of spells that were percentage based damage. The Drain Health spells in life magic would do a certain percentage of damage and restore the caster's health. In their original form, this percentage effect made the 1st Lv version (Drained 25% of the target's current health and return that to the caster) extremly overpowered. This caused balance problems for quit some time. They eventually altered these spells and put a cap on the amount they drained.
I think having a damage cap on each level the the Demi Spells would help for this, otherwise you would only need to repeated cast the 1st Level Demi spell repeatedly.
Just my thoughts on it. ^_-
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Well in Final Fantasy the Demi Spells do not hit as much as people think. Because they are so powerful some monsters are immune to it, and all the others have a good chance to dodge the spell. While I agree percent based spells can be overpowering I still think it would be nice to see them. I am a fan of Final Fantasy, been playing since FF1 came out, and I would love to see all the FF Classes/Jobs added with their game levels. Each class in the game has balancing factors which could be added to the MMORPG quite easily, and really no class in any FF game was ultimately overpowered.
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Actually, I see the fix to the %hp as meaning %remaining instead of %max. This would make it so that even demi 4 couldn't outright kill ANYTHING. While we're at it, I think this would be much more appropriate for balance.
1 - 10%
2 - 25%
3 - 35%
4 - 50%
This means that even at 4, you can't deal more than 1/2 the creatures max in one hit. You also use chance of success really low against tougher monsters to further balance. Another nice point is that right now, only BM can gate (donno what it's called, but gate, town portal, recall all seem to work), right? It seems to me that TM would be masters at gating.
Other good spells for the time mage.
Doppleganger, make a copy of yourself that can do nothing but tank for you.
Doppleganger 2, this one can actually move and attack.
Doppleganger 3, can cast spells based on your class and subclass.
Only one of any doppleganger may be out at a time.
Blink, appear in many places at once, only one is the real you, each blinked version disappears after getting hit.
Long (or Gate hit), a short weapon can have a long range, brutal when subbing warrior.
Hide class, look like any other class, depending on version of spell.
Warp, exit dungeon, autobound when you enter a dungeon, unbound when leaving, shouldn't be too hard to pull off really.
Create, crates junk over a monsters head and drops it on them
Twist space, next hit delt to TM is instead delt to monster that delt it, lasts 30 seconds or one hit, can not target others with it, also could be a little more useful with warrior sub.
My 2c
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Originally posted by Xavius
[...] Each class in the game has balancing factors which could be added to the MMORPG quite easily, and really no class in any FF game was ultimately overpowered.
- FFV Samurai. Use !GilToss a few times and tell me it's not overpowered, then use !Slash a few times and tell me that's also not overpowered.
- FFV Chemist. !Mix is extremely powerfull in that game, even if you don't bother with Dragon Fangs or Dark Matter.
- FFT Holy Swordsman. C'mon, do I have to explain why Orlandu is overpowered?
- FFT Calculator. Sure, a calc by herself is nothing special, but try putting Math Skill on a Wizard with a team decked out in Chameleon Robes. Orlandu looks weak by comparison. You can't even excuse it by saying it's a special case the way you can with Orlandu, every human unit can learn Math Skill.
There's plenty more. Fun as it is, FFT is very poorly balanced.
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- FFV Samurai. Use !GilToss a few times and tell me it's not overpowered, then use !Slash a few times and tell me that's also not overpowered.
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???It's Official Promathia Hates me....
それは公式である,プロマシア は私を憎む。
Trielは博雅なる大召喚士
A Summoners Journey (The Live Journal) >>>> A Summoners Journey the Movie
BecomingThe Movie: The tale of the Journey of a Blue Mage
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