Time Mage

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フォーラム » FFXI » General » Time Mage
Time Mage
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By Draylo 2026-08-13 18:51:40  
Time Mage (TIM)
AF1


AF3


Primary job weapon are throwing bombs that come with additional effects. I think of Ashe from ff12 revenant wings, she was a time mage there and had throwing bombs. We have them in-game but no throwing ws at all. I had thought it would be neat if they added throwing ws and maybe for ninja that could come as weapons like FF series, but for time mage it would be different. It similar to GEO with the bells but with throwing bombs.

Reflect - Blink for magic but it bounces the spell back at the enemy.
Reflectga
Reflect II - Self cast only, allows the user to cast a dark magic spell onto themselves to be bounced at the enemy for a huge damage boost. The spell would take dark resistance in the dmg formula.

Haste III - Fully cap magic haste
Slow III - lengthens enemy charge time of weapon skills
Stop - Terror like spell but stored multiplier for damage done during the status effect, all damage done at once when it wears.
Also allows additional stun to stack into the stored
damage/effects. If the NM is immune, maybe have it so you can stun weaponskills as a secondary effect.
Stopga - Shorter duration AOE

Quicken (ability or very high MP cost spell) - allows a free WS that doesn't take TP.
Stasis - Creates a barrier that absorbs damage done until timer is up, then it causes all the damage at once. But it can be healed before it ends.

Bioga - Bio and additional effect of multiplier stop has when it ends. Or can make their Bio unique and it has a paralyze type effect when enemy readies weaponskill, only working on WS.
Comet II - Heavy Dark damage and stop chance.

Dark I - VI, New line of dark magic spells that deal damage with additional effect chance of stop. Or if the enemy is already stopped, it further multiplies the damage done at the end of duration.
Doomsday - Massive dark damage that can hurt the user also but the damage is based off dark resistance.
Aspir IV - Increases max MP

Native Impact
Warp1-2, Warpga
Drain/Aspir 1-3,
Tier1-4 elemental magic,
Stun,
Hastega1,2. Slowga,
Bio/Dia T1-3(could also maybe just give Diaga1-2 ). Regen T1-4.
Comet, Meteor (special ver like king behemoth, not BLM one altho they can help charge the BLM version)

1HR- Galaxy Stop, fully stops any mob even NMs for x duration.
2nd 1hr - I'm thinking something like a Wild card to reset JAs but it might be too strong so idk. Maybe they can stop abilities timers from counting down, so if everyone pops SP they can prolong the duration. Also can prolong spell durations

I think this creates a cool job that is focused on stop stunning, dealing dark damage primarily and very useful support with cap magic haste which allows for other buffs from BRD and a unique slow/Bio for enemy WS. It could go as a bigger support if you do stasis and different abilities to prolong taking direct damage. There should be a time theme to its mechanics overall.
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By AegParm 2026-08-13 20:21:15  
Put FFT visuals on anything and I'm usually in! But this feels a bit too much like RDM 2.0 and makes RDM irrelevant outside of niche enspell stuff and paralyze.
 Lakshmi.Buukki
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サーバ: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2026-08-13 20:32:16  
The only way for them to do Time mage now without shitting completely on RDM is to do like an Astrologer/Time & Space Mage mix, like Olan from Tactics. Kind of like how they didn't do Calculator but did a spinoff with Scholar. Then give it abilities like Double Cast or Repeat that they can use on others. You'd need to throw in the space magic spells like Demi 1-5/ga/ja, Comet, Meteor etc. Since BLM ain't using the latter two for nothing.
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By Draylo 2026-08-13 21:26:59  
Mm I forgot about Demi, maybe instead of the special Bio it can be Demi!

I don't see it doing anything to RDM, I had that in mind the whole way. RDM has higher dmg output via DDing as this job would be basically staves w/magic, they have refresh if needed, Distract and Frazzle are huge benefits and extreme buff duration and debuff duration/potency. Maybe keep them on Dia III only also.

Can already haste cap without a RDM, so any potential setup you would bring a RDM you still would want them. I just see this as a saftey net job that can kind of lock the mob down with special stuns and a unique niche with dark magic that is only really filled by SCH and BLU atm. Double cast for spells and quicken for ws/abilities maybe. It has access to Slow II but RDM has superior gear for it so I figured giving Slow III to lengthen the mobs WS time to allow better defensive measures before it goes off as a saftey net.
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By Genoxd 2026-08-13 23:26:39  
Quicken (ability or very high MP cost spell) - allows a free WS that doesn't take TP.


SAM COR GEO BRD TIM TIM new meta. TIM spams Quicken+Stop on SAM -> win. Maye replace the GEO or COR with another TIM if already doing 99k-ish
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By Frededde 2026-08-13 23:37:47  
Time Mage X

Sage /
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By Genoxd 2026-08-13 23:47:21  
Frededde said: »
Time Mage X

Sage /

Time Mage X

Sage X

Caller /

Caller is totally not Summoner. It calls Eidolons which are magical elemental based pets that have Mana Pacts. There's Mana Pact: Offense and Mana Pact: Support. They do damage, debuff, and buffs.
Totally different than summoner because it's totally balanced and has Bahamut

>_>
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By gargurty 2026-08-14 01:21:15  
a geo but then with summons lol
 Bahamut.Suph
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User: Suph
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By Bahamut.Suph 2026-08-14 02:00:15  
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 Quetzalcoatl.Wakmidget
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By Quetzalcoatl.Wakmidget 2026-08-14 07:46:33  
WHERE’S TIMMY?!
 Bahamut.Negan
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By Bahamut.Negan 2026-08-14 08:21:16  
Posting for Draylo
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By swaggernaught 2026-08-14 09:13:16  
Draylo said: »
Time Mage (TIM)
AF1


AF3


Primary job weapon are throwing bombs that come with additional effects. I think of Ashe from ff12 revenant wings, she was a time mage there and had throwing bombs. We have them in-game but no throwing ws at all. I had thought it would be neat if they added throwing ws and maybe for ninja that could come as weapons like FF series, but for time mage it would be different. It similar to GEO with the bells but with throwing bombs.

Reflect - Blink for magic but it bounces the spell back at the enemy.
Reflectga
Reflect II - Self cast only, allows the user to cast a dark magic spell onto themselves to be bounced at the enemy for a huge damage boost. The spell would take dark resistance in the dmg formula.

Haste III - Fully cap magic haste
Slow III - lengthens enemy charge time of weapon skills
Stop - Terror like spell but stored multiplier for damage done during the status effect, all damage done at once when it wears.
Also allows additional stun to stack into the stored
damage/effects. If the NM is immune, maybe have it so you can stun weaponskills as a secondary effect.
Stopga - Shorter duration AOE

Quicken (ability or very high MP cost spell) - allows a free WS that doesn't take TP.
Stasis - Creates a barrier that absorbs damage done until timer is up, then it causes all the damage at once. But it can be healed before it ends.

Bioga - Bio and additional effect of multiplier stop has when it ends. Or can make their Bio unique and it has a paralyze type effect when enemy readies weaponskill, only working on WS.
Comet II - Heavy Dark damage and stop chance.

Dark I - VI, New line of dark magic spells that deal damage with additional effect chance of stop. Or if the enemy is already stopped, it further multiplies the damage done at the end of duration.
Doomsday - Massive dark damage that can hurt the user also but the damage is based off dark resistance.
Aspir IV - Increases max MP

Native Impact
Warp1-2, Warpga
Drain/Aspir 1-3,
Tier1-4 elemental magic,
Stun,
Hastega1,2. Slowga,
Bio/Dia T1-3(could also maybe just give Diaga1-2 ). Regen T1-4.
Comet, Meteor (special ver like king behemoth, not BLM one altho they can help charge the BLM version)

1HR- Galaxy Stop, fully stops any mob even NMs for x duration.
2nd 1hr - I'm thinking something like a Wild card to reset JAs but it might be too strong so idk. Maybe they can stop abilities timers from counting down, so if everyone pops SP they can prolong the duration. Also can prolong spell durations

I think this creates a cool job that is focused on stop stunning, dealing dark damage primarily and very useful support with cap magic haste which allows for other buffs from BRD and a unique slow/Bio for enemy WS. It could go as a bigger support if you do stasis and different abilities to prolong taking direct damage. There should be a time theme to its mechanics overall.


So galaxy stop effect is kinda like a VW Red proc where the mob stops a little time?

really interesting ideas draylo chan

Copy PASTA it in ffxi official forums