This took a while to make so mere we go
Time mage Class idea
First Job Skills
Inner Focus
Level 1: +0.5% HP and +1% MP + 10 MP per level.
Level 10: +10% HP and +30% MP + 75MP per Level.
Energy blast
Level 1: MP cost: 5, 40% to 4 foes infront of the hero
Level 15: MP cost: 18, 220% to 4 foes infront of the hero
Magic Barrier
Level 1: 2% magic defense goes into weapon defense.
Level 20: 22% magic defense goes into weapon defense.
Magic Guard
Level 1: 15% of the damage is taken goes to MP instead of HP if user Runs out of MP, User takes the full damage.
Level 5: 70% of the damage is taken goes to MP instead of HP if user Runs out of MP, User takes the full damage.
Powerful Descent
Level 1: +1% matt and + 40 HP and MP and +1 all stats
Level 10: +5% matt and + 200 HP and MP and +20 all stats
Second Job Skills
Arcane Blast
Level 1: MP cost 10, 150% to 4 foes hits 3 times
Level 15: MP cost 25, 280% to 6 foes hits 4 times
Arcane Mastery
Level 1: 4% mastery and +1 matt and 2 int
Level 10: 40% mastery and +10 matt and 20 int
Arcane Magic Booster
Level 1: gives your weapon +1 attack speed for a short period of time. 18 seconds
Level 10: gives your weapon +2 attack speed for a short period of time. 180 seconds
Battle Mastery
level 1: gives 3 to all stats
level 10: gives 30 to all stats
Time Chains( Level 20 requared to learn Time chain advance)
Level 1: gives a 2% chance of time chain to effect the foe dealing 60% per stack.(max of 1 stacks)
level 20: gives a 10% chance of time chain to effect the foe dealing 135% per stack.(max of 2 stacks)
Arcane blaster(level 15 required to learn Cassernova)
level 1: 110% damage hit 3 mobs 4 times
level 15: 156% damage hits 3 mobs 4
Solar Gash(level 20 required to learn improved Solar Gash)
level 1: MP cost 8, 80% damage hits 6 mobs 2 times.
level 20: MP cost 40, 180% damage hits 6 mobs 2 times.
Third job Skills
Advance Solar Gash(level 20 required to learn Final Solar Gash)
Level 1 MP cost 30, 212% hits 5 mobs 5 times
level 20 MP cost 70, 280% hits 5 mobs 5 times
Soul Bind
Level 1 15% chance to cause the foe's soul to blow up causing 80% to 6 foes.
Level 5 40% chance to cause the foe's soul to blow up causing 400% to 6 foes.
Arcane Soaked Wand
Level 1: MP cost 30, +5 matt +12 int. Duration 10 seconds
Level 10: MP cost 150,+ 15 matt +90 int. Duration 150 seconds
Spell binding Blast
Level 1: MP cost 22, deals 175% dmg to 8 mobs
Level 10: MP cost 66, deals 220% dmg to 8 mobs
Teleport
Level 1: MP cost 10, Teleport 120 by 120.
Level 10: MP cost 22, teleport 680 by 680.
Soul mastery
level 1: +2% crit and +1% max crit and min crit
level 20: +40% crit and 20% max crit and min crit
Soul Barrier
Level 1: -5% magic defense to add a +2% matt and +4 matt
Level 10: -75% magic defense to add +30% matt and + 20 matt
Mana Power
Level 1: 105% MP used for 5% more final damage
level 15: 210% MP used for 40% more final damage
Time Chain Advance
Level 1: gives a 12% chance of time chain to effect the foe dealing 144% per stack.(max of 3 stacks)
Level 20: gives a 40% chance of time chain tro effect the foe dealing 190% per stack(max of 4 stacks)
Fourth Job Skills
Time Mastery
Level 1: +3% all Time magic skills and +10% to time chain's damage.
Level 10:+15% all Time magic skills and +50% to time chain's damage.
Maple Warrior
Level 1: 1% to all stats. duration 15 seconds
level 30: 15% to all stats. duration 450 seconds
Cassernova
Level 1: 230% hits 9 foes 3 times
Level 30: 580% hits 11 foes 4 times
Final Solar Gash
Level 1: 220% hits 5 foes 5 times
Level 30: 400% hits 6 foes 8 times
Time Hurricane
Level 1: 200% hits 12 foes 5 times. cooldown 30 seconds(during Cooldown 2% chance to do 100% damage to 1 foe.)
Level 25: 1100% hits 12 foes 5 times cooldown 90 seconds(during cooldown 50% chance to do 330% damage to 3 foes)
Timeless Rage
Level 1: reduced hits to 1 while active +1% dmg for each mob hit duration 15 seconds cooldown 30 seconds.
Level 10: reduced hits to 1 while active +6% dmg for each mob hit duration 150 seconds cooldown 300 seconds.
Arcane Final mastery
Level 1: +44% mastery +500HP and MP and +1matt
Level 30:+80% mastery +3000HP and MP and +30 matt
Improved Time Chains
Level 1: gives a 41% chance of time chain to effect the foe dealing 200% per stack(max of 5 stacks also +4% per stack)
Level 30: gives a 70% chance of time chain to effect the foe dealing 320% per stack(max of 8 stacks also +9% per stack)
Timeless Wraith
Level 1: MP cost 50, 110% damage to 3 mobs
Level 20: MP cost 120, 310% damage 5 mobs
Magicial Storm
Level 1: 5% chance of activating Magicial Storm(doubles your total damage) duration 15 seconds cooldown per use 240 seconds
level 20 25% chance of activating Magicial Storm(doubles your total damage) duration 60 seconds cooldown per use 150 seconds
Hero's Will
Level 1: MP cost 90, allows you to ignore some status effects cooldown 680 seconds(passive +5% status resist)
level 5: MP cost 150, allows you to ignore some status effects cooldown 300 seconds( passive + 20% status resist)
Hero's Guardian
Level 1: 5% stance
Level 20: 100% stance
Hypers:
Eterna(level 150 requirement)
MP cost 500
hits 15 mobs
620% dmg
stuns all foes for 20 seconds, cooldown 180 seconds.
Temromia Barrier(level 170 requirement)
MP cost: 2000
Make the User and Party immune to % dmg for a short period of time. Cooldown 270 seconds
Duration 15 seconds
Time Rift(Level 200 requirement)
Doubles max cap and deals 3 times damage for a short period of time. cooldown 600 seconds
cap goes to 100mil as long as this buff is active.
Duration 30 seconds
Hyper Passives
Cassernova(reinforced)
+40% damage
Cassernova(Spread)
+3 mobs hit
Cassernova( more strikes)
+1 hits
Final Solar Gash(Piercing)
+25% ignore defense
Final Solar Gash(more Strikes)
+2 hits
Final Solar Gash( reinforced)
+15% damage
Time Hurricane(Boss Destroyer)
+20% pdr and +10% boss att
Time Hurricane( Light Storm)
Double hits -40% damage
Improved Time Chains(endless)
Adds 40% more damage to Time chains.
Improved Time chains(half Stacks)
cuts your stacks in half for 80% more damage)
Comments
SECOND JOB
- Time Chains( Level 20 requared to learn Time chain advance)
How do these work? Do they deal damage over time or what? I understand the stacking mechanic, but all I see it is as an extra line of damage per stack, which seems balanced enough.Level 1: gives a 2% chance of time chain to effect the foe dealing 60% per stack.(max of 1 stacks)
level 20: gives a 10% chance of time chain to effect the foe dealing 135% per stack.(max of 2 stacks)
THIRD JOB
- Teleport
Teleport at the Third Job? Good golly thats a long time till proper movement.
- Soul Barrier
-75% of Magic Defense is a bit excessive, but does leave the class much more difficult to play due to having to time your dodges more carefully. Not necessarily a bad thing but it would be more annoying on laggier computers.Level 1: MP cost 10, Teleport 120 by 120.
Level 10: MP cost 22, teleport 680 by 680.
Level 1: -5% magic defense to add a +2% matt and +4 matt
Level 10: -75% magic defense to add +30% matt and + 20 matt
FOURTH JOB
- Timeless Wraith
This seems rather lacking in effect, due to Cassernova being a better mobbing move.Level 1: MP cost 50, 110% damage to 3 mobs
Level 20: MP cost 120, 310% damage 5 mobs
HYPERS
- Time Rift (Level 200 requirement)
The Damage Cap is going to be increased to 10b in the 5th job update.Doubles max cap and deals 3 times damage for a short period of time. cooldown 600 seconds
cap goes to 100mil as long as this buff is active. Duration 30 seconds
All in all, I see this class as a glass cannon that can deal out loads of damage, but is unable to take the same dishing out. I found some of the skills not mentioned above to have a bit too much power in terms of damage per line. But if this class we're to be added, I wouldn't mind bossing with it at all. It actually sounds really fun.
Also there is a 10b cap now in KMS, so a skill to double cap isn't that usefull.
Also a time mage without any rewind skill to ress him and even party members?
He could have a bind just like zero, and slow any kind of monster like I\L or DS that a attack slow the boss for x seconds.
He maybe could have a rewind cool down skill like zero and Buccaneer(idk why Buccaneers can't even reset any hyper skill even more 5job, like before their big revamp they could rewind the cool downs and use transform once again; maybe nexon could give a cool down to reset hypers/5job every 10min like bishops hyper's penalty).
In my opinion one class like that could even store hits and deal all of em at once(stopping the time of your attacks and kind ''teleporting'' all to a single time), and zero is already a timer transcendent but he doesn't use time so clearly tought.