The Green Mage - Concept

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The Green Mage/ GMA is a Class I want to see being added as a needed way to rework finally completely the Scholar and Summoner a well too, because those two use still alot of skills, which belong in my honest opinion to the Green Mage, as they are the caster class, that is specialized in using Alteration Magic to harm their foes and supoort their allies theme wise, not the other two.

Green Mage Weapon: The Magic Gloves/Claws - Shares Skins with Monk's Fist Weapons, except Relics

Start Lore for FF14/ How you get your Class/Job Crystal:
Occultists are part of a Sub Group of Assassins and such persons like orphans with no home that are a well hidden part of Ul'Dahs Scorpio Circle. An Insider of this group, that is a traitor for them and chased to death gets saved by us in basically last minute and teaches us to thank us for saving his live his history, how he became Occultist and how we could ptentially become one too if we like.
By doing so becomes over time this Assassin Group more and more aware of us, seeing a danger in us, due to the traitor having told us, that this group exists and that wd might find out their secrets that this group is plotting around their leader, who's a Green Mage that is fully obessed by a void demon of hatred literally controling his actions.
Defeating that leader around Level 30 results in splintering the Assassin Group up, with the leaders right hand calling for revenge and the leader, that we defeated and saved from his curse, becomes our Mentos, ad the weakened curse and together with it the Job Crystel goes over from the curse freed up person, to the one, who has slain the Void Demon back into its realm.
The Revenge comes then later around the Heavensward Lvl Arc from 50 to 60, while our new Mentor tells n teaches us first from 30 to 50, what happened to him and now basically us and what a guilt it means to be the bearer of that curse, a meaning the mind loses to grasp over time as the curse gets stronger and strong, if the bearer of that curse hasn't enough willpower to overcome and control it to end not up like a demon's marionette like him.


Start Level: 1
Start Location: Outside of Ul'Dah
Start Class: Occultist/ OCC
Damage Attribute: Intelligence
Sub Attribute: Direct Hit
Range Gameplay: Medium to Long Range
Preferred Attack Type: Magic Spells/Skills
Preferred Attack Style: Damage over Time/ Condition Overwhelm/Synergy Chaining
Weakness:CC Effects and Silence

Job Mechanics: Stigmas, Curses, Seals and Scrolls of Forbidden Arts/Sins

Stigmas:

Stigmas are the Main Mechanic of the Green Mage, similar to what Lilies are for Whitmages, Ether for Scholars or GL for Monks.
Stigmas are a Trigger Gauge Mechanic gained over time ad you play the class, having their effects as you get more, or will be consumed to perform magic skills.
What are Stigmas? A Stigma is a visual appearance, which happens in relation to a fantasy setting like FF14, when you are cursed, or get cursed and which becomes strongly visible, whenever the effects of said curse happen/activate when the Stigma is visible. So with other words, yes, Green Mages curse others, while beung at the same time self cursed for cursing others.

The gameplay around this principle means, that whenever you cause Curses, then you gain Stigma, that will let you suffer, but so more Stigma you have, lets in return become your Curses more powerful. Its a paradox twisted gameplay mechanic revolving around the principle of risk and reward, so more you take on the risks, so more rewarding can be the results.
Green Mages can have maximum 5 Stigmas.
Each Stigma you have decreases 5 % of your Defense, lets you receive 5% lesser Health from Heals and slows your Skill Recharges by 2s.
However, each Stigma you have increases the Damage of your DoTs by 10%, raises DoT Durations and Effect Range by 10% and lets you cast spells 5% faster with 5% lesser MP Costs.

Curses:

A Curse is a special condition, or debuff so to say, that Green Mages are able to cause, by consuming Stigmas by using Seal Spells/Skills with that they literally debuff themself to weaken the curse in themself, to let it not outbreak out of their bodies and lose not control over themself to the demon that possesses you, if that should ever happen, which Green Mages need to learn to control and manifest to overcome their own curse as part of the Green Mage Story Progression/ Job Progression later.
Certain Skills will cause Curses eventually to targets, like Miasma, or Doom, or Petrification, when that happens, there's a Chance your Stigmas will activate, making like described follow up curses stronger, while you will suffer more under those Stigmatas of your body.
A Curse Effect will stay on a Target as long a fight lasts and its effects can stack for the case that multiple Green Mages are together. It ends only, if a Green Mage uses a Seal on itself, or dies.

Seals/Scrolls of Forbidden Arts/Sins:

Seals are Side Effects of either a Green Mages buff skills, or magic skills of Green Mages being used on themself, like for example using on themself the Bane Spell, with that they will hurt themself, but gain Seals to reduce their Stigma Gauge.
But Seals can be used also as offensive option to debuff and weaken enemies in wayad that only Gredn Mages can do, with a strong gameplay aspect of eithef interupting targets, or punishing for doing something/breaking their seals if doing something specific within the duration of the seal effect.
Using Seal increases also your Scroll Bar, enabling you to use ancient Scrolls that contain nearly lost powerful spells, so cruel or powerful, that they were called forbidden for a clear reason, like for example perfoming temporal pact rituals with Void Demons of Emotions, like Hatred, Fear, Joy, Despair and Luck to perform Sins

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