Time Mage

 

Job Requirements: Wizard lv. 2

Weapons: Staff

Armor: Hat, clothes, robe

MP SPD R JP EFFECT

----------------------------------

ACTION ABILITIES: TIME MAGIC

Haste * 8 RC 50 3/2 100 Causes Haste status

Haste 2 30 15 3/2 550 Causes Haste status

Slow * 8 RC 50 3/2 80 Causes Slow status

Slow 2 30RC 15 3/2 520 Causes Slow status

Stop * 14RC 15 3/2 330 Causes Stop status

Don't Move * 10RC 34 3/2 100 Causes Don't Move status

Float 8 RC 50 4/2 200 Causes Float status

Reflect * 12RC 50 4/1 300 Causes Reflect status

Quick * 24R 25 4/1 800 Instant turn

Demi 24RC 17 4/2 250 Target loses 1/2 HP

Demi 2 50RC 12 4/2 550 Target loses 3/4 HP

Meteor 70 8 4/4 1500 Magic attack

REACTION ABILITIES

Critical Quick * 700 Instant turn when low on HP

MP Switch 400 Lose MP instead of HP

SUPPORT ABILITIES

Short Charge * 800 Speeds CT charge

MOVEMENT ABILITES

Teleport * 600 Teleport through obstacles

Float 540 Permanent Float status

JP to master: 8320

Evaluation: The enemy seems to be able to use Time Mages

a lot more effectively than I can. Perhaps that's

because the computer doesn't get annoyed, whereas I do.

And Time Mages are really annoying to fight against --

they speed up their allies, paralyze your guys, teleport

around, etc. They're definitely better than Wizards

or Priests, but you need some good abilities from other

jobs to back them up. (One cool trick is to use Don't

Move to keep enemies from moving, then use a big call spell

or Meteor on them). Give them a try and see what you

think.