User talk:Defiledsickness/Earth Mage

=Explanation=

Earth Mage
Uses TP to cast spells. Spells are located under magic, bought from an npc (or added to monster drops, or maybe only quested), and use TP to cast. I was thinking of putting the spells under JA like dnc, but to keep it an actual mage job I decided on Magic. Justifying the placement is Nin spells using items, not MP. Etc.

I gave the job Axes to make it more 'earthy'. Using nature as a theme, Axes are tribal (native american-like). I was thinking Polearms would be possible if limited to Spear types. Might remove clubs, but I want the job to follow blu and whm in the magician/melee path.

I never played Earth Mage in any FF title, I just felt like making a new job. So it could probably use a lot of updates to reflect past FF games better.

Job Abilities

 * 2hour - Gaia's Blessing - Fills TP to 300% for 30 seconds.
 * Harvest - Gives Store TP +20 to party members within range. Duration 30 seconds.
 * Offering - Consumes HP for TP. 5hp/2tp, Duration 45 seconds (not sure how much hp/tp should be considering the spell Regen).
 * Karma - Damage taken increases spell potency. Duration 90 seconds.

Job Traits

 * Resist Elements - Gives a resistance to [element] spells. (maybe amount as Bar-Spells or tier2)
 * Attune - Gives a regain effect when Weather is present. (1tic/weather. so 2/tic for double weather)
 * Naturalist - Increases potency for spells aligned with the current day and weather. (10% dmg increase)
 * Merit - Balance - Enhances Naturalist by 1% per upgrade.
 * Merit - Zen - Enhances Attune by 1tp/tic per merit.

Spells

 * Earthquake - Earth dmg
 * Gust - Wind dmg
 * Tsunami - Water dmg
 * Volcano - Fire dmg
 * Glacier - Ice dmg
 * Bolt - Thunder dmg
 * Shift - Bind
 * Wind Tunnel - Graviga
 * Drench - Water Damage + Poison
 * Erupt - Enhances Attack
 * Snowfall - Enhances Magic Attack
 * Electrify - Enhances Critical Hit Rate
 * Quicksand - Earth damage + Slow
 * Soothing Skies - Curaga 2
 * Rapids - Dispel
 * Torch - Fire Damage
 * Ice Block - Ice Damage + Paralyze
 * Static - Erase
 * Stone Wall - Physical Dmg Taken -15%
 * Soothing Wind - Cure IV
 * Waterfall - Magic Defense Bonus +10
 * Ember - Lowers an enemies TP over time
 * Snowstorm - Lowers an enemies Magic Defense
 * Voltage - Stun
 * Dust Storm - Earth dmg
 * Thrashing Wind - Wind dmg
 * Ocean Wave - Water dmg
 * Ignite - Fire dmg
 * Sparking Bite - Thunder dmg
 * Merit - Nova - Deals Light elemental damage
 * Merit - Void - Deals Dark elemental damage

Armor
I'm thinking rng/thf/blu/rdm/war gear would fit well. Following rng/blu/bst design styles. Haste, STP, MAB, Conserve MP/TP, Dual Wield, and Magic Accuracy would be the armor needed. Give blu shields, maybe rdm or war shields, but not heavy PLD shields of course.


 * AF1 gear - Maybe some store tp, Magic Accuracy, Attack, and INT gear.
 * Relic gear - Conserve tp, Enhance offering, Str, Accuracy, and MAB gear.
 * AF3 Gear - Haste, Enhance Attune, Enhance Karma, MAB, Int/Str, and Store TP