Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
But red mages get it too. Haste and Float are the only staples that Time Mages get that others don't.
Red Battlemage, which is an overall much more useful class, can cover most of the spells that are useful at early/mid game - Disable/Immobilize are great for taking on enemies you shouldn't have any business with at that point in the game. Balance is useful for similar reasons, particularly combined with Bubble and Reflect(ga).
Haste remains the big factor, of course. It's undeniably useful. The question is, is it useful enough to take along a dud like Time Battlemage? Obviously in something like the inexplicably 12-job setup that's not a question. But when such arbitrary concerns are not involved, I believe the answer is quite simply: no.
To be more precise, I'd say no to Haste - but not to Hastega. The reason being the already mentioned fact that Machinist can use an Esper to gain access to this spell. Machinist, of course, is one of my perennial favorites thanks to their absurd damage output in early/mid game, and combined with White Mage they are also my favorite superboss tank (using Reverse), being able to heal MP-free with Dark Shot + dark absorb gear as well as maintain both Bravery and Haste on your berserked damage dealers.
If you DO insist on taking a Time Battlemage (for whatever reason, personal preference being a completely legitimate one) the two combinations I found least painful were Archer/Time Battlemage and Monk/Time Battlemage. The former loses the least out of the deal, since an Archer with heavy armor is already about as good as it gets for that job in terms of damage output. Monk does lose a chance for Genji Gloves if you pair them with Time Battlemage, but is a solid support class with many useful skills (e.g. Expose/Wither and Curaja). They do benefit from heavy armor, of course, but losing Genji Gloves as a high-combo weapon user is quite the blow so don't expect it to become a main DPS - which I suppose is a given, since you obviously want to cast spells so you can't be berserked.
Every other combination I've tested has been inferior, but that of course will vary with playstyle and preference.
EDIT:
It is, but it is also absolutely trivial to get from an item, which is available at a number of shops in the game in infinite quantity. Items being quicker to use and MP-free, this should be preferable even WITH a Time Battlemage.
Float Motes can be bought at the Baknamy merchant in Nabudis after reaching Pharos. Also, the entrances to Nabudis are basically the only time you really worry about traps a lot. Very often you can either walk around them or just take them in the face and heal/raise afterward. Float is a convenience (and a disappointingly mundane graphical effect, I must say), but I suppose if you value it enough to take a Time Battlemage who am I to tell you otherwise.
None of this is going to make or break a party. Above all else, play what you personally enjoy.
Thinking about it tho ive toyed with the idea of shikari/time (putting time on a tank) but then if you have a healer thats only 1 person actually doing damage as two people are messing around "preparing" the battle. It always comes back to the fact that the time magic has to be on the whm imo if you want to have two people attacking and i do agree that the only ones it would really use regularly are on the machinist via famfrit. With protect shell haste regen bubble all being single target tho its not uncommon to see one of these falling off before you can even do any debilitating time magic or heal lol
Im still curious how it would deal with berserk and float which imo are very useful. Farming/buying bacchus wine and float motes and using them on the whm/machinist for example? Is this expensive/time consuming? And yeah some traps actually auto make you lose a battle if theyre next to a group of enemies and you get confused on mutiple characters on something as nobody gonna just be walking around with power amulets on. Although ive entertained the ribbon on all 3 for random stuff that doesnt get one shot
Another issue with shikari/foebreaker(vaan) and whm/time is that the shikari is stealing and the whm is obviously doing no damage. This is ok tho if everything dies to oil:fira or the one melee dps one shots multiple enemies before they can do anything nasty. As far as im aware whm/machinist can steal...so i could have had the whm stealing then healing (shtealing lol) and have two melees just attack. On bosses its annoying when you have to steal on a character you want beserked as have to turn off the whms berserk gambit then turn off the steal gambit and reapply the berserk on that character. Having said that i was never using bacchus wines.
I also sorta feel like shikari/foe is a weird one for another reason...if you wanna cast breaks over and over you cant be berserked...and thats also probably a waste of genji gloves, except maybe one fight where its worth it to apend ages preparing the fight with your eventual genjid beserker.... yiazmat?
That's SO rare, though. And if you're really scared of the what, 3 places or whatever where this could be a factor use one of the Float Motes you've picked up incidentally by then. Hardly a reason for an entire job.
The fact you say late game obviously means that for most of the game youd have limited uses of bacchus wine and float moats. I think i have like less than 10 of each. With everything factored in tho if you can struggle through without float and berserk spells i do think machinist is the best option for a full support whm. The dps options are just a bonus as i rarely will be attacking. Shikari/whm means applying time magic with someone else for example and thats one less person attacking.
Also as a side note i just noticed if you have rdm/blm with whm/shikari it appears chuchulain esper becomes pointless on both. This means the only other option would be to give uhlan wither...but in a no 12 job party chances are nobody is even running uhlan lol. Well theres shades of black for foebreaker...but thats the same sort of mehness
Bacchus's Wine is actually available fairly early and easily. And as I said, early game it's often just not needed anyway because things die so fast anyway if you get the good weapons early. Late game is a focus because there buffs like berserk actually make a difference.
Float is almost exclusively QoL. Nabudis can be circumvented by using motes or Steel Poleyns when entering/exiting. That's easy to do, just a little more fiddly.
For practical purpose though, if your goal is to enfeeble, just do a reverse Remedy with a character that has Remedy Lore 3.
Disable I use mostly when fighting mobs a LOT higher in level than me, like e.g. when going to Henne Mines back entrance at lvl 15-20 to fight the lvl 60+ Abysteels there. It's very tedious to do without Disable.
Shikari doesn't need Genji Gear, by the way. Because of the way ninja swords scale with Speed, Germinas Boots are generally a greater damage increase than Genji Gloves by a decent margin.
Personally, I tried Shikari/Time Battlemage but found it underwhelming. You rely exclusively on Cura if you want to heal (and that only with an Esper), which is noticeably anemic past the early midgame. That means you need another party member to take on healing, lowering overall damage output. It's not impossible of course, just not all that efficient. Haste is nice, but doesn't exactly make up for keeping a damage dealer out of berserk so they can heal.