#Usability of new time magic skills
150 messages · Page 1 of 1 (latest)
They aren't usable in 1v1 scenarios, so party play is basically the only thing left
But in party play, if the whole point of chrono is to speed your team up, you acting before your carry to cast the spells slows you down
I haven't had time to test this, what's the change they've done?
Spells that allow you to manipulate turn order, which sounds cool in theory
But I can't think of a reason to actually use them lol
Yeah, they seem overall bad if they are only party-based
Maybe, if after casting these you got to act again or something, because currently casting them slows you down more than it speeds you up
Yeah, in party play you usually have enough foresight to go before your enemies, maybe that could be boosted with Haste+ to apply it to your party teammates and you can in theory make the last enemy not hit if you're the last one on the turn queue(?)
I personally wouldn't go with this, since it's simply not needed, just like other specs like High Cleric, or Cleric
Well, seeing as nf want to make it more useful I guess we can suggest ways they can take the spec so people actually use it
Alright I have no clue if the devs are even goign to see this but i propose the new time magic skills to be reworked into working jut like how new realm passive does
make the skills take multiple turns to cast, so you dont just make an infinite loop, and make metronomus grant a player of your choosing an extra turn, and pendulus skips one turn for the enemy
You could make a full quickcast build with celestial adorns and im not sure how high that will put the %quickcast chance at, but if its too broken maybe the spells can even take 3 turns to cast given the powerful effect
This would be cool for multiplayer(which is what im assuming is the point of the spec), but it will actualyl be useful
sacrifing your own turn so another player of your choosing can act twice
This would give Chrono a really cool identity, but knowing that players only care about speed in party play, maybe giving chrono a passive aura buff that is basically a free avidity for everyone in the party would be really nice, and people would actually use chronos in party play
im just throwing suggestions in the air right now, but im pretty sure we can all agree that in its current state chrono will continue to underperform
As much as I love the concept, I will agree that it will still not see play.
I can see it open up possibilities in the future, but it wouldn't do anything right now
As an added suggestion, perhaps Chronomancer could have a new buff, which can be given to allies
[Time Skip] Your next multi-turn spell/skill is cast one turn faster
And/or
[Déjà Vu] Your next spell/skill is cast twice
It wouldn't be all too useful in (current) horde, but it could see play in a supporting role in party raids
I think these current skills need to be changed for sure, i doubt they are going to be used anywhere
but on top of that, if you want chrono to be used in party play there is no way it acts first, since that just slows down clears
How about
Just like oracle adds a special slot for amity
Let Chronomancer have a special skill slot
Spell put in that slot is automatically cast at the beginning of the battle
Once, or per floor?
Hmmmm
Intriguing. You could potentially get some automatic clears with a party of chronomancers
Yeah, if everyone put lacunus in said slot
It may be restricted to non damaging spells tho
Then you're limited to (de)buffs and ward
Which is still interesting, but I don't think think people would use them, strictly because it'd slow down combat
Well it wouldn't. In my mind, said spells are not cast as regular ones, taking a whole turn
They are cast automatically before anyone acts
Maybe instead of at the start of the combat guaranteed, cause honestly that would be too good
Well now that I think about it will only be too good in pvp
But maybe it can be disabled there
Dude the more I think about possible buffs/changes to chrono the more I think of avidity
Realm got the chronomancer mechanic lol
That still takes time, unless the game doesn't show the spell at all
That would be it
So you just load into a battle with the spell's effects already in place?
I mean, that's a pretty neat idea
Dunno how feasible it is, but it is neat.
equips summon spell
A "your first equipped spell is automatically cast at the start of battle" just like summoner's passive would be really cool
How would that play with multi-turn spells?
Or are people just going to [Turn 0 - Ultima 2]?
Well I think it can get disabled for PvP for balance reasons
The simple change that would get me to take chronomancer in a heartbeat: bring Lacunus 1/2 damage in line with mage's dance/pavane. That is, no damage splitting when there are more targets.
Right now, T7 bard is a better spec than even T9 chronomancer. Maji is a better T9 spec. Amadan's wand does everything I would want from time mage.
ahh, perfect!
Alternatively, make Sweep / Dance split their damage, and end the ridiculous folly that is their AoE dominance
Floors weren't meant to be onetapped anyhow :p
Could make the 2 turn steal work in 1v1 but have a fail chance
Or maybe make it even more a party play class have a mimic passive that sometimes does the last move made by a party member twice
The community will go absolutely nuts
But you already know that lol
Prom hands made everyone mad and those were in the game only for a little bit
Hot take. sufficiently ascended people can do horde content with split AoE just fine
Honestly the turn stealing sounds like a solid idea for follower/summon focus builds
That could be true, but you oneshot stuff with 0 al heretic with dance rn, and people got used to that
You steal the turns and everything else follows up
It does, it would be really cool
The problem is I have no idea how to fit it into current rotations
Not sure if chrono is on the radar rn though
I'm also not sure if I understand these new skills it got
I can kind of get it to work with Beo Auriga
But I don't have that loadout on my mirror
I literally cannot see a single situation I would use these things in
Imo the play I could see is:
Beo focusing on follower damage. Run Lugus for the t. mag/atk 3 and either chimera weapon or imagination for the berserk stuff. Beo buffs up, then spams turn negates
Target loses turns while Follower reaps the benefits
However I think the turn negate is not working correctly as I actually haven't seen the follower act when the target loses a turn
I also have no way to check logs due to no message
It doesn't work in 1v1
Since every turn everyone needs to act currently
So if you move the enemy back in turn 1, it doesn't matter since you already acted in turn 1, so the only one that needs to act so the turn is over is the enemy
Or that's atleast how I think it works
Let me try with summoner
I tried it at the start of the beta on the training cactus and it didn't work, maybe it was bugged
Well... found our issue. It fookin' broke.
Except the lag on pendulus 1 ,pendulus 2 went off and it did nothing
I think that's intentional, would be cool if odie confirmed but idk maybe it's bugged
I'm assuming bugged
Congrats, you broke Time, tober.
It was just a jump to the left
Clearly that should be my custom title if I ever land one
"The One Who Broke Time."
If it's not a bug it would be insanely broken, you could spam it and the enemy will never get to sct
Yeah but the downside is if you are alone/weak follower, what good does it do you?
Pendulus 2 says “Attempts”, suggesting that it is not a guaranteed effect.
okay i tested it further, and it seems it works in 1v1 scenarios, unlike at the start of beta
pendulus 1 delays the enemy's turn so it doesnt act now, but acts twice next time
and i dont know if im just unlucky, but pendulus 2 doesnt seem to work, unless i have cast pendulus one before it
cast it like 20 times, did nothing
then cast pendulus one-> pendulus 2 and it worked the first time
delaying the enemy one more turn but making it act three times
the only usability i can see with this is for summon/pet builds
might be cool, more testing needed
Alright this is pretty cool as a concept, that's like 3 free turns of pet/summon acts if the time freeze goes off so you can ignore the enemy
On summoner, this could be a cheese option against hard bosses that are petrify immune I guess
On every other class except beo I'm guessing this will be fully useless
Since yes you act three times then the enemy acts three times, but two of your actions are casting pendulum 1 and 2, so it's basically like you are acting once and then the enemy acts 3 times
But yeah, lacuna stasising might not be that reliable
How high can we get the lacuna proc chance with Gorgon head and nag belts?
And metronomus is just weird, no clue when you'd use ite
I guess it gives you a guaranteed cast of a spell that requires 2 turns
But you get hit once after casting metronomus anyway, so that doesn't help
And then the enemy goes twice for some reason
With nag belts, gorgon head
And the fomorian gear
Pretty sure you can get it to 100%
wait woudnt that be game breaking
Considering lacunus is already over 50% chance
It's a lot of gear and spec into guaranteeing stasis on a single target.
i guess so
It'll make for the slowest raid of your life
yeah, i guess so
Doesn't work 100% of the time in pvp due to steadfast
Nor in endless due to miss chance
yeah, well i think the biggest issue with these new spells and in general orna right now is speed/safety
literally everone goes for speed only and thats kinda understandable
and while chrono is cool and i love it from a design standpoint idk if ill use it
ill definetly try it out but will probaly get bored since its gonna take like 30 minutes per raid
aaand also i could just go with a defensive build and just not care about the boss hitting me, why would i bother delaying its turns xd
Oh, I thought I was the only one having that bug 
Yeah, tried the Summoner with time magic, and I don't see a significant altering on turns
try it with other classes, looks to be specifically broken on summoner
with beo it looked like it worked intentionally,
beo and summoner look like they are going to be the only classes that could theoretically use new chrono
oh hey, I recognize that bug!


Lacunus is 15, lacuna is 50
Party raids at t9/low t10 can see some usage, one takes chrono and just doesn't let the raid move while the others bonk him with everything they have
I confuse the two. I though lacunus was the single target :p