Potential Core Nodes
|
300 HP |
— |
|
Swiftness x3 |
— |
|
Channeling x2 |
— |
|
Battle Lore x9 |
— |
|
Magick Lore x9 |
— |
|
Ether Lore 1 |
— |
|
Ether Lore 2 |
— |
|
Remedy Lore 1 |
Remedies remove Sleep, Sap, Immobilize, and Disable. |
|
Remedy Lore 2 |
Remedies remove Petrify, Confuse, and Oil. |
|
Headsman |
Recover MP when dealing fatal damage to a Foe in the amount of Foe level divided by 4. |
|
Inquisitor |
Restores MP when dealing Physical damage. (See Damage to MP chart) |
|
Last Stand |
Halves Physical damage recieved when in Critical status |
|
Martyr |
Restores MP upon being damaged. (See Damage to MP chart) |
|
Serenity |
Increases magick damage dealt by 1.2x and magick healing done by 1.5x when HP is full. Increases chance of landing status effects. |
|
Spellbound |
Beneficial statuses last 50% longer |
|
Spellbreaker |
Doubles magick damage, increases healing by 1.5x and increases chance of landing status effects when in Critical status |
|
Warmage |
Restores MP when dealing magick damage. (See Damage to MP chart) |
|
Crossbows 1 |
Bowgun, Crossbow |
|
Crossbows 2 |
Paramina Crossbow, Recurve Crossbow |
|
Crossbows 3 |
Hunting Crossbow, Penetrator Crossbow |
|
Crossbows 4 |
Gastrophetes, Tula |
|
Heavy Armor 1 |
Leather Helm, Leather Armor, Bronze Helm, Bronze Armor |
|
Heavy Armor 2 |
Sallet, Scale Armor, Iron Helm, Iron Armor |
|
Heavy Armor 3 |
Barbut, Linen Cuirass, Winged Helm, Chainmail |
|
Heavy Armor 4 |
Golden Helm, Golden Armor, Burgonet, Shielded Armor |
|
Heavy Armor 5 |
Close Helmet, Demon Mail, Bone Helm, Bone Mail |
|
Heavy Armor 6 |
Diamond Helm, Diamond Armor |
|
Heavy Armor 7 |
Steel Mask, Mirror Mail |
|
Heavy Armor 8 |
Platinum Helm, Platinum Armor |
|
Heavy Armor 9 |
Giant’s Helmet, Carabineer Mail |
|
Heavy Armor 10 |
Dragon Helm, Dragon Mail |
|
Heavy Armor 11 |
Magepower Shishak, Maximillian |
|
Heavy Armor 12 |
Grand Helm, Grand Armor |
|
Time Magick 1 |
Slow, Immobilize |
|
Time Magick 2 |
Reflect, Disable |
|
Time Magick 3 |
Vanish, Balance |
|
Time Magick 4 |
Gravity, Haste |
|
Time Magick 5 |
Stop, Bleed |
|
Time Magick 6 |
Break, Countdown |
|
Time Magick 7 |
Float, Berserk |
|
Time Magick 8 |
Vanishga, Warp |
|
Time Magick 9 |
Reflectga, Slowga |
|
Time Magick 10 |
Graviga, Hastega |
|
Green Magick 1 |
Decoy, Oil |
|
Green Magick 2 |
Drain, Reverse |
|
Green Magick 3 |
Bubble, Syphon |
|
Charge |
Restores some MP. Success rate scales with how much MP is missing. Reduces MP to 0 on a failure. When successful, also restores some Mist Charge. See also: Syphon |
|
Horology |
Deals damage based on Level and the ones digit of the game clock, 9 being the strongest and 0 the weakest. |
|
Numerology |
Deals damage to enemies, doubles with each successive hit when used repeatedly. Deals area damage as well. |
|
Poach |
KO’s a Foe to gain loot. Only works on enemies in Critical Status. Foe does not drop gil, Experience, or items. |
|
Stamp |
Copies all of the user’s status ailments onto one Foe. |
missable Nodes
|
150 HP |
Locked |
Quickening |
— |
|
230 HP |
Locked |
Esper |
— |
|
270 HP |
Locked |
Esper |
— |
|
Channeling (80) |
Locked |
Esper |
— |
|
Battle Lore (70A) |
Locked |
Esper |
— |
|
Battle Lore (70D) |
Locked |
Esper |
— |
|
Ether Lore 3 |
Locked |
Esper |
— |
|
Swords 7 |
Locked |
Esper |
Diamond Sword, Runeblade |
|
Swords 8 |
Locked |
Esper |
Deathbringer, Stoneblade |
|
Swords 9 |
Locked |
Esper |
Durandal, SImha |
|
White Magick 4 |
Locked |
Esper |
Cura, Raise |
|
Addle |
Locked |
Esper |
Lowers the magick stat of one Foe to 50% of current. Recommended. |
|
Shear |
Locked |
Esper |
Lowers the Magick Resist stat of one Foe to 90% of current. Nothing is immune. Highly recommended. |
| Sign | Role | Weapon | Armor |
|---|---|---|---|
|
Libra |
Support/Ranged |
Crossbows |
Heavy |
The Time Battlemage controls the powers of time itself, lending aid to allies and debilitating foes. This Job can wear Heavy Armor and shoot Crossbows. Boasting a full complement of Swiftnesses, two Channelings, nine Battle Lores and nine Magick Lores, the Time Battlemage Job is a great base to build on. Time Magick is powerful and varied, and features all-time classics like Haste, Slow, and Disable. Green Magick is more important than it looks, and makes Time Battlemages great allies for tank Jobs. The Time Battlemage Job also receives Cura, Raise, and some Swords from their Locks, but Addle, Shear, and that last Channeling are the most tempting Licenses sealed behind Esper Locks.
Speaking of that last Channeling, unless you pair Time Battlemage with Knight, you probably won’t get it. This is a decent fit, but has a few drawbacks like doubling up on Heavy Armor, which is usually better to spread around to other members of the party. Time Battlemage doesn’t require much in the way of Espers, so it can pair well with a variety of Jobs. Bushi, for instance, is a nice combination that doesn’t end up too overloaded with combat responsibilites and is able to use its weapons very effectively due to the combined Strength and Magic buffs available. Slower Jobs are also a great choice, such as a Monk or Uhlan. Time Battlemage is in an odd middle ground both in stat distribution and business of role, so this Job will likely end up with some loose ends in terms of abilities.
Crossbows actually use Strength to determine damage, making this Job very flexible. With Heavy Armor and several Battle Lores available, max Strength isn’t a large concern unless you choose to use a different armor type. In that case, you’ve probably built up a mage type character, so character choice likely has more to do with the Job that you are pairing with Time Battlemage. Magick can definitely help Time Battlemages, but it’s not as important as it is for some other Jobs. The Time Battlemage Job will likely go to a character because they are wrong for another Job, not because they are a great fit for this role.