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  1. #1
    Player
    PatronasCharm's Avatar
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    Jul 2017
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    270
    Character
    Patronas Charm
    World
    Leviathan
    Main Class
    Red Mage Lv 96

    Chemist [Healer Concept]

    Quest Name: The Right Brew

    Job: Chemist
    Class: Healer
    Weapon: Hand-Cannon

    [Brief Lore]
    ---
    In the Gerlemald Empire, these special Chemist's were backline medics in the field of battle. They specialized in ranged combat, and had special cannons that also healed their fellow comrades.

    ---
    The Chemist Mechanics

    Chemist Mechanics are simple:

    Empowering / Enhancing the Potions with the right combination of components;

    By utilizing abilities shown below to help heal party members; these abilities take the Chemical Brew (Potion) and elevates its potencies in different ways.

    Reading these will paint the picture on how the Chemist Changes its Potions with the described Abilities below.

    ---
    -Hand-Cannon Magitek Catalyst Reactors-

    [Dilute] - Chemist Dilutes the Medical Brew to cause its next potion to hit party members within range, at the expense of reducing potency by 25%.

    [Concentration] - Chemist increases brew elements to increase potency by 25%

    [Fusion] - Chemist combines two brews to form one Potion with both effects

    [Indissoluble] - Chemist doubles the duration of the next brew

    [Formulate] - Chemist can combine up to three abilities to Formulate a more powerful Chemical Reaction.

    ---
    [Chemist Stance]

    [Pharmacology] - Greatly Increases Chemists Healing by 20%, while decreasing MP Consumption and Reactor Destabilization Rate by 20%. Pharmacology grants added bonuses to certain brews mixed by the Chemist to further enhance Party Members.

    ---
    [The Special Magitek Hand-Cannon]
    ---
    The Hand-Cannon's ammunition source is Mana. The Chemist has this large Pouch, attached to its belt, that has the mana that allows him to use this special cannon.

    The Brews the Chemist uses are already made; his job is to use the power of the Hand-Cannon's wide array of adjustments called: Chemical Catalyst Reactors (The Abilities Shown Above) to take these brews to new levels with the use of the Hand-Cannon.

    When using a "Healing Brew," the "cast time" is actually just the Chemist inserting the right Potion into the Grip of the Hand-Cannon, like inserting a clip into the bottom of a gun.

    Speaking of "Cast Time" the Chemist fires his Hand-Canon right? Well he can heal on the go; therefore there's no interruptions.

    ---
    [Reactor Destabilization Mechanic]

    • 100% Reactor Destabilization Gauge
    • 10% Chemical Reactor Destabilization per use of Chemical Catalyst Reactors
    • Surpassing the 100% Mark causes a "Malfunction" Status
    • 10s of inability to use Chemical Catalyst Reactors.

    *So the "Malfunction" Status stops the Chemist from being able to use their Cooldowns that buff their potions. They're Healing Toolkit thins a bit, but all their necessary skills needed to heal a party are there.

    For clarification:
    Chemists can still utilize its wide array of Potions to cure members but they won't be able to give them enhancements for 10s.

    ---
    [Weapon Skills Tactics]

    The Weapon Skills used when firing the Hand-Cannon at an enemy uses TP Points: not Mana Points.

    Using Weapon Skills reduce Reactor Destabilization Rate by 2% per WS. Combo bonus = -10% Destabilization Rate.

    Of course, using Chemical Catalyst Reactors for WS's does increase the Gauge as usual.

    When using Weapon Skills, the Chemist can use a CCR to buff it; so a Chemist can make ALL his WS's into an AoE. Thus the reason they don't have one.
    Example:

    *Sticky Substance >> Concentration >> Coronach = Hyper Coronach [Potency = 260]

    ---
    [Chemist Healing Brews]: [(level) Name [Action Time / GCD] (Source Cost)

    *Note on Healing Brews; the Chemist aims his Hand-cannon at target Party Member(s), empowered by a Mana Source, attached to its belt, and fires these bubble-like liquids full of "Potion" at target member(s)

    *Each Healing Brew is directly affected by the abilities explained up top.
    ---
    (2) Source Potion I [1.5s / 2.5s] (600 MP) - Restores target's HP.
    • Cure Potency: 400
    • 30% May Trigger "Enhanced Source Potion"
    • Enhanced Source Potion: Automatic Critical Healing

    (10) Potion Inhaler [2.5s / 2.5s] (1440 MP) - Restores own HP and the HP of all nearby party members.
    • Cure Potency: 275
    • Additional Effect: Pharmacology: Heals Single Status Ailment.

    (12) Phoenix Charge [8s / 2.5s] (3500 MP) - Resurrects target to a weakened state.
    *Changed the Ability Time to 8s; so the Hand-Cannon now charges a Countershock [Imagine it's a Defibrillator] to resurrect target.
    • Additional Effect: Pharmacology: Increases Charge Time by 2.0 Seconds.

    (30) Source Potion II [1.5s / 2.5s] (1200 MP) - Restores target's HP.
    • Cure Potency: 625
    • 30% May Trigger "Enhanced Source Potion I"
    • Enhanced Source Potion I: Automatic Critical Healing

    (35) Vitae Elixir [1.5s / 2.5s] (2440 MP) Restores target's HP and MP.
    • Cure Potency 275
    • MP Recovery 125

    (38) Regeneration Salve [1.5s / 2.5s] (840 MP) - Grants healing over time effect to target.
    • Regen Cure Potency: 125
    • Duration: 21s

    (45) Remedy [1.5s / 2.5s] (680 MP) Heals target or self from status ailments.


    (50) Indurator Stimulant [2.5s / 10s] Creates a Phalanx overshield that absorbs 20% of total damage taken.
    • Duration: 15s

    ---
    [Example of a Brew Enhancement]

    • Concentration >> Source Potion = Hyper Source Potion

    • Formulate >> Dilute >> Indissoluble >> Regeneration Salve = Extended AoE Regen

    • Formulate >> Concentration >> Indissoluble >> Indurator Catalyst = Hyper Source Shield

    • Infusion >> Regeneration Salve + Source Potion = A Cure with Added Regen

    • Formulate >> Dilute >> Indissoluble >> Primeval Brew = AoE Primeval Brew


    Combinations are endless lol. Allows players to pick and choose what way they'd like to operate. Lastly, there's 3 Chemical Brews in the Ability list:
    • X-Potion - [Can NOT be used with Chemical Catalyst Reactors]
    • Primeval Brew - [Can be used with up to Two Chemical Catalyst Reactors]
    • Safeguard - [Can be used with One Chemical Catalyst Reactors]

    ---
    [Chemist Abilities]

    (2) Sticky Discharge [Instant / 30s] - Binds target on spot. Reduces Reactor Destabilization Gauge by 25%.

    Sticky Discharge allows the Hand-Cannon's next brew to not Increase the Destabilization Gauge and reduces the next set of Healing Salves Destabilization Gauge by 50%. Sticky Discharge temporarily enhances Weapon Skill Damage.
    • Duration: 5s

    (10) Dilute [Instant / 2.5s] - Dilutes the Medical Brew to cause its next potion to hit party members within range, at the expense of reducing potency By 25%. Dilute increases MP Consumption by 25%.

    (15) Manafount[Instant / 120s] - Restores Partial MP and grants a Refresh Effect. During the effect of Manafount, Partial Damage inflicted on enemies is returned to the Mana Pouch.
    • Refresh Potency: +120
    • Duration: 12s

    (30) Concentration [Instant / 2.5s] - Increases brew elements to increase the Potency by 25%. Concentration increases MP Consumption by 15%.

    (30) Pharmacology [Instant / 120s] - Greatly increases Chemists Healing by 20%, while decreasing MP Consumption and Reactor Destabilization Rate by 20%. Pharmacology grants added bonuses to certain brews mixed by the Chemist to further enhance Party Members.

    (35) Reactor Cooldown[Instant / 120s] - Reduces Hand-Cannon Destabilization Gauge to 0%. Under the effect of "Malfunction" Reactor Cooldown removes the Malfunction effect immediately at the expense of causing Destabilization to automatically increase to 25%.

    (38) Indissoluble [Instant / 2.5s] - Doubles the duration of the next brew's effect or bonus.

    (40) Formulate [Instant / 10s] Allows up to three combinations of Chemical Catalysts Reactors at the expense of doubling the Reactor Destabilization Rate by 50%.

    (44) Focused Sight[Instant/ 60s] Greatly increases Weapon Skill Potency by 25%, while increasing Reactor Destabilization Rate by 10%. Pharmacology effect is removed upon use.
    • Duration: 10s

    (50) Fusion [Instant / 2.5s] Allows up to two Chemical Brews to be formed into one Potion.

    (54) Safeguard [Instant / 90s] - Envelopes a designated area with a Dense Mist that creates an absorption barrier for party members within range. Partial Damage inflicted within the Safeguard is converted into HP for Party Member(s) being inflicted with damage.

    Enemies within Safeguard are tagged with "Drain Touch." Party Member(s) inflicting damage to enemy absorb partial damage inflicted.
    • Duration: 24s
    • Damage Absorption Aurora +8%
    • Drain Touch Absorption +8%


    (60) Primeval Brew [Instant / 180s] Brews a Special, Super Potion that greatly enhances all of Party Member(s) Attributes.
    Primeval Brew can be combined with up to Two Chemical Catalyst Reactors.
    • Duration: 15s

    The Following Bonus Effects will be granted by Primeval Brew
    • Strength + 15%
    • Vitality + 15%
    • Dexterity + 15%
    • Intelligence + 15%
    • Mind + 15%
    • Piety + 15%

    (64) Hyper Trigger [Instant / 120s] Greatly Reduces Fire Rate for Healing Brews and Weapon Skills by 50%.
    • Duration: 10s

    (70) X-Potion [Instant / 180s] - Restores all of Target's HP.

    ---
    [Chemist Weapon Skills]

    *Poison Shot / Coronach / Siphon Shot Weapon Skills can be combined with Chemical Catalyst Reactors.
    -
    Quick Shot I-IV [Instant / 2.5s] Delivers a ranged attack with a potency of 140-250.
    During the Effect of Sticky Substance.
    • Potency: 160~270

    Poison Shot I-III [Instant / 2.5s] Delivers a ranged attack with a potency of 50
    • Additional Effect: Poison
    • Potency: 30~50
    • Duration: 18s

    Coronach [Instant / 2.5s] Delivers a ranged attack with a potency of 325.
    • Additional Effect: Enmity Reduction.
    • Additional Effect: Combo Bonus: Quick Shot
    • Additional Effect: Sticky Substance
    • Potency: 330


    Siphon Shot I-II
    [Instant / 2.5s] Delivers a ranged attack with a potency of 160-180.
    • Additional Effect: Partial Damage inflicted converted into Mana
    • Additional Effect: Combo Bonus w/: Quick Shot.


    ---
    My friend and I sort of had a long conversation pertaining to a Chemist; how'd it work and what sort of fun things could we have incorporate it to be a unique healer.

    At first I wasn't really into what a Chemist could do; I sort of shunned it as a "Really? Using a Potion? Something that's already in the game and that not that useful"

    But then, with that conversation I had, bouncing off ideas, and giving the Chemist a Hand-Cannon, not only a hand-cannon, but a pouch full of Mana: a pouch that could be "Glamoured" (*chuckles); and removing Cast-Time, making it fast-paced, I mean, the possibilities of it could be great.

    This is my version, with the help of my good friend Aerro Hawk, of a Chemist brewed for FFXIV!

    What do you think? Think it would work with the coming expansion that may transcend into Gerlamald?

    Thanks for reading and checking it out ahead of time!
    Pat Out.
    (4)
    Last edited by PatronasCharm; 07-26-2018 at 04:40 AM.

  2. #2
    Player
    Zsolen's Avatar
    Join Date
    Sep 2015
    Location
    Tailfeather
    Posts
    817
    Character
    Zanelle Solainteau
    World
    Coeurl
    Main Class
    Machinist Lv 100
    Machinists use the lunchboxes to manipulate aether and are a physical class. Why go out of your way to make chemist magical?

    Maybe it is just me, but wouldn't one of the most attractive features of chemist be that it is a healer that would not rely on mana? If chemist is not that job, we are very short on options for a physical healer. Wouldn't a healer that uses a different role set than magical healers be a good way to expand the way jobs can work differently from one another? In the next expansion role actions would likely see change, so adjustments would not be too difficult to allow a physical healing class. Does it bother people that much to use a different gearset for chemist? It can be a dexerity set that shares one with MCH/BRD or a unique one. Aesthetically, the clothing of ranged jobs would work better, also.

    I'm not knocking the ideas. The hand cannon sounds great, and a lot of the abilities are close to what I was thinking. I just don't get the need to force it into a magical role, particularly since it is Garlean in nature. I'm looking to be educated on this, since no one seems to yet have agreed with me at any point on the forums.
    (0)

  3. #3
    Player
    PatronasCharm's Avatar
    Join Date
    Jul 2017
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    270
    Character
    Patronas Charm
    World
    Leviathan
    Main Class
    Red Mage Lv 96
    Quote Originally Posted by Zsolen View Post
    Machinists use the lunchboxes to manipulate aether and are a physical class. Why go out of your way to make chemist magical?

    Maybe it is just me, but wouldn't one of the most attractive features of chemist be that it is a healer that would not rely on mana? If chemist is not that job, we are very short on options for a physical healer. Wouldn't a healer that uses a different role set than magical healers be a good way to expand the way jobs can work differently from one another? In the next expansion role actions would likely see change, so adjustments would not be too difficult to allow a physical healing class. Does it bother people that much to use a different gearset for chemist? It can be a dexerity set that shares one with MCH/BRD or a unique one. Aesthetically, the clothing of ranged jobs would work better, also.

    I'm not knocking the ideas. The hand cannon sounds great, and a lot of the abilities are close to what I was thinking. I just don't get the need to force it into a magical role, particularly since it is Garlean in nature. I'm looking to be educated on this, since no one seems to yet have agreed with me at any point on the forums.
    Well I need to be corrected too! Because I was under the impression the Garlean's utilized mana for their magitek technology. Thus why I implemented that the Hand-Cannon's ammunition is a Pouch full of Mana. So if that's not the case; the Hand-Cannon can be powered by whatever resource powers their Magitek Technology: which is what the Hand-Cannon is.

    After researching some info, it sounds that ceruleum is what they use to empower their technology; so perhaps I can change the Mana Pouch into a Ceruleum Pouch.

    Thanks for the reply =D

    And technically speaking, he's using Chemical Potions to cure party members, but again, I just wanted it to come from a source. Like DPS use TP as their source of abilities, healers use Mana, etc. the Hand-Cannon needed a source of power.

    The Weapon Skills though; Use Up their TP, as other jobs do.
    (1)
    Chemist Healer Concept http://forum.square-enix.com/ffxiv/threads/370920-Chemist-Healer-Concept
    Geomancer Healer Concept: http://forum.square-enix.com/ffxiv/threads/366107-Geomancer-New-Healer-Concept
    Mystic Fencer DPS: http://forum.square-enix.com/ffxiv/threads/391883-Mystic-Fencer-Concept-%28Magical-Melee-DPS%29
    Geomancer Caster DPS https://forum.square-enix.com/ffxiv/threads/420228-Geomancer-Earth-s-Wrath-%28Caster-DPS%29

  4. #4
    Player
    kikix12's Avatar
    Join Date
    May 2017
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    953
    Character
    Seraphitia Faro
    World
    Midgardsormr
    Main Class
    Scholar Lv 80
    A healer will need to use MP inevitably. Not necessarily for all heals. Not necessarily for heals at all. But will need to use MP. Reason for that being simple. Healers need to be sustainable (current healers can go on indefinitely if they focus on survival and the party doesn't make too many mistakes, at least in majority of the content), while have that choice between running out of resources for faster combat (heavy DPS, which is also facilitated by use of less HP efficient heals), or playing it safe.

    A TP-only healer that doesn't need MP for anything will inevitably be either mandatory or undesired in any content beyond dungeons/normal trials.

    The way TP works is...you never run out of it, effectively. You can always reliably use it. If you use it all up for AoE's, you are hindered by it only slightly, having to wait fractions of a second every attack. Assuming you don't need to dodge stuff. If you do...you may end up regenerating enough TP to continue on unhindered for quite a while.
    This is because DPS is absolutely mandatory and there is no way to avoid doing it. That's why DPS classes need to be sustainable. Even as a red mage, you will not feasibly run out of mana unless something monumentally bad goes on. Well, summoner is the one with biggest issue in this department, but then again, he's also the one whose decent chunk of damage comes from a limitless-mana pet.

    If that would be a healer, that healer could spam attacks and healing indefinitely, thus being superior to other healers that need to moderate themselves. On the other hand, if he could NOT, then he'd become strictly inferior, as TP is far more limited resource and its amount does not go up as you level/grow stronger/get better gear.


    As such, a healer needs some significant MP dump. It doesn't need to be healing. It can be DPS or support. A healer that can heal indefinitely but have restricted DPS CAN be balanced to be a fair match. But yeah.


    On another note, it'd be pretty nice to have a healer without cast bars. Seriously. I don't mean immediate effect. But the whole cast bar only thing is quite a pain. I'd like a healer that can actually move while still doing their job. All tanks and majority of DPS can. Why healers can't?!
    (1)

  5. #5
    Player
    Kazrah's Avatar
    Join Date
    Jan 2015
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    1,464
    Character
    Nonni Brilante
    World
    Moogle
    Main Class
    Paladin Lv 60
    Quote Originally Posted by Zsolen View Post
    Maybe it is just me, but wouldn't one of the most attractive features of chemist be that it is a healer that would not rely on mana?
    That's never going to happen. Other games have tried, and it has never worked, leaving that healer either too weak or too strong because of how much harder it is to balance healing around using a non-MP resource as the primary resource for healing. Even in this game, damage spells for healers are intrinsically tied to MP for the sake of balance, meaning that even if just the damage skills were to use TP, both those skills AND all healing skills would have to cost more to compensate for that.

    As for the "magical" argument, for starters, as long as there's no Aiming gear with Piety on it, any future healers will always use gear specifically designed for healers. I've tried concepts that used other gear types for healing, and the issue will always be that of finding a way of making MP pools increase in a manageable means other than using Piety, which is far more of an improbability now than it was back when I made concepts like that in Heavensward. Secondly, the release of Red Mage as a job in Casting gear has confirmed that simpler armor aesthetics don't really mean anything to devs, meaning that if devs are fine with Red Mages having to wear robes, then they'd be fine with a job like Chemist or Dancer doing the same. Furthermore, you can still make a healer look like a physical healer while still mechanically working like every other caster, and even provide some lore reason to explain why they work the way they do in a more detailed way. Overall, unless there is another extreme system change, the idea of a non-Mending gear healer that doesn't use MP denies the job core necessities that would enable it to function in a way that can be balanced.

    As for the concept itself, on a VERY first-glance surface level, this is probably the closest visual representation of what a Chemist job might look like. That being said, just like the tanks, it's important to level a healer to better understand how healers work, and that it follows the basic healing toolkit (which I think it mostly does, but can't tell):

    A basic heal (400 potency)
    A big ST heal (effective 600-650 potency)
    A basic AoE heal (300 potency)
    An effect heal (i.e. Regen or shield, but preferably neither one at this point)
    A big AoE heal (200-500 depending on effect heal type + effect itself)
    An oGCD ST heal
    A "panic button" cooldown
    A big AoE heal
    (1)

  6. #6
    Player
    Berteaux_Braumegain's Avatar
    Join Date
    Sep 2017
    Location
    Ul'dah
    Posts
    1,151
    Character
    Berteaux Braumegain
    World
    Balmung
    Main Class
    Red Mage Lv 90
    I would recommend using the Bravely Default name of Salvemaker to avoid confusion with Alchemist. That said, it does sound like an interesting job.
    (1)

  7. #7
    Player
    PatronasCharm's Avatar
    Join Date
    Jul 2017
    Posts
    270
    Character
    Patronas Charm
    World
    Leviathan
    Main Class
    Red Mage Lv 96
    Quote Originally Posted by Kazrah View Post
    That's never going to happen. Other games have tried, and it has never worked, leaving that healer either too weak or too strong because of how much harder it is to balance healing around using a non-MP resource as the primary resource for healing. Even in this game, damage spells for healers are intrinsically tied to MP for the sake of balance, meaning that even if just the damage skills were to use TP, both those skills AND all healing skills would have to cost more to compensate for that.

    As for the "magical" argument, for starters, as long as there's no Aiming gear with Piety on it, any future healers will always use gear specifically designed for healers. I've tried concepts that used other gear types for healing, and the issue will always be that of finding a way of making MP pools increase in a manageable means other than using Piety, which is far more of an improbability now than it was back when I made concepts like that in Heavensward. Secondly, the release of Red Mage as a job in Casting gear has confirmed that simpler armor aesthetics don't really mean anything to devs, meaning that if devs are fine with Red Mages having to wear robes, then they'd be fine with a job like Chemist or Dancer doing the same. Furthermore, you can still make a healer look like a physical healer while still mechanically working like every other caster, and even provide some lore reason to explain why they work the way they do in a more detailed way. Overall, unless there is another extreme system change, the idea of a non-Mending gear healer that doesn't use MP denies the job core necessities that would enable it to function in a way that can be balanced.

    As for the concept itself, on a VERY first-glance surface level, this is probably the closest visual representation of what a Chemist job might look like. That being said, just like the tanks, it's important to level a healer to better understand how healers work, and that it follows the basic healing toolkit (which I think it mostly does, but can't tell):

    A basic heal (400 potency)
    A big ST heal (effective 600-650 potency)
    A basic AoE heal (300 potency)
    An effect heal (i.e. Regen or shield, but preferably neither one at this point)
    A big AoE heal (200-500 depending on effect heal type + effect itself)
    An oGCD ST heal
    A "panic button" cooldown
    A big AoE heal
    Thanks a lot, and thanks to everyone else's replies. Greatly appreciate the feed back.

    Pretty much its all there, and all through Heavensword I played as an AST, so I'm familiar with healing and such; of course, my AST is only 66 now ATM, but I had the basic understanding on how to operate it.

    He has the basic toolkit for healing; but with the abilities, each "Healing" can be manipulated in all different ways; especially with the Fusion, he can mix two types of heals together and make it one.

    Imagine the SCH in Final Fantasy XI, where he'd have to use his books, like Ascension >> Perpetuance >> Regen V, and give all party members Regen with an increased duration. or "Rapture" to double the potency of the next cure. Ascension >> Stoneskin, etc.

    That was my basic vision for how his Chemical Catalyst Reactors are to be incorporated. But instead of having "Charges," the Chemist must balance his Overheat Gauge. But again, it has a good bit of abilities to reduce the Overheat Gauge, so a Chemist balancing his DPS / GCDs should never have an issue overheating.
    (0)
    Chemist Healer Concept http://forum.square-enix.com/ffxiv/threads/370920-Chemist-Healer-Concept
    Geomancer Healer Concept: http://forum.square-enix.com/ffxiv/threads/366107-Geomancer-New-Healer-Concept
    Mystic Fencer DPS: http://forum.square-enix.com/ffxiv/threads/391883-Mystic-Fencer-Concept-%28Magical-Melee-DPS%29
    Geomancer Caster DPS https://forum.square-enix.com/ffxiv/threads/420228-Geomancer-Earth-s-Wrath-%28Caster-DPS%29

  8. #8
    Player
    PatronasCharm's Avatar
    Join Date
    Jul 2017
    Posts
    270
    Character
    Patronas Charm
    World
    Leviathan
    Main Class
    Red Mage Lv 96
    Quote Originally Posted by Berteaux_Braumegain View Post
    I would recommend using the Bravely Default name of Salvemaker to avoid confusion with Alchemist. That said, it does sound like an interesting job.
    Took a moment to look up Salve Maker from Bravely Default and i was surprised on how it resembles this Chemist lol. I actually enjoy the name of some of its abilities; should have looked that up before crafting this Concept bc I would have incorporated some of those abilities. I still can I guess; thanks for letting me know
    (0)
    Chemist Healer Concept http://forum.square-enix.com/ffxiv/threads/370920-Chemist-Healer-Concept
    Geomancer Healer Concept: http://forum.square-enix.com/ffxiv/threads/366107-Geomancer-New-Healer-Concept
    Mystic Fencer DPS: http://forum.square-enix.com/ffxiv/threads/391883-Mystic-Fencer-Concept-%28Magical-Melee-DPS%29
    Geomancer Caster DPS https://forum.square-enix.com/ffxiv/threads/420228-Geomancer-Earth-s-Wrath-%28Caster-DPS%29

  9. #9
    Player
    Nihility's Avatar
    Join Date
    Aug 2013
    Posts
    1,130
    Character
    Tenebria Miku
    World
    Behemoth
    Main Class
    Arcanist Lv 100
    kind of just looks like machinist with astro cards stuck on it >.>
    (1)

  10. #10
    Player
    Zsolen's Avatar
    Join Date
    Sep 2015
    Location
    Tailfeather
    Posts
    817
    Character
    Zanelle Solainteau
    World
    Coeurl
    Main Class
    Machinist Lv 100
    I've read the comments, and it sounds like no one has any interest in a TP class. So, I'll just bow out of the thread then, but I only made this post so people don't think I've ignored responses. They're appreciated.
    (0)

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