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.
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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.
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-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.
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[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.
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[The Special Magitek Hand-Cannon]
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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.
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[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.
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[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]
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[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.
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(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
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[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]
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[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.
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[Chemist Weapon Skills]
*Poison Shot / Coronach / Siphon Shot Weapon Skills can be combined with Chemical Catalyst Reactors.
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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.
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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.