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Krystal
03-14-2011, 05:22 AM
Now i know there are many other threads with thing similar already but i felt i should make my own thread on this because i want to discuss my ideas in full detail..not a "3 post no more" scenario. lets start with the jobs. My ideas for jobs and their abilties are this: Chemist

JOBS

Chemist

Job Traits:

Level 1:

Medicine Proficiency I(Enhances the effects of a Potion or Ether occasionally.)

Level 10:

Item Lore I(Allows you to use a Potion or Ether on one ally in your party.)

Level 15:

Scroll Lore I(Allows you to use any tier I enhancing scroll on yourself for a one time effect.)

Medicine Proficiency II(Enhances the effects of a Hi-Potion or Hi-Ether occasionally.)

Level 20:

Item Lore II(Allows you to use a Hi-Potion or Hi-Ether on one ally in your party.)

Level 30

Scroll Lore II(Allows you to use any tier II enhancing spell scroll on yourself for a one time effect.)

Alchemy Proficiency(Grants a +2 bonus to skill level when crafting an Alchemy recipe.)

Level 40

Item Lore III(Allows you to use a variety of healing and enhancing items on members of your party.)

Medicine Proficiency III(Enhances the effects of a variety of healing items when used occasionally.)

Level 50

Scroll Lore III(Allows you to use any Tier III spell scroll on yourself for a one time effect.)

Level 60

Monster Biology Lore(Allows you to use items that cause enfeebling effects on yourself to be used against monsters.)

Level 65

Gun Proficiency(Grants a +5 skill increase to Marksmanship skill)

Level 75 Merit Job traits

Medical Genius(Enhances the effects of all healing items)

Scroll Lore IV(Allows you to use any tier IV enhancing spell scroll on yourself for a one time effect)

Monster Biology Expert(Your enfeebling item effects have a increased duration when used against monsters.)

Item Mastery(Allows you to use more items to additional effects when using Mix)

Beyond this point i would not know exactly what to put without making this job idea over powered so i'll move onto job abilities.

Job Abilities

Level 1

Eureka"Two hour ability" Lasts 3 minuets(Allows you to mix items without consuming the items used.)

Level 10

Mix*(Allows you to combine items for different effects)

Level 15

Invoke Scroll**(Allows you to cast one spell as long as the scroll is in your inventory.)

Level 75 Merit Job abilities

Clone(Allows you to duplicate the last recipe you successfully made without consuming items)Recast timer starts at 15 minuets but with merits can be lowered to 10 minuets at 5 merits

Mimic Spell(Allows you to duplicate one spell you've be hit with and cast it back at your foe. Requires Item:"Parchment" to be used) Recast timer starts at 10 minuets but can be lowered to 5 minuets with 5 merits.

Phoenix Down(Allows you to Revive one player Required item: Phoenix Feather to use.)Recast timer is 15 minuets and starts off with the effect of a Raise I spell but with Merits has a effect of Raise III and a recast timer of 10 minuets with 5 merits.

Okay once again i did not think past level 75 for fear of making the job overpowered.

as to regard with the Mix Ability. my idea for it was this. a select amount of recipes would be available to make at level 1 and more would become available as players grew in levels.

as for the Invoke scroll ability. I figured as a chemist they would have the ability to use scrolls in a different fashion than normal since they specialize in a magical science i thought that wasn't out of their range at all. however there would be a limitation to what scrolls they could use..for example a level 15 Chemist could not use a Tier III black magic spell scroll or a spell scroll such as Burst. farther more i had an idea of when they selected invoke scroll they would be taken into a secondary menu such as dancer is with their abilities. from there they would choose the spell they wanted to cast however if the scroll wasn't in their inventory or they weren't high enough level to cast it. the spell would be grayed out and not selectable until they met the requirements such as getting the scroll or the level needed to cast the spell.

Weapons they can use: Guns,Swords,Dagger,staff,club

so what you think? i put alot of work into this job idea and i want some honest opinions...just don't flame me...>.<

Chiibi
03-14-2011, 05:24 AM
corsair you have been beaten in the expense factor

PandemoniumD
03-14-2011, 05:32 AM
I like the idea of the job. since gil isn't really a factor anymore. Playing the job atm would be really neat. I like the idea of mixing potions. Why not add food to the mix?

Alhanelem
03-14-2011, 05:37 AM
would be nice, if there was even a minimal possibility of new jobs. But there most likely isn't. Also, even though gil is a little easier to come by these days, jobs that have ongoing gil expenses never reach a high level of popularity, e.g. RNG, COR. NIN is somewhat of an exception, but most people don't use the more costly tools or shuriken

Krystal
03-14-2011, 05:37 AM
I like the idea of the job. since gil isn't really a factor anymore. Playing the job atm would be really neat. I like the idea of mixing potions. Why not add food to the mix?

well a recipe idea i had did include hare meat. like this Hare meat+Lizard skin= +4 str and +10 defense. however just like normal crafting there would be the possibly to fail a mix however you wouldn't lose the items if it failed(unless you were attacked by a mob during a mix)

Novati
03-14-2011, 06:41 AM
I wanted Chemist as a job ever since the temp items for Beseiged and Nyzul were introduced. All they needed to do was give Chemist access to weaker versions to use on themselves and party members. They would have made temp items via certain job abilities on specific recast timers and could stack upto so many temp items at any time.

Siviard
03-14-2011, 07:11 AM
To me, this job sounds like it would be incredibly expensive PLUS it pretty much requires that you level Alchemy as well, which is another gil sink.

I would have to say "no" to this due to severe lack of practicality.

AyinDygra
03-14-2011, 07:39 AM
While I'd love the "Chemist job" added to FFXI, this is not how I'd approach it.

As others have said, consumable-based jobs fall out of popularity easily and for good reason. Inventory reasons alone would make the job prohibitive to play, not to mention the cost of all those items that would make the job truly useful in endgame. The inability to stack most of the medicines (obviously changeable, though unlikely) is another strike against it.

I like support jobs that are not reliant on MP, and I'd rather keep the Chemists to their science, not needlessly mixing in magic. FFX-2 had one of the best implementations of the job as it would relate to FFXI. Temp items would certainly be the way to go here, and they now have such a wide variety of effects that are not available though normal player means that Chemist would be a unique support job.

Timers and the "only-one-of-a-kind" temporary item limits would be the main factors containing the power of the Chemist's options.

I may post my in-depth idea for this job at some point, but right now, I think SE has bigger things to deal with (earthquake), and it would be ignored and lost in the flood of other topics sure to pile up before things are back to normal.

p.s. I still think "Phoenix Down" should be a common stackable consumable item that can "raise 1" other people.