Reality is often disappointing. Developers have no balls to add DoW healer. As long as Yoshi P is the leader, we won't see anything new and unique.
Printable View
Reality is often disappointing. Developers have no balls to add DoW healer. As long as Yoshi P is the leader, we won't see anything new and unique.
Idk man, even if I didn't want chemist, I can see they are teasing us with that. Let's just agree to disagree.
Oh boy here we go again... Any reasonable people will not expect chemist to literally toss real, buyable potion at players. They just need to make animation of chemist reloading their crossbow/gun/etc. with flask/bottle/syringe, and then shoot at it to other players (for example).
We want it to not so magic-y themed, unlike whm/sch/ast. Realistically, it will still involve aether and casting/reloading. Just think of gunbreaker and machinist. They are not exactly magic jobs, but still using aether.
Sage for now seems like it's combination of mechanical and magic, so at least we got that, but it's still different from chemist in the end.
GNB and MCH don't use their aether to cast spells tho. Their GCD actions are categorized as "Weaponskill" instead of "Spell" even when using aether.
In order to be grouped with the other healers, Chemist need to also cast spells. Otherwise a stat like spell speed and battle mechanic like silence won't affect them and it wouldn't work.
I guess they can have "mixing" spell and "throwing" spell, but at that point they might as well make it a different job.
Actually think that Chemist would be better as a DPS than a healer.
I think you're confusing job aesthetic with gameplay. Lore wise, all jobs use aether. And the "weaponskill" and "spell" probably just due to DoW and DoM category. Like I said before, chemist preparing their potion can be seen as "casting spell". It's no different than whm standing around while casting.
Chemist has some interesting potential and after sage I am not going to lie if sage plays even remotely as fun as it appears to me then I have faith they could make chemist work.
I wonder how they'd get it to work honestly. I'm not sure how far they'd go with a mix mechanic for healing. If a dps messes up a mudra or dance, oops they lose some dps, not the end of the world. Not so sure they'd want to tie important healing mechanics to mixing though, and they seem adverse to giving healers much in terms of dps mechanics now.
Maybe as a sort of analog to cards where they mix to give a party buff?
Kinda depends on where you implement it.
Buffs do seem more likely and given mix is really about well... mixing two things together you could potentially also have some mechanic around reagents.
Maybe you mix them together, maybe you just have abilities that prime a specific one, etc. Their gauge could show their active reagent similar to AST showing cards and the reagents could add additional effects to their potion/bomb "spells".
So, in combat you could prime a reagent and if you use a heal it might deliver an AOE buff depending on the type of heal, centered the same way the spell is. This way it shouldn't interfere with healing if you mess up, it's just the bonus on top you don't get.
You could also go deeper and make things more complex having different effects for different stuff, like single target vs aoe, attack vs heal.
Plague Doctor Chemist with modified fire arms that shoot potion bullets. Like Ana from Overwatch.
Eh, mix is really about taking two things and putting them together to get an effect. It's actually closer to a really flexible two step combo system.
That said... we already have that kind of mechanic within DPS and its not like it'd be difficult to make Chemist a DPS. But making it a healer means getting that sort of mechanic in a completely different role, also making Chemists a dps would also make them compete with other potential dps jobs on everyones wish lists.
Hi Karen,
First, regarding the "no respect for classic healer job". I am a WHM main, I don't think there is a more classic healer job in Final Fantasy.
SE has changed job roles in the past. In FF11, DRK was a DPS who could use Scythes. In 14, it is a tank and Scythes went to Reaper. It can clearly be done.
+ Chemist/Alchemist have always had the ability to dish some damage, not only heal. In FF14, i culd see them fit nicely into a range DPS role like DNC or BRD, with DPS being their role AND have the ability to support.
Just use your imagination, it is not THAT hard.
You sound like one of those who wanted to fit Geomancer into a healer role as well....
Maybe the mix would have 2-3 different ogcd things you could hit on a shared cooldown that would augment certain heals in different ways? I don't think they'd want to lock a healer down for mutliple gcds like dances etc but maybe something like that to add a buff to your next healing spell or something, like adding a shield or hot or damage buff or something.
Let it die. Be happy they at least they tried to come up with some ideas with the class and appease the fans. The simple fact they couldn't come up with anything interesting is telling as it is. The class is simply not interesting enough or unique enough to be a playable class for the players. The Dev's do a lot of for us and if they couldn't do it then that is that. At least you have male bunny boys and sage as your consolation prize.
I'm going to preface this by stating my knowledge of the original Chemist class is limited to the wiki, so I might miss the mark, but if it were up to me, I would expand the abilities beyond the traditional apothecary-style mixer and make it a full combat medic, and base it out of Garlemald (due to their combat training and aversion to magic).
To further differentiate them from the other healers, I would have them be a healer that fights in melee using knives or revolvers/pistols and they use bandages, poultices, and tonics to heal instead of magic.
Since the mixing mechanic is integral to the class, I would do it similar to a mudra system, where you're given 3-4 "ingredients" to mix, and those can translate to different party buffs, such as dps increase, damage reduction, or even a movement speed increase.
anyways, just a thought :)
in the lvl 20 thaumaturg quest is a npc who cant use magic. he is an alchemist and he heals you with the cast 'aqua vitae' during battle.... i guess they have to change that if it doesnt fit their role fantasy. i'm getting mixed signals xD
edit: didmt see its a necro
With the events of Endwalker, Garlemald is a lot more open to working with people. Through them a non-magic based healer wouldn't be that much of a stretch as their army would likely have had something like it before they took in other races to use healing magic.
Although the name Chemist would definitely be mixed with Alchemist... The healers they have when fighting the garleans were always named Medicus, maybe if they did do it that could be the Job name.
Apparently Endwalker is the closest we've gotten to Chemist being added but they thought it wasn't magical enough and that throwing potions at people looked weird. I think both of those reasons are pretty silly because 1. not being magical is part of why it's cool just like someone may be drawn to Machinist instead of Black Mage and 2. nobody would care if the animation was a potion going into someone and if it's that much of a problem just make them shatter in the air before they land.
Oh that'd be lovely.
"You Savages and your primitive ways, your healing is crude and drawing on dangerous elements! Who uses stars to cure people!? Pfeh!"
"Oh yeah? Well what do you guys use to heal your illnesses and cure your injuries?"
"Homeopathy."
:p ok but no seriously, I wonder how their medicine works. We know Bajsaljen from Bozja worked as a doctor for the Garleans until the Bozja Incident killed his family. He says he learned a lot he otherwise wouldn't have if Garleans weren't in charge. He's still a White Mage though, so I wonder what that was. Perhaps herbal medicine? Or using surgical procedures to cure issues that the elements can't heal?
I really think they should do Chemist/Apothecary, 100%.
Weapon: Ladle/Spoon (big one)
You can shoot projectiles from the spoon to damage enemies like Garnet and Eiko in FFIX:
http://ff9.ffsky.cn/pic/weapon_item/...ketsflutes.jpg
You also use the spoon to "MIX" (cast action) ingredients that you previously put into your cauldron to create different potions depending on the ingredients.
Obviously you would also be able to throw grenades, ingnition powder that you can then ignite with different flavors and aromatic fragrances that regens or gives mitigation to your party. Maybe you can even "MIX" bombs with different effects like Plague Knight in Shovel Knight.
Some ideias:
- the weapon stays in their backs like a small backpack. The size at our backs is the same as the AST weapon. When they draw the weapon, it floats in front of them and become like a drone with an appearence of a mini chemistry station (with some bottles and vials with different coloured liquids inside). The weapon auto-attack is discharge of eletricity or acid or fire or even darts (while the character do nothing like an automatic behavior of the weapon).
- their damage attacks are like bombs (which could have some of the lore of the job linked to the goblins at Iddylshire, maybe). And they can have an AoE of delayed explosion attacks and the ability to move the bombs in the combat before the explosion. This moving ability is made only by the "caster" to avoid problems if a party member hits the bomb.
- one of these bombs could be used to attach to the enemy target and explodes after a while, like a timed "C4".
- their healings could come from potions and vials they throw on party members or in the floor, like AoE heals. One of them could create a bubble form of healing AoE in a designated area.
- some of their skills have visually a mini drone that attaches to a party member and while attached to the target it provides a shield (or regen effect).
- their lv3 LB could be a satellite beam of pure "life-infusion" discharged on a big area with a massive light-aspected torrential liquid.
- their type of healing could be regenerative (using the mini drones and things like injections of green liquids) or shieldings (using mini drones that attaches to the target generating the shield but having a limited battery).
- the name of the job could be "Liber Dominus" (latin form for "Chemistry Master") and the master that teaches us the job could come from Garlemald but with the help of one of the Goblins from Iddylshire (like a mix of skills).
- the job have an appeal of a "chemistry teacher" in their gear sets but with some hi-tech parts from magitek, like gogles or a small battery system in their belts.
A bunch of their instant/ability heals could in fact be "Stashed" items, like Alchemist in FFX-2. They had all manner of items that didn't use your inventory items in there, including Phoenix Downs, Mega Phoenix, X-Potions, Remedies, and Elixirs. I could imagine their LB3 would be Megalixir. They toss it into the air and "blow it up", causing it to rain a full heal onto the party. Plus Megalixirs do not exist in FFXIV, so it'd be a nice way to add it to the game.
I love the idea of a "Chemist" for the next healer. Probably the name could be Apothecary (APO) so it wouldn't be too close to Alchemist, which we already have.
The lore is also pretty much a given - Alchemists that specialize as combat medics. It could be cool as a healer that appears to be less "magic spells" and more "magic infused items", and also Mix, which is the classical FF Chemist job action, opens up to a lot of interesting possibilities if done right. I mean, NIN also have their job gimmick based around matches and it seems to be pretty successful.
I still like the idea of a melee healer that carries a Staff of Caduceus and heals by running around whacking people upside the head with it.
it will be weird when u finish chemist healer job quest, then you go doing alchemist DoH job quest, lmao
maybe if the the requirement to unlock chemist healer job is to finish alchemist DoH job quest up to 50, then it will make sense
also we wont get another healer for another 2 expansions
Chemist would be a worthless healer. Just look how long the cd is to a super-potion. Unless they do away with cd's on potions it won't be much of a healer class. Pretty sure the next healer will be Geomancer.
Yes. Sage is what the Chemist job turned into when S.E. switched out the potions for laser syringes.
Personally, I think we have enough healing jobs. The addition of a new healer would not increase the number of healers in the game. Players who enjoy damage dealers don't jump at the chance to play a new healer. Neither do individuals who enjoy tanking.
If anything, the addition of Sage caused the number of players wanting to heal to dive because S.E. took draconian steps to simplify and homogenize the abilities across all four jobs. This made healers boring to the very people who had invested the most effort and time healing. Not to mention, S.E. mangled the class identities so much that the game play has nothing to do with the lore of the jobs. Chemist will be treated no different.
Currently, we have reactive healer, reactive healer with proactive buffs, shield healer with minion, and busy shield healer with no minion. Where do you add chemist?
Alot of good ideas here.
I think it would make a good pure healer.
Possible weapons: potions bottle or a maybe a briefcase.
How it works: different potions give different effects. Heal (green bottle), damage (red bottle) buff (yellow bottle) raise (green bottle or maybe incorporate a phoenix down type thing).
Of course they would need visual effects to spruce them up. Need all the colors and boom! So how about after you use the skills it pulls out the bottle then:
heal: just throws it? Idk what more is needed beside a cool effect/animation
Damage: splash aoe effect
Buff:maybe like dancers where you press a few buttons.
Raise: a syringe