Dude it was datamined. Was conjurer getting land shift also coded for Arcanist?
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I think that using 1.0 as a basis for anything is pretty silly. Arcanist, as pointed out, was a very different kind of job than what we wound up getting. And where Conjurer was doesn't really matter as White Mage has changed with time too.
They don't all want it. There's loads of Jobs people talk about more often, especially since 5.3.
Chemists don't craft potions. Their only claim to fame is being able to throw items to party members at range, and being able to use pistols without using up their bonus trait selection. Both of these ideas are somewhat incoherent in FFXIV. The name and themes are similar to Alchemist, sure, and that's a relevant argument. They'd have to get a name change and some spicing up. We'd never see a Job called Chemist dropped in whole cloth, nor one that simply tosses items.
CHM.
It doesn't have to be? There's more than one way of doing something.
I guess people want it to be a healer, but tbh, it's a terrible idea all around. Conceptually, you want your healers to be magicians, not dancers, potion makers, or people who hit you with a spanner repeatedly. Because the current healers all deal in heavy magick, a healer who doesn't makes their magick seem unnecessary and glitz for glitz's sake.
This is a mmorpg game. There is 0% chances , whatever the new healer class will be, to not share gear with other healers.Sorry to ruin your dreams but it wont happen ever. Job roles need to be balanced to work. It will be magic it will be caster it will use mp , to fit other healers. They wont ruin the whole game so u can have fun with a physical melle or ranged healer throwing potions. Not 1 in a million
I don't think anyone here ever suggested they wouldn't share gear with other healers. Most people also agree it would probably still use MP. Some people are saying they want something gun-like to "shoot healing" at people, or throwing potions, but that also doesn't suggest anyone actually thinks it'll be a physical-based job. Besides, Red Mage for example is a caster but several of their skills are physical (and some skills you might think are physical are actually magic), so you never know what they could do with Chemist.
Almost everyone here talking about gear have been talking about how we hope it'll lead to Healing gear being less saturated with robes, and the only ones who weren't were just saying they don't mind robes. No one said they wouldn't have Healing gear, just that it might lead to more variety in Healing gear.
Well, like I said, RDM has I believe 7 physical attacks despite being a caster. BRD has 5 magic attacks despite being physical. DRK has 9 magic attacks despite being a tank. You never know what could happen. Having something like magic-based heals with physical attacks are by no means out of the question. And it wouldn't require them to not be using Healing gear while they do it. I'm not saying it will be that way, just that you can't write it off as being impossible.
Well, DEX can make NINs stab harder, lightning (Raiton) zap better and fire burn hotter. Technically, should be STR if you want to do more melee damage and INT for the magical aspects of Ninjutsu effects.
MND makes Malefic do more damage and also makes Benefic heal harder. Completely different kinds of magic. So it stands to reason an Alchemical/Potion/Tech based healer would still use their MIND to to create the potions that heal and ammo for dealing damage.
I'd be all for an expansion of tech based healer gear. I have a couple of glamour sets for my Healers that have them looking more like Tanks with a fully armoured aesthetic.
You get it! Skills are designed with that job and their stats in mind, and base their damage/healing output on whatever attributes that job uses, with the sole exception of Physick on SMN because it's a holdover from the SMN/SCH split. That's why I can vercure for like 12k hp rather than like 400. It's why they got rid of Cleric Stance after they added RDM and changed healer skills to work like this.
A CHM/APO's mind stat would be what determines their healing and their damage regardless of if it's magic or physical. Every other role has at least one job that uses the opposite type of skill (magic skills on physical jobs, physical skills on magic jobs) and it would be pretty cool to have a healer that breaks that mold as well.
(also I would love tostealsee your glamour ideas ;) )
I keep seeing this idea parroted on these forums, but I've never once found a datamine that showed Geomancer for 1.0. Things like Mystic and Fencer were mentioned with zero actual development behind them (just a name and what their basic attacks were), but never Geomancer. The only time I've seen Geomancer mentioned is on these forums, where people insist that they were planned and were a branch from CNJ (which made little sense given how 1.0 CNJ operated).
And even then, 1.0 was a different game. Despite a guild existing and far more thought behind it, we never got Musketeer (which would've been decidedly different from MCH). Arcanist was completely changed from it's intended 1.0 form. The only relevant details on Geomancer started in SB. Anyone reaching to 1.0 is trying far too hard to justify something.
Arcanist was datamined in 1.0 and their abilities were kind of mechanically sort of similar to how Geo abilities functioned in FFXI inasmuch as they would create magical mechanic devices and traps that they would place on the battlefield to have various effects in an area although there were no specifics about whether those effects were buffs, damage, healing or something different. They definitely weren't very Geomancer themed outside of a similarity to FFXI mechanics, being rather more of a steampunk magic user kind of thing. They clearly went a different route than that with Arcanist once it finally showed up in 2.0 although you can find hints of it with Scholar in some of the animations and AF sets which feature gears.
http://crevox.blogspot.com/ and search the page for Arcanist to find the section on them.
Yeah, that's my point. Arcanist was (planned to be) a mechanical mage in 1.0, but that was in no way GEO outside of some similarities to FFXI's GEO gameplay.
But people saying "Geomancer was datamined in 1.0" are completely incorrect, as nothing even closely resembling a Geomancer was intended for the game. Trying to use the intended 1.0's Arcanist gameplay loop as rationale that GEO will be added to the game is silly, as it'd be like saying we are going to get Puppeteer because mammets exist and look somewhat like FFXI automatons.
It's such a loose and silly connection.
This was a decade ago and unfortunately a lot of the places that information was placed have dropped off the face of the earth, I only remembered cause of 10 year old facebook conversation. 1.0 had something like 10-12 intended classes with 2 jobs each planned. Most didn't exist in the game outside arbitrary files that were just sorta spaghetti coded in, after the project changed hands a huge amount of that stuff was trashed cause it was pointless. I digress, it's like Mirron said though it doesn't really matter it was a decade ago and most of that team is gone so we can't 100% say for sure one way or another.
You're forgetting that 1.0 didn't use traditional FF job names on purpose, even going so far as to blur traditional roles entirely in a lot of cases. Arcanist was effectively Geomancer as much as anything could be at the time. If it had actually been a released class in 1.0 with skills as described from the datamine then it very likely would have received a Geomancer job stone when they added jobs during the class system overhaul.
I feel like that's pushing it quite a lot. All we know of 1.0 Arcanist was that it combined mechanical items and magic, which is in no way a Geomancer per any FFXIV game. The gameplay was similar in design to FFXI Geomancer, but that's all.
Could it have drastically changed course? Sure, but at that point it could've become our version of Machinist before it became Geomancer.
My point is just that 1.0 had no indication of Geomancer being a thing. A class that was similar in gameplay to FFXI Geomancer? Yeah, that was planned. A Geomancer? Not really, since the class used literally 0 Geomancy in what was datamined. The whole basis of the class doesn't even slightly align with what Geomancy has been in FF.
Geomancer is just a job that we know exists in the world of FFXIV, but is no more likely to be a player job than Necromancer. Anyone drawing connections to 1.0 may as well say that Conjurer was the indication of Geomancer as it had access to the whole collection of elemental spells.
Conjurer was the indication though. We're just going to argue back and forth but, it started when the Conjurer ability "landshift" was datamined and it went from there.
People aren't just saying things to say them, it was plastered all over the internet back then. But alas, it's just going to be a bunch of back and forth of "I saw this" and "Well I saw this" or "I didn't see this".
Conjurer worked rather differently from Geomancer way back then too though. Land Shift, most likely just a name, really could mean any number of things, and even if we had a very specific mechanical execution I doubt it was “does an effect based on terrain” which is the only decisively Geo thing. But even then the classes back then didn’t resemble any existing jobs, so even with that effect I wouldn’t call it a Geomancer.
But the most salient point is definitely the game has changed in the decade or whatever length of time since 1.0 datamine stuff was happening. Content that was at whatever vague stage of development, that didn’t get implemented, that is tied to a job that is rather different than how it was all the way back then, it just all adds up to nothing meaningful. I’m not really sure why it’s being debated, especially as we don’t have any direct data on hand to even really compare things with. Whatever odds Geomancer has are almost assuredly not going to be tied to what, if any, plans they had way back then. 1.0 had an entirely different design approach on top of all the other differences. At this point it’s less apples and oranges and more apples and coal. Sure they both share carbon as an element but the differences mean that similarity is somewhat meaningless.
That said I don’t agree it’s in the same ballpark as Necromancer. There is much more recent, more relevant hints than 1.0 datamines, and even absent that the job is a much more iconic job to the series than Necromancer.
I do not want chemist. I need it. For my survival.
while i dont particularly want chemist specifically (a MCH-style multitool on the fly mixer healer is cool aesthetically dont get me wrong, it's jsut not on my list), a new healer will hopefully spur the dev team towards actually making healers fun and worth engaging with again, because it's hard to hype up a new class when it and its whole role feels like depressing garbage to play.
Cause I really like the alchemist class fantasy, and the alchemy quest lines we have are pretty good. Also I think it could make some interesting healing mechanics. I think ninja's fun, so a I think a mix mechanic for a healer would also be fun.
They would have to come up with something super new and unique. Chemist is the most believable, and has been requested since before 3.0 or at least theory crafted as a way to do a healer that isnt magic based(relying on TP instead of MP). Well I guess you have to ask yourself what is more likely to occur? Something new and had to be shoehorned to fit, like GNB, Something very plausible, doesnt really destroy its classic role, fits very easilly and can already mix up the already redundant gameplay within a very unhappy crowd within the role CHM, or destroy a job like Oracle(not the gameboy advance version of V, but known as a major debuffer/buffer)/Geomancer(mostly damager), to make sure it fits in the healer role? You are right though, just makes sense to me it would be an opportunity for an accepted job in an accepted role, that can actually do what it does, even if it breaks the "all healers casters or else game break" mold.
TBH none of those would really shock me, but i would lie if i didnt think theyd have to butcher the other jobs just to get them to work
I honestly couldn't care less what the next job is gonna be if they plan on making it a healer. Why? Because they can't even figure out what to do with our current 3 so I'm not getting excited for something that is probably gonna end up with the same snoozefest gameplay.
It really should be a limited job because Mixing wouldn't work in a party setting. The player would not know the proper Mixtures for aoe or single target heals, and be kicked from group. Instead, they should collect recipes from different duties and learn them in order to complete their Mix Log.
Is kicking NIN from group something that happens on the regular? I see a lot of healers in the upper camp complaining about the lack of things to do in downtime besides burning dps, or that theres no depth to healing besides all the oGCD and then some aoe shields/regens.Which if you give them a list of choices and they arent subject to RNG, it gives them control and allows them to make on the fly decisions for what they want to do, or set up a sort of stock system where they can hold onto the buff for when they want to use it. The only problematic thing from the mudra like camp, is making it fail. They really dont have to make failure options built into this system, i mean astro still fishing for cards somehow theyre able to heal well. BLU was sort of a let down and so I'd avoid the bad L word as much as possible if we can help it. Alright, well what healer do you want to see added in 6.0 then? Im honestly not a huge fan of Chemist, but I see it being an easy logical pick. What about your camp? What kind of healer do you want/expect to see in 6.0 then? Anything youd like to see it do differently/aesthetics?
Apothecary (APT)
I want black mage to have a water skill like Y'shtola
I also want necromancer > chemist but chemist seems like it would be a healer & people want a new healer class
LOL i remember in ARR we'd do weird premades where my thm would stay in umbral to heal with physik(unlimited mp) the lnc with provoke as tank while the other 2 dps did their thing.
I think Healer is imminent by next expansion or even before, I dont think the healers will take too kindly if it gets ignored a third time. Its fairly obvious by the roles in need, that they should probably be listened to, or else theyll have to toss mounts at them the likes of which no tank will ever have seen
Imagine if they actually do add chemist...but it's a support tank and it uses vials and elixirs to disable enemies/buff themselves, hence "protecting others with potions" but also happen to have a little aromatic potion or drop a stationary medical fridge that works as an aoe heal to say see? they heal too!
(I'm joking, btw)
I mean I can see the idea of Chemist being the next job in 6.0. But I am going to put it out there. Why? Cause all I can see from chemist is just item usage, it isn't really going to add much to the Healer Spectrum if anything it'll be a copy of WHM. Geomancer though now there is something that can potentially change the scene. AoE-tick based heal/buff on the ground, you can leave it there and focus on DPS-ing the boss and as well as healing with a normal cure while your Geomancy spells heal or buff people as long they stay within the AoE. It make it so that the healer is taking charge of where everyone should be positioning. A controversial play style? Yes, because it forces players to stay within the AoE if they want the buff/heal tick. But it will add a new flavor to playing as a healer.
Reminds me of Singed from League of Legends lol, so I. . . can see it xD.
For those who don't know / care of that game he had a huge bottle on his back and a hockey stick lol, could slow people down substantially with a chemical glue, a flip that was insanely powerful (flips the target behind you), a poison trail, and an ultimate that turned you into a chemical god (drink your witcher morning juice). He'd gain hp from mana so you could build him to basically never have to turn off his poison and use your abilities 24/7 while still having decent health.
Haven't played in a long time, I'm sure he's very different now, but I remember just having some of the most broke numbers at the end- unkillable monster of trolling that somehow still had decent damage and crazy powerful control, totally balanced lol (helped that I queue'd solo, so it was rare to have an organized team properly get me out of the way).
Its more like they buff and its left there for a longer period of time compared to that of the existing AoE's like say around 2-5 minutes long. So kinda like 11's Geomancer but something that fits into FFXIV's Gameplay.
Because we need another healer and it would be nice to finally have a physical one instead of all magic/mage/mystical. It would be something different. Why not?