Musketeer: The use of firearms requires not only intensive training and a good amount of talent, but also sharp eyes and quick reflexes. It is on these ideals that Limsa Lominsa's Knights of the Barracuda test their recruits, and in turn have within their ranks some of the most talented sharpshooters in the realm. While musketeers generally work in units, they are also trained to work on their own and are more than capable of completing mission objectives laid out by their superiors with little or no help.
Though the musketeer can be seen as someone who focuses on eliminating their targets quickly and discreetly, they are also trained for survival in terrains that may not provide them with ample cover. This allows them to be moved between the medical corps and the gunner batallion, depending on the musketeers' own talents and what the thalassocracy needs.
Concept: Ranged attacker with some CC and a minor heal. Think a trained soldier that knows how to attack, knows how to temporarily hinder enemy advance and knows some emergency medicine that may keep them going a little longer before having to go see a real medic.
Sample abilities
Rifleman' Clip: Stance. Increases damage dealt by 5% while active.
Focused Shot: Fire two quick, consecutive shots at target enemy.
Steady Shot: Fire a powerful shot at target enemy. 2 second cast time. Requires Rifleman's Clip or Mechanical Clip.
Stock Strike: Requires melee range. Hits target enemy with the butt of your musket, stunning them for 3 seconds (could be a knockdown instead)
Leg Shot: Reduces target's movement speed by 50%.
Barrage: The next four shots ignore the global cooldown
Field Potion: Self heal. Heals HP for X% of your AGI.
Mortal Shot: A low accuracy, high damage shot. Combo => Steady Shot: Increases accuracy. Requires Rifleman's Clip or Mechanical Clip
Piercing Shot: Deals damage and places a bleed on target for 20 seconds.
Musketeer Notes:
- The two jobs to come from this would be, as suggested by the descriptiuon I made, Gunner (DPS) and Chemist (heals). Ideally I would split them by having GUN focusing on muskets and CHM focusing on pistols. As such, musketeer can equip both.
- To put any fears at ease, Field Potion's scaling would be poor at higher levels, helping you at the most absorb one enemy hit before taking a dirt nap.
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Chemist: Unlike those who use magic to close wounds, chemists prefer to rely on scientific discoveries to heal the ailments of their allies. Using modified pistols loaded with quick-acting salve pellets, a chemist can easily triage a serious wound while preparing a bigger concoction to fully heal their fellows. While chemists prefer to enter the field as battle medics, they are also familiar with the use of science as a weapon, and as such have a couple of tricks up their sleeves should the enemy get too close, and their pistols can easily be turned to their enemies should the need arise.
Concept: A ranged healer that has abilities that double as damage and heals depending on the target. May be seen as a little more active than WHM due to having buffs to heep up on themselves to heal at max potency.
Sample Abilities
Medic's Clip: Stance. Increases healing done by 15% and decreases the GCD of all healing abilities by .5 seconds. Disables auto-attack/auto-shoot.
Focused Shot (Medic's Clip): If used on an ally, heals that ally for some HP per shot. Using Focused Shot on an ally or enemy grants the buff Medic's Aim.
-Medic's Aim: Increases all your healing effects by 10%. 12 second duration.
Alchemist's Potion: Replaces Field Potion. 20-yalm range. Heals target ally for moderate amount of HP.
Homebrewed Mega-Potion: Throw a flask at a targetted area, causing it to emit healing vapors that will heal allies that step on it for X HP. Lasts 8 seconds.
Remedy Dart: Removes all enfeebling effects from target ally. Requires Medic's Clip.
Tranquilizer Dart: Puts target enemy to sleep. Requires Medic's Clip.
Phoenix Pinion: Throws a Phoenix Pinion at an unconscious ally, reviving them. Can only be used out of combat.
Chemist Notes:
- General CHM gameplay would be along the lines of opening up with Focused Shot or getting Medic's Aim up before the fight begins, then following through your rotation of Alc's Potion, Mega-Potion as your AoE heal and Focused Shot supplementing that. May need an additional heal in there but I'm not sure how to go about it.
- The idea behind making certain abilities require Medic's Clip is that you're going to be set into your own role. In the case of CHM, switching to Rifleman's Clip would be more as a last resort bit, as you'll have plenty to do while healing to want to switch clips for the shots that require Rifleman's Clip.
- Though not mentioned in the intro, CHM would have a native bonus when equipping pistols, with a hidden penalty for equipping muskets (just to keep things orderly).
- Since CHM gets to keep Barrage, you can go heal spam by activating barrage and using Focused Shot four times in a row with no GCD.
- Between Leg Shot, Tranq Dart and Stock Strike, I'd say CHM's also set for PvP, as most strategies involve ganging up on the healer as soon as the battle starts.
- I'm not going to lie. I fell in love with the idea of shooting at allies to heal them a while back while playing SWTOR. The style seems to suit Chemist quite well while also playing on the fact that FFT's Chemist had access to guns.
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Gunner: Limsa Lominsa's Gunner Battallion is comprised of the elite of the elite in the use of firearms. Specializing in long range combat using carefully calibrated muskets, these Gunners have made the difference in helping the thalassocracy protect its territories in post-Calamity La Noscea. While their numbers are few, the support a Gunner can provide to the front lines has not gone unnoticed, and troop morale seems to quickly rise at the knowledge of their presence on the battlefield.
Concept: Long range attacker that focuses on high damage and weak CC.
Sample Abilities
Mechanical Clip: Replaces Rifleman's Clip. Reduces all shot GCD by .5 seconds. Increases frequency of Auto-shoot and increases all damage dealth by 5%.
Improved Mortal Shot: Requires Mechanical Clip. Mortal Shot now places the debuff Marked for Death on target enemy.
-Marked for Death: Increases the damage of all shots on target by 10%. If the enemy is below 25% HP, the damage increase is 20%. 10 second duration.
Sudden Shot: Requires Mechanical Clip. Interrupts target's spell-casting.
Head Shot: Requires Mechanical Clip. A critical shot that deals heavy damage on target. Combo: Mortal Shot => Crit rate is increased to 95%
Combat Flare: Requires Melee range. Light a signal flare in the eyes of the target enemy, disorienting them for 6 seconds.
Sniper Shot: Requires mechanical clip. Deals damage. If the target is affected by Piercing Shot's bleed effect, deals increased damage and renews the bleed's duration.
Gunner Notes:
- Again keeping Barrage in mind, this could be a potentially powerful job if played correctly (Steady Shot => Barrage (no GCD) => Mortal Shot => Head Shot x 3, anyone?).
- Mortal Shot becomes Improved Mortal Shot only when you equip the GUN crystal.
- I know some want Corsair to be one of the jobs to stem from Musketeer, but I couldn't really figure out how to make it work.
- Yes, Gunner would make a mage's life in PvP completely miserable due to being able to interrupt them from range.
- As with CHM, GUN gains a bonus for equipping muskets and a hidden penalty for equipping pistols.