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  1. #1
    Player
    BloodLotus's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    539
    Character
    Blood Lotus
    World
    Sargatanas
    Main Class
    Lancer Lv 80

    Alchemist Potions

    Why are they useless?

    Can we think about "Explosive Potions" that we can throw at an enemy to have a usefulness in Parties?

    Changing Dye, Enamel and Lacquer from 12 per synth to 4 would increase their value and give the farmers of bugs and mosses a reason to farm them.
    (2)

  2. #2
    Player

    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    118
    I am hoping and waiting for them to add useful potions. I hope we get a lot of the things we had on FFXI. Prism powder, deoderizer, and all the other stuff that we are missing.
    (1)

  3. #3
    Player
    Rimmer's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    282
    Character
    Ace Reborn
    World
    Balmung
    Main Class
    Lancer Lv 50
    Alchemist is definately in need of items like Prism Powder, Deodorizer. I'd like to see us given the ability to craft fireworks and stuff just for some fun teehe
    (1)

  4. #4
    Player
    Wynn's Avatar
    Join Date
    Mar 2011
    Posts
    1,977
    Character
    Aedan Yarborough
    World
    Balmung
    Main Class
    Goldsmith Lv 80
    I was originally excited for Alchemist when I saw Nielle throwing potions. I was hopeful for an Alchemist like in tactics. I was sad when I discovered the truth. Potions, ethers, and the like are currently useless.

  5. #5
    Player
    Weffrey's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    85
    Character
    Weffrey Pencroff
    World
    Excalibur
    Main Class
    Conjurer Lv 50
    I have to agree I wish Alchemist had more of an impact on something where people could only go to them for something. I know dyes are one item like that, but I prefer items that would be more helpful like the suggestion of Prism Powder and Deordorizer. Potions with an added effect would be neat since auto hp and mp regeneration kills the usefullness of healing potions and ethers.
    (0)
    Hurray for summoner! My favorite job!

  6. #6
    Player
    JaxPalion's Avatar
    Join Date
    Mar 2011
    Location
    Gridania - Los Angeles
    Posts
    23
    Character
    Jax Palion
    World
    Sargatanas
    Main Class
    White Mage Lv 50
    All I can say is....Ditto..
    (0)

  7. #7
    Player
    SeraviEdalborez's Avatar
    Join Date
    Mar 2011
    Posts
    1,558
    Character
    Seravi Edalborez
    World
    Hyperion
    Main Class
    Gladiator Lv 90
    Alchemist is more of a "Building block" craft in my eyes. Weavers/Leathers will love you for making dyes on occasion, and everyone has a need for glue or other alchemical byproducts as recipe components. It also provides you with a source of shards/crystals.

    For damaging potions to be viable, they would first have to raise the stack size (and synth yield?) to... anything higher than 12. Either 99 or 999. I'm under the impression you can use the ailment poisons (paralyzing, blinding, etc) on enemies, but not sure as to their usefulness compared to the spells.
    (0)

  8. #8
    Player

    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    59
    I really only use my alchemist in order to turn crystals into shards. Other then this there is not much need for it.
    (0)

  9. #9
    Player

    Join Date
    Mar 2011
    Location
    Besaid
    Posts
    5,019
    Quote Originally Posted by DavidLocksley View Post
    I really only use my alchemist in order to turn crystals into shards. Other then this there is not much need for it.
    without your alchemists, you wouldnt have any dye for your cloth or leather
    you wouldnt have laquer and some stuff for other gear too like bows
    or glue

  10. #10
    Player

    Join Date
    Mar 2011
    Location
    Rabanastre
    Posts
    5
    Yes, potions are in serious need of work. HP/MP potions should restore a % of your total HP/MP instead of a fixed number, because restoring 100 HP is totally pointless. Prepatch an Ether was decent in an emergency, but now the 30 MP you get from an Ether can be regenerated in a single tick in passive mode.

    I use Disabling Potions (Paralyze + Poison) on Mongrels and the Mosshorn NM, but the range for tossing potions is too short for Buffalo/Uraeus/Goblins due to AOE. IMO all poison potions should go in the "Throw" slot as throwing weapons and they should have similar range.
    (0)

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