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  1. #1
    Player
    Exstal's Avatar
    Join Date
    Oct 2013
    Location
    Uldah
    Posts
    1,582
    Character
    Shichi Mamura
    World
    Behemoth
    Main Class
    Pugilist Lv 80
    You require a crafting class at L30 to start a combat class? I don't understand this.
    (6)

  2. #2
    Player
    Pterois's Avatar
    Join Date
    Feb 2014
    Posts
    572
    Character
    Pterois Volitans
    World
    Excalibur
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by Exstal View Post
    You require a crafting class at L30 to start a combat class? I don't understand this.
    it is new and fresh... and simply why not? it makes perfect sense... how about swap it so that the crafting class needs to be lv.15??? that better?
    (4)
    "Try not. Do or do not. There is no try."

  3. #3
    Player
    Pterois's Avatar
    Join Date
    Feb 2014
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    572
    Character
    Pterois Volitans
    World
    Excalibur
    Main Class
    Gladiator Lv 60
    and if you wanna keep the "using items'" part of it without actually having to constantly refill them the just do what FFX-2 did, "Use spare potion that you tucked away," that just changed it from having to buy items (which would just suck and makes no sense) to making it an ability... TP based healer!!

    ALSO you can throw in the "mix" ability which has endless possibilities. OH and they can use the Phoenix Down in battle (with a CD of course)

    edit: ANNNDDDDD they use guns of course, BOOM your unexpected new gun-class :P
    (7)
    "Try not. Do or do not. There is no try."

  4. #4
    Player
    giantslayer's Avatar
    Join Date
    Jun 2014
    Posts
    470
    Character
    Colette Pascal
    World
    Brynhildr
    Main Class
    Arcanist Lv 70
    Quote Originally Posted by Pterois View Post
    and if you wanna keep the "using items'" part of it without actually having to constantly refill them the just do what FFX-2 did, "Use spare potion that you tucked away," that just changed it from having to buy items (which would just suck and makes no sense) to making it an ability... TP based healer!!

    ALSO you can throw in the "mix" ability which has endless possibilities. OH and they can use the Phoenix Down in battle (with a CD of course)

    edit: ANNNDDDDD they use guns of course, BOOM your unexpected new gun-class :P
    You had a couple of ideas I was thinking as well: using TP for items and using guns.


    I think that Chemist healing should feel unique in ways that are similar to how items were different from spells in previous FF games:

    1. Items are instant cast.
    2. Items are single target.
    3. Items do not use MP (use TP instead).
    4. Items can restore MP (Bard's not the only one now).
    5. Items are good for healing status. There are some huge opportunities for differentiation in the realm of healing status effects. For example:
    - Antidote could heal all poison stacks and maybe get a trait buff later on to protect against poison for a short time.
    - Remedy could heal all status effects instead of just one.

    Healing amounts would probably be done similarly to spells (using MND), but they are all instant cast single target stuff, which gives the Chemist a unique niche. It would also be interesting if the range on an item were shorter than a healing spell, so they actually need to move around more than a WHM.

    Chemist could potentially have very interesting resource management with their healing items using precious TP (and of course more of it as you progress to higher level potions), and having to utilize cross-class healing spells for cheaper healing or even for damage if they have gun-based damage skills that use TP.

    Speaking of guns, that is a huge source of differentiation from other healers. For one thing, they would get auto attack damage. In FFT, Mustadio had a "Snipe" skill-set for gun that gave him two debuffs: "Arm Aim," which prevented the opponent from taking actions, and "Leg Aim," which prevented the opponent from moving. Chemist could get moves in 14 to inflict status like paralysis, heavy, or bind.

    I do like the idea of finding a way to integrate or synergize Chemist with Alchemist, but not as part of the job requirements. Naturally, Alchemist could make weapons and/or off-hand tools that feed into the Chemist's healing stats. They could also introduce a few special items that only Chemists can use. One idea I think is really clever is to give Chemist a class Trait or two that decrease the cooldown time on normal items that Alchemists already make. Honestly, cooldowns are so long on most items that they could reduce them by quite a lot (say, 50-60% for the low level trait, and 70-80% for the higher level trait). This gives you the option to go hog wild on crafting and using poison potions if you want to, but leaves the vital healer mechanics dependent on TP.
    (6)

  5. #5
    Player
    Bouldergore's Avatar
    Join Date
    Aug 2014
    Posts
    3
    Character
    Ahlternis Pendergast
    World
    Malboro
    Main Class
    Conjurer Lv 18
    This would be great. Im thinking it would be like the chemist from FFV and FF tactics. strong single target healing/buffing, plus guns/spell guns.
    (0)

  6. #6
    Player
    Sorata's Avatar
    Join Date
    Nov 2012
    Location
    Limsa Lominsa
    Posts
    78
    Character
    Sorata Ifrit
    World
    Balmung
    Main Class
    Conjurer Lv 63
    Quote Originally Posted by giantslayer View Post
    I think that Chemist healing should feel unique in ways that are similar to how items were different from spells in previous FF games:

    1. Items are instant cast.
    2. Items are single target.
    3. Items do not use MP (use TP instead).
    4. Items can restore MP (Bard's not the only one now).
    5. Items are good for healing status.
    I like @giantslayer's idea the most for Chemist. I am a main healer myself, leveled both WHM and SCH and love the different healing style both of them offer. In my head, Chemist will be similar to FFT's chemist like some of you suggested:

    - Instant cast, no interruption
    - Single target, with instant fast cast, CD ability for AoE attack situations
    - TP use instead of MP
    - Shorter range than WHM and SCH

    This will make Chemist a fast pace move around healer that plays differently than WHM and SCH.
    (0)

  7. #7
    Player
    Ringabell's Avatar
    Join Date
    Jun 2014
    Posts
    72
    Character
    Sidney Dawnbreaker
    World
    Cactuar
    Main Class
    Scholar Lv 74
    Chemist/Salve-Maker would go very well with a Level 50 Alchemist.
    (0)

  8. #8
    Player
    Exstal's Avatar
    Join Date
    Oct 2013
    Location
    Uldah
    Posts
    1,582
    Character
    Shichi Mamura
    World
    Behemoth
    Main Class
    Pugilist Lv 80
    Quote Originally Posted by Pterois View Post
    it is new and fresh... and simply why not? it makes perfect sense... how about swap it so that the crafting class needs to be lv.15??? that better?
    Combat and crafting should be seperate. It's more likely that MSK 30 / CNJ 15 will yield Chemist. Assuming they actually bring Musketeer out >_>
    (5)

  9. #9
    Player
    Risvertasashi's Avatar
    Join Date
    Apr 2014
    Posts
    4,706
    Character
    Makani Risvertasashi
    World
    Ultros
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Pterois View Post
    it is new and fresh... and simply why not? it makes perfect sense... how about swap it so that the crafting class needs to be lv.15??? that better?
    Aside from the philosophical objection raised by Exstal, I suspect with many of these posts/posters, they simply don't understand how the job system works.

    A job crystal does 2 things:
    1. Stat boost.
    2. Extra 5 abilities.

    Keep in mind, the rest of your abilities are from your class, not your job. What exactly are you supposed to do with all those noncombat crafting abilities you unlock, and continue to unlock as you progress to 50? 5 abilities (well, only 1 ability when you unlock at 30) that can be used in combat wouldn't make for much of a DoW/M.

    Even with a DoW/M base class, branching jobs leads to awkwardness... like SCH being very DPS heavy for a healer, but in this case the fairies help make up for being light on healing abilities. This problem is probably what lead Yoshi to say he's considering reworking the job system as a whole but as is... a DoH turning into a DoW simply wouldn't work.
    (2)

  10. #10
    Player
    Davirtuoso's Avatar
    Join Date
    Oct 2014
    Location
    Limsa Lominsa
    Posts
    3
    Character
    Fayt Leingod
    World
    Shiva
    Main Class
    Conjurer Lv 50
    I think this is a good idea - levelling a crafting class to 15 doesn't take much time or effort, it makes sense from a lore point of view, and for those people not focused on crafting it means they don't have the pain of getting to 30 (which is much harder and more expensive).

    Perhaps this could start as an 'apothocary' class, that specialises in using skills for placed/thrown/effect skills. Kinda like using items, but without the actual item usage part (just using a skill instead). SE have already said they didn't want any class relying on items (such as rogue/ninja with thrown items), so skills that behave like thrown concoctions (AOE explosion, knockback pulse, buffs, debuffs, DoTs, HoTs, etc). The job for Apothocary could then be Chemist, growing on the item-based skills with 'mixes' as job abilities - similar to the ninja's ninjitsu though perhaps with more healing/buffing benefits over damaging attacks

    I can see some real merit in a chemist within FFXIV :-)
    (0)