You require a crafting class at L30 to start a combat class? I don't understand this.



You require a crafting class at L30 to start a combat class? I don't understand this.


"Try not. Do or do not. There is no try."


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
"Try not. Do or do not. There is no try."

You had a couple of ideas I was thinking as well: using TP for items and using guns.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
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.

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.

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: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.
- 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.

Chemist/Salve-Maker would go very well with a Level 50 Alchemist.



Combat and crafting should be seperate. It's more likely that MSK 30 / CNJ 15 will yield Chemist. Assuming they actually bring Musketeer out >_>



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.

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 :-)
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