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.