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  1. #1
    Player
    Altijacek's Avatar
    Join Date
    Nov 2013
    Location
    Laredo, Texas
    Posts
    701
    Character
    Phil Collins
    World
    Midgardsormr
    Main Class
    Marauder Lv 60

    Chemist: Healing Job.

    Chemists will scale with intelligence, even though they don’t use magic and are a healer. Even though the tooltip might say it augments magic damage, keep in mind the tooltip was changed with the introduction of Ninja/Rogue. Their intelligence augments the potency of their healing weaponskills and damaging weaponskills, due to the nature of their work.

    For the most part, a Chemist specializes in on-the-go heals, but can take time to create more powerful concoctions. By mixing potions and items, a Chemist introduces the ability to improvise and overcome any challenges faced by the party. Chemists can add cast times to their instant skills to augment then, and remove cast times from their non-instant skills by being prepared beforehand or during downtime.

    Most importantly, Chemists do not use actual potions or have to maintain inventory (just like a Bard doesn’t need arrows and a Machinists doesn’t need bullets). Their weapon is a handbag, in which they store their potions (Final Fantasy Tactics reference).

    Lastly, they cross class from Dragoon and Monk, since they don't do much damage and need the TP. They have swift cast and protect variants.

    Level 1: Hand Grenade—deals damage with potency of 120 to a single enemy. Supplemental Catalyst Effect: increases potency to 160. Instant. On GCD. 25 yalm range. Cost: 70 TP. Weaponskill.
    Level 2: Cure Potion—restores HP to self or ally with potency of 380. Instant. Supplemental Catalyst Effect: Removes TP Cost. On GCD. 30 yalm range. Cost: 60 TP. Weaponskill.
    Level 4: Poison Bomb—deals damage with a potency of 60. Additional Effect: Deals damage over time with a potency of 25 for 12 seconds. Supplemental Catalyst Effect: Increases time of Additional Effect to 24 seconds. Cost: 60 TP. Weaponskill.
    Level 6: Slow Bomb—deals damage with a potency of 40 to target and nearby enemies. Additional Effect: Slow 10%. Instant. 30 second cooldown. 25 yalm range. 10 yalm radius. Ability.
    Level 8: Preservation Device—increases defense and magic defense of self and allies for 30 minutes. Supplemental Catalyst Effect: adds a shield equivalent to 10% of target’s HP. 2.5 second cast. On GCD. 30 yalm range. 15 yalm radius. Cost: 120 TP. Weaponskill.
    Level 8 Trait: Enhanced Intelligence—increases intelligence by 2.
    Level 10: Healing Splash—restores HP to target and surrounding allies with a potency of 310. Supplemental Catalyst Effect: adds a healing over time effect restoring HP with a potency of 100 for 15 seconds. 2.5 second cast. On GCD. 15 yalm range. 15 yalm radius. Cost: 90 TP. Weaponskill.
    Level 12: Cleansing Balm—removes a single detrimental effect from target. Supplemental Catalyst Effect: prevents those cleansed from another detrimental effect for 30 seconds. Instant. On GCD. 25 yalm range. Cost: 80 TP. Weaponskill.
    Level 14 Trait: Enhanced Intelligence II—increases intelligence by 4.
    Level 15: Cipher—reduces enmity by half, removes bind and heavy status, and moves back 10 yalms instantly. 90 second cooldown. Ability.
    Level 16 Trait: Nuclear Field—increases radius of Healing Splash to 20.
    Level 18: Life Potion—resurrects target to a weakened state. Supplemental Catalyst Effect: reduces weakened state time to half. 8 second cast. On GCD. 25 yalm range. Cost: 200 TP. Weaponskill
    Level 20 Trait: Biochemistry—adds a 25% chance that allies attacking an enemy with Poison Bomb’s or Lingering Poison Bomb’s additional effect will receive HP back equal to damage dealt with each hit.
    Level 22: Back Stock—crafts 2 catalysts, allowing next two weaponskills with cast times to be instant. Supplemental Catalyst Effect: allows an extra Back Stock item. 2.5 second cast. 80 second cooldown. Weaponskill.
    Level 24 Trait: Enhanced Intelligence III—increases intelligence by 6.
    Level 26: Fairy’s Breath—heals target with a potency of 250. Additional Effect: Healing over time potency of 130 for 18 seconds. Supplemental Catalyst Effect: Increases potency of HoT to 160. 1.5 second cast. On GCD. 25 yalm range. Cost: 60 TP. Weaponskill.
    Level 28 Trait: Breath of Life—reduces TP cost of Life Potion to 180.
    Level 30: Fire Hazard—deals damage with potency of 80 to target and nearby enemies. Supplemental Catalyst Effect: enemies killed within 15 seconds of Fire Hazard cast explode, dealing damage to nearby targets with a potency of 120. 2.5 second cast. On GCD. 15 yalm range. 15 yalm radius. Cost: 80 Tp. Weaponskill.
    Level 32 Trait: Law of Conservation—grants a 20% chance that when using Cure Potion, next weaponskill will cost no TP.
    Level 34: Shield Concoction—heals target with a potency of 250. Additional Effect: Target takes no damage until shield is broken. Potency of shield is equal to 80% of the healing done to the target. Shield lasts 30 seconds. Supplemental Catalyst Effect: increases potency of shield to 140% of healing done. 1.5 second cast. On GCD. 25 yalm range. Cost: 60 TP. Weaponskill.
    Level 35: Mix—turns all weaponskills into abilities. Chemist then selects two, and then a target. Effect of both is used on the target. Mixing damage and healing is possible, but damage will be dealt to surrounding enemies only, and is not applicable if the damage spell is single target. An example would be allowing Shield Concoction and Fairy’s Breath, which will apply both the shield and HoT, as well as deal an initial potency of 500. 2.5 second cast once both are selected. 40 second cooldown. Range and Radius vary depending on selected skills. TP Cost is the average of both weaponskills. Ability.
    Level 36 Trait: Potent Dosage—increases potency of Cure Potion to 430.
    Level 38: Precision Cure Bomb—restores HP to self or ally with a potency of 620. Supplemental Catalyst Effect: makes the skill AoE, and reduces potency to 580. 2.5 second cast. On GCD. 30 yalm range. Cost: 70 TP. Weaponskill.
    Level 40: Restorative Potion—restores 10% of TP to self or targeted ally. Supplemental Catalyst Effect: restores 20% of TP. 2.5 second cast. 150 second cooldown. 30 yalm range. Weaponskill.
    Level 40: Mana Potion—restores 10% of MP to targeted ally. Supplemental Catalyst Effect: adds a refresh effect as well. 2.5 second cast. 150 second cooldown. 30 yalm range. Weaponskill.
    Level 40 Trait: Extra Stock—increases Back Stock effect to enhance 3 weaponskills.
    Level 42: Lingering Poison Bomb—places a poison puddle on the floor, inflicting damage over time with a potency of 40 to all enemies who enter for 30 seconds. Supplemental Catalyst Effect: adds a heavy effect. 2.5 second cast. On GCD. 25 yalm range. 5 yalm radius. Cost: 70 TP. Weaponskill.
    Level 44 Trait: Triple Mix—allows up to three effects to be added with mix. It remains possible to use only two by selecting mix after selecting two weaponskills.
    Level 46: Panacea—removes all detrimental effects from a target. Supplemental Catalyst Effect: becomes AoE but only removes one effect from all targets. 1.5 second cast. On GCD. 25 yalm range. Cost: 80 TP. Weaponskill.
    Level 48 Trait: Hoarder—increases Back Stock effect to enhance 4 weaponskills.
    Level 50: Aura Splash—places a healing puddle on the floor, providing healing over time with a potency of 130 to all party members who enter for 21 seconds. Supplemental Catalyst Effect: reduces damage taken by 10% of those who enter. 2.5 second cast. On GCD. 25 yalm range. 5 yalm radius. Cost: 70 TP. Weaponskill.
    Level 50: Invincible Drink—decreases damage taken by targeted ally for 15 seconds by 10%. Supplemental Catalyst Effect: increases potency to 20%. 2.5 Second Cast. On GCD. 15 yalm range. Cost: 50 TP. Weaponskill.
    Level 52: Supplemental Catalyst—adds a 1.5 second cast time to next weaponskill. Augments weaponskills with varying effects. When combined with Back Stock, additional cast time is negated. Cannot be combined with Mix. 20 second cooldown. Ability.
    Level 54: Ice Grenade—deals damage with a potency of 180 and binds enemy. Supplemental Catalyst Effect: becomes AoE. 2.5 second cast. On GCD. 15 yalm range. 5 yalm radius. Cost: 80 TP.
    Level 56: Hero Drink—increases damage dealt by targeted ally for 15 seconds by 10%. Supplemental Catalyst Effect: increases duration to 30 seconds. 2.5 second cast. On GCD. 15 yalm range. Cost: 50 TP.
    Level 58: Elixir Bomb—fully restores HP of Target. Must activate Supplemental Catalyst to use. 2.5 second cast. 3 minute cooldown. 25 yalm range. Cost: 140 TP. Weaponskill.
    Level 60: Regenerator—returns 25% of damage taken as HP after 12 seconds to target. 120 second cooldown. Ability.
    (17)
    Last edited by Altijacek; 02-10-2016 at 03:32 AM.

  2. #2
    Player
    Titor's Avatar
    Join Date
    Apr 2014
    Location
    Garlemald
    Posts
    1,228
    Character
    Titor Jaraba
    World
    Balmung
    Main Class
    Alchemist Lv 100
    I want chemist so bad.
    (3)

  3. #3
    Player
    Malzian's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    1,223
    Character
    Kylrin Arresard
    World
    Behemoth
    Main Class
    Bard Lv 90
    Unfortunately, as well crafted and thought out as you have made this... I don't believe that Chemist will make it into the game. Their basic interpretation of the Chemist role was Alchemist crafting. On top of that, I don't feel like we really don't need another healer in the game at this point in time, maybe down the line but not right now. That being said, the devs can do whatever they like whenever they like, I just don't see it happening.
    (5)
    The sum of all hunt arguments over early pullers: http://goo.gl/IFT9IE

  4. #4
    Player
    AskaRay's Avatar
    Join Date
    Nov 2014
    Posts
    3,543
    Character
    Aeon Rakshasa
    World
    Lich
    Main Class
    Bard Lv 100
    My other main in Ragnarok Online was always Creator.......... I love chucking potions at people.

    I wish but I doubt it
    (1)
    --------------------------------------------------------------------------------------------------------------
    ホイホイ Commissions ==> http://goo.gl/RwVnHZ

    Clearly, the best Final Fantasy character is Locke Cole.
    Glamour is TRUE ENDGAME

  5. #5
    Player
    DragonHunterG's Avatar
    Join Date
    Aug 2013
    Posts
    181
    Character
    Cyan Garamonde
    World
    Zalera
    Main Class
    Samurai Lv 80
    Thing is I'd actually try to heal with a class like Chemist. Concept and style are important even if the function of healing is the same. Similar to Dark Knight, how it brought some people to try tanking and maybe even start enjoying it, a job like Chemist would appeal to me and I might actually enjoy healing and try it. the Healing jobs now aren't for me.
    (2)

  6. #6
    Player
    AlphaFox's Avatar
    Join Date
    Aug 2013
    Posts
    2,638
    Character
    Rena Ryuugu
    World
    Coeurl
    Main Class
    Thaumaturge Lv 80
    Level 52: Supplemental Catalyst—adds a 1.5 second cast time to next weaponskill. Augments weaponskills with varying effects. When combined with Back Stock, additional cast time is negated. Cannot be combined with Mix. 20 second cooldown. Ability.

    Level 58: Elixir Bomb—fully restores HP of Target. Must activate Supplemental Catalyst to use. Supplemental Catalyst Effect: Reduces Cooldown to 1 minute. 2.5 second cast. 3 minute cooldown. 25 yalm range. Cost: 140 TP.
    I am kinda lost on this one, it seems broken when Benediction, which does the same, is on a 5 minute cool down. According to the effect though Elixir Bomb is on a 3min cooldown but it is required to have Supplemental Catalyst activated to use, forcing this to a 1 minute cool down. Am I missing something?
    (0)

  7. #7
    Player
    Altijacek's Avatar
    Join Date
    Nov 2013
    Location
    Laredo, Texas
    Posts
    701
    Character
    Phil Collins
    World
    Midgardsormr
    Main Class
    Marauder Lv 60
    Quote Originally Posted by AlphaFox View Post
    I am kinda lost on this one, it seems broken when Benediction, which does the same, is on a 5 minute cool down. According to the effect though Elixir Bomb is on a 3min cooldown but it is required to have Supplemental Catalyst activated to use, forcing this to a 1 minute cool down. Am I missing something?
    This was a mistake I forgot to fix, I'll edit it now. The difference between this and benediction is that this requires you to sacrifice supplemental catalyst, and it has a hefty TP cost. It also requires you to sacrifice a Back Stock stack if you want it to be instant, so I feel the 3 min cooldown is balanced with benediction.

    I also forgot to menrion cross class skills. Since this class doesn't have the burst damage of white Mage and while have trouble sustaining DPS like scholar, it offers buffs like astro, but it cross classes from dragoon for invigorate and pugilist. This is also balanced around mantra affecting their healing potency, which I'm sure can be a simple change (that still won't affect abilities).
    (1)
    Last edited by Altijacek; 02-10-2016 at 03:32 AM.

  8. #8
    Player
    Welsper59's Avatar
    Join Date
    Mar 2012
    Posts
    2,427
    Character
    Eros Maxima
    World
    Leviathan
    Main Class
    Archer Lv 60
    Quote Originally Posted by DragonHunterG View Post
    Thing is I'd actually try to heal with a class like Chemist. Concept and style are important even if the function of healing is the same. Similar to Dark Knight, how it brought some people to try tanking and maybe even start enjoying it, a job like Chemist would appeal to me and I might actually enjoy healing and try it. the Healing jobs now aren't for me.
    Is it more of an RP thing that's why? In the end, as far as the gameplay goes, it would still involve the same format of healing that the other magic based healers deal with. A lot of people don't want to deal with the responsibilities involved with the healing and tank roles, even if they may dabble in it. I mean, if the concept of healer doesn't appeal to you now, the odds are rather high that it wouldn't appeal to you in the long run if your perception has not changed at all about the role in general prior.

    Of course, this is assuming that any future jobs fall in-line with complexity that the current ones have now for their roles... minimal lol. It would play out pretty similar to the others, just because of a necessity to simplify to be on-par with WHM/SCH/AST. Should such a healer job ever become so complex that you are full-timing your abilities and "spells" to put out the same potency of heals as others of the role, then maybe that could be interesting. Although, that also means that you're more of a liability and outright useless compared to the other jobs.
    (0)

  9. #9
    Player
    Ashelia_Ferron's Avatar
    Join Date
    Jun 2015
    Posts
    764
    Character
    Ashelia Ferron
    World
    Siren
    Main Class
    Paladin Lv 70
    The problem I have is that you're using TP.

    TP is theoretically infinite. Tanks and DPS run out of TP because 99% of the fight, they're attacking and using up TP, typically with a 70-60-60 combo of sorts when ticks are only 60TP regenerating.

    Healers are not required to heal 99% of a fight, so having TP be the main source just doesn't work. Waiting 6 seconds= 120TP = 12% of your overall pool of TP.


    I also have a problem with your Invincible Drink and Hero Drink. These give more damage/reduction than AST cards and are NOT subject to RNG. They're also GCD skills which means for EVERY tank buster, this could be used, and 15s duration w/ GCD means you can have it up on all 4 DPS during burn phases whenever.
    (0)

  10. #10
    Player
    Kurogaea's Avatar
    Join Date
    Nov 2014
    Posts
    1,365
    Character
    Raifu Kurogaea
    World
    Gilgamesh
    Main Class
    Conjurer Lv 80
    Always assumed alchemist would be like a chemist but we have 1 big cooldown for any potion we use. Woot. :/
    (0)
    Last edited by Kurogaea; 02-10-2016 at 04:53 AM.

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