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  1. #51
    Player
    Balipu's Avatar
    Join Date
    Sep 2014
    Location
    Gridania
    Posts
    2,084
    Character
    Tea Mysidia
    World
    Phoenix
    Main Class
    Rogue Lv 90
    Well looks like almost everyone includes Dancer and Red Mage.
    Red Mage also has a good chance cause it is a very iconic class. Plus a we need a dps that uses swords. The icon for DPS is a sword for crying out loud. It's irritating that our two sword jobs are tanks.

    So, Yoshida please take a hint. We want dancer and red mage.
    (3)

  2. #52
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Well, this one came from about 2 days of thinking, so here.

    Pipe Dreams: Chemist

    Weapon: Medic's Rifle
    Role: Healer
    Cross-class: ARC (Hawkeye, Raging Strikes, Quelling Strikes), LNC (Feint, Invigorate, Blood for Blood)

    Abilities
    01 Steady Shot - Delivers an attack with a potency of 150.
    02 Basic Potion - Restores target's HP. Cure potency: 400. 2s cast time.
    04 Toxic Dart - Delivers an attack with a potency of 30. Additional effect: Damage over time with a potency of 30 for 18s.
    06 Medic's Kit - Reduces the potency of damaging abilities by 40% while causing all healing abilities to gain potency from your Dexterity. Cooldown: 5s. Effect ends upon reuse.
    08 Pluto Vapors - Increases defense and magic defense of self and all party members. Does not stack with Protect. 2.5s cast time.
    10 Mending Ampoule - Throw an ampoule at target area, healing friendly targets within 5y. Cure potency: 150. Additional effect: Creates a designated area that lasts for 12s and heals friendly targets that step inside every 3s. Cure potency: 80.
    12 Remedy Dart - Removes a single detrimental effect from target.
    15 Stim Dart - Grants a healing over time effect with cure potency of 200 for 9s. Cooldown: 30s.
    18 Phoenix Pinion - Resurrects target in a weakened state. 6s cast time.
    22 Aimed Shot - Delivers an attack with a potency of 190. Cast time: 1.5s.
    26 Preparation - The next ability activates instantly. Cooldown: 90.
    30 Advanced Potion - Restores target's HP. Cure potency: 600. 3s cast time. Requires Medic's Kit.
    34 Tranquilizer Dart - Puts target to sleep for 30s. Damage taken cancels the effect. Cooldown: 15s.
    38 Revitalizer - Restores own TP over time. Duration: 15s. Cooldown: 60s.
    42 Receptiveness - Increases target's HP restored by spells or actions by 15% for 15s. Cooldown: 90s.
    46 Tar Bomb - Covers target in tar, reducing their movement and attack speed by 10% for 15s. Additional effect: Creates a designated area at target's feet that afflicts all who enter with Weight. Duration: 15s. Cooldown: 60s.
    50 Pluto Concentrate - Reduces target's damage taken by 20% for 10s. Cooldown: 120s. Cannot be reused on an individual for 60s from when the effect wears off.

    Traits
    08 Enhanced Dexterity
    14 Potion Residue - Your healing potions have a 10% chance of leaving residue on target, increasing the healing received from the next Basic Potion or Advanced Potion by 10%. Duration: 10s.
    16 Enhanced Dexterity II
    20 Maim and Mend
    24 Enhanced Dexterity III
    28 Impact Casing - When a target under the effect of Stim Dart takes direct damage, Stim Dart is consumed and target receives the full heal amount.
    32 Enhanced Remedy Dart - When Remedy Dart removes a detrimental effect, it also restores target's HP. Cure potency: 50.
    36 Hasty Preparation - Reduces the cooldown of Preparation to 60s.
    40 Maim and Mend II
    44 Enhanced Toxic Dart - Extends the duration of Toxic Dart to 24s.
    48 Enhanced Revitalizer - Revitalizer now also reduces the TP cost of all healing abilities by 50%.

    Job Abilities
    30 Catalyst - Applies an alchemical mixture that reacts to effects present on target. Cooldown: 15s.
    -----Potion Residue - Restores target's HP. Cure potency: 300. Consumes Potion Residue.
    -----Toxic Dart - Delivers an attack with a potency of 200.
    -----Tar Bomb - Causes target to explode, dealing fire damage to target and nearby enemies with a potency of 120. Consumes Tar Bomb.
    35 Conic Blast - Deals damage to targets in a cone before you with a potency of 110.
    -----Medic's Kit: Restores HP to self and party members in a cone before you. Cure potency: 300. Cast time: 3s.
    40 Corrosive Acid - Reduces target's resistance to damage by 10% for 10s. Cooldown: 120s.
    45 Potion Bomb - Restores own HP and HP of all nearby party members. Cure potency: 300. Cooldown: 30s.
    50 Megalixir - Restores 50% of own and party members' max HP over 12s. Cooldown: 180s. Requires Medic's Kit.
    52 Volatile Mixture - Causes target to take additional fire damage with a potency of 50 whenever they take direct damage for 15s. Cooldown: 180s.
    54 Primer - Causes the effect of the next reaction triggered by Catalyst to also affect allies or enemies near target if the effect is Potion Residue or Toxic Dart. Increases the damage dealt by Tar Bomb's Catalyst reaction to 200 potency. Duration: 10s. Cooldown: 90s.
    56 Double Load - Causes your weapon to fire two of the next Stim Dart or Toxic Dart. The effects are applied independent of each other on target. Duration: 10s. Cooldown: 180s.
    58 Sedative Dart - Reduces target's damage dealt by 10% for 10s. Cooldown: 90s.
    60 Mad Alchemist's Potion - Applies one of three possible buffs on target for 20s. Cooldown: 90s.
    -----Vigor: Attack Up 10%
    -----Alacrity: Speed Up 10%
    -----Ferocity: Critical Hit Rate Up 10%


    Limit Break - Ultralixir

    Notes
    - I'm aware this does not fit in because the overall theme of Heavensward is "new ideas entering a mentally-closed society".
    - CHM is built around heals that sort of build off each other and skills that react to each other. I've used CNJ's skill spread as a base and worked off that for the sake of pacing.
    - Medic's Kit is basically the reverse of Cleric Stance, in that it puts you in healer mode with the needed penalties to balance out CHM's healing output. As such, a CHM out of healer stance is not going to have access to certain skills and have very weak heals.
    - Because CHM uses TP, I figured it would need abilities that helped its upkeep (hence access to Invigorate and Revitalizer). I may still need to put in additional TP recovery skills, or maybe have Medic's Kit increase the amount of TP recovered while in combat.
    - All "Dart" skills are instant and can be used while moving. Steady Shot can also be used while moving.
    - Impact Casing is meant to help with tank healing, while the HoT portion of Stim Dart would work on a DPS or the other healer since they're usually not getting hit in the face. I was thinking of doing something like Stim Dart but AoE or affect the whole party, but that got a bit weird.
    - For those that may not remember, Pluto is the substance the antagonist in the PGL questline smoked to become resistant to damage.
    - Potion Residue is there to set the foundation for reactions. The effect is consumed if you use a potion on someone with Potion Residue or use Catalyst on that party member.
    - It might be a bit OP for a healer to have 20% damage taken reduction AND 10% enemy damage reduction, but I feel it would be good utility. Of course, both are on lengthy cooldowns.
    - The debuff from Pluto Concentrate is there to discourage raids stacking CHMs.
    - Mad Alchemist's Potion can be replaced with a big AoE heal if needed, but I felt it fit the theme of CHM better. That and I can picture the effect for Mad Alch potion include your character cackling madly as they throw the potion at the target party member.
    (0)
    Last edited by Duelle; 09-08-2016 at 01:10 PM.
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  3. #53
    Player
    Nalien's Avatar
    Join Date
    Oct 2012
    Posts
    3,784
    Character
    Taisai Jin
    World
    Twintania
    Main Class
    Lancer Lv 64
    Quote Originally Posted by Balipu View Post
    Well looks like almost everyone includes Dancer and Red Mage.
    Red Mage also has a good chance cause it is a very iconic class. Plus a we need a dps that uses swords. The icon for DPS is a sword for crying out loud. It's irritating that our two sword jobs are tanks.

    So, Yoshida please take a hint. We want dancer and red mage.
    If we don't get Red Mage in 4.0, I'm going to riot... They've held that cover of the Art of Eorzea over me for too long... Perhaps there intent was just to have two Paladins on the cover, but you show me a sleek sword like that? I'll shout Fencer and I'll shout Red Mage! I want that rapier with an unholy passion, if I'm to be denied it for another year or two... Mrgrgr!
    (0)

  4. #54
    Player
    Balipu's Avatar
    Join Date
    Sep 2014
    Location
    Gridania
    Posts
    2,084
    Character
    Tea Mysidia
    World
    Phoenix
    Main Class
    Rogue Lv 90
    Quote Originally Posted by Nalien View Post
    If we don't get Red Mage in 4.0, I'm going to riot... They've held that cover of the Art of Eorzea over me for too long... Perhaps there intent was just to have two Paladins on the cover, but you show me a sleek sword like that? I'll shout Fencer and I'll shout Red Mage! I want that rapier with an unholy passion, if I'm to be denied it for another year or two... Mrgrgr!
    Don't worry. The rising event hinted at a sword wielding job, Ilberd (who is from Ala Mhigo) showed some red mage like abilities in the past, and 4.0 will be set in Ala Mhigo (140% sure of this). I'm guessing red mage and puppet master now, with dancer and samurai comming in 5.0 with Othard.
    (0)

  5. #55
    Player
    Mature's Avatar
    Join Date
    Aug 2013
    Posts
    1,784
    Character
    Mature Rudlum
    World
    Ultros
    Main Class
    Arcanist Lv 70
    ORACLE
    GEOMANCER
    CALCULATOR
    (0)

  6. #56
    Player
    Blackcanary's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lermosa
    Posts
    869
    Character
    Rogue Fuki
    World
    Shiva
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by Mature View Post
    ORACLE
    GEOMANCER
    CALCULATOR
    What does a Oracle do and also what does a calculator do as a job?
    (0)

  7. #57
    Player
    Alacran's Avatar
    Join Date
    Mar 2011
    Posts
    964
    Character
    Maeror Montealvo
    World
    Sargatanas
    Main Class
    Dark Knight Lv 100
    There have been allusions to Lancer's of Ala Mhigo before, should we be actually going to the afore mentioned city state it would make sense to have a Templar introduced as a Tank job split off from the LNC class. The combination Spear and Shield is one of the oldest weapon sets in human history and has been found in many cultures through out the world. Surely a weapon system adopted by the African, Chinese, Greek, Native American, Roman and many others deserves some consideration.
    (0)

  8. #58
    Player
    CaptainLagbeard's Avatar
    Join Date
    Aug 2013
    Posts
    2,450
    Character
    Rhaya Jakkya
    World
    Odin
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Blackcanary View Post
    What does a Oracle do and also what does a calculator do as a job?
    Calculator was a class in FF Tactics, retranslated as Arithmetician, used a bunch of math to target people with spells through things like Level X (spell).

    That one doesn't exactly have a place in an MMO...
    (1)

  9. #59
    Player
    File2ish's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    839
    Character
    Olwen Mercier
    World
    Coeurl
    Main Class
    Red Mage Lv 90
    Red Mage and Dancer are the two I most want in the game. I've seen both suggested as healers and damage dealers (and have made forum posts about how they might work in the realm of FFXIV in the past), and it honestly could work either way with how past iterations of the jobs have worked.

    Geomancer would be a nice edition to the game as well. Though the mechanics of the job might differ greatly from past iterations. (FFT it was mainly damage for different types of terrain if I recall, and in FFXI geo was a healer). Not sure how they might implement it in XIV, probably tied to the conjurer's guild and padjal because of the elementals.
    (1)

  10. #60
    Player
    ADVSS's Avatar
    Join Date
    Mar 2016
    Posts
    2,397
    Character
    Advent Shadowsoul
    World
    Zalera
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Blackcanary View Post
    What does a Oracle do and also what does a calculator do as a job?
    Oracle(mystic) was a buffer/debuffer casting job in the tactcs series
    http://finalfantasy.wikia.com/wiki/Mystic_(Tactics)
    Calculator used pretty much any spell(kind of a sage) but the drawbacks were to put parameters in like level 3 death etc instead of directly targetting your allies or enemies(drawback, healing your foes, or using death on allies)
    (0)

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