
Originally Posted by
ADVSS
And its very true those two did perfectly well as a pair yet we have to have raid teams of2 tanks 4dps 2 healers, adding a third tank and a third healer really shakes the tree so I want to be a bit real here and ask what would you have done for a third healer?
Depends. If I had been there during the design meeting and everyone was hellbent on AST entering the game, I'd say HoTs. HoTs all day every day; if the job absolutely must have Nocturnal and Diurnal Sects, have the job cycle between the two through spell use (say that casting 4 Benefics will shift you from one to the other), some utility with minor bonuses per sect and a skill that does a beneficial party effect and switches you to the opposite sect. There's other adjustments that would need to be made, but it's a start.
If I had been given carte blanche, on the other hand...
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.