Quote Originally Posted by KamikazeMan View Post
The only thing I can disagree with is Ether and Elixir. The cooldown on those should be set to about 2 mins, imo. Or else they can easily be spammed and those regenerating MP actions that CNJ and THM have would be rendered useless to somebody with stacks of Ether and Elixirs.

Everything else seems pretty good, imo. Hell, Personally I think (didn't read it all. not sure if it was mentioned) that Alchemist should get a job like the fighting and magic classes are. It should become a Chemist and assist in battle by throwing items out to allies to heal and buff them. Perhaps some of the skills can involve making an item on the spot (wouldn't take nearly as long as crafting) and throwing it to its target. Being a Chemist could also gives items enhanced effects, such as 50% more HP gets healed when throwing potions, 25% extra MP gets restored if you follow an Ether throw after a Potion throw (combo system).
Maybe make it so your pouch can only hold 1 of the 3 types? Potion, Ether or Elixir. After looking at the cooldown of the MP ones again I can see what you mean by someone having access to & spamming x12 Ether & x12 Elixir with that short cooldown, so yeah I agree it needs to be increased or the amount of MP decreased. Once engaged though you cannot access anymore than x12 during a boss fight & even in Strongholds someone pretty much always has agro on something.

I don't want to see them spammed/used as a primary means, but at the same time I want them there when it counts with enough juice to make it worth doing & also for that FF feel. I really do miss the whole poping items thing mid fights XP, so I'm sure a balance of multiple types of items can be achieved.

I don't see Alchemist fighting at all, but I do like the whole poping an item inside a combo for an additional % or maybe even turns said item into an AoE :P. Good stuff ^^