I aimed for something different than what I've played as a healer over the years, both here and elsewhere. To me, this is a more aggressive healer without being a simple dot and shot. I went with a heavy emphasis on GCD actions, mechanic manipulation, and high impact set ups. While not everything could follow this trend, due to the necessity of requiring some on-demand responses, I think this kit manages to not be over bearing while also allowing a certain amount of lateral thinking.
Job Name: Ironsight
Job Weapon: Firebrand Rifle
I. Background/System Changes
Spellspeed and Skillspeed are consolidated. The haste scaling is unchanged, but a new facet is added to it - Cooldown Reduction, at about 133% the value of the haste. (AKA 15% haste also includes 20% Cooldown Reduction)
II. identity
The Ironsight is a seasoned marksman. They travel alone, selling their services to the highest bidders. Where a hired blade is meant to muscle or intimidate, the Ironsight is paid off for insurance, far away and hidden, providing a quick and clean excision to ensure the client walks away from whatever business they were doing. From the thick forests of Gridania to the dark corners of Ul'dah, many a polite but terse transactions are made, knowing full well a bead is drawn upon those involved, from in front and behind.
Ironsights are versatile and excel when executing a well thought out plan of action.
III. Unique Mechanics
The Ironsight utilizes a variety of ammunition types, each one changing their immediate focus for a short duration. Ironsights come from many walks of life - battle, medicine, exploration, and have designed their ammunition to fit their needs.
As ishgardian technology advances and spreads throughout the land, Ironsights have adapted to the newly developed aetherotransformers, keeping specialized and compact versions that allow them to lob out balls of aether with varied, predetermined effects.
A skilled and varied Marksman, Ironsights are equally adept on the move as they are when able to settle to a perch and ready their shots.
IV. Action and Trait List [1-80]
Flick Shot [Level 1]
Weaponskill
Range: 25y
Cost Optional: 1 Ammunition
Effect: A quick shot. Deals potency. Gains potency when ammo is consumed.
Medicinal Cartridge [Level 4]
Ability
Recast: Short
Effect: Loads six medicinal shells into your rifle. Your Shot actions instead target allies for healing potency.
Ammo Belt [Level 4]
Gauge
The Ammo Belt is now trackable. A six-slot gauge with your current loaded ammo is shown, along with the recast of unloaded Ammo.
Aimed Shot [Level 8]
Weaponskill
Cast: 3.5s
Range: 25y
Cost Optional: 1 Ammunition
Effect: A well aimed shot. Deals high potency. Deals higher potency with ammo consumed.
Blast Cartridge [Level 12]
Ability
Recast: Medium
Effect: Loads six explosive ammo, causing shots to deal 50% of their potency to nearby targets.
Choco-Bomb [Level 15]
Ability
Range: 25y
Cost: Chocobo Aether
Effect: Lob a ball of aether, tuned to the same signature that a friendly Chocobo sends towards well liked friends. Heals for medium potency in a 10y radius.
Bandolier [Level 15]
Gauge
Your current aetherotransformer status is shown here.
Chocobo Recharge time: 15 seconds.
Resuscitate [Level 15]
Action
25y
8s Cast
Effect: Raise target ally with a well placed healing bullet.
What's Good For the Goose [Level 18]
Trait
Effect: When healing a target with Shots, you heal for 50% of that amount.
Buckshot [Level 20]
Weaponskill
Range: 5y
Cost: At least 1 Ammunition
Effect: Expends all remaining ammo. Deals medium potency. Deals more potency per ammo consumed.
Tuck and Roll [Level 24]
Ability
Recast: Medium
Effect: Dive forward 10y out of harm's way.
Vigor Cartridge [Level 30]
Ability
Recast: Medium
Effect: Loads 3 specialized ammo. Shots target allies to heal and reduce the target's active cooldowns by 10 seconds over the next 30 seconds.
Cryo-Bomb [Level 32]
Ability
25y
Cost: Bomb Aether - Recharge time, 60 seconds.
Effect: Fling a ball of aether that explodes on enemies in 10y, dealing moderate potency and inflicting the Slow Status for 15 seconds.
One For The Money[Level 35]
Ability
Recast: Medium
Cost: 1 Ammunition
Effect: Grants yourself 15% increased Haste and Cooldown Reduction for 24 seconds.
Embedding Shot[Level 40]
Weaponskill
1.5s cast
25y
Cost Optional: 1 Ammunition
Effect: A careful shot that embeds the shell into the target without unleashing the stored effect. A target can only have one shell in them per Ironsight at a single time.
Two For the Show[Level 40]
Ability
Recast: Short
Effect: Detonates all embedded shells. Uses the potency value of the previously used weaponskill.
Sidearm [Level 45]
Ability
Recast: Short
Effect: Sidearm's first activation loads it with a shell that is the same as the currently loaded shell. Sidearm's second activation fires the round at moderate potency to your Focus Target, then goes on cooldown.
Pulse Cartridge[Level 50]
Ability
Effect: Loads 1 Pulse ammo into your rifle. This cartridge charges as other cartridges are used and emptied. Four cartridges will fully charge Pulse Cartridge.
All shots are morphed into Hypershot.
Hypershot
Weaponskill
25y
Effect: Strikes all enemies in a 25y x 5y line for high potency and heals all allies for high potency.
Shell Bomb [Level 52]
Ability
25y
Cost: Adamantoise Aether - 60s Recharge
Effect: Lob a ball of aether at the target area, throwing up a protective bubble for 10 seconds. Allies within gain a stacking damage shield every 3 seconds they aren't running.
Double Tap [Level 54]
Trait
Effect: The last ammo in Blaster, Medicinal, and Vigor cartridge causes the weaponskill using it to fire twice. The second shot deals reduced potency.
Three To Get Ready [Level 56]
Trait
Effect: One For The Money can be reactivated within 3 seconds to reduce ammunition down to the last round, granting additional duration per ammo consumed, up to 45 seconds maximum.
Chocobo Mist[Level 58]
Ability
25y
Cost: Chocobo Aether
Effect: Lob a ball of aether, coating the ground in a fine mist for 6 seconds. Those in the mist and who pass through the mist gain a low potency HoT for 30 seconds.
Scatter Shot [Level 60]
Ability
Recast: Long
Effect: The next shot will target all applicable targets within 10y. Does not apply to Hypershot.
Mighty Serum[Level 62]
Ability
25y
Cost: Adamantoise Aether
Effect: Grant ally target 30% damage reduction against the next attack against them within 6 seconds. The target moves 75% slower for the duration.
Four To Go[Level 64]
Trait
Effect: Shells on targets through Embedded Shot gain 5% potency every 3 seconds they are on the target, up to 30% more potency.
Volatile Aura[Level 66]
Ability
25y
Cost: Bomb Aether
Effect: Target ally gains explosive aether for the next 15seconds. Upon using a damaging Ability, the aether explodes to deal 50% of the potency of the Ally's ability to enemies within 10y.
First Responder[Level 68]
Trait
Effect: Medicinal and Vigor Cartridge's first shot is always a Critical Hit.
Crisis Management [Level 70]
Ability
Recast: Long
Effect: Increases the healing potency of your Shots by 20%. Sidearm is considered to be armed with Medicinal ammo, doesn't require loading, and has its recast reduced to 3 seconds. These effects last for 20 seconds.
Double Bandolier[Level 72]
Trait
Effect: Chocobo, Bomb, and Adamantois aether can store up to two charges.
Trick Shot [Level 74]
Weaponskill
25y
Cost: 2 Ammunition
Effect: Hits your target and your focus target for moderate potency. Your Focus target is healed if an ally, damaged if an enemy. If both shots hit the same target, they occur at reduced potency.
Float Like A Dimorph[Level 76]
Trait
Effect: Tuck and Roll grants immunity to most detrimental ground based effects for 3 seconds.
Megalixir[Level 78]
Ability
25y
Cost: 1 Chocobo, 1 Adamantoise, 1 Bomb aether.
Effect: Throws a high density ball of aether at target ally, healing them and all allies within 10y for high potency.
Cold Calculation[Level 80]
Ability
Recast: Medium
Effect: Increases the cast time of the next Shot by 1.5 seconds, but increases its potency by 50%.