Job Name: Chemist
Job Weapon:Main: Mixing BagSecondary: Aetheric Phial
I. Background/System Changes
Weapon adjustments to accommodate a secondary weapon for another Job.
II. Identity
A medical art form created by Doman apothecaries while occupied by the Garlean Empire. By adopting non-aetherial Medicus technology, and making modifications to the traditional alchemy alembic, traditionally tame medicines with powerful aetheric healing properties became possible.
III. Unique Mechanics
Mix and Diagnostics allow the Chemist to adopt to circumstances as they change, come up with quick solutions, and create potent flammables when the party maintains good health.
IV. Action List[1-80]
Rust [Lv.1]
Action Type [Spell]
[Cost: MP]
Damage Potency: 150
MP: 400
Salve [Lv.2]
Action Type [Spell]
[Cost: MP]
Cure Potency: 300
MP: 300
Acid [Lv.4]
Action Type [Spell]
[Cost: MP]
DoT Potency: 25
MP: 400
Salvisol [Lv. 10]
Action Type [Spell]
[Cost: MP]
AoE Heal Potency: 300
MP: 1000
Phoenix Tailfeather [Lv.12]
Action Type [Spell]
[Cost: MP]
Effect: Revive
MP: 2400
Rust II [Lv.16]
Action Type [Spell]
[Cost: MP]
Damage Potency: 200
MP: 400
Acid II [Lv.25]
Action Type [Spell]
[Cost: MP]
DoT Potency: 35
MP: 400
Salve II [Lv. 30]
Action Type [Spell]
[Cost: MP]
Heal Potency: 600
MP: 800
Mix [Lv.30]
Action Type [Ability]
[Cooldown: 25s]
[Cost: MP, Special Resource]
Effect: Allows for the creation of an oGCD heal with varying properties depending on mixture. Maximum of 2. Repeated ingredients causes Mixture instability, and failure.
Stash [Lv. 35]
Action Type [Ability]
[45s]
[Cost: Special Resource]
Effect: Stores a mixture for later use, allows Mix to start cooldown.
Stash II [Lv. 40]
Action Type [Ability]
[60s]
[Cost: Special Resource]
Effect: Stores a second mixture for later use.
Harmisol [Lv. 45]
Action Type [Spell]
[Cost: MP]
AoE Damage Potency: 130
MP Cost: 600
Observation [Lv. 50]
Action Type [Ability]
[Cooldown: 90s]
Effect: Marks a party members initial HP % at time of cast. Changes to Diagnosis after use.
Diagnosis [Lv. 50]
Action Type [Ability]
[Cooldown: 90s shared with Observation]
Effect: Marks the positive or negative difference in HP % at time of cast.
Vaccinate / Terminate [Lv. 50]
Action Type [Ability]
[Cooldown: 30s]
[Cost: Damage/Recovery Value stored by Obs/Dia]
Effect: Crafts a compound based on Diagnosis. If target net lost HP %, becomes Vaccinate, recovers 30% of health lost. If target net gained HP %, becomes Terminate, deals scaling damage according to how much HP was lost.
Aerosolic Application [Lv. 54]
Action Type [Ability]
[Cooldown: 60s]
[Cost: MP, Special Resource]
Effect: Dispense a mixture in an aerosol AoE form.
40% Potency
50% Duration
Rust III [Lv. 56]
Action Type [Spell]
[Cost: MP]
Damage Potency: 250
MP Cost: 400
Acid III [Lv. 58]
Action Type [Spell]
[Cost: MP]
DoT Potency: 45
MP Cost: 400
Aetherial Stabilization [Lv. 60]
Action Type [Ability]
[Cooldown: 120s]
[Duration: 10s]
Effect: Allows mixtures of a single ingredient to be Mixed and Stashed, Mix cooldown reduced to 1s.
Stash III [Lv. 62]
Action Type [Ability]
[Cost: Special Resource]
[Cooldown: 90s]
Effect: Stashes a third mixture.
Overdispense [Lv. 65]
Action Type [Ability]
[Cooldown: 120s]
[Duration: 20s
[Cost: MP, Special Resource]
Effect: Increases the aether infused in mixtures, temporarily boosting the potencies of stashed Mixtures, but Mixtures become less effective with consecutive use.
+20% Potency Base
-20% After Mix and all 3 Stashes used.
Prognosis [Lv. 68]
Action Type [Ability]
[Cooldown: 180]
[Cost: Damage/Recovery Value stored by Obs/Dia]
Effect: If net HP % decrease, prepares an MP regen kit, usable on any party member. If net HP % increase, prepares a damage mitigation kit, usable on any party member
Mix + [Lv. 70]
Action Type [Ability]
[180s]
[Cost: Special Resource]
Effect: Fills Mix, Stash, Stash II, and Stash III with previously Mixed medicine. Not effected by Mixtured created with Aetherial Stabilization.
Rust IV [Lv. 72]
Action Type [Spell]
[Cost: MP]
Damage Potency: 270
MP Cost: 400
Acid IV [Lv. 72]
Action Type [Spell]
[Cost: MP]
DoT Potency: 55
MP Cost: 400
Rust IV [Lv. 72]
Action Type [ Weaponskill, Ability, Spell]
[Cooldown if any]
[Cost: MP, Special Resource]
Effect: Action Effect
Triage [Lv. 72]
Action Type [Ability]
Marks current HP % of all party members, increasing heal potency on each one in accordance with missing vitality, for a single heal.
Cottage Mote [Lv. 76]
Action Type [ Weaponskill, Ability, Spell]
[Cooldown: 120s]
Effect: Restores a large amount of HP for melee roles or a large amount of MP for caster roles. Single target.
Hi-Mix [Lv. 80]
Action Type [Ability]
[120s]
Effect: Allows for the creation of an oGCD heal with varying properties depending on mixture. Uses rare components already infused with aether. Maximum of 2. Repeated ingredients causes Mixture instability, and failure.
Trait List [1-80]
Incendiary Byproduct [Lv.40]
Mixture failure results in combustive byproducts, may be Stashed.
Damage Potency: 180
Ya’ll know how Magick and Mend and Mastery work.
Mix Items
Decided to change the times in the actual post too.
I actually had a lot of fun just thinking about this, it really seems like people can’t post about any topic without it getting bombarded by complaints at this point.



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