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Thread: Make The Healer

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  1. #1
    Player
    Cyrocco's Avatar
    Join Date
    Aug 2015
    Location
    Wingardium Lominsaaa
    Posts
    266
    Character
    Lutemis Rangar
    World
    Adamantoise
    Main Class
    Lancer Lv 10
    Job Name: Chemist
    Job Weapon:
    Main: Mixing Bag
    Secondary: 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.
    (3)
    Last edited by Cyrocco; 07-18-2019 at 06:25 PM.

  2. #2
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by Cyrocco View Post
    Job Name: Chemist
    Job Weapon:
    Main: Mixing Bag
    Secondary: Aetheric Phial

    .
    This feels like a healing ninja, with the focus on mixing ingredients, only this rabbit explodes. I like it. The abilities that further alter them are a nice touch, a bit of mad scientist mixed in there as well.
    (1)

  3. #3
    Player
    Hatstand's Avatar
    Join Date
    Jun 2019
    Posts
    307
    Character
    Jenny Davar
    World
    Kujata
    Main Class
    Weaver Lv 70
    Quote Originally Posted by Cyrocco View Post
    Job Name: Chemist Snip
    I absolutely love this. It grates against the current design philosophy, because its main resource can be used for both healing and damage, but that's a good thing.
    (1)

  4. #4
    Player
    Cyrocco's Avatar
    Join Date
    Aug 2015
    Location
    Wingardium Lominsaaa
    Posts
    266
    Character
    Lutemis Rangar
    World
    Adamantoise
    Main Class
    Lancer Lv 10
    Quote Originally Posted by Kabooa View Post
    This feels like a healing ninja, with the focus on mixing ingredients, only this rabbit explodes. I like it. The abilities that further alter them are a nice touch, a bit of mad scientist mixed in there as well.

    Quote Originally Posted by Hatstand View Post
    I absolutely love this. It grates against the current design philosophy, because its main resource can be used for both healing and damage, but that's a good thing.
    Bahaha, tyty. I wanted to go with higher cooldowns to compensate for the ability to save options for later usage, and took inspiration from The Smith healer quests for the kit itself, I felt an easier way to promote DPS from more reluctant healers was for their primary kit to offer a reward for healing, or be adaptable to large amounts of downtime, making DPS more interactive.
    (0)