
Originally Posted by
Archwizard
You're talking in circles and ignoring my responses. I already explained that 14's AST is related to Astrologer from FF Tactics in name only. Stop acting like they magically conjured another dozen or so additives for it from thin air, when you know they just renamed Time Mage.
Who said anything about conjuring things to make XIV's AST? Aside from the card gimmick, the bulk of the skills and mechanics for AST were taken from XIV's WHM and SCH. What I'm saying is that SE went and built AST instead of letting themselves get stuck at Galaxy Stop/Celestial Stasis. By the same token, neither they nor we should get stuck on the Mix command when discussing Chemist.
The unique job resources are built resources that determine the flow of the rotation. MP is used as a spender and
limiter for each job that uses it, so that they're not just reliant on CDs for their strongest heals. In the hands of a WHM it keeps them from just spamming Cure II/III, Medica II and Raise, and encourages them to use more efficient forms of healing like Cure and the Afflatus line. Also, jobs in other roles don't have their spender resource gain determined by an unavoidable gear stat -- partly because TP was removed.
Indeed. This, however, does not have anything to do with what I suggested. If you're looking for an analogue to how I picture Tool Energy (I really wish I could come up with a better name) would work, I'll point to Energy as used in WoW and Energy as used in SWTOR. Both are resources spent and recovered relatively quickly, with SWTOR having a penalty to energy regen to punish spamming of abilities that consume energy. While WoW does not use this for any healer, SWTOR does on for the Smuggler (Sawbones spec) and Imperial Agent (Medicine spec).
Then why would it even have a ranged weapon.
Aesthetics and an explanation for being able to launch things from a distance; I did mention things like darts/syringes, which would justify the job having a firearm as a main weapon or as a sidearm. Also, not all firearms have to work at the same speed as MCH's guns, and in the case of CHM I'd expect something that shoots a heavier payload and takes longer to reload, making firing the thing willy nilly very inefficient at best and a waste of ammo (in-world) at worst.
Look, here's the problem: You are still arguing aesthetics and cosmetics as a response to lack of mechanics.
When did we shift to a strict discussion on mechanics? I presented ideas and contested the claims that Chemist can't be implemented as a healer. I've provided rough examples for gameplay and mechanics (I haven't sat down and done a write up on it...yet), so I'm not sure what more you'd like. If you want a full ability write up with gameplay and traits, I ain't got one this time.
That said, I guess I can try to indulge you.
General gameplay for Chemist at the baseline would be similar to that of the other healers, in that it would have cast times to use heals. The cast times in-game would be preparation times for alchemical potions and solutions used to restore HP and perform other functions. As we know, chemical processes have byproducts that can't be used as part of whatever it is that you're making. The medical tool(s) CHM uses capture these byproducts and refine them into Primers.
This means that CHM has two resources to deal with. Tool Energy for the preparation of potions (again, a resource that is consumed quickly but also recharges quickly), and Primers (a resource generated over time by preparing potions). The UI for CHM would have the Tool Energy Bar and four bottle-shaped icons along the bottom to indicate any primers accumulated. Unlike the Lilies or Astral Fire/Umbral Ice, Primers are generated piecemeal over the course of a fight rather than by singular abilities. The way the game shows this is that preparing a potion will fill a percentage of a Primer bottle until it hits 100%, at which point the Primer can be spent on specific potions that require them or to empower an existing heal/attack. You could throw in a mechanic that causes potion preparation to sometimes contribute more to the accumulation of a primer or grant a whole primer to use. Like:
Abilities
02 Basic Potion - Restores target's HP. Cure potency: 400. Cast time: 2s. Tool Energy cost: 25. Additional effect: Increases Primer gauge by 15%.
Traits
26 Efficacy - Basic Potion and Advanced Potion have 30% chance to triple their increases to the Primer gauge.
40 Complete Efficacy - Basic Potion and Advanced Potion have a 10% chance to increase your current number of Primers by 1.
As mentioned, Primers can be used on abilities that require them (an AoE heal called Hyper Potion) or to empower existing abilities (Poisoned Syringe becoming Toxic Syringe when combined with a primer). I haven't decided if I want primers to be consumed automatically or add an oGCD ability that applies a primer to the target.
Since we're dealing with potions instead of magic, certain curatives used by Chemists leave residue on their recipients. These can be capitalized on through the use of the ability Catalyst. Mechanics-wise, Catalyst is an ability on a short cooldown (in concept, this is something the CHM would have prepared ahead of time) that can trigger effects on friend or foe depending on the target and what effects/residue might be active. An example would be that an enemy affected of Poisoned Syringe (a DoT effect) would take a burst of damage when Catalyst is used on them. Conversely if used on an ally affected by the single-target HoT Healing Ampoule, the HoT duration is refreshed and the cure potency of the HoT is increased. Other uses (though unlikely now because of what has been done to healers with Shadowbringers) include Catalyst setting the floor patch created by Tar Bomb on fire to deal damage over time (though I'm sure BRDs would complain about CHM getting Flaming Arrow).
That's all for now.
Surprised it took this long to get around to just saying "give them a hammer since MCH doesn't use one."
More like "I want to give it something that can double as a sort of tool but can also be used as a weapon". Personally, I'd lean to the wrench/lever/key. For reference, see the Whirligig Saw from Bloodborne, but with the non-mechanical part being attachable to a medical tool instead of a giant pizza cutter.

Originally Posted by
Brandedblade
Considering the current design of the healers,whether or not we like it, are balanced around having a key set of abilities (namely the load out spread of their gcd spells) I would personally expect chemist to follow suit and just use non magical or magitek like aesthetics. So yeah, I would fully expect for a chemist healer to have a contradictory aesthetic like red mage does, would it be more interesting and fitting to throw them in aiming gear? Yes. Do I expect it considering how SE tries to balance its role? No.
I agree that it's unlikely that SE would venture outside of their current design if they don't have to. That said, my brain wouldn't melt from seeing a healer in Aiming gear or a hybrid like RDM on Striking/Maiming gear provided there's some logic behind it.
As things are right now, we're shackling healers to MP pools and magic, which not only limits our options but is also sort of (and I rarely use this word) boring.

Originally Posted by
Leidiriv
The Medicus
To start, I commend you for solving the conceptual dissonance of the chemist-style healer with MP.
That said, I'm not too comfortable with your "Solution stacks" system. Are your heals tuned around a sort of median (by this I mean, are they tuned expecting your party members to have 3 or 4 stacks when you use the Solution spender instead of full stacks)? Also, do Solutions do anything to your party members while on them?