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  1. #1
    Player
    Leidiriv's Avatar
    Join Date
    May 2015
    Location
    Limsa Lominsa
    Posts
    191
    Character
    Leidri'sae Bherre
    World
    Siren
    Main Class
    Red Mage Lv 80

    Job Concept: Medicus (Chemist, kinda)

    Story: In an effort to prove Pureblood Garlean supremacy, certain factions among the Optimates endeavored to create a method of sustaining troops on the battlefield to phase out the need for savages to wield magicks. Luckily for those attempting to push into Garlemald, the designs for this equipment were intercepted by Populares spies and distributed to the Garlond Ironworks to better arm the Eorzean soldiers.

    Now, with war swiftly approaching, the Medicus steps out onto the battlefield in earnest. Finally, Garlean ingenuity has managed to surpass magickal healing in its traditional role on the battlefield, and a new era of warfare is upon us.


    Weapon: Two-handed hand cannon attached by a series of tubes to the Synthesis Chamber, a glass canister worn on the Medicus’s back.

    Limit Break: Mega-Phoenix - The Synthesis Chamber overclocks, creating a powerful Phoenix Down that gets launched into the air, creating a large ball of light, from which smaller balls of light drift down onto the party, fully reviving them

    Mechanics:
    Solutions: Certain weaponskills and abilities apply Solutions to yourself and your party members. A character can only have 5 Solutions at once, and Solutions are spent on Aetherochemical Charge/Pulse, Dark Matter, Soothing Pulse, and Clinical Trial.

    Feedback: Consuming Solutions causes toxic waste to build up in your Synthesis Chamber, increasing your Feedback Gauge. You can have up to 200 Feedback at once, and Feedback is spent on Caustic Spray and Refreshing Spray.

    Actions:
    Noiseblaster: Deliver an attack with a potency of 180/200/220/240
    Cast time: 2s | Recast time: 2.5s | Range: 25y | 400 MP | Weaponskill
    Level 1 MED

    Debilitator: Deliver an attack with a potency of 80.
    Additional effect: Deals damage over time with a potency of 30/40/50.
    Duration: 30s
    Cast time: instant | Recast time: 2.5s | Range: 25y | 400 MP | Weaponskill
    Level 2 MED

    S-Potion: Restores the target’s HP.
    Cure Potency: 430
    Additional Effect: Applies 2 Solutions to the target.
    Cast time: 2s | Recast time: 2.5s | Range: 30y| 400 MP | Weaponskill
    Level 4 MED

    M-Potion: Restores the target’s HP and the HP of all party members near the target.
    Cure Potency: 250
    Additional Effect: Applies 1 Solution to all affected party members.
    Cast time: 2.5s | Recast time: 2.5s | Range: 25y | Radius: 8y | 800 MP | Weaponskill
    Level 10 MED

    S-Phoenix: Resurrects the target to a weakened state.
    Cast time: 8s | Recast time: 2.5s | Range: 25y | 2400 MP | Weaponskill
    Level 12 MED

    S-Elixir: Restores the target’s HP.
    Cure Potency: 600
    Additional Effect: Applies 3 Solutions to the target.
    Cast Time: 2s | Recast time: 2.5s | Range: 30y | 1000 MP | Weaponskill
    Level 30 MED

    Aetherochemical Charge: Consumes all Solutions on the target to create an Aetherochemical Barrier around them that absorbs damage equivalent to a heal of the following potencies.
    1 Solution: 150
    2 Solutions: 300
    3 Solutions: 450
    4 Solutions: 600
    5 Solutions: 750
    Effect does not stack with Galvanize or Nocturnal Barrier.
    Additional Effect: Grants 5 Feedback for each Solution consumed this way.
    Cast time: instant | Recast time: 10s | Range: 30y | Ability
    Level 30 MED

    Aetherochemical Pulse: Consumes all Solutions on self and all nearby party members to create an Aetherochemical Barrier around each one that absorbs damage equivalent to a heal of the following potencies.
    1 Solution: 85
    2 Solutions: 170
    3 Solutions: 255
    4 Solutions: 340
    5 Solutions: 425
    Effect does not stack with Galvanize or Nocturnal Barrier.
    Additional Effect: Grants 2 Feedback for each Solution consumed this way.
    Cast time: instant | Recast time: 10s | Radius: 15y | Ability
    Level 35 MED

    M-Elixir: Restores the target’s HP and the HP of all party members near the target.
    Cure Potency: 450
    Additional Effect: Applies 2 Solutions to all affected party members.
    Cast time: 2.5s | Recast time: 2.5s| Range: 30y | Radius: 8y | 1300 MP | Weaponskill
    Level 40 MED

    Red Fang: Delivers a fire-aspected attack to the target and all enemies near the target with a potency of 80.
    Additional Effect: Burn
    Burn Potency: 20
    Duration: 15s
    Cast time: instant | Recast time: 2.5s | Range: 15y | Radius: 6y | 600 MP | Weaponskill
    Level 45 MED

    Caustic Spray: Delivers damage over time to all enemies in a cone before you.
    Potency: 150
    Duration: 10s
    Additional Effect: Continually applies Solutions to yourself and all party members in a cone before you.
    Additional Effect: Restores 300 MP upon execution.
    Effect ends upon using another action or moving (including facing a different direction).
    Cancels auto-attack upon execution.
    Cast time: instant | Recast time: 2.5s| Range: 12y | Radius: 12y | Weaponskill | 50 Feedback
    Level 50 MED

    Holy Water: Blesses an area with holy water, increasing the healing received by all party members who enter the area by 15%.
    Additional Effect: Applies a Solution to all affected allies every 3s.
    Duration: 30s
    Cast time: instant | Recast time: 80s | Range: 30y | Radius: 8y | Ability
    Level 52 MED

    Balm of Garlemald: Restores own HP and the HP of all nearby party members.
    Cure Potency: 300
    Additional Effect: Applies 2 Solutions to all affected party members.
    Cast time: instant | Recast time: 40s | Radius: 15y | Ability
    Level 56 MED

    Transfusion: Grants healing over time effect to target.
    Cure Potency: 300
    Duration: 15s
    Additional Effect: Applies 1 Solution to the target every time they are healed by this ability.
    Cast time: instant: Recast time: 60s | Range: 30y | Ability
    Level 58 MED

    Dark Matter: Consumes all Solutions on the target to deliver an attack to all enemies near them with a potency based on how many Solutions were consumed.
    1 Solution: 75
    2 Solutions: 150
    3 Solutions: 225
    4 Solutions: 300
    5 Solutions: 375
    Additional Effect: Grants 5 Feedback for every Solution consumed this way.
    Cast time: instant | Recast time: 40s | Range: 25y | Radius: 6y | Charges: 2 | Ability
    Level 60 MED

    Hero Drink: Reduces the damage that the target takes by 35%.
    Duration: 6s
    Cast time: instant | Recast time: 180s | Range: 30y | Ability
    Level 62 MED

    Bacchanalian Infusion: Increases the Direct Hit Rate of self and all nearby party members by 20%.
    Duration: 15s
    Cast time: instant | Recast time: 120s | Radius: 15y | Ability
    Level 64 MED

    Lilith’s Kiss: Delivers an attack with a potency of 60.
    Additional Effect: Damage over time
    Potency: 40
    Duration: 30s.
    Additional Effect: Grants 1 Feedback every time Lilith’s Kiss deals damage.
    Level 66 MED
    Cast time: 1.5s | Recast time: 2.5s | Range: 25y | Weaponskill
    Level 66 MED

    Experimental Reagent: Applies 5 Solutions to self and all nearby party members.
    Additional Effect: Resets Aetherochemical Charge and Aetherochemical Pulse recast timers.
    Cast time: instant | Recast time: 120s | Radius: 15y | Ability
    Level 70 MED

    Refreshing Spray: Delivers healing over time to self and all party members in a cone before you.
    Cure Potency: 120
    Duration: 10s
    Additional Effect: Continually applies Solutions to self and all party members in a cone before you.
    Additional Effect: Restores 300 MP upon execution.
    Effect ends upon using another action or moving (including facing a different direction).
    Cancels auto-attack upon execution.
    Cast time: instant | Recast time: 2.5s| Range: 12y | Radius: 12y | Weaponskill | 50 Feedback
    Level 72 MED

    Inferno Fang: Delivers a fire-aspected attack to the target and all enemies near the target with a potency of 90.
    Additional Effect: Burn
    Burn Potency: 30
    Duration: 12s
    Cast time: instant | Recast time: 2.5s | Range: 15y | Radius: 6y | 600 MP | Weaponskill
    Level 74 MED

    Soothing Pulse: Consumes all Solutions on self and all nearby party members to restore HP based on the number of Solutions consumed on each target.
    Cure Potency with 1 Solution: 70
    2 Solutions: 140
    3 Solutions: 210
    4 Solutions: 280
    5 Solutions: 350
    Cast time: instant | Recast time: 10s | Radius: 15y | Ability
    Level 76 MED

    Unstable Compound: Gradually increases your Feedback Gauge.
    Duration: 15s
    Effect ends upon using another action or moving (including facing a different direction).
    Cancels auto-attack upon execution.
    Triggers the cooldown of weaponskills upon execution. Cannot be executed during the cooldown of weaponskills.
    Cast time: instant | Recast time: 60s | Ability
    Level 78 MED

    Clinical Trial: Consumes all Solutions on the target.
    Additional Effect: Grants 10 Feedback for every Solution consumed this way.
    Cast time: instant | Recast time: 10s | Range: 25y | Ability
    Level 80 MED


    Traits-
    Magiteknical Synthesis: Swiftcast now affects your Weaponskills.
    Level 18 MED

    Maim and Mend: Increases base action damage and HP restoration by 10%
    Level 20 MED

    The Perfect Mix: Certain Weaponskills and Abilities apply Solutions to their targets. Max 5 Solutions per party member.
    Level 30 MED

    Maim and Mend II: Increases base action damage and HP restoration by 30%
    Level 40 MED

    Toxic Feedback: Consuming Solutions now increases your Feedback.
    Level 50 MED

    Deafening Blast I: Increases Noiseblaster’s potency to 200.
    Level 54 MED

    Virophage I: Increases the damage over time potency of Debilitator to 40.
    Level 66 MED

    Deafening Blast II: Increases Noiseblaster’s potency to 220.
    Level 68 MED

    Fang Mastery: Upgrades Red Fang to Inferno Fang.
    Level 74 MED

    Virophage II: Increases the damage over time potency of Debilitator to 50.
    Level 74 MED

    Deafening Blast III: Increases Noiseblaster’s potency to 240.
    Level 74 MED
    (5)
    Last edited by Leidiriv; 12-01-2019 at 02:04 PM.

  2. #2
    Player
    IndyRevolutions's Avatar
    Join Date
    Aug 2019
    Posts
    8
    Character
    Azure Revolutions
    World
    Adamantoise
    Main Class
    Samurai Lv 80
    I'm surprised nobody else has replied to this thread yet. I really like the idea of applying resource stacks to your teammates which you can spend on heals or shields. DPS took some damage? regens! Tank about to eat a tankbuster? Shields! Plus, I'm a sucker for technology based jobs. Really do hope the XIV team see this thread.
    (1)

  3. #3
    Player
    Leidiriv's Avatar
    Join Date
    May 2015
    Location
    Limsa Lominsa
    Posts
    191
    Character
    Leidri'sae Bherre
    World
    Siren
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by IndyRevolutions View Post
    I'm surprised nobody else has replied to this thread yet. I really like the idea of applying resource stacks to your teammates which you can spend on heals or shields. DPS took some damage? regens! Tank about to eat a tankbuster? Shields! Plus, I'm a sucker for technology based jobs. Really do hope the XIV team see this thread.
    Thanks! I'm glad you enjoy the class concept, man. Is there anything you'd like to see adjusted to make the gameplay flow a bit better, or is it about right in your opinion?
    (0)

  4. #4
    Player
    Mansion's Avatar
    Join Date
    Aug 2018
    Location
    Gridania
    Posts
    1,978
    Character
    Mansion Viscera
    World
    Louisoix
    Main Class
    Sage Lv 100
    I like it too!

    I have two comments:
    - Dark Matter is a good ability, and I guess it is most likely to be used on the tank but it might pe problematic in its design if you want to use it on any party member that has higher Solution stacks but is out of range of enemies. Maybe make it work like <tt> macros: turn the solution stacks into an attack delivered to the target's target? Or have Dark Matter convert the current Solution stacks in Feedback, and then add a Feedback spender, directly targeting enemies in a small AoE?
    Regardless, the idea of turning your party membrs into mines is cool!
    - I think you would need to have a HUD element to have a better overview of available stacks of Solution to be used. Sometimes buff icons are messy to read within a fight, so either have some kind of count of how much is available, or a faint glow with 5 intensities on party members that the Medicus would be the only one to see.

    Great work anyway
    (0)