Quote Originally Posted by Cyrocco View Post
As for the idea of Chemist proposed here, I think a primary complaint from the amount of resources required just for basic healing.
Basic Potion (Heal 1) **Consumes 15% of “MP”**
Airborne Medicine (AoE Heal, Regen) **Consumes 25% of “MP”**
Advanced Potion (Heal 2) **Consumes 25% of “MP”**
Healing Ampoule (AoE Heal) **Consumes 35% of “MP”**
Phoenix Pinion (Revive) **Consumes 45% of “MP”**

With the current system, casting GCD heals 2-3 times is as punishing as reviving an ally, casting many damage spells has no impact on your resources, excluding Poisoned Syringe. This is a job that could easily maintain DPS through a raid, but when I think of situations like E4S’ Voice of the Land, Tumult, Voice of the Land, Earthen Fury combo, I don’t think it could keep up.
Thanks for the input. I could reduce the cost of stuff across the board or increase energy regen rate to be higher than 4 energy/second. Balancing resources that are spent quickly and regen quickly is admittedly tricky, so I'm sure there's gonna be some more revisions to that system.

As for healing output, I figured Chemical Residue (80 cure potency for 21s) being stackable might help. One scenario that comes to mind is stockpile Primers => Airborne Medicine => Primed Potion => Primed Potion => Megalixir => Propagation => 8 stacks of Chemical Residue (640 cure potency per second XD). On that topic, I'm planning to cap Chemical Residue to 4/5 stacks (total of 320/400 cure potency per second for 21 seconds) and/or modify Propagation so that it doubles the value healed but reduces the duration of the buff by 40/50%. I guess even with these values, the job might need a bit of burst healing (I lack a frame of reference here since I've never done E4S).