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  1. #41
    Player
    Risvertasashi's Avatar
    Join Date
    Apr 2014
    Posts
    4,706
    Character
    Makani Risvertasashi
    World
    Ultros
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Duelle View Post
    3) The DNC approach - This approach requires Mix to work similarly to how steps do. Activate Mix, then hit buttons. Instead of dealing AoE damage centered on the player the CHM would throw potions at a target, restoring HP within a radius of the target. Each potion/chemical used would restore HP, though some would restore less HP in exchange for applying a regen effect or a damage shield. The positives here is that you get Mix as an ability while restoring HP when you use it (meaning Mix is not taking away from your primary role). The downside is that limiting mix to restoring HP/Regen/damage shield might be seen as too restrictive by certain people, poor timing might leave the CHM vulnerable, and the ability might become too powerful in future content if more chemicals/potions are added for Mix.
    All the ideas are interesting, but I think there's a bit of a nuance to the danger here. There are those that complain good portions of existing healers' kits are useless. Typically people that don't seem to do high end duties, but all the same, these complaints exist.

    If Mix ends up effectively being some sort of high end aoe healing, akin to White Mage's PI or AST's Horoscope, it might get similar complaints, and might not see much use outside of savage content. On the flipside, if it could be used as an oGCD single target regen, that would be useful in anything.

    -

    For the others: The dualcast approach would be nice for weave opportunities. Although who knows how much CHM might actually need them. The resource generation approach... well, it could be oGCD to avoid the "you have to stop healing thing", and it could be chemist's answer to abilities like Thin Air/Light Speed/Recitation.
    (0)

  2. #42
    Player
    cold52's Avatar
    Join Date
    Dec 2014
    Posts
    54
    Character
    Shodeku Hitsuma
    World
    Midgardsormr
    Main Class
    Dark Knight Lv 90
    you could also take a new approach and utilize the fact its named item thrower in Japanese.

    take a resource approach, have mp instead be used solely to generate resources, heals are instant but all use resources to make up for lack of a cast time.

    from there take a new approach to ground aoe's have an ability or two that can stay on the ground and picked up on the targets convenience (like for example a damage boost that applies to the next gcd used).

    also to further separate chemist you could use a sort of totem system the chemist could used for a quick resupply or an auto heal that uses a potion every so often.

    as for the mix skill could just make something simple and go with what is essentially stances each one applying a different effect and can have multiple stances on too apply something different from the 4.

    of course those are just random ideas, would need time to come up with a solid concept and turn them into a coherent job
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  3. #43
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Risvertasashi View Post
    All the ideas are interesting, but I think there's a bit of a nuance to the danger here. There are those that complain good portions of existing healers' kits are useless. Typically people that don't seem to do high end duties, but all the same, these complaints exist.

    If Mix ends up effectively being some sort of high end aoe healing, akin to White Mage's PI or AST's Horoscope, it might get similar complaints, and might not see much use outside of savage content. On the flipside, if it could be used as an oGCD single target regen, that would be useful in anything.
    I guess the best way to put it is that it'd be supplemental. The design I had in mind for that would be Mix as a lv30 ability on a 30s cooldown, with 3 chemicals being usable while Mix is active in the 30-50 range (HP restore, regen, damage shield) and gameplay would involve combining these effects. Then we add a second line of potions to combine with these effects in the 51-70 range. While the effects might be similar, the main appeal is that some create specific effects when used second. One example is Chanterelle Extract (restores HP) and Diluted Treant Sap (restores HP). Both restore HP with a cure potency of 200, but if you use the Sap second you get a reaction that restores additional HP with a cure potency of 400; your total healed from this mix would be 800 potency. Yes, this is OP for an ability on a 30s cooldown, but the numbers can be tweaked.

    Another example is Regrowth Formula Alpha (100 potency regen for 15s) and Regrowth Formula Beta (applies Chemical Residue). Alpha is technically "better" because its regen has higher potency per tick than Chemical Residue (80 cure potency), but if you use Beta second you get the reaction of applying an additional stack of Chemical Residue on all affected targets if they are already affected by Chemical Residue (meaning you'd want to do something like Airborne Medicine => Mix => Regrowth Formula Alpha => Regrowth Formula Beta => stacked HoTs).

    This means that, in theory, you could choose which chemicals to combine at higher levels depending on what's needed. You can use the regrowth formulas if you want to stack HoTs. You could also use Regrowth Alpha followed by Treant Sap to have a 15s HoT and a 600 potency heal.

    I mean, you're not gonna get things that increase damage or decrease damage taken (Pluto Concentrate and Stimulant exist, after all), but I feel it could prove useful since it'd be a boost to healing output without having to burn cooldowns for it.
    (0)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

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