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.

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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.