Chemist to us is アイテム士 (Item-user) to the japanese. There's not much confusion to be had. I still see healing bullets coming out of that barrel.The trouble with Chemist is Alchemist is already a Disciple of the Hand (crafting), hence having a Discipline of War Job named something similar would probably just confuse players, hence I don't see SE using such a title even if they actually introduce the Job into the game. But apart from that, I like your ideas, they're really logically thought out.
Last edited by Duelle; 12-08-2013 at 03:44 PM.
* 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)
People spend waaaaay too much time thinkin' about this crap.
Seeing that options are (understandably) limited in ARR so far, it's not a bad thing to want more jobs and classes as the game grows.
That said, my issue with Corsair is two-fold. First because Corsair was built on the gambler's mechanics, and as FFXI continued to age the gun became more token and less central to gameplay (until Leaden Salutte and Wildfire entered the game, anyways). The OP's suggestion makes COR pretty much required for raiding, as direct damage buffs of the kind suggested by them are huge. This would not be an issue if we had a 3-tank, 5-healer, 16-DPS raid comp for 24-man raids instead of 3 full parties with two tanks, two heals and four DPS each -- if that had been the case it really would be a matter of balancing numbers and buff potency (assuming we end up getting other jobs that can also cover those spots in a raid). As it is in the OP, we'd get princess CORs a little too soon after liberating ourselves from princess BRDs.
My second issue with COR is more thematic. Because it is a gambler with a token gun, it becomes harder to recognize the job if you were to push it in a different direction. Mechanically you can make it a ranged DPS that focuses on muskets (its parent class being musketeer and everything) but that clashes with what we expect from pirates (which Corsair is another word for). The job could be mechanically-sound but then become iconoclastic.
I get that dressing like a pirate is cool and everything, but without proper context it becomes a guy dressed like a pirate but doing something that clashes with what you'd expect from one. XI had a similar problem since CORs were doomed to sub WHM and spam cures in the content that mattered.
* 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)
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.