Hi, here am I again with another one of my ideas. This is simply what I hope becomes of Musketeer. I realize it's already in development and that none of this may be close in the slightest but it is what I would like to see. It's also how I would like to see Chemist and Corsair brought in as they were both gunslingers in the past.
KEY:
(A) = ability off GCD, (S) = skill on GCD
(editing)
Concept: The Musketeer (MSK) is a dual-wielding pistol shooter. They have some abilities for self-preservation that can be weakly applied to nearby party members via the First Aid skill. A major overhaul has been done to the attacks to abolish a combo system in favor of one where any order of attacks can be used with their effects changing depending on the attacks used prior. This is done via the card system (which also has undergone changes). Only one Active Card can be present and will be overwritten by other attacks that draw cards.Musketeer: They use dual pistols to deal damage from afar. This is done similar to MNK with only equipping one weapon but displays in both hands. Access to healer LB.
Abilities:
1: Split Shot: (S) Delivers a ranged attack with a potency of 110. Active Card: 60% chance of red, 30% chance of yellow, 10% chance of black. TP Cost: 60 Throw Items: The target of your target will receive a 200 potency heal over time (9s). Upon wearing off the recipient cannot be applied with Split Shot for 10s.
2: Stash: (A) Consumes all current TP to allow the stashing of 1 Potion, Hi-Potion, Ironhide Ungent, and Phoenix Down. Recast: 180s. Throw Items: Becomes "Forbidden Stash" which allows for additional items to be stashed as well as the stashing of Remedies, Mega-Potions and X-Potions. Recast: 60s.
2: Stashed Potion: (S) Restores HP with a potency of 380. Self-only. Consumes 1 Potion stash. Throw Items: Can be used on others. Cast Time: 2.5s. Range: 25y.
4: Hot shot: (S) Delivers a fire elemental ranged attack with a potency of 90. Card effect: R: applies a 35 potency burn (15s); Y: applies a 40 potency burn (15s); B: applies a 45 potency burn and blind (15s). Active Card: Red Card. TP Cost: 70.
6: First Aid: (A) Restores a party member's HP and MP with a potency of 400. Cannot be used on self. Range: 25y. Recast: 180s.
8: Stashed Ironhide Ungent: (S) Increases defense by 15% (20s). Self-Only. Stacks with Proshell. Throw Items: Increases duration to 30 minutes. Grants effect to party members within 15y. Is overwritten by and overwrites Proshell. Cast Time: 3s.
10: Rapid Shot: (A) Increases auto-attack speed by 50% (15s). Recast: 180s.
12: Last Stand: (S) Delivers a ranged attack with a potency of 150. Card effect: R: 200 potency; Y: 200 potency, 25% chance to critical hit; B: 200 potency and forced critical hit. Active Card: Yellow Card. TP Cost: 90
15: Numbing Shot: (A) Reduces your enmity on selected target. Card effect: R: 15% chance to paralyze target (10s); Y: 50% chance paralyze target(10s); B: paralyzes target (10s). Active Card: Black Card. Throw Items: Self-targeted, enmity accrued on all enemies is lowered. Recast: 180s.
18: Stashed Phoenix Down: (S) Revives target. Cannot be used in battle. Throw Items: Can be used in battle. Cast Time: 8s. Range:25y.
22: Slug Shot: (S) Delivers a ranged attack with a potency of 210. Card effect: R: 160 potency, 10% chance to give Quadruple Shot buff (15s); Y: 160 potency, 50% chance to give Quadruple Shot buff (15s); B: 200 potency and 80% chance to give quadruple shot buff (15s). Active Card: Yellow Card. TP Cost: 80. Recast: 60s.
26: Stashed Hi-Potion: (S) Restores HP with a potency of 620. Self-only. Throw Items: Can be used on others. Cast Time: 2.5s Range: 25y.
30: Sleep Shot: (A) Inflicts target with sleep (30s). Recast: 10s.
34: Sniper Shot: (A) Delivers an attack with a potency of 160. Card Effect: R: Increases critical hit damage by 10% (15s); Y: Increases critical hit rate by 10% (20s); B: Potency 200, Increases critical hit damage and rate by 10% (20s). Active Card: Red Card. TP Cost: 90.
38: Open Fire: (A) Delivers a ranged attack with a potency of 140. Add.Effect: stun (3s). Recast: 20s.
42: Drink: (A) Increases healing effect of stashed items and damage dealt by 20% (10s). Recast: 180s.
46: Quick Draw: (A) Increases Skill Speed by 50% (15s). Recast: 240s.
50: Detonator: (S) Delivers a ranged attack with a potency of 200. Card effect: R: Consumes burns and applies remaining damage; Y: Consumes burns and applies 1.5x remaining damage; B: Consumes burns and applies 2x remaining damage. Card Drawn: Black Card. TP Cost: 200. Recast:20s.
Cards:
Using your weapon skills will force you to draw an Active Card. Only one Active Card can be in use at any one time. New cards will overwrite old cards. If your Active Card is White due to the Corsair's Leaden Salute you will not have a card effect on your next weapon skill and will deal only the base damage/effect.
Traits:
8: Enhanced Dexterity: Increases Dexterity by 2.
14: Enhanced Dexterity II: Increases Dexterity by 4.
16: Enhanced Dexterity III: Increases Dexterity by 6.
20: Potent Potables: Stashed Items will heal for 5% more.
24: Focused Sniper Shot: Adds -25% INT enfeeblement on target to Sniper Shot (20s).
28: Ironwill Ungent: Stashed Ironhide Ungent will now also increase magic defense by 15%.
32: Every Last Drop: If HP is topped off via a Stashed [Item] the overhealed amount is distributed amongst party members within 8y of the target. Members with a greater difference from max HP lost will be prioritized.
36: Enhanced Numbing Shot: Recast lowered to 120s.
40: Second-to-Last Stand: Grants a 50% chance that it will hit twice.
44: Potent Potables II: Stashed items will heal for 10% more.
48: Strong Drink: Recast reduced to 90s.
A lot of their attacks are enhanced with a chance to deal additional hits or spread out damage. Their most unique ability is the Stash command. Upon using the Stash ability they will receive 1 charge of each of their available "Stash [item]" abilities. This prevents the MSK and COR from being able to heal themselves too much/often. The ability is enhanced for Chemist but more on that below. They wear current ARC/BRD gear as their main stat is DEX. They get several debuffing and crowd control abilities via stun, paralyze, DoT and sleep.
Concept: The Chemist (CHM) is a healer that specializes in using its TP to maintain their available item charges via Forbidden Stash. Instead of applying DoT's like SCH and WHM, the CHM will instead be able to auto-attack from afar. When it uses its stance "Pharmacology" it loses the ability to dual-wield pistols and instead gains the use of a bag in their offhand. Having a bag allows them to get more charges for their healing abilities as they have more "room" to hold them but halves the rate at which they would normally auto-attack. While in the Pharmacology stance they receive the buff "Throw Items" which allows the usage of their stashed items on others in exchange for an additional cast time. I want to reiterate that they do not use actual items, they use charges on their abilities.Chemist: Forfits their offhand pistol for a bag. Access to Healer LB. Relic Weapon: Ras Algethi + Fallingstar Bag.
Abilities:
30: Pharmacology: (A) Swaps MND and DEX values. Applies the "Throw Items" buff which changes the effects of "Stash," "Stashed [Item]," and some "Shot" abilities. Prevents the drawing of an Active Card and removes any already in place. Re-skins second gun with a bag which halves auto-attack speed. Ends upon re-use.
35: Stashed Remedy: (S) Removes a single detrimental effect. Self-only. Throw Items: Can be used on others. Cast Time: 1.5s. Range: 25y.
40: Stashed Mega-Potion: (S) Restores HP to target and party members within 15y with a potency of 650. Self-only. Throw Items: Can be used on others. Cast Time: 3.5s. Range: 25y.
45: Stashed X-Potion: (S) Restores HP with a potency of 800. Self-onlyThrow Items: Can be used on others. Range: 25y.
50: Mix: (A) The next two stashed items you use will be able to be used in a combo for an additional effect. Second item receives an 80% Cast Time reduction. Recast: 60s.
ARC:
Barrage
Quelling Strikes
Swiftsong
Hawk's Eye
LNC:
Invigorate
Feint
Keen Flurry
Forbidden Stash:
(Charges displayed beneath the skill where MP/TP costs are ordinarily located)
1000TP Consumed:
Potion: 30
Hi-Potion: 15
Mega-Potion: 4
X-Potion: 3
Remedy: 20
Phoenix Down: 5
500-999TP Consumed:
Potion: 15
Hi-Potion: 7
Mega-Potion: 2
X-Potion: 1
Remedy: 10
Phoenix Down: 2
1-499TP Consumed:
Potion: 7
Hi-Potion: 3
Mega-Potion: 1
X-Potion: 0
Remedy: 5
Phoenix Down: 1
Mix Combinations:
In short (more detail below) :
*Potion > *Potion = additional healing.
*Potion > Phoenix Down = raising with additional HP.
*Potion > Remedy = heal over time.
Remedy > *Potion = damage absorption shield.
Remedy > Phoenix Down = immune to detrimental status effects.
Remedy > Remedy = remove an additional status effect or grant an immunity to the most recent removed debuff if only 2 detrimental status effects are present.
Phoenix Down > *Potion = additional healing.
Phoenix Down > Remedy = status removal applies to party members within 15y.
Phoenix Down > Phoenix Down = healing over time to party members within 10y.
Combo's including Remedy will only be activated if Remedy removes a detrimental status effect.
Potion > Potion = Additional 60 potency heal on target.
Potion > Hi-Potion = Additional 40 potency heal on target.
Potion > Mega-Potion = Additional 30 potency heal on targets.
Potion > X-Potion = Additional 20 potency heal on target.
Potion > Remedy = Target receives healing over time with a potency of 60 (9s).
Potion > Phoenix Down = Target revives with additional HP.
Hi-Potion > Potion = Additional 90 potency heal on target.
Hi-Potion > Hi-Potion = Additional 70 potency heal on target.
Hi-Potion > Mega-Potion = Additional 60 potency heal on targets.
Hi-Potion > X-Potion = Additional 50 potency heal on target.
Hi-Potion > Remedy = Target receives healing over time with a potency of 70 (12s).
Hi-Potion > Phoenix Down = Target revives with additional HP.
Mega-Potion > Potion = 50% of total HP healed will heal party members within 10y of target (does not apply to target).
Mega-Potion > Hi-Potion = 25% of total HP healed will heal party members within 10y of target (does not apply to target).
Mega-Potion > Mega-Potion = Targets receive healing over time with a potency of 50 (12s).
Mega-Potion > X-Potion = 25% of total HP healed will heal party members within 10y of target (does not apply to target).
Mega-Potion > Remedy = Target and party members within 10y receive healing over time with a potency of 50 (9s).
Mega-Potion > Phoenix Down = Target revives with additional HP.
X-Potion > Potion = Additional 90 potency heal on target.
X-Potion > Hi-Potion = Additional 80 potency heal on target.
X-Potion > Mega-Potion = Additional 70 potency heal on target.
X-Potion > X-Potion = Additional 60 potency heal on target.
X-Potion > Remedy = Target receives healing over time with a potency of 80 (15s).
X-Potion > Phoenix Down = Target revives with additional HP.
Remedy > Potion = Nullifies damage equaling 50% of the amount of HP restored on the target.
Remedy > Hi-Potion = Nullifies damage equaling 25% of the amount of HP restored on the target.
Remedy > Mega-Potion = Nullifies damage equaling 20% of the amount of HP restored on the target.
Remedy > X-Potion = Nullifies damage equaling 15% of the amount of HP restored on the target.
Remedy > Remedy = Removes an additional detrimental status effect. If no effect is there to be removed target will receive immunity to last detrimental status effect removed (10s).
Remedy > Phoenix Down = Target will be immune to detrimental status effects (8s).
Phoenix Down > Potion = Additional 100 potency heal on target.
Phoenix Down > Hi-Potion = Additional 50 potency heal on target.
Phoenix Down > Mega-Potion = Additional 40 potency heal on target.
Phoenix Down > X-Potion = Additional 25 potency heal on target.
Phoenix Down > Remedy = Removes a detrimental status effect to party members within 10y.
Phoenix Down > Phoenix Down = Target and party members within 10y receive healing over time with a potency of 150 (9s).
They also gain the "Mix" ability which allows them to combine their "Stash [item]" abilities for additional effects like additional HP healed, HoT's, additional status removals/immunities or HP shields once every minute. This gives them the ability to employ a degree of strategy towards which items to use, when they use them and who they use them on. For instance if two people have fallen they could activate "Mix," revive one that is away from the group then revive one closer to the group which would then grant party members within 10y of the 2nd target a Regen effect to make up for the loss of time being able to heal. Their heals are baseline weaker than a CNJ's to make up for their versatility with Mix and their readily available Skill Speed gear and abilities. Even though they are a healer they continue wear ARC/BRD gear as the Pharmacology stance swaps their DEX and MND values. They'll be a slightly more durable healer than SCH/WHM when faced with physical attacks but less durable with magic attacks.
Concept: The Corsair (COR) is a damage dealer with a bit of support that has a lot of variables in their game play. By using Loaded Deck and Fold they can bestow buffs to themselves based on the attacks they used prior. They can also use Loaded Deck in conjunction with Leaden Salute to increase the DPS of the entire party. To keep true to the gambler job their "Wild Card" is a form of the classic "Slots" command in giving their party members a random buff. Their play-style will be relatively up in the air depending on what buffs they get and what cards are drawn. Their Limit Break is also on a roulette, allowing them to use any of them but it's random which one they land on. In order to accommodate this they will have to be within melee range of the enemy target in order to execute the LB (caster LB will center on their target automatically). Otherwise much of their damage comes from being able to utilize a lot of multi-attacks and critical hits. They wear current ARC/BRD gear.Corsair: The level 30, 40 and 50 job quests increase the amount of cards you can hold with Loaded Deck to a maximum of 1,2 and 3 respectively. Relic weapon: Death Penalty + Annihilator.
Abilities:
30: Loaded Deck: (S) Allows the storage of up to 3 cards. New cards will replace older cards. Upon use this ability toggles into "Fold" which will consume all stored cards to bestow their buffs to the Corsair when used. Cards cannot be stored while "Fold" is in use and the ability will toggle back to "Loaded Deck." When "Loaded Deck" is used again the buffs they bestowed will be removed and new cards may be stacked once more. Ends upon re-use if no cards are stored.
35: Wildfire: (S) Delivers a fire elemental ranged attack with a potency of 130 to all enemies in a cone before you. Card effect: R: spreads a target's burn to other enemies hit by Wildfire, Y: spreads a target's burn to other enemies hit by Wildfire and renews its duration on all afflicted; B: spreads a target's burn to other enemies hit by Wildfire and renews its duration on all afflicted and extends duration by 15s. Active Card: Black Card. TP Cost: 240.
40: Leaden Salute: (S) Delivers a ranged attack with a potency of 150. Add. Effect: Consumes cards stored by Loaded Deck to inflict a status ailment on the target (10s per card consumed). Can only be used while Loaded Deck has at least 1 card stored. Active Card: White. TP Cost: 150.
45: Triple Shot: (A) Increases the number of shots per auto-attack to 3 (15s). Recast: 180s.
50: Wild Card: (A) Draws 1 random colored card (equal chance of R, Y or B). Add.Effect: Party members within 25y receive one of the following: +20% skill speed (30s), +15% damage dealt (15s), enemy target receives -10% magical, piercing, blunt and slashing resistance (15s), or 200 TP is restored. Cannot be used while under the effects of Fold. Recast: 300s.
ARC:
Barrage
Quelling Strikes
Raging Strikes
Hawk's Eye
PGL:
Mantra
Internal Release
Featherfoot
Fold:
Black: Increases the COR's damage dealt by 5% per black card.
Red: Increases the COR's critical hit rate by 5% per red card.
Yellow: Increases the COR's accuracy by 5% per yellow card.
White: Prevents the use of Fold and storing of additional cards (15s duration per card consumed by Leaden Salute).
Leaden Salute:
Red: Reduces target's Evasion by 5% per red card.
Black: Increases target's damage taken by 5% per black card.
Yellow: Reduces target's damage dealt by 5% per yellow card.
If you use Leaden Salute with 1 of each card the target will receive each debuff at a value of 5%, if you use it with 3 red cards the target will receive 15% damage taken etc. for 24s. After using Leaden Salute you are granted a White Card which prevents stacking of additional cards while under Loaded Deck status and prevents the use of Fold. It stays stored for 15s per card consumed by Leaden Salute. While in your Active Card slot it will negate any card effects on the next attack until a new Active Card overwrites it.