Anyone for the idea? Before it's shot down, it wouldn't necessarily be a limited item using job. In many ff games alchemists tend to have the ability to use infinite items. Alchemist could be a healer stemming from Musketeer class (other will be DPS corsair).
Musketeer can learn first aid at level three which will work like a cure, and Hidden Remedy which works like Esuna (neither will use up items). As alchemist job it could require more potent healing abilities, shooting them at allies with the gun (like in FFT).
It could get Mega Potion, Mega Ether, etc, but it won't actually take from the stock, just perform the action, and will require cast times. The level 50 job ability can be megalixir, turbo elixir which works like a benediction with long cooldown, and if it has a cast down it could even restore tank TP.
Thoughts?
Check out my ideas
Job Actions: Alchemist
Level Name Description
30 Potion Cannon Restores a single target's HP by 15%, load again for 25%, load thrice for 30%. 10 second recast.
35 Panacea Removes most status ailments from an ally, and load again for 5 second immunity, and again for 7 sec immunity. On GCD.
40 Starfall Potion Creates an area on the ground where allies will recover HP over time as they stand there. Initially heals for 250 potency. Enemies take 10 potency damage every 3 seconds there. Lasts 20 seconds, recast time of 3 min.
45 Transformer Cannon Makes the next attack an ally take restore all HP lost times 1.5x over time at 2 second ticks. Can not heal over 2000 total. Load twice to heal to a max of 2500 and thrice for a max of 3000. Recast 1 min.
50 Ultimate Elixir Fully restore ally's HP. Load twice to restore all MP if DoM and all TP if DoW. Load thrice for a 5% increase to all stats for 3 seconds. 3 min recast, 3 second cast time.
Job Actions: Corsair
Level Name Description
30 Lucky Stars One member of the group will have a free cooldown, chosen at random. 4 min cooldown.
35 Lucky 7s For seven seconds all auto attacks and weapon skills and dots are critical. 5 min cooldown. After use, player cannot load for seven seconds.
40 Slot Reels Character gains a buff that lasts 5 seconds and resets once receiving one. Depending on number where next three weapon skills occur on, a different effect takes place. If all three match, all allies get 10% stat boost for 10 seconds. If two match, enemies take damage with 210 potency. If none match, nothing happens. If all 5s match, Lucky Sevens cooldown resets. If all 1s match, Lucky Stars cooldown resets. 3 min cooldown.
45 Dice Character deals damage chosen at random, varying from 60, 120, 180, 240, 300, and 360 potency. 2 min cooldown. 2.5 second cast time, but no cast time if nothing is loaded.
50 Lady Luck Increases the best results of everything chance based for all allies by 50% for 10 seconds.
Class Actions
Level Name Description
1 Trained Shot: Deals ranged damage with a potency of 90. On GCD. Weaponskill. 70 TP
2 First Aid: Restores target's HP. Max potency 450, every yalm away reduces potency by 10. On GCD.
Added Effect: 35% chance next First Aid will not suffer distance penalty. Conjurer
4 Venom Shot: Deals poison damage with a potency of 60. Lasts 12 seconds with tick every 3 for 25 potency. On GCD. Weaponskill. 70 TP
When Loaded: One Time becomes antivenom shot, while enemy has tick ally takes 10% less damage from that enemy. Two times becomes Potent Venom Shot, which increases duration to 18 seconds.
6 Load: Allows the loading of another potion into the cannon, allowing additional effects. On GCD, 3 second cast time. Appears as a stack status enhancement. When something is loaded into a cannon, the weapon skill bonus cannot be added. 60 TP
8 Smoke Shot: Increases the parry and block rate of all party members by 10% while standing in smoky area, lasts 10 seconds. Enemies have a 25% of becoming blinded for 15 seconds. 60 second recast.
10 Enhance Range: increases the area of effect of the next ability, allowing it to attack/heal multiple targets. Only works on single target abilities such as first aid and venom shot. On GCD. Three second cast time, lasts until used, reset if something is loaded onto it. 90 TP.
12 Hidden Phoenix: Resurrects target to a weakened state. 5 second cast time, on GCD. If loaded, revives target to 3/4ths HP. If loaded twice, reduced time spent in weakened state by 15 seconds. Can be used in combat. 150 TP.
15 Star Shot: Deals ranged damage with a potency of 70. On GCD. Weaponskill. 70 TP.
Combo Bonus from Trained Shot: deals ranged damage with a potency of 125. If attack is critical, attack leaves a DoT on enemy with a potency of 10 that lasts 15 seconds that ticks at every three.
18 Quick Loader: reduces time spent loading by half for ten seconds. 90 second cooldown.
22 Echo Blaster: Deals ranged damage with a potency of 30. On GCD. Weaponskill. 70 TP.
When Loaded: silences target in range for 1 second. Loaded twice, it silences target in range for 1 second and slows their auto attack by 25% for 15 seconds (stacks with other slow, since this has a different percentage).
Combo Bonus from Venom Shot: deals ranged damage with a potency of 110, resets Venom Dot and Antivenom effect. Has 15% chance the following venom ticks will be critical.
26 Tri-shot: deals damage with potency of 210 to area in front. Recast time of 90 sec.
When Loaded: range doubles. When loaded twice, enemy will take 20% extra damage from poison.
30 Treatment: Heal all nearby allies with potency of 100 and remove one stack of Debuff. On GCD, 2.5 second cast. Heavy Aggro. 100 TP.
Added Effect: 15% chance next ability will cost half TP.
34 Liquid Heat: Creates a barrier around target that knocks back enemies attacking it and dealing damage to them based on target's current HP. Lasts 5 seconds. 45 second recast.
38 Spirit of the Draw: either become invulnerable but draw enmity for 10 seconds, or main tank (tank with aggro on monster with more HP) becomes invulnerable but deals half damage for ten seconds. 3 minute cooldown.
42 Spray Cannon: places a DoT on target with potency of 10 for 30 seconds, at every 3 tick. On GCD. Weaponskill. 80 TP.
When Loaded once: Dot potency increases to 20. When loaded twice, if a DoT crits, it resets the counter back to thirty, works two times max.
Combo Bonus from Star Shot: Every tick the enemy takes, allies restore 3% of max HP.
46 Fortune Teller: restores all allie's HP by 10%, restores one ally's HP by 30%, damages an enemy for potency of 400, damages all enemies in range for potency of 100, restores an ally's TP or MP by 50%, restores all allies' TP or MP by 10% or resets a random ally's cooldowns. 3 min recast.
50 Confuse Ray: Deals ranged damage with 30 potency. On GCD. Weaponskill. 80 TP.
When Loaded once: stuns enemy for 1 second. When loaded twice, stuns enemy for 1 second and resets all dots.
Combo bonus from Echo Blaster: deals damage with potency of 260. Every second time, allies will recover HP by potency of 300.
Enhanced Critical 8 Increases determination by 4
Enhanced Critical II 14 Increases mind by 8.
Efficient Aid 16 Adds bonus to first aid, giving chance at negating necessity to be near.
Double Shot 20 Gives 5% chance two auto attacks will occur at once.
Enhanced Critical III 24 Increases critical by 16.
Expedite 28 Grants a 50% chance that using quick loader instantly loads one stack.
True Chemistry 32 Gives a 5% chance the TP used in a weaponskill will be recovered when loading.
Illusion Shield 36 Makes Liquid Heat deal 1.5x more damage.
Double Load 40 Allows two stacks of loading.
Overdrive 44 Affer completing in a weapon skill rotation there is a 10% chance the opposite weaponskill's final ability can be used instantly.
Enhanced Luck 48 Grants a 5% chance that after a critical auto attack, the next first aid or weapon skill will be 1.5x more potent.