Page 1 of 5 1 2 3 ... LastLast
Results 1 to 10 of 49
  1. #1
    Player
    DarkStar's Avatar
    Join Date
    Aug 2013
    Location
    Ul'Dah
    Posts
    336
    Character
    Kitty Softpaw
    World
    Excalibur
    Main Class
    Pugilist Lv 60

    Musketeer class idea

    The following is pure speculation of how the Musketeer class and it's Jobs could be handled. Pretty much nothing in here is official, but if, when the class is finally released, it's anything at all like this I reserve the right to shout "Called it!"

    First off, the actual class:

    Name: Musketeer
    Role: DPS, minor support
    Weapon: Flintlock Pistol

    Class Abilities:
    01 Split Shot: 160 potency.
    02 Leg Shot: Deals 150 potency damage and places a 80% weight effect on enemy for 18 seconds. Weight potency decreases over time.
    04 Hot Shot: Delives an attack with a potency of 50. Places a 40 potency DoT on target for 12 seconds. Can only be used after Split Shot.
    06 Grenade: Delivers an area attack with a potency of 100. 90-second cooldown.
    08 Emergency Potion: Instantly restores own HP. Cure potency 450. Cure potency varies with DEX stat. 90 second cooldown
    10 Phoenix Pinion: Revives target to a weakened state. Cannot be used in battle. 30 second cooldown.
    12 Scattershot: Delivers an attack with a potency of 100 to all enemies in a cone before you.
    15 Tranquilizer Dart: Puts target to sleep. 30 second duration. Cancels auto-attack on use.
    18 Double Charge: Next ability or spell is critical. 120 second cooldown.
    22 Power Potion: Increases Determination by 15%. 15 second duration. 120 second cooldown.
    26 Adrenaline Rush: Recovers own TP over 15 seconds. 60-second cooldown.
    30 Rapid Fire: The next three abilities ignore the global cooldown. 60 second duration. 180 second cooldown.
    34 Scatterburst: Delivers an attack with a potency of 120 with an increased critical chance. Can only be used after Scattershot.
    38 Blast Shot: 180 potency.
    42 Enchanted Ammo: Your Auto-attacks deal an additional 50 potency as unaspected magic damage. 15-second duration. 150-second cooldown.
    46 Sludge Bomb: Creates a designated area in which enemies are afflicted with 30% weight. 18-second duration. 60-second cooldown.
    50 Detonator: 210 potency and grants +10% critical hit rate for 10 seconds. Can only be used after Blast Shot.


    Traits
    08 Enhanced Dexterity
    14 Quick Repeater: Split Shot has a 20% chance to make your next Split Shot deal increased damage.
    16 Enhanced Dexterity II
    20 Enhanced Leg Shot: Your Leg Shot now has a 15% chance to Bind the target for 3 seconds.
    24 Maim and Mend: Damage dealt and HP restored by abilities increased by 10%.
    28 Explosive-Incendiary Ammo: Every tick of Hot Shot has a 15% chance to make your next Hot Shot deal its full periodic damage potency as bonus damage up-front.
    32 Enhanced Dexterity III
    36 Incendiary Grenade: Your grenade now sets the ground ablaze within a 5-yalm radius of the target, dealing 30-potency fire damage to all who are in it.
    40 Very Rapid Fire: Increases the number of abilities that ignore the GCD to 4.
    44 Maim and Mend II: Damage dealt and HP restored by abilities increased by 30%.
    48 Ammo Reserves: Extends the effect of Enchanted Ammo to 21 seconds.


    Musketeer Notes and Changes:
    -I shamelessly stole the base for this revision from Duelle, because he's got some pretty good ideas, though a few of them weren't as good as others.
    - Enchanted Ammo still uses DEX for damage, the bonus damage just targets MDEF rather than DEF.
    -Added the "Blast Shot -> Detonator" combo so there's more time for Hot Shot's DoT to fade before it's used again. This replaces Leaden Salute (which is now a Corsair ability) and Piercing Shot
    -Changed Barrage's name to Rapid Fire, to avoid confusion.
    -Replaced Mortal Shot (Not really a big fan of these kinds of abilities, to be perfectly honest) and Stock Strike (Why would you want to be in melee?) with Power Potion (Now increases Determination, thanks to MartaDemireux) and Phoenix Pinion (Because both WHM and SCH get their revival ability from their class, so might as well go with the flow).
    -Wound up moving around some traits and abilities to make sure everything made sense.
    -Replaced Dead Shot and Enhanced Piercing Shot with two ranks of Maim and Mend, just like any other class that gets a healing job.
    -Changed Field Potion back to Emergency Potion. Because I liked that name better.
    -Replaced Aimed Shot with Tranquilizer, because honestly, being able to sleep mobs is an INCREDIBLY useful bit of support.
    -------------------------------------------------------------------------------------------------------------------
    Job 1: Chemist
    Role: HoT Healer (TP based)
    A Relic Reborn: Quicksilver (Small pistol used by a renowned combat medic)
    Job Abilities:
    30.) Medic's Clip: While active, Enmity caused is reduced, MND and DEX switch scores, multiple abilities have their functionality changed, and certain abilities have a chance of providing Medic's Aim for 10 seconds. Re-using this ability will end the effect.
    ---Emergency Potion: Name changed to Field Potion, put onto Global Cooldown, and becomes ally-targeted with a range of 20 Yalms. Healing potency is now based on MND, and base Healing Potency is now 400.
    ---Phoenix Pinion: Can now be used in-combat, but gains a 7.5 second 'cast' time (Or whatever else would be reasonable).
    ---Grenade: Name changed to Mega Potion Grenade. Heals all allies in a designated area for 400 potency and then applies a 150 potency HoT effect for 15 seconds. Cooldown reduced to 15 seconds.
    ---Medic's Aim: Healing Potency is increased by 10% and TP costs are reduced by 25% for 10 seconds. Alchemist's Potion, Mega-Potion Grenade, Split Shot, and Blast Shot all have a 25% chance of providing Medic's Aim, while Alchemist's X Potion has a 50% chance, and Megalixir has a 100% chance.

    35.) Remedy Dart: Removes a single detrimental effect from the target.

    40.) Restorative Draught: Restores 250 TP. Can only be used after performing a Critical Hit or Critical Heal. 20 second cooldown.

    45.) Field X Potion: Target is healed with 600 potency and given a 300 potency HoT effect for 12 seconds.

    50.) Megalixir: The target and all allies within 5 yalms are healed for 50% of their HP and they regain 10% of their MP and TP every second for the next 10 seconds.

    Chemist notes:
    -I don't really like the idea of 'shooting' someone to heal them. I can understand about shooting potion syringes or something, but I still don't really like the idea.
    -Restorative Draught was added because Kitru made a good point in MartaDemireux's Musketeer thread about using Crit rating as a replacement for Piety in this manner, though I might need to reduce the cooldown...
    -After giving it some thought, gave Phoenix Pinion a 'cast' time when the CHE crystal is equipped, since every other revival spell has one, though like the others said cast time is really only relevant while in battle.
    -Base healing and HoT potencies are primarily there to give an idea of what I mean for this class to do, as I'm not actually initiated into how exactly potency is calculated into actual healing.
    -Changed Field Potion to a full up-front heal. Mega-Potion Grenade and X Potion still apply their HoTs however.
    -May or may not later edit this with 'Cast' times for many of the other healing abilities, if it's really that vital for all healing abilities to have cast times.
    ------------------------------------------------------------------------------------------------------------
    Job 2: Corsair
    Role: DPS/Support
    A Relic Reborn: Fomalhaut (Rather large pistol used by pirate captain who found the original set of enchanted dice)
    Job Abilities:

    Note on Corsair Dice: Rolling a 2 gets the lowest result. A 3-6 gets a low-middle result, 7-11 gets a high-middle result, while a 12 gets the highest result. While any Dice effects are active, the Corsair's damage dealt by all attacks is reduced by 15%.

    30.) Musketeer’s Dice: Rolls a pair of enchanted dice, increasing the attack speed of all allies by 4-12%. 30 second cooldown, effect lasts indefinitely, cannot be active at the same time as any other Dice.

    35.) Marauder's Dice: Rolls a pair of enchanted dice, increasing the Vitality and Piety of all party members by 6-18%, depending on the number rolled. 30 second cooldown, effect lasts indefinitely, cannot be active at the same time as any other Dice.

    40.) Arcanist's Dice: Increases Healing and periodic damage potency for the whole party by 5-15%, depending on the number rolled. 30 second cooldown, effect lasts indefinitely, cannot be active at the same time as any other Dice.

    45.) Leaden Salute: Inflicts massive damage to target and all enemies within 5 yalms of target. 5 minute cooldown.

    50.) Loaded Dice: For the duration, your currently active Dice effect is treated as if you had gotten the best possible result. 30 second duration. 4 minute cooldown


    Corsair notes:
    -Following Bard's example, Corsair gains three support abilities it can activate at the cost of some of its DPS (Not as much as Bard, because the RNG can potentially screw you over on this), an actual attack (Leaden Salute because that was the Corsair's mythic WS from XI), and a buff to enhance their support skills (In this case, you show the RNG who's boss for 30 seconds).
    -The gambling aspect is a very interesting mechanic in my book, and lore-wise, I was thinking that it'd be explained as a bunch of pirates finding enchanted dice in one of their raids, and discovering that said dice could tilt probability in their favor. I'll edit in the lore for the class and jobs at a later date, but there's a bit of the explanation for you.
    -Mechanically speaking, as I have no clue what would actually even out to be 'equivalent' to the buffs that Bard gives in terms of boosted DPS or what have you, I believe that SE would figure that out themselves if they decided to go with a similar concept. IE, making the low result still acceptable, and making the high result awesome when it happens.
    -Might edit in durations for the rolls later. At the very least, they'll last longer than half a minute, preferably about as long as the average final boss in a 4-man dungeon when the group is at-level, both in terms of actual character level and gear level.
    -I honestly had no clue what else to have Arcanist's Dice boost, so I went with periodic damage and healing potency. I hope people don't rip me apart for giving Corsair a "Direct Damage Raid Cooldown" again, even if it only targets DoTs and so is really only useful versus bosses...
    (6)
    Last edited by DarkStar; 12-13-2013 at 06:58 PM. Reason: Latest update; Also, spoiler tags.

  2. #2
    Player
    Enkidoh's Avatar
    Join Date
    Dec 2012
    Location
    Ala Mhigo
    Posts
    8,263
    Character
    Enkidoh Roux
    World
    Balmung
    Main Class
    Paladin Lv 90
    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.
    (0)
    Quote Originally Posted by Rannie View Post
    Aaaaannnd now I just had a mental image of Lahabrea walking into a store called Bodies R Us and trying on different humans.... >.<

    Lahabrea: hn too tall... tooo short.... Juuuuuust right.
    Venat was right.

  3. #3
    Player
    Exstal's Avatar
    Join Date
    Oct 2013
    Location
    Uldah
    Posts
    1,582
    Character
    Shichi Mamura
    World
    Behemoth
    Main Class
    Pugilist Lv 80
    The only issue I can see is that Chemist not having very many usable skills outside of their job.

    If you take a look at ACN => SCH there are many skills that are still very useful or core to SCH;
    Physick
    Aetherflow
    Energy Drain
    Virus
    Summon I / II
    Sustain
    Rouse
    Raise
    Eye For An Eye

    Whereas your abilities for Musketeer is all DPS skills..need some utility in there.
    (1)

  4. #4
    Player
    Nahara's Avatar
    Join Date
    Aug 2013
    Posts
    669
    Character
    N'hara Tia
    World
    Excalibur
    Main Class
    Astrologian Lv 80
    Quote Originally Posted by Exstal View Post
    Snip
    I think you mean Resurrection, not Raise. Otherwise, that is a very good point regardless.

    Only other thing I could mention is that SE would need to redo how healing-over-time effects generate threat before a HoT-based healer could be introduced.
    (1)
    Last edited by Nahara; 12-01-2013 at 03:45 AM.



  5. #5
    Player
    DarkStar's Avatar
    Join Date
    Aug 2013
    Location
    Ul'Dah
    Posts
    336
    Character
    Kitty Softpaw
    World
    Excalibur
    Main Class
    Pugilist Lv 60
    @Extstal: I guess adding in a bit more utility would be a good option. The problem is figuring out which abilities to replace. I guess I could probably drop Piercing Shot in favor of something that increases defense or something, and then make it a targeted ability while the Chemist crystal is equipped.

    @Nahara: That's sorta the point behind Medic Stance reducing enmity generated, so that it can do its job without jumping up the aggro charts every tick.
    (0)

  6. #6
    Player
    Myrhn's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    1,010
    Character
    Myrhn Shirayuki
    World
    Hyperion
    Main Class
    Gladiator Lv 80
    Where is Slugshot?
    (1)
    I love the official forums, they tell you to use the search for thread about what you wanted to talk but when you use it they judge for necro a thread.


  7. #7
    Player
    Tanama's Avatar
    Join Date
    Aug 2012
    Location
    Phorampa Wildwood, Valeria
    Posts
    626
    Character
    Jenity Dionysus
    World
    Hyperion
    Main Class
    Archer Lv 80
    Quote Originally Posted by Myrhn View Post
    Where is Slugshot?
    I'll give you a slug shot.

    (2)

  8. #8
    Player
    DarkStar's Avatar
    Join Date
    Aug 2013
    Location
    Ul'Dah
    Posts
    336
    Character
    Kitty Softpaw
    World
    Excalibur
    Main Class
    Pugilist Lv 60
    Posting to let everyone know that I've made the following changes:

    Musketeer
    *New Ability* Tranquilizer: Sleeps target. Replaces Flare Shot.
    *New Ability* Power Potion: Improves damage dealt. Replaces Burst Shot.
    *New Ability* Ironskin Potion: Reduces all incoming damage by 10%. Replaces Piercing Shot.
    *New Trait*: Maim and Mend I/II: Ability Damage and HP Restoration increased by 10%/30%. Replaces Modified Ammunition I/II.

    Chemist
    -Power Potion instead increases healing potency while the Chemist Crystal is equipped.
    -Ironskin Potion becomes Ally Targeted with a range of 25 Yalms while the Chemist Crystal is equipped.
    -Realized that Throw Potion was marked as having a 20 Yalm range. It now has a 25 Yalm Range, which I believe is standard for any long-range ability.
    (1)
    Last edited by DarkStar; 12-02-2013 at 03:50 PM.

  9. #9
    Player
    Bloodclaw's Avatar
    Join Date
    Aug 2013
    Posts
    410
    Character
    Bloodclaw Talon
    World
    Hyperion
    Main Class
    Marauder Lv 100
    I see Engineer as a more probable job for this class personally. Mostly because chemist is already taken, but also because we have an NPC with engineer job already. Only thing is we don't see him using a gun too much, but that maybe more personal issues.
    (1)

  10. #10
    Player
    GuardianX's Avatar
    Join Date
    Oct 2013
    Posts
    106
    Character
    Robert Black
    World
    Faerie
    Main Class
    Conjurer Lv 50
    Look closely at the NFC that is fighting the clockworks in the lightening events. It has a gun and a sword. Perhaps it's a taste of the new jobs coming
    (0)

Page 1 of 5 1 2 3 ... LastLast