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  1. #1
    Player
    Mimilu's Avatar
    Join Date
    Nov 2013
    Posts
    3,990
    Character
    Mimiji Miji
    World
    Exodus
    Main Class
    Dancer Lv 100

    Two Gun-Using Job Ideas

    Fusilier (FSL)
    Single-Target Ranged DPS
    Weapon: Flintlock Pistols x2, with a pistol in each hand, Fusiliers can shoot faster and hit enemies with two attacks at once but their damage is weaker.
    Auto-Attack: Physical Blunt, Range of 15 yalms. Preforms two strikes at once, each doing half damage.
    Relic: Total Eclipses
    Armor: Light Armor and Clothing
    Limit Break: Ideally, a new Range DPS one, if not, Magical DPS will have to do. >A>
    Cross Class: Musketeer, Archer, and Lancer
    Important Stats: Dexterity and TP

    Firing from afar, these trigger-happy gunners use a variety of trick shots and special bullets to snipe foes.

    Mechanics, Skills, and Traits
    Sniping
    Fusiliers gain a 5% increase in Accuracy and Critical Hit when they use a Weapon Skill while standing still.

    Ammo
    Fusiliers can switch what type of ammo they use to effect their Weapon Skills. These take the form of Stances. Fusiliers can only use one ammo at a time, with the newly cast replacing the older. Each is Instant cast and has a recast of 2.5 seconds.
    - Blast Ammo: Increase Damage Done onto foes that are with in 5 yalms of the user by 10% and increase the enmity they gain by x1.25 but decreases Damage Done to any foe passed 5 yalms by 10% and decrease the enmity they gain by x1.25.
    - Burst Ammo: Weakens the potency of the user's Weapon Skills by 50% but doubles the number of times the target is damaged by Weapon Skills.
    - Demolition Ammo: Increase the damage of single-target Weapon Skills by 20% but doubles their recast time and increases their enmity gain by x1.25.
    - Flare Ammo: Makes Weapon Skills damage Magically but decreases the user damage dealt by 10% and increases their Weapon Skill's cast time by x1.5.
    - Sniping Ammo: Increases the user's Accuracy by 20% but decreases their damage dealt by 10%.

    Weapon Skills
    - Big Shot: Damages a selected target, twice. Potency of 75. Instant cast time. 2.5 second recast.
    - Hot Shot: Damages a selected target. Potency of 100. Instant cast time. 2.5 second recast.
    Combo: Big Shot => Hot Shot: Damages a selected target, twice.
    - Leaden Salute: Damages a selected target. Potency of 100. Instant cast time. 2.5 second recast.
    Combo: Hot Shot => Leaden Salute: Damages a selected target, three times.
    - Blitz: Damages a selected target, four times. Potency of 25, 45 when in front of the target. Instant cast time. 5 second recast.
    - Sidewinder: Damages a selected target. Potency of 100, 150 when flanking target. Instant cast time. 5 second recast.
    Combo: Blitz => Sidewinder: Potency of 200 when flanking and increases any Flanking damage done to the target by 10% for 20 seconds.
    - Angermax: Damages a selected target, four times and increase the user's Damage Dealt by 5% for 5 seconds. Potency of 35. Instant cast time. 40 second recast.
    - Endless Waltz: Damages a selected target, five times. Potency of 20. Instant cast time. 2.5 second recast.
    Combo: AngerMax => Endless Waltz: Extends Angermax's Damage Dealt effect to 20 seconds.
    - Sniper: Damages a selected target and lowers the target's Magical Damage by 10% for 10 seconds. Only one Sniper Effect can be on a target at a time. Potency of 100. Instant cast time. 80 second recast.
    - Saboteur: Damages a selected target and places a DoT on them for 21 seconds. Potency of 40, 80 when used behind the target. Instant cast time. 2.5 second recast.
    - Detonator: Damages a selected target and places a DoT on them for 18 seconds. Potency of 60. Instant cast time. 2.5 second recast.
    - Show Off: Damages a selected target, twice, while the user jumps 10 yalms backwards. Must be at least 5 yalms close to the target. Potency of 40. Instant cast time. 30 second recast.
    - Barrage: Damages a selected target, five times, pushing them 1 yalm per hit away from the user. Potency of 20. Instant cast time. 30 second recast.
    - Pride Breaker: Damages a selected target and Binds them for 5 seconds. Potency of 50. Instant cast time. 12 second recast.
    - Quarter-Pounder: Damages a selected target. Can only be used if they are at or below 20% HP. Potency of 190. Instant cast time. 15 second recast.
    - Reckless Abandonment: Uses the remaining amount of the user's TP to damage a selected target a certain number of times based on how much TP was used (TP used x 0.01 = # of times damaged, round to the lowest, whole number). Potency of 35. Instant cast time. 30 second recast.
    - Akimbo: Damages all foes with in 5 yalms of the user, three times. Potency of 30. Instant cast time. 5 second recast.
    - Wildfire: Damages all foes with in 5 yalms of a selected target. Potency of 70. Instant cast time. 5 second recast.

    Other Skills
    - Quick Draw: Reduces the next Physical Attack done onto the user by 15% and damage the attacker. Potency of 150. Instant cast time. 120 second recast.
    - Scope: Increases the user's Accuracy and Critical Hit by 10% for 20 seconds.
    - Tactician: Increase Physical Flanked and Behind Damage Dealt onto the target by 10% for 30 seconds. Only one Tactician effect can be on a target at a time. Instant cast time. 120 second recast.
    - Trigger Happy: Reduces the user's Weapon Skill cooldowns by half for 10 seconds but decreases their damage dealt by 10%. Instant cast time. 180 second recast.

    Skill Level
    1. Big Shot
    2. Quick Draw
    4. Hot Shot
    6. Blast Ammo
    8. Detonator
    10. Pride Breaker
    12. Sniper
    *Quest* 15. Quarter-Pounder
    18. Scope
    22. Blitz
    26. Leaden Salute
    30. Saboteur
    *Quest* 30. Sniping Shots
    34. Tactician
    *Quest* 35. Barrage
    38. Show Off
    *Quest* 40. Sidewinder
    42. Burst Ammo
    *Quest* 45. Reckless Abandonment
    46. Angermax
    50. Akimbo
    *Quest* 50. Demolition Ammo
    54. Wildfire
    *Quest* 55. Flare Ammo
    58. Endless Waltz
    *Quest* 60. Trigger Happy

    Cross Class
    - Quick Draw
    - Pride Breaker
    - Detonator
    - Scope
    - Tactician

    Traits
    8. Enhanced Dexterity I: Increases the user's Dexterity by 2.
    14. Enhanced Quick Draw: Shortens Quick Draw's cooldown to 90 seconds.
    16. Enhanced Dexterity II: Increases the user's Dexterity by 4.
    20. Enhanced Sniper: Shortens Sniper's cooldown to 60 seconds.
    24. Enhanced Dexterity III: Increases the user's Dexterity by 6.
    28. Enhanced Scope: Scope increases both Accuracy and Critical Hit by 20%.
    32. Reload I: Restores 10% of the user's TP when they switch between Ammo after a Weapon Skill.
    36. Courage Render: Adds a 3 second Stun to Pride Breaker.
    40. Enhanced Tactician: Tactician Increases Physical Damage dealt while Flanking and/or Behind a selected target by 20% for 30 seconds.
    44. Reload II: Restores 20% of the user's TP when they switch between Ammo after a combo.
    48. Enhanced Quarter-Pounder: Allows Quarter-Pounder to be used when the target's HP is at or below 40%.
    52. Enhanced Dexterity IV: Increases the user's Dexterity by 8.
    56. Bullet Rain: Adds a 25% chance when the user Auto-Attacks or uses a Weapon Skill that damages more then once (minus DoTs), the target will take damage from it one more time.
    60. Enhanced Wildfire: Increases Wildfire's Potency to 100.

    Possible Rotation
    Demolition Ammo => Scope => Trigger Happy => Angermax => Endless Waltz => Blitz => Tactician => Sidewinder => Saboteur => Detonator => Burst Ammo => Big Shot => Hot Shot => Leaden Salute => Repeat at Big Shot
    Re-apply DoTs, buffs, and debuffs when needed/available, use Flare Ammo on enemies with higher Physical Defense, use Reckless Abandonment for a finisher or when you know you'll get Goad, Paeon, and/or Medi-Shell: Tonic, and use Quarter-Pounder when it's available.


    Musketeer (MSK)
    Single-Target, Burst Healer
    Weapon: Flintlock Muskets, grants them the Dexterity they need for damaging enemies.
    Off-Hand: Medi-Shell Bag, a bag that contains potions in bullet shells that allow the user to heal others. Grants them the Mind stats they need for Healing.
    Auto-Attack: Physical Blunt, Range of 20 yalms
    Relic: Peacemaker
    Armor: Light Armor and Clothing
    Limit Break: Healer
    Cross Class: Fusilier, Archer, and Conjurer.
    Important Stats: Mind for Healing, Dexterity for Damaging, TP for casting cost.

    Using special bullets, these soldiers can both heal and damage a target from far away.

    Mechanics, Skills, and Traits
    Sniping
    Musketeers gain a 5% increase in Accuracy and Critical Hit when they use a Weapon Skill while standing still.

    Medi-Shells
    Musketeers can use a variety of special bullets, called Medi-Shells, to heal others. Medi-Shells can be cast while moving but the user's Movement Speed will be lowered by 25% while casting.

    Types of Medi-Shells
    - Medi-Shell: Potion: A stance skill. Changes some of the user's Weapon Skills into Healing Skills but increases the skills' TP cost by x1.25, doubles their recast time, and lowers the user's damage dealt by 10%. Affected Weapon Skills use Mind. Instant cast time. 2.5 second recast.
    - Medi-Shell: Ether: Restores 20% of a target's MP. 2 second cast time. 180 second recast.
    - Medi-Shell: Tonic: Restores 300 TP to a selected target. 2 second cast time. 180 second recast.
    - Medi-Shell: Renew: Places a Regen-like effect on a target for 20 seconds. Potency of 200. 2 second cast time. 2.5 second recast.
    - Medi-Shell: Remedy: Removes one detrimental effect from a selected target. 2 second cast time. 2.5 second recast.
    - Medi-Shell: Ward: Places a barrier on a selected target that will absorb the next detrimental effect placed on them. 2 second cast time. 4 second recast.
    - Medi-Shell: Phoenix: Revives a fallen target to a weakened condition. 2.5 second cast time. 8 second recast.
    - Medi-Shell: Convert: Uses all the user's MP and heals a selected target for that amount x1.25. Instant cast time. 2.5 second recast.
    - Medi-Shell: Anesthetic: Turns the next attack placed on a target into a 30 second DoT, dispersing the original damage equally through the ticks. The DoT can NOT be cleansed or absorbed by barriers and some powerful attacks are not effected. 2 second recast. 180 second recast.

    Weapon Skills
    - Blast Shot: Damages a selected target. Potency of 150. Instant cast time. 2.5 second recast.
    • Medi-Shell: Potion: Heals a selected target. Healing Potency of 400.
    - Refulgent Burst: Damages a selected target. Potency of 100. Instant cast time. 2.5 second recast.
    Combo: Blash Shot => Refulgent Burst: Potency of 200.
    • Medi-Shell: Potion: Heals a selected target. Healing Potency of 200.
    Combo: Medi-Shell: Potion Blast Shot => Refulgent Burst: Healing Potency of 300.

    - Apex Blast: Damages a selected target. Potency of 100. Instant cast time. 2.5 second recast.
    Combo: Refulgent Burst => Apex Blast: Potency of 250 and and increases Damage dealt to the target by 10% for 10 seconds.
    • Medi-Shell: Potion: Heals a selected target. Healing Potency of 200.
    Combo: Medi-Shell: Potion Refulgent Burst => Apex Blast: Healing Potency of 300 and decreases Damage dealt to a selected target by 10% for 20 seconds.

    - Numbing Shot: Puts a selected target to Sleep for 10 seconds (Damaging them will NOT wake them up). Instant cast time. 40 second recast.
    • Medi-Shell: Potion: Decreases Damage dealt onto a selected target by 10% for 20 seconds. 100 second recast.
    - Black Out: Places Blind on a target for 20 seconds. Instant cast time. 5 second recast.
    • Medi-Shell: Potion: Increases a target's Evasion by 10% for 20 seconds. 100 second recast.
    - Scatterburst: Damages all foes within 5 yalms of a selected target. Potency of 100. Instant cast time. 5 second recast.
    • Medi-Shell: Potion: Heals all party members with in 10 yalms of a selected target. Healing Potency of 250.
    - Coronach: Damages a selected target. Can only be used if their at or lower then 20% HP. Potency of 200. Instant cast time. 20 second recast.
    • Medi-Shell: Potion: Heals a selected target for 30% of their Max HP. Can only be used when their at or lower then 50%.
    - Pummel: Damages a selected target. Can only be used in close range. Potency of 200. Instant cast time. 20 second recast.
    - Coup de Grace: Damages a selected target and increases the Damage the target takes via DoTs by 10% for 30 seconds. Potency of 100. Instant cast time. 2.5 second recast.
    - Toxic Shell: Damages a selected target and places a DoT on them for 18 seconds. Potency of 30 for the attack, 40 for the DoT. Instant cast time. 2.5 second recast.
    - Inoculate: Places a Dot on a selected target for 21 seconds and reduces their damage output by 10% for 10 seconds. Potency of 45. Instant cast time. 2.5 second recast.

    Other Skills
    - Electroshield: Places a barrier on a selected target that will decrease Physical Damage done onto them by 10% and damage the attacker for 5 minutes. Potency of 10. Instant cast time. 5 second recast.
    - Magicite: A Stance, turns all the user's TP cost to MP cost x1.5 and decreases their Damage Dealt by 10%. Instant cast time. 2.5 second recast.
    - Pharmacy: Allows the user to use a selected Consumable item (Medicine and Food) from their inventory on a selected party member. Can use PVP Consumables outside of PVP. 2 second cast time. 10 second recast. This does NOT count toward the item's actual recast.
    - Prime: Increases the user's Mind by 20% for 20 seconds. Instant cast time. 120 second recast.
    - Propheteer: For 20 seconds, whenever the user defeats a foe or lands a critical hit, they will receive a Potion, Ether, or some Gil (25-599). Instant cast time. 40 seconds.
    - Traveler: Restores the party's TP and MP by 1 for every time step the caster takes for 30 seconds. Cancels when the user damages an enemy (this does NOT include pre-existing DoTs). Instant cast time. 80 second recast.

    Skill Level
    1. Blast Shot
    2. Medi-Shell: Potion
    4. Toxic Shell
    6. Propheteer
    8. Apex Shot
    10. Black Out
    12. Pummel
    *Quest* 15. Pharmacy
    18. Medi-Shell: Remedy
    22. Medi-Shell: Tonic
    26. Refulgent Shot
    30. Prime
    *Quest* 30. Medi-Shell: Phoenix
    34. Electroshield
    *Quest* 35. Medi-Shell: Renew
    38. Scatterburst
    *Quest* 40. Medi-Shell: Ether
    42. Inoculate
    *Quest* 45. Medi-Shell: Ward
    46. Numbing Shot
    50. Magicite
    *Quest* 50. Medi-Shell: Convert
    54. Traveler
    *Quest* 55. Coup de Grace
    58. Coronach
    *Quest* 60. Medi-Shell: Anesthetic

    Cross Class
    - Propheteer
    - Black Out
    - Prime
    - Inoculate

    Traits
    8. Enhanced Mind I: Increases the user's Mind by 2.
    14. Enhanced Mind II: Increases the user's Mind by 4.
    16. Treasure Hunter I: Adds a 25% chance of receiving a Hi-Potion, Hi-Ether, Phoenix Down, or Gil (600-2000) when Propheteer is in effect.
    20. Maim and Mend I: Increases base action damage and healing done by 10%.
    24. Enhanced Mind III: Increases the user's Mind by 6.
    28. Enhanced Black Out: Black Out now places a DoT on its target for 24 seconds. Potency of 35.
    32. Treasure Hunter II: Adds a 25% chance of receiving an Icarus Wing, Remedy, or Stat Boosting Potion when Propheteer is in effect.
    36. Item Lore I: Increases the amount of HP, MP, and/or TP restored by items (including those used via Pharmacy) by 10%.
    40. Maim and Mend II: Increases base action damage and healing done by 30%.
    44. Enhanced Prime: Shortens Prime's cooldown to 80 seconds.
    48. Enhanced Scatterburst: Increases Scatterburst's Potency to 120 and Healing Potency to 300.
    52. Enhanced Mind IV: Increases the user's Mind by 8.
    56. Dispensary: Adds a 25% chance that when a consumable item is used (including used via Pharmacy), it won't disappear.
    60. Item Lore II: Extends the time of a consumable item the user used by 40%.

    Possible Rotation
    Blast Shot => Refulgent Burst => Apex Blast => Black Out => Inoculate => Toxic Shell => Coup de Grace => Repeat at Blast Shot until DoT's and Coup de Grace are done

    Use Magicite and Medi-Shell Tonic when low on TP, Use Pummel and Coronach whenever available, and Propheteer when you think you can get it off.


    I also have another class/job thread that uses guns, Analyst => Blue Mage/Animist:
    http://forum.square-enix.com/ffxiv/t...e-Animist-Idea
    (0)
    Last edited by Mimilu; 12-16-2014 at 02:41 AM.

  2. #2
    Player
    Mimilu's Avatar
    Join Date
    Nov 2013
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    3,990
    Character
    Mimiji Miji
    World
    Exodus
    Main Class
    Dancer Lv 100
    There, posted all of it. :B
    (0)

  3. #3
    Player
    Teslo's Avatar
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    Apr 2014
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    I think I started as an Arcanist, so it was Limsa. I dunno man, it was a long time ago...
    Posts
    296
    Character
    Teslo Teaurelin
    World
    Midgardsormr
    Main Class
    Dark Knight Lv 80
    I'm always amazed at how much work people put into this knowing it will get glanced at and ignored (At best) by devs, but whatever gets you through the day. :P

    I'm just glad you didn't say Chemist...
    (5)

  4. #4
    Player
    Mimilu's Avatar
    Join Date
    Nov 2013
    Posts
    3,990
    Character
    Mimiji Miji
    World
    Exodus
    Main Class
    Dancer Lv 100
    Quote Originally Posted by Teslo View Post
    I'm always amazed at how much work people put into this knowing it will get glanced at and ignored (At best) by devs, but whatever gets you through the day. :P

    I'm just glad you didn't say Chemist...
    It only took two days to make these, my fastest yet. ; w ;
    And I agree, Chemist would be a bad name for a battle class/job, when we have Alchemists already as crafters.
    (2)

  5. #5
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Teslo View Post
    I'm always amazed at how much work people put into this knowing it will get glanced at and ignored (At best) by devs, but whatever gets you through the day.
    Meh, I think the only reason why some of us have stopped is because we don't know anything about how the devs will approach class design with 3.0. Chances are more people would be pitching ideas if we had any idea of what they're planning to do with classes and jobs moving forward.
    Quote Originally Posted by Mimilu View Post
    And I agree, Chemist would be a bad name for a battle class/job, when we have Alchemists already as crafters.
    Not really. In the JP version of FF Tactics Chemists are actually アイテム士, or "item user". Could have called it apothecary or medic, I guess.
    (1)
    * 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)

  6. #6
    Player
    Mirron's Avatar
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    Sep 2013
    Location
    Gridania
    Posts
    151
    Character
    Mirron Cykyledo
    World
    Sargatanas
    Main Class
    Conjurer Lv 50
    They could still just call it Chemist. It wouldn't really bother me honestly, the two are meant to be similar to each other anyways. It's not like anyone is going to get confused by the two really.
    (0)

  7. #7
    Player
    Enkidoh's Avatar
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    Dec 2012
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    Ala Mhigo
    Posts
    8,262
    Character
    Enkidoh Roux
    World
    Balmung
    Main Class
    Paladin Lv 90
    Well, considering the lore of the game already states Alchemists are healers (the ALC Guild doubles as a hospital), even though gameplay wise they are specifically Disciples of the Hand and thus have no use in battle, it still makes a hypothetical 'Chemist' healing class confusing in terms of title - but a slight name change would probably go a long way to solving that.

    As for the OP's ideas, the 'Fusilier' class is somewhat redundant - why not just have Musketeer dual wield guns and thus role the two classes in together? In fact, the class icon for Musketeer that's been in the game in the Coral Tower since 1.0 actually shows dual pistols, and there are numerous npc MSKs in the game who dual wield flintlocks - Merlwyb is the obvious example.
    (0)

  8. #8
    Player
    Mimilu's Avatar
    Join Date
    Nov 2013
    Posts
    3,990
    Character
    Mimiji Miji
    World
    Exodus
    Main Class
    Dancer Lv 100
    Quote Originally Posted by Duelle View Post
    Not really. In the JP version of FF Tactics Chemists are actually アイテム士, or "item user". Could have called it apothecary or medic, I guess.
    I was originally going to call Musketeers "Medic" but I liked the name Musketeer more, a Medic could have any weapon, were as a Musketeer has to have some form of Musket. Plus, Musketeer has been floating around since 1.0.

    Quote Originally Posted by Mirron View Post
    They could still just call it Chemist. It wouldn't really bother me honestly, the two are meant to be similar to each other anyways. It's not like anyone is going to get confused by the two really.
    It's not that it would be confusing, it would just be weird that Chemists can fight but Alchemists can't.

    Quote Originally Posted by Enkidoh View Post
    As for the OP's ideas, the 'Fusilier' class is somewhat redundant - why not just have Musketeer dual wield guns and thus role the two classes in together? In fact, the class icon for Musketeer that's been in the game in the Coral Tower since 1.0 actually shows dual pistols, and there are numerous npc MSKs in the game who dual wield flintlocks - Merlwyb is the obvious example.
    I just didn't like that Musketeers used Flintlock Pistols and not actual Muskets. We haven't had any official verification that the few NPCs with the flintlock pistols are or are not Musketeers, so I figured I'd reinterpret them (plus, watching Merlwyb in action, can you really see her as a healer?).
    Another reason I designed them the way I did was what roles they filled, Fusilier is a true ranged DPS (versus Bard, who is more support-based), while Musketeer is a TP-and-skill-using healer, trying to design a class that could cover both of these roles would be tricky and creating a DPS from a Healer or vice-versa would have a lot of problems.
    (0)

  9. #9
    Player
    MageBlack's Avatar
    Join Date
    Oct 2013
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    1,715
    Character
    Sora Burakku
    World
    Zalera
    Main Class
    Thaumaturge Lv 90
    I like this for an idea, and it already exists in the FF universe. FFU Magun

    But given the "Teaser" they gave us at the FanFest my money is on a variation of the Agent from FFT-2
    (0)

  10. #10
    Player
    Mimilu's Avatar
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    Nov 2013
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    3,990
    Character
    Mimiji Miji
    World
    Exodus
    Main Class
    Dancer Lv 100
    Quote Originally Posted by MageBlack View Post
    But given the "Teaser" they gave us at the FanFest my money is on a variation of the Agent from FFT-2
    But I don't want to be a pervert like Al-Cid. ;w;
    (1)

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