There's MGS if you wanna play wif guns.
I would love to see it be a combination of DPS and Healing. A combination of guns and magic! A gun mage/witch!
Pistol.
I'm thinking your autoshots deal more damage while in musket while they deal less with pistols. I wanted to also add a distance difference but that got too messy for my liking.- Is there any difference other then access to certain skills between the two weapons? Like attack power or speed?
Yes.- Is the user stationary when Barrage is used and can it be canceled if I want to use a different skill?
Tranq Shot is actually there for the sake of utility, similar to why WHM has repose and BLM has Sleep.Chemist
- I think replacing Tranquilizer Dart with some kind of utility skill like a group Damage Mitigation or Cure Potency boost might be better, seeing at this is already coming from a DPS class, it won't have as much problems dealing with enemies like Conjurer. That or give it to Musketeer.
While this may be true, it definitely is fun to create something. There are also happy coincidences, which are nice but never expected.
Last edited by Duelle; 12-16-2014 at 07:28 PM.
What if Pistols were weaker by had a faster auto-attack rate to compensate?
I just think that compared to White Mage and Scholar, your Chemist is missing some sort of Damage Mitigation skill (Protect, Stoneskin, Adloquium, Succor, Sacred Soil). A control skill like a Sleep is nice but I think it would be better on the class versus the job.
Another question I forgot to ask was what would your jobs cross-skills be?
I personally wouldn't want to give gunner that type of utility. It just doesn't sit well with me.
I guess if CHM has to have some form of damage mitigation (though by design Stoneskin is a lot more inconvenient to cast than Adlo/Succor), I'd go the route of the drug whatshisname from the PGL quest smokes before he fights you. Another option would be a potion that restores HP when the targetted party member takes damage, though I wanted to save that mechanic for a different healer.
That's kind of where I'm at a loss. Assuming CHM uses TP to heal rather than MP, it would make sense for it to cross class stuff off lancer (invigorate) and pugilist (mainly Internal Release and Mantra). Likewise Gunner would probably be lifting stuff from archer (Raging Strikes, Quelling Strikes) and lancer (Invigorate).Another question I forgot to ask was what would your jobs cross-skills be?
* 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)
Since everyone is posting off the wall ideas ...
Cleric
Base Class: ACN or whatever new gun class /w Lv 15 ACN
Fighting Style: Gun-Kata
Weapons: Dual Pistols
A fighting style based on geometrical calculations. Pet (Carbuncle) and owner will work hand in hand to deal damage, with the Carbuncle setting up patterned Aetherfields around enemies empowering the Cleric's shots against said enemies.
Maybe have the state of the Aetherfield change with each shot fired into it, the Carbuncle's job would be creating the Aetherfields and maybe alter it's state to the benefit of the Cleric.
Last edited by Bishop81; 12-17-2014 at 09:16 PM.
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