I have been working on various concepts for new jobs. As a fan of the FF series, I love the idea of suggesting staple jobs and classes that have appeared under other FF titles as opposed to new and unique creations. Some of these concepts are simple, some complex, some clunky (I need help with that one) but I tried to make each unique with job mechanics that don't yet exist in the current in-game classes.
There are 7 mostly complete concepts here (2 tanks, 2 healers, 3 DPS) with an 8th still being worked on (don't know if I'll actually complete it to post it.) Feel free to comment on any you're curious about, I want to hear your thoughts.
I have used many drop down menus for space and organization. Sorry, I'm meticulous.
I have put in actual durations, potencies and costs for all actions, and all concepts are subject to change with your suggestions. The Lore sections also need real work.
TL;DR Thanks to all those brave enough to ride the suggestcopter by reading and helping amend these 7 concepts.
Concepts on this page: Calculator, Chemist, Geomancer, Green Mage, Red Mage, Samurai, Thief. (Ranger to be completed later.)
TANK CONCEPTS
SAMURAI (SAM); the dodge tank
The Samurai is a far-eastern tank job who strikes with the daisho (blades)—what the katana (long blade) and the wakizashi (short blade) are collectively referred to in Japanese culture. Alike the WAR, the Samurai uses a high DPS output beside its defensive capabilities. Where other tanks may survive heavy damage through superior block and defense (PAL), high DPS and HP regeneration (WAR) or magic defenses and debuffs (DRK), the Samurai evades and diminishes incoming damage through dodge and parry while counterattacking with powerful weaponskill combinations that are only available after such feats of agility. The Samurai model revolves around dealing damage through combo rotations and as so, the majority of skills should be executed in specific patterns to acquire their best combo potencies. In case of emergency, the Samurai finds its ultimate defense through accessing Oborozuki (Blurry Moon), its answer to Hallowed Ground (PAL), Holmgang (WAR) and Living Dead (DRK).
LORE
To be completed later.
SPECS
Weapon: Daisho / BladesArmor: GLA MRD PAL WAR DRK SAM
- Slashing damage
Attributes by growth: VIT STR PIE DEX MND INT : ACC PARRY SkSp DET CRIT SpSpCross Class: Lancer
- Samurai give the VIT buff to parties.
Cross Class: Pugilist
- Feint
- Keen Flurry
- Invigorate
- Blood for Blood
- Featherfoot
- Second Wind
- Haymaker
- Internal Release
- Mantra
MECHANICS
The mechanics for the SAM are generally simple. It uses cool downs that promote not only defense, but dodge and parry to lower and sometimes eliminate enemy damage completely.
The SAM has three automatic counterattack stances earned through traits that act as passive buffs. The stances are useful in that the most powerful DPS and enmity-generating skills are only available under a counterattack stance, however each only lasts 10s, share a 20s recast timer, and do not offset each other. Because the stances are traites effects, their recast is set as the Fatigue debuff on the user as a placeholder to the SAM when the effect can take place again, similar to the Antibody effect of Virus. The counterattack stances last an additional 10s while under the effect of the cooldown Hasso (Evade & Counter).
The SAM is put into the first stance, Sha, after parrying an enemy attack. Under Sha, accuracy is increased by 15%.
The SAM is put into the second, Ko Gasumi, after dodging an enemy attack. Under Ko Gasumi, 10% of all damage dealt is restored as HP.
When lucky enough, the SAM is put into the third stance, Hidari Jodan, after plainly having an attack miss you. Under Hidari Jodan, SAM weaponskill a have no TP cost.
A useful weaponskill to remember is Wakizashi (One Body Blade). Wakizashi has an additional effect to change the current counterattack stance to a lesser counterattack stance. This means it will change Hidari Jodan into Ko Gasumi and Ko Gasumi into Sha. It will not change Sha into a different stance however. Wakizashi (One Body Blade) is the only means of changing between counterattack stances.
ACTIONS
* Possible names for all actions are given in English and native Japanese
1 Bokken / Blade Tap - Single enemy - 60 TP - GCD - InstantCT - 3yRG - Weaponskill2 Kendo Shinai / Swordplay - Single enemy - 60 TP - GCD - InstantCT - 3yRG - Weaponskill
- Attacks with the large blade, dealing damage of 150 potency.
4 Kotetsu / Butterfly Edge - Single enemy - 80 TP - GCD - InstantCT - 3yRG - Weaponskill
- Attacks with the large blade, dealing damage of 100 potency.
- Combo action: Bokken.
- Combo potency: 200.
- Increases enmity.
6 Bushido / Art of War - Self - No cost - 90sCD - InstantCT - 40sDur - Ability
- Attacks with the large blade, dealing damage of 100 potency.
- Combo action: Bokken.
- Combo potency: 230.
8 Garyu / Dragon Fang - Single enemy - 60 TP - GCD - InstantCT - 3yRG -* Weaponskill
- Reduces damage taken by 20%. Duration: 40s
10 Jinkai / Victory Fanfare - Self - No cost - 60sCD - InstantCT - 15sDur - Ability
- Attacks with the large blade, dealing damage of 100 potency.
- Combo action: Kendo Shinai.
- Combo potency: 255.
12 Kozuka / Shuriken - Single enemy - 60 TP - 15sCD - InstantCT - 15yRG - Weaponskill
- Increases damage output by 15%. Duration: 15s.
15 Shirahadori / Spirit Omen - Self - No cost - 60sCD - InstantCT - 20sDur - Ability
- Throws a hidden weapon for a ranged attack, dealing damage of 120 potency.
- Increases enmity.
18* Yukizakura / Snow Blossom - Nearby enemies - 120 TP - GCD - InstantCT - 15yRG - Weaponskill
- Increases parry rate by 20% and defense by 20%. Duration: 20s.
22 Mahonochi / Blood Magic - Self - No cost - 120sCD - InstantCT - 30sDur - Ability
- Delivers an ice-aspected attack of 50 potency to all nearby enemies using both blades.
26 Seibatsu / Conquest - Self - No cost - 180sCD - InstantCT - 15sDur -* Ability
- Restores HP with a potency of 70 each time an attack is parried, dodged or missed and raises reception to healing magic by 15%. Duration: 30s.
30 Odosu / Threaten - Single enemy - No cost - 90sCD - InstantCT - 15yRG - Ability
- Raises defense by 15% and evasion by 20%. Duration: 15s.
30 Chudan / Steel Wind - Self - No cost - 5sCD - InstantCT - Ability
- Gestures threateningly, maximizing enmity in a target.
34 Kaginawa / Drag Your Prey - Single enemy - 100 TP - 30sCD - InstantCT - 15yRG - Weaponskill
- Goes into a defensive stance, raising parry rate by 50% and reducing damage taken by 10%. Under this buff, damage output is decreased by 20%. Recast to remove.
- Offset by Hasso.
35 Wakizashi / One Body Blade -Single enemy - 60 TP - 15sCD - InstantCT - 3yRG - Weaponskill
- Throws a hooked tether, dealing damage of 130 potency and drawing the target to you. Some enemies may not be drawn in.
- Additional effect. Stun. Duration: 1s.
- Combo action: Kozuka.***
- Combo effect: Stun. Duration: 5s. (3s during a PVP)
- Increases enmity
38 Tanto no Doku / Venom Strike - Single enemy - 40 TP - 21sCD - InstantCT - 3yRG - 21sDur - Weaponskill
- Attacks with the small blade dealing 180 potency damage.
- Increases enmity.
40 Sakikage / First Strike - Single enemy - 70 TP - 5sCD - InstantCT - 3yRG - Weaponskill
- Attacks with the small blade, dealing 50 potency damage
- Additional effect: Damage over time of 40 potency. Duration: 21s. (Combined total potency of 290.)
42 Hasso / Evade & Counter - Self - No cost - 5sCD - InstantCT - Ability
- Counterattacks with the small blade, dealing damage of 100 potency.********
- Additional effect: 250 potency after parrying, dodging or upon miss of an enemy attack.
45 Yoroidoshi / Armor Piercer - Single enemy - 80 TP - GCD - InstantCT - 3yRG - Weaponskill
- Goes into an offensive stance, raising damage output by 15% and lengthening the Sha, Ko Gasumi and Hidari Jodan counterattack buffs by 10s whenever they are up. Under this stance, damage received is increased by 15% by all attacks landed on you by an enemy directly after a dodged, parried or missed attack. Recast to remove.
- Offset by Chudan.
46 Onigoroshi / Ogrekiller - Single enemy - 70 TP - 30sCD - InstantCT - 3yRG - Weaponskill
- Sha effect: Counterattacks with the small blade, dealing damage of 100 potency.
- Combo action: Sakikage.
- Combo potency: 250.
- Combo effect:* Lowers target's slashing resistance by 10%. Duration: 15s.
- Ko Gasumi effect: Counterattacks with the small blade, dealing damage of 100 potency.
- Combo action: Sakikage.
- Combo potency: 250.
- Combo effect: Increases enmity.
- Hidari Jodan effect: Counterattacks with the small blade, dealing damage of 100 potency.
- Combo action: Sakikage
- Combo potency: 280
- Only available under Sha, Ko Gasumi or Hidari Jodan.
50 Ryusei / Shooting Star - Single enemy - No cost - GCD - InstantCT - 3yRG - Ability
- Attacks with the large blade, dealing 100 potency damage.
- Combo action: Kotetsu
- Combo potency: 270 potency.
- Combo effect: Blinds target. Duration: 8s.
50 Oborozuki / Blurry Moon - Self - No cost - 320sCD - InstantCT - 20sDur - Ability
- Sha effect: Counterattacks with the large blade, dealing damage of 100 potency.
- Combo action: Yoroidochi
- Combo potency: 250
- Combo effect: Ends the duration of Sha.
- Ko Gasumi effect: Counterattacks with the large blade, dealing damage of 100 potency.
- Combo action: Yoroidochi
- Combo potency: 280
- Combo effect: Ends the duration of Ko Gasumi.
- Hidari Jodan effect: Counterattacks with the large blade, dealing damage of 100 potency.
- Combo action: Yoroidochi
- Combo potency: 320
- Combo effect: Ends the duration of Hidari Jodan.
- Only available under Sha, Ko Gasumi or Hidari Jodan.
52 Ame no Murakumo / Heaven's Cloud - Single enemy - 90 TP - 180sCD - InstantCT - 3yRG - Weaponskill
- Dodges most physical and magical attacks aimed at you and parries all damage that cannot be dodged for 15s. Under this buff, the timers of Sha, Ko Gasumi and Hidari Jodan do not tick.
54 Aozora / Big Blue Sky - Nearby enemies - 110 TP - 10sCD - InstantCT - 3yRG - 15yRD - Weaponskill
- Attacks with the short blade, dealing damage of 100 potency.
- Combo action: Kaginawa.
- Combo potency: 160
- Combo effect: Heavy+40%. Duration: 12s.
56 Hyotan / Gourd - Self - No cost - 90sCD - InstantCT - Ability
- Attacks with both blades, delivering damage of 70 potency.
- Combo action: Yukizakura.
- Combo potency: 240.
- Combo effect: Increases enmity.
- Only available under Sha, Ko Gasumi or Hidari Jodan.
58 Takusu / Entrust - Target and nearby allies - 100% MP - 200sCD - InstantCT - 30yRG - Ability
- Restores own HP with a potency of 600 and restores 100 TP. Restores HP with a potency of 1200 and restores 200 TP whenever under any counterattack stance.
- Additional effect: Ends the duration of Sha, Ko Gasumi or Hidari Jodan.
60 Zanmato / Two Body Blade - Single enemy - No cost - 180sCD - InstantCT - 3yRG - Ability
- Drains MP and distributes it evenly amongst all party members in range of target.
Limit Break 3 Fudosan / Unbowing Mountain
- Sha effect: Counterattacks with the large blade, dealing damage of 100 potency.*
- Combo action: Yoroidochi
- Combo potency: 280
- Combo effect: Extends the duration of Sha by 10s but increases its cooldown to 40s.
- Ko Gasumi effect: Counterattacks with the large blade, dealing damage of 100 potency.*
- Combo action: Yoroidochi
- Combo potency: 320
- Combo effect: Extends the duration of
- Ko Gasumi by 10s but increases its cooldown to 40s.
- Hidari Jodan effect: Counterattacks with the large blade, dealing damage of 100 potency**
- Combo action: Yoroidochi
- Combo potency: 360
- Combo effect: Extends the duration of Hidari Jodan by 10s but increases its cooldown to 40s.
- Only available under Sha, Ko Gasumi or Hidari Jodan.
PVP PurifyPVP Enliven
- Removes all detrimental effects from self or ally. Can be used regardless of status affliction. Recast: 120s.
- Enhanced Purify: Shortens recast time to 90 seconds.
PVP Full Swing
- Instantly restores 50% TP.
- Enhanced Enliven: Shortens recast time to 180 seconds.
- Enhanced Enliven II: Increases TP recovery to 75%.
PVP Push Back
- Delivers an attack with a potency of 150.
- Additional Effect: Damage over time with potency of 30 for 15s.
- Additional Effect: Increases target's damage taken by 10% for 15s.
- Enhanced Full Swing: Shortens recast time to 150 seconds.
- Enhanced Full Swing II: Increases duration to 20 seconds.
- Enhanced Full Swing III: Increases HP increase and restoration to 25%.
PVP Kikuichimonji
- Delivers an attack with a potency of 150 every time you suffer physical damage for 10s.
- Additional Effect: Counters any knockback attacks with a knockback and knock down for 2s.
- Enhanced Push Back: Shortens recast time to 120 seconds
- Enhanced Push Back II: Increases potency to 180.
- Enhanced Push Back III: Extends counter attack duration to 15 seconds.
PVP Miramune
- Deals damage of 150 potency to all targets in a wide cone before you. 8y radius. Recast: 120s.
- Additional effect: Lowers the accuracy of the main target by 10%. Duration: 10s.
- Enhanced Kikuichimonji: Increases the duration to 20s.
- Enhanced Kikuichimonji II: Increases potency to 180.
- Enhanced Kikuichimonji III: Shortens recast time to 90s.**
- Flashes forward, sprinting a distance of 10y and dealing 120 potency damage to all enemies in the line of your sprint. Recast: 180s.
- Additional effect: Binds sprinting targets. Duration: 3s.
- Enhanced Miramune: Increases distance to 15y.
- Enhanced Miramune II: Increases Bind duration to 5s.
- Enhanced Miramune III: Increases distance to 20y.**
TRAITS
- 8 Enhanced Vitality - Increases Vitality by 2.
- 14 Enhanced Vitality II - Increases Vitality by 4
- 16 Enhanced Kotetsu - Decreases accuracy of target by 10% for 10s.
- 20 Enhanced Jinkai - Increases the radius to effect all party members within 8y of the user.
- 24 Enhanced Vitality III - Increases Vitality by 6.
- 28 Enhanced Yukizakura - Increases potency to 90.
- 32 Enhanced Mahonochi - Increases healing potency to 110 after parrying, dodging or having an attack miss you.
- 36 Sha no Kamae - Enters into the Sha counterattack buff for 10s after parrying an attack. Sha increases accuracy by 15%. The duration of Sha is neither reset upon parry nor offset by Ko Gasumi and Hidari Jodan. Sha has a 20s cooldown and shares a recast timer with Ko Gasumi and Hidari Jodan.
- 40 Ko Gasumi no Kamae - Enters into the Ko Gasumi counterattack buff for 10s after dodging an attack. Under Ko Gasumi, all weaponskills restore 10% of damage dealt as HP. The duration of Ko Gasumi is neither reset upon dodging nor offset by Sha and Hidari Jodan. Ko Gasumi has a 20s cooldown and shares a recast timer with Sha and Hidari Jodan.
- 44 Hidari Jodan no Kamae - Enters into the Hidari Jodan counterattack buff for 10s after after an enemy attack has missed you. Under Hidari Jodan, The TP costs of job related actions are nullified. The duration of Hidari Jodan is neither reset upon miss nor offset by Sha and Ko Gasumi. Hidari Jodan has a 20s cooldown and shares a recast timer with Sha and Ko Gasumi.
- 48 Enhanced Wakizashi - Switches between counterattack stances; Hidari Jodan to Ko Gasumi and Ko Gasumi to Sha. Has no additional effect on the Sha stance.
NOTES
I don't have many notes for the Samurai as I feel it's a concept that explains itself. Meanings and references where I received the Japanese translations for Samurai action are mostly from other FF titles, with an emphasis on FFX and FFT in which are the most prevalent titles with a(n arguable) Samurai class.
GEOMANCER (GEO); the caster tank
In most FFs, the Geomancer has been a bell-wielding magical DPS and debuffer (FFV, FFXI, FFTA2), while in a select few, it has appeared as an axeman or swordsman (FFT and arguably Lani in FFIX). Regardless as to its iteration, it has always specialized in the elements. In FFXIV, I propose another rendition that combines the best of both its iterations. The Geomancer is a tank job who wields a hammer and shield to deliver utility by its access to all elements through its weaponskills, spells and cooldowns. Where other tanks may survive heavy damage through superior block and defense (PAL), high DPS and HP regeneration (WAR) or magic defenses and debuffs (DRK), the Geomancer attains its survivability through a control of resistances: not only elemental, but physical, magical and status-related as well. Unique to the Geomancer is its combined use of both weaponskills and spells, all calculating their effects from the basis of strength alone. Due to cast times of spells, the Geomancer may find itself using specific rotations that may permit the following spell to be cast instantly or without interruption. Where this isn't an option, the Geomancer can be safeguarded by some of its cross class abilities earned by it through the Thaumaturge. Where, at lower levels, it may lack in the defensive cooldowns of Paladin or the DPS output of Warrior, it makes up in utility unsurpassed by fellow tanks, being able to treat the status ailments on not only itself, but its allied party members and manipulate their effects for its own benefit. In case of emergency, the Geomancer finds its ultimate defense through accessing Ribbon of Eden, its answer to Hallowed Ground (PAL), Holmgang (WAR) and Living Dead (DRK).
LORE
The Geomancers were amongst the scholars of Sharlayan before the abandonment of Idyllshire and were the sole persons charged with the research of Geomancy—the study of the effects of magics on the geography and nature of Hydaelyn.
As the injured and maimed citizens of Ala Mhigo made their way to seek refuge in Idyllshire displaying in mortal expression the odds that lay before the seekers of knowledge, it was the Docent of Geomancy who professed a belief in safety elsewhere and with hammer and shield in hand, led the Sharlayans and Ala Mhigans alike away in what is known as the Pilgrimage Hydaelyn Thorough.
Magic and aether all around us manifest our bonds with the Twelve, leave remnants and traces of the history of history. We bleed the soils, the streams and forests to uncover the past. We conquest the mountain, the wind and snow to seek untold knowledge. We do this in the name of wisdom. We called it Geomancy.
SPECS
Main Hand: HammerOff hand: (Mage's) Shield;
- Blunt damage
Armor: GLA MRD PAL WAR DRK GEO
- GLA CNJ THM PAL WHM BLM GEO
Attributes by growth: VIT STR PIE DEX INT MND : SpSp ACC SkSp DET CRIT PARRYCross Class: Thaumaturge
- Geomancers give the VIT buff to parties
Cross Class: Gladiator
- Surecast
- Sleep
- Swiftcast
- Savage Blade
- Flash
- Convalescence
- Provoke
- Awareness
MECHANICS
The GEO functions mostly parallel to other tanks with the added bonus that many of its defensive cooldowns also increase elemental and status resistances while others only effect defense. There are two new mechanics specific to GEO tanking.* Firstly, the GEO is offensively a magical tank, a number of attacks and cooldowns are spells with cast times.
- Spells: Poison (level 6), Shock (level 15), Rejuva (level 22), Shell (34), Panacea (35), Tornado (42), Reflect (45), Trine (50), Static Armor (56), Atmosphere (60).
Each spell has a short global cast time of 2.5s but may require the Swiftcast and Surecast cooldowns earned from the THM cross class. Swiftcast and Surecast are aided with combo effects from certain skills which may ensure the next spell acts as a Swiftcast spell, instantly casted or as a Surecast spell, casted without interruption through receiving damage, or additionally, moving or auto attacking.
- Flametongue > Ice Brand > Surecast next spell
- Flametongue > Gaia Hammer > Swiftcast next spell
The spell Poison may be preferred to ensure cast times (through normal casts or Surecasts) don't lower DPS output, having a massive DOT tick. The GEO weapon, the hammer, additionally grants great amounts of necessary spell speed
Different from the other tanks, the GEO weakens its own defenses through the skill Sublimation in order to heal itself, absorbing the effect of the oldest defensive cooldown on self to do so and reducing the recast timer of the absorbed effect. Different cooldowns are absorbed to heal or restore different amounts of HP, MP and TP.
- Sublimation absorbs > Rock Armor, Terra Form, Shell, Rejuva, Reflect and Static Armor.
ACTIONS
* MP costs shown are base MP costs.
1 Flametongue - Single enemy - 70 TP - GCD- InstantCT - 3yRG - Weaponskill2 Rock Armor - Self - No cost - 60sCD - InstantCT - 20sDur - Ability
- Deals fire-aspected damage of 150 potency.
4 Ice Brand - Single enemy - 60 TP - GCD - InstantCT - 3yRG - Weaponskill
- Raises defense by 30% and raises earth elemental resistance by 15%. Duration: 20s.
- Absorbed by Sublimation to restore HP with a potency of 450.
6 Poison - Single enemy - 10 MP - GCD - GCT - 25yRG - 30sDur - Spell
- Deals ice-aspected damage of 100 potency.
- Combo action: Flametongue.
- Combo potency: 230.
- Increases enmity.
8 Bludgeon - Single enemy - 90 TP - 60sCD - GCT - 3yRG - 15sDur - Weaponskill
- Deals unaspected damage over time with a potency of 20. Duration: 30s. (Combined total potency of 200)
10 Terra Form - Self and nearby allies - No cost - 60sCD - InstantCT - 10yRD - 20sDur - Ability
- Deals 130 potency damage and reduces the target's blunt resistance by 20%. Duration: 15s.
12 Liquid Steel - Single enemy - 60 TP - GCD - InstantCT - 3yRG - Weaponskill*
- Reduces own damage taken by 20% and places a stacking buff onto self and nearby allies that stacks on each person individually each time that person takes elemental damage. Terra Form stacks increase each person's resistance to all elements by 5% per stack. 3 stack maximum. (Stacks add 2% elemental resistance during PVP).
- Absorbed by Sublimation to restore HP with a potency of 250; additional 50 potency per stack.
15 Shock - Single enemy - 4 MP - 25sCD - GCT - 25yRG - 5sDur - Spell
- Deals water-aspected damage of 100 potency.
- Combo action: Flametongue.
- Combo potency: 190.
- Combo effect: Increases the damage output of the next weaponskill or spell by 10%. Duration: 10s.
18 Boomerang - Multiple enemies - 120 TP - GCD - InstantCT - 15yRG - 3sDur - Weaponskill
- Deals thunder-aspected damage of 90 potency.
- Additional effect: Stuns target. Duration: 5s. (1s in PVP)
22 Rejuva - Self - 12 MP - 20sCD - GCT - 60sDur - Spell
- Throws weapon 15y for a long range wind-elemental attack in a line before you, damaging all enemies in the path for 60 potency, and the target for 120 potency.*
- Increases enmity.
26 Gaia Hammer - Single enemy - 60 TP - GCD- InstantCT - 3yRG - Weaponskill*
- Raises air resistance by 15% for 15s and removes a single resistible status (Bind, Blind, Paralysis, Poison, Silence, Sleep, Stun, Heavy and Slow) from self and raises resistance to removed status by 25% for 60s. If no resistible status exists, Rejuva removes a different status affliction. Detrimental statuses are placed back on self if Rejuva is removed through Sublimation.
- Additional effect: Duration is refreshed whenever the same ailment is removed.
- Absorbed by Sublimation to restore 300 TP.
30 Cursed Hammer - Single enemy - 120 TP - 30sCD - InstantCT - Weaponskill
- Deals earth-aspected damage of 100 potency.
- Combo action: Flametongue.
- Combo potency: 210.
30 Might Before Mana - Self - No cost - 5sCD - InstantCT - IndefiniteDur - Ability
- Deals damage of 170 potency.
- Increases enmity.
34 Shell - Self - 6 MP - 120sCD - GCT - 20sDur - Spell
- Goes into a defensive stance, increasing defense by 20% and halving the duration of each incoming status ailment. Under Might Before Mana, shield block's effect halves all incoming damage with an 20% increased rate and base MP costs are increased by 2. Recast to remove.
- Offset by Elemental Reels.
- Must have a shield equipped.
35 Reflect - Self - 10 MP - 180sCD - GCT - 10sDur - Spell
- Reduces magical damage taken by 20% and raises water resistance by 15%. Duration: 20s.
- Absorbed by Sublimation to heal 20% maximum MP.
38 Sublimation - Self - No Cost - 15sCD - InstantCT - Ability
- Raises ice resistance by 15% and nullifies damage received by next magical attack, reflecting 50% of the amount of damage back onto the target and restoring the other 50% as MP. Duration: 10s. (Some spells may be unreflectable.)
- Absorbed by Sublimation to restore 50% maximum MP.
40 Panacea - Single ally - 7 MP - GCD - GCT - 30yRG - Spell*
- Absorbs the effect of the oldest defensive buff in effect, restoring an amount of HP, MP or TP using Vitality as the governing attribute and reducing the recast timer of the absorbed effect by the amount of duration remaining when the effect was absorbed.
- Effects Rock Armor, Terra Form, Shell, Rejuva, Reflect and Static Armor.
- Can only be used if at least one of the listed defensive cooldowns is active.
42 Tornado - AOE around self - 12 MP - 120sCD - GCT - 8yRD - 15sDur - Spell
- Removes a single detrimental status ailment from the target.
- Additional effect: Stores the single most recently removed status for 15s. If not removed through Cursed Hammer before the end of the duration, player suffers from the effect at equal duration to when it was removed.
45 Elemental Reels - Self - No Cost - 5sCD - InstantCT - IndefiniteDur - Ability
- Places an area of effect beneath you that you remain the center of wherever you move, dealing 80 potency wind-elemental damage over time to all targets in range on each tick.* Duration: 15s. (Combined total potency of 400 per target)
- Increases enmity.
46 Frost Fortress - Self - 150 TP - 180sCD - InstantCT - 3yRG - 15sDur - Weaponskill
- Goes into an offensive stance, randomly infusing the weapon with one of the six elements, increasing the damage output of weaponskills and spells that deal damage of the infused element by 25% and accuracy by 5% but reducing all other elemental damage output by 5%. Recast to remove.
- Offset by Might Before Mana.
50 Trine - Single enemy - 60 TP - GCD - GCT - 25yRG - Weaponskill
- Delivers an ice-aspected attack of 200 potency with your shield.
- Additional effect: Deals 10% more damage for each status ailment suffered, capping at 50% additional damage.
- Increases enmity.
- Must have a shield equipped.
50 Ribbon of Eden - Self - No cost - 420sCD - InstantCT - 12sDur - Ability
- Deals a three fold attack, each hit having 85 potency.
- Combo action: Ice Brand.
- Combo potency: 120.
- Combo effect: Deals damage of a random element. Deals damage of the infused element under Elemental Reels.
- Combo action: Liquid Steel.
- Combo potency: 110
- Combo effect: Restores 15% of damage as MP.
- Combo action: Gaia Hammer.
- Combo potency: 95
- Combo effect: Extends the duration of all detrimental effects you have placed on the target by 10s.
52 Fire Assault - Single enemy - 90 TP - 60sCD - InstantCT - 3yRG - Weaponskill
- Alleviates and grants immunity to most detrimental statuses while switching the maximum amounts of MP and HP available and restoring MP to its new maximum capacity. During this buff, all damage on the user is inflicted upon the MP pool and the user is immune to the bonuses of other defensive buffs and stances placed on self. As long as Ribbon of Eden is up, MP cannot be restored by skills, spells, items or naturally refreshed, and HP healing restores only the HP pool, while MP costs of spells changes to a nil cost. At the end of the duration of Ribbon of Eden, the percentage of MP in the MP pool will equally reflect the percentage of HP upon recovering maximum HP limit.
- (Ie, if you have 45% of the limited maximum HP at the end of this buff, you will have 45% of actual maximum HP when actual maximum returns)
54 Unnatural Grip - Self - No cost - 120sCD - InstantCT - 5sDur - Ability
- Delivers a fire-aspected attack of 50 potency. 150 potency after blocking. 250 potency after blocking slashing, piercing or blunt damage.
- Combo action: Frost Fortress.
- Combo potency: 150 potency. 250 potency after blocking. 350 potency after blocking slashing, piercing or blunt damage.
- Additional effect: Slow + 40%. Duration: 10s.
- Must have a shield equipped.
56 Static Armor - Self - No cost - 180sCD - GCT - 8yRG - 20sDur - Ability
- Puts shield away and grips weapon with both hands, increasing accuracy by 15% and ensuring a critical hit on the next weaponskill. While under Unnatural Grip, you don't receive the bonuses of any defensive cooldowns and you are unable to use any shield-based attacks. Duration: 5s.
58 Tower Wall - Self - No cost - 240sCD - InstantCT - IndefiniteDur - Ability
- Covers self in an armor of electricity, increasing thunder resistance by 15% and instantly returning a thunder-aspected attack of 120 potency to all enemies in range with a 2.5s cooldown between hits whenever you are damaged by an enemy. Duration: 20s.
- Absorbed by Sublimation to restore HP with a potency of 1200.
60 Atmosphere - Single enemy - 20 MP - 180sCD - GCT - 3yRG - Spell
- Increases fire resistance by 15% and reduces damage received by next block to 1 if physical; if magical, receive double damage. Tower Wall lasts until damage is blocked.
- Increases enmity.
Limit Break 3 Natural Phenomena
- Attunes to the nature around you, dealing an attack whose potency and elemental value depend on meteorological* patterns.
- Fire: 250 Clear Skies. 300 Sunshine.* 350 Heatwaves/Heatwaves (Ifrit).*
- Ice: 250 Fog. 300 Snow. 350 Blizzard/Irradiance.*
- Thunder: 250 Under Static. 300 Thunder. 350 Thunderstorms/Storm Clouds.*
- Water: 250 Overcast. 300 Showers. 350 Rain/Rough Seas.*
- Earth: 250 Gloom. 300 Dust Storm. 350 Sandstorms/Erupting.*
- Air: 250 Umbral Wind. 300 Wind. 350 Gales/Gales (Garuda).*
- Non-Aspected: 300 for all other weather phenomena, including Auroras*, Core Radiation*, Darkness*, Gloom (Mog)*, Hot Spells*, Hyperelectricity*, Louring*, Oppression*, Royal Levin*, Shelf Clouds*, Smoke*, Tension*.
- (*These weathers only appear in dungeons and trials.)
PVP PurifyPVP Enliven
- Removes all detrimental effects from self or ally. Can be used regardless of status affliction. Recast: 120s.
- Enhanced Purify: Shortens recast time to 90 seconds.
PVP Mana Draw
- Instantly restores 50% TP.
- Enhanced Enliven: Shortens recast time to 180 seconds.
- Enhanced Enliven II: Increases TP recovery to 75%.
PVP Full Swing
- Restores 30% of maximum MP.
- Enhanced Mana Draw: Shortens recast time to 180 seconds.
- Enhanced Mana Draw II: Increases MP recovery to 50%.
PVP Push Back
- Delivers an attack with a potency of 150.
- Additional Effect: Damage over time with potency of 30 for 15s.
- Additional Effect: Increases target's damage taken by 10% for 15s.
- Enhanced Full Swing: Shortens recast time to 150 seconds.
- Enhanced Full Swing II: Increases duration to 20 seconds.
- Enhanced Full Swing III: Increases HP increase and restoration to 25%.
PVP Ribbon
- Delivers an attack with a potency of 150 every time you suffer physical damage for 10s.
- Additional Effect: Counters any knockback attacks with a knockback and knock down for 2s.
- Enhanced Push Back: Shortens recast time to 120 seconds
- Enhanced Push Back II: Increases potency to 180.
- Enhanced Push Back III: Extends counter attack duration to 15 seconds.
PVP Armada
- Grants immunity to all detrimental statuses to all allies within a 15y range. Duration: 15s. Recast: 180s.
- Enhanced Ribbon: Increase duration to 30s.
- Enhanced Ribbon II: Shortens recast time to 150s.**
- Enhanced Ribbon III: Additionally alleviates all detrimental statuses and grants immunity to area-set debuffs and area-set damage over time effects.
- Drains the damage of the highest resisted element. If there is a tie for highest resistance, it does nothing. Duration: 10s. Recast: 180s.
- Enhanced Armada: Increase duration to 20s.
- Enhanced Armada II: Shortens recast time to 150s.**
- Enhanced Armada III: Doubles the absorbed damage whenever the element in question is the infused element under Elemental Reels.
TRAITS
- 8 Enhanced Vitality - Increases Vitality by 2.
- 14 Enhanced Vitality II - Increases Vitality by 4.
- 16 All Terrain - Grants immunity to the detrimental status effects of ground traps. Reduces the damage taken by area set AOEs by 20% in PVP.
- 20 Enhanced Ice Brand - Adds an effect to the combo action received from Flametongue that allows for all cast times to be uninterruptible by damage, moving or your own auto-attacks. Duration: 10s.
- 24 Enhanced Vitality III - Increases Vitality by 6.
- 28 Enhanced Toxins - Strengthens the potency of Poison's damage over time effect to 40 for 30s.
- 32 Enhanced Gaia Hammer - Adds an effect to the combo action received from Flametongue that allows for the next spell cast to be cast instantly. Duration: 3s.
- 36 Enhanced Terra Form - Increases elemental stack limit to 5.
- 40 Enhanced Cursed Hammer - Adds an additional effect to Cursed Hammer that increases its damage potency to 270 and inflicts the status ailment at equal strength at its removal that has been stored by Panacea with a 9s duration.
- 44 Enhanced Toxins II - Strengthens the potency of Poison's damage over time effect to 60 for 30s.
- 48 Enhanced Elemental Reels - Grants a 15% chance to restore 150 TP each time you deal damage of the infused element.
NOTES
As implementing damage based from terrain would be a long job for each map this far into FFXIV, I have chosen a weather based action to take the place of the Geomancer staple spell "Terrain."
HEALER CONCEPTS
CHEMIST (CHM); the item healer
* Clunkiest concept ever. Please help to make it flow better.
The Chemist is an item-based healer job who makes use of Potions to heal and buff allies, as well as to hinder enemies.* While other healers may specialize in high impact healing (WHM), damage mitigation (SCH) or short-term buffs (AST), the Chemist is set apart through its efficacy in giving attribute bonuses and its access in directly restoring high amounts of MP and TP in addition to HP, although on expensive cooldowns. Unlike other healers, the Chemist being a physical class uses skills in place of spells, and strength (STR) instead of intelligence (INT) as the damage-calculating attribute. To aid in this, it utilizes several brewing stances to define the effects of its skills and establish an inventory cost over its healing, buffing and debuffing items available for use. The stances convey an advanced style of gameplay, where each of the three stances change the effect of the majority of skills in the arsenal. It is disciplined in the ability Mix, allowing it to instantly create and use stronger potions, wards and other solvents. Where the Potion, Hi-Potion and Mega-Potion rotation may begin to fail, the Chemist may opt to use the skills X-Potion and Hi-Elixir; its answers to Benediction (WHM), Lustrate (SCH) and Essential Dignity (AST). In the spirit of using items to heal, the majority of the Chemist's actions are instant casts, the heals being balanced with the heals of other jobs through having a lower potencies and slightly longer cooldowns; very few Chemist actions are found on the 2.5s global cooldown of other jobs.
LORE
To be completed later.
SPECS
Weapon: Cauldron
Armor: CNJ WHM SCH AST CLT CHM
Attributes: MND DEX VIT STR INT PIE : SkSp DET ACC CRIT Det Parry SpSpCross Class: Pugilist
- Chemists bring the MND buff to parties.
Cross Class: Conjurer
- Featherfoot
- Second Wind
- Haymaker
- Internal Release
- Mantra
- Protect
- Raise
- Stoneskin
MECHANICS
The point behind the CHM is for it to be an item-based healer, making potions useful. CHM has four mechanics to be aware of
- Its three stances
- The timing of its actions.
- Restock
- Critical hits
Many of the CHM's actions are deemed "itemskills." Itemskills differ from abilities, weaponskills and spells in that their costs are items in the inventory which are consumed upon the use of their actions. Itemskills are all instant casted like weaponskills, but because they also permit healing, are all off the 2.5s global cooldown of weaponskills and spells for balancing issues.*
The CHM has three stances. Unlike AST stances, these stances may be switched between themselves in battle, however, each itemskill action has one specific function while under each stance. The Chemistry stance changes the function of itemskills to heal party members; the Apothecary stance switches the function of itemskills to damage enemies; the Pharmacology stance changes the function of itemskills to buff allies.
Like all healers, the Chemist's main attribute from gear is MND, for healing, while its attack attribute is STR. A change to the Apothecary stance is required to switch the attributes of MND to STR, alike Cleric Stance, in order to increase damage given. All CHM actions—damage, buffs and healing—use skill speed and as healer equipment grants spell speed, each of the CHM's stances switch the two allowing skill speed to be brought up to par.
Lastly, because Itemskills use an inventory cost as opposed to MP or TP, items are replenished at the end of the duration of Restock. Restock is an effect that increases in duration each time an action requires the use of an inventory item. It records the amount of each item used under any stance and at the end of its duration, all items used are refunded back into the inventory. This gives each Itemskill action a different pool from which to draw unlike any other job where all actions draw from either the TP or MP pools; the CHM action "Potiom" will only draw from the item of the same name in the inventory, and likewise for Hi-Potion and Mega-Potion, et cetera. Remember that using more and more Itemskills will continually raise the duration of Restock and without letting the duration fall to 0 naturally or through use of cooldowns, you will eventually run out of Potions to use and be unable to replenish them.
Itemskills function in the way that they consume an amount of NQ items for normal damage or healing, and 1/3 of that amount in the same HQ item for critical damage or healing. If no HQ items exist, criticals can't be dealt. If only HQ items exist, the action cannot be performed.
As a solo healer, the focus may more often be on healing and buffing as a change into the DPS stance nullifies the capability to heal. The CHM is freer in parties with multiple healers.
ACTIONS
1 Brew - Single enemy - 70 TP - GCD - InstantCT - 25yRG - Weaponskill2 Chemistry - Self toggle - No Cost - InstantCD - InstantCT - IndefiniteDur - Ability
- Deals damage of 100 potency.
4 Potion - Single ally or enemy - Costs 3 NQ Potions (1 HQ on critical) - 3.5sCD - InstantCT - 25yRG - Itemskill
- Switches to the healing stance, replacing and Mind with Strength whenever offsetting Apothecary and giving Itemskills healing bonuses. Also switches spell speed with skill speed if higher. This stance limits the range of Itemskills to target party members for healing only. Only one stack of 99 NQ and 99 HQ of each item is calculated into the action costs. Each action effected by Chemistry grants a duration of Restock.
- Restock status bonus: Keeps track of all items used from actions that require an inventory cost and refunds them back into the inventory at the end of the duration.
- Offsets Apothecary or Pharmacology.
6 Apothecary - Self toggle - No Cost - InstantCD - InstantCT - IndefiniteDur - Ability
- Chemistry effect: Restores HP potency of 380.
- Grants 5s of Restock on each cast.
- Only available under a stance.
8 Mega-Potion - Multiple allies or enemies - Costs 18 NQ Mega-Potions (9 HQ on critical) - 3.5sCD - InstantCT - 25yRG - 10yRD - Itemskill
- Switches to the attack stance, switching the Strength and Mind attributes. Also switches spell speed with skill speed of higher. This stance limits the range if Itemskills to target enemies for damage only. Only one stack of 99 NQ and 99 HQ of each item is calculated into the action costs. Each action effected by Apothecary grants a duration of Restock.
- Restock status bonus: Keeps track of all items used from actions that require an inventory cost and refunds them back into the inventory at the end of the duration.
- Offsets Chemistry or Pharmacology.
10 Remedy - Single ally - Costs: 1 of each: Antidote, Echo Drops, Eye Drops, Gold Needle, Smelling Salts, Spine Drops - 3.5sCD - InstantCT - 30yRG - Itemskill
- Chemistry effect: Restores HP to all party members within range of target with a potency of 420.
- Apothecary effect: Deals 80 potency damage enemies in range of target.
- Grants 12s of Restock on each cast.
- Only available under a stance.
12 Phoenix Down - Single ally -* 200 TP - GCD - 8sCT - 30yRG - Ability
- Removes a single detrimental status.
- Additional effect: Reduces the cost of Remedy to only the appropriate item whenever removing that status detriment, reducing Restock granted to 1s
- Grants 8s of Restock on each cast.
- (Note: appropriate items: Antidote, Echo Drops, Eye Drops, Gold Needle, Smelling Salts, Spine Drops)
15 Manufacture - Self - No cost - 15sCD - 8sCT - Ability
- Revives a single target from KO in or outside combat.
- Additional effect: Instant cast at the cost of 1 of the item of the same name in the inventory., granting 20s of Restock.
18 Ether - Single ally or enemy - Costs 9 NQ Ethers (3 HQ on critical) - 60sCD - InstantCT - 25yRG - Itemskill
- Brews more Potions and Ethers over 8s, instantly reducing the current Restock by 60s.
22 Pharmacology - Self toggle - No Cost - InstantCD - InstantCT - IndefinteDur - Ability
- Chemistry effect: Restores MP with a potency of 80.*
- Apothecary effect: Deals an attack of 30 potency and adds the effect of a randomized weak-level status detriment potion adding in the cost of 33 NQ (11 HQ on critical) potions of the inflicted status.
- Grants 15s of Restock on each cast.
- Only available under a stance.
26 Hi-Potion - Single ally or enemy - Costs 9 NQ Hi-Potions (3 HQ on critical) - 3.5sCD - InstantCT - 25yRG - Itemskill
- Switches to the buffing stance, replacing Mind with Strength whenever offsetting Apothecary and granting the the use of attribute potions alongside Itemskills to buff allies. Also switches spell speed with skill speed if higher. This stance limits the range of Itemskills to target party members for buffing only. Only one stack of 99 NQ and 99 HQ of each item is calculated into the action costs. Each action effected by Pharmacology grants a duration of Restock.
- Restock status bonus: Keeps track of all items used from actions that require an inventory cost and refunds them back into the inventory at the end of the duration.
- Offsets Chemistry or Apothecary.
30 Fair Trade - Self toggle - No cost - 10sCD - IndefiniteDur - Ability
- Chemistry effect: Restores HP with a potency of 620.*
- Apothecary effect: Deals damage of 180 potency.
- Pharmacology effect: Restores HP with a potency of 165 and raises the target's highest attribute by 15% for 20s, with the additional inventory cost of 33 NQ (11 HQ on critical) hi-level attribute potions of the raised effect. Does not stack with other attribute raising actions.
- Grants 8s of Restock on each cast.
- Only available under a stance.
30 Mix - Self - 100% TP - InstantCT - 20yRG - 10sDur - Ability
- Increases the skill speed attribute by 15% while increasing the Restock of each action by 20%.
34 Mega-Ether - Multiple allies or enemies - Costs 33 NQ Mega-Ethers (11 HQ on critical) - 180sCD - InstantCT - 25y RG - 10yRD - Itemskill
- Puts the user into the Mixing buff status for 10s, mixing the next two Itemskills for combined healing effects or potencies from both items on the target. when two items are chosen, the Mix skill changes into the Use skill; if duration ends before choice, Mix fails is put into cooldown; if inadequate inventory levels of mixed items exists for Use, Use fails, returns to Mix buff. All Mix actions combine the inventory cost, Restock and cooldown of both Itemskills used to a 420s cooldown limit.
- Mix is only available under Chemistry.
- Use - 15sDur - *See Mix Actions
- Uses new potion created through the Mix ability on a target once during a 15s duration. Use skill returns to Mix after use. If not used within the 15s duration, Use returns to Mix with a 200s cooldown.
- Use is only available under Chemistry.
35 Reserve Vials - Self - No cost - 60sCD - 20sDur - Ability
- Chemistry effect: Distributes a heal on MP with a potency of 270 on all allies within range.
- Apothecary effect: Deals an attack of 70 potency. Adds the effect of a randomized status detriment potion adding in the cost of 33 NQ (11 HQ on critical) potions of the inflicted status. Duration: 7s.
- Pharmacology bonus: Restores 130 TP to all allies within range.
- Grants 25s of Restock on each cast.
- Only available under a stance.
38 Brew II - Single enemy - 60 TP - GCD - InstantCT - 25yRG - Weaponskill
- Reduces enmity generated and reduces the Restock granted by all Itemskills by half. Duration: 20s.
40 Elixir - Single ally - Costs 99 NQ Elixirs (33 HQ on critical) - 300sCD - InstantCT - 30yRG - Itemskill
- Deals damage of 100 potency.
- Combo action: Brew.
- Combo potency: 160.
- Combo effect: Silence. Duration: 1s.
42 Hi-Ether - Single ally or enemy - Costs 18 NQ Hi-Ethers (9 HQ on critical) - 120sCD - InstantCT - 25yRG - Itemskill
- Restores HP with a potency of 480, 20% maximum MP and 200 TP.
- Grants 20s of Restock on each cast.
- Only accessible when no Restock exists.
- Shares a recast timer with X-Ether.
45 Pure Concoction - Self - No cost - 120sCD - InstantCT - 10sDur - Ability
- Chemistry effect: Restores MP with a potency of 120.
- Apothecary effect: Deals an attack of 100 potency and adds the effect of a randomized status detriment potion adding in the cost of 33 NQ (11 HQ on critical) potions of the inflicted status. Duration: 10s.
- Pharmacology bonus: Restores 120 TP.*
- Grants 25s of Restock on each cast.
- Only available under a stance.
46 Manufacture II - Self - No cost - 120sCD - 8sCT - Ability
- Increases potency of all Itemskills by 50. Duration: 15s.
50 Wholesale - Self - No cost - 90sCD - InstantCT - 12sDur - Ability
- Brews more Potions and Ethers over 8s, instantly reducing all Restock.
50 Hi-Elixir - Single ally - Costs 99 NQ Hi-Elixirs (33 HQ on critical) - 420sCD - InstantCT - 30yRG - Itemskill
- Decreases the inventory cost of the all Itemskills to one-third of their original costs, with a minimal cost of 1. Duration: 12s.
52 Brew III - Single enemy - 60 TP - GCD - InstantCT - 25yRG - Weaponskill
- Restores HP with a potency of 680, 50% maximum MP and 500 TP.
- Grants 60s of Restock on each cast.
- Only accessible when no Restock exists.
- Shares a recast timer with X-Potion.
54 Ether Rain - Area-set buff - No cost - 150sCD - 8sCT - 25yRG - 7yRD - 40sDur - Ability
- Deals damage of 100 potency.
- Combo action: Brew II
- Combo potency: 200.
56 X-Potion - Single ally or enemy - Costs 99 NQ X-Potions (33 HQ on critical) - 300sCD - InstantCT - 25yRG - Itemskill
- Places a Sacred Soil-like field on the ground that raises all attributes on each party member who enter it by 8%. Does not stack with other attribute-raising actions.
58 X-Ether - Single ally or enemy - Costs 99 NQ X-Ethers (33 HQ on critical) - 500sCD - InstantCT - 25yRG - Itemskill
- Chemistry effect: Fully heals HP when current Restock is at or above 60s.
- Apothecary effect: Gives a damage over time effect of 75 potency. Duration: 21s. (Combined total potency of 525).
- Pharmacology effect: Restores HP with a potency of 380 and raises the target's highest attribute by 20% for 10s, with the additional inventory cost of 33 NQ (11 HQ on critical) x-level attribute potions of the raised effect. Does not stack with other attribute raising skills or spells.
- Grants 20s of Restock on each cast.
- Only available under a stance.
- Shares a recast timer with Hi-Elixir.
60 Hero Drink - Single ally - Costs 33 NQ (11 HQ on critical) of each X-level attribute potion - 120sCD - InstantCT- 15sDur - Itemskill
- Chemistry effect: Fully restores MP.
- Apothecary effect: Deals an attack of 210 potency and adds the effect of a randomized status detriment potion adding in the cost of 33 NQ (11 HQ on critical) potent-level potions of the inflicted status. Duration: 5s.
- Pharmacology bonus: Fully restores TP*
- Grants 40s of Restock on each cast.
- Only available under a stance.
- Shares a recast timer with Elixir.
Limit Break 3 X-Elixir
- Restores HP with a potency of 800 and increases STR, VIT, DEX, INT, MND and PIE on a single target by 15% for 15s.
- Grants 40s of Restock on each cast.
PVP PurifyPVP Attunement
- Removes all detrimental effects from self or ally. Can be used regardless of status affliction. Recast: 120s.
- Enhanced Purify: Shortens recast time to 90 seconds.
PVP Divine Breath
- Greatly enhances evasion while nullifying 90% of damage for 10s. Cannot move or act while in effect.
- Enhanced Attunement: Shortens recast time to 180 seconds.
PVP Focalization
- Resurrects target at 30% of maximum HP/MP/TP.
- Enhanced Divine Breath: Shortens recast time to 240 seconds.
- Enhanced Divine Breath II: Increases HP/MP/TP recovered to 50%.
PVP Weapon Throw
- Increases nearby party members' elemental resistances by 15% for 20s.
- Enhanced Focalization: Shortens recast time to 150 seconds.
- Enhanced Focalization II: Extends duration to 25 seconds.
- Enhanced Focalization III: Increases resistances to 25%.
PVP Full Restore
- Delivers a ranged attack with a potency of 50.
- Additional Effect: 20% chance of inflicting Heavy when dealt from behind for 6s.
- Additional Effect: Removes Sprint effect when dealt from behind.
- Enhanced Weapon Throw: Shortens recast time to 60 seconds.
- Enhanced Weapon Throw II: Extends duration to 9 seconds.
- Enhanced Weapon Throw III: Increases effect potency to 40%.
- Fully restores MP and TP of all allies in an 8y range. Recast: 180s.
- Enhanced Full Restore: Shortens recast time to 150s.
- Enhanced Full Restore II: Shortens recast time to 120s.
- Enhanced Full Restore III: Shortens recast time to 90s.*
MIX ACTIONS
Potion Plus • Single ally - InstantCT - 30yRGAdequate Potion • Single ally - InstantCT - 30yRG
- Regens HP with a potency of 80. Duration: 21s. (Combined total potency of 560.)
- Mix combinations: Potion + Potion; Potion + Mega-Ether.
Hi Potion Plus • Single ally - InstantCT - 30yRG
- Heals HP with a potency of 250.
- Additional effect: Regens HP with a potency of 125. Duration: 12s. (Combined total potency of 750.)
- Mix combinations: Potion + Hi-Potion. Potion + Elixir.
Superior Potion • Single ally - InstantCT - 30yRG
- Heals HP with a potency of 340.
- Additional effect: Erects a barrier that nullifies damage equal to the total heal. Duration: 15s. Barrier effect does not stack with other barrier effects.
- Mix combinations: Hi-Potion + Hi-Potion; Potion + X-Potion; Hi-Potion + Mega-Ether.
Hero Potion • Single ally - InstantCT - 30yRG
- Heals HP with a potency of 690.
- Mix combinations: Hi-Potion + X-Potion; Hi-Potion + Elixir.
Ether Plus • Single ally - InstantCT - 30yRG
- Heals HP with a potency of 520.
- Additional effect: Raises STR, VIT and DEX by 10%. Duration: 15s. Does not stack with other attribute-raising actions.
- Mix combinations: X-Potion + X-Potion; X-Potion + Mega-Ether; X-Potion + Elixir; Any Potion + Hi-Elixir.
Adequate Ether • Single ally - InstantCT - 30yRG
- Refreshes MP and TP with a potency of 30. Duration: 21s. (Combined total potency of 210.)
- Mix combinations: Ether + Ether; Ether + Mega Potion.
Hi Ether Plus • Single ally - InstantCT - 30yRG
- Heals MP with a potency of 90 and restores 90 TP.
- Additional effect: Refreshes MP and TP with a potency of 20. Duration: 12s.
- Mix combinations: Ether + Hi-Ether; Ether + Elixir.
Superior Ether • Single ally - InstantCT - 30yRG
- Heals MP with a potency of 60 and restores 60 TP.
- Additional effect: Halves MP cost and reduces TP cost by 30. Duration: 9s.
- Mix combinations: Hi-Ether + Hi-Ether; Ether + X-Ether; Hi-Ether + Mega-Potion.
Hero Ether • Single ally - InstantCT - 30yRG
- Heals MP with a potency of 270 and restores 400 TP.
- Mix combinations: Hi-Ether + X-Ether; Hi-Ether + Elixir.
Mega-Potion Plus • Multiple allies -InstantCT - 30yRG - 25yRD
- Heals MP with a potency of 420 and restores 700 TP.
- Additional effect: Raises INT, MND and PIE by 10%. Duration: 15s. Does not stack with other attribute-raising actions.
- Mix combinations: X-Ether + X-Ether; X-Ether + Mega-Potion; Any Ether + Hi-Elixir.
Hi-Mega-Potion Plus • Multiple allies - InstantCT - 30yRG - 25yRD
- Regens HP with a potency of 40 to all party members within range of target. Duration: 21s.
- Mix combinations: Mega-Potion + Potion; Mega-Potion + Mega-Potion.
Hero Mega-Potion • Multiple allies - InstantCT - 30yRG - 25yRD
- Heals HP with a potency of 170 to all party members within range of target.
- Additional effect: Erects a barrier that nullifies damage equal to the total heal. Duration: 15s. Barrier effect does not stack with other barrier effects.
- Mix combinations: Mega-Potion + Hi-Potion; Mega-Potion + Elixir.
Mega-Ether Plus • Multiple allies - InstantCT - 30yRG - 15yRD
- Heals HP with a potency of 260 to all party members in range of target.
- Additional effect: Raises STR, VIT and DEX by 10% for 7s. Does not stack with other attribute raising skills or spells.
- Mix combinations: Mega-Potion + X-Potion; Elixir + Elixir.
Hi-Mega-Ether Plus • Multiple allies - InstantCT - 30yRG - 15yRD
- Refreshes MP and TP to all party members in range of target with a potency of 30. Duration: 21s.
- Mix combinations: Mega-Ether + Ether; Mega-Ether + Mega-Ether.
Hero Mega Ether • Multiple allies - InstantCT - 30yRG - 15yRD
- Heals MP with a potency of 30* and restores 40 TP to all party members within range of target.
- Additional effect: Halves MP cost and reduces TP cost by 30. Duration: 9s.
- Mix combinations: Mega-Ether + Hi-Ether; Mega Ether + Elixir.
Megalixir • Multiple allies - InstantCT - 30yRG - 20yRD
- Heals MP with a potency of 210 and restores 350 TP to all party members within range of target.
- Additional effect: Raises INT, MND and PIE by 10%. Duration: 7s. Does not stack with other attribute-raising actions.
- Mix combinations: Mega-Ether + X-Ether; Hi-Elixir + Elixir.
- Restores HP to all party members within range with a potency of 330, MP with a potency of 270 and restores 400 TP.
- Mix combinations: Mega-Potion + Mega-Ether; Hi-Elixir + Hi-Elixir.
TRAITS
- 8 Enhanced Brew - Grants a 15% chance to reduce Restock by 10s.
- 14 Apothic Potion - Adds an Apothecary effect to Potion that deals an attack of 120 potency.
- 16 Enhanced Mind - Increases Mind by 2.
- 20 Enhanced Mind II - Increases Mind by 4.
- 24 Mix and Mend - Increases base action damage and healing by 10%.*
- 28 Pharmacy Potion - Adds a Pharmacy effect to Potion that restores HP with a potency of 80 and raises the target's highest attribute* by 10% for 30s, with the additional inventory cost of 33 NQ (11 HQ on critical) attribute potions of the raised effect. Does not stack with other attribute raising skills or spells.
- 32 Pharmacy Mega-Potion - Adds a Pharmacy effect to Mega-Potion that raises the target's highest attribute by 10% for 10s and the same attribute to all party members within 10y with the additional inventory cost of 33 NQ (11 HQ on critical) mega-level attribute potions of the raised effect. Does not stack with other attribute raising skills or spells.
- 36 Pharmacy Ether - Adds a Pharmacy effect to Ether that restores 60 TP. Does not restore TP to sprinting targets.
- 40 Enhanced Mind III - Increases Mind by 6.
- 44 Mix and Mend II - Increases base action damage and healing by 20%.
- 48 Enhanced Manufacture - Reduces the cast time of Manufacture to 4s.
NOTES
Traditionally, the CHM always uses handguns as a weapon. I gave them the cauldron as a weapon as it fits better conceptually; the CHM needs to keep mixing more potions in order to restock his healing artillery.
I know the problem with AST was partly because of its Benefic 380/ Benefic II 620 healing potency. However, AST had both a cast time and cooldown of roughly 5 combined seconds. I do not believe CHM would have the same issues with a combined cooldown and cast time of 3.5 seconds each heal.
CHM's AOE itemskills have a higher potency than other healers to account for the smaller radius due to being used to both heal and damage.
CALCULATOR* (CLT); the scaled healer
The Calculator is a healer job whose job-specific capabilities are rendered using its weapon, the abacus, to calculate mathematical and statistical healing and damage, through concepts such as plain addition or direct percentages, eliminating an ability to hit critical on many spells. While other healers may specialize in high-impact healing (WHM), damage mitigation (SCH) or short-term buffs (AST), the Calculator design concentrates on enmity control. Stacks of the Calculator's main buff, Bubble, are used* to increase reception to its job-specific healing spells and afford it the ability to redefine and redistribute the enmity levels between party members in order to keep enemies' eyes where it's most ideal. This is complimented by the Calculator's healing cooldowns which intend to minimize over healing and thusly lower its own enmity generation. Having low potency heals outside of Bubble stacks, the Calculator is unabashed with allowing allies to reach critical levels of HP due to its affinity for hastened and superior raises, occasionally at full-capacity. The Calculator is also uniquely charged with analyzing and recording restorative needs; where the Axiom, Axiom II and Dividends rotation may begin to fail, the Calculator may opt to expend healing through the spell Absolute Value, its answer to Benediction (WHM), Lustrate (SCH) and Essential Dignity (AST).
LORE
The great Calculators were once amongst the many proprietors of Idyllshire, the grand metropolis at the heart of the Academia of Sharlayan. A multitude of scholars theorized that Calculator spells were the most direct invocation of the counsel of Thaliak—divine advisement of He who reigned over Rivers of Both Wisdom and Water—and thusly, those who studied with enough fervor and possessed enough aptitude to become Calculators flourished amongst the most respected philosophers, mathematicians and engineers in all of Sharlayan. Held in such high esteem, it is only natural that the highest advisors to the Students of Baldesion and the Circle of Knowing were Calculators before the fall of Ala Mhigo. Upon the onset of the events that would leave Idyllshire abandoned and in ruin, most Calculators withdrew with other Sharlayan survivors into the Pilgrimage Hydaelyn Thorough, seeking a new location to forge and shield their knowledge from the world. It is said that a number of ill-willed stragglers and knowledge-traitors were left behind, recruited later to draft Ascian schematics that would culminate in the creation of Ultima Weapon, though even the lowliest Calculator would attest this without finite proof.
Numbers never lie, and within them are magics hidden and potent. To hone such a concept is to be a Calculator. To be a Calculator is to perceive all limits. There exists no limit. We are the Boundless and we are the Infinite.
*
SPECS
Weapon: AbacusArmor: CNJ WHM SCH AST CLT
- Blunt damage
Attributes by growth: MND PIE VIT INT STR DEX : ACC SpSp PARRY DET CRIT SkSpCross Class: Arcanist
- Calculators give the MND buff to parties
Cross Class: Conjurer
- Ruin
- Physick
- Virus
- Eye for an Eye
- Cure
- Aero
- Cleric Stance
- Protect
- Raise
- Stoneskin
MECHANICS
The driving mechanic of the CLT finds itself in its primary buff Bubble. Bubble is required for the CLT's basic role functions (moreso in parties and less so solo) which sets it apart from the other healers (although AST and SCH may require a Sect or Aetherflow stacks respectively to do their job.) Bubble is intended to be kept up to the maximum on each party member as via the Bubble buff, the CLT mechanics by design provide scaled healing and buffing, in accordance with current, maximum or missing HP or other governing mathematical factors.Many CLT spells may also find their own limits in different and opposing directions, some weaken in situations where others fortify and thrive.*
- Axiom (CLT's equivalent to Cure, Physick and Benefic) will heal with a potency of 250 to a target with no stacks of Bubble but will heal with a potency of 450 to targets with full stacks of Bubble)
The secondary function of the CLT is its direct mitigation of enmity, useful when CLT healing potencies are low due to lack of Bubble stacks. The CLT provides a number of spells that may reduce, nullify, prevent or switch the enmity generated by party members.The CLT does not receive a cross-class with THM and is unable to Swiftcast or Surecast any spells, effective for healers' raise spells. To counter this, the CLT receives traits that occasionally halve the cast time required and increase the HP restored by its job specific raise spell, Life. It also receives Full-Life, an instant cast "Benediction from KO" with an equivalent 300s cooldown and nil cost. These two effects are sensical with the job because they aid when raising allies for the CLT whose scaled healing will be at its lower limit, unable to quickly restore full HP, due to allies losing all stacks of Bubble on KO.
- By example, the spell Discontinuity Theorem provides a Sacred Soil-like field under which party members can neither generate nor lose enmity.
The CLT provides an alternative method through its healing, buffing and DPS, ignoring the raw potency healing (or damage) that other healers can provide, but issuing the unique concept to find the threshold at which to use or switch between specific spells to provide the best possible healing and DPS output, with powerful outcomes when mastered.
ACTIONS
* MP costs shown are base MP costs.
1 Balance - Single enemy - 6 MP - GCD - GCT - 25yRG - Spell2 Axiom - Single ally - 3 MP - GCD - GCT - 30yRG - Spell
- Deals unaspected damage with a potency of 120
- Additional effect: Potency decreases by 10 for every 10% of target's missing HP.
- Minimum potency of 30.
- Base MP cost decreases by 1 for every 30% missing HP on the target
4 Water - Single enemy - 4 MP - GCD - InstantCT -* 25yRG - 12sDur - Spell
- Restores HP with a potency of 250.
- Maximum potency of 450.
- Base MP cost increases by Bubble stack.
- (0-1 stack = 3 base MP cost; 2-3 stacks = 4 base MP cost; 4-5 stacks = 5 base MP cost.)
6 Dividends - Single ally - 3 MP - 6sCD - InstantCT - 30yRG - 12sDur - Spell
- Deals water-aspected damage over time; Potency: 45, Duration: 12s (combined total potency of 180; 540 with best traited enhancement)
8 Divergence - Single ally - No cost - InstantCT - 30yRG - Ability
- Restores HP with a potency of 250 and regens HP with a potency of 250. Duration: 12s.* (Combined total potency of 1250)
10 Cardinal Differential - Ally and all allies in range - 14 MP - GCD - GCT - 30yRG - 15yRD - Spell
- Decreases the current enmity of target and stores that enmity for 10s; once the Divergence spell is cast, it is replaced by the spell Convergence.*
- Has a separate function during PVP.
- Convergence - Single ally - No cost - InstantCT - 30yRG - 8sDur - Ability
- Increases enmity in target by the amount stored by Divergence, if the 8s duration is met before the spelling is cast, it then increases the user's enmity; once the spell Convergence is cast or reaches duration, it is returned to Divergence, which is put on a 90s cooldown.
- Has a separate function during PVP.
12 Life - Single ally - 30 MP - GCD - 8sCT - 30yRG - Spell
- Restores HP to all allies in range of target with a potency of 300.
15 Might - Ally and all allies in range - 20 MP - 120sCD - 5sCT - 15yRG - 15yRD - 30sDur - Spell
- Revives a single target from KO
18 Clear - Single ally - 7 MP - GCD - GCT - 30yRG - Spell
- Increases potency by 10 of all weaponskills, spells, abilities and auto-attacks which already have an initial potency; does not increase the potency of damage-over time effects, refreshes, regens or PVP actions. Does not stack with other statuses that directly increase potency.
22 Water II - Single enemy - 5 MP - GCD - GCT - 25yRG - 21sDur - Spell
- Removes a single detrimental status.
26 Axiom II - Single ally - 5 MP - GCD - GCT - 30yRG - Spell
- Deals water-aspected damage of 80 potency and deals water-aspected damage over time; Potency: 30, Duration: 21s. (Combined total potency of 290)
30 Balance II - Single enemy - 6 MP - GCD - GCT - 25yRG - Spell
- Restores HP with a potency of 450.
- Maximum potency of 650.
- Base MP cost increases by 1 with each Bubble stack.
30 Bubble - Ally and all allies in range - 6 MP - 60sCD - GCT - 30yRG - 25yRD - 90sDur - Spell
- Deals 150 potency unaspected damage with an additional 10 potency for every 10% of HP missing from the caster. Deals 0 damage at 100% HP.* Deals 250 potency damage at less than 100 HP
- Base MP cost increases by 1 for every 10% of your missing HP, with a base cost of 20 whenever you have less than 100 HP.
34 Osmose - Single ally - No cost - 60sCD - InstantCT - Ability
- Gives all party members within 25y of the target ally 3 stacks of the Bubble buff, stackable up to 5 times. Each stack raises maximum HP by 2% and restores the difference. Each stack increases the target's personal reception to the Axiom and Axiom II spells by 40 potency. The duration of Bubble is refreshed upon reception of a new stack. Whenever Bubble reaches the end of its duration, it loses a single stack and refreshes in duration.
- Cannot be dispelled.
35 Distributive Property - Ally and all allies in range - No cost - 240CD - GCT - 20yRG - 20yRD - Ability
- Consume all stacks of Bubble on a target to restore 10% of user's own maximum MP per stack; can only be used on self or party members.
38 Scalar Differential - Self and nearby allies - 15 MP - GCD - GCT - 15yRG
- Redistributes all stacks of Bubble on party members within range according to restorative needs. Bubble is stacked to the maximum first on the target with the lowest percentage of maximum HP and next on the target with the second lowest percentage of maximum HP and so on until the sum of the redistributed stacks is met. Bubble is distributed evenly amongst party members with equal percentages of maximum HP and any remainders that can not be distributed evenly amongst such party members are dissipated.
25yRD - Spell40 Thaliak's Algorithm - Ally and all allies in range - 19 MP - 180sCD - GCT - 30yRG - 15yRD - Spell
- Restores an amount of HP equal to15% current HP to all party members with more than 50% HP within range; restores an amount of HP equal to 15% missing HP to all party members with less than 50% HP within range; heals 99 HP to party members with exactly 50% HP.
- Additional effect: Regens a percentage of current HP equal to the final digit of current HP on each tick for 30s. Cannot regen less than 99 HP. (Note: heal and regen ticks have no critical)
42 Inverse Function - Self - No cost - 400sCD - InstantCT - 5sDur - Ability
- Places one or more buffs on all allies in range dependent on which numbers each individual target's level or synced level is divisible. Each target receives all buffs for which their level is divisible in numerical order to a 5 buff limit.
- Additional effect: Consumes 1 stack of Bubble per effect.
- Level 2 Humectant: Allows spells cast to consume no Bubble stacks. Effect begins after stacks are consumed by Thaliak's Algorithm. Duration: 15s.
- Level 3 Aim: Increases accuracy by 15%. Duration: 15s.
- Level 4 Reflex: Increases dodge rate by 15%. Duration. 15s
- Level 5 Wall: Reduces damage taken by 20%. Duration: 15s
- Level 6 Frenzy: Increases critical hit rate by 15%. Duration: 15s
- Level 7 Haste: Increases movement speed by 10%. Duration: 15s
- Level 8 Brisk: Increases skill speed by 20%. Duration: 15s.
- Level 9 Swift: Increases spell speed by 20% Duration: 15s
- Level 10 Might: Increases potency by 20 of all weaponskills, spells, abilities and auto-attacks which already have an initial potency; does not increase the potency of damage-over time effects, refreshes, regens or PVP actions. Does not stack with other statuses that directly increase potency.
- Prime Dividends: Regens HP with a potency of 250. Duration: 24s
45 Restore Quadrant - Area-set heal - No cost - 200sCD - InstantCT - 30yRG - 2yRD - 20sDur - Ability
- Allows Calculator healing spells based on percentage of current or missing HP to be effective for percentage of maximum HP instead. Only effects targets with at least 2 stacks of Bubble. Does not effect PVP actions.
- Additional effect: Consumes 2 stacks of the Bubble buff from effected targets each time this effect takes place (only consumes stacks when initially receiving the buff for regens). Bubble cost of Inverse Function is always enacted prior to the Bubble cost of any combined spells.
46 Water III - Area-set AOE - 8 MP - 60sCD - GCT - 25yRG - 8yRD - 30sDur - Spell
- Places an aura of light on the ground for 20s that heals an amount equal to 25% current HP to the first single party member who enters it. Does not effect players not in your party.*
- (Note: CD starts upon placement of aoe)
- (Note: has no critical)
50 Health Vector - Single ally - No cost - 180sCD - InstantCT - 30yRG - 30sDur - Ability
- Places a cyclone on the ground that deals water-aspected damage with a potency of 15 to all enemies who enter for 30s and gives targets within it a sustained heavy effect. (Combined total potency of 150)
50 Full-Life - Single ally - 30 MP - 300sCD - InstantCT - 30yRG - Spell
- Places an effect on a single target for 30 seconds that regens HP with a potency of 300, adding an additional 100 potency for every 10% of missing HP.
- Maximum potency of 1200.
52 Cup of Life - Single ally - No cost - 90sCD - InstantCT - 30sDur - Ability
- Instantly revives a single target at 100% HP with no revival agreement.
54 Discontinuity Theorem - Area-set buff - No cost - 150sCD - 8sCT - 25yRG - 7yRD - 30sDur - Ability
- Places a Synastry-like effect on the user and the target that allows any excess healing by the user over the target's maximum HP limit through direct healing or regens to be healed on the next party member within 15y of the target with the lowest percentage of total HP and allows excess healing on that target to be healed likewise on next ally within 15y of the original target, and so on. This effect applies the same way to the stacking of Bubble. Excess healing is healed onto target when no such party members exist to soak up healing.
56 Balance III - Self, all nearby allies and enemies - 20 MP - 360sCD - GCT - 8yRG - Spell
- Places a Sacred Soil-like field on the ground that prevents party members under it from losing or gaining enmity.
- Has a separate function during PVP.
58 Amnesty - Single ally - No cost - 60sCD - InstantCT - 15yRG - Ability
- Delivers unaspected damage to all enemies within 8y of the user with a potency of 250
- Additional effect: Distributes stacks of Bubble equal to the sum of enemies damaged to party members within 15y, the party member with the lowest HP maximizing stacks first.
60 Absolute Value - Self - No cost - InstantCT - 20sDur - Ability
- Reliquishes all enmity on a single party member below 15% HP. Can only be used on party members below 15% HP who have at least one stack of the Bubble buff.
- Additional effect: Consumes all stacks of the Bubble buff on the target.
- Has a separate function during PVP.
Limit Break 3 Statistical Anomaly
- Places a self-buff that records the total amount of HP you heal through Axiom, Axiom II and Restore Quadrant for 20s to targets under the Bubble buff; the amount recorded lasts indefinitely, is released upon KO or is released once Thaliak's Constant is used; once the* Absolute Value buff is cast, the spell is replaced with the Thaliak's Constant spell.
- Thaliak's Constant - Single ally - No cost - InstantCT - IndefiniteDur - Ability
- Restores HP on a single target for the total amount of healing recorded by Absolute Value up to the limit of their maximum HP and neglects excess healing. If cast before the end of the duration for the Absolute Value buff, the amount thus far recorded acts as the sum of the heal; upon use, the Thaliak's Constant spell is returned to Absolute Value which is put on a 280s cooldown
- Additional effect: Whenever the target is under your Cup of Life effect, excess healing over maximum HP through this spell is expended normally through Cup of Life.
PVP PurifyPVP Mana Draw
- Removes all detrimental effects from self or ally. Can be used regardless of status affliction. Recast: 120s.
- Enhanced Purify: Shortens recast time to 90 seconds.
PVP Attunement
- Restores 30% of maximum MP.
- Enhanced Mana Draw: Shortens recast time to 180 seconds.
- Enhanced Mana Draw II: Increases MP recovery to 50%.
PVP Divine Breath
- Greatly enhances evasion while nullifying 90% of damage for 10s. Cannot move or act while in effect.
- Enhanced Attunement: Shortens recast time to 180 seconds.
PVP Equanimity
- Resurrects target at 30% of maximum HP/MP/TP.
- Enhanced Divine Breath: Shortens recast time to 240 seconds.
- Enhanced Divine Breath II: Increases HP/MP/TP recovered to 50%.
PVP Aetheric Burst
- Allows casting without interruption by attacks for 10s.
- Enhanced Equanimity: Shortens recast time to 180 seconds.
- Enhanced Equanimity II: Extends duration to 15 seconds.
PVP Recalibration
- Deals unaspected damage with a potency of 170 to all nearby enemies.
- Additional Effect: Decreases skill speed of target by 30% for 10s.
- Enhanced Aetheric Burst: Shortens recast time to 150 seconds.
- Enhanced Aetheric Burst II: Extends duration to 15 seconds.
- Enhanced Aetheric Burst III: Increases skill speed reduction to 50%.
- Lowers healing output by 20% and raises damage output by 10% while changing the effects of Calculator's enmity actions to be appropriate for PVP. Toggles on and off with a 5s recast time.
- Divergence effect: Places a chain effect on an ally that redirects all damage on that ally to the target under the effect of your Convergence. This effect breaks if the two targets move more than 15y apart. Duration: 10s. Recast: 150s.
- Convergence effect: Places a chain effect on an enemy that makes the target receive all damage intended for the ally under the effect of your Divergence. This effect breaks if the two targets move more than 15y apart. Duration: 10s. Recast: 150s.
- Discontinuity Theorem effect: Places a barrier on the ground that renders allies under it impervious to PVP actions. Duration: 10s. Recast: 150s.
- Amnesty effect: Renders a single ally with less than 25% HP remaining untargetable by enemies. Duration: 10s. Recast: 150s.
- Enhanced Recalibration: Shortens recast time to 120 seconds.
- Enhanced Recalibration II: Extends duration to 15 seconds.
- Enhanced Recalibration III: Shortens recast time to 90 seconds.
TRAITS
- 8 Enhanced Mind • Increases mind by 2
- 14 Enhanced Mind II • Increases mind by 4
- 16 Enhanced Balance • Grants a 15% chance to add the missing potency from Balance to the damage over time potency of the next Water
- 20 Math and Mend • Increases base action damage and HP restoration by 10%
- 24 Enhanced Life • Allows the use of Life in combat and grants a 10% chance to* reduce its cast time to 4s
- 28 Enhanced Mind III • Increases mind by 6
- 32 Enhanced Axiom • Grants a 15% chance that the next Axiom II will add 2 stacks of Bubble to the target. This effect stacks with Enhanced Axiom II.
- 36 Math and Mend II • Increases base action damage and HP restoration by 20%
- 40 Second Life • Allows Life to revive party members at 15% HP per stack of the* Bubble buff on the caster. Consume all stacks of Bubble from the caster.
- 44 Enhanced Axiom II • Grants a 15% chance that the next Axiom II will prevent Bubble stacks from being consumed by any spells cast for 15s.
- 48 Enhanced Might • Increases potency gained through Might to 30 to targets who have at least 3 stacks of Bubble. Consumes 3 stacks of Bubble. Does not effect Level 10 Might.
*
NOTES
There may be many balancing concerns with CLT spells due to their lore, calculating heals and damage through percentage-based, rising-potency and falling-potency spells. Because many CLT spells are drawn from these concepts, most of this section refers to the balancing issues and what way they are intended to be solved. If you have a comment on CLT balancing, please read this before you reply with how it can better be balanced.
• ABOUT: BUBBLE, AXIOM & AXIOM II
CLT's Bubble comes from the FFXII lore: a buff spell that for a limited duration, doubles maximum HP and restores the percentage of difference between the new and old maximum limits. To balance this concept amongst the healers, Bubble was capped at extending the HP pool by 10% (which is now equal to Stoneskin and Stoneskin II in extensions, but last for a duration and do not disappear on being hit enough.)* To balance this with MRD/WAR cooldowns that also increase HP by 10%, Bubble was both made stackable up to 5, giving 2% increase per stack and made perishable through CLT spells. This limited the MRD/WAR's ability to sustain 20% additional HP, something it does not need. Most spells or cooldowns requiring a Bubble cost use the stacks on initial impact, only the Inverse Function cooldown has the requirement that its Bubble cost be counted before the cost of any combined spell. Bubble's effect to increase maximum HP (and restore the difference) acts as a healing buffer for its scaled healing spells whose potencies are low to targets without any stacks.
The two central healing spells, Axiom and Axiom II, increase potency with stacks of Bubble to agree with CLT 's lore of scaled abilities. This can possibly render the CLT useless (worse than AST pre-buffs) in fights where all or most stacks have been used on party members and Bubble is on cooldown. Several actions and traits are designed specifically to mitigate Bubble stacks for this reason:For levels before Bubble is available, healing may be accomplished in combination with the spell Dividends. >>>>
- 32 Enhanced Axiom • Grants a 25% chance that the next Balance II will add 2 stack of Bubble to the target. This effect stacks with Enhanced Axiom II.
- 35 Distributive Property • Redistributes all stacks of Bubble on party members within range according to restorative needs. Bubble is stacked to the maximum first on the target with the lowest percentage of maximum HP and next on the target with the second lowest percentage of maximum HP and so on until the sum of the redistributed stacks is met. Bubble is distributed evenly amongst party members with equal percentages of maximum HP and any remainders that can not be distributed evenly amongst such party members are dissipated.
- 40 Level 2 Humectant • Allows spells cast to consume no Bubble stacks. Effect begins after stacks are consumed by Thaliak's Algorithm. Duration: 15s.
- 44 Enhanced Axiom II • Grants a 15% chance that the next Axiom II will prevent Bubble stacks from being consumed by any spells cast for 15s.
- 52 Cup of Life • Places a Synastry-like effect on the user and the target that Allows any excess healing by the user over the target's maximum HP limit through direct healing or regens to be healed on the next party member within 25y of the target with the lowest percentage of total HP and allows excess healing on that target to be healed likewise on next ally within 25y of the original target, and so on. This effect applies the same way to the stacking of Bubble.
- 56 Balance III • Additional effect: Distributes stacks of Bubble equal to the sum of enemies damaged to party members within 15y, the party member with the lowest HP maximizing stacks first.
• ABOUT: SYNCED HEALING
For synced healing at levels less than 30, (therefore prior to obtaining Bubble) the potencies of CLT's heals are extremely low: just 250 for Axiom (level 2) and 450 for Axiom II (level 26). This renders the I-level spell Axiom with more potency than a single tick of Regen but less than the heal of Adloquium. It also renders the II-level spell Axiom II with only 50 more potency than I-level spells Cure and Physick. This has been balanced with Dividends, an instant cast 250 potency regen effect with a 12s duration and 6s cooldown which also heals on cast for the same 250 potency. This allows for Axiom to be followed instantly by Dividends for a combined heal of 500 potency and for Axiom II to be followed instantly by Axiom for a combined heal of 700 potency. The 12s duration and 6s cooldown allow for Dividends to work with the heals for pre-level 30 CLT to be as effective at lower levels as other healers but limits its use to two players at a time in order to keep a balance as to not overshadow the potential of other healers.* A similar issue happened for pre-30 DPS for the CLT. >>>>
• ABOUT: SYNCED DPS
Like synced healing, the CLT's main pre-30 attack spell, Balance, loses potency with missing percentage of target's health. This is countered with a level 16 trait which adds the total missing potency to the potency of the damage over time effect of the Water spell, allowing for a damage over time effect totaling 540 potency (135 potency on each tick) under the optimal conditions.
• ABOUT: PERCENTAGE SPELLS
Percentage based spells (ie that heal x%HP) do not crit and all of them are naturally based off of missing and current HP for balance. They are only based from maximum HP during the healing cooldown Inverse Function. There are no spells that do damage equal to a percentage of a target's HP for obvious reasons.
• ABOUT: SCALAR DIFFERENTIAL
Full tick examples from random amounts of HP. 4321 / 12345 HP.Same example, but with Inverse Function which allows all the percentage based heals to be effective against maximum HP. Note: with Inverse Function, healing can be better or worse depending on the final digit of the target's max HP. 4321 / 12345 HP.
- Initial heal: heals for 15% of current HP: (+641) = 4969
- Ticks heal a percent of current HP equal to the final digit of current HP, but never less than 99 HP
- Tick 1: +9% current (+447) = 5416
- Tick 2: +6% current (+325) = 5741
- Tick 3: +1% current (+57), but cannot regen less than (+99) = 5840
- * Tick 4: +0% current (+0), but cannot regen less than (+99) = 5939
- Tick 5: +9% current (+535) = 6474
- Tick 6: +4% current (+259) = 6733
- Tick 7: +3% current (+202) = 6935
- Tick 8: +5% current (+347) = 7282
- Tick 9: +2% current (+146) = 7428
- Final tick: +8% current (+594) = 8022
- 3701 HP healed in this case
- Initial heal: heals for 15% of maximum (+1852) = 6173
- Ticks heal a percent of maximum HP equal to the final digit of maximum HP, but never less than 99 HP
- Tick 1: +5% total (+617) = 6790
- Tick 2: +5% total (+617) = 7407
- Tick 3: +5% total (+617) = 8024
- Tick 4: +5% total (+617) = 8641
- Tick 5: +5% total (+617) = 9258
- Tick 6: +5% total (+617) = 9875
- Tick 7: +5% total (+617) = 10492
- Tick 8: +5% total (+617) = 11109
- Tick 9: +5% total (+617) = 11726
- Final tick: +5% total (+617) = 12343
- 8022 HP healed in this case
• ABOUT: THALIAK'S ALGORITHM
Your basic all-in-one "Level x Effect" spell found in many FFs. Not RNG alike AST spells, so given a different sort of limit where Bubble stacks are used, allowing for lower level spells to always be buffed first making it difficult to receive the higher level spells. At maximum Bubble stacks: a level 42 party member would receive the effects of the Level 2, Level 3, Level 6 and Level 7 buff. A level 60 party member would receive theMLevel 2, Level 3, Level 4, Level 5 and Level 6 Buffs but would always fail to receive Level 10 Buff by having no more stacks of Bubble to consume.
• ABOUT: DISCONTINUITY THEOREM
The raid utility of this sounded useless to someone when I explained it so I thought I'd put example uses:
- If the tank is alive and healers or DPS are healing or delivering more damage than can be mitigated, the tank would maintain all enmity given either: all high hate-generating players are under this effect and given tank either isn't under the effect—all party members are under the effect but the tank still had highest enmity beforehand.
- If a player under this effect precasts regens or buffs prior to a pull, they do not generate any enmity.
- If a player is temporarily AFK, they can not receive any (more) enmity.
- Precast this effect for all non-tank players to run under before the spawning of adds so that adds automatically target tanks.
- After a player is raised, players under it will not generate enmity. Helpful when adds are spawning after a raise.
DPS CONCEPTS
THIEF (THF); the spike damage dealer
The Thief is a strength-based melee DPS whose use of nunchakus aids in its access to various movement-based abilities. Where other melee DPS may require correct positionals (DRG), stance cycles (MON) or quick spell combinations (NIN) to deliver great amounts of damage, the Thief relies on utilizing Stolen Gil to deliver crucial spike damage, adding insult to injury by having enemies pay for the damage unleashed against them. The Thief's spike damage requires not only that enmity be drawn toward others, but also that the player uphold a certain level of GIL, (a pool that replaces the Thief's MP pool) in order to heighten critical hit rates. Due to this, the Thief has a wide range of possible damage outputs, delivering damage at its lower spectrum on enemies focusing on it and parsing large numbers on enemies who are focused on others whenever it delivers critical damage.
LORE
Thieves are those who thrive in the light of the moon, blend in the dim of the sun, taking the resources of their enemies for the purpose of using such resources against them. Thieves are one of two practices who have forsaken The Twelve for the sake of a tangible diety in the Primal Yojimbo, the Taker. Thieves stylize themselves after the Taker—who would take bribes, gifts of precious Allagan golds, in times of war and despair in order to protect those faithful to him.
SPECS
Weapon: NunchakusArmor: PUG ROG MON NIN THF
- Blunt damage
Attributes by growth: STR DEX PIE VIT INT MNDCross Class: Pugilist
- Thieves give the STR buff to parties.
Cross Class: Rogue
- Featherfoot
- Second Wind
- Haymaker
- Internal Release
- Mantra
- Shade Shift
- Mug
- Goad
- Death Blossom
MECHANICS
The THF has three unique battle mechanics.
The first mechanic is the Stolen Gil buff. The Stolen Gil buff is an effect which changes the MP pool into a pool called GIL and actively depletes it. GIL can only be restored through THF actions. While under Stolen Gil, the THF has a higher critical rate—10% critical hit rate per 10% of GIL (MP) remaining, allowing for a 100% critical hit rate at full GIL—though critical hits are given an additional GIL cost alongside all TP costs. GIL costs of actions function parallel to MP, having a base cost which increases by level.
When GIL reaches 0, the player exits the Stolen Gil buff and GIL returns to natural MP of the same amount (0 MP).
The second mechanic is what replaces the use of positionals and stance hopping found in other melee DPS jobs. The THF has higher potency attack rotations on some actions whenever the target is not targeting the THF back, or whenever the THF is not the target of any enemies.
Lastly, the third THF mechanic is that it has various movement actions which permit it to open and close distance between itself and a target quickly. These actions cannot cause critical damage.
ACTIONS
* GIL costs shown are base costs, which work parallel to MP costs.
1 Swipe - Single enemy - 60 TP - GCD - InstantCT - 3yRG - Weaponskill2 Steal Gil - Single enemy - No cost - 3yRG - 60sCD - Ability
- Deals 80 potency damage; 120 potency whenever the target is not targeting you.
4 Flee - Self - No cost - 60sCD - InstantCT - 25sDur - Ability
- Deals 120 potency damage.
- Additional effect: Places the Stolen Gil buff on the user as long as MP is greater than 0.*
- Stolen Gil bonus: Changes the MP pool into the GIL pool and actively depletes it with a potency of 25. GIL can only be restored through job-related actions. While under Stolen Gil, the critical hit rate is increased by 10% for every 10% of maximum GIL in the GIL pool though each skill is given an additional GIL cost when it hits critically. Under Stolen Gil, critical hits generate the enmity as normal hits. Stolen Gil lasts as long as there is GIL to expend.
- Critical cost under Stolen Gil: 3 GIL.
6 Fighting Dirty - Multiple enemies - 100 TP - GCD - InstantCT - 8yRD* - Weaponskill
- Increases movement speed by 15% and prompts additional effects on all other movement actions. Duration: 25s.
8 Brawl - Single enemy - 70 TP - GCD - InstantCT - 3yRG - Weaponskill
- Kicks up dirt, dealing 50 potency earth-elemental damage.
- Additional effect: Inflicts Blind whenever you are not the target of any enemies. Duration: 4s.
- Critical cost under Stolen Gil: 3 GIL per target.
10 Tumble - Self - No cost - 30sCD - InstantCT -5yRD - 1sDur - Ability
- Deals 100 potency damage. 140 potency whenever the target is not targeting you.
- Combo action: Swipe.
- Combo potency: 130; 170 potency whenever the target is not targeting you.
- Critical cost under Stolen Gil: 6 GIL.
12 Pilfer - Single enemy - No cost - 30sCD - InstantCT - 3yRG - Ability
- Rolls forward over a 1s duration in a line 8y toward the target enemy.
- Flee effect: Dodges next physical attack. Duration: 10s.
15 Gil Toss - Single enemy - 6 GIL - 15sCD - InstantCT - 15yRG - Weaponskill
- Deals 90 potency damage; 110 potency whenever the target is not targeting you.
- Combo action: Swipe.
- Combo potency: 120; 150 potency whenever the target is not targeting you.
- Stolen Gil effect: Restores 100% of damage as GIL.
- Cannot deal critical damage.
18 Ruthless - Single enemy - No cost - GCD - InstantCT - 3yRG - Ability
- Throws Gil for long range damage of 80 potency.
- Only available under the Stolen Gil effect.
- Critical cost under Stolen Gil: 12 GIL.
22 Somersault - Self - No cost - 30sCD - InstantCT - 3yRD - 3sDur - Ability
- Delivers an attack of 140 potency.
- Can only be executed when target's HP is below 20%.
- Critical cost under Stolen Gil: 14 GIL.
26 Burgle - Single enemy - 60 TP - 15sCD - InstantCT - 3yRG - Weaponskill
- Enacts a 15y backstep over a 3s duration.
- Flee effect: Reduces enmity.
30 Perfect Dodge - Self - No cost - 30sCD - InstantCT - 3sDur - Ability
- Deals damage of 100 potency; 160 potency whenever the target is not targeting you.
- Combo action: Pilfer.
- Combo potency: 160; 190 potency whenever the target is not targeting you.
- Additional effect: Restores 100% of damage dealt as HP on critical.
- Critical cost under Stolen Gil: 10 GIL.
30 Hidden Blade - Single enemy - 80 TP - GCD - InstantCT - 3yRG - Weaponskill
- Sidesteps in either direction over a 3s duration, dodging all incoming physical attacks.
- Flee effect: Ensures critical hit on the first action used at the end of the complete duration of Perfect Dodge but doubles GIL cost when used under the Stolen Gil effect. Duration: 5s.
34 Trust Fund - Self - No cost - 90sCD - InstantCT - 27sDur - Ability
- Deals 100 potency damage; 180 potency whenever the target is not targeting you.*
- Combo action: Brawl.
- Combo potency: 140; 240 potency whenever the target is not targeting you.
- Critical cost under Stolen Gil: 16 GIL.
35 Gil Snapper - Single enemy - No cost - 120sCD - InstantCT - 3yRG - 30sDur - Ability
- Refreshes MP with a potency of 60. Cannot be used under and is offset by the Stolen Gil effect. Duration: 27s.
38 Accomplice - Single ally not self - No cost - 120sCD - InstantCT - 30yRG - 20sDur - Ability
- Places a status for 30s that returns damage of 40 potency each time you are damaged by an enemy's physical attack in melee range.
- Additional effect: Restores 100% of damage given as GIL. Duration: 30s.
- Only available under the Stolen Gil effect.
- Cannot deal critical damage.
40 Overcharge - Self - 180sCD - InstantCT - 10sDur - Ability
- Places a Synastry-like status on an ally party member for 20s that halves the enmity generated by each of your actions and gives it to that target.
42 Arson - Multiple enemies - 120 TP - GCD - InstantCT - 15yRG - 15yRD - Weaponskill
- Increases Stolen Gil's depletion potency by 30 and increases critical hit rate to 20% for every 10% interval of maximum GIL. Duration: 10s.
- Only available under Stolen Gil.
45 Grand Theft - Self - No cost - 30sCD - InstantCT - 10sDur - Ability
- Deals fire-aspected damage of 120 potency to all targets in range.
- Additional effect: Fire-aspected damage over time of 35 potency whenever you are not the target of any enemies. Duration: 15s. (Combined total potency of 295.)
- Critical cost under Stolen Gil: 5 GIL per enemy. No cost on ticks.
46 Bribe - Single enemy - No cost - 180sCD - InstantCT - 8yRG - Ability
- Deals 100 potency damage; 200 potency whenever you are not the target of any enemies.
- Additional effect: Restores 30% of damage as GIL whenever under the Stolen Gil effect.
- Critical cost under Stolen Gil: 12 GIL.
50 Sleight of Hand - Single enemy - 90 TP - 30sCD - InstantCT - 3yRG - Weaponskill
- Expends all GIL, paying a single aggressive enemy off and nullifying your own enmity in them.
- Only available under the Stolen Gil effect.
50 Copycat - Single ally not self - No cost - 270sCD - InstantCT - 30yRG - Ability
- Deals 180 potency damage. 220 potency whenever you are not the target of any enemies.*
- Combo action: Brawl.
- Combo potency: 260. 300 potency whenever you are not the target of any enemies.
- Critical cost under Stolen Gil: 16 GIL.
52 Larceny - Single enemy - 80 TP - 60sCD - InstantCT - 3yRG - Weaponskill
- Places a Synastry-like status on a target party member for 12s that records the first single action performed. Whenever any weaponskill or spell is performed, Copycat turns into that action and remains that action for a one-time use duration. Upon use, Copycat copies the traited effects, additional effects, costs and cast times. Abilities and combo effects cannot be copied. Spells cannot be copied or used while under the effect of Stolen Gil.
54 Packrat - Self - No cost - 240sCD - InstantCT - 12sDur - Ability
- Deals damage of 140 potency.
- Additional effect: Removes a single status enhancement and places the removed beneficial effect on self for half of its original full duration.
- Critical cost under Stolen Gil: 10 GIL.
56 In Plain Sight - Self - No cost - 240sCD - InstantCT - 15sDur - Ability
- Increases damage output by 5%, for every 15% of GIL remaining. Duration: 12s.
58 Distract - Multiple enemies - No cost - 180sCD - InstantCT - 8yRG - 15yRD - 15sDur - Ability
- Temporarily permits actions to function as if you are not being targeted but eliminates the capability to hit critically. Duration: 15s.
60 Gillionaire - Single enemy - No cost - 200sCD - InstantCT - 3yRG - Ability
- Makes all enemies facing you turn away from you and stuns them. Duration: 8s. (3s in PVP.)
Limit Break 3 Lucky Seven
- Deals 40 potency damage for every 10% of GIL remaining and expends all GIL
- Only available under the Stolen Gil effect.
PVP PurifyPVP Enliven
- Removes all detrimental effects from self or ally. Can be used regardless of status affliction. Recast: 120s.
- Enhanced Purify: Shortens recast time to 90 seconds.
PVP Weapon Throw
- Instantly restores 50% TP.
- Enhanced Enliven: Shortens recast time to 180 seconds.
- Enhanced Enliven II: Increases TP recovery to 75%.
PVP Disarm
- Delivers a ranged attack with a potency of 50.
- Additional Effect: 20% chance of inflicting Heavy when dealt from behind for 6s.
- Additional Effect: Removes Sprint effect when dealt from behind.
- Enhanced Weapon Throw: Shortens recast time to 60 seconds.
- Enhanced Weapon Throw II: Extends duration to 9 seconds.
- Enhanced Weapon Throw III: Increases effect potency to 40%.
PVP Ambidextrous
- Deals damage of 100 potency to a target's MP pool. Recast: 180s.
- Enhanced Disarm: Increases the potency to 130.*
- Enhanced Disarm II: Additionally reduces the target's TP by 200.
- Enhanced Disarm III: Additionally reduce the stacks of personal buffs such as Aetherflow or Wrath by 1.
- Increases the number of non-critical strikes per auto-attack to two. Duration: 20s. Recast: 150s.
- Enhanced Ambidextrous: Shortens recast time to 120s.
- Enhanced Ambidextrous II: Increases duration to 30s.
- Enhanced Ambidextrous III: Shortens recast time 90s.*
TRAITS
- 8 Enhanced Strength - Increases strength by 2.
- 12 Enhanced Strength II - Increases strength by 4.
- 14 Pickpocket - Increases base action damage by 10%.
- 16 Enhanced Swipe - Allows Swipe to be effected by Stolen Gil, giving Swipe a base GIL cost of 4.
- 20 Enhanced Fighting Dirty - Increases the duration of Fighting Dirty's Blind effect to 12s.
- 24 Enhanced Strength III - Increases strength by 6.
- 28 Enhanced Tumble - Allows Tumble to deal 110 potency damage to all enemies in the line of your Tumble.
- 32 Pickpocket II - Increases base action damage by 30%.
- 36 Enhanced Ruthless - Increases the potency of Ruthless to 190.
- 40 No Honor Amongst Thieves - Reduces enmity generation by 15% while under the Stolen Gil buff.
- 44 Enhanced Bribe - Adds an additional effect that grants a 10% chance to render inability of the target generate enmity in you for 20s.
- 48 Enhanced Ruthless II - Increases the potency of Ruthless to 260 whenever the target is not targeting you.
NOTES
Because weapons are shared only by jobs that share the same base class in FFXIV, I gave the THF nunchakus instead of gloves or daggers which both are already taken by the PUG/MON and the ROG/NIN respectively.
GREEN MAGE (GRM); the caster support
The Green Mage is a caster DPS who specializes in support capabilities. With pole in hand, the Green Mage draws spells from all schools of support, indirect and arcane magics in order to bring utility to the party and maintain decent damage outputs. Where other spellcasters may specialize in high elemental damage output with recoverable MP (BLM) or calling for Egis and using damage over time spells (SMN), the Green Mage's affinity is held within time and status magic, somewhat combining the roles of the Time Mage (Dimensional Mage) and Oracle (Mystic) from other FF titles, but also casting a small number of spells that are more often considered White or Black Magic. The focus of the Green Mage is to buff allies and debuff foes through the factors of time-space and through physical and mental properties. The Green Mage's buff spells average high MP costs while their DPS spells average lower than other caster classes. Uniquely, all Green Mage spells are naturally single-target spells. Most spells can be changed to target all enemies or allies within a very limited range when cast under the Allcast buff, so long that the spell in question has a potency or duration which will be halved. Its main offensive cooldown, Double, is used to double the actual damage of the next single spell but doubles the MP cost as well. In eliminating a foe, the Green Mage may cast Comet or Comet II, its answer to Fire IV and Blizzard IV (BLM) or Tri-Disaster and Deathflare (SMN).
LORE
To be completed later.
SPECS
Weapons: PoleArmor: ACN THM SMN BLM GRM
- Blunt damage
Attributes by growth: PIE INT VIT MND DEX STR : ACC SpSp CRIT DET PARRY SkSpCross class: Conjurer
- Green Mages give the INT buff to parties
Cross Class: Thaumaturge
- Cure
- Aero
- Protect
- Stoneskin
- Surecast
- Blizzard II
- Swiftcast
MECHANICS
The GRM specializes in debuff and buff skills, which are generally self-explanatory. There are however mechanics unique to the GRM (among casters) which both concern its style of DPS.
Firstly, the GRM cycles its attacks through combo actions that increase the potency of a spell or add an additional effect, alike tanks and melee DPS.
- Ravage > Ravage II > Ravage III
Secondly, as all GRM spells are single target spells, most actions, with the exception of abilities, can be used to attack all targets in a range through use of the cooldown Allcast. When Allcast is used, it halves the potency and duration of actions used under it.
Lastly, the GRM has two useful utility cooldowns on a high recast timer. Double is used to double the actual damage of the next spell (not double the potency). Triple is used to triple the duration of the next debuff or damage over time spell. The two cooldowns respectively double and triple the MP cost of the spells used under them.
ACTIONS
1 Ravage - Single enemy - 5 MP - GCD - GCT - 25yRG - Spell2 Quick - Self - No cost - 30sCD - InstantCT - 9sDur - Ability
- Deals 120 potency damage.
4 Blind - Single enemy - 3 MP - GCD - GCT - 25yRG - 6sDur - Spell
- Makes the global cooldown of all spells instant. Duration: 9s.
- Does not effect abilities or spells off the global cooldown.
6 Slow - Single enemy - 5 MP - 20sCD - GCT - 25yRG - 10sDur - Spell
- Deals 70 potency damage.
- Additional effect: Inflicts Blind. Duration: 6s.
8 Reflex - Self - No cost - 90sCD - InstantCT - 10sDur - Ability
- Inflicts Slow+40%. Duration: 10s.
- Combo action: Blind
- Combo effect: Adds a Heavy +40% to Slow's effect.
10 Sap - Single enemy - 4 MP - GCD - InstantCT - 25yRG - 15sDur - Spell
- Increases chance to dodge by 40%. Duration: 10s.*
12 Silence - Single enemy - 6 MP - 15sCD - GCT - 25yRG - 4sDur - Spell
- Deals a damage over time of 40 potency. Duration: 15s. (Combined total potency of 200.)
15 Deprotect - Single enemy - 15 MP - 30sCD - GCT - 25yRG - 15sDur - Spell
- Inflicts Silence. Duration: 4s.
18 Dispel - Single enemy - No cost - 120sCD - GCT - 25yRG - Ability
- Deals damage with a potency of 80.
- Additional effect: Increases damage taken by 20%. Duration: 15s.
22 Recharge - Self - No cost - 30sCD - InstantCT - 15sDur - Ability
- Dispels a single beneficial status enhancement from the target.
26 Ravage II - Single enemy - 8 MP - GCD - GCT - 25yRG - Spell
- Restores 10% maximum MP on each tick over 15s. (Combined total of 50% MP refreshed.)
30 Warp - Single enemy - No cost - 180sCD - InstantCT - 3yRG - Ability
- Deals 150 potency damage.
- Combo action: Ravage.
- Combo potency: 180.
30 Allcast - Self - No cost - 60sCD - InstantCT - 10sDur - Ability
- Instantly teleports the target to a distance of 15y, as if knocked back.
34 Countdown - Single enemy - No cost - 120sCD - GCT - 25yRG - 15sDur - Ability
- Switches the target of job-specific spells to target all enemies or allies in a 12y range but halves the potency of damage and the duration of the spell's effects. Only effects enemy or ally target spells which naturally have a potency or duration. Does not effect damage over time spells or abilities. Duration: 10s.
35 Haste - Single ally - 30 MP - 180sCD - GCT - 30yRG - 20sDur - Spell
- Places a status on the target that actively counts down to damage. Countdown mimics half the potency of the last offensive spell you used on the target. If no offensive spells are used on* the target during the duration, Countdown does nothing. Duration: 15s.
38 Bleed - Single enemy - 15 MP - GCD - GCT - 25yRG - 30sDur - Spell
- Increases action and movement speed by 20% while lowering TP and MP costs by 10%. Duration: 20s.
40 Death - Single enemy - 17 MP -* 240sCD - InstantCT - 25yRG - Spell
- Deals 20 potency damage over time. Duration: 30s. (Combined total potency of 200.)
- Additional effect: Deals initial damage equal to the total damage dealt by the previous Sap if cast within 3s before or after the end of Sap's duration.
42 Bravery - Single ally - 19 MP - 60sCD - GCT - 30yRG - 60sDur - Spell
- Deals damage of 300 potency but with accuracy reduced to 10%. Accuracy increases by 10% for every 10% of target's missing HP.
45 Ravage III - Single enemy - 16 MP - GCD - GCT - 25yRG - Spell
- Increases STR by 10%. Duration: 60s.
46 Faith - Single ally - 19 MP - 60sCD - GCT - 30yRG - 60sDur - Spell
- Deals 180 potency damage.
- Combo action: Ravage II.
- Combo potency: 210.
50 Wit - Single ally - 19 MP - 60sCD - GCT - 30yRG - 60sDur - Spell
- Increases INT by 10%. Duration: 60s.
50 Comet - Single enemy - No cost - 120sCD - GCT - 25yRG - Ability
- Increases the DEX by 10%. Duration: 60s.
52 Double - Self - No cost - 400sCD - InstantCT - 5sDur - Ability
- Deals damage of 210 potency.
- Combo action: Ravage III.*
- Combo effect: Sustains your detrimental effects from ticking on the target for 9s.
54 Toxify - Single enemy - 20 MP - 240sCD - 5sCT - 25yRG - Spell
- Doubles the MP cost of the next spell in order to inflict double damage. Duration: 10s.
- Only effects Green Mage spells.
- Does not effect damage over time spells or abilities.
56 Triple - Self - No cost - 400sCD - InstantCT - 10sDur - Ability
- Deals 210 potency damage.
- Additional effect: Extends the duration of your Sap by 12s if already inflicted on a target.
58 Delay - Single enemy - No cost - 90sCD - GCT - 25yRG - Ability
- Triples the MP cost of the next spell to triple the duration of its effect. Duration: 5s.
- Only effects Green Mage spells.
- Does not effect damage over time spells or abilities.
60 Comet II - Single enemy - No cost - 240sCD - InstantCT - 25yRG - Ability
- Deals damage with a potency of 190.
- Additional effect: Increases the casting time of an action actively being cast by 20%. Some cast times may not be susceptible to Delay.
Limit Break 3 Stardust
- Deals damage of 200 potency.
- Combo action: Comet.
- Combo effect: Grants a 40% chance to hit the target for 175 potency two times over 3s and grants a 20% chance to hit the target for 150 potency three times over 5s.
PVP PurifyPVP Mana Draw
- Removes all detrimental effects from self or ally. Can be used regardless of status affliction. Recast: 120s.
- Enhanced Purify: Shortens recast time to 90 seconds.
PVP Aetheric Burst
- Restores 30% of maximum MP.
- Enhanced Mana Draw: Shortens recast time to 180 seconds.
- Enhanced Mana Draw II: Increases MP recovery to 50%.
PVP Swift Reset
- Deals unaspected damage with a potency of 170 to all nearby enemies.
- Additional Effect: Decreases skill speed of target by 30% for 10s.
- Enhanced Aetheric Burst: Shortens recast time to 150 seconds.
- Enhanced Aetheric Burst II: Extends duration to 15 seconds.
- Enhanced Aetheric Burst III: Increases skill speed reduction to 50%.
PVP Deshell
- Instantly reduces 15s of the current recast times of all non-PVP actions to all party members within 15y. Recast: 120s.
- Enhanced Swift Reset: Increases effect to reduce recast times by 25s.
- Enhanced Swift Reset II: Shortens recast time to 90s.
- Enhanced Swift Reset III: Increases effect to reduce recast times by 35s.
- Deals damage with a potency of 150.
- Additional effect: Increases magical damage taken by 10%. Duration: 15s. Recast: 180s.
- Enhanced Deshell: Increases damage potency to 180.
- Enhanced Deshell II: Increases magical damage taken to 15%.*
- Enhanced Deshell III: Increases damage potency to 210.
TRAITS
- 8 Enhanced Piety - Increases Piety by 2.
- 14 Enhanced Piety II - Increases Piety by 4.
- 16 Enhanced Silence - Adds a combo action from Slow that gives Silence 100 potency damage.
- 20 Enhanced Yin Yang - Increases base action damage by 10%.
- 24 Enhanced Piety III - Increases Piety by 6.
- 28 Enhanced Deprotect - Increases Deprotect's duration to 30s.
- 32 Enhanced Reflex - Increases dodge rate to 60%.
- 36 Enhanced Yin Yang II* - Increases base action damage by 30%.
- 40 Enhanced Warp - Adds Bind to Warp's effect. Duration: 8s.
- 44 Enhanced Recharge - Increases MP restored by each tick to 20%.
- 48 Enhanced Death - Puts Death onto the global cooldown whenever it misses.
RED MAGE (RDM); the hybrid fencer
As a Final Fantasy staple, the Red Mage has been a versatile job with both physical and magical attack capabilities, requiring a balance between strength and intelligence and having an affinity in pulling from both White and Black Magic pools. This has been its function for all but one iteration (FFXI as a buffer). In FFXIV, dexterity has been brought forward as the damage calculating attribute for some, mostly long range physical based classes. My concept for Red Mage is a versatile DPS job who uses all three attack attributes, Strength (STR), Dexterity (DEX) and Intelligence (INT) during combat and has access to limited magic pools. The Red Mage switches between three varied stances—Unsheathe for STR, Unholster for DEX and Uninhibit for INT—to deliver three different types of damage with three different styles of DPS. Using the main hand rapier, STR-based weapon skills are the Red Mage's primary function, delivering the majority of its damage through positional gameplay. In the off-hand, the pistol is used for DEX-based weapon skills which provide utility through self-buffing and single to multi-target debuffs. Lastly, after sheathing and holstering both weapons, INT-based spells are purposed as AOEs, yet find utility through allowing the natural refresh of TP while still dealing damage when needed. While each function may be different, the Red Mage rotation requires cycling attacks between each attribute stance during battle. Despite having an affinity for damaging the enemy through each of the three attack attributes, it is not the most proficient job at any—a jack of all trades and master of none—often having attacks of less potency than the average of other jobs who may specialize in the attribute or play style in question.* The Red Mage's limit breaks are a ranged DPS at level 1, melee DPS at level 2, and culminates in the magical area of effect known as Ultima at level 3.
LORE
To be completed later
SPECS
Main hand: RapierOff hand: Pistol
- Piercing damage
Armor: PUG ROG MON NIN RDM
- Piercing damage
Attributes by growth: STR PIE VIT DEX INT MND : ACC SkSp CRIT DET PARRY SpSpCross Class: Thaumaturge
- Red Mages give the PIE buff to parties
Cross Class: Lancer
- Surecast
- Sleep
- Swiftcast
- Feint
- Keen Flurry
- Invigorate
- Blood for Blood
MECHANICS
The RDM's main attribute is strength when not under any stance, while dexterity and intelligence (as well as spell speed) are only raised to fair levels in stances. The RDM mechanics depend on which attribute—STR, DEX or INT—is currently in play through the appropriate stance. The stances strengthen actions of a certain attribute calculating factor and weaken others. Stance are oGCD toggles that have an infinite duration, and act as the main class buffs whenever certain actions are used to proc them.
When not under any stance, or after you have succumbed to Unsheathe, the RDM draws out his rapier, replacing DEX or INT (if they are highest) with STR and spell speed (if it is higher) with skill speed. Strength based skills are melee range only and require positionals like other melee DPS. Entering Unsheathe will proc an additional effect that sustains an MP refresh of 110 potency throughout its duration.
When under Unholster, the RDM pulls out his pistol, replacing STR or INT (if they are highest) with DEX and spell speed (if it is higher) with skill speed. Dexterity based skills are long range skills that are mostly used to give targets status detriments or damage over time effects. Entering Unholster will proc an additional effect that increases the duration of status detriments and damage over time effects inflicted on enemies by 12s throughout its duration.
When under Uninhibit, the RDM sheathes and holsters both weapons, replacing STR or DEX (if they are highest) with INT and skill speed (if it is higher) with spell speed. Intelligence based actions are low potency spells that damage areas of effect. Entering Unholster will proc an additional effect that increases the radius of AOE spells by 9y throughout its duration.
There are two abilities that are useful to RDM, both on a 30s cooldown. Retraite is used to open distance between you and target and as so, should be used whenever entering a long range stance from a melee stance. Advance Lunge is used oppositely, to close distance between the target and yourself, used when returning to a melee stance from a long range stance. Both actions deal STR based damage.
ACTIONS
* MP costs given are base MP costs.
1 Foible - Single enemy - 60 TP - GCD - InstantCT - 3yRG - Weaponskill2 Fira - Multiple enemy - 4 MP - GCD - GCT - 25yRG - 5yRD - Spell
- Deals 150 potency damage.
- Calculated through the Strength attribute.
4 Uninhibit - Self - No cost - 12sCD - InstantCT - Ability
- Deals 60 potency fire-aspected damage to all enemies in range.
- Calculated through the Intelligence attribute.
6 Unsheathe - Self - No cost - 12sCD - InstantCT - Ability
- Switches the current leading attack attribute with INT, and if currently leading, skill speed with spell speed. Reduces the output of STR and DEX based actions by 20%.
- Additional effect: Extends the radius of all area of effect spells by 9y throughout its duration.
- Offset by Unsheathe and Unholster.
8 Bullseye - Single enemy - 90 TP - GCD - InstantCT - 25yRG - 12sDur - Weaponskill
- Switches the current leading attack attribute with STR, and if currently leading, spell speed with skill speed. Reduces the output of DEX and INT based actions by 20%.
- Additional effect: Refreshes MP with a potency of 110.
- Offset by Unholster and Uninhibit.
10 Unholster - Self - No cost - 12sCD - InstantCT - Ability
- Deals damage of 80 potency.
- Additional effect: Damage over time effect of 30 potency. Duration: 12s, 24s during buffed Unholster. (Combined total potency of 200; 320 during buffed Unholster.)
- Calculated through the Dexterity attribute.
12 Trompement - Single enemy - 70 TP - GCD - InstantCT - 3yRG - Weaponskill
- Switches the current leading attack attribute with DEX, and if currently leading, spell speed with skill speed. Reduces the output of STR and INT based actions by 20%.
- Additional effect: Allows the extension of debuffs and damage over time effects by 12s throughout its duration.
- Offset by Unsheathe and Uninhibit.
15 Aera - Multiple enemies around self - No cost - 150sCD - InstantCT - 3yRG - 1yRD - Ability
- Deals 100 potency damage; 140 potency if delivered from the target's back.
- Combo action: Foible.
- Combo potency: 140; 180 potency if delivered from the target's back.
- Calculated through the Strength attribute.
18 Howitzer - Single enemy - 50 TP - 15sCD - InstantCT - 3yRG - Weaponskill
- Deals 70 potency wind-aspected damage to all nearby enemies and knocks them back 15y.
- Calculated through the Intelligence attribute.
22 Moulinet* - Single enemy - 70 TP - GCD - InstantCT - 3yRG - 20sDur - Weaponskill
- Deals 140 potency damage.
- Additional effect: Knocks back targets in melee range.
- Calculated through the Dexterity attribute.
26 Watera - Multiple enemies - No cost - GCD - GCT - 15yRG - 3yRD - Spell
- Deals 100 potency damage; 170 potency if delivered from the target's flank.
- Combo action: Trompement.
- Combo potency: 170; 240 potency if delivered from the target's flank.
- Combo effect: Grants a 10% chance to increase parry rate by 30%. Duration: 20s.
- Calculated through the Strength attribute.
30 Retraite - Single enemy - No cost - 30sCD - InstantCT - 3yRG - Ability
- Deals 40 potency water-aspected damage over time to all enemies in range. Duration: 15s, 27s under Unholster. (Combined total potency of 200 on each target, 360 potency under Unholster.)
30 Advance Lunge - Single enemy - No cost - 60sCD - InstantCT - 10yRG - Ability
- Deals 80 potency damage with a 10y back step.
- Calculated through the Strength attribute.
- Shares a recast timer with Advance Lunge.
34 Gas Bomb - Multiple enemies - 110 TP - GCD - GCT - 25yRG - 8yRD - 12sDur - Weaponskill
- Jumps up to 10y toward target.
- Additional effect: Deals 130 potency damage when landing within 3y of target; 160 potency if delivered from the target's back.
- Calculated through the Strength attribute.
35 Cura - Single ally - 10 MP - GCD - GCT - 30yRG - Spell
- Deals 50 potency damage and gives all targets within range the Oil status.
- Oil Bonus: Increases fire-aspected damage taken by 20% and reduces other elemental damage taken by 20%. Duration: 12s, 24s during buffed Unholster.
- Calculated through the Dexterity attribute.
34 Blizzara - Multiple - 8 MP - GCD - GCT - 25yRG - 5yRD - Spell
- Heals HP with a potency of 350.
- Calculated through the Intelligence attribute.
40 Thundara - Multiple enemies - 4 MP - GCD - GCT - 25yRG - 5yRD - Spell
- Deals 80 potency ice-aspected damage to all enemies in range**
- Combo action: Fira.
- Combo potency: 120.*
- Calculated through the Intelligence attribute.
42 Trigger Happy - Single Enemy - 120 TP - 90sCD - InstantCT - 25yRG - 9sDur - Weaponskill
- Deals 60 potency thunder-aspected damage to all enemies in range.
- Combo action: Blizzara.
- Combo effect: Next spell costs half MP.* Duration: 10s.
- Calculated through the Intelligence attribute.
45 Combat Trinity - Self - No cost - 150sCD - InstantCT -15sDur - Ability
- Damages enemy for 130 potency.
- Additional effect: Placed an effect on a target that increases the damage received by your dexterity based skills by 10%. Duration: 9s, 21s duration during Unholster.
- Calculated through the Dexterity attribute.
46 Quaka - Ground set aoe - 15 MP - 120sCD - 8sCT - 4yRD - 12sDur - Spell
- Temporarily raises Strength, Dexterity and Intelligence to be even with each other, as well as skill speed and spell speed to be even with each other. While under Combat Trinity, a change in stance cannot be performed.
50 Long Shot - Single enemy - 150 TP - 90sCD - GCT - 25yRG - Weaponskill
- Places an effect on the ground that deals earth-aspected damage over time to all enemies who enter with a potency of 20. Duration: 12s. (Combined total potency of 80.)
- Additional effect: Grants a 20% chance to stun all targets for 1s on each tick. Not effected by Unholster.
- Calculated through the Intelligence attribute.
50 Doublecast - Self - No cost - 30sCD - InstantCT - 5sDur - Ability
- Deals 110 potency damage**
- Additional effect: Damage potency increases by 10 for every 5y away from target.
- Calculated through the Dexterity attribute.
52 Reprise - Self - No cost - 90sCD - InstantCT - 30sDur - Ability
- Allows for the next to spells to be cast on a single global cooldown, eliminating the cooldown of the first spell and the cast time of the second. Duration: 5s.
54 En Garde - Self - No cost - 60sCD - InstantCT - 3yRG - Ability
- Changes the additional effect of each stance. Duration: 30s.
- Unsheathe effect: Raises damage output of self by 15%.
- Unholster effect: Raises critical hit rate by 10%.
- Uninhibited effect: Increase spell speed by 10%.
56 Ardor - Multiple enemy - 100% Max MP - 300sCD - 5sCT - 25yRG - 8yRD - Spell
- Deals damage with a potency of 130; 180 potency if delivered from the target's flank.
230 potency if delivered after parrying; 280 potency if delivered from the target's flank after parrying.- Additional effect: Decreases user's damage taken by 10%. Duration: 15s.
- Calculated through the Strength attribute.
58 Wild West - Single enemy - 120 TP - 120sCD - GCT - 25yRG - Weaponskill
- Deals 180 potency fire-aspected damage to all enemies in range.
- Oil effect: Replaces the remaining duration of the Oil debuff on targets effected by it with a fire-aspected damage over time of 80 potency. Not effected by Unholster. Duration: 15s. (Combined total potency of 580)
- Calculated through the Intelligence attribute.
60 Toucher - Single enemy - 130 TP - 240sCD - InstantCT - 3yRG - Weaponskill
- Deals 210 potency damage.
- Additional effect: Ends all RDM cooldowns under 40s remaining.**
- Calculated through the Dexterity attribute.
Limit Break 1 Big Shot
- Deals 200 potency damage; 300 potency during En Garde defense buff; 400 potency after taking damage during En Garde defense buff.
- Calculated through the Strength attribute.
Limit Break 2 Blade Dance
- Calculated through the Dexterity attribute.
Limit Break 3 Ultima (caster limit break)
- Calculated through the Strength attribute.
PVP Purify
- Calculated through the Intelligence attribute.
PVP Enliven
- Removes all detrimental effects from self or ally. Can be used regardless of status affliction. Recast: 120s.
- Enhanced Purify: Shortens recast time to 90 seconds.
PVP Mana Draw
- Instantly restores 50% TP.
- Enhanced Enliven: Shortens recast time to 180 seconds.
- Enhanced Enliven II: Increases TP recovery to 75%.
PVP Diseased Bullet
- Restores 30% of maximum MP.
- Enhanced Mana Draw: Shortens recast time to 180 seconds.
- Enhanced Mana Draw II: Increases MP recovery to 50%.
PVP Return Magic
- Delivers an attack of 170 potency on a single target. Recast: 120s.
- Additional effect: Renders your damage over time effects unremovable. Duration: 10s.
- Enhanced Diseased Bullet: Shortens recast time to 90s.
- Enhanced Diseased Bullet II: Increases duration to 15s.
- Enhanced Diseased Bullet III: Shortens recast to 60s.
- Grants a 15% chance to instantly cast the same offensive spell whenever hit by it with at no MP cost but with half potency. This effect is calculated through Intelligence. Duration: 20s. Recast: 180s.
- Enhanced Return Magic: Increases duration to 40s.
- Enhanced Return Magic II: Shortens recast time to 150s.
- Enhanced Return Magic III: Increases chance to 25%.
TRAITS
- 8 Enhanced Piety • Increases Piety by 2.
- 14 Enhanced Piety II • Increases Piety by 4.
- 16 Enhanced Foible • Increases damage potency to 150 if delivered from target's flank.
- 20 Enhanced Red Combat • Increases base action damage by 10%.
- 24 Enhanced Howitzer • Adds a debuff on a target that increases the user's critical hit rate on that target by 25% for 5s.
- 28 Enhanced Piety III • Increases Piety by 6.
- 32 Enhanced Aera • Reduces recast time to 90s.
- 36 Enhanced Red Combat II • Increases base action damage by 20%.
- 40 Enhanced Fira • Adds a combo action from Thundara that increases Fira's next potency to 120.
- 44 Enhanced Cura • Increases potency of Cura to 600.
- 48 Enhanced Combat Trinity • Reduces recast time to 120s.
NOTES
STR based skills are all fencing terms from their native French to uphold the fencing lore of the RDM, while INT based spells are all (so far) FF spells in their -ra form.