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  1. #1
    Player
    Kemonologist's Avatar
    Join Date
    Aug 2014
    Posts
    135
    Character
    Rehgar Earthfury
    World
    Tonberry
    Main Class
    Scholar Lv 80

    Instead of chemist job, what about adding chemist innate ability to Machinist?

    When I see Engineer in Guidwars 2, I think alchemy ability are fit with machine user theme who use alchemy as part of their gadgets. Some machinist in FF such as Edgar from FF6 and Item Shooter from FFX-2 (EN called them Alchemist but Their look are far from it. It resemble Albhed's machinist more than alchemist) have specialize in using item too. What do you think about adding chemist ability to Machinist instead of develop new job in future.

    And add more temporary buff song to Bard same as Warden's Paean as counterpart of MCH's alchemy skill (with more useful like Feywind, Mantra, or Battle Litany. I'm fine with casting time limitation but please change to short time party buff like old BRD in past series pls.)
    (0)
    Last edited by Kemonologist; 01-07-2016 at 05:12 PM.

  2. #2
    Player
    Felis's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    12,287
    Character
    Skadi Felis
    World
    Ragnarok
    Main Class
    Pugilist Lv 70
    It would be an expensive job, if the patymember expect them to throw potions like Chemist in FF T.
    (0)
    Last edited by Felis; 01-07-2016 at 05:28 PM.

  3. #3
    Player
    Nalien's Avatar
    Join Date
    Oct 2012
    Posts
    3,784
    Character
    Taisai Jin
    World
    Twintania
    Main Class
    Lancer Lv 64
    For Chemist I've always had two ideas;

    Thief + Chemist. Steal can effectively get us around the whole consumable cost, either by making a Job which actually creates wealth (thus offsetting the cost of potions), or (more likely) by removing consumables completely; You Steal off an enemy, get a special temporary item/status effect. Then you get Mix, which takes that special temporary item/status effect to make something new. Similar to how Mudra turns into various skills when you "mix" them, Steal would turn into Use. You can Steal multiple items (which stack up as temporary items or status effects) but only use one. Then you unlock Mix and can combine them. Actually that is probably closer to Astrologian than Ninja; Swap Draw for Steal, and Royal Road for Mix.

    Jobs which require crafts to unlock. Just like you need Rogue and Pugilist to unlock Ninja, you'd need Rogue and Alchemist to unlock Chemist. Since you'd have Alchemist leveled, it is reasonable to assume you can craft your own consumables. Similar concept works for something like Ranger and consumable arrows; Woodworking + Archer.

    Having Machinist focus more on gadgets for buffs (and focus more on Songs with Bard) also works nicely though, though I find that to be more of an Engineer type role than Chemist.
    (0)
    Last edited by Nalien; 01-07-2016 at 06:14 PM.

  4. #4
    Player
    Mycow8me's Avatar
    Join Date
    Aug 2013
    Posts
    1,057
    Character
    Tolby Seyfert
    World
    Cactuar
    Main Class
    Blacksmith Lv 70
    Quote Originally Posted by Nalien View Post
    Jobs which require crafts to unlock. Just like you need Rogue and Pugilist to unlock Ninja, you'd need Rogue and Alchemist to unlock Chemist. Since you'd have Alchemist leveled, it is reasonable to assume you can craft your own consumables. Similar concept works for something like Ranger and consumable arrows; Woodworking + Archer.

    Having Machinist focus more on gadgets for buffs (and focus more on Songs with Bard) also works nicely though, though I find that to be more of an Engineer type role than Chemist.
    I actually really like the idea of crafting to unlock consumables classes. They still need the skills from the sub classes though. Alot of utility classes can be added if this ever happened. Im still on the fence about no actual support job due to the trinity though. They would be limited cause of it utility wise.
    (0)

  5. #5
    Player
    Nalien's Avatar
    Join Date
    Oct 2012
    Posts
    3,784
    Character
    Taisai Jin
    World
    Twintania
    Main Class
    Lancer Lv 64
    Quote Originally Posted by Mycow8me View Post
    I actually really like the idea of crafting to unlock consumables classes. They still need the skills from the sub classes though.
    I suppose it would be best to have Alchemist as the base class, and, for example, Rogue and Lancer as the subclasses, then just have the Jobs native skill set essentially work the same as Dark Knight/Machinist/Astrologian, since Alchemist obviously lacks combat skills. Would be nice to see skills similar to Scavenge in XI, which Ranger used to gather some crafting materials to make required consumables, but was later changed to just return an amount of used consumables.
    (0)

  6. #6
    Player MilesSaintboroguh's Avatar
    Join Date
    Nov 2013
    Location
    Gridania
    Posts
    5,764
    Character
    Miles Saintborough
    World
    Balmung
    Main Class
    White Mage Lv 100
    The problem I see is despite how much sense it would make to have Alchemy included, you'd be forcing people to take on a crafting class just to make a battle class more viable and it could get quite expensive. I think Archer/Bard back in 1.0 required players to buy their own arrows or something like that and I don't think a similar mechanic for Chemist would sit well with people today. Even if people didn't have a problem with it, some might want to have other crafting classes involved for other jobs and that would be a mess in itself.
    (0)

  7. #7
    Player
    Mycow8me's Avatar
    Join Date
    Aug 2013
    Posts
    1,057
    Character
    Tolby Seyfert
    World
    Cactuar
    Main Class
    Blacksmith Lv 70
    Actually the point of forcing it was to lower cost of the class. When i played ffxi, i made shihei, bolts, and arrows for LS members just to curb their costs. It was common to hear complaints about buying it from the marketboard. By forcing you to lvl it the class should be much more cost efficient.
    Actually it could cost nothing farming your own mats too. The thing about these classes was you get out of them what you put into them.
    (0)

  8. #8
    Player
    RubyCirha's Avatar
    Join Date
    Aug 2015
    Location
    ul-dah
    Posts
    389
    Character
    Ruby Cirha
    World
    Coeurl
    Main Class
    Monk Lv 73
    im just gonna put this here

    Alchemist job from 10-2 would need a name change obviously but would work well as a basis
    (2)
    Last edited by RubyCirha; 01-07-2016 at 09:48 PM.

  9. #9
    Player RyuDragnier's Avatar
    Join Date
    Oct 2013
    Location
    New Gridania
    Posts
    5,465
    Character
    Hayk Farsight
    World
    Exodus
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by RubyCirha View Post
    im just gonna put this here

    Alchemist job from 10-2 would need a name change obviously but would work well as a basis
    That's the healer class I wanted back when we were speculating for Heavensward. Some long range non-magic attack capability, and quickly throwing out job potions to allies. And by job potions, I'm talking the equivalent of the Hidden potions they used in FFX-2. They were potions that were not used from the inventory, they were pulled outta nowhere.
    (1)

  10. #10
    Player
    Warlyx's Avatar
    Join Date
    May 2011
    Posts
    3,065
    Character
    Warlyx Arada
    World
    Moogle
    Main Class
    White Mage Lv 90
    SE added shiheis to npc (a way to fixate the prices too ) , dont remember if arrows were added ....but yeah it sucked... same goes for that "other game" that forced classes to buy itesm from npcs in order to cast buffs ......or rogue poisons + some plant to make powder for vansih....it was just a pain in the rear ....and removed because added nothing to gameplay and just frustrated the playerbase.

    some games still keep this , and force X jobs to take Y craft in order to be "equal" to others classes that dont need to farm or craft anything....
    (0)

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