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  1. #1
    Player
    Brightshadow's Avatar
    Join Date
    Mar 2011
    Posts
    798
    Character
    Lumen Stargazer
    World
    Diabolos
    Main Class
    Red Mage Lv 80

    New Job: Chemist (Framework)

    Chemist (Framework)



    Final Fantasy XIV Chemist

    I present to you guys the Chemist. The Chemist is a job that has appeared in various games of the series, they are characterized as field medics. Their main weapons are usually guns and they are best known for their abilities involving various items. Usually, this involves having exclusive access to special item combinations, doubling the potency of recovery items, and most importantly their unique ability Mix allowing them to combine two or more items into one. They draw their items from an aetheric cylinder that replenishes all the items that they need to accomplish their duty. This aetheric cylinder not only produces items but also transforms into a handcannon known as the “Magun” that allows the Chemist to combine various soils to produce unique and powerful concoctions.

    Illustration of the Handcannon /w Soils: https://www.youtube.com/watch?v=VRd-Xg0e2oc

    TLTR Snip


    o Uses mana (MP) for concoctions.
    o Uses Technical Points (TP) for weaponskills.
    o Uses Aetheric Stash (MP/Job Resource) to hold items.
    o Weaponry: Magun (Cylinder that transforms into a handcannon)
    o Niche: Great support unit that bestows a multitude of beneficial effects to the party, and detrimental effects to the enemies. Their primary healing style involves instant casts. Their unique benefit to the party is all the unique mix and use effects they have access to such as Hot Spurs which increases the limit break buildup rate, and effects like mega vitality which increase the party total HP, their healing also is unique because everytime you heal you apply a mini divine seal up to a total of 3 reapplications.


    Characteristics

    o Weapon: Magun
    Engineered handcannons made by the Garlean empire and provided to their field medics to support the frontline troops. The Magun when unsheathed has the appearance of a cylinder, but when wielded it transforms into a handcannon that is used to disperse medicine to frontline troops.

    o Armor: Mind (MND) Based
    Since the Chemist is a healer they use the healing sets. The Expansion that introduces the chemist would have a lot of new healing sets that are references to medical professionals.

    o Healer Actions: Cross Skills

    o Job Mechanics: Aetheric Stash

    The Aetheric Stash tells you what Stash items you have similar to an astrologian cards, also if you have a guaranteed mix combination it lists what item "Mix" would execute.

    Skills & Abilities

    LV 1: Final Elixir (Type: Limit Break)
    Description: Restores 100% of HP and MP of all nearby party members and revive any dead party members.

    LV 1: Heavy Shell (Type: Weaponskill)
    Description: Delivers an attack with a potency of 150.
    TP: 50
    Casting: 1.5s | Recast: 2.5s

    LV 3: Poison Shell (Type: Weaponskill)
    Description: Delivers an attack with a potency of 100. Combo Bonus (Heavy Shell): Damage Overtime with a potency of 60 for 21s.
    TP: 40
    Casting: 1.5s | Recast: 2.5s

    LV 4: Aetheric Potion (Type: Ability)
    Description: Loads a restorative soil charge into your Magun that can be used as a triad mixture.
    MP: 3%
    Casting: Instant | Recast: 0.5s

    LV 4: Use (Type: Ability)
    Description: Executes a specific use action coinciding with the combination of the aetheric soil triad made immediately beforehand.
    Resource: Aetheric Soil Triad
    Casting: Instant | Recast: 10s

    LV 6: Quickdraw (Type: Weaponskill)
    Description: Delivers an attack with a potency of 120.
    Resource: N/A
    Casting: instant | Recast: 15s

    LV 10: Congregate (Type: Ability)
    Description: Loads three soil charges of the next aetheric soil used overwrites any soil charges buildup.
    Resource: N/A
    Casting: Instant | Recast: 30s

    LV 15: Aetheric Remedy (Type: Ability)
    Description: Loads a cleansing soil charge into your Magun that can be used as a triad mixture.
    MP: 3%
    Casting: Instant | Recast: 0.5s

    LV 15: Prime (Type: Ability)
    Description: Specially prepares the next shell or use concoction doubling the potency.
    Resource: N/A
    Casting: Instant | Recast: 60s

    LV 18: Buckshot (Type: Ability)
    Description: Specially prepares the next shell spreading the damage to all nearby enemies, doubles the TP cost of the weaponskill.
    Resource: N/A
    Casting Instant | Recast: 45s

    LV 18: Emergency Phoenix (Type: Ability)
    Description: Resurrects target to a weakened state.
    MP: 25%
    Casting: Instant | Recast: 30s

    LV 26: Intersperse (Type: Ability)
    Description: Specially prepares the next use concoction spreading the effect to all nearby allies.
    MP: 12%
    Casting: Instant | Recast: 35s

    LV 30: Open Fire (Type: Weaponskill)
    Description: Delivers an attack with a potency of 80 to all enemies in a cone before you. Additional Effect: When used with Buckshot randomly lowers the enemies Attack, Defense, or Speed for 21s.
    TP: 120
    Casting: 1.5s | Recast: 2.5s

    LV 30: Stash (Type: Ability)
    Description: Add the current use concoction made to your stash where it is kept indefinitely. Execute again to use the concoction or mix to combine two or more filled stashes into a unique mixture item.
    Resource: N/A
    Casting: Instant | Recast: 30s

    LV 35: Aetheric Ether (Type: Ability)
    Description: Loads a refreshing soil charge into your Magun that can be used as a triad mixture.
    MP: 3%
    Casting: Instant | Recast: 0.5s

    LV 38: Blast Shell (Type: Weaponskill)
    Description: Delivers an attack with a potency of 100. Combo Bonus (Heavy Shell): potency increased to 200.
    TP: 50
    Casting: 1.5s | Recast: 2.5s

    LV 40: Inoculate (Type: Ability)
    Description: Removes one select detrimental effect from a target party member. If the target is not enfeebled a barrier is created nullifying the target’s next detrimental effect suffered.
    MP: 5%
    Casting: Instant | Recast: 45s

    LV 40: Stash II (Type: Ability)
    Description: Add the current use concoction made to your second stash where it is kept indefinitely. Execute again to use the concoction or mix to combine two or more filled stashes into a unique mixture item.
    Resource: N/A
    Casting: Instant | Recast: 30s

    LV 50: Stash III (Type: Ability)
    Description: Add the current use concoction made to your third stash where it is kept indefinitely. Execute again to use the concoction or mix to combine two or more filled stashes into a unique mixture item.
    Resource: N/A
    Casting: Instant | Recast: 30s

    LV 50: Mix (Type: Ability)
    Description: Executes a specific powerful mixture action coinciding with the combination of the stash items held beforehand, requires atleast two stash items to use.
    Resource: Stash Items
    Casting: Instant | Recast: 60s

    LV 52: Dispensary (Type: Ability)
    Description: Next use concoction executed does not consume the item used, and the use recast timer is reduced to 1s.
    MP: 8%
    Casting: Instant | Recast: 60s

    LV 54: Leaden Salute (Type: Weaponskill)
    Description: Delivers an attack with a potency of 100. Combo Bonus (Blast Shell): potency increased to 250.
    TP: 60
    Casting: 1.5s | Recast: 2.5s

    LV 56: First Aid (Type: Ability)
    Description: Gradually restores the target’s HP overtime (12s). Potency increases the lower the target’s HP. (1%~ 25%: 500 potency per tick / 26% ~ 50%: 400 potency per tick / 51% ~ 75%: 300 potency per tick / 76% ~ 100%: 200 potency per tick)
    Resource: N/A
    Casting: Instant | Recast: 90s

    LV 58: Stockpile (Type: Ability)
    Description: Fills all your stashes with random use item concoctions. Only fills the empty stashes.
    Resource: N/A
    Casting: Instant | Recast: 120s

    LV 60: Emergency Megalixir (Type: Ability)
    Description: Restores 50% of the target max HP and MP, and removes one enfeebling effect from the target.
    Resource: N/A
    Casting: Instant | Recast: 180s

    LV 62: Feel No Pain (Type: Ability)
    Description: Absorbs 50% of all incoming damage while under the effect of Feel No Pain (5s), after expiration of the enhancement you receive a detrimental effect called Residual Pain that delivers that 50% absorbed damage back to the target distributed over the next 10s.
    Resource: N/A
    Casting: Instant | Recast: 90s.

    LV 66: Blind Shell (Type: Weaponskill)
    Description: Delivers an attack with a potency of 100. Combo Bonus (Poison Shell): Blind.
    TP: 60
    Casting: 1.5s | Recast: 2.5s

    LV 68: Triple Shot (Type: Ability)
    Description: The next three weaponskills will require no cast time.
    Resource: N/A
    Casting: Instant | Recast: 60s

    LV 70: Quick Pockets (Type: Ability)
    Description: Executes a random powerful mixture action. Does not consume stash items.
    Resource: N/A
    Casting: Instant | Recast: 300s

    “Use” Ability Items


    Most of the Chemist healing kit lies in their Use and Mix abilities, and they have many skills to quickly access these aetheric items such as their three soils, Congregate, Stashes, and Dispensary, Use items have a guaranteed mixture that can be proc’d, and require a trio of soils to use the ability. Aetheric Potions, Aetheric Ethers, and Aetheric Remedy are used to create these items. By themselves these Aetheric abilities have no use, think of the Aetheric Abilities as the essence of a potion, remedy, and ether. To quickly accumulate soils a chemist would use Congregate allowing them easy access to Potion Shell, Ether Shell, and Remedy Shell, another tool they use is their stashes which allows them to hold on to Use items for future use, or for the mix ability. And finally we have the Dispensary which allows you to use whatever Use item you have accumulated soils for without consuming your soils or Cooldown. Below are all the Use Items.

    • Potion Shell (Type: Use mixture)
    Description: Restores target’s HP. Cure Potency: 400, Additional Effect: Increases healing received by 5% this effect can stacked up to 3 times for a maximum increase of 15%. Effect refreshed per application (60s) (Effect: Healing Residue)
    Soil Mixture: Aetheric Potion, Aetheric Potion, Aetheric Potion

    • Healing Spring (Type: Use mixture)
    Description: Envelops a designated area in a veil of succor, healing any party member who enters.
    Soil Mixture: Aetheric Potion, Aetheric Potion, Aetheric Remedy

    • Light Curtain (Type: Use mixture)
    Description: Increases the target physical defense by 10%.
    Soil Mixture: Aetheric Potion, Aetheric Potion, Aetheric Ether

    • Ether Shell (Type: Use mixture)
    Description: Restores target’s MP. Restore Potency: 10%, Additional Effect: Increases mana received by 3% this effect can stacked up to 3 times for a maximum increase of 9%. Effect refreshed per application (60s) (Effect: Mana Residue)
    Soil Mixture: Aetheric Ether, Aetheric Ether, Aetheric Ether

    • Mana Spring (Type: Use mixture)
    Description: Envelops a designated area in a refreshing veil, restoring the MP of any party member who enters.
    Soil Mixture: Aetheric Ether, Aetheric Ether, Aetheric Remedy

    • Lunar Curtain (Type: Use mixture)
    Description: Increases the target magic defense by 10%.
    Soil Mixture: Aetheric Ether, Aetheric Ether, Aetheric Potion

    • Remedy Shell (Type: Use mixture)
    Description: Removes an enfeebling effect from the target.
    Soil Mixture: Aetheric Remedy, Aetheric Remedy, Aetheric Remedy

    • Stamina Spring (Type: Use mixture)
    Description: Envelops a designated area in a empowering veil, restoring the TP of any party member who enters.
    Soil Mixture: Aetheric Remedy, Aetheric Remedy, (Aetheric Ether OR Aetheric Potion)

    • Twin Stars (Type: Use mixture)
    Description: Reduces MP and TP cost of one weaponskill or spell for the target to 0.
    Soil Mixture: Aetheric Potion, Aetheric Ether, Aetheric Remedy

    “Mix” Ability Items


    Mix items have a guaranteed mixture that can be proc’d; however, that is not the only way to get these items, when stashed mix items that belong to that mixture are consumed your chances of getting the mixture increases unless the mixture you create has another guaranteed proc. The only mix item that doesn’t have a guaranteed proc is Hot Spurs and it can only be triggered by a non guaranteed proc or by Quick Pockets. Below are all the Mix items.

    • Ultra Potion Shell (Type: Mix mixture)
    Description: Restores the HP of all nearby party members. Cure Potency: 750.
    Guaranteed Mixture: Potion Shell, Potion Shell, Potion Shell
    High Chance Items: Potion Shell, Healing Spring, Light Curtain

    • Mega Panacea (Type: Mix mixture)
    Description: Cures all abnormal effects from all nearby party members.
    Guaranteed Mixture: Remedy Shell, Remedy Shell, Remedy Shell
    High Chance Items: Remedy Shell, Stamina Spring, Healing Spring

    • Mighty Ether (Type: Mix mixture)
    Description: Restores the MP of all nearby party members. Recovery Potency: 20%
    Guaranteed Mixture: Ether Shell, Ether Shell, Ether Shell

    • Freedom X (Type: Mix mixture)
    Description: Reduces MP and TP cost of three weaponskills or spells for all nearby party members to 0. (60s or 3 weaponskills or spells)
    Guaranteed Mixture: Twin Stars, Twin Stars, Twin Stars

    • Mighty G (Type: Mix mixture)
    Description: Bestrows a physical and magic defensive bonus, as well as a regen effect to all nearby party members. (60s)
    Guaranteed Mixture: Healing Spring, Light Curtain, Lunar Curtain

    • Hyper NullAll (Type: Mix mixture)
    Description: a barrier is created nullifying all detrimental effects suffered by nearby party members. (60s or 1 detrimental effect)
    Guaranteed Mixture: Remedy Shell, Stamina Spring, Twin Stars

    • Mega Vitality (Type: Mix mixture)
    Description: Increases all nearby party members total HP by 10%. (60s)
    Guaranteed Mixture: Potion Shell, Healing Spring, Light Curtain

    • Hyper Mana (Type: Mix mixture)
    Description: Increases all nearby party members total MP by 10%. (60s)
    Guaranteed Mixture: Ether Shell, Mana Spring, Lunar Curtain

    • Miracle Drink (Type: Mix mixture)
    Description: Increases all nearby party members Critical hit Rate. (60s)
    Guaranteed Mixture: Potion Shell, Ether Shell, Remedy Shell

    • Hot Spurs (Type: Mix mixture)
    Description: Increases how fast the Limit Break Gauge fills up by a minor amount. (60s)
    Guaranteed Mixture: None has a chance of 25% of appearing from a non-guaranteed Mixture or Quick Pockets.

    (11)
    Last edited by Brightshadow; 06-26-2018 at 12:52 AM.

  2. #2
    Player
    Titor's Avatar
    Join Date
    Apr 2014
    Location
    Garlemald
    Posts
    1,228
    Character
    Titor Jaraba
    World
    Balmung
    Main Class
    Alchemist Lv 100
    I want chemist as a class so much. I approve
    (2)

  3. #3
    Player
    Ragology's Avatar
    Join Date
    Sep 2013
    Posts
    596
    Character
    Brown Sugar
    World
    Adamantoise
    Main Class
    Monk Lv 62
    So with innoculate, I transfer my 20 seconds of sludge status ( damage over time) to the dragoon ( it becomes 10 seconds) and then watch them tank the floor?
    (2)

  4. #4
    Player
    Brightshadow's Avatar
    Join Date
    Mar 2011
    Posts
    798
    Character
    Lumen Stargazer
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Titor View Post
    I want chemist as a class so much. I approve
    Great! the more approval/desire the better chance we have of getting this job in the future.

    I also wanted to share some details to clear up some of the design concepts I used on the job.

    a. As you guys might have noticed already the Chemist is a cooldown healer they do not use TP/MP.
    b. Some of you must be thinking wtf, why is chemist cure potions and healing abilities on such a long cooldown? well simply because those skills aren't supposed to be used as the primary skills they are backup/emergency skills. The chemist will heal with their use/mix/stockpile abilities but those still have a cooldown so maintaining your cooldowns will be your goal in endgame as a chemist.
    c. When offhealer the chemist can DPS and heal with their cure potions/stockpiles since Krysta Bolts have a trait to reset the cooldown on the Cure Potions.

    Any questions, suggestions feel free to ask.
    (0)

  5. #5
    Player
    Brightshadow's Avatar
    Join Date
    Mar 2011
    Posts
    798
    Character
    Lumen Stargazer
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Ragology View Post
    So with innoculate, I transfer my 20 seconds of sludge status ( damage over time) to the dragoon ( it becomes 10 seconds) and then watch them tank the floor?
    Its a healer cooldown, it's incase of emergency if you have something like paralyze you can transfer it to the dragoon, and use your Panacea on them as soon as the cooldown resets. The healer life is much more important than a DPS this guarantees that you can survive a debuff like doom and not wipe the party. Of course this wouldn't exactly work on super special debuffs, but it would work on things like paralyze,blind,sleep.
    (0)
    Last edited by Brightshadow; 12-14-2016 at 04:59 AM.

  6. 12-14-2016 04:58 AM
    Reason
    Oops, misread it. Ignore me.

  7. #6
    Player
    VanilleFang's Avatar
    Join Date
    Sep 2014
    Posts
    1,655
    Character
    Estellise Valesti
    World
    Adamantoise
    Main Class
    White Mage Lv 70
    Having the ability to heal without using a resource is a bit op.

    I do like the general idea you have here though.
    (1)

  8. #7
    Player MilesSaintboroguh's Avatar
    Join Date
    Nov 2013
    Location
    Gridania
    Posts
    5,764
    Character
    Miles Saintborough
    World
    Balmung
    Main Class
    White Mage Lv 100
    Chemist was going to be a job in 3.0 but the devs scrapped it since they couldn't make it work.
    (0)

  9. #8
    Player
    Maero's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    4,781
    Character
    I'shtola Maqa
    World
    Leviathan
    Main Class
    Dancer Lv 90
    Curious according to what source was chemist going to be in 3.0?
    I just never heard any such thing is all.
    Anyhow i would not mind Chemist, but Dancer must come first :P
    (1)

  10. #9
    Player
    DamianFatale's Avatar
    Join Date
    May 2015
    Location
    Ishgard
    Posts
    3,089
    Character
    Arctura Fengari
    World
    Balmung
    Main Class
    Dancer Lv 90
    I second this. Misinformation is toxic.
    (0)

  11. #10
    Player MilesSaintboroguh's Avatar
    Join Date
    Nov 2013
    Location
    Gridania
    Posts
    5,764
    Character
    Miles Saintborough
    World
    Balmung
    Main Class
    White Mage Lv 100
    I wouldn't spread misinformation on purpose. I only remember reading back near 3.0 where the devs mentioned it and then it was referenced again on TV tropes.
    (1)

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