I second this. Misinformation is toxic.





I second this. Misinformation is toxic.
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.



The only thing I remember them saying (but have no source) is that they were concerned that people would mix up Chemist and Alchemist if they did it.
So question on these as this seems to be basically their main damage (as Stone is to WHM) but why would they use Bolt 2 over 3? Slow doesn't seem to be a good incentive to use 2 unless the drain is massive (like SMN using Ruin 3 out of Dreadwyrm), now when I see it as "High" i'd like to think that, so perhaps changing it from adding slow, let Krysta 2 have a chance to proc Krysta 3 for no TP cost and instant cast at a much lower chance of procing (maybe 10%?)
1. Krysta Bolt (LV1): Deals unaspected damage with a potency of 150.
-TP Cost: Low / Cast Time: Instant /Cooldown: 2.5s /Range: 25y
21. Krysta Bolt II (LV46): Deals unaspected damage with a potency of 170. Additional Effect: has 25% chance of procing Krysta Bolt III adding slow to it.
-TP Cost: Medium / Cast Time: Instant /Cooldown: 2.5s /Range: 25y
25. Krysta Bolt III (LV54): Deals unaspected damage with a potency of 230. Additional Effect: Lowers attack Speed. (Only when Proc.)
-TP Cost: High / Cast Time: Instant /Cooldown: 2.5s /Range: 25y
Just an idea cus as I view it now, I have a hard time seeing why they would bother using 2 when slow usually doesn't affect bosses and they build up immunity over time vs just going for the pure higher damage.
Seems like that would be a silly reason if they did. "Need 1 Chemist for Alex savage" just the idea of an Alchemist showing up... /shrug.
Last edited by AlphaFox; 12-14-2016 at 03:46 PM.





For the mixtures would it be similar to how a Ninja does their mudras or would it be too much stress on a healer mixing things when things look tough?



I really hate mudras, they completley break the combat flow IMO and is one of the reasons I don't play ninja. I really hope chemist would not have a similar system. Or at least not one that has an awkward oGCD cooldown thing.
Cannot agree with this more. Not only is that system not intuitive at all, but if you have even the slightest bit of lag, you may as well not bother with it.
Better system would be to tack the mudra-like component onto particular skills. Something like one single-target heal would generate a charge of a single-target resource and one AoE heal would generate a charge of an AoE resource, with an overall cap on how many total stacks and have Mix blowing all those charges to create an effect based on how many of each type of charge you compiled.
Another thing too that cannot be stressed enough is that there are two really good reasons why healers traditionally use MP as a primary resource: balance and control. If a healer only used cooldowns as a resource, they would lack a great deal of healing flexibility and wouldn't be able to work under intense healing fights no matter how well those cooldowns are designed, and if they are that well designed, they would wind up being far too broken for this game.
Lastly, I honestly don't think it can be called "chemist". We already have alchemist, and adding another name that sounds close enough to it (and potentially close enough to the same thing in some languages) would only risk a great deal of confusion. It would have to be either renamed or repackaged as something else, which is why for the concept I did for chemist, I gave it a bazooka that fired potion and mortar shells and called it Grenadier: all the joys of chemist, but now with the added pleasure of shooting people in the face with heals.




I think Mudras would feel so much better if other skills didn't interrupt them.
Ten - Spinning Edge - Chi - Jin - Gust Slash - Suiton - Trick Attack - Aeolian Edge.
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