Quote Originally Posted by Titor View Post
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.