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  1. #1
    Player
    Mimilu's Avatar
    Join Date
    Nov 2013
    Posts
    3,990
    Character
    Mimiji Miji
    World
    Exodus
    Main Class
    Dancer Lv 100

    Job Idea: Cannoneer (Healer)

    *Please note, this was designed purely for fun and I do NOT expect SE to implement it in any way, shape, or form.*

    Cannoneer (CNN)
    Burst-Based Off-Healer
    Weapon: Hand Cannon
    Attack Type: Blunt, long range
    Armor: Physical Ranged
    Limit Break: Phoenix Pinion (Healer)
    Cross Class: Healer
    Important Stats: Dexterity for Damage and Healing, MP for Healing cost, TP for Damage cost, Critical Hit for Trait Effects



    Combat medics and chemists who support the front lines with both cover-fire and curatives from their hand-cannons.
    Cannoneers have several specialized shells to help support and heal allies.
    DPS running low on stamina? Toss your physical partymembers a Tonic Shell and your mages an Ether Shell.
    Tank needs healing? Fire a Renew Shell at them! They'll be healed in no time.
    They can even Stash and Mix the content of these shells to create new effects.
    One of the most important shells in a Cannoneer's arsenal are their Potion Shells, which they can use to turn several of their Weaponskills and Abilities into front-loaded Healing or Support Spells but at the cost of doubling their recast times.
    To further support their allies, Cannoneers can use their Pharmacy ability to provide a partymember with a potion or food buffs, COST FREE! (for a limited time...)


    Special Mechanics and Skills
    Gauge(s): Chemistry's Table
    This gauge will show what 2 abilities the user has Stashed (via icons) and if Potion Shell is turned on (via a medical-cross icon that turns red when Potion Shell is active).

    Stash and Mix
    At 50, Cannoneer gain the ability to "Stash" certain spells or abilities and then "Mix" them for different effects.
    Spells/Abilities that can be stashed: Ether Shell, Renew Shell, and Tonic Shell.
    When a ability is stashed, they go on cooldown for half of their original cooldown.
    A Cannoneer can only have two abilities stashed. Once they have two stashed abilities, Stash will turn into Mix, which will execute the mix effect.

    -Stash/Mix: Ability. Stores the user's next Ether Shell, Renew Shell, or Tonic Shell they use. Once two of these abilities are stashed, this becomes Mix and preduces an effect based on what two abilities are stashed. When stashed, Abilities will go on cooldown for half their cooldown time. Instant cast time. 1 second cooldown for Stash. 120 second cooldown for Mix.

    Mix Effects
    -Ether Shell + Ether Shell: Turbo Ether: For 12 seconds, the selected partymember's Spells and Abilites will cost 0 MP.
    -Ether Shell + Renew Shell: Chocobo Wing: Remove 2 seconds from the targeted partymember's next 3 Spell casts. Duration: 10 seconds.
    -Ether Shell + Tonic Shell: Strange Liquid: Damage a selected enemy. Additionally, decrease the amount of damage they deal by 10% for 15 seconds. Potency of 150.
    -Renew Shell + Renew Shell: Water of Life: Places a Regen-like effect on all partymembers with in 15 yalms of the user for 24 seconds. Potency of 100.
    -Renew Shell + Tonic Shell: Hero Drink: Whenever the selected partymember Physically Damages with a Weaponskill or Ability on a target, that target will receive an additional hit that equals to 25% of the original hit. The additional hit is Physical but doesn't count towards its own effect. Duration: 15 seconds.
    -Tonic Shell + Tonic Shell: Turbo Tonic: For 12 seconds, the selected partymember's Weaponskills and Abilities will cost 0 Tp.

    Healing Skills, Spells, and Abilities
    -Hi-Potion Shell: Ability. Heal a selected target for 50% of their maximum HP. Instant cast time. 140 second cooldown.
    -Potion Shell: Ability. Stance. Changes several of the user's Weaponskills into Healing Spells, switches their TP cost to MP cost, doubling their cooldown times, and decreasing the user's damage by 10%. Instant cast time. 5 second cooldown.
    -Propheteer: Ability. For 24 seconds, whenever a partymembers damages a selected target, convert 50% of that damage to HP for them. Instant cast time. 60 second cooldown.
    -Smelling Salt: Ability. Revive a fallen target in a weaken condition. Instant cast time. 30 second cooldown.
    -Ether Shell: Ability. Restore 30% of a selected target's MP. Instant cast time. 120 second cooldown.
    -Renew Shell: Spell. Places a Regen-like effect on a target for 21 seconds. Potency of 150. Instant cast time. 2.5 second cooldown.
    -Tonic Shell: Ability. Restore 400 TP to a selected target. Instant cast time. 120 second cooldown.

    Offensive Weaponskills and Abilities
    -Blast Mortar: Weaponskill. Damage a selected target. Potency of 150. Instant cast time. 2.5 second cooldown.
    • Potion Shell: Heal a selected target. Potency of 400.
    -Apex Blast: Weaponskill. Damage a selected target. Potency of 100. Instant cast time. 2.5 second cooldown.
    Combo: Blast Mortar > Apex Blast : Potency of 200.
    • Potion Shell: Heal a selected target. Potency of 100.
    • Potion Shell: Combo Blast Mortar > Apex Blast: Heal a selected target. Potency of 300. Decrease all damage the target recieves by 10% for 9 seconds.

    -ProtoMeteor: Weaponskill. Damage a selected target. Potency of 100. Intant cast time. 2.5 second cooldown.
    Combo: Apex Blast > ProtoMeteor: Potency of 250.
    -Scatterburst: Weaponskill. Damage all foes within 5 yalms of a selected target. Potency of 100. Instant cast time. 3 second cooldown.
    • Potion Shell: Heal all partymembers with in 15 yalms of a selected target. Potency of 250.
    - Black Out: Weaponskill. Damage a selected target. Additionally, Blind them for 21 seconds. Potency of 100. Instant cast time. 60 second cooldown.
    • Potion Shell: Increase a selected partymember's Evasion, Parry, and Block Rates by 20% for 15 seconds.
    -Inoculate: Weaponskill. Damage a selected target over time for 21 seconds. Potency of 30. Instant cast time. 2.5 second cooldown.
    -Grenade: Ability. Damage a selected target. Potency of 130. Instant cast time. 15 second cooldown.
    -Tallboy: Ability. Damage all enemies within a designated 10 yalm radius. Then, heal all partymembers with in 15 yalms equal to the highest amount of damage taken (including Direct Hits and Critical Hits). Potency of 300. Additionally, Increase the Damage done on all affected enemies by 5% for 15 seconds. Instant cast time. 60 second cooldown.

    Other Abilities
    -Chemist: Ability. Resets the recast timers on Stash/Mix, Ether Shell, and Tonic Shell and causes the user's next 2 Ether Shell and/or Tonic Shell cooldowns to be 1 second. Duration: 10 seconds. Instant cast time. 100 second cooldown.
    -Dispensary: Ability. Allows the user to Stash a Ether Shell or Tonic Shell, even if they are on cooldown. Duration: 10 seconds. Instant cast time. 180 second cooldown.
    -Double Down: Ability. The next time the user stashes an ability, they will stash two of that ability. If one ability was already stashed before using this ability, it is removed in place of the two new abilities. Instant cast time. 180 second cooldown.
    -Numbing Shot: Ability. Decrease damage a selected targets takes by 20% for 20 seconds. Instant cast time. 90 second cooldown.
    -Pharmacy: Ability. Allows the user to use a selected Buffing-Consumable item (Medicine and/or Food) from their inventory on a selected party member. Medicine and Food effects/buffs placed on a target are known as "Pharmacy". A selected target can only have one Pharmacy buff on them at a time and Pharmacy buffs stack with pre-existing item buffs. Food-based Pharmacy buffs will only last 30 seconds. 2 second cast time. 120 second cooldown. This does NOT count toward the item's actual cooldown nor is it effect by it.
    -Philosopher's Shell: Ability. For 10 seconds the user's Weaponskill that are effected by Potion Shell will not have their cooldown(s) doubled. Instant cast time. 150 second cooldown.
    -Prime: Ability. Increase the user's Critical Hit Rate 30% for 20 seconds. Instant cast time. 120 second cooldown.
    -Safeguard: Ability. For 2 minutes, all partymembers' gear cannot go below 1%. Instant cast time. 300 second cooldown.
    -Transmute: Ability. Changes the user's current stashed abilities into different ones. Instant cast time. 120 second cooldown.



    Skill Levels and Traits
    Skill Level
    1. Blast Mortar
    2. Potion Shell
    4. Inoculate
    6. Black Out
    10. Grenade
    12. Smelling Salt
    15. Tonic Shell
    18. Apex Blast
    26. Ether Shell
    30. Scatterburst
    35. Philosopher's Shell
    38. Safeguard
    40. Renew Shell
    45. Propheteer
    50. Hi-Potion Shell
    50. Stash/Mix
    52. Prime
    54. Numbing Shot
    56. Dispensary
    58. Double Down
    60. Pharmacy
    62. Tallboy
    64. ProtoMeteor
    66. Transmute
    70. Chemist

    Traits
    20. Enhanced Dexterity I: Increase Dexterity by 8.
    20. Maim and Mend I: Increase base action damage and HP restoration 10%.
    40. Enhanced Dexterity II: Increase Dexterity by 16.
    40. Maim and Mend II: Increase base action damage and HP restoration by 30%.
    52. Physician: Whenever Renew Shell's Heal-over-time effect gets a Critical Hit, there is a 50% chance that Ether Shell and Tonic Shell's cooldown times will reduce by 5 seconds.
    60. Enhanced Dexterity III: Increase Dexterity by 24.
    68. Treasure Hunter: Reduce the cooldown times of Stash/Mix by 5 seconds every time the user gets a Critical Hit on Blast Mortar or Grenade.
    (5)
    Last edited by Mimilu; 08-18-2017 at 01:21 AM.

  2. #2
    Player
    Enla's Avatar
    Join Date
    Sep 2015
    Location
    Gridania
    Posts
    2,748
    Character
    Crushing Fatigue
    World
    Balmung
    Main Class
    Scholar Lv 70
    I've actually been wanting this for awhile as Chemist was hands down my favorite and most useful class in X-2, where the job classes were the only saving grace of that otherwise terrible game. I'd love love /love/ a non-aetheric healer in the future.
    (5)

  3. #3
    Player
    Jybril's Avatar
    Join Date
    Jul 2017
    Posts
    1,116
    Character
    Junpei Iorii
    World
    Sargatanas
    Main Class
    White Mage Lv 60
    Quote Originally Posted by Enla View Post
    I've actually been wanting this for awhile as Chemist was hands down my favorite and most useful class in X-2, where the job classes were the only saving grace of that otherwise terrible game. I'd love love /love/ a non-aetheric healer in the future.
    FFX-2 is my fave and first FF.
    Had Rikku only Chemist for an entire run.
    Didn't know what the hell I was making or doing as a kid. xD!
    Man I loved the job change in that game.
    Nostalgia ftw.

    EDIT: Oh of course this is Mimilu! I always loved
    your Job idea's you have came up for many years hun!
    (3)

  4. #4
    Player
    Bacent's Avatar
    Join Date
    Nov 2013
    Location
    Kweh
    Posts
    1,834
    Character
    Bacent Rekkes
    World
    Famfrit
    Main Class
    Gladiator Lv 90
    So why do they get to break the mold with PvP items and use them out of PvP, and why would they need to use a skill that prevents peoples' gear from breaking? You have to communicate a lot to get other people to tell you what their gear is at, as well as people having to keep an eye on that as well, but that would be REALLY seldom used, unless your party didn't repair when you're doing long content....for some reason?

    Also the 'Pharmacy' stuff you're mentioning can use food/medicine to stack with other food/medicine. That includes stuff used for Crafters/Gatherers, in which you can make sure you're keeping someones' stats much higher than they should be with best melded gear + food + medicine + possible FC buffs

    http://xivdb.com/item/19837 - Look at the stats for Warrior Stew. 53 Craftsmanship and 124 Control if it's HQ. If that can be constantly put up on someone, then that's 106 craftsmanship and 248 control. Which I'm pretty sure could get around overmelding a few items.

    Edit: You'd only need 2 people to keep that pharmacy buff on you for a good while. Sure that could be seen as a waste of food, but if you can make more easily, then why bother fully overmelding?
    (2)
    Last edited by Bacent; 08-17-2017 at 07:45 AM.

  5. #5
    Player
    Enla's Avatar
    Join Date
    Sep 2015
    Location
    Gridania
    Posts
    2,748
    Character
    Crushing Fatigue
    World
    Balmung
    Main Class
    Scholar Lv 70
    Quote Originally Posted by Jybril View Post
    FFX-2 is my fave and first FF.
    Had Rikku only Chemist for an entire run.
    Didn't know what the hell I was making or doing as a kid. xD!
    Man I loved the job change in that game.
    Nostalgia ftw.

    EDIT: Oh of course this is Mimilu! I always loved
    your Job idea's you have came up for many years hun!
    3 Chemists were the only thing that saved me against Angra Mainyu. xD It was hands down the most OP class in my mind and probably the most fun to play.
    (1)

  6. #6
    Player
    Mimilu's Avatar
    Join Date
    Nov 2013
    Posts
    3,990
    Character
    Mimiji Miji
    World
    Exodus
    Main Class
    Dancer Lv 100
    Quote Originally Posted by Bacent View Post
    So why do they get to break the mold with PvP items and use them out of PvP, and why would they need to use a skill that prevents peoples' gear from breaking?
    Because the only Medicine-item that can restore TP is a PvP-Only item (Icarus Wing).
    I added Safeguard just for flavor, really. I thought it would be an interesting idea and there's at least three of the Tactics games have it to protect your gear. Plus, the game does tell you when gear drops below 10% and 5%. >3>

    Quote Originally Posted by Bacent View Post
    Also the 'Pharmacy' stuff you're mentioning can use food/medicine to stack with other food/medicine. That includes stuff used for Crafters/Gatherers, in which you can make sure you're keeping someones' stats much higher than they should be with best melded gear + food + medicine + possible FC buffs

    Edit: You'd only need 2 people to keep that pharmacy buff on you for a good while. Sure that could be seen as a waste of food, but if you can make more easily, then why bother fully overmelding?
    When making Pharmacy, I only had fighting jobs in mind, thank you for pointing this out. :-D
    Maybe the effect could ignore effects to CP, GP, Craftsmanship, Control, Gathering, and Perception (and maybe Morale). Or the cooldown could be doubled, to at least make it harder to do. It actually sounds kind of cool to be able to help people craft, especially a class that is model after Chemist. :-D
    I might also just make it so only buffing items are affected, that would eliminate the need for PvP-only items that you seem so peeved about.

    I'll go make these changes.
    (2)
    Last edited by Mimilu; 08-17-2017 at 08:17 AM.

  7. #7
    Player
    Bacent's Avatar
    Join Date
    Nov 2013
    Location
    Kweh
    Posts
    1,834
    Character
    Bacent Rekkes
    World
    Famfrit
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by Mimilu View Post
    Maybe the effect could ignore effects to CP, GP, Craftsmanship, Control, Gathering, and Perception (and maybe Morale)
    Morale was fully taken out of the game. None of the PvP armour even has that stat anymore.
    (0)

  8. #8
    Player
    Silkerin's Avatar
    Join Date
    Aug 2013
    Posts
    447
    Character
    Silke Rin
    World
    Sargatanas
    Main Class
    Arcanist Lv 90
    This is how I thought what a chemist like job I would love way back then:

    chemists weapons are "kits", they look like bags or purses, they contain the tools needed for their experiments.

    their playstyle are more focused for those who want to do more than just healing, but dont want to do mostly direct dps when not healing.

    they might also gravitate near their mortars while fighting, like blm and their ley lines. while it is an ability, it takes a while to set it up, having a cast bar, it also can only be placed at their curent position, but they can move away from it and not cause it to disapear, it also doesnt have a duration timer.

    • potent potion - spell - basic heal

    • apothecary - trait - allows chemist to use the prepare/mix/use actions to store and mix up potions/spells to be instant cast when mixed with other spells/potions to achieve diferent results

    • prepare/mix/use - ability - allows the interruption of "spells" casted by the chemist, storing them in the bag, after a first component is stored the comand changes to mix, interrupting a spell with this comand will mix the current and the stored components for a new effect. if used again when finished a mix, it will use the mix if the target is right for the correspondent mix. a spell interrupted by these comands will still consume mp

    • store 1/2/3 - ability - alows user to store their mixes in any of the selected slots in their bag to use again later. to use these just press the correspondent key assigned to store/use the mix in that slot.

    • alchemical mortar kit - ability - placeable mortar that makes mixes have shorter immunity timers and longer range, but makes them have different effects added to each mix; like diluted but aoe effect, longer duration but weaker effect, bigger effect but shorter duration.

    • potent hi potion - spell - stronger single target heal

    • slow acting potion - spell - instantly gives regen to target

    • volatile potent potion - spell - aoe heal

    • crystalization potion - spell - instantly shields target for a potency ammount and when the shield breaks it does aoe damage equal to the pontecy shielded, shared by the enemies hit.

    • adrenaline shot - ability - consumes remaining tp to be able to move slowly/walk while casting

    • acid terror - spell - dot on single target

    • molotov - spell - single target damaging spell

    • failed experiment - spell - fast aoe damaging spell around target that explodes.

    • synthetic pinion - spell - revives players

    • distilled components - ability - increase the efficacy the next potions/spells and mixes "healing, damaging, buffing and debuffing" effects

    • prolonged exposure - ability - instant aoe heal that adds time to the effects aplied to friends and foes by the caster in range

    ★ the chemist has several base components they can get from their potions, those being heal, fire, acid and crystal. mixing 2 of these will give a differet effect. targets can only have one mix buff/debuff on them at time. after effect ends targets will be resistant to the mix effects they just had for a period, including friends and foes

    • haste-ade - mix - heal/acid - mortar effect: diluted AoE - gives haste

    • energy drink - mix - heal/fire - mortar effect: diluted AoE - gives a weak tp and mp refresh to target

    • giants drink - mix - heal/crystal - mortar effect: Volatile - medium potency heal that shields target with a crystal skin for double the healing received, the crystal shield when broken or time out will explode dealing the heal potency plus the shielded value.

    • potent x potion - mix - heal/heal - mortar effect: slow burner - big heal on target that gives a modetate regen effect

    • melting heat - mix - fire/acid - mortar effect: Slow burner - damages target, aplies the acid dot and slightly increases damage taken on target, and creates a noxious gas aoe that lingers, refreshing the dot and debuff while they are inside of it.

    • x-plosion - mix - fire/crystal - mortar effect: volatile - damages target and coateds them with crystal powder when hit. a very small % of the damage taken from all sources while under this mix is stored and explodes. this damage is divided among nearby enemies

    • napalm - mix - fire/fire - mortar effect: Volatile - aoe around target that inflicts some damage on initial hit, but leaves a fire aoe on the ground.

    • acid coat - mix - acid/crystal - mortar effect: volatile - coats target weapon so their skills/spells do slightly more damage

    • concentraded acid - mix - acid/acid - mortar effect: Slow burner - aplies a stronger lingering dot that increases damage taken

    • synthetic armor - mix - crystal/crystal - mortar effect: diluted AoE - shields target for a slightly bigger potency, sacrificing the crystal explosion for more shielding
    (0)

  9. #9
    Player
    Freyt's Avatar
    Join Date
    Aug 2013
    Location
    The Goblet 1-42
    Posts
    633
    Character
    Rabbit Ackerman
    World
    Gilgamesh
    Main Class
    Blue Mage Lv 80
    Overall your ideas for what would make a good chemist are similar to my own, though I think some changes should be made to better implement it into the game.
    (0)

  10. #10
    Player
    dinnertime's Avatar
    Join Date
    Mar 2015
    Posts
    1,300
    Character
    Aurelius Lyon
    World
    Balmung
    Main Class
    Summoner Lv 90
    I love this. It's pretty similar to what I want Chemist to be, using guns/cannons to heal, buff, debuff or attack using different kinds of pellets. Although I got that from Monster Hunter because I am a Bowgun main.
    (1)

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