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