I really hope Mr. Yoshida and team take this into consideration. Regarding new jobs for the next expansion, Chemist is the one I want the most.
This job sounds awesome, would love to see this over dancer if given the choose between the two. For balance the buffs/debuffs would have to be slightly weaker than Astros due to them not being random with a oGCD that makes ur mix super buffed/debuffed every 80-120secs. Totally support this idea.
This is actually a phenomenal idea, give them a sort of two handed alchemists canon where the various selves are loaded into and then used. I hate healing in this game and honestly I'd play the crap outta this
i like it better if use magical elixirs and potions Magic is always better.
It's a really good idea for another Healer.
At first I've though that it would be a copy of mudra system, which is unaceptable, every job needs to be unique in it's core mechanic, but the difference is "It always uses 3 Drinks to produce a mix, so, that's acceptable.
But, there's something you would like to change. All of the "mix" is the same, like PSM or MSP both are the same combination. I would like to suggest changing into: MMM, SSS, PPP, PSS, PMM, SPP, SMM, MSS, MPP, MSP. As you can see, they all are different, and ended up bringing 10 mix combinations, if its too much, then let's discart MMM, SSS and PPP, as they are the less of a "mix".
I always thought that they wouldn't add chemist because of alchemist but maybe they could start the job quests over at the alchemists guild. The guild master could tell you about one of his students trying to use his creations to develop an art for healing in battle. Something similar to the MCH quests. Since Ul Dah is technically at war now, it wouldn't be far fetched for them to try and develop new weapons and skills since historically new weapons are usually developed in times of war.
Last edited by ToasterMan; 03-10-2018 at 02:58 AM.
I've been thinking, would be soo cool if Chemist does oposite effect of the Item with a Nihopaolaola Stance Ability, same of FFXII. So with this instance all itens do the oposite effect, potion will hurt, megalixir aoe damage, remedy could be 120s cooldown normaly dispel all dbuffs, but inverted effect inflict various.
Obviously the oposite effect of the skill will have different potency, for balance purposes.
Some itens may sound overpower, but let's just balance the oposite effect.
Ex:
Pheonix down > Turn target undead, leaving a rooting damage over time effect with a potency of X for X seconds.
Ether > Silence for X seconds or just no effect
So much can be done...
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