I would like to preface with by saying that I am by no means a game designer. I am just a healer main who wants a science/tech based healer. Potencies are by no means balanced, but I’ve tried to ensure that mechanics are.
If you have any feedback or suggestions, please don’t hesitate to say.
FFXIV Medic (MDC) Concept
Healing Niche:
Mid-high CPM, requiring heavy weaving like AST, High flexibility in main skill Mix, but the focus is almost entirely on Mix and abilities that stem from it. Efficient heals must be planned ahead, but panic heals can be provided in an emergency
Lore:
Skills are based on Garlean scientists/experimenters’ practices. Their inability to use magic means that their field triage is based on using magical beasts’ properties for effective medicine.
The practice has been brought to Eorzea via spies and garlean allies, and the playable races can magically synthesise ingredients on the field instead of having to having to carry stock like the Garleans do.
Weapons: Double-barrelled shotgun (autos are melee ranged rifle butts, could be a crossbow either but shotguns are cool as heck)
And a Stash (a bag or some such, similar to MCH lunchbox. Could use a secondary item slot without stats for glamouring purposes)
Limit Break: Final Elixir/Final Phoenix - MDC empties their bag into a vial, prays as a Phoenix-shaped explosion happens, and looks surprised that it worked.
Attacking Skills:
Birdshot - 1.5s or Instant basic damage spell (upgrades to buckshot, grape shot, etc as you level)
Triangulate - Instant cast damage + 20s Buff (+50%DHit?)
Chaos Grenade - 1.5/Instant 140pot area damage + blind
Healing Skills:
Bottled Life - basic heal spell, also resets Concentrate’s recast time. Maybe reduce reagent recast time too?
Concentrate - 10s dur, 90s recast - increases potency of Bottled Life by XX or mix by XX
Dilute: 5s buff, 1s recast. Changes the next Bottled Life or Mix into a 15y radius around yourself, reduces potencies by XX%, increases mp costs by XX%
Defibrillate - Raise analog
Stash & Mix Skills:
Stash - Medic’s Job Gauge. It’s a vertical stack with 6 slots. Bottom 3 and top 1 are highlighted compared to the rest, as they are involved in other skills.
Mix - 2 stacks, 45s cooldown - combines the 3 bottom most reagents in the stash to perform a heal of varying effects. Costs Bottom 3 reagents. Additional effect: grants alchemical residue (see Imbibe Reagent for the effects below)
Toss - 5s cooldown - Low (50?) potency attack that discards the top most reagent. (Used to fix mixing mistakes, and to incentivise using reagents on cooldown)
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