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  1. #1
    Player
    YusiKha's Avatar
    Join Date
    May 2019
    Location
    Azim Steppe
    Posts
    301
    Character
    Lost Skywatcher
    World
    Odin
    Main Class
    Sage Lv 90

    Healer Concept - Medic (aka No I won’t shut up about Chemist)

    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)

    Continued in Reply...
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  2. #2
    Player
    YusiKha's Avatar
    Join Date
    May 2019
    Location
    Azim Steppe
    Posts
    301
    Character
    Lost Skywatcher
    World
    Odin
    Main Class
    Sage Lv 90
    Imbibe Reagent - Cooldown of 30s each, all stack up to 3 times
    Reagent and their Mix effect:
    Imbibe Feather - adds Regen with a potency of 25 and duration of 21s, further feathers increase potency by 5 and duration by 21s (Max Regen of 35 for 63s)
    Imbibe Fur - restores hp with a potency of 150, further furs increase potency by 150 (Max heal of 450)
    Imbibe Fleece - grants ‘Electric Barrier’, a Shield with potency of 150, further fleece increases the potency by 25 less than the previous. Has no effect while the target is under the effects of Nocturnal Field or Galvanise. (Max Shield of 375)

    Alchemical Cartridge - 60s cooldown, removes alchemical residue and reagent at the top of stash for 1 of 3 effects (all roughly equal)
    Feather - long duration burn-themed DoT, most efficient
    Fur - Nuke Freeze Damage, least efficient but immediate (if boss is about to jump)
    Fleece - electric-themed self damage buff? More DHit?

    What is Mix?
    Not dissimilar to NIN’s Mudra system, Mix is a series of 3 abilities that add ingredients to the Stash. Every 45s, you can execute ‘Mix’ to grant the target either straight HP, a shield, a Regen, or a combination, depending on the 3 skills chosen. Adding multiple of the same ingredient can either be beneficial or have diminishing returns, depending on the ingredient.

    Utility Skills
    Inoculate - Added to Mix, 90s cooldown - Reduces damage by 20% (10% if diluted) for 10s
    Altegen - Added to Mix, 120s cooldown - Deals an Attack with a potency of XX (XX/8 when diluted) when next 5 weaponskills or spells are executed. multiple altegens stack uses (+pot instead of %dam so it can be used on tanks)
    Muscle Memory - 60s CD - executes previous mix (dilution/concentrated would need to be applied again)

    ‘Ultimate’ Ability
    Triage - 180s cooldown - Grants concentrate to all mixes and Bottled Life for 20s, grants 2 charges of each reagent and grants 2 charges of Mix

    Thank you for reading.
    (2)