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  1. #1
    Player
    Ceasaria's Avatar
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    Oct 2013
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    Gridania
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    Character
    Ceasaria Pheonixia
    World
    Moogle
    Main Class
    Samurai Lv 80

    Pyrotechnician job [design]

    Hi, previously I have created jobs in Stormblood named Dryad, Meteorologist and Time Knight.
    Today I want to present to you my new original job, the 1st from Shadowbringers series called Pyrotechnician, a new healer job !

    I will share all the skills and important informations on the forum, but you can access to my full doc here :
    Pyrotechnician job


    There, my presentation coming from the google doc :



    Then, the actions of the jobs (but I recommend to check the google doc for full informations) :

    Lv 1 - Bombette : deals fire damage, 130 potency
    Lv 2 - Sun : heals the player nearest the center of the area, 375 potency, 9s
    Lv 4 - Torch : deals fire damage, 100 potency ; DoT 30 potency, 15s ; increases Stirring gauge
    Lv 6 - Black Powder : Increases the next spell potency by 20% ; [30s cd]
    Lv 10 - Sun II : heals the 4 players nearest the center of the area, 275 potency, 9s
    Lv 12 - Candle : Resurrects a player
    Lv 16 - Nebula Shades : Shield over time mono, 150 potency, 15s ; increase Fascinating gauge
    Lv 24 - Stream : HoT mono, 200 potency, 15s ; increase Tearful gauge
    Lv 30 - Tearful Shard : Increases periodically Tearful gauge, 21s ; same recast time as the others, restores 3% PM ; [20s cd]
    Lv 30 - Stirring Shard : Increases periodically Stirring gauge, 21s ; same recast time as the others, restores 3% PM ; [20s cd]
    Lv 30 - Fascinating Shard : Increases periodically Fascinating gauge, 21s ; same recast time as the others, restores 3% PM ; [20s cd]
    Lv 35 - Aerial Propulsion : project yourself on the designated zone, (20y) ; [60s cd]
    Lv 40 - Luminous Rocket : deals fire damage, 180 potency, (25y), 1s cast time
    Lv 45 - Firecracker : deals fire damage AoE, 150 potency
    Lv 50 - Sun III : heals the 8 players nearest the center of the area, 175 potency, 9s
    Lv 52 - Pyrotechnic Chain : each cast of Bombette, Torch, Luminous Rocket and Firecracker decreases, for each, their cast time and recast by 0.25s, duration 10s ; [90s cd]
    Lv 54 - Bombette II : deals fire damage, 200 potency
    Lv 56 - Geyser of Bodhum : increases heals received by the team by 15%, 18s ; increases Tearful gauge ; [120s cd]
    Lv 58 - Flame of Yusnaan : increases damage dealt by the team by 5%, 18s ; increases Stirring gauge ; [120s cd]
    Lv 60 - Stellar Canvas of Nautilus : reduces magic damage taken by 10% and increases movement speed by 50% for the team ; increases Fascinating gauge ; [120s cd]
    Lv 62 - Brighting Night : reduces damage taken by 8% +2% by gauge > 50 ; [120s cd]
    Lv 64 - Bombette III : deals fire damage, 240 potency
    Lv 66 - Brighting Radiance : the next shard used will be Radiant shard instead, 10s ; increases periodically the 3 Shard gauges equally, 21s ; restores 9% PM ; [80s cd]
    Lv 70 - Accumulation / Pyrotechnic Explosion : Apply a shield on ally which react to damages taken. If detonate when >=25% max HP have been taken, deals fire damage AoE for enemies + heal AoE for the team, 350 potency ; If >= 50% max HP, the potency goes up to 700.
    Lv 72 - Torch II : deals fire damage, 100 potency ; DoT 50 potency, 15s ; increases Stirring gauge
    Lv 74 - Bombette IV : deals fire damage, 270 potency
    Lv 76 - Brilliance : grants 1 Shining charge which allow Sun I, II, III to be instant cast and heal fully without duration ; max charges 2 ; [45s cd]
    Lv 80 - Bombardo Shard : one of the following effect will occur on enemies depending of the active Shard : reduces damage dealt by 5% (Tearful), each time enemies attacks, they take 100 potency damages (Stirring), reduces movement speed by 30% and place yourself top enmity (Fascinating), they have 40% to miss auto-attack (Radiant) ; 10s ; [90s cd]
    Lv 30 - Grand Final : Fountain : restores HP of the team, potency 600 ; [120s cd]
    Lv 30 - Grand Final : Volcano : deals fire damage AoE, 600 potency ; [120s cd]
    Lv 30 - Grand Final : Celestial Fesco : Negate the 15% next damages of the team, 6s, and remove all detrimental effect of the team ; [120s cd]
    Limit Break : Last Wish


    And finally, here some explanations to help to understand some points :

    - Pyrotechnician possess 3 gauges (Tearful, Stirring, Fascinating) with each increasing by launching actions, and once full to 80, unlock a Grand Final corresponding to the gauge. So, there are one by gauge. It’s up to the player to decide which gauge he wants to fullfil first. You will see, he is not restricted to increase one gauge only. He must just choose which will be higher than the two other and same between the second and the third.

    For that, he will uses three different Shards (Tearful, Stirring, Fascinating) acting as combo when launching in a row. More the combo is advanced, more the gauge corresponding to the gauge will be increased. For example in one min, he would have 21 (gauge 1), 42 (gauge 2), 63 (gauge 3).
    There are others actions increasing the gauges too : 1 HoT, 1 DoT and 1 SoT (shield over time), and 3 abilities (120 sec cd), but less than the Shards.

    - Another note, each gauge and actions linked to them are tied to a different theme :
    Tearful gauge : Water appearance & name | heal
    Stirring gauge : Fire appearance & name | dps + offensive buff
    Fascinating gauge : Paint + Celestial appearance & name | shield/mitigation + support buff (non-offensive)
    I tried with that to make a strong identity.

    - Speaking of this, because it’s tied to FFXIII franchise, we have the 3 abilities above attached to a specific place : Geyser of Bodhum, Flame of Yusnaan and Stellar Canvas of Nautilus.
    Furthermore, the LB name is Last Wish, meaning that you can make a wish during a firework and it can become true (Snow & Serah scene). And in our game it could be something like : “I want to save everyone, this is my last wish” which would be a beautiful and peaceful firework.

    - His healing actions (compared to Cure I to III, Medica) are quite different. He plays principally with Sun I to III, a short duration HoT area which heal people the nearest of the center of the area.
    Sun I heal more than II and III but it can heal only one player.
    Sun III heal less than I and II but it can heal eight players.
    Sun II is in between and can heal four players.

    - One ability named Brilliance allows these spells to become instant cast and heal fully without duration (by spending a charge, that you can have every 45 sec, max 2) .

    - Finally, to continue on the identity, a few actions are tied to the monster Bombo.
    In fact, it was the first particularity I had in mind for my 2nd series of jobs, even if it wasn’t utilised too much in the end for Pyrotechnician.

    That’s all !!
    If you want more informations you can check the google doc to see the traits, opener, Sun I-II-III drawings, etc. (link above)


    I took so much fun to design this job and I think I have done a better work than before to create a strong identity, original and fun gameplay.
    If you want to know, I have taken around 30 hours to achieve this job spread over 3 months and a half (during my week launch mainly and some weekend).

    I do hope it will please you, and I am open to the critic (especially for the english names which I have maybe didn’t choose the right) and questions.

    I can already let you know that I am on the next job, a melee dps named Assassin. It will be very unique too with a playstyle and a gameplay we don’t have here.
    Same, for the following job after this one, a tank named Savior, completely inspired from FFXIII series gameplay.
    In parallel, I’am doing a rework of Scholar (based on all the iterations plus my own ideas).

    Thanks for reading me !


    Edit : I have fixed a few things I forgot here (but was fixed on the doc), and the Scholar rework is already done (just to notice it here).
    (5)
    Last edited by Ceasaria; 07-01-2021 at 10:07 PM.
    Quote Originally Posted by Jirah View Post
    All I want is one expansion where they reanalyze the jobs and make massive adjustments to unhomogenize them. This is Final Fantasy 14 not Club penguin I dont wish for jobs that only have 5 buttons going for them or play exactly the same as 2/3 other jobs.
    Quote Originally Posted by MitsukiKimura View Post
    This current card system needs to be unwritten, destroyed and never returned.

  2. #2
    Player
    BrandonKageyama's Avatar
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    Character
    Brandon Aq'mrnne
    World
    Jenova
    Main Class
    Paladin Lv 80
    Wow, this was absolutely fantastic! You put a lot of time and effort into this job, it’s so creative and sounds exciting. I would love to see it in action, I would definitely play it!
    (1)

  3. #3
    Player
    Ceasaria's Avatar
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    Ceasaria Pheonixia
    World
    Moogle
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    Samurai Lv 80
    Quote Originally Posted by BrandonKageyama View Post
    Wow, this was absolutely fantastic! You put a lot of time and effort into this job, it’s so creative and sounds exciting. I would love to see it in action, I would definitely play it!
    Thanks a lot ! I appreciate it ^^
    (0)
    Quote Originally Posted by Jirah View Post
    All I want is one expansion where they reanalyze the jobs and make massive adjustments to unhomogenize them. This is Final Fantasy 14 not Club penguin I dont wish for jobs that only have 5 buttons going for them or play exactly the same as 2/3 other jobs.
    Quote Originally Posted by MitsukiKimura View Post
    This current card system needs to be unwritten, destroyed and never returned.

  4. #4
    Player
    Volkaj's Avatar
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    Oct 2018
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    81
    Character
    Volkaj Jukres
    World
    Faerie
    Main Class
    Scholar Lv 80
    puts on glasses
    Okay, let's see...

    1. Holy molly, this job has 16 OGCDs and exactly ONE weaving window with Luminous Rocket at 180 potency per cast! You're gonna clip. A LOT.

    2. Pyro has no direct spammable heal spell or ability prior to level 76 with Brillance. This is really, really bad. If your tank decides to pull big, or use Living Dead, there's no way for you to deal with it. In AoE healing scenarios you can try to line up Accumulation + Pyro Explosion (assuming you didn't blow it on DPS, which you should given how much damage it does), but with the hefty 90s cooldown you better make surgical uses or you're in big trouble (O9S Earthquake, O4S White Hole, O8S Heartless Archangel, etc.).

    3. As any healer main will tell you, getting other players to stay inside a bubble is fairly difficult. Even if the bubble is large. This is even more problematic during trash pulls, as tanks have to move fairly often to avoid cleaves and AoEs nowadays.

    4. Nebula Shades is a single-target 600 potency shield that requires the hit to be at the last possible moment (3s window) to get the full effect. And of course the target needs not to take any damage during the 15s duration to avoid eating the shield too soon. Sounds really, really clunky and hard to use to me.

    5. "There can't be more than one active Sun type zone". So you can't Sun I the tank and Sun III the party at the same time?

    6. Brighting Radiance gives 9 gauge per tick, same as keeping the combo up.

    7. Bombardo Shard - Charm. Why would you ever want to use this as a healer? You'd get yourself killed, and the movement slowdown effect is useless on bosses.

    8. Bombardo Shard - Sorrow, Stellar Canvas and Brighting Night all end up doing the same thing. With Bombardo Shard there's a combo aspect, but the other 2 are simple OGCDs.

    9. Torch II isn't instant cast. So your suggested opener makes no sense.
    (2)

  5. #5
    Player
    manamoppet's Avatar
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    Character
    Astral Thalia
    World
    Odin
    Main Class
    Sage Lv 90
    I like the flavour of this job!

    If I'm interpreting the abilities correctly, I'd suggest having Sun I as a direct target heal on friendly target, and maybe have a trait or additional effect to make the Sun II/III pyrotechnics stick to a friendly target (like some kind of sticky bomb), and have Sun II/III ground targeted if no target is selected.
    (1)

  6. #6
    Player
    Ceasaria's Avatar
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    Character
    Ceasaria Pheonixia
    World
    Moogle
    Main Class
    Samurai Lv 80
    Quote Originally Posted by Volkaj View Post
    puts on glasses
    Okay, let's see...

    1. Holy molly, this job has 16 OGCDs and exactly ONE weaving window with Luminous Rocket at 180 potency per cast! You're gonna clip. A LOT.

    2. Pyro has no direct spammable heal spell or ability prior to level 76 with Brillance. This is really, really bad. If your tank decides to pull big, or use Living Dead, there's no way for you to deal with it. In AoE healing scenarios you can try to line up Accumulation + Pyro Explosion (assuming you didn't blow it on DPS, which you should given how much damage it does), but with the hefty 90s cooldown you better make surgical uses or you're in big trouble (O9S Earthquake, O4S White Hole, O8S Heartless Archangel, etc.).

    3. As any healer main will tell you, getting other players to stay inside a bubble is fairly difficult. Even if the bubble is large. This is even more problematic during trash pulls, as tanks have to move fairly often to avoid cleaves and AoEs nowadays.

    4. Nebula Shades is a single-target 600 potency shield that requires the hit to be at the last possible moment (3s window) to get the full effect. And of course the target needs not to take any damage during the 15s duration to avoid eating the shield too soon. Sounds really, really clunky and hard to use to me.

    5. "There can't be more than one active Sun type zone". So you can't Sun I the tank and Sun III the party at the same time?

    6. Brighting Radiance gives 9 gauge per tick, same as keeping the combo up.

    7. Bombardo Shard - Charm. Why would you ever want to use this as a healer? You'd get yourself killed, and the movement slowdown effect is useless on bosses.

    8. Bombardo Shard - Sorrow, Stellar Canvas and Brighting Night all end up doing the same thing. With Bombardo Shard there's a combo aspect, but the other 2 are simple OGCDs.

    9. Torch II isn't instant cast. So your suggested opener makes no sense.
    Sorry for the long wait (I hadn't visited the forum the last 2 weeks).

    1 and 9. I don't know how I haven't seen that Torch and Torch II weren't instant. What a terrible mistake. I have fixed it now. If it's not enough for weaving, I can try to do more.
    2. I see and I think you are right. I should move Brilliance to lower level.
    3. I prefer letting the healer choosing the right moment to do so. But, it's sure that a beginner Tank that doesn't know he must stand in bubble, it's a problem.
    4. It seems my description is bad then. Each 3 sec, you have an additionnal shield which is applied on the target. The shield will still continue to be applied until the end of the duration even if he took damages.
    5. Yeah, because, it would be too strong.
    7. I know SE don't want "useless" abilities but I prefered to design Bombardo Shard to offer choice, being fun (Charm is for example trash mobs on dungeons) and not be necessarily efficient against boss.
    8. Hmm, they are not exactly similar, but I can understand your feeling.

    Thanks for your precious help !


    Quote Originally Posted by manamoppet View Post
    I like the flavour of this job!

    If I'm interpreting the abilities correctly, I'd suggest having Sun I as a direct target heal on friendly target, and maybe have a trait or additional effect to make the Sun II/III pyrotechnics stick to a friendly target (like some kind of sticky bomb), and have Sun II/III ground targeted if no target is selected.
    Aahh, it's a good idea. It should solve the issue mentionned by Volkaj (at 3.).
    Thanks !

    I will fixed all of that tonigh (with my SCH rework adjustements I should have already done xD ).
    (0)
    Quote Originally Posted by Jirah View Post
    All I want is one expansion where they reanalyze the jobs and make massive adjustments to unhomogenize them. This is Final Fantasy 14 not Club penguin I dont wish for jobs that only have 5 buttons going for them or play exactly the same as 2/3 other jobs.
    Quote Originally Posted by MitsukiKimura View Post
    This current card system needs to be unwritten, destroyed and never returned.

  7. #7
    Player
    Crushnight's Avatar
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    Dec 2014
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    2,345
    Character
    Jets Down
    World
    Gilgamesh
    Main Class
    Dancer Lv 90
    Going to go through things as best I can while not trying to repeat what others have said.

    1. I think lore would need changing I don't think they would want to make the crossovers fully canon to story could have odd nods to FFXIII in the ability descriptions but it would have to be grounded to Hydelyan. Fortunately there are plenty of places that a fire thematic healer(actually in love with this consept as fire has been used in mythology as a guiding light/great cleanser) could stem from like Thavnir/New World/Garlemald/Meracydia etc.

    2. Needs a basic spamable single target heal and aoe one too could change Sun 1 and Sun 2 to these. Again I like the concept for Sun 2 and 3 being placed aoes that could pulse out for heals etc but the above must take the forefront as a lot of aoes happen in succession in ShB content (some previous expansions too).

    3. Pyrotechnic chain could allow the spamable heals in it and this could be an oh no button if needed or for damage when not.

    4. Are Geyser/Flames of Y/Stellar Canvas all sharing the same cd or can only have one up at a time? Because if can have all 3 up at once that is a lot of buffs to maintain in short timeframe. Especially when you add in every 3rd brighting radience and the grand finales and brightening night.

    5. I suggest changing the get top enmity to something like a distraction debuff which lowers dmg received or prevents crit etc

    6. While the fire dmg aspect is very flavorful, this would most likely be changed to magic dmg for easier to code with.
    (1)

  8. #8
    Player
    Ceasaria's Avatar
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    Gridania
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    Character
    Ceasaria Pheonixia
    World
    Moogle
    Main Class
    Samurai Lv 80
    Okay so my changes :
    - Sun I, II and III are now targeting an ally and following him instead of being an area fixed on the ground.
    - Brilliance is moved from lvl 76 to lvl 50 to give instant cast heal sooner.
    - Bombardo Shard - Charm : top enmity thing has been changed by disappearing completely from enemies enmity list during the duration (of course working not on boss).


    Quote Originally Posted by Crushnight View Post
    Going to go through things as best I can while not trying to repeat what others have said.

    1. I think lore would need changing I don't think they would want to make the crossovers fully canon to story could have odd nods to FFXIII in the ability descriptions but it would have to be grounded to Hydelyan. Fortunately there are plenty of places that a fire thematic healer(actually in love with this consept as fire has been used in mythology as a guiding light/great cleanser) could stem from like Thavnir/New World/Garlemald/Meracydia etc.

    2. Needs a basic spamable single target heal and aoe one too could change Sun 1 and Sun 2 to these. Again I like the concept for Sun 2 and 3 being placed aoes that could pulse out for heals etc but the above must take the forefront as a lot of aoes happen in succession in ShB content (some previous expansions too).

    3. Pyrotechnic chain could allow the spamable heals in it and this could be an oh no button if needed or for damage when not.

    4. Are Geyser/Flames of Y/Stellar Canvas all sharing the same cd or can only have one up at a time? Because if can have all 3 up at once that is a lot of buffs to maintain in short timeframe. Especially when you add in every 3rd brighting radience and the grand finales and brightening night.

    5. I suggest changing the get top enmity to something like a distraction debuff which lowers dmg received or prevents crit etc

    6. While the fire dmg aspect is very flavorful, this would most likely be changed to magic dmg for easier to code with.
    1. I don't want to change it, but I know SE will never do that for a job. But it's canon, if you have played both Lightning Return and the event FFXIII on FFXIV ^^
    2 and 3. With Brilliance obtained sooner, it should do it, I guess. Or apply your point 3, maybe if not enough.
    4. They don't share the same CD.
    5. Yep, I have changed it.
    6. Hmm, I have read the description and WHM still keep his earth and wind damages, so I think it's okay to keep fire damages in description of Pyrotechnician.
    (0)
    Last edited by Ceasaria; 01-16-2020 at 05:38 AM.
    Quote Originally Posted by Jirah View Post
    All I want is one expansion where they reanalyze the jobs and make massive adjustments to unhomogenize them. This is Final Fantasy 14 not Club penguin I dont wish for jobs that only have 5 buttons going for them or play exactly the same as 2/3 other jobs.
    Quote Originally Posted by MitsukiKimura View Post
    This current card system needs to be unwritten, destroyed and never returned.