And if you could tell me how either one would work instead of just giving names, I might concede you have a point.
For instance, what I'm reading on Tactics' Mystic is purely a status effect-oriented job based around sapping. While my Necromancer concept used the same concept of draining enemies, it followed up with the ability to transfer that life elsewhere; basically everything else about Mystic is either CCs unusable in a raid environment, or damage-oriented.
The point I was trying to make is that they could make any healer -- literally, any -- change its cast animations to a bottle throw and slap the name "Chemist" on it, because without the connection to consumables, it's just a name and aesthetic. There are no mechanics unique to Chemist besides Mix.You're gonna want to define "generic". I mean, it should be able to fulfill the things you expect out of a healer (restore HP, remove debuffs, maybe a party buff or two depending on where you want to take it).
You illustrated exactly this yourself when you used Astrologian as an example:
And you'll note that Celestial Stasis is nothing like the iteration from Tactics, being a revival skill instead of a time stop. Meanwhile, the rest of the "Astrologer" moveset is entirely physical, save for an Esuna reskin.The devs had only Celestial Stasis/Galaxy Stop to go with for AST, yet they were able to build a healer out of it (at the expense of Time Mage, but something's gotta give). I think they're more than capable of doing something for Chemist as well.
Somehow I doubt "Salve" was considered enough reason to justify introducing it here as a healer. Particularly when AST's own Esuna clone was called "Exalted Detriment", and Astrologer's physical moves greatly outnumbered it.
FFXIV's Astrologian has more derivation from Time Mage, Gambler, and even Chemist in its abilities than from "Astrologer", to the point I would call it a completely separate job from what's presented in Tactics and closer to a renamed Time Mage.
To introduce Time Mage at this point as a separate job from AST just because nobody has Haste yet for very good balance-related reasons... would be like introducing Chemist as a separate healer now just because nobody has Mix for balance-related reasons.
Chemists carry several mixing tools that help them perform their job as field medics. At the risk of using a concept that sounds borrowed from MCH, these tools have limited energy that recharges over time naturally. So gameplay would involve using heals and other abilities efficiently while ensuring your Tool Energy (for lack of better terminology) doesn't bottom out, because if it does energy recovery gets a penalty until your energy hits around 25-30%. Needless to say, you'd get some abilities to manipulate or help with energy recovery.Side-note, and said at the risk of getting side-tracked by having someone erroneously accuse me of using this as some weak justification for my stance, in spite of literally everything else I've said to back my position otherwise:Offensively, CHM would deal damage with a modified firearm (this part is tricky because creating a distinction from MCH would be a problem) that shoots cast iron bullets but can be loaded with poison syringes and such. Unlike MCH, their shots would have cast times.
You ever notice how the only jobs that have ranged weapons are Ranged DPS? Casters don't, and even while RDM uses a rapier, one would think having Scathe be an auto-attack for BLM would be obvious. Healers don't; even Astrologian has to slash people with their cards from close-up, instead of throwing them like Urianger is fond of.
I suspect this has something to do with not wanting to add auto-attack damage to the roles' repertoire in order to increase the value of GCD damage, particularly since healers are expected to switch targets frequently to do their job and casters are expected to... well, cast.
But also, as Shurrikhan has pointed out many times before, simple guns don't exactly have a lot of payload. And as you yourself pointed out, distinction from MCH would be problematic, especially with their guns getting larger and larger, GNB already stepping to them, and ShB making a point of expanding some weapontypes (ie giving WAR a hammer and BLM a unique scythe).
Unless we end up with someone who has dual pistols like Merlwyb (which, I would add before you start, would mean no free hands for mixing or tossing chemicals), it would be difficult to push another gun-toter at this point in the game.



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