If you have to disable part of the game's job system in certain content, then you're not designing the job system well.I wish Phantom Jobs just became part of the main game. Would be nice to have it as a sub class. For normal casual mode it would be a nice addition. I'd also just disable it in Extreme/Savage/Ultimate for balancing reasons. For regular trials and dungeons / story / fates it would be fine.
Even if it's not the phantom jobs as they are in OC. OC has just shown how nice having alternate playstyles as subclasses are. Mainly just an issue because the base jobs have become so stale now.
I don't recall much about FFV but you could be right. Personally when I think of Chemist I think of FFT where they're throwing potions at people. The OC version just uses the generic "use item" animation and the abilities are all pretty uninspired. Adding a material cost to casting is also obnoxious in the same way needing arrows to play bard would be.Ph. Chemist was actually done pretty well considering the FFV source.
If they ever consider adding it to main game not having a material cost for some healing spells it would be a total shame aswell!
Imagine having to prepare/grind materials or use ALC made stuff as consumables per cast in regular dungeons, heck make them more potent than other healers to compensate for the prep, and in case someone doesn't prep they still have a weak heal they can use. It would definitely add a lot of variety versus the other healers! ♥
I can only speak for myself but I don't want Chemist because it's "Using Your Inventory: The Job." I've been a proponent of adding it for years because I like the theme of healing from a scientific angle rather than a magical one and there's a ton of creative ways you can express that with alchemy, such as tossing a potion onto the ground to make some sort of healing gas cloud.
If anything the OC version seems to demonstrate that the devs don't really understand why people have been asking for this job. I've actually been meaning to write up a post going over some of the reasons they've said it couldn't work in the past. Maybe I'll try to do that soon.![]()
Would be nice that you could unlock them in OC, and then use them in the rest of the game TBH. I'm not sure how much that would break some balancing, but it'd be nice to add some world bosses around Dawntrail you could use the Phantom Jobs on.
It would be nicer if we had utility skills and spells from main and phantom jobs that could make navigation and certain boss fights easier. That'd make jobs more unique where some are more useful in certain situations than others, but also important to give the rest their share of the spotlight eventually to balance it on the long run.
If Healers exclusively had access to Phantom Jobs outside of OC, they might be able to perform on the level of other roles. Healers are THAT horribly underdeveloped and undertuned.
I actually like Time Mage - I know it kinda sucks that the Slow doesn't always work on every piece of mobs but I like CC like that when it does work, I personally like the comet nuke, I like the instant spell button (I forget the other two spells atm but I enjoyed it)
I think that sub jobs as a concept over all is cool and I'm looking forward to when the second half comes out.
Finished Chemist and I LOVE the instant rez! I rezzed 5 people in half a minute, it was great! Not so thrilled about having to buy potions to do anything else with it though.
On Berserker, my last one, now… it only gets 2 skills and I have to get the last level to 12000? For what?!
Once I’m done, I’ll probably go back to Oracle because it’s still my favorite, followed by Geomancer and Time Mage when I want a little variety.
I would personally LOVE that. Realistically, not going to happen because people will b*tch and moan about having to buy or create consumable, but honestly it would give me satisfaction of using my crafting class (which I level up casually).Ph. Chemist was actually done pretty well considering the FFV source.
If they ever consider adding it to main game not having a material cost for some healing spells it would be a total shame aswell!
Imagine having to prepare/grind materials or use ALC made stuff as consumables per cast in regular dungeons, heck make them more potent than other healers to compensate for the prep, and in case someone doesn't prep they still have a weak heal they can use. It would definitely add a lot of variety versus the other healers! ♥
Man, now I'm sad we will never get this.....
This would be a terrible idea. The grind/gil cost associated with the job would be far too high for most players, especially for high-end content like savage and ultimate. The job would likely be shunned from most content as well due to the risk of them running out of consumables mid-duty(a particularly big risk for fights with door boss/checkpoints)If they ever consider adding it to main game not having a material cost for some healing spells it would be a total shame aswell!
Imagine having to prepare/grind materials or use ALC made stuff as consumables per cast in regular dungeons, heck make them more potent than other healers to compensate for the prep, and in case someone doesn't prep they still have a weak heal they can use. It would definitely add a lot of variety versus the other healers! ♥
No, if we were to get Chemist as a proper job it's kit needs to work without consumables. Which, as has already been mentioned in this thread, has already been done with the X-2 iteration of the job.
I look just like the roes next door... if you happen to live next door to an amusement park.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.