I would like to throw my idea for Chemist out into the open, although im sure many have had similar thoughts.
I envision the base kit as a mixture of ninja and dancer in function, with the 3 main abilities being a healing potion(green), a damage potion(red), and a status ailment potion(blue, buffs/debuffs). The idea would be that you can use each potion individually for quick applications and base effects, but you could also combo them together(think casting ninjutsu) by starting a mix, then confirming it after you press the buttons in whichever order you want to create stronger potions, or "items". If a mixture is failed, an animation similar to the rabbit hat for Ninja could take place, but also serve a purpose. The failed potions could later be Cast, or Thrown, at a target for damage potency depending on the amt of failed concoctions.
Here is a list of Items that I think would be likely and make sense;
Phoenix Down - AoE revive, can only be used once per engagement.
Grenade - AoE damage
Giant's Drink - Target gains HP, Party HP Gain
Hero's Drink - Targe Temporary invulnerability
Hard body - Target damage mitigation, Party Damage Mitigation
Speed Drink - Target Movement speed bonus, Party Movement speed bonus, no effect during battle
Power Drink - Target secondary stat boost depending on job, Party secondary stat boost
Poison Potion - Target DoT, AoE DoT
In addition, a buff partner ability like Dancer's partner, perhaps called "lab assistant" could be used to target another party member to gain additional effects for both players when a potion is used.
oGCD abilities could include iconic abilities from throughout other games in the series, including;
Pharmacology - double the potency of all healing effects.
Experiment - allows the combining of 2 finished/completed potions. for instance, a healing potion combines with an AoE damage potion, to create an effect similar to Assize.
Smelt - combine 2 stored potions/items into one for extra potency.
Forge - create potion "charges" for later use
Cast/Throw - toss all failed mixtures at a target for damage with potency based off of the amount of failed mixtures, up to 4)
Safeguard - nullify/shield damage against a target party member for potency of the last healing potion applied.
Astra - protects the target from the next negative status affect they would receive.
Toad Bomb - Turns target into a Toad, no effect on bosses, percentage lower vs higher level targets.
there are plenty of other items i missed, i am sure, and maybe some important abilities others would want as well. Some of this may be too much or too strong as well, but I wrote it with the intention of sparking better ideas and hopefully giving developers some inspiration for creating a new healer that is engaging and fun to play with a very active playstyle that rewards you for comboing well but isnt too punishing when you dont.
Continue reading...
I envision the base kit as a mixture of ninja and dancer in function, with the 3 main abilities being a healing potion(green), a damage potion(red), and a status ailment potion(blue, buffs/debuffs). The idea would be that you can use each potion individually for quick applications and base effects, but you could also combo them together(think casting ninjutsu) by starting a mix, then confirming it after you press the buttons in whichever order you want to create stronger potions, or "items". If a mixture is failed, an animation similar to the rabbit hat for Ninja could take place, but also serve a purpose. The failed potions could later be Cast, or Thrown, at a target for damage potency depending on the amt of failed concoctions.
Here is a list of Items that I think would be likely and make sense;
Phoenix Down - AoE revive, can only be used once per engagement.
Grenade - AoE damage
Giant's Drink - Target gains HP, Party HP Gain
Hero's Drink - Targe Temporary invulnerability
Hard body - Target damage mitigation, Party Damage Mitigation
Speed Drink - Target Movement speed bonus, Party Movement speed bonus, no effect during battle
Power Drink - Target secondary stat boost depending on job, Party secondary stat boost
Poison Potion - Target DoT, AoE DoT
In addition, a buff partner ability like Dancer's partner, perhaps called "lab assistant" could be used to target another party member to gain additional effects for both players when a potion is used.
oGCD abilities could include iconic abilities from throughout other games in the series, including;
Pharmacology - double the potency of all healing effects.
Experiment - allows the combining of 2 finished/completed potions. for instance, a healing potion combines with an AoE damage potion, to create an effect similar to Assize.
Smelt - combine 2 stored potions/items into one for extra potency.
Forge - create potion "charges" for later use
Cast/Throw - toss all failed mixtures at a target for damage with potency based off of the amount of failed mixtures, up to 4)
Safeguard - nullify/shield damage against a target party member for potency of the last healing potion applied.
Astra - protects the target from the next negative status affect they would receive.
Toad Bomb - Turns target into a Toad, no effect on bosses, percentage lower vs higher level targets.
there are plenty of other items i missed, i am sure, and maybe some important abilities others would want as well. Some of this may be too much or too strong as well, but I wrote it with the intention of sparking better ideas and hopefully giving developers some inspiration for creating a new healer that is engaging and fun to play with a very active playstyle that rewards you for comboing well but isnt too punishing when you dont.
Continue reading...