Just a rough idea to outline the mechanics, potencies are definitely not balanced, so please refrain from any comments like “200 potency is not enough to compete with [healer x]” or “600 is way OP” please. But the potencies I’ve used should be enough to illustrate how each skill works and how it should be used. But any ideas for tweaks are welcome, so long as they’re not just “delete this skill and use my skill instead.”
Chemist
New class of field-medic that utilises aether enhanced potions to heal soldiers in battle. Its Mortar Cannon can be used to fire phials of potion at individuals, spread aetherically enhanced healing aerosols over a battlefield and can also be utilised offensively with grenades.
Uses the same idea as MCH and GNB, in that it was developed for non-aetherically gifted individuals, but the WoL can infuse the machinery with his/her own aether, thus using MP.
It pushes its way into the regen/shield dichotomy system by being adept at both but having to make choices on the fly between the two. It has a gauge spender that can give heals a shield, a spender that can give heals a regen, and skills that can use either of these gauge consumables (Solutions) to generate a shield or a regen, so you have full control at all times over which one you’re using.
E.g. if you’re partnered with a SCH/Nocturnal-AST, you can use Sustaining Solution to give your regular heals a regen, then use Fortifying Solution with Titrate to cast an AoE regen.
Or if you’re with a WHM/Diurnal-AST, you can use Fortifying Solution to give you regular heals a shield, then use Sustaining Solution with Distillate to cast an AoE shield.
It manages to do a lot with few buttons, which makes it both simple to play and difficult to master, which appears to be their mindset for new jobs these days.
Gauges:
Solution gauge: four icons, the first three act like AST seals in that they can be three of any of the healing solutions, the fourth just shows whether Caustic is activated.
e.g. [Conc.] [Fort.] [Sust.] ¦ [Caus.]
(if multiples of the same Solution are activated, only one of them will be used by Aetherdraught or Aethaerosol, but all will be used for Formulation)
Corrupted aether gauge: simple 1 – 100 linear gauge.
Lore-wise, by processing aether in this way you generate some ‘waste’ in the form of ‘corrupted aether’, but instead of just dumping this and destroying the environment, it’s put to use via offensive techniques that utilise the ‘Corrupted aether gauge’.
Aetherdraught
Single target 350 pot heal. 0.5s cast, 400 MP, GCD
Aethaerosol
AoE 250 pot heal. 0.5s cast, 600 MP, GCD
Concentrating Solution
Increases potency of next Aetherdraught by 200, or Aethaerosol by 150. 15s cooldown.
Concentrating Solution II (upgrades)
Increases potency of next Aetherdraught by 300, or Aethaerosol by 200. 10s cooldown. Increases corrupted aether gauge by 5.
Fortifying Solution
Grants next Aetherdraught a shield equal to 80% HP restored, or Aethaerosol a shield equal to 60% HP restored, for 20s. 20s cooldown.
Fortifying Solution II (upgrades)
Grants next Aetherdraught a shield equal to 100% HP restored, or Aethaerosol a shield equal to 80% HP restored, for 30s. 15s cooldown. Increases corrupted aether gauge by 5.
Sustaining Solution
Grants next Aetherdraught an 80 potency regen for 15s, or Aethaerosol a 60 potency regen for 9s. 20s cooldown.
Sustaining Solution II (upgrades)
Grants next Aetherdraught a 100 potency regen for 21s, or Aethaerosol an 80 potency regen for 15s. 15s cooldown. Increases corrupted aether gauge by 5.
Panacea
Instant single target 500 potency heal. 30s cooldown. Up to 3 charges.
Bestows the effect of ‘Dulled’ for 10s which reduces incoming damage by 5% (maximum) and reduces the effective potency of the next Panacea received by 20%, which stacks up to twice. (so 3 charges at once = 500 + 400 + 300 potency = 1200 total)
Aegis Draught
Bestows a shield equal to 10% of targets HP (stacks with SCH/AST shields) and reduces damage by 10% for 5s. 30s cooldown.
Preloaded Phials
Reduces your recast to 1.5s and MP costs by 50% for the next four GCDs. 120s cooldown.
(Lightspeed equivalent)
Quicksilver
Reduces cooldown on all Solutions to 1s and reduces cast times by 1s for the next 15s. 180s cooldown.
(This is your Sleeve Draw and Neutral Sect all rolled into one. You can rapidly bolster your heals with the additional effects, and quickly gain corrupted aether gauge for offensives.)
Rejuvenation Elixir
Raise analogue.
Titrate Solutions
AoE regen for 15s determined by how many solutions loaded. 30s cooldown shared with Distillate.
1: 60 potency. 2: 80 pot. 3: 120 pot.
Distillate Solutions
AoE shield determined by how many solutions loaded. 30s cooldown shared with Titrate.
1: 150 potency. 2: 200 pot. 3: 300 pot.
Formulation Field
Generates an AoE ground field based on the combination of solutions currently loaded for 15s. 90s cooldown.
Concentrating: 15/25/30% increased healing received.
Fortifying: 140/200/250 pot shield. (Stacks with SCH/AST shields)
Sustaining: 60/100/120 pot regen heal to those who remain inside.
Caustic: 200 potency damage plus relevant DoT effect bestowed on any enemy targets who enter.
(This is your focal point, bundles your ground based or channelled heal and your Assize/Earthly Star into one. This is also the closest you get to a true 'Mix' ability, and would cement this job as the one with the best ground-based heals/mitigation)
Aetherogrenade
Single target 200 potency damage. 0.5s cast, 400 MP, GCD
Caustic Solution
Grants the next Aetherogrenade or Formulation Field a 40 potency DoT for 21s.
Caustic Solution II (upgrades)
Grants the next Aetherogrenade or Formulation Field a 50 potency DoT for 30s.
Napalm Grenade
AoE 120 potency damage and leaves a ground-based field for 15s that deals 20 potency damage to anything that enters. 1.5s cast, 600 MP, GCD
Corrupted aether gauge spenders:
Chaos Grenade
600 potency damage to first target and 25% less damage for all other targets. Costs 50 gauge.
Hot Spurs
Increases party’s direct hit by 5% for 15s. Costs 50 gauge. 120s cooldown.
Limit Break 3: Elixir of Life
Continue reading...
Chemist
New class of field-medic that utilises aether enhanced potions to heal soldiers in battle. Its Mortar Cannon can be used to fire phials of potion at individuals, spread aetherically enhanced healing aerosols over a battlefield and can also be utilised offensively with grenades.
Uses the same idea as MCH and GNB, in that it was developed for non-aetherically gifted individuals, but the WoL can infuse the machinery with his/her own aether, thus using MP.
It pushes its way into the regen/shield dichotomy system by being adept at both but having to make choices on the fly between the two. It has a gauge spender that can give heals a shield, a spender that can give heals a regen, and skills that can use either of these gauge consumables (Solutions) to generate a shield or a regen, so you have full control at all times over which one you’re using.
E.g. if you’re partnered with a SCH/Nocturnal-AST, you can use Sustaining Solution to give your regular heals a regen, then use Fortifying Solution with Titrate to cast an AoE regen.
Or if you’re with a WHM/Diurnal-AST, you can use Fortifying Solution to give you regular heals a shield, then use Sustaining Solution with Distillate to cast an AoE shield.
It manages to do a lot with few buttons, which makes it both simple to play and difficult to master, which appears to be their mindset for new jobs these days.
Gauges:
Solution gauge: four icons, the first three act like AST seals in that they can be three of any of the healing solutions, the fourth just shows whether Caustic is activated.
e.g. [Conc.] [Fort.] [Sust.] ¦ [Caus.]
(if multiples of the same Solution are activated, only one of them will be used by Aetherdraught or Aethaerosol, but all will be used for Formulation)
Corrupted aether gauge: simple 1 – 100 linear gauge.
Lore-wise, by processing aether in this way you generate some ‘waste’ in the form of ‘corrupted aether’, but instead of just dumping this and destroying the environment, it’s put to use via offensive techniques that utilise the ‘Corrupted aether gauge’.
Aetherdraught
Single target 350 pot heal. 0.5s cast, 400 MP, GCD
Aethaerosol
AoE 250 pot heal. 0.5s cast, 600 MP, GCD
Concentrating Solution
Increases potency of next Aetherdraught by 200, or Aethaerosol by 150. 15s cooldown.
Concentrating Solution II (upgrades)
Increases potency of next Aetherdraught by 300, or Aethaerosol by 200. 10s cooldown. Increases corrupted aether gauge by 5.
Fortifying Solution
Grants next Aetherdraught a shield equal to 80% HP restored, or Aethaerosol a shield equal to 60% HP restored, for 20s. 20s cooldown.
Fortifying Solution II (upgrades)
Grants next Aetherdraught a shield equal to 100% HP restored, or Aethaerosol a shield equal to 80% HP restored, for 30s. 15s cooldown. Increases corrupted aether gauge by 5.
Sustaining Solution
Grants next Aetherdraught an 80 potency regen for 15s, or Aethaerosol a 60 potency regen for 9s. 20s cooldown.
Sustaining Solution II (upgrades)
Grants next Aetherdraught a 100 potency regen for 21s, or Aethaerosol an 80 potency regen for 15s. 15s cooldown. Increases corrupted aether gauge by 5.
Panacea
Instant single target 500 potency heal. 30s cooldown. Up to 3 charges.
Bestows the effect of ‘Dulled’ for 10s which reduces incoming damage by 5% (maximum) and reduces the effective potency of the next Panacea received by 20%, which stacks up to twice. (so 3 charges at once = 500 + 400 + 300 potency = 1200 total)
Aegis Draught
Bestows a shield equal to 10% of targets HP (stacks with SCH/AST shields) and reduces damage by 10% for 5s. 30s cooldown.
Preloaded Phials
Reduces your recast to 1.5s and MP costs by 50% for the next four GCDs. 120s cooldown.
(Lightspeed equivalent)
Quicksilver
Reduces cooldown on all Solutions to 1s and reduces cast times by 1s for the next 15s. 180s cooldown.
(This is your Sleeve Draw and Neutral Sect all rolled into one. You can rapidly bolster your heals with the additional effects, and quickly gain corrupted aether gauge for offensives.)
Rejuvenation Elixir
Raise analogue.
Titrate Solutions
AoE regen for 15s determined by how many solutions loaded. 30s cooldown shared with Distillate.
1: 60 potency. 2: 80 pot. 3: 120 pot.
Distillate Solutions
AoE shield determined by how many solutions loaded. 30s cooldown shared with Titrate.
1: 150 potency. 2: 200 pot. 3: 300 pot.
Formulation Field
Generates an AoE ground field based on the combination of solutions currently loaded for 15s. 90s cooldown.
Concentrating: 15/25/30% increased healing received.
Fortifying: 140/200/250 pot shield. (Stacks with SCH/AST shields)
Sustaining: 60/100/120 pot regen heal to those who remain inside.
Caustic: 200 potency damage plus relevant DoT effect bestowed on any enemy targets who enter.
(This is your focal point, bundles your ground based or channelled heal and your Assize/Earthly Star into one. This is also the closest you get to a true 'Mix' ability, and would cement this job as the one with the best ground-based heals/mitigation)
Aetherogrenade
Single target 200 potency damage. 0.5s cast, 400 MP, GCD
Caustic Solution
Grants the next Aetherogrenade or Formulation Field a 40 potency DoT for 21s.
Caustic Solution II (upgrades)
Grants the next Aetherogrenade or Formulation Field a 50 potency DoT for 30s.
Napalm Grenade
AoE 120 potency damage and leaves a ground-based field for 15s that deals 20 potency damage to anything that enters. 1.5s cast, 600 MP, GCD
Corrupted aether gauge spenders:
Chaos Grenade
600 potency damage to first target and 25% less damage for all other targets. Costs 50 gauge.
Hot Spurs
Increases party’s direct hit by 5% for 15s. Costs 50 gauge. 120s cooldown.
Limit Break 3: Elixir of Life
Continue reading...