Pyrotechnician Job [design]

RSS News

Syndicated News Service
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 :

1572189419-presentation-pyrotechnician.png



Then, the actions of the jobs :

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 >= 75% 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 100, 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 !

Continue reading...
 
Back
Top