I've been talking about it long enough, and it's time to put my money where my mouth is and get the ideas on the table. Thus I bring you part 1 (of 4) for some jobs I'd like to see brought into FFXI.
Now keep in mind that these are works in progress and I'm absolutely open to comments and suggestions, in fact I encourage it ^^ (constructive criticism only please and thank you; this isn't KI or Alla)
Much as I wanted to start with Mystic Knight (aka Sorcerer and my all-time favorite job despite being in only 1 FF game thus far ; I figured I'd go with Chemist whilst I finalize my MSK build. Then I'll move on to Geomancer and Dancer.
Now I wanted to add in some FMA elements to differentiate this build from the classic styles, especially for the 2-hour and SE's support of FMA. However, they don't really have the rights to it and so it's sadly not a very likely scenario. That's too bad really, especially since Aht Urghan references it quite a bit. Who knows, I can always change it later in an edit or later post.
Let's start with the base stats. Please note that I'm going with skill rankings and I'm not going to screw around with exact numbers or racial modifiers to keep it simple. But first, the background info:
Chemist: Chemists are battle medics who fought in Crystal War with guns, medicine and strange alchemical creations. They saved countless lives alongside white mages offering emergency treatments when there was simply not enough time or resources for magic. After the war ended their service was no longer needed and so they went back to their former duties as physicians for their respective homelands...
HP: C+
MP: E
STR: C+
VIT: B-
DEX: B-
AGI: C+
INT: B-
MND: E
CHR: D-
Combat Skills:
Sword: D+, Dagger: C+, Hand to Hand: D-, Marksmanship: B-, Throwing: B+, Evasion:, E Parry: E
Job Traits:
Lv.5 - Pharmacology : Doubles the potency of potions and ethers.
Lv. 15 - Emegency Treatment : Reduces time required to use items by 15%
Lv. 20 - Anatomical Knowledge: Partial resistance to all status ailments.
Lv. 30 - Emergency Treatment II
Lv. 40 - (Working on Name): Increases odds of HQ results with Mix. *
Lv. 50 - Emergency Treatment III
Lv. 70 - Emergency Treatment IV
Job Abilities:
Lv. 1 - Intensive Care: All healing items used by the Chemist for the duration affect all party members in range and will not cause medicated status. 2 hour recast.
Lv. 5 - Medic: Apply medicine on a party member. 5 second recast.
Lv. 10 - Mix: Combine two items into a new (temp**) item. 1 minute recast.
Lv. 20 - Drink: Drink medicine created from Mix command for various effects.
Lv. 40 - Examination***: Remove medicated status from a party member.
15 Minute recast.
** Possibly until you zone or log off? Not sure how to balance this,
all I know is these items should be sellable or in any way hoarded.
*** Working on a better name for some of these @. @
* Could reduce level and add a second tier.
I'm not sure about adding recover or revive. Respectively, Recover would remove any status ailment on one person and Revive would be Raise (no exp penalty?) but the recasts would both be at least 10-15 minutes for each.
Equipment:
Light and some medium armors, same bullet access as COR (fewer guns maybe though), grenades (bomb arm etc)
Combination Items: (Created with Mix Command)
Potion +1/2/3
Hi-Potion +1/2/3
Phoenix Down (R1)
Ether +1/2/3
Rerasier
Vile Elixir
Silent Oil (some kind of HQ too)
Prism Powder (same)
Antidote
Echo Drops
Eye Drops
Holy Water
Icarus Wing
Plus various weapons and ammuntions like status inducing bullets and bombs. I'll leave the full list up to SE and what combinations of items will create what. Also, items created from Mix can be mixed themselves for potentially better (like a hastega potion) or worse (e.g. your item downgrades to say a basic potion).
Eventually a list would be posted by the players, but it would be fun to discover what makes what in the early going.
Possible Merits:
There could be things to enhance the items created from mix, lower recasts etc.
It's late so that's all I've got for now.
Now keep in mind that these are works in progress and I'm absolutely open to comments and suggestions, in fact I encourage it ^^ (constructive criticism only please and thank you; this isn't KI or Alla)
Much as I wanted to start with Mystic Knight (aka Sorcerer and my all-time favorite job despite being in only 1 FF game thus far ; I figured I'd go with Chemist whilst I finalize my MSK build. Then I'll move on to Geomancer and Dancer.
Now I wanted to add in some FMA elements to differentiate this build from the classic styles, especially for the 2-hour and SE's support of FMA. However, they don't really have the rights to it and so it's sadly not a very likely scenario. That's too bad really, especially since Aht Urghan references it quite a bit. Who knows, I can always change it later in an edit or later post.
Let's start with the base stats. Please note that I'm going with skill rankings and I'm not going to screw around with exact numbers or racial modifiers to keep it simple. But first, the background info:
Chemist: Chemists are battle medics who fought in Crystal War with guns, medicine and strange alchemical creations. They saved countless lives alongside white mages offering emergency treatments when there was simply not enough time or resources for magic. After the war ended their service was no longer needed and so they went back to their former duties as physicians for their respective homelands...
HP: C+
MP: E
STR: C+
VIT: B-
DEX: B-
AGI: C+
INT: B-
MND: E
CHR: D-
Combat Skills:
Sword: D+, Dagger: C+, Hand to Hand: D-, Marksmanship: B-, Throwing: B+, Evasion:, E Parry: E
Job Traits:
Lv.5 - Pharmacology : Doubles the potency of potions and ethers.
Lv. 15 - Emegency Treatment : Reduces time required to use items by 15%
Lv. 20 - Anatomical Knowledge: Partial resistance to all status ailments.
Lv. 30 - Emergency Treatment II
Lv. 40 - (Working on Name): Increases odds of HQ results with Mix. *
Lv. 50 - Emergency Treatment III
Lv. 70 - Emergency Treatment IV
Job Abilities:
Lv. 1 - Intensive Care: All healing items used by the Chemist for the duration affect all party members in range and will not cause medicated status. 2 hour recast.
Lv. 5 - Medic: Apply medicine on a party member. 5 second recast.
Lv. 10 - Mix: Combine two items into a new (temp**) item. 1 minute recast.
Lv. 20 - Drink: Drink medicine created from Mix command for various effects.
Lv. 40 - Examination***: Remove medicated status from a party member.
15 Minute recast.
** Possibly until you zone or log off? Not sure how to balance this,
all I know is these items should be sellable or in any way hoarded.
*** Working on a better name for some of these @. @
* Could reduce level and add a second tier.
I'm not sure about adding recover or revive. Respectively, Recover would remove any status ailment on one person and Revive would be Raise (no exp penalty?) but the recasts would both be at least 10-15 minutes for each.
Equipment:
Light and some medium armors, same bullet access as COR (fewer guns maybe though), grenades (bomb arm etc)
Combination Items: (Created with Mix Command)
Potion +1/2/3
Hi-Potion +1/2/3
Phoenix Down (R1)
Ether +1/2/3
Rerasier
Vile Elixir
Silent Oil (some kind of HQ too)
Prism Powder (same)
Antidote
Echo Drops
Eye Drops
Holy Water
Icarus Wing
Plus various weapons and ammuntions like status inducing bullets and bombs. I'll leave the full list up to SE and what combinations of items will create what. Also, items created from Mix can be mixed themselves for potentially better (like a hastega potion) or worse (e.g. your item downgrades to say a basic potion).
Eventually a list would be posted by the players, but it would be fun to discover what makes what in the early going.
Possible Merits:
There could be things to enhance the items created from mix, lower recasts etc.
It's late so that's all I've got for now.
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