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  • #16
    Re: Idea: New Job: Chemist

    Originally posted by Ziero View Post
    Why would Pheonix Downs have to be Chm only? Raise isn't Whm/Rdm/Sch/Pld only. Chemist should be a useful (solo) Subjob while still being a strong main job in it's own right.
    R1 should be accessible as a subjob, R2 should be lv 51 or higher, and since I don't think there are any RR3 items, crafted or otherwise, I don't think they should get R3 at all. R3 is WHM-only and should stay that way.

    Also, they should require materials of some sort. COR and NIN have their own consumables, and a job like this should too.
    Elwynn @ Fairy Elwynbelwyn @ Sylph | PS2 PC
    99 Everything, mostly play PUP, WHM, and sometimes BST
    F13.1 W60.0 S54.1 G63.2 Cl70.0+1 L70.0 B54.0 A69.4 Co59.6

    >2012
    >not having all jobs at 99


    Quasilumin : Examination complete. Examinee unregistered. Kuluu syndrome detected. Displays tendency towards cowardice. Report to infirmary for treatment.

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    • #17
      Re: Idea: New Job: Chemist

      I figure since there are no Phoenix Downs in the game to begin with,(Not counting raise or reraiser items.) why not make them so can only be accessible by one class. It wouldn't make me much difference anyways, I'd just like to have the class availiable to play with .
      {New Sig in the works}
      -----------------------
      "There will come a day when the world will realize that Superman can no longer create miracles. If my name was Superman, that day would be today." 4/29/2009 - Me

      Originally posted by Aksannyi
      "Hello! 100+3 Leathercrafting, your materials, 5k! Mention code LTH74 for a special discount!" - they'd get blisted by everyone they sent that to.
      Originally posted by Solymir
      What do you have against Ants? Is iVirus some new Apple product?

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      • #18
        Re: Idea: New Job: Chemist

        Originally posted by Ziero View Post
        Well like I said, the original post was unfinished, the updated version has a much more detailed array of abilities and such, including some things you mentioned (i.e. a Spell that increases hHP/hMP). But I wanted to stay away from direct MP curing as there's already three jobs who have that covered.
        You posted your much more detailed version while I was posting mine
        signatures are for pussies mew mew mew, here's mine

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        • #19
          Re: Idea: New Job: Chemist

          Not having played much of the earlier FFs, I'm not exactly sure what you mean by Phoenix Down. Looking it up, I guess you mean something that would give you a status that would restore your health instead of KO at 0HP? I think the difference from Reraise would be that once you've KOed, you have to regain your MP after weakness goes away, but if a PD revives you at 0HP, you still have the same MP as before. And the same hate, too.

          It would be nice to see some way to avoid or cure weakness. But this is the same SE that put a 10-minute weakness penalty for re-entering Dynamis to keep people from home-pointing instead of taking the 5 minute weakness. Keeping hate might be enough to keep it from being too powerful, but still, I bet it would be quite in demand in endgame if it's not balanced properly.

          Also, tmp items can not be traded, so the CHM would have to be the one to apply it to a person. If the CHM is KO, you're SOL. (And if the CHM disconnects...) And they are also EX (whether they have the EX icon or not), so while you could make up a lot of stuff, you could only make one of each at a time, and they would also go away when you zone or get tractored. But you could make up a bunch of different potions in advance. It would be like doing all the cast and recast times for a bunch of spells in advance, then be able to fire them off nearly instantly.
          Elwynn @ Fairy Elwynbelwyn @ Sylph | PS2 PC
          99 Everything, mostly play PUP, WHM, and sometimes BST
          F13.1 W60.0 S54.1 G63.2 Cl70.0+1 L70.0 B54.0 A69.4 Co59.6

          >2012
          >not having all jobs at 99


          Quasilumin : Examination complete. Examinee unregistered. Kuluu syndrome detected. Displays tendency towards cowardice. Report to infirmary for treatment.

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          • #20
            Re: Idea: New Job: Chemist

            It would be nice it their ability to create items was based on Alchemy skill.
            sigpic
            "In this world, the one who has the most fun is the winner!" C.B.
            Prishe's Knight 2004-Forever.

            その目だれの目。

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            • #21
              Re: Idea: New Job: Chemist

              Originally posted by Balfree View Post
              Mhurron, being snide is OK and makes me laugh sometimes specially when people do it on the internets but at least try to look for better opportunities to do it, or go complain about everything and anything people say somewhere else as its starting to get old and stale.
              Oh my, please forgive me oh great Balfree for pointing out that the OP's wonderful, unique and original idea not only wasn't, but was also pulled from a game by the same company that created and produces FFXI.

              Allow me to sum up the OP: Chemist from FF:Tactics, I hope no one has thought of this before.

              I would like to add my own AMAZING job ability idea that I hope no one has said before - the ability to THROW INVENTORY ITEMS.
              I use a Mac because I'm just better than you are.

              HTTP Error 418 - I'm A Teapot - The resulting entity body MAY be short and stout.

              loose

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              • #22
                Re: Idea: New Job: Chemist

                Originally posted by Elwynn View Post
                Not having played much of the earlier FFs, I'm not exactly sure what you mean by Phoenix Down. Looking it up, I guess you mean something that would give you a status that would restore your health instead of KO at 0HP?
                In the other final fantasy games you can use items on people other than yourself. So when you were KO'd in a fight and somebody used a Phoenix Down on you then you became you were no longer KO'd and receive like 25% of your HP back and most likely you'd have to have somebody immediately cure you so you wouldn't be oneshotted lol. In the games I played I don't think there was any weakness from being revived either, you'd just be short HP til you were cured.

                In Final Fantasy VII there was also the Materia system. I think there was a materia called Last Attack or Final Attack, and when Phoenix (the Summon) was junctioned to it after that character would KO, Phoenix would show up and hit the mob for damage and immediately revive anyone dead. However if you had ran out of MP then you were out of luck.
                {New Sig in the works}
                -----------------------
                "There will come a day when the world will realize that Superman can no longer create miracles. If my name was Superman, that day would be today." 4/29/2009 - Me

                Originally posted by Aksannyi
                "Hello! 100+3 Leathercrafting, your materials, 5k! Mention code LTH74 for a special discount!" - they'd get blisted by everyone they sent that to.
                Originally posted by Solymir
                What do you have against Ants? Is iVirus some new Apple product?

                Comment


                • #23
                  Re: Idea: New Job: Chemist

                  Screw Chemist and Tactics. Where's 2k-chan?
                  sigpic
                  "In this world, the one who has the most fun is the winner!" C.B.
                  Prishe's Knight 2004-Forever.

                  その目だれの目。

                  Comment


                  • #24
                    Re: Idea: New Job: Chemist

                    Originally posted by Elwynn View Post
                    Not having played much of the earlier FFs, I'm not exactly sure what you mean by Phoenix Down. Looking it up, I guess you mean something that would give you a status that would restore your health instead of KO at 0HP? I think the difference from Reraise would be that once you've KOed, you have to regain your MP after weakness goes away, but if a PD revives you at 0HP, you still have the same MP as before. And the same hate, too.

                    It would be nice to see some way to avoid or cure weakness. But this is the same SE that put a 10-minute weakness penalty for re-entering Dynamis to keep people from home-pointing instead of taking the 5 minute weakness. Keeping hate might be enough to keep it from being too powerful, but still, I bet it would be quite in demand in endgame if it's not balanced properly.

                    Also, tmp items can not be traded, so the CHM would have to be the one to apply it to a person. If the CHM is KO, you're SOL. (And if the CHM disconnects...) And they are also EX (whether they have the EX icon or not), so while you could make up a lot of stuff, you could only make one of each at a time, and they would also go away when you zone or get tractored. But you could make up a bunch of different potions in advance. It would be like doing all the cast and recast times for a bunch of spells in advance, then be able to fire them off nearly instantly.
                    Pheonix Downs were an item based Raise in all previous FFs. If you had a team member die, these were the most common way to get them back up. If it were to be done in FFXI, it should have the same penalties and restrictions as R1. And so far, the only way to cure Weakness is from the Allied Freelance NPC Ferreous Coffin, a Galka Whm with an ability to erase raise sickness.

                    Originally posted by Raydeus View Post
                    It would be nice it their ability to create items was based on Alchemy skill.
                    No it wouldn't. I shouldn't have to level a craft to level a job.

                    Originally posted by Mhurron View Post
                    Oh my, please forgive me oh great Balfree for pointing out that the OP's wonderful, unique and original idea not only wasn't, but was also pulled from a game by the same company that created and produces FFXI.

                    Allow me to sum up the OP: Chemist from FF:Tactics, I hope no one has thought of this before.

                    I would like to add my own AMAZING job ability idea that I hope no one has said before - the ability to THROW INVENTORY ITEMS.
                    First off, the Chemist job has existed in FF history LONG BEFORE FFTACTICS. So right there, your bitching is already wrong. Secondly, where did the OP say this was an original idea? Infact he specifically states that it "may have been suggested before", meaning he knows that this is a common idea and not something original. Third, the fact that people think up ways to add older FF jobs to FFXI is not something new or different and no one ever says they're being original when they say they want XX job in FFXI.

                    Seriously, you're being an ass over nothing as far as this topic is concerned.
                    "I have a forebrain, my ability to abstract thoughts allow for all kinds of things" - Red Mage 8-Bit theater

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                    • #25
                      Re: Idea: New Job: Chemist

                      Originally posted by Ziero View Post
                      No it wouldn't. I shouldn't have to level a craft to level a job.
                      Ziero... I'll give you the chance to think about it for a sec.
                      sigpic
                      "In this world, the one who has the most fun is the winner!" C.B.
                      Prishe's Knight 2004-Forever.

                      その目だれの目。

                      Comment


                      • #26
                        Re: Idea: New Job: Chemist

                        Originally posted by Ziero View Post
                        First off, the Chemist job has existed in FF history LONG BEFORE FFTACTICS. So right there, your bitching is already wrong.
                        By long before tactics you of course mean in one game before tactics. Tactics sticks out in my mind because I liked playing it more the V.

                        Originally posted by Ziero View Post
                        Secondly, where did the OP say this was an original idea?
                        "I haven't been able to find any similar posts, so I guess I will post it as my idea here"

                        Originally posted by Ziero View Post
                        Third, the fact that people think up ways to add older FF jobs to FFXI is not something new or different
                        Most don't say their idea though.

                        And as far as being an ass over nothing, the OP said they couldn't find this idea somewhere else, I pointed out that the idea had been thought of by the same company that would implement a new job.
                        I use a Mac because I'm just better than you are.

                        HTTP Error 418 - I'm A Teapot - The resulting entity body MAY be short and stout.

                        loose

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                        • #27
                          Re: Idea: New Job: Chemist

                          I'm gone a few months and what do you know, Mhurron is still being a sarcastic, argumentative prick.

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                          • #28
                            Re: Idea: New Job: Chemist

                            Originally posted by Mhurron(who is sarcastic and slightly elitist) View Post
                            Yes, I believe it was suggested in a product called Final Fantasy Tactics. It's probably best not to pass of others ideas as your own.
                            In multiple tactics games at that.

                            Also when WoTG was releasing and pre-release when that video came out alot of things flew up.

                            Odin and alexander were new summons, as shots of them were in the teaser video. That never happened.

                            There was some crazy effects and one chick was raising some goblin, so new classes arose too.

                            Chemist, Time Mage, and Necromancer have been speculated classes since the first expansion. So yes, its been mentioned before.


                            And if we did get a chemist, which we will not, the sure as hell better have a toss/throw ability, to give pt members potions. Items should last the battle, and perhaps 10 seconds after, to cure poison and the like.


                            Also to the person who Didn't know what phoenix downs were?

                            HOW DARE YOU!?!?!??!?!


                            Your just an mmoer I presume? If you like ffxi, look into ALL the ff games. They are amazing, and phoenix down is a mainstay. I picked up ffxi and was like "WTF, where are my phoenix downs?" lol.

                            Sephieroth and Kefka are pretty much bad guys ALL GAMES that have bad guys are based off of. One word describes them. Epic.
                            Last edited by Potemken; 02-09-2009, 10:21 AM.

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                            • #29
                              Re: Idea: New Job: Chemist

                              Originally posted by Grizzlebeard View Post
                              I'm gone a few months and what do you know, Mhurron is still being a sarcastic, argumentative prick.

                              No better place than home.




                              PS >

                              /poke Mhurron
                              Last edited by Raydeus; 09-17-2009, 12:21 PM.
                              sigpic
                              "In this world, the one who has the most fun is the winner!" C.B.
                              Prishe's Knight 2004-Forever.

                              その目だれの目。

                              Comment


                              • #30
                                Re: Idea: New Job: Chemist

                                Originally posted by Ziero View Post
                                Originally posted by Raydeus View Post
                                It would be nice it their ability to create items was based on Alchemy skill.
                                No it wouldn't. I shouldn't have to level a craft to level a job.
                                I agree. However, I think it should be like PUP parts, where the materials come from alchemy (Iatrochemistry) and goldsmithing (Clockmaking). Also, COR consumables come from alchemy and one or the other smithing. Then the CHM could either skill up alchemy or buy materials (which wouldn't necessarily have to be the same materials as a "real" potion would be made of, though it would make things simpler) from the AH. In any case, the final synth should not be craft-dependent, it should be dependent on the level of the CHM. It also wouldn't need a crystal, which is another way it would be set apart from crafting.

                                Seriously, though, such a job is less useful in FFXI precisely because there is a crafting system, which single-player RPGs generally don't have. If what you really want is Phoenix Down, it should become an actual craftable item. (or at least BCNMable/Assaultable like Reraiser potions)
                                Elwynn @ Fairy Elwynbelwyn @ Sylph | PS2 PC
                                99 Everything, mostly play PUP, WHM, and sometimes BST
                                F13.1 W60.0 S54.1 G63.2 Cl70.0+1 L70.0 B54.0 A69.4 Co59.6

                                >2012
                                >not having all jobs at 99


                                Quasilumin : Examination complete. Examinee unregistered. Kuluu syndrome detected. Displays tendency towards cowardice. Report to infirmary for treatment.

                                Comment

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