Welcome to the fourth issue of Into The Aether! This is the final post in a series where we are speculating the next possibly classes and jobs for FFXIV! Last week on Into the Aether, we revealed the Berserker, Fighter & Spellbow. We do apologize for the delay while we fixed up our bugged out menus but here it is! The last two jobs of our speculations: Geomancer and Chemist!
This weeks Reveal/s:
GEOMANCER (GEO)
Requirements: CNJ 30 THM 15
Conjurers have always been considered the masters of the worldly elements, taking control of earth, wind and water. Although they are mostly revered for their healing magic, some Conjurers have honed their control of the elements to become potent mages on the battlefield. These new Geomancers use their control of the aether of the environment to destroy their enemies using the very ground they stand on.
Core skills – what makes the GEO a Geomancer?
Geomancers Stance (Trait) – Changes Cleric Stance into Geomancers Stance. Increases elemental damage, increases INT, reduces healing. All elemental spells have a chance of reducing the resistance of its specific element for a short duration, stackable.
Stone III – Massive single target damage. When earth elemental resist debuff stacks reach 3, the next Stone III spell will become an AoE and consume the stacks.
Water Ball – Channeling single target water damage spell. Launches multiple water balls over the duration. If water resist debuff is at 3, the next Water Ball will also regain some mana per ball hit.
Aero III – Wind damage and Wind DoT. If Aero I, Aero II, and Aero III are all applied on the target and the wind resist debuff stack is 3, they combine onto one DoT debuff called Tornado that also deals damage to all enemies around the target.
Whirlpool – Leaves an AoE that deals water damage while within it. Increased chance of placing a water elemental resist debuff per tick of damage. Also applies heavy.
Terra Break – Over a large area, applies max elemental debuff for all elements, Tornado on each target and a larger, more potent Whirlpool.
We wanted to keep the elemental theme taken from the CNJ into the GEO. We also thought about incorporating the constant Final Fantasy “Terrain” mechanic but we concluded that it would be hard to balance. This is because this would mean that you would only see a certain skill in certain encounters. At least with our current speculation, you still have that feeling of being able to adapt in the battlefield.
Geomancers in other FF’s: Geomancers are fairly prominent in the FF series and in all of their iterations they all have the same mechanic, Terrain. Their skills/spells would be based on the terrain that they, or their target, would be standing on.
CHEMIST (CHM)
Requirements: MSK 30 CNJ 15
Every Lominsan boat crew needs its own purveyor of potions and remedies. Having expertise with local flora and fauna, these Chemists brew their own home made potions, forgoing those made by local Alchemists deeming them too weak and ineffective. They help their shipmates through these potions that seem to make the men faster, stronger, smarter and last longer in the battlefield, making them almost essential in a fight.
Core skills – what makes the CHM a Chemist?
Healing Salve – Single target heal with a Regen that starts out stronger based on missing health and reduces in potency over time.
Healing Balm – AoE heal with a Regen that starts out stronger based on missing health and reduces in potency over time.
Disinfectant – Removes status effects on target and in a small radius around target. All players hit will be immune to other status ailments for a short duration.
Battle Tonic – increases attack and magic power for a short duration, only one buff may be active at one time per target
Stimulant – increases skill and spell speed for a short duration, only one buff may be active at one time per target
Anesthetic – increases magic and physical resistances for a short duration, only one buff may be active at one time per target
Unstable Mixture – massive single target heal with a long lasting Regen that gains in potency over time. Gives all buffs of Battle Tonic, Stimulant and Anesthetic at double strength but leaves the target exhausted after its duration. Exhaustion leaves the target unable to receive buffs from Chemists and has reduced offensive stats for the duration.
The CHM falls into this weird pesudo 4th role, support, just like the BRD. Although this time, its a healer support instead of a dps support role. Since only one buff may be active at one time per party member, a CHM needs to know when to juggle which buff on which person. Making sure everyone has offensive buffs on a DPS race or throwing that clutch defensive buff at a dying party member.
It would be nice to see this kind of active healing/supporting in FFXIV.
Chemists in other FF’s: Ofcourse, our first fond memory of a Chemist class is the one from Final Fantasy Tactics, which is kind of where we based our Chemist on. Chemists are found in quite a few FF’s but are also sometimes called Alchemists.
So here’s our final weekly tracker:
GLD – PLD DKN
MRD – WAR BSK
CNJ – WHM GEO
ACN – SCH SMN
THM – BLM AST
PGL – MNK FTR
LNC – DRG TMP
MSK – GNS CHM
ARC – BRD SPB
Gear Distribution
Fending – WAR PLD TMP FTR
Striking – MNK BSK
Maiming – DRG DKN
Aiming – BRD GNS
Healing – SCH WHM AST CHM
Casting – BLM SMN SPB GEO
That’s it for our job speculation series! Stay tuned next week for an all new themed Into The Aether!