• Member Since 7th Feb, 2012
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Deathsia


More Blog Posts562

  • Friday
    6000 words in and I'm not done yet!

    That's right, the first update in almost 5 years for this fanfic is gonna be a WHOPPER!XD

    I REALLY HOPE you guys read and comment on it because I'm putting a lot of effort into this. I know this account has been basically dead for YEARS now but i'm trying to revive it and believe or not, your comments help fuel my creativity!

    Read More

    0 comments · 36 views
  • Thursday
    It's time I blew the dust off my writing skills and got back to it!

    I've been not writing for so long and I think its time to blow the dust off my writing fingers and get back to it, starting with a fanfic series I have been wanting to complete for the longest time!


    Everyone waiting for some secrets are better left untold 3:

    The last Alicorn: Book one: Purpose!

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    0 comments · 45 views
  • 23 weeks
    My annual "I'M NOT DEAD!" Post plus story idea

    It's the classic story of my little pony but told in a way you may have never read before...


    Six human teenagers, a power hungry sorceress, and a legend of the mare in the moon...

    Twila Sparks, a young girl at the age of 14 with a hobby in witchcraft.

    Applan Jackson, a 16yr old farmer girl with a little sister and a big brother.

    Read More

    2 comments · 152 views
  • 56 weeks
    Predictions/idea for future jobs for ff14

    So Yoshi has stated he wants to venture away from past jobs in previous FF titles for future jobs in FF14 but I feel as though by doing so will be shooting the franchise in the foot as the new expansion rushes out the launch gate and I think Yoshi P will realize this soon as well.

    Read More

    1 comments · 143 views
  • 98 weeks
    Post-Hyped thoughts on episode 1 of G5

    Okay, I'm sorry but I ONCE AGAIN gotta point out the similarities to my fanfic "The last alicorn"...

    The obvious racism and seperation of races still being an issue, something I did in my fanfic FIRST!

    Main character unable to control her magic...gee sounds like Sapphire don't it?

    Read More

    1 comments · 273 views
Mar
26th
2023

Predictions/idea for future jobs for ff14 · 10:26pm Mar 26th, 2023

So Yoshi has stated he wants to venture away from past jobs in previous FF titles for future jobs in FF14 but I feel as though by doing so will be shooting the franchise in the foot as the new expansion rushes out the launch gate and I think Yoshi P will realize this soon as well.
That said, while I will include jobs many of you already may want to see or have seen suggested, I will be remixing them in a way that may be fresh or new to you along with some original Job ideas. That said, here we go:


The Chemist:
Unlock City: Rads at han
Role: Hybrid DPS
How it will play:
The Chemist will play as a primary dps with a decent buffing and healing ability making it able to take up the healer role(temporarily) in a pinch if the healer goes down. The Chemist will have the ability to mix potions for different effects, its entire kit will be based around this idea. It's default attack will be throwing small bombs at the enemy while its main dps rotation will vary based on what potion the chemist has mixed prior.
Along with the ability to give itself a custom dps rotation of its choosing based on the potion mixed, The Chemist's abilities will be solely based on what potions it brewed.
So attempt to picture this: The Chemist has two UIs, one containing a three button loadout which determines its dps rotation and a secondary UI in the form of a small inventory menu of 10 slots that can be minimised at will which affects every other ability the chemist can use in battle.
If a potion isn't mixed prior, the chemist will use a basic version of each ability or dps weaponskill rotation. Mixing a dps rotation potion takes seconds whereas mixing an ability potion can take up to 3 seconds signalled by a casting bar labeled "Mixing".
The Chemist's primary stat in which its skills will based on will be intelligence.
Example dps potion weaponskill rotations:
Pineapple Potion: Single Target dps rotation
Cluster Bomb: AOE dps rotation
Hazardous Shell: Single Target dps rotation that inflicts a dot that increases in potency up to 3 times throughout the rotation.
Calamity Bomb: AOE dps rotation that inflicts a dot on a group of enemies that increases in potency up to 3 times throughout the rotation.
Now to go in depth with the secondary UI:
For the sake of simplicity, the mixed potions will all have "dps mix, aoe dps mix, healing mix, aoe healing mix" I will go into detail on unique effects of each potion.
The ability mixing AI will consist of 10 ingredients up to 3 ingredients can be used at once which will affect the majority of the chemist's abilities. Each time an ability uses the mixed potion the player must remix a new one.(This limit increases as they gain the proper traits eventually able to stock 3 potions of one type at any time.) Incorrectly mixing ingredients will result in a comical exploding animation at the end of the casting time in which the player raises the potion up only for it to explode leaving a cloud of smoke for a few seconds followed by its dissipating leaving the player's blackened face with a shocked expression.
Example abilities and their altered effects based on potion mixed:
Small Potion:
Cooldown: 10 seconds.
MP Cost: 200
Unique effects:
Heat Blaster: Inflicts overheated status onto the foe for 30 seconds. If foe is afflicted with the "chilled" and "wet" status prior, the "wet" status is removed, the potency of this skill is increased, and inflicts "Temperature shock". Temperature shock lasts for 30 seconds and increases the amount of damage received from elemental potions by 3%.
Waterfall: Inflicts "chilled" and "wet" status onto the foe for 30 seconds. If foe is afflicted with the "overheated" status prior, the "overheated" status is removed, the potency of this skill is increased, and inflicts "Temperature shock". Temperature shock lasts for 30 seconds and increases the amount of damage received from elemental potions by 3%.
Thunderbolt: Inflicts "shocked" status onto the foe for 30 seconds. If foe is afflicted with the "wet" status prior, the "wet" status is removed and the potency of this skill is increased and instead inflicts "electrified" stunning it for 5 seconds. Enemies affected by "shocked" have their special attack channeled skills(skills that show a progress bar) slowed by 3%.
AOE versions should be assumed to do the same thing except to multiple foes with reduced potencies.
Healing Flask: Heals target party member with 250 potency.
Rejuvenating Flask: Gives target party member a regen buff with a potency of 30 for 15 seconds.
Protective Flask: Reduces all damage taken for the target party member by 5% for 15 seconds.
AOE versions should be assumed to do the same thing except to multiple party members with reduced potencies.
Medium Potion: Same effects as above except with greater potencies and effects.
Large Potion: Same effects as above except with even greater potencies and effects.
Fusion: Combine two potions for unique effects. The player would use this ability prior to mixing at which point they would be able to choose ingredients for two different potions to be combined.
Cooldown: 30 seconds
MP Cost: 2000
Example Fusion skill combinations:
Thunderbolt + Waterfall = Thundersnow: Deals damage and inflicts the target with "Shockingly Chilled" status for 30 seconds which interrupts skills that can be interrupted and slows the target's movement speed.(heavy effect)
Heat Blaster + Waterfall = Antipode: deals damage and inflicts "Temperature shock". Temperature shock lasts for 30 seconds and increases the amount of damage received from elemental potions by 3%.
Healing Flask + Healing Flask = Ultra Cure: Heals the target for 600 potency.
Rejuvenating Flask + Healing Flask: Heals the target for 300 potency and applies a 50 potency regen buff on them for 30 seconds.
Protective Flask + Healing Flask: Heals the target for 200 potency and reduces all damage taken for the target party member by 10% for 5 seconds.
Quick Refill: Instantly remake the previously created potion with no casting time.
Cooldown: 60 seconds
MP Cost: 1500
I feel as though that's enough examples to give you a pretty clear idea of what the chemist job would be like. Onto the next one!
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The Gambler or Corsair:
Unlock City: The Golden Saucer
Role: Hybrid Support DPS
Primary stat: Dexterity
How it will play:
The roll of the dice is this job's primary playstyle combining elements from FFXI's version with X-2's it will be a ranged dps with a variety of rng based skills.( I know this makes you cringe already at the mention of rng but hear me out!) its skills are based on dice rolls and card draws, each having a different range of effects.
The Corsair's primary source of damage will be dice rolls, its default attack will be consistent but its weaponskill rotation will be rolls of the dice, each one rolling more dice than the last.
Example weapon skill names and effects:
Dice roll: Roll a dice and deal between 100 and 300 potency in damage.
Double Dice Roll: Roll two dice and deal between 200 and 400 potency in damage. Combo Action: If Dice roll was used prior, the potency is increased to between 300 and 500 potency of damage.
Triple Dice Roll: Roll 3 dice dealing between 400 and 600 potency in damage. Combo Action: If Double Dice Roll was used prior, the potency is increased to between 500 and 800 potency in damage.
Or the corsair can use an alternate dps rotation with consistent potency but at a lower strength.
Deal: Throw a card at a foe for 120 potency
Double Deal: Throw 2 cards at a foe for 200 potency. Combo Action: If Deal was used prior, potency is increased to 300.
Triple Deal: Throw 3 cards at a foe for 240 potency. Combo Action: If Double Deal was used prior, the potency is increased to 450.
Along with this default rotation, whatever card the corsair has currently drawn will augment his weaponskill rotation as long as he continues to hold it or it can be used for a slightly greater effect.
The Corsair performs an animation and draws a card at random.
Example card effects:
Jack Of Diamonds:
Held: Each weaponskill has a chance to produce an additional effect of buffing the corsair with a 3% damage boost for 10 seconds. This effect has a chance to occur each time a weaponskill is used.
Used: Grants target party member or self a 5% damage buff for 5 seconds.
Queen Of Hearts:
Held: As long as this card is held, the corsair gains a 30 potency regen buff.
Used: Heals target party member for 300 potency.
Ace Of Spades:
Held: Potency for all weaponskills is increased by 100 potency.
Used: Deals damage to one enemy with 500 potency.
Example Abilities aside from card draw:
Stacked Deck: The potency of the next card based weapon skill is increased by 100 potency. Applies "Stacked deck" effect to the player which guarantees an Ace of any given suit the next time they perform the draw ability. Fixed Dice and Stacked deck can not be both be active at the same time, when one is activated, the other will be removed.
Casting time: Instant
Cooldown: 30 seconds(shares cooldown with Fixed Dice)
MP Cost: 1000
Fixed Dice: The next dice based weapon skills will instead deal damage of 400 potency, 500 potency, and 600 potency respectively instead of their usual rng based potencies. Applies the "Fixed dice" effect to the player which greatly increases the odds of their diced based weaponskills landing on the high end of their potential potencies for the next 10 seconds. Fixed Dice and Stacked deck can not be both be active at the same time, when one is activated, the other will be removed.
Casting time: Instant
Cooldown: 30 seconds(Shares cooldown with Stacked Deck)
MP Cost: 1000
Coin Toss: The player calls a side via on screen clickable prompt and tosses a coin into the air, if they called it correctly the party gains a 10% damage buff for 30 seconds. If called incorrectly, the party suffers from a -10% damage debuff for 15 seconds.
Ul'dah Hold'em: The player draws five cards randomly and based on the hand drawn, the party gains a buff. If no hand is made the party does not gain a buff and the corsair suffers from the "Failed Hand" effect preventing them from using the ability for 3mins. If the corsair succeeds in making a hand they are given the "Good Hand" status effect which prevents them from using the ability again for 60 seconds.
Suits and their effects:
Royal Flush: Party is granted a 100 potency regen effect, a 5% damage reduction from all damage, healed for 600 potency, and healed of any current status afflicts(including unremovable via esuna). Buffs last for 30 seconds.
Four-of-a-Kind: Party is granted a 80 potency regen effect, a 4% damage reduction from all damage, and healed for 300 potency. Buffs last for 30 seconds.
Full House: Party is granted a 60 potency regen effect and a 3% damage reduction from all damage. Buffs last for 30 seconds.
Three-of-a-Kind: Party is granted a 3% damage reduction from all damage. Buffs last for 30 seconds.
Two Pair: Party is granted a 50 potency regen effect for seconds.
And that should give you a decent idea of what the Corsair playstyle is about. It's a heavily rng influenced job yes, but it's great risk for great reward playstyle I think would become fun for many players^^
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So, what do you think?

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Comments ( 1 )

I really missed your work! It's good to see you're still active I was very worried you stopped writing...have you? I love reading your old works I hope to read from you again I know I miss your stories would love to hear from you 💜

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