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Old Feb 04, 2008, 02:17 AM // 02:17   #1
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Default CC: Alchemist

This is my first CC I have fully thought out. I know the Alchemist has probably been done before but after a search of the forums, those old topics were different enough to mine.

Alchemist

Introduction

Scientists to the highest degree, the Alchemists utilize their vast knowledge of chemicals and explosives to damage foes in many ways. Recent advances in the field of alchemy has brought these new fighters to the forefront as their grenades can affect many enemies at once. They launch their deadly grenades into battle using small ballistae mounted on their arm and bracers on the other to protect themselves from both the ballistae and melee attackers. Alchemists also have a large degree of knowledge in medicne and use this to heal allies and themselves.

General Information

Alchemists are ranged attackers that fire grenades into enemies. These grenades have area-of-effect affects that has a general range of "nearby". The weapon they use to fire these grenades is the Ballistae, which is mounted on the right arm. The Alchemist wears medium armor, and is augmented by a bracer they wear on the left arm. However, this bracer also contains a syringe that Alchemists can deliver their medicinal compounds to their allies or themselves

Each Alchemist must learn the knowledge of several areas in order to be effective heroes. Alchemists use preparations to make their grenades, and to complement this, they have learned to "mix" their grenades through use of multiple preparations. The preparations are usually tied to their knowledge of chemicals. Alchemists also put their intelligence to medicinal antidotes that heal and cleanse allies that they deliver with their bracer. Finally, alchemists can learn to wield their ballistae more efficiently and fire more rapidly

Attributes

Mixing Proficiency – Primary Attribute: For every 3 ranks in Mixing Proficiency, you can maintain an additional preparation. Mixing Proficiency also improves skills related to preparation duration, cost, and grenade area-of-effect.

Chemical Expertise – Secondary Attribute: No inherent effect. Chemical Expertise improves skills related to chemcial preparations, grenade damage.

Medicinal Expertise – Secondary Attribute: No inherent effect. Medicinal Expertise improves skills related to medicinal shots.

Ballistae Mastery – Secondary Attribute: Ballistae Mastery increases the damage you do with ballistae and your chance to inflict a critical hit . Ballistae Mastery also improves ballistae attack skills and skills related to ballistae attack speed.

Weapons

Bastillae normally fire general explosive grenades, dealing piercing damage through shrapnel. These general grenades only hit one foe, but preparations can allow area-of-effect damage/conditions to occur. The Bracer is the offhand that provides some armor and boosts to the medicinal skills of the Alchemist.

Maximum Stats

Ballistae

Damage: 6 - 26

Damage Type: Piercing

Range: Longbow Range

Attack Rate: 3.0 seconds

Upgradeability: Inscription slot, Ballistae String (Suffix), Stock (Prefix),

Bracer

Armor: 12

Upgradeability: Inscription Slot, Focus Core

Base Statistics

Base Health: 480

Base Energy: 25

Base Energy Regeneration: 3

Base Armor: 70

Armor

Alchemist armor, like all armor sets, consist of five parts. These five parts are Monocle (Head), Shirt (Body), Gloves (Hands), Smock (Legs), and Boots (Feet). They can be upgraded with runes and insignia. There are Alchemist-specific runes for every attribute and two unique insignias:

Grenadier Insignia – Armor +10 (while not under a Preparation)

Philosopher Insignia – Amor +3 (for every recharging Preparation)

Various Skills

Mixing Proficiency

Rushed Preparation – Skill, 10 Energy, 1 Sec Cast, 45 Sec Recharge – Your next prepartion will activate instantly, but will recharge 100…25% slower.

Alchemical Genius – Elite Skill, 15 Energy, 2 Sec Cast, 60 Sec Recharge – For the next 60 seconds, all preparations recharge 15…50% faster.

Grenade Augmentation – Preparation, 10 Energy, 2 Sec Cast, 30 Sec Recharge – Your next 1…3 grenades affect all nearby foes to the target foe.

Chemical Expertise

Burning Formula – Preparation, 5 Energy, 2 Sec Cast, 30 Sec Recharge – For 5…15 seconds, your grenades cause burning for 1…4 seconds to adjacent foes.

Flash Grenade – Ballistae Attack, 10 Energy, 1 Sec Cast, 15 Sec Recharge – You fire a Flash Grenade at target foe, blinding all adjacent foes for 4…9 seconds.

Iron-Eater Acid – Preparation, 15 energy, 3 Sec Cast, 30 Sec Recharge – Remove all preparations. For 5…15 seconds, your grenades cause Cracked Armor for 4…10 seconds, after which cause Poison for 4…10 seconds.

Haze Formula – Elite Preparation, 10 Energy, 2 Sec Cast, 30 Sec Recharge – For 5…15 seconds, your grenades cause Dazed for 3…9 seconds.

Cluster Grenade – Elite Preparation, 15 Energy, 3 Sec Cast, 60 Sec Recharge – Lose all preparations. For the next 10...30 seconds, your grenades hit their target and nearby foes to that target and strike for +5..15 damage. All of your other preparations are disabled for 20…5 seconds.

Medicinal Expertise

Adrenaline Injection – Touch Skill, 10 Energy, 1 Sec Cast, 15 Sec Recharge – Target touched ally gains 1.2…2 times the adrenaline they normally receive for 30 seconds.

Invigorating Shot – Elite Touch Skill, 15 Energy, 2 Sec Cast, 20 Sec Recharge – Target touched other ally gains +1…5 energy regeneration. All of your skills are disabled for 10…4 seconds.

Medic's Haste – Elite Enchantment Spell, 10 Energy, 3 Sec Cast, 30 Sec Recharge – Any touch skills you use on your allies also apply to all nearby allies.

Induced Coma – Touch Skill, 10 Energy, 1 Sec Cast, 15 Sec Recharge – Target touched ally is Dazed for 20…10 seconds but gains +2…6 health regeneration.

Ballistae Mastery

Double Grenade – Ballistae Attack, 5 Energy, ½ Sec Cast, 8 Sec Recharge – You fire two grenades that can hit two nearby foes but these deal 25% less damage and conditions made by those grenades last 50..10% shorter.

Chu-Ko-Nu Upgrade – Elite Preparation, 15 Energy, 3 Sec Cast, 40 Sec Recharge – You fire your Ballistae 10…30% faster for 15 seconds.

Spiked Bomb – Ballistae Attack, 5 Energy, ½ Sec Cast, 4 Sec Recharge – You fire a spiked bomb at your target, hitting for +8…17 piercing damage.

Heavy Shot – Ballistae Attack, 10 Energy, 2 Sec Cast, 10 Sec Recharge – You fire a heavy shot at your target, causing Weakness for 10…20 seconds.

Concept Character and Icon

Character = http://i38.photobucket.com/albums/e1...n/scan0003.jpg

Icon = http://i38.photobucket.com/albums/e1...jammn/icon.jpg

Synergy with Other Professions

The profession most closely linked to the Alchemist is the Ranger as they represent the ranged weapon-based damage of a team. Alchemist can take up Ranger as a secondary and switch their ballistae for a bow for increased base attack speed and use of more than one preparation. Rangers gain the benefit of an Alchemist secondary for the decreased cost of Medicinal Expertise skills for a majority of them are touch skills.

I know the post is long, but I think you understand why
Comments/Suggestions are appreciated.
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Old Feb 05, 2008, 12:11 AM // 00:11   #2
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If I had a nickel for every time alchemist was suggested...
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Old Feb 05, 2008, 03:55 AM // 03:55   #3
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u'd be a rich cookie

another ranger wanna be prof
sry no ty
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Old Feb 06, 2008, 12:26 AM // 00:26   #4
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well atleast u tried...
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"its not whether you win or lose...its how you play the game"
HA yeah right!!
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