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Old Nov 24, 2007, 06:17 AM // 06:17   #1
Desert Nomad
 
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Default Chemist, The Bio-Mage

The Chemist:
"The Bio-Mage"


Introduction:
-Hi, It's my Semestral Exams^^.
But I still gve this CC a shot, So please like it^^.
This CC is Totally Different from my Alchemist Reject^^.

The Contents:
  • The Background, Tells it's purpose in the GW Lore.
  • The Status, Tells what is it's Status and General Data.
  • The Attributes, Abilites or Skills which diffines this Class from the others.
  • The Strength, Tells which does this Class' Abilities are good at to.
  • The Weakness, Tells which does this Class' Abilities are burdened to.
Background:
Quote:
The Chemist is a Potion and Medicine Master. They would use their Potions to Manipulate a Creature's Growth, Sense, Abilites also Body. But they can't Manipulate Divine and Spiritual Beings and Elements. They can use this to make the Creature vunrable to Fire, Make Armor or skin Fragile and Brittle or Fasten Creatures Regeneration Speed. They also have some Bombs which may be usefull in battle. That's why they are renwoned for their title as "Bio-Mages(Biological Magicians)" able to manipulate a Creature Body Structure, Growth and Acitivty.
Uniqueness:
  • Potions & Bombs, Potions are mainly Medicine, Drugs and Elixirs which are used to Heal your Allies and Bombs are the Offensive time of Potions unlike Potions, Bombs have Half-Range while Potions have Melee.
  • Arbalester, The Arbalester is a Mini-Cannon large as your Arm, Arbalesters can Strike Adjacent Foes but only gives of Half Range, Making it Half Range Ballances your time to Affect both Allies and Foes.
  • Homonculi, Homonculi are Creatures with Shapeshift, The Maximum Stage of a Homonculi is 3. The Greater the Stage the Lesser the Skills the Lesser the Stage the Greater the Skills. And Homonculi dies faster than Minnions and you'r Limited to 1 each only (All Homonculi Skills are Elite).
  • Transmutation, Transmutations are Skills which Convert one thing to another Supporting the Conditional Effects of Bombs or Potions.
Status:
-Maximum Health 480.
-Maximum Energy 30.
-4 pipes of energy.


Armour:

Headgear
-Headgear(Goggles, Monocle, Glasses)

-Starter Armor: AL 15
-Low: Al 30-40
-Medium: AL 50-60
-Maximum: AL 70

Insignia:

Alchemist's
-Bonus Armor +15(While Homonculus is Alive)

Doctor's
-Bonus Armor +5(While Equiped with 1 or more Potions)
Armor +5(While Equiped with 2 or more Potions)
Armor +5(While Equiped with 3 or more Potions)

Sapper's
-Bonus Armor +5(While Equiped with 1 or more Bombs)
Armor +5(While Equiped with 2 or more Bombs)
Armor +5(While Equiped with 3 or more Bombs)


Weapon:

Arbalester
Fire/Lighting/Cold/Earth Damage 9-29(req. 9 Chemistry)
3.66 seconds
Adjacent Foes
Half-Ranged
Two-Handed


Attribute:

Potency(Primary)
-For each rank of Potency, You'r Potions and Bombs last 1.5% Longer.

Chemistry
-Specializes in Dealing with Arbalesters, Bombs and Conditional Damaging.

Biochemistry
-Specializes in Manipulating Creatures' Body Growth with Medicines and Drugs.

Alchemy
-Specializes in creating Homonculi and Transmutating.


Skill Listing:

Potency(Primary)

Chemist's Elixir
-Potion, 5e|3c|30r : For 30 seconds, Whenever you cast a Potion you gain +15-45(50) Health and +1-3(3) Energy.

Energizing Scent
-Potion, 5e|2c|45r : For 5-15 seconds, Whenever you cast a Potion Skill on yourself, You gain +1-2(2) Energy.

Alchemical Reaction
-Spell, 10e|1c|20r : If Target Foe is under Effects of Both a Bomb and Potion, For 5-15(17) seconds, Next time a Bomb or Potion meets its effect, That Foe takes 25-50 Damage and loses all Bomb and Potion effects. If that Foe isn't under an effect of a Bomb and Potion, You gain 1-5(7) energy. This Spell has half the Normal Range.

Chemistry

Combustion Tube[Elite]
-Bomb Attack, 5e|2c|20r : Deal +15-50(60) Fire Damage to Target Adjacent Foes, For 5-15(17) seconds, Whenever Target Foe takes Fire Damage that Foe and Adjacent Foes take 5-25(30) Fire Damage.

Acid Terror
-Bomb Attack, 10e|1c|15r : Deal +5-45(50) Dark Damage to Target Adjacent Foes, For 5-15(19) seconds, Target Foe loses 1-10(15) Health while Moving every second. And suffer from Cracked Armor and unable to Block.

Noxious Solution
-Preperation, 10e|3c|25r : For 20 seconds, For the next 1-4(5) Times your Bomb Attacks meet their Condition, Adjacent Foes are Interupted and suffer from Daze for 1-3(5) seconds (15% Chance of Success).

Biochemistry

Morphine[Elite]
-Potion, 5e|3c : This does nothing, After 3 seconds. For 5-10(12) seconds, Target Touched Ally Absorbs the next 50-200(250) Damage taken. But suffers from Weakness for 10-5(3) seconds. This Skill is Disabled for 20-15(12) seconds.

Vaccine
-Potion, 5e|2c : This does nothing, After 3 seconds. Target Touched Ally is healed from Poison and Disease and for 5-17(21) seconds, You are Immune up to 1-2(3) Poison or Disease. This Skill is disabled for 10-6(5) seconds.

Elixir
-Potion, 5e|2c : This does nothing, After 3 seconds, Target Touched Ally is healed from all Conditions and that Ally gains +1-5(7) Health Regeneration for 5 seconds. This Skill is disabled for 17-12(10) seconds.

Alchemy
-Homonculus Spells are under Construction for the while^^.

Chimera Cell[Elite]
-Homonculus, 15e|3c|30r : Target Creature gains "Chimera" for 30 seconds, This does nothing. After the Creature Dies, The Corpse is exploited and Animates a Chimera for 30 seconds. The Chimera suffers from 9-4(3) Health Degeneration. This Skill is Disabled for 120-80(75) seconds. This Spell has half the Normal Range.

Stages:
  • Chimera I, Golden Pheonix Strike, Horns of the Ox, Falling Spider, Way of the Fox
  • Chimera II, Feigned Neutrality, Shroud of Distress

Flame Transmutation
-Spell, 10e|2c|20r : For 3-12(15) seconds, Whenever Target Foe takes Damage, That Damage is Converted to Fire Damage. This Spell has half the Normal Range.

Overdose
-Spell, 10e|2c|25r : For 5-15(18) seconds, Whenever Target Foe is under Effect of a Potion, Potions are treated as Bombs. Whenever Target Foe is under Effect of a Bomb, Bombs are treated as Potions. If that Foe is under Effects of more than 5-3(2) Potions when this is cast that Foe suffers from Daze for 2-5(9) seconds. This Spell has half the Normal Range.


Functions:
-Potency is your Primary
-Alchemy is your Potion Skills
-Biochemy is your Transmute and Homon
-Chemistry is your Potion B

I. Arbalester System
-The Arbalester is a Mini-Cannon used to launch you'r Bombs. The Arbalester can deal damage to Adjacent Foes
  • II. Bomb Attack
    -Bombs are Attack Skills used by an Arbalester. Bombs are different from other Attack Skills, cause Bombs leave an effect on Foes. And some Solutions(Preperation) helps in the Amplification of the Conditional Effects of a Bomb.
    Bombs additional Conditional Effects are too counted as Conditions^^.

Potion System
-Potions are Elixirs, Medicine or Drugs which helps the Body of Creatures to Regenerate Faster, Immunity and etc. Drugs with very potent Effects mostly have Side-Effects to like Dazing, chance of Burning or etc.

Homonculi System
-Homonculi are Creatures with Shapeshift, The Maximum Stage of a Homonculi is 3. The Greater the Stage the Lesser the Skills the Lesser the Stage the Greater the Skills. And Homonculi dies faster than Minnions and you'r Limited to 1 each only (All Homonculi Skills are Elite).
The Homonculus' levels through health, If it has 2 stages it changed when it reaches 50%, If it has 3 Stages when it reaches 66% and 33%.
The Deeper it gets the Homonculus loses it's Offenisve Potential but gains more Defensive Skills.

Transmutation System
-Transmutations are Skills which Convert one thing to another Supporting the Conditional Effects of Bombs or Potions.


Strengths:
-Coming Soon^^!!

Weaknesses:
-Coming Soon^^!!

Picture:
Copyright by Shirow Masamuna and RF Online



__________________________________________________ __________________________________________________ _____________________________________

Hope you like it^^!

Last edited by [M]agna_[C]arta; Jan 02, 2008 at 08:45 AM // 08:45..
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Old Nov 26, 2007, 05:35 AM // 05:35   #2
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I am done.
You may post now^^!

Last edited by [M]agna_[C]arta; Nov 27, 2007 at 05:31 AM // 05:31..
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Old Nov 27, 2007, 10:28 AM // 10:28   #3
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No One likey meh CC?
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Old Nov 27, 2007, 09:13 PM // 21:13   #4
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You need more 5e skills. atm you can cast 3 spell potion things before running out of energy
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Old Nov 27, 2007, 11:40 PM // 23:40   #5
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done^^!

Nothing else?
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Old Nov 29, 2007, 03:33 PM // 15:33   #6
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I guess I have time now, so I'll try to figure it out.

Quote:
You may post now^^!
First, we are just like PlayNC, during the weekend we forget how to read, let alone write replies.

I'll start of with what I think is a large problem.
Quote:
Transmutations are Skills which Transform Beings to other Beings, or also Inanemate Objects.
Also you can transform Players too, even yourself, but your Skill are Replaced to the Correspoding Monster.
It works like Norn's Totem skills but this also changes you'r Appearance, Defence and/or Health.
Its a very diverse and multi purpose skill, that actually changes in use as you increase the attribute.

Which is exactly what the problem is, skills with such a broad usage, are not the style of GW; Actually not of most MMO's(unless you count every persistent NWN2 module server as a single MMO, instead of part of the NWN2 experience).

The reason is balance, if a skill has 4 uses theres a large chance 1 will be too weak or too strong.
You could use this on a ranger pet, to raise it's level and give it skills.
The enemy monk so he can't heal.
The flag stand in GvG so people can't place flags in it, and have a neutral fire imp that attacks everyone.
Minions to give them skills, and extra damage.
Not to forget turning abbadon into a lvl 15 imp for 25 seconds, with 2 alchemists in the team, making him lvl 15 permanently.

First of all, the alchemist is not a god they shouldn't be able to create life where there was none. But could transform objects into other inanimate objects(such as an explode for X fire damage if anyone uses the object(useful on flag stand))

As well as transmutations for allies, but not changing skills, because messing up someone's hard worked build is not often taken in gratitude.
Nor would they give skills, because that would mean you could give skills to pets and minions.

And lastly transmutations for foes, these in the first place weaken foes, but might also shutdown by replacing 1 random skill. Or stopping the foe from using shouts or chants, because you transmuted their mouth away.

Although on second thought, if you can transmute foes, why not transmute their hart away, or their head? Logic wise it might be a good idea to say that the target of a transmutation has to cooperate(be an ally or inanimate) in order to receive the transmutation, otherwise the class's lore would be inconsistent with the way their skill's are balanced.

Quote:
Absorbant[Elite]
-Homonculus, 15e|3c|30r : Exploit Corpse or Drop Item Animate a Lv.(1-15) Absorber, This Homonculus steals Conditions, Enchantments, Hexes, Weapon Spells and Potions to Creatures Adjacent to it, every 3 seconds and suffer 6-3 Health Degeneration, For 10-25 seconds. This Homonculus dies after it's Health reaches 0 or Duration Ends.

Sensitivity
-Homonculus, 15e|2c|15r : Exploit Corpse or Drop Item and Animate a Lv.(1-12) Sensitive, This Homonculus causes Nearby Creatures to take 15% more damage from Elemental and Physical Damage and suffer from 10-4 Health Degeneration. This Homonculus dies when it's Health reaches 0 or Duration Ends.
The skill descriptions of the homuculi are confusing and I think also wrongly implying.
Quote:
causes Nearby Creatures to take 15% more damage from Elemental and Physical Damage and suffer from 10-4 Health Degeneration
I think you meant to have the homunculis suffer the health degeneration, least I hope so, because otherwise its really overpowered.

Absorbant elite homonculus E15 A3 R30
Destroy the item you are holding, or a nearby corpse; Animate a Level 1...11(15) Absorbant Homunculus.
For 10...25(30) seconds or until it's health reaches 0, it steals all Conditions, Enchantments, Hexes, Weapon Spells and Potion effect from all adjacent creatures every 3 seconds. The Homonculus suffers 6...3(2) health Degeneration.

^Ignore that I changed the E/A/R to my formatting, but the description should be clearer.

On that, do homunculi just stand there, like nature spirits? Or would they go to attack foes or would they run away if someone hits them?

Lastly yall'o'yall was whining to me on how my ballista was an alabaster, and now you go around and use a 'ballista' as a launcher cannon thing
that deals elemental damage with normal attacks... ...a bow? How?

It looks like you want to use it as some kind of catapult(slingshot) or sling.
While those are both fine, and would have an easier time launching non arrow shaped things;

A tubebow would also suit the purposes(made one of those as a science project long time back, the neighbors where overjoyed to find it launches paint balls )
Also I have been checking too much GG and want to suggest a 'pressurized launcher thing', kind of a bagpipe like weapon.
Put something in it and it gets pushed out over longbow range, put nothing in it and it spews out 'something' at multiple foes in half range(like a flamethrower) bag pipes aren't technological, so neither is a weaponised one, so a bio-mage is free to use one.
In retrospect, if it is a bag plant that would instantly make having an infinite supply of some kind of harmful gas inside make sense.

Anyway, you are introducing a new weapon. That does not seem like mage's weapon, it might help to have an attribute go with it, making it a martial weapon.
I'm sure lots of people would like to use some kind of crossbow, your class has one but no way to use it as a 'real' weapon, just a tool to use potions with.(even though potions might count as attack skills for it)

All in all it's quite interesting and not (yet) out of place, but still needs some work.

Last edited by System_Crush; Nov 29, 2007 at 03:51 PM // 15:51..
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Old Nov 29, 2007, 09:47 PM // 21:47   #7
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Thanks I'll think of something^^.
You change a monster by mixing it's DnA with other monsters.
But they first augment the DnA with some magic and potions.
The DnA acts as a parasite changing the creature, into the ral form of the parasite.
Then the parasite dies^^.
What were you thinking FMA Transmutation^^.

I am not feeling good how the Homonculus works, Arbalester and the Transmutes too.
I am thinking of making a Homonculus and adding some etc on them then make them some killing machine.
But that already taken by my strategist, Adding Upgrades to Puppets or Forts.

And thanks for the Skill editing yours is alot better.

Last edited by [M]agna_[C]arta; Nov 29, 2007 at 09:50 PM // 21:50..
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Old Nov 30, 2007, 08:16 AM // 08:16   #8
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I suddenly feel the urge to get all scientific, feel free to ignore me I'm just showing off.
Quote:
Originally Posted by [M]agna_[C]arta
Thanks I'll think of something^^.
You change a monster by mixing it's DnA with other monsters.
But they first augment the DnA with some magic and potions.
The DnA acts as a parasite changing the creature, into the ral form of the parasite.
Then the parasite dies^^.
Parasites don't change creatures, they are either unnoticeable or make someone act irrational.
(*/me struggles to resist the urge to make a lame period joke*)
And changing DNA changes hardly anything unless you do it to a baby.
Because anything you change first has to grow new cells, because the old ones still have the creature be intact.
Though it is certain to cause some of the symptoms of radiation poisoning(insides not working right)in the long therm.

What you want to achieve is possible using a virus.
Viruses always inject their DnA or RnA into cells, overwriting the original.
Unlike the DnA of a normal creature that you mix in, virus DnA is irrational and causes the cell to destroy it's self, in the process creating more viruses.

You can mutate a creature trough viral infection, if the virus has been modified to change the cell into a new version of itself, instead of into more viruses.
That way you get rid of the old cells and replace them.
Because the new cells will still be irrational they too will destroy themselves after a while.
And because no new viruses are created, however much was contained in the original infection is how much of the creature can be remade.

Done being smart*ssed.

Quote:
Transmutations are Skills which Transform Beings to other Beings, or also Inanemate Objects.
But then... how can you change the DnA of a inanimate object?

Quote:
What were you thinking FMA Transmutation^^.
Nope if that where the case, you'd have to sacrifice (lots of)health whenever you transmute living things.

Last edited by System_Crush; Nov 30, 2007 at 08:22 AM // 08:22..
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Old Nov 30, 2007, 08:53 AM // 08:53   #9
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The Parasite would try to mix and change the atoms of the immaterial object.
But a Dna or Virus inside a bottle sounds btter^^.
But for now I ma busy making my Templar^^.
But first I need to find a pic, Cause my Templar would look like a Crusading Chirstian Samurai Zealot type of guy.
And I need to change my Avatar, into somekind of Beastmaster.
You know like in FFXI, but I can' find a good pic for that^^.
Help please^^.
But I think I'll try to make my Corsair for a while^^.
But I need to think first which name is btter, Corsair, Duelist or Gladiator.
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Old Nov 30, 2007, 11:06 AM // 11:06   #10
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Quote:
Originally Posted by [M]agna_[C]arta
But first I need to find a pic, Cause my Templar would look like a Crusading Chirstian Samurai Zealot type of guy.
Go to elfwood/find stuff
And type in "Paladin Type2"
Quote:
Originally Posted by [M]agna_[C]arta
And I need to change my Avatar, into somekind of Beastmaster.
You know like in FFXI, but I can' find a good pic for that^^.
Help please^^.
Go to elfwood/findstuff
And type in "Ranger Type2"

Haven't memorized the entire workings of the magic word search engine, so you might want to use the in site function on which other magic words to add.
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Old Nov 30, 2007, 03:00 PM // 15:00   #11
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Thanks but I think I already found it^^.
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Old Dec 29, 2007, 08:21 AM // 08:21   #12
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Sorry, Please Don't Post cause the Chemist is under Construction for the while.
After the Chemist this will proceed with the Avatar then the Artificer.
Keep Note this may not be Final.
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Old Dec 30, 2007, 12:21 AM // 00:21   #13
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You may Post now^^!

Is it too overpowered?
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Old Jan 01, 2008, 01:34 PM // 13:34   #14
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Uh, this reminds me too much of full metal alchemist
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Old Jan 01, 2008, 09:19 PM // 21:19   #15
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Ok lets see what's changed.
Quote:
Originally Posted by [M]agna_[C]arta
Arbalester
Fire/Lighting/Cold/Earth Damage 9-29(req. 9 Chemistry)
3.66 seconds
Adjacent Foes
Half-Ranged
Two-Handed
We have a elemental damage cannon. Named like a big crossbow, but it's half-ranged and hits adjacent foes because it fires bombs.

Quote:
Originally Posted by [M]agna_[C]arta
Morphine[Elite]
-Potion, 5e|3c : This does nothing, After 3 seconds. For 5-10(12) seconds, Target Touched Ally is healed from Bleeding, Cripple and Deep Wound and Absorbs the next 50-200(250) Damage taken. But suffers from Daze and Weakness. This Skill is Disabled for 20-15(12) seconds.

Vaccine
-Potion, 5e|2c : This does nothing, After 3 seconds. Target Touched Ally is healed from Poison and Disease and for 5-17(21) seconds, You are Immune up to 1-2(3) Poison or Disease. This Skill is disabled for 10-6(5) seconds.

Elixir
-Potion, 5e|2c : This does nothing, After 3 seconds, Target Touched Ally is healed from all Conditions and that Ally gains +1-3(5) Health Regeneration. This Skill is disabled for 15-7(3) seconds.
First of all it's ok to just start off with "After 3 seconds"
Only if the thing takes like 15+ seconds of uselessness, or if it has a effect at the beginning, then nothing, then another effect when it ends; would it be required to mention that it does nothing during the waiting period.

Also your potions are projectile based spells aren't they?
[skill=text]Flare[/skill] [skill=text]Dancing Daggers[/skill] [skill=text]Stone Daggers[/skill] are also projectile based spells, notice they all read "Send out" instead of having a time in which the projectile gets from you to the target, you just launch them and it gets to the target whenever it gets there.

Also all 3 skills remove conditions, if you are going to have a attribute full of them(at least 15 skills) there are only 8 conditions, it will get very repetitive, I fear.

Lastly you didn't state a duration for the regen given by elixer.
No matter what that duration is 5 energy 5 sec re-use(3 sec lock + 2 sec cast) full condition removal is over powered if it's not an elite, on top of that it offers 5 regen too.

Lastly being allowed to cause daze on an ally for up to 12 seconds sounds problematic.

Quote:
Originally Posted by [M]agna_[C]arta
Acid Terror
-Bomb Attack, 10e|1c|15r : Deal +5-45(50) Dark Damage to Target Adjacent Foes, For 5-15(19) seconds, Target Foe loses 1-10(15) Health while Moving every second. And suffer from Cracked Armor and unable to Block.

Noxious Solution
-Preperation, 10e|3c|25r : For 20 seconds, Whenever your Bomb Attacks meet their Condition, Adjacent Foes are Interupted and suffer from Daze for 1-3(5) seconds (50% Chance of Success).
These contradict each other, Acid terror check the moving condition every second, meaning every second the foe is moving adjacent foes are interrupted and suffer from daze, and the foe suffers from cracked armor and loses health.

If you are going to check weather the conditional on another skill is fulfilled you probably should make sure it only works for skills that check their conditional once.
Having skills report their success wouldn't be immensely hard to do, nor problematically straining on the servers.

Quote:
Originally Posted by [M]agna_[C]arta
Chimera Cell[Elite]
-Spell, 15e|3c|30r : Target Creature gains "Chimera" for 30 seconds, This does nothing. After the Creature Dies, The Corpse is exploited and Animates a Chimera for 30 seconds. The Chimera suffers from 9-4(3) Health Degeneration. This Skill is Disabled for 120-80(75) seconds. This Spell has half the Normal Range.

Stages:
  • Chimera I, Golden Pheonix Strike, Horns of the Ox, Falling Spider, Way of the Fox
  • Chimera II, Feigned Neutrality, Shroud of Distress
About the power of the pet, 1 [skill=text]Falling Spider[/skill] is bad a pet that causes poisoning on it's own is a tad over the top.
Also I don't think I've ever seen the AI use [skill=text]Feigned Neutrality[/skill] correctly, unless you set them to passive, which is pretty useless on assassin.

For the way of summoning, as its plenty like [skill=text]Malign Intervention[/skill] might want to stay away from the word animate and use create or something instead.
I'm also not sure why to bother with a lock time, just make the skill last 5-10 seconds and have a recharge of 35-60 seconds.
That way you won't be spamming it as it only works if you time it well with a foe that is almost dying, which pretty hard if it has a 2 or 3 sec casting time.

Quote:
Originally Posted by [M]agna_[C]arta
Potency(Primary)
-For each rank of Potency, You'r Potions, Bombs and Homonculi last 1.5% Longer.
Lastly you didn't give the Homonculi duration you gave them health degen, making them even more like minions.

Quote:
Originally Posted by [M]agna_[C]arta
Flame Transmutation
-Spell, 10e|2c|20r : For 3-12(15) seconds, Whenever Target Foe takes a Critical that Damage is Converted to Fire Damage. This Spell has half the Normal Range.
What does this do? I can't think of any situation where I'd be able to think of a situation where this would be useful.

I'd rather just have some skill to improve that bomb launching crossbow then what ever this does.

================================

Overall its a uncut in function;
Its attacks are a bit like a [skill=text]Rodgort's Invocation[/skill] spam.
It has a huge amount of condition removal as well as some restorative abilities to help allies.
It has a pet that is powerful because it uses skills.

And it has way too much daze, daze is a powerful condition that is also supposed to be a pain to inflict, like requiring the target to be casting a spell that you interrupt else it won't become dazed.
As it uses bombs I think I see where you're coming from, though I think knock down still fits the role better.
While a flashbang skill for AoE daze and blind would be really cool, its just overpowered, multi target attacks dealing daze is just bad.

Put that together... it doesn't really fit.
But the necro with Blood, Curses and Death has 3 very differently acting attributes too and I like it a lot.
Except with this, not all 3 might be a boon to the team, Like with a necro you'd probably will focus on 1 and don't spend much in the others, but with an attribute for mostly condition removal I'm not sure how useful you'd be.

================================

And closing out, I have no idea how this relates to the attacking earth pillars Ed and Al like to use, nor the ability to from an arm blade.
Most of the other alchemist abilities it shows act like elementalists; as FMA totally revolves around human transmutation being bad for the user(your bits fall off), so messing with elements is really the most you can do.
Though some do mess with chimeras or 'summon' cannons and guns.

Last edited by System_Crush; Jan 01, 2008 at 09:32 PM // 21:32..
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Old Jan 01, 2008, 09:30 PM // 21:30   #16
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Very similar to Alchemist and Biochemist from Ragnarok Online. Unless those potions were free (0 energy), they would be worse than normal Monk spells....

Other from potions, Homunculi is very, very similar to Homunculus from RO.

9-29 is pretty weak for a half-ranged, two-handed weapon.
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Old Jan 01, 2008, 11:44 PM // 23:44   #17
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Notice:
Fixed Homonculus Stage Problem(If no one realized, There was no description of Leveling).
And Lengthened Disable Time and Removed Daze Effect of Elixir.
Nerfed Noxious Solution and Morphine.


@SC
Please answer all questions^^, and reply to need comments^^!
Flame Transmutation can increase the Damage dealt by Critical Damage, there is also Cold, Seisemic, and Electric Transmutation.
But also there is Hex and Enchantment Transmutation too.
You can use it with a Crit Sin or Homonculus^^, Do you think I should add 15% more Damage too whenever it reaches a Crit or just make the Creature take Fire Damge from all Scources?
And what if, Homonculi act as those Vanguard Skills^^, Ebon Vanguard Assassin Support and Ebon Vanguard Sniper Support, http://wiki.guildwars.com/wiki/List_...anguard_skills?
BTW, how do you make that Link thing?
Sending out Pills, Potionic Medicine and etc, doesn't sound right to throw it.
The Person needs to drink it and you can't just throw stuff at people's mout with such accuracy.
Just think of it as a Melee Vamped version of Purge Conditions^^.
And I am Planning of Adding more Skills to all my CCs when I am done with the Avatar and Artificer, 3 Primary Attb. Skills and 5 Secondary Attb. Skills each.

@Abedues
A Bow's Max Normal damage is 27.
While the Arbalester's is 29.
And it can strike Adjacent Foes.

Yeah, it might be but this has a Conditional Effect System, and Potions are Melee Range.

Last edited by [M]agna_[C]arta; Jan 02, 2008 at 12:31 AM // 00:31..
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Old Jan 02, 2008, 08:32 AM // 08:32   #18
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Quote:
Originally Posted by [M]agna_[C]arta
@SC
Please answer all questions^^, and reply to need comments^^!
Yes mother...
Quote:
Originally Posted by [M]agna_[C]arta
Flame Transmutation can increase the Damage dealt by Critical Damage, there is also Cold, Seisemic, and Electric Transmutation.
I don't see the point, if I'm going to sacrifice a skill slot to do what I could do with an elemental weapon mod, I'd rather use a dervish mod as I don't have to recast it per target reducing the energy cost.
Quote:
Originally Posted by [M]agna_[C]arta
You can use it with a Crit Sin or Homonculus^^, Do you think I should add 15% more Damage too whenever it reaches a Crit or just make the Creature take Fire Damge from all Scources?
I don't know, I guess they are supposed to be like [skill=text]Winter[/skill] or [skill=text]Greater Conflagration[/skill] which I use more to determine the damage my team will take so I can raise the right kind of armor.
If these would really be useful they should
  1. Overwrite the effects of [skill=text]Winter[/skill] and [skill=text]Greater Conflagration[/skill] to undo the armor pick.
  2. Or have them not change the damage type but increase the damage from the opposite element deals to the foe instead, so change their armor into fire gives them defense to cold but gives earth 10% armor penetration or sum sutch.
Quote:
Originally Posted by [M]agna_[C]arta
But also there is Hex and Enchantment Transmutation too.
I wonder if that would be overpowered, for a Dervish to receive all hexes as enchantments instead.
Quote:
Originally Posted by [M]agna_[C]arta
And what if, Homonculi act as those Vanguard Skills^^, Ebon Vanguard Assassin Support and Ebon Vanguard Sniper Support, http://wiki.guildwars.com/wiki/List_...anguard_skills?
Well [wiki]Ebon Vanguard Sniper Support[/wiki] isn't a pet skill, its a damage spell. Although it is not as original it would probably work too.
Actually I would suggest the use of homonculi the way you did the mirror clones in the first version of your Sopphetio.
Quote:
Originally Posted by [M]agna_[C]arta
Sending out Pills, Potionic Medicine and etc, doesn't sound right to throw it.
The Person needs to drink it and you can't just throw stuff at people's mout with such accuracy.
Just think of it as a Melee Vamped version of Purge Conditions^^.
Ohhhhhhh, they are touch skills, I didn't notice that, it's only in the:
Quote:
Originally Posted by [M]agna_[C]arta
Uniqueness:
  • Potions & Bombs, Potions are mainly Medicine, Drugs and Elixirs which are used to Heal your Allies and Bombs are the Offensive time of Potions unlike Potions, Bombs have Half-Range wjile Potions have Melee.
Not in the function description.
In that case it helps balance the full condition removal yea.
Quote:
Originally Posted by [M]agna_[C]arta
And I am Planning of Adding more Skills to all my CCs when I am done with the Avatar and Artificer, 3 Primary Attb. Skills and 5 Secondary Attb. Skills each.
Thats not a question.
Quote:
Originally Posted by [M]agna_[C]arta
BTW, how do you make that Link thing?
Using [skill] [skill=text] and [wiki] respectively, its real easy to find out how to do, as you just use the button at the bottom of a post that has them and the [X]blaat[/X] that shows how they did it will be in the post.

Last edited by System_Crush; Jan 02, 2008 at 08:39 AM // 08:39..
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Old Jan 02, 2008, 08:43 AM // 08:43   #19
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The Flame Transmutation make the Creature take all Crit Damage as Fire Damage, so all the Critical Damage it takes changes to Fire Damage.
So it would be like all Crit. Damage taken by Target Foe increases by 15% or so.
But you said it's too weak, I am making it to all Damage instead^^.

I'll nerf Enchantment Transmutation, trust me^^.
I'll be adding "For the Next X-Y(Z) Hexes/Enchantments".

It's also in the Skill Description, "Target Touched Allies" = p.

Didn't say it was a Question didn't I^^?

And the Arbalester is a Cannon, which sends out Bombs with Elemental Properties.

Last edited by [M]agna_[C]arta; Jan 02, 2008 at 08:59 AM // 08:59..
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Old Jan 11, 2008, 05:52 AM // 05:52   #20
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My CC is don't end EVERY SINGLE sentence with^^

And play less Diablo 2.

But other then that it looks nice, and looks like you put a lot of work into it. I like the idea. Chemist would be a class that isn't like any other in GW, which a lot of these seem to be. Good job^^^^^^^^^^^^^^^^^^^^^^
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