Guild Wars Forums - GW Guru
 
 

Go Back   Guild Wars Forums - GW Guru > The Inner Circle > Sardelac Sanitarium

Notices

Reply
 
Thread Tools Display Modes
Old Mar 02, 2007, 07:58 AM // 07:58   #1
Desert Nomad
 
[M]agna_[C]arta's Avatar
 
Join Date: Feb 2007
Location: Philippines, LSGH
Guild: Legions of the Golden Aguila [PNOY]
Profession: A/D
Advertisement

Disable Ads
Default Alchemist

Alchemist (Ac):
-One who Pursues Eternity, One who invades God's territory.
Creation Tree: Synthesize, Create, Discover.


Story/Background:
Coming Soon^^....


Skill and Boss Color:
-Beige


Emblem:


-Beige Medal


Followed God/ess/s:
-Dwayna and Melandru.


Racial Availability:
-Human and Asura


Health and Energy:
-Maximum Health 480.
-Maximum Energy 25.
-4 pipes of energy.


Armour:

Headgear
-Goggles

-Starter Armor: AL 10
-Low: Al 20-30
-Medium: AL 40-50
-Maximum: AL 60

Insignia:

Inventor's
-Bonus Armor +15 (vs. Potion Damage)

Creator's
-Bonus Armor +10 (While your Homoculus is alive.)


Weapon:

Hand Bomb
Fire Damage 1-39(req. Alchemy)
Adjacent-Foes
Mid-Ranged
One-Handed


Premise:
-The Alchemist Compose and Decompose creatures using both Biology and Alchemy, Magic and Technology making Harming Potions and Deadly Plants which Gives foes a hard Time in Battle and Creating Homonculi to help you and allies in battle. And also with the help of Biology Alchemists knows the weaknesses of other species making this a formidable assassin or hunter.



Attributes:

Pharmacy(Primary)
-For each rank of Pharmacy you'r Potionsand and Plants Last 1.5% Longer, Specializes the effectiveness of you Potions.

Alchemy
-Specializes in Dealing with Potions.

Botany
-Specializes in Creating Plants.

Biology
-Specializes in Creating Homonculi.


Homunculi Listing:

Amistr

Maximum Health: 625
Maximum Energy: 20
Energy Pipe: 2
Weapon: Hammer(Amistr strikes like a Hammer but doesn't wield one)
AL: 80
Gender: Male
Role: Tank
Skills:

Varja
-Homunculus Attack, 8a : Amistr, If it hits, Amistr deals +15-35 Damage and 50% chance to deal a Random Condition(Including Knockdown and Critical).

Adamantium
-Homunculus Stance, 5e|30r : Amistr, For 8-15, Amistr gains +15-40 AL and Damage taken is reduced by half.

Castling
-Homunculus Skill, 5e|10r : Amistr, Amistr trade places with Target Ally.


Filir

Maximum Health: 510
Maximum Energy: 30
Energy Pipe: 4
Weapon: Scythe
AL: 70
Gender: Female
Role: Spiker
Skills:

Moonlight
-Homunculus Enchantment, 10e|8r : Filir, For 15-30 seconds, You're Next 3-27 attacks, Deals Shadow Damage and 33% chance to land a Critical. This is Treated as a Spell.

Lunar Flit
-Homunculus Spell, 5e|10r : Filir, Shadow Step to Target foe, Target foe and Adjacent foes are Blind for 4-17 seconds.

Shadow Moon
-Homunculus Enchantment, 5e|5r : Filir, For 5-12 seconds, Filir gains 3-8 Health Regeneration and 40-80 Defence but she Suffers from Blind for 5-12 seconds. This is Treated as a Spell.

Lif

Maximum Health: 480
Maximum Energy: 40
Energy Pipe: 4
Weapon: None
AL: 60
Gender: Female
Role: Heal/Support
Skills:

Cure
-Homunculus Spell, 5e|1/4c|2r : Lif, Heal Target Ally for +15-75 Health and Healed from 1 Hex and Condition. If that foe's health is below 50% that ally is healed again for 15-75 health and 1 Hex and Consition.

Ether
-Homunculus Spell, 5e|1/4c|10r : Lif, Battery Target Casting Other Ally for 1-7 Energy.

Protect
-Homunculus Enchantment, Lif, 5e|1/4c|5r : For 2-7 seconds, Next Damage taken by Target Ally is reduced by half. This is treated as a Spell.


Vanilmirth

Maximum Health: 465
Maximum Energy: 60
Energy Pipe: 4
Weapon: Staff, Swords(He Summons/Controls Swords not wield them)
AL: 60
Gender: Male
Role: Nuker
Skills:

Caprice
-Homunculus Spell, 10e|1c|8r : Vanilmirth, Vanuilmirth deals 30-75 Damage to Target and Adjacent Foes.

Chaos Sword
-Homoculus Spell, 5e|1c|5r : Vanilmirth, Vanilmisrth deals 25-50 Damage to Target foe and for 5-10 econds, that foes suffers from 5 Health Degeneration.

Chaotic Blessing
-Homunculus Enchantment, 15e|2c|15r : Vanilmirth, For 9-15 seconds, Your Next 1-5 Spells, deal more 10-33% more damage using Spell. This is Treated as a Spell.



Skill Listing:

Pharmacy

Alchemic Reaction[Elite]
-Solution, 15e|60r : For 1-15 seconds, While maintaining two or more Potions, You deal +3-10 more damage with Bombs.

Potion Potency
-Enchantment Spell, 10e|2c|60r : For 30-45 seconds, Your potions last's 33% longer.

Alchemy

Vial of life[Elite]
-Solution, 5e|1c|20r : Next time you use a potion, you gain 50-125 Health.

Acid Terror
-Potion, 10e|3c|15r : For 15-30 seconds, You'r Next 1-5 Attacks, Foes suffers +10-27 Damage and -25% AL for 12-17 seconds.

Blinding Fog
-Potion, 15e|3c|25r : For 15-30 seconds, You'r Next 1-3 Attacks, Foes struck by you'r Bombs are Blind for 9-15 seconds.

Biology

Create Amistr[Elite]
-Homunculus, 15e|5c|60r : Create a Lvl.(10-24) Amistr. When this is Successful this is Disabled for 120 seconds. Maximum 1 Homonculus.

Create Vanilmirth[Elite]
-Homunculus, 25e|5c|60r : Create a Lvl.(10-24) Vanilmirth for 30-60 seconds. When this is Successful this is Disabled for 150 seconds. Maximum 1 Homonculus.

Create Lif[Elite]
-Homunculus, 25e|5c|60r : Create a Lvl.(10-24) Lif. This skill is Disabled for 160 seconds. Maximum 1 Homonculus.

Botany

Cultivate Death Blossom[Elite]
-Plant, 25e|5c|45r : Create a Lvl.(9-18) Death Blossom. The Death Blossom steals 15-75 Health, From an Adjacent Foe each seconds.

Cultivate Noxious Flower
-Plant, 15e|4c|30r : Create a Lvl.(3-15) Noxious Flower. Adjacent creatures who pass through it suffer Daze for 7-14 seconds.

Cultivate Poison Spore
-Plant, 15e|3c|45r : Create a Lvl.(5-17) Poison Spore. Adjacent creatures who pass through it suffer Poison and Disease for 12-16 seconds.


Functions:
-Pharmacy is just for buffing your spells.
-Alchemy is your secondary weapon.
-Biology is your main weapon and support.
-Botany is your ??????.

Bomb Weapon System
-The Bomb is a One-Handed Weapon which deals Fire Damage to Adjacent Foes.

I. Potion System
-Potions are like Offensive Enchantments which deals Additional Damage or Effects to Foes. For the Following seconds or Strikes.

II. Solution System
-Like The Rangers Preperations the Alchemists have Solutions both of this increases the effectiveness of their skills while for Rangers their skills are for offense the Solutions are for Support.

Plant System
-The Plant Systems are like B. or N. Spirits, But they are sed for Offense but have a Affecting Shorter Range.

I. Homunculi System
-This CC has a special System called "Homonculi System" you could only summon one homonculi at a time. When you have a Homonculus a Bar will show up, this would work like Heroes.

II. Homunculi Skills
-Homonculi Skills are skills which you're Homunculus use. This has no diference with Pet Skills except one, This only affects Homonculi not Pets. Each Homunculus has 3 Skills but you would have to equip them if you wish to use them also these skills only affects a specific Homunculus. And the Energy Cost you use goes to the Homunculus not you.


Strengths:
-Big advantage to Lucky and Accurate players
-Could deal alot of damage to Specific Monster.
-Can create Harmful Potions and Plants and Homonculi.

Weaknesses:
-Big disadvantage to Unlucky and Inaccurate players.
-Targets Specific Monsters only.
-Weak Defenses.
-Easily Killed.


Pictures:



__________________________________________________ __________________________________

More Coming Soon^^....
Inspired by the RO's Alchemist, FFX-2 Gun Mage and The CC class Gardener.

More CCs of mine^^.
CC Case

Last edited by [M]agna_[C]arta; Jul 20, 2007 at 10:31 AM // 10:31..
[M]agna_[C]arta is offline   Reply With Quote
Old Mar 02, 2007, 11:12 AM // 11:12   #2
Academy Page
 
Gairoh's Avatar
 
Join Date: Aug 2006
Location: Tsumei village,Shing Jea Island,
Profession: A/
Default

Hello Magna,i have always been an RO fan myself.I can see tht u are trying to fuse the idea of the Gunslinger in RO with the Alchemist but there's a few things i would like to point out.

First of all,there's no potions in guildwars...so "pharmacy" might be a little strange... unless they include potions in later chapters.

I like ur Magun thing...but since it's range,perhaps a lower attack? or have a longer firing rate?...might be more balance tht way...otherwise we'll end up just firing our guns in lots of scenarios.GW also doesnt involve reloading or restacking ammunition like other online games do.Biology might have some potential,something like a MM or Rit.It can perhaps be used to create creatures.

Maybe u would wanna change it a lil?

ps:no offence and not critising.
Gairoh is offline   Reply With Quote
Old Mar 02, 2007, 11:23 AM // 11:23   #3
Desert Nomad
 
[M]agna_[C]arta's Avatar
 
Join Date: Feb 2007
Location: Philippines, LSGH
Guild: Legions of the Golden Aguila [PNOY]
Profession: A/D
Default

I'am Done^^!

to Gairoh, Thanks I added the Attack Speed to 1.99 seconds for the reloading^^.
And in Pharmacy I was Directing to the Skills but this might work also if there are Potions in GW^^.

Last edited by [M]agna_[C]arta; Mar 02, 2007 at 11:28 AM // 11:28..
[M]agna_[C]arta is offline   Reply With Quote
Old Mar 09, 2007, 02:12 PM // 14:12   #4
Desert Nomad
 
[M]agna_[C]arta's Avatar
 
Join Date: Feb 2007
Location: Philippines, LSGH
Guild: Legions of the Golden Aguila [PNOY]
Profession: A/D
Default

Added pics for the homonculi.
[M]agna_[C]arta is offline   Reply With Quote
Old Mar 09, 2007, 02:48 PM // 14:48   #5
Jungle Guide
 
System_Crush's Avatar
 
Join Date: Oct 2006
Location: Tripping in Holland
Guild: My guild died :`(
Profession: N/
Default

Eeeeeeeewwwwwwwww, magic guns!

That is so kids show level imagination, please don't (even remotely)make winx level suggestion, please!
Magic things should look magical, as technology derives its form from function, magic derives its form and material from their ability to store magical essence.

That means a magic item will not look like its technological counterpart, a magic gun will likely be a object to store/procure magical energy in whatever shape(can look like anything), mounted on a stick for easier usability(hence a wand!)
System_Crush is offline   Reply With Quote
Old Mar 10, 2007, 03:31 AM // 03:31   #6
Ascalonian Squire
 
Join Date: Mar 2007
Location: Sydney, Australia
Guild: Nightmare On Sesame Street [Elmo]
Default

I thought alchemists historically dealt with not only natural and spiritual things but metallurgy, perdominantly. Trying to change certain elements into others, like lead to gold. It seems strange to omit this, as some hexes that turn your opponents weapons into lead to make them attack slower or turn your allies armour to iron to give a boost seems like it could work well.
Lamentations is offline   Reply With Quote
Old Mar 10, 2007, 05:17 AM // 05:17   #7
Furnace Stoker
 
actionjack's Avatar
 
Join Date: Oct 2005
Location: Kali
Profession: W/E
Default

Its not bad, and well layout, with clear listing of ideas.

I don't like Reels. Magun seem interesting, but in the end sound like another wand. The picture provided is a bonus.
actionjack is offline   Reply With Quote
Old Mar 10, 2007, 09:43 AM // 09:43   #8
Frost Gate Guardian
 
Join Date: Apr 2006
Location: UK
Guild: CUTE
Default

I came up with Alchemist theory ages ago.
Again the theory of guns came up but I think wands would still be better. However as part of there skill sets they could use explosives as it works on an alchemist chemistry back ground. Explosives thrown that can cause burning, poison, blindness to a small group of enemies. Maybe explosives dropped that can heal or prot the allies close by (this allows for battle prep before fools rush in)
The ides of changing weapons in the form of a hex is genius. As for the prot style turning armour to something else to aid allies (wouldnt be iron as its inherrently weaker than steel) Who knows anyway just a thought
Tufty is offline   Reply With Quote
Old Mar 10, 2007, 09:58 AM // 09:58   #9
Desert Nomad
 
[M]agna_[C]arta's Avatar
 
Join Date: Feb 2007
Location: Philippines, LSGH
Guild: Legions of the Golden Aguila [PNOY]
Profession: A/D
Default

@Tufty
-I am doing a differ kind of Alchemist.
-As in like in Full Metal Alchemist.
Homonculus(Homonculi, Plural)
-As in like the Gambler, Ladyluck and Wakka in FF series.
Reel System
-Alchemist comes from the word Alchemy which has something to do with potions.
@System Crush
-I made Maguns cause if I write guns people would say "Hey, the story line wouldn't go that's not GW might aswell play a differ game!"
-Added the Gun Mage to see a real Magun but I really have a very nice looking Magun in my mind, check filir some of her skin is in my head^^.
@Action Jack
-Why do you think it is a Wand?
-What's wrong with reels?

Last edited by [M]agna_[C]arta; Mar 10, 2007 at 10:02 AM // 10:02..
[M]agna_[C]arta is offline   Reply With Quote
Old Mar 10, 2007, 11:39 AM // 11:39   #10
Jungle Guide
 
System_Crush's Avatar
 
Join Date: Oct 2006
Location: Tripping in Holland
Guild: My guild died :`(
Profession: N/
Default

Still my hate for magic technology, is stronger than the story wise likelyness of mages preventing technology from advancing and developing guns.

I would rather you not put in either, but getting past the spinal shivers.

I like the creation of humonculy, its a twist that should have been in alchemist sugestions from the start, its quite fitting.
However where do you get the creation of plants? Alcemist harvest plants they do not create them, theyre not biologists or druids they deal with inanimate materials not plants and creatures(life wasn't a science, it was religion, that that alchemy wasn't a bunsh of mumbo jumbo but they acted as it if was sience), on the other hand like lamentation said you left out the creation part of it, though it was also a big part of alchemy.

You've god just about as much good stuff as bad suff so I should say its average, but because of my intence hate for magical technology(including the gun of a blue mage) I'm going to say I do not like the idea exept that all alchemist classes should have humunculy(as a new sort of pet the first pet that casts spells chosing when it is best to do so unlike rit spirits which are pretty much random)

By the way that blue mage is Paine right? I remeber her blue mage armour being diferent, is it some transformed version or does she change later in the game(never finished FFX2 it felt exactly the same as FFX and got boring quickly)
System_Crush is offline   Reply With Quote
Old Mar 10, 2007, 12:01 PM // 12:01   #11
Desert Nomad
 
[M]agna_[C]arta's Avatar
 
Join Date: Feb 2007
Location: Philippines, LSGH
Guild: Legions of the Golden Aguila [PNOY]
Profession: A/D
Default

They create by mixing DNAs by other life forms thats how they are able to make Homonculi and Plants. A Complete Hybrid, Chimera Mixing DNAs. They study both Chemicals, DNAs and Animals(Monsters). They Invade God's Territory, They Pursue Eternity of Composition and Decomposition.

I can't find a Novel Idea/Function for Metallurgy so I didn't include it^^.
But Thanks to Tufty, Is it a great idea for making Allies' Armor and Weapon more effective?
[M]agna_[C]arta is offline   Reply With Quote
Old Mar 11, 2007, 08:45 AM // 08:45   #12
Desert Nomad
 
[M]agna_[C]arta's Avatar
 
Join Date: Feb 2007
Location: Philippines, LSGH
Guild: Legions of the Golden Aguila [PNOY]
Profession: A/D
Default

Implemented Emblem
Those Icons/Avatars for a Proff.
Like the Derv the Emblem are Two Moons.
Like the Monk the Emblem is a Light Blue Ankh.
[M]agna_[C]arta is offline   Reply With Quote
Old Mar 15, 2007, 07:20 AM // 07:20   #13
Desert Nomad
 
[M]agna_[C]arta's Avatar
 
Join Date: Feb 2007
Location: Philippines, LSGH
Guild: Legions of the Golden Aguila [PNOY]
Profession: A/D
Default

Added/found a new pic for Alchemist^^!
[M]agna_[C]arta is offline   Reply With Quote
Old Mar 15, 2007, 03:55 PM // 15:55   #14
Wilds Pathfinder
 
Darkhell153's Avatar
 
Join Date: Feb 2007
Location: right behind you
Guild: Highlander Honor Guard [HHnr]
Profession: R/
Default

Srry (this is not criticism or an insult, just an opinion) others may like some aspects of your class but guild wars cannot have potions which destroys two of your attributes and since your primary attribute is gone the rest of the proffession falls apart. Also this is middle ages technology we're talking about, no guns, nothing above a bow and arrow we're still in the 1500's for heaven's sake!!! Also alchemy wasn't about potion making at all in the first place. The first alchemists were attempting to change metals to gold and create the elixer of eternal life, apart from that alchemy was nothing else. And lastly, this class doesn't really add too much to the game, overall I still liked Tufty's ideas a whole lot better. And those ideas still needed a tiny bit of patching up to start with (pretty much every concept class does).

not trying to criticize or insult your ideas but I really don't think this class would work without destroying the whole time period of gw.
Darkhell153 is offline   Reply With Quote
Old Mar 15, 2007, 03:57 PM // 15:57   #15
Wilds Pathfinder
 
Darkhell153's Avatar
 
Join Date: Feb 2007
Location: right behind you
Guild: Highlander Honor Guard [HHnr]
Profession: R/
Default

Srry (this is not criticism or an insult, just an opinion) others may like some aspects of your class but guild wars cannot have potions which destroys two of your attributes and since your primary attribute is gone the rest of the proffession falls apart. Also this is middle ages technology we're talking about, no guns, nothing above a bow and arrow we're still in the 1500's for heaven's sake!!! Also alchemy wasn't about potion making at all in the first place. The first alchemists were attempting to change metals to gold and create the elixer of eternal life, apart from that alchemy was nothing else. And lastly, this class doesn't really add too much to the game, overall I still liked Tufty's ideas a whole lot better. And those ideas still needed a tiny bit of patching up to start with (pretty much every concept class does).

not trying to criticize or insult your ideas but I really don't think this class would work without destroying the whole time period of gw.
Darkhell153 is offline   Reply With Quote
Old Mar 15, 2007, 11:34 PM // 23:34   #16
Desert Nomad
 
[M]agna_[C]arta's Avatar
 
Join Date: Feb 2007
Location: Philippines, LSGH
Guild: Legions of the Golden Aguila [PNOY]
Profession: A/D
Default

Please don't spam^^.

Is it fine for a Proffesion to have 5 Attbs.?
cause I am thinking of adding Metallurgy(Study of Metal)^^.
The Metal to gold might sound nice but it might sound like Protection Prayers.
and the Elixir thing might sound like Healing Prayers.
So I need some of your help to explain how it goes^^.

Last edited by [M]agna_[C]arta; Mar 15, 2007 at 11:53 PM // 23:53..
[M]agna_[C]arta is offline   Reply With Quote
Old Mar 16, 2007, 09:17 AM // 09:17   #17
Jungle Guide
 
System_Crush's Avatar
 
Join Date: Oct 2006
Location: Tripping in Holland
Guild: My guild died :`(
Profession: N/
Default

It is ok for a class to have more than 4 attributes as long as they are limitedly combinable.
For instance you can have 12 sword mastery and 12 axe mastery, might have some use but because you can't use a sword and axe at the same time their skills lock each other out.
Elementalists have 5 attributes that are somewhat more connected but those are all kind of for nuking so the skills themselves are not that different, mostly all of them just deal damage(in truth I do not think ele's are balanced correctly because of that, to their own disadvantage)

The biggest factor on keeping everything in check is attribute points, by limiting what you can do with 4 or less points in a attribute you can put a lid on untrained skills.
Or in other words, classes with 5 attributes have weaker skills, or at least weaker low end.
System_Crush is offline   Reply With Quote
Old Mar 16, 2007, 02:56 PM // 14:56   #18
Desert Nomad
 
Master Ketsu's Avatar
 
Join Date: May 2006
Location: middle of nowhere
Guild: Krazy Guild With Krazy People [KrZy]
Profession: R/
Default

One thing I always thought about for alchemists, but never bothered to think up a full class for them, was Solutions.

Basically Alchemists would have something called "Solutions" and something called "Alchemic spell". Solutions would work like preperations but not do anything until an Alchemic spell was cast.

Alchemic spells wouls work just like any other spell, but when you used one you would lose some of your solutions, and your solutions would resolve.

Here are some concept skills to get an idea:

Alchemic explosion:
Cost:5E
Time: 1 Sec
Recharge: 5 Sec
Alchemic spell. Lose 1 solution. Target foe takes 10...50 fire damage.

Flash Reaction:
Cost:10E
Time: 2 Sec
Recharge: 12
Alchemic spell. Lose All solutions. Target foes takes 2...25 fire damage for each solution lost using this spell.

Alchemic Confusion:
Cost:15E
Time: 1/2
Recharge: 10 Sec
Alchemic spell. Lose All solutions. Target foe's non attack skills are disabled for 1...5 seconds for each solution lost.

Poisonous solute
Cost: 5E
Time: 1 Sec
Recharge: 5 Sec
Solution. When Used by an alchemic spell, all foes adjacent to your target become poisoned for 1...12 seconds.

Dash of Hazel
Cost: 5E
Time: 1 Sec
Recharge: 20 Sec
Solution: when used by an alchemic spell that targets a foe, your target becomes dazed for 2...8 seconds.

Vial of life
Cost: 5E
Time: 1 Sec
Recharge: 10 Sec
Solution. When used by an alchemic spell, you gain 40.....120 life.



So basically the alchemist would be like a magic stack combo master, who sets up solutions and then "Transmutes them" Using an alchemic spell.
Master Ketsu is offline   Reply With Quote
Old Mar 16, 2007, 11:38 PM // 23:38   #19
Desert Nomad
 
[M]agna_[C]arta's Avatar
 
Join Date: Feb 2007
Location: Philippines, LSGH
Guild: Legions of the Golden Aguila [PNOY]
Profession: A/D
Default

Intresting I think i'll add that but do you have any Metallurgy skills^^?
[M]agna_[C]arta is offline   Reply With Quote
Old Mar 17, 2007, 12:45 AM // 00:45   #20
Furnace Stoker
 
actionjack's Avatar
 
Join Date: Oct 2005
Location: Kali
Profession: W/E
Default

I see them as a Preperation heavy class, that can stack up potions and use them as needed. Would be fun if they are able to mimic the potion spamming game play style of DII (but still fit in with the overall mechanic and theme of GW)
actionjack is offline   Reply With Quote
Reply

Share This Forum!  
 
 
           

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 12:58 AM // 00:58.


Powered by: vBulletin
Copyright ©2000 - 2016, Jelsoft Enterprises Ltd.
jQuery(document).ready(checkAds()); function checkAds(){if (document.getElementById('adsense')!=undefined){document.write("_gaq.push(['_trackEvent', 'Adblock', 'Unblocked', 'false',,true]);");}else{document.write("