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Old May 28, 2006, 12:03 AM // 00:03   #1
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Join Date: Apr 2006
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Default New Profession: Alchemist

Ok This is just a thought I got the other day when a friend of mine talked about gw3 comming out.

Anyway I havent thoyght of any particular skills and so on and I dont have any pictures of it.
But I have never seen any mmorpg have any class like an alchemist, so I thought it was a good idea.

**
The numbers are completly random and I have not placed to much thought in that section, they are mostely there to give you a little more understanding of the profession
**

Anyway this is what I had in mind:

The Alchemist uses potions to do dammage and is a ranger/caster type profession..

My thought was to maybe have skills that resembeled to preparations.
ie. Explosive potion preparation:
Cast 15 sec. Hold 120-240 sec. Recharge 20.
While maintaining the explosive preparation you cast explosive potions 100% faster and they are instantly prepared.
Note: The thought about this is that the "skills" are potions that take long time to cast and with the Explosive potion preparation (Not necessary a preparation) all the "skills" that is not a preparation/potion skill but rather a skill in it self wont take as long to cast and wont have long recharge.. But instead of 0 energy cost (as in prepared potion wich cost 25-30 energy for the preparation) they have a normal energy cost as any other skill (like 5/10/15)

And also have an attribute for only the alchemist with a resemblance to expertise/fast casting..
Something like:
Alchemy: Inherit effect, for each point you place in Alchemy your preparation hold time is lengthened by 10% and you cast them 5% faster.

This way the preparations wont take so long and you wont have to reaply the preparation as often. As the alchemy uses potions for attack and so on it will have a low attack power and deffence.

Anyway here are what I have thought of so far.

Attributes:
Alchemy(White potions?)
Explosive preparations(red potions?)
Healing preparations(Blue potions?)
Danger preparations(Green potions?)

Alchemy

Inherit effect. For each point you place in Alchemy your preparation hold time is lengthened by 20 sec, you cast them 5% faster and get +1 potion hold*.

Explosive preparations

No inherit effect. Many Alchemy skills especially those related to dealing damage, become more effective with higher Explosive preparations

Healing preparations

No inherit effect. Many Alchemy skills especially those related to healing, become more effictive with higher healing preparation.

Danger preparations

For each rank in Danger preparations you have, you gain 1% more chance to couse status changes with skills connected to Danger preparations or Explosive preparations and 1% more effective potions**. Many skills especially those related to status changes become more effective with higher Danger preparations.



*My thought (not necessary) when you use a Alchemy skill (not all) you dont use the skill... Instead you use for example a skill called fire potion preparation and when its finished it becomes fire potions with a number..
ie. 10 in Explosive preparations:

Fire potion preparation:
Cast 10 sec (standard, less with high Alchemy)
Recharge 40 sec
Cost 25-30
Prepare 10 fire potions(20 with 10 Alchemy) that deal 55 fire dmg. This skill is easily interrupted.
After this eather the icon changes or there comes "10" on it (wich goes down to 9 when 1 potion is used and so on.) When it reches 0 it becomes Fire potion preparation again. Or some kind of Recharge clock.. Dont really know..


**(More effective = ie. Explosive potion 100 fire dmg = 101 fire dmg. And as for danger preparations:
Poison potion 100 sec poisoned = 101 (Numbers are just an example for the +1%/rank in Danger preparations))



This is just something I started working on...

Alchemy skills are suposed to be something like:

Master of Alchemy: Enchantment. While maintaining this enchantment your potions recharge 20....50% faster.

Iron Arm: Weapon Spell. Target tuched ally gains +10 armor vs physical damage and does +5....14 damage for 5....12 seconds while using meele weapons, but moves 50% slower. When this spell ends ally suffers from weakness for 1....6 seconds.


Explosive skills are suposed to be something like:

Fire potion preparation:
Cast 10 sec (standard, less with high Alchemy)
Recharge 40 sec
Cost 25-30
Potion preparation. Prepare 10 fire potions(20 with 10 Alchemy) that deal 55(Or less dmg but splash to adjusent foes) fire dmg. This skill is easily interrupted.
(Fire potion (Not the preparation) is instant cast (1/4 or 2/4 or 3/4 or 1 sec) and a 1-2 sec recharge.

Power powder: [E]
Cast 2/4
Recharge 10
Cost 10
Potion skill. Throw a power powder potion at foe that deals 1....20 damage. If the foe was using a skill that foe is interupted and has a 1....20% chance to catch fire for 1....20 sec
(If there is higher danger preparation that would give an +1% effect per rank (ie. 10 danger = 10% = 30% chance to begin burning)

Napalm:
Cast 1
Recharge 8
Cost 10
Potion skill. Throw a Napalm potion at target foes location. When the napalm potion hits foe or ground it shatters and does 50....85 fire damage to adjusent foes and they begin to burn for 1....6 seconds.


Healing skills are suposed to be something like:

Erchinamas water preparation:
Cast: 10
Cast: 1/4 (Potion)
Recharge: 95
Recharge: 3 (Potion)
Cost: 20
Cost: 0 (Potion)
Potion preparation. Prepare 1....12 Erchinamas water potions that heal for 10....60 health each.

Reconstruction:
Cast: 3
Recharge 40
Cost 15
Circle spell. Sacrifice 20% maxhealth to create a Alchemy circle for 5....20 sec. Allies within the circle experience +1....4 regeneration and resive 4....12 hp every 2 second. This spell is easily interupted.

Homunculous [E]
Cast 8
Recharge 20
Cost 25
Spell. Sacrifice all but 20....35% health. Revives target tuched ally in an almost perfect state. Ally revives with 80....100% health and 70....90% energy.

Potion of Antidote
Cast: 12
Cast: 2/4 (Potion)
Recharge 120
Recharge 2 (Potion)
Cost: 30
Cost: 0 (Potion)
Potion preparation. Prepare 1....6 potions of antidote. Cures taget ally from all conditions. This potion has half the range. This skill is easily interupted.

Blessed potion:
Cast: 1
Recharge 20
Cost: 10
Potion. Throw a Blessed potion at target other ally, if the Blessed potion hits 1 hex is removed. If that hex was a necromancer hex target other ally can't be the target of an hex for 20 seconds.


NOTE:
With higher danger peparations ie. 10 you would get +10% effect on the healing = 33 health healed/potion.

Reconstruction is a trap/well spell but instead of using corpse it would be "placed" directly under the caster as a trap.. But larger area ofc. as it otherwise wouldn't be of any use to the allies.

Antidote potion might have a little to low recharge... Coz with 16 alchemy and 14 healing you will get 23 potions of antidote. Wich is kinda much.. But then again they only cures conditions and dont heal at all. So agains lets say apply poison it would just be a waste of time and energy(For the preparation).



Danger preparations skills are suposed to be something like:

Sticky potion: Potion. Throw a potion containing a stick liquid at taget foe. If the foe was moving while hit by the sticky liquid it gets slowed by 33%.

Glass Vial:
Cast: 1
Recharge 3
Cost: 10
Spell. Create a empty glass vial and throw it at tager foe. If it hits, that foe experience bleeding and becomes weakened for 1....14 sec.

Corroding liquid
Potion. Throw a potion containing a Corroding liquid at target foe. If the Corroding liquid hits target foe that foe experience -60 armor for 2....12 seconds. This potion has half the range and has a 40....25% chance to miss. (note: this might be overpowered.. Thats why I added the % chance to miss.)

Poisonous liquid
Cast 10
Recharge 20
Cost 15
Preparation. Add Poisonous liquid to other explosion potion preparations. When using a prepared explosion potion preparation it ads poison to target hit foe.


As Danger preparation gives effect +1% inherit effect it works somewhat like divine favor for monks... Maybe the +1% effect should be on alchemy and something from alchemy should go to danger preparations for it to be more balanced..

What do you guys think? Any sugestions? Well everything is welcome
Erchinama is just some random name i come up with ^^
Like Jamais gaze and so on
Also excuse me for my bad spelling :P

Last edited by DarkRay; Jun 02, 2006 at 04:47 PM // 16:47..
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Old May 28, 2006, 12:10 AM // 00:10   #2
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I like this btw. This is the "friend"
Very nice Rai, Im not so good at attribute and cast thingies, but this sounds nice, like a true profession suggestion!

I know Rai got another nice profession in mind that me and he talked about. But thats a secret, untill then you guys and girlettes out there have to wait!

Also, the Alchemist would bring some nice new "activation" visual effects that would be nice, like the ritualist has. But instead maybe a nice red/blueish cirle around you while preparating a certain "skill"

Last edited by Nanii; May 28, 2006 at 12:20 AM // 00:20..
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Old May 28, 2006, 12:45 AM // 00:45   #3
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Cool.. sounds great. Give player who like to potion spam soemthing to play with. Nice idea with the potion and preperations, one of the top 3!

Alchemist, I cann't really say no to that!

Would have to see more skill examples, but would be good to have few skills that is not just potion related.
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Old May 28, 2006, 12:55 AM // 00:55   #4
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Great one here. I was thinking something like that before but nevetheless.

Maybe, if you want to put in your skill list, some kind of Armor Eater potions to reduce -20 of the armor or Acid potion that do degen on the target foe.
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Old May 28, 2006, 12:59 AM // 00:59   #5
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Potions... Alchemists always remind me of things from Full Metal Alchemist *runs*


instead of it all being preperations they could have a few spells.

Example:

Alchemy: The potions/summons last longer. (have more health etc etc)

Apprentice [elite]

Cast: 1
Cost: 15
Recharge: 25

spell. All skills have an instant recharge but when the spell ends you lose half of your maximum health?

Health prep: Things that heal in a group

Healing potion

Cast: 2 seconds
Energy: 10 or 5
recharge: 5

Skill. Create potion to give to touched ally.
Target touched ally gains 25% of maximum health.

___

Life time [elite]

cast:5
energy: 15
Recharge: 30

skill. No party members in the area can die for the next 3...10 seconds. If they're life is reduced they recover 25% health.

__________________________________________________ ___
Damage prep: Things that cause explosive aoe/ singular damage

Fire potion *same as above*

Fire potion preparation:
Cast 10 sec (standard, less with high Alchemy)
Recharge 40 sec
Cost 25-30
Prepare 10 fire potions(20 with 10 Alchemy) that deal 55(Or less dmg but splash to adjusent foes) fire dmg. This skill is easily interrupted.
(Fire potion (Not the preparation) is instant cast (1/4 or 2/4 or 3/4 or 1 sec) and a 1-2 sec recharge.
_____________________
Creating: creating things.


Stone Golem

cast: 5
energy: 10
recharge: 15

Spell. Sacrifice 10% health and create a Stone golem.
For each extra Golem you create you sacrifice 5% more health, you can only sacrifice a maximum of 25%.


_________


Fire golem

cast: 10
energy: 10
recharge: 20

Spell. Sacrifice 20% health and create a Fire golem.
For every rank you have in alchemy this creature does an extra 5% damage in melee.
For each extra Golem you create you sacrifice 5% more health, you can only sacrifice a maximum of 30%.

________

Last edited by mushi; May 28, 2006 at 01:11 AM // 01:11..
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Old May 28, 2006, 12:59 AM // 00:59   #6
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omg, those are some awesome preparations. and it makes up for the reason of not having to actually 'buy' the potions too.... thats great^^

Jamei is the canthan healer henchie that had a crush Mhenlo btw. :P
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Old May 28, 2006, 04:10 AM // 04:10   #7
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Very clever and usefull a nice addition and buff like a ritualist
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Old May 28, 2006, 05:20 AM // 05:20   #8
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Looks nice...like a trapper/monk/damage dealer
one of the better, as someone has been just spamming with new "classes" that have names from anime (more of a waste of time than anything else...and i'm serious, its for...what? 5 year olds? put people watch it faithfully...while i laugh at them)
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Old May 28, 2006, 12:41 PM // 12:41   #9
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hmm well thx for all the feedback..
As some of you have said maybe not all skills should be preparations/potions.
But I wrote this at about 3-4 am so more will come in time
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Old May 28, 2006, 12:52 PM // 12:52   #10
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How about:

"Fire potion" C10 - E25 - R45
Preparation. Prepare 10...20 fire potions. When this preparation is complete, it is replaced with the "Fire Potion" Skill.

"Fire Potion" C1/4 - E0 - R1
Skill. Your fire potions will deal 55 damage to target foe and all adjacent foes. You have 10...20 potions remaining.

Now when you're actually looking up the skill, both the preparation and the skill would be listed, followed by a definitive line that separates the two.
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Old May 28, 2006, 01:11 PM // 13:11   #11
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Hrrmn. Looks like you've found an independant concept here - okay, it does overlap a little with existing classes, but, like the Ritualist, the mechanics and general flavour are different enough that the voice in my head that usually cries 'Why not just do it with profession combination X?' has remained quiet.

One thing to consider, especially for PvE, is balancing the preparation so that, for instance, a fire-potion thrower does actually feel different to a fireball-throwing Elementalist, without having excessively long downtime periods between fights.
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Old May 28, 2006, 01:18 PM // 13:18   #12
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added some more skill prototypes. (Other then preparations..)
And Terra Xin the way you wrote the skill was great.
Good idea something like that would probably do.

Last edited by DarkRay; May 28, 2006 at 01:21 PM // 13:21..
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Old May 28, 2006, 02:29 PM // 14:29   #13
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maybe you can Create pots which would go into inventory?
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Old May 28, 2006, 03:19 PM // 15:19   #14
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I have a slightly different take on this:

You have your main attribute (alchemy) and potion creating attributes (destruction, alteration, conjuration) used to create potions that you hold, in the same way that ritualists create urns. You have the option to drop potions where you stand, and a few unlinked skills to throw potions forwards in an arc. Example skills:

------------------------------------------------

ALCHEMY
Skill: Rush of creation (15e, 3c, 90r)
Your next 1...5 potions preperation times are halved

Stance: Strong arm (5e, 0c, 60r)
For 0...30 seconds you throw potions 10...100% further

Skill: Perfectionist (5e, .25c, 10r)
Destroy currently held potion. Your next potion has +3 to its attribute.

DESTRUCTION
Potion: Flashfire (10e, 3c, 20r)
Create a potion of flashfire. Foes nearby the spot this potion lands take 10...40 fire damage and are set on fire for 1...3 seconds.

Potion: Darkness (15e, 3c, 45r)
Create a potion of darkness. Foes in the area that this potion lands are struck for 10...40 shadow damage and blinded for 3...7 seconds

Potion: Melting ground (10e, 3c, 45r)
Create a potion of melting ground. For 5...20 seconds foes in the area that this potion lands are struck for 5 shadow damage and move 33% slower.

ALTERATION

Potion: Grounding (15e, 3c, 60r)
Create a potion of grounding. For 5...30 seconds, allies in the area that this potion lands take only 90...50% damage from lightning. When an ally is struck by lightning damage in this area, adjacent foes recieve 5...25% of the damage.

Potion: Tincture (15e, 3c, 30r)
Create a potion of tincture. Allies nearby where this potion lands recieve are cured of disease and poison and recieve +1...3 health regeneration for 25 seconds.

Hex Spell: Encumber (10e, 1c, 30r)
For 5...10 seconds, target is encumbered by their weapon. While they have a melee weapon equipped target suffers from weakness and attacks and moves 25% slower.

CONJURATION:

Potion: Unholy wrath (25e, 3c, 60r)
Create a potion of unholy wrath. Undead minions in the aera this potion lands take 10...60 fire damage, plus a further 10...60 fire damage if they were attacking.

Potion: Unholy retribution (15e, 3c, 10r)
Create a potion of unholy retribution. Undead minion nearby where this potion lands are struck for 10...60 fire damage and set on fire for 3...9 seconds. For each undead minion killed in this way, you gain 1...4 energy

Spell: Summon spirit (15e, 4c, 20r)
Summon a level 2...18 spirit warrior. Spirit warrios deal holy damage and dissappear after 60 seconds.

Spell: Wrathful Spirit (25e, 4c, 60r)
Summon a level 2...18 wrathful spirit. Wrathful spirits deal holy damage and deal 2...18 holy damage per second to adjacent foes.

UNLINKED:

Attack skill: sling potion (5e, 0c, 5r)
Throw currently held potion 40'

Attack skill: hurl potion (10e, 0c, 10r)
Throw currently held potion 60'

Stance: Quickening wind (5e, 0c, 45r)
For 30 seconds, potions you throw travel twice as fast.

----------------------------------------------------

Just a few thoughts. Obviously I'm sure people can think of more/better skills, but having at item to propel would be nice tactically, and there are a lot of posibilities. Conjuration stuff I thought would be a goof place for some anti-minion spells and a few summons. Spirit/wrathful warriors could look like the fissure ally guys in the temple of war, kind of like anti-minions
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Old May 28, 2006, 04:35 PM // 16:35   #15
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Reminds me of full metal alchemist. But can't say no to an alchemist profession, I'd play it.
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Old May 28, 2006, 05:34 PM // 17:34   #16
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Full metal Alchemist for the win! I would TOTALLY play this profession just because of that...


Heck thats why I tried a Fire Ele the first time XD Mustang LOL
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Old May 28, 2006, 07:45 PM // 19:45   #17
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I try not to "copy" stuff from FMA tbh but the "circle" thing I got from it ^^
Thought of the circle looking something like the alchemy circles in FMA
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Old May 30, 2006, 07:15 PM // 19:15   #18
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-Added some skills
-Fixed some skills
-Added som notes
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Old May 30, 2006, 08:46 PM // 20:46   #19
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Alright, let me see if I get this right...

Your prepare potions beforehand, and then use them like skills.
Each Type of potions effectiveness is governed by Alchemy and the Potion's Associated Attribute?

This is worthy of linkage, so I will.
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Old Jun 01, 2006, 10:24 PM // 22:24   #20
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I had a similar idea, but one where you not only made potions and elixers, but also could manupulate items too.

The Alchemist:

As the Ritualist is the keeper of spirits and the Elementalist controls natures elements to thier whim, the Alchemist would be the master of the physical. They would be able to manipulate physical compounds to benifit them. They would be able to make and distribute potions, salves, and ointments like a preperation. They could also change chemical properities of different compounds. For exampe:

Elixer of Health:
Preperation. Mix and Elixer that can be drank to give 50-200 health. This vile can be given to another allied party member.
Energy 10 Casting Time 5 Recharge 15
Could be only for that questable area...kinda like how you loose your minions when you zone from one area to another. Once you zoned you would also loose your exlixers.

Or

Steel to Tin:
For 3-15 seconds, target foes base armor is reduced by 20%.
Energy 10 Casting Time 2 Recharge 20

Or

Steel to Lead:
For 3-15 seconds, target foe moves and attacks 50% slower
Energy 10 Casting Time 2 Recharge 20

Or

Blackpowder:
Throw a blackpowder sack at target foe and does nothing. After 3-1 seconds, the blackpower explodes causing 25-150 fire damage to all near by foes. This skill has half the normal range.
Engery 15 Casting time 3 Recharge 15

Again its just a concept, but I think it would be a fun class to play.
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