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Old Jan 09, 2007, 03:43 AM // 03:43   #1
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Default The Alchemist

Alchemists, so sought after, unlike any other profession. They use their natural surroundings to create amazing potions to fortify allies and to weaken foes. Potions, and alchemests savior and most lethal weapon can be used as an offense or deffense. The power of the elements and philosophy could never be so strong

Potion Skills:
Potion skills are unique skills to the Alchemist. Every potion spell has a 4 second casting time. These skills use the abilities of the Alchemist and their mortar and pestal to create a unique potion. Potion skills vary from having to touch and ally or to a ranged attack.

Attributes:

Analysis - The recharge times of skills you use recharge 2.5% faster for each rank in Analysis.

Deconstruction - This attribute has no inherit affect. Many skills relating to weakening foes abilities have better affect with more ranks in Deconstruction.

Recomposion - This attribute has no inherit affect. Many skills relating to strengthening allies have better affect with more ranks in Recomposion.

Natural Maneuvering - This attribute has no inherit affect. Many skills relating to creating offensive potions to damage foes have better affect with more ranks in Natural Maneuvering.

Skills

Analysis

Natural Ambition [E], Elite enchantment - for 5-22 seconds you create potions 10-32% faster.
5e 2c 45r

Master of Metallurgy [E], Elite Preparation - for 24 seconds you deal earth damage and have a 10-25% chance to knock down a foe.
10e 2c 45r

Philosopher's Stone [E], Elite Potion Skill - you create a Philosopher's Stone. For 1...15 seconds all damage against you is backfired. If a condition or hex that degenerates health is used against you, it lasts double the length.
25e 2c 30r

Divine Remedy, potion skill - you create a potion of Divine Remedy. When you touch target ally, that ally recieves a potion of Divine Remedy and is healed for 5-25 for each ally nearby. (maximum: 150 health)
5e 4c 20r

Panacea, enchantment spell - while you maintaint this enchantment you recieve 5-50 health each time you create a potion.
-1e 10e 2c 10r

Might of the Alchemist, enchantment - for 5-14 seconds all your potion skills recharge 5...20% faster, but you sacrifice 10% health each time you create a potion..

Deconstruction

Potion of Cold Fusion [E], elite potion skill - You throw a potion at target foe. When target foe is hit with Potion of Cold Fusion. That foe and all of that foes allies nearby him are knocked down for 0...3 seconds and are crippled for 5-12 seconds.
10e 4c 30r

Defiling Armor [E], elite potion skill - You drink a potion. For 5-20 seconds you have Defiling Armor. Each time you attack or throw a potion with Defiling Armor, if target foe has a hex or condition, it is reaplied with that same ammount of duration. Each time this happens you lose one enchantment.
15e 3c 45r

Mirrored Vial, potion skill - You drink a potion in a Mirrored Vial. For 5...17 seconds you are knocked every time you are hit with a physical attack but so is the foe that hit you.
10e 4c 39r

Poison of Ache, potion skill - Throw a vial of Poison of Ache at target foe. Target foe loses all enchantments if suffering from a condition.
10e 4c 20r

Dire Consiquences, hex - You sacrifice 50% health. Target foe and nearby foes to them have -15 base dammage for 4...12 seconds. When this hex ends you gain that ammount you lost back if in the middle of casting a potion skill.
10e 1/4c 30r

Acid, hex - Target foe is hexed with Acid for 4..10 seconds. While he is hexed with acid he loses 5 base armor every 2 seconds. This hex is reaplied if he is targeted with a touch skill in that time period.
10e 2c 45r

Flammable Toxin, potion skill - throw a potion of Flammable Toxin at target foe. For 5...22 seconds, whenever that foe suffers burning, that duration of burning also is suffered by that foes adjetant allies.
10e 4c 10r

Recomposion

Water of Life [E], Elite Potion Skill - target ally has 1...7 health regeneration for 2...10 seconds. This skill is reaplied every time the caster person uses a hex or enchantment.
15e 2c 60r

Signet of Knowledge [E], Elite Signet - you lose all conditons. Those conditions and their remaining durations are spread to nearby foes. All adjetant allies are healed for 5...50 health if 5...2 conditions were removed.
30r 2c

Remedy of Gold [E], elite potion skill - you create a potion of Gold. Target touched ally negates the next attack or spell against them and is healed for that ammount instead. The foe that casted or hit that ally is knocked down for 0...3 seconds. If that ally was suffering a condition all their skills and spells recharge.
10e 4c 30r

Concoction of Jade, potion skill - you create a potion of Jade. When target ally is touched with Concoction of Jade, they are knocked down, but when they get back up they are healed for 25...50 for every enchantment they have equipped in their skill bar.
5 4c 20r

Refined Reflection, enchantment spell - target other ally is enchanted with Refined Reflection for 20 seconds. While enchanted with this spell, they have a 75% chance to block attacks but each time they block an attack, the caster loses 5...15 health.
10e 3c 30r

Jar of Ether, potion skill - target ally drinks a Jar of Ether. For 2...10 seconds that ally gains 5 energy each time they take elemental damage.
10e 2c 30r

Silver Enlightment, potion skill - Drink a vial of Silver Enlightment. Silver Enlightment is attached to you for 5...20 seconds. While it is attached to you, your potion skills that target allies heal for 20-60 health
10e 3c 45r

Natural Maneuvering

Potion of Ember [E], elite potion skill - Throw a Potion of Ember at target foe. When this hit they are struck for 20...85 damage. If target foe was moving they suffer burning for 2...7 seconds.
10e 5c 45r

Vial of Refined Ruby [E], elite potion skill - Throw a vial of Refined Ruby at target foe. Target foe takes 20...65 damage and bleeds for 2...9 seconds. If in this duration target foe is knocked down, they also suffer disease for 5...15 seconds.

Scarlet Fog [E], elite hex - Target for is hexed with Scarlet Fog for 5...25 seconds. During this time if any allies of that foe come adjetant to the hexed foe they are also hexed. While those foes are hexed with this and are bleeding, every time they suffer piercing damage all adjetant allies to that foe take 20...62 fire damage.
15e 4c 60r

Signet of Natural Light, signet - you are healed for 25...75 health and are healed for 10...50 more health if you are 200' or more feet away from your allies.
1c 30r

Jar of Imbalance, potion skill - target foe is hit with Jar of Impalance. When foe is hit they are knocked down and are dazed for 5...15 seconds. If they were in the middle of casting a spell they suffer 25...75 dark damage. You are knocked down after using this skill and lose half health if under the effects of a condition, but that condition is removed.
10e 3c 45r

Esoteric Enlightment, preparation - for 24 seconds you have a 10% chance to inflict a random condition onto your target for 3...7 seconds when throwing a potion at them.
5e 1c 20r

Smash Glass, potion skill - target touched for is hit with Smashed Glass. That foe is interupted and suffers bleeding for 10...36 seconds if suffering another condition.
5e 1/4c 20r

Other

Armor: 60
Weapon of Choice: staff/wand/focus (called a mortar and pestal)
Energy: 25-35
Energy Pips: 4

Last edited by Brandon1107; Jan 11, 2007 at 09:47 PM // 21:47..
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Old Jan 11, 2007, 03:16 AM // 03:16   #2
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31 views and not one post! Come on someone please comment. I though this was one of my better Concept Classes.

(why is guru so laggy. almost half the times I post or go to another forum it says Page Not Found. anyone else experience this?)
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Old Jan 11, 2007, 03:27 AM // 03:27   #3
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I think it's cool on a first glance. I guess if there's not a lot wrong with it, not a lot of people will comment

What would this alchemist look like?

Some of these skills may be a bit overpowered, and a bit heavy on the conditions and hexes, anti condition and hex skills would need a buff.
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Old Jan 11, 2007, 11:05 AM // 11:05   #4
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alchemist looks fun. the actual use of potions and such seems a bit complicated. good work though.

as for so few posts, aside from not many ppl coming in here, we alrdy had a rather lengthy discussion on the alchemist a while back. actionjack made a great guide and had a lot of cool concepts. if you want to check it out (its rather old, but still good):

http://www.guildwarsguru.com/forum/s...ad.php?t=82248
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Old Jan 11, 2007, 01:30 PM // 13:30   #5
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Well I'll take the time to comment, as I don't feel like working right now.

Quote:
Lexar
I think it's cool on a first glance. I guess if there's not a lot wrong with it, not a lot of people will comment

What would this alchemist look like?

Some of these skills may be a bit overpowered, and a bit heavy on the conditions and hexes, anti condition and hex skills would need a buff.
First a primary should be useful to people other than only that profession, does not have to be a lot, but at least some little bit.
Making the primary only affect potions makes it useful only to Alchemists.
Also you only speed up potion creation by 16% maximum, as a alchemist relies heavily on his potions I guess it might be balanced, but fast casting has a larger speed increase at 16 its exactly 50%(according to the GwGuru_Fastcast_Calculator)
That makes analysis look severely under powered.

This class has a 45 energy when in full armour, that is the highest of all classes so far, add +5+3+1+1+1energy armour to that +12 focus + 5^50% wand(easy to get both outside of shing yea centre) and its 73, only elementalists should be able to go that high and then only by raising energy storage to round 12 or up.
You should try to keep to the 20-30 energy bases, but 35 base energy seems acceptable too.
Now without all that energy the class might be a tad disadvantaged, because they probably need it for a reason,
I suggest changing the primary to something like:
Gathering - For each point in Gathering, non attack, non spell skills cost 3% less energy to cast.

that is 48% at 16 which is pretty reasonable, for 5 energy that 3(.4) energy and 25 its 13.
This way you have the energy manged without raising it to much, and that management based of the primary, meaning that people actually have to put points into it in order to use it.


Also you added 'potion skills' could you please elaborate on them?
How are they different from projectile based spells? Like flare, they seem to be just a spell that needs a clear line of sight.

The skills are in therms of effect pretty unique though, that's a nice job.
Quote:
Acid, hex- Target foe is hexed with Acid for 4..10 seconds. While he is hexed with acid he loses 5 base armor every 2 seconds. This hex is reaplied if he is targeted with a touch skill in that time period.
10e 2c 60r
I like this, it will probably work well.

Quote:
Potion of Ember [E], elite potion skill - If target foe is 100' away from their allies they are set on fire for 1...5 seconds for each spell they have equipped that can target allies. (maximum: 20 seconds)
10e 5c 45r
Please use the phrasing 'an ally of that foe' Anet does it makes it a bit more readable.
Also It can't work, you count as your own ally, that's why spells that target allies can also target yourself, but the best way to test it is (for example) the ritualised skill clamour of souls, that hits one foe for each ally in the area, even when you are alone and have no spirits summoned(those count as allies too) it still deals damage.

Quote:
Remedy of Gold, potion skill - you create a potion of Gold. Target touched ally negates the next attack or spell against them and is healed for that amount instead. If they were suffering a condition all their skills and spells recharge.
10e 4c 30r
Recharging all your(or another ally's) skills should definitely be elite, also changing lead to gold was(next to creating a philosopher's stone) one of the most difficult and special achievements they could reach, making it elite is there for only justified, also because it was so special you could probably make it a bit more powerful.

As for the use of the skills, they have highly conditional effects, both in causing conditions and in working better on a foe suffering from conditions.
That actually sounds like its a condition elementalist but that's not really true. The skills are not for spiking at all, their low effects and long recharges would make the alchemist a support caster that sabotages foes, using conditions and a bit of hexes. This sets them apart from Mesmer's and curse necromancers who use mainly hexes.
I think it would probably work, but due to the long recharge times or the randomness at which conditions are applied(either by the actual random condition skill or the conditional effects of the skills)
Condition removal would be a large factor for the alchemist and might make them a bit under powered, I suggest making it a little easier to cause conditions, with certain skills like a smoke potion/bomb that causes blind to multiple foes that way you can blind them when you need to, and the same for a few conditions, making those the alchemists area(for instance necros have disease and weakness elementalists have burning and knockdown, mesmers have blind; this counted of the class having at least 2 commonly used skills that cause the condition)

Also what do you think of potions that can hex a foe on hit, throwing a vial that covers a foe in something burnable, then followed by something to ignite the burnable stuff causing burn.
Its like mixing potion ingredients, but experience tells you not te be holding the potion while you do, so you mix 2 potions by applying them one after another to target foe.

And finally, I do not get your naming, some skills have wonderful names, some of them have acceptable ones, even though Anet likes to rename everything before they put it in game you still did a reasonable job naming the skills.

Your attributes however seem to have weird names, did you use freetranslation.com to name them or something?
The naming is not much hinting to an alchemist, they sound like they belong to a ergonomic designer.
Deconstruction - Noxious Concoctions
Recomposion(Recomposition ) - aesculapian Concoctions(aesculapian means medical)
Natural Maneuvering - Intoxication/Way of the world

That's about what I have to say, all in all I think yours is one of the better alchemist suggestions, it could become something rather good.
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Old Jan 11, 2007, 09:05 PM // 21:05   #6
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Thank you very much for your constructive critism.

I totally agree with most of your comments.

I got my name from Wikipedia - seach Alchemist

Deconstuction is breaking ingredients down - breaking down your foes

Recomposion is mixing things together - support

Natural Manuvering, I made this one up. I don't know.

I am going to change the "100' skills" because I don't think they really fit.
I am also going to change some skills, add some skills, and changing the primary. So check for the edit.

Also I tried to make it different from other classes, which i guess was quite successful from your point of view.
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Old Jan 15, 2007, 04:08 AM // 04:08   #7
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I've always liked the idea of an alchemist.
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I looked at her, and looked again:
And did not wish her mine!
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Old Jan 15, 2007, 07:06 AM // 07:06   #8
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dude i swear to god you read my minds.....

but also i thought of something to add on to this:

Much like RITUALISTS... i think they should have the ability to spawn item like objects in midst of battles that benefit them and their team, Not a duplicate however... maybe like spawn something that powers up allies armor or some LARGE SCALE area altering effect.

Also i think they should have the ability to create creatures like necros (that attack, eventually die, and perhaps explode... this could be an elite)(except without bodies, but it might take like 6 seconds to make one)
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