Oct 02, 2006, 02:45 PM // 14:45
|
#1
|
Furnace Stoker
|
New Profession: Alchemist (Nevin's Version)
The Alchemist
The Alchemist is an adept of Science. Although they do not share the same devotedness to the gods as many of the professions before them, they do not dare to neglect them. The Alchemist may be as equally helpful to his team as he can be dangerous to his enemy. Scholarly represents Lyssa, Fatum Potions represents Balthazar, Spiritus potions represent Dwanya, and Deftness represents Melandru.
Attributes:
Primary
Deftness – For every 4 ranks, the speed at which you perform non-spell type skills is reduced by 1/6.
Secondary
Scholarly - No inherent effect. Many Alchemist skills, especially those related to the Scholarly attribute line, become more effective with a higher rank in Scholarly. (Definition: Some hexes and enchants, basically the complimentary option for either Fatum Potions or Spiritus Potions.)
Fatum Potions – No inherent effect. Many Alchemist skills, especially those related to Fatum Potions, become more effective with higher Fatum Potions. For every 3 ranks the chance of backfire when using mixed potions is decreased by 5%. (Defition: Create potions that will damage and harm enemies, not many supporting options.)
Spiritus Potions – No inherent effect. Many Alchemist skills, especially those related to Spiritus Potions, become more effective with higher Spiritus Potions. For every 3 ranks the chance of backfire when using mixed potions is decreased by 5%. (Defition: Create potions that will aid and heal allies, not many offensive options.)
New Mechanics:
Creation – Not considered a spell, thus cannot be interrupted by spell interrupting skills. Tend to have a long cast time and relatively long recharge, although low in cost. Creation is the skill type used when creating potions. Creation would be best put on par with Binding Rituals, as they have much likeness to them. (But very, very different effects)
Potency – The aging of a potion, which could result in its effect or ability, strengthening or weakening. When a potion is created the skill icon will then change appearance, there will be a 3 meter bar above it with three shades of color. (RED|YELLOW|GREEN) the longer you let the potion sit, with out using it (depending on the potion) its potency may shift from yellow to red, or yellow to green. (Red being worst, Green being best). Yellow represents the current attribute level of your potion while green would be +2 to that attribute and red would be -2 to that attribute.
Potion Queue – Every Alchemist will have a limit of 5 potions at a time despite what level. When a potion is created, its recharge time will not activate until it is used. After creating a potion it will go on queue, but to make use of it you will…
#1 - Have to activate the skill again to equip it.
#2 - Then select a target to use it on, then activate the skill again to use it.
(If you already had a target then the second step is skipped)
Backfire – The inherent chance of risk when mixing potions. When backfire occurs the potion will have a negative effect on yourself. The default chance of backfire is 50% percent. Some potions may be mixed while some may not, you may only mix 2 potions together. To mix a potion you will have to equip a potion then equip another. When mixing a potion their effects combine, but their effects are decreased by 25% each. After mixing a potion it will be automatically equipped and you will have a 10 second timer to use it, if not used within those 10 seconds it will backfire.
Potions – Potions can be thrown at their target with the arch of a “Flat Bow” and range of a “Short Bow” and when used on yourself, you will simply drink them. (Fatum Potions may not be used on yourself ) When a potion is equipped it is only considered one handed, thus allowing you to still have your off hand item equipped.
Statistics:
Health: 480
Energy: 20
Energy Regan: 2
Equipment: (Example)
Biologist’s Hood: 60 Armor +1 Deftness
Biologist’s Robe: 60 Armor +5 Energy
Biologist’s Gloves: 60 Armor +5 Energy
Biologist’s Leggings: 60 Armor, +1 Energy Regan
Biologist’s Boots: 60 Armor, +1 Energy Regan
Phylic Rod
Energy Dmg: 11-22 (req. 9 Scholary)
+5 Energy (while health is above 50%)
Scholary skills recharge 20% faster (chance 20%)
Glass Vial
+12 Energy (req. 9 Fatum Potions)
+30 Health
Fatum Potion skills recharge 20% faster (chance 20%)
Skills: (First number is Energy, Second is Casting time, Third is Recharge)
Deftness
Hastened Pace – 5, 20
Stance. For 3….8 seconds your creation speed is doubled, but your chance of backfire is doubled as well.
Guidance – 10, 20
Stance. For 5…15 seconds while throwing potions you no longer have the arch of a “Flat Bow”, but the arch of a “Long Bow”.
Eureka! {Elite} - 15, 30
Shout. For 4...
Last edited by Nevin; Oct 15, 2006 at 02:48 PM // 14:48..
|
|
|
Oct 03, 2006, 03:57 AM // 03:57
|
#2
|
Furnace Stoker
Join Date: Oct 2005
Location: Kali
Profession: W/E
|
New twist on an old goat.
Love the Potency. Clever.
And who won't go for a Phylic Rod.
The primary's effect is a bit flat, and very limited to just this class. And from experience, there are few who dis like a class that depended too much on chance ("GW is not a chance game!", they said)
All in all, good stuff... as would expected from Nevin
|
|
|
Oct 03, 2006, 10:57 AM // 10:57
|
#3
|
Furnace Stoker
|
Quote:
Originally Posted by actionjack
New twist on an old goat.
Love the Potency. Clever.
And who won't go for a Phylic Rod.
The primary's effect is a bit flat, and very limited to just this class. And from experience, there are few who dis like a class that depended too much on chance ("GW is not a chance game!", they said)
All in all, good stuff... as would expected from Nevin
|
I was thinking the same about the primary attribute, but then I thought about Spawning Power for Rits. Its only good for them really, Its been proven that them trying to MM isn't as effective as a Necro, and I don't think many Rt's combine their spirits with Ranger spirits. But yeah, I'll think of a more broader primary attribute.
|
|
|
Oct 03, 2006, 11:26 AM // 11:26
|
#4
|
Krytan Explorer
Join Date: Jul 2006
Guild: Cookie Cutter [FTW]
|
its okay, but as a class it needs to do more than just through potions.
possibly mix in tatoos. passive skills. I was thinkingthat guild wars has no pssive skills whatsoever. signets coem the closest
you know, like have this skill equiped and you gain 1..2 health regen.
or have this skils equipped and you gain 3..7 dmg
|
|
|
Oct 04, 2006, 05:51 AM // 05:51
|
#5
|
Ascalonian Squire
|
You know, Deftness looks like fast casting to me...
|
|
|
Oct 04, 2006, 10:24 AM // 10:24
|
#6
|
Furnace Stoker
|
Quote:
Originally Posted by Urzza
You know, Deftness looks like fast casting to me...
|
Fast Casting does not effect skills, only spells.
|
|
|
Oct 07, 2006, 02:50 PM // 14:50
|
#7
|
Ascalonian Squire
Join Date: Jun 2006
Profession: Rt/A
|
Argh I made my own alchemist and didn't see this...
Well here's mine...
Alchemist:
Weapon: Pliers (sp?) (unique mod: increase chance of successful mix)
Shield/Focus: Test tube. (unique mod: increases length that Bases, Acids, Mixes last)
Armor:Head-Fire mask/Safety Glasses, Body-Apron, Arms-Thick Gloves, Legs-Apron/Plain
Pants, Feet-Shoes
Attributes:
Alchemy: Each point in alchemy reduces the casting time and recharge time of all
alchemist alchemy spells by 3%, as well as increasing their potency.
Dexterity: Each point in dexterity increases success rate of mixing by 5%. (base
success rate is 10%)
Explosives: Each point in explosives increases potency of offensive mixes.
Potions: Each point in potions increases potency of defensive mixes.
Example skills:
Alchemy:
Eureka!: Shout. For 20 seconds base and acid type spells cast 50% faster and recharge
50% faster.
Brew potion: Skill. If you have a Base and Mix applied then you mix them but do not
use them (the mix lasts 20 seconds before being removed).
Nitro Glycerine: Skill. Throw Nitro Glycerine to target foe if you have both Nitro
and Glycerine on you. Remove both Nitro and Glycerine effects. Target foe takes
50-150 fire damage and is set on fire for 10 seconds.
CO2: Skill. Throw CO2 at target ally and all nearby allies if you have both. Baking
Soda and Vinegar on you. Remove both Baking Soda and Vinegar effects. Targets are all
healed for 50 health and burning is removed from them.
GOLD!: Spell. Create a shower of gold at target foe. For 10 seconds all foes take 50
damage per second, but their morale is boosted by 10%.
Dexterity:
Careful!: Shout. For the next base, acid, and brew spell you use they cast 25% slower
but have a 25% increased chance of succeeding.
Explosives:
Nitro: Liquid. For 20 seconds you have Nitro on you until you mix it. While under the
effects of Nitro whenever you are attacked in melee the attacker becomes burnt for 1
second.
Glycerine: Liquid. For 20 seconds you have Glycerine on you.
Gun Powder: Enchantment spell. If this spell is targetting an ally that ally's weapon
is enchanted with Gun Powder. If this ally strikes a foe with fire damage that foe
suffers from burning for 1 second. If that foe is already burning that foe suffers 10
damage instead.
Potions:
Baking Soda: Base. For 20 seconds you have Baking Soda on you.
Vinegar: Acid. For 20 seconds you have vinegar on you.
Elixer of life: Spell. Target dead ally is revived at 100% health and 10% energy.
That ally is temporarily relieved of all death penalties.
Last edited by anima1991; Oct 07, 2006 at 02:52 PM // 14:52..
|
|
|
Oct 07, 2006, 11:28 PM // 23:28
|
#8
|
Academy Page
Join Date: Aug 2006
Location: Elona
Guild: Ring of Canthan Knighs [ROCK]
|
Anima sorry but ur Alchemist Build is not great, Nevins seems much better,
Also Elixer of life would have to be nerfed a ton to be even ground. 100% health?
No DP? (though temporairly)
Yeah it seems as though u've been watching too much FMA dude.
Also WTH is with the Baking Soda and Vinegar?
How bout making potions that do more than fizz?
Good job with the Alchemist Build Nevin maybe they'll take it.
|
|
|
Oct 07, 2006, 11:32 PM // 23:32
|
#9
|
Furnace Stoker
Join Date: Oct 2005
Location: Kali
Profession: W/E
|
One of addition ideas for Alchemist and the offensive Potion/Flask would be a compound effect.
Things like throw a FlasK of Oil (or Tar) first, follow by Flask of Flame, and you get extra burning time.
Or Flask of Water first, follow by Flask of Nitrogen, and you get extra frozen... but if you throw in a Battery, you get extra lighting damage...
Stuff like that.. I am sure you can fill in other blanks.
|
|
|
Oct 08, 2006, 01:39 AM // 01:39
|
#10
|
Furnace Stoker
|
Quote:
Originally Posted by actionjack
One of addition ideas for Alchemist and the offensive Potion/Flask would be a compound effect.
Things like throw a FlasK of Oil (or Tar) first, follow by Flask of Flame, and you get extra burning time.
Or Flask of Water first, follow by Flask of Nitrogen, and you get extra frozen... but if you throw in a Battery, you get extra lighting damage...
Stuff like that.. I am sure you can fill in other blanks.
|
The problem with that, is making skills that require other skills is not very broad. And GW is all about compatability, thus I think it'd be better to make the effects less distinct.
Anyways, thanks for the input. Updated skill list.
Sorry for stealing a skill name Anima.
Last edited by Nevin; Oct 08, 2006 at 02:01 AM // 02:01..
|
|
|
Oct 08, 2006, 01:49 AM // 01:49
|
#11
|
Furnace Stoker
Join Date: Oct 2005
Location: Kali
Profession: W/E
|
no no.. it would not be skill that require other skill, but skill that would effect the subsequent skills.
Say Flask of Tar, which will reduce target's movement by 50% for T seconds. While in effect, if suffer the condition Burn, will add 1...3 more seconds to the duration of Burn.
Flask of Flame, which will apply Burning to target foe for 1..3 seconds.
Flask of Water, remove the effect of any potion or burning on target (can be apply to foe or ally). For T duration any water/ice damage dealt or hex duration to the target foe will increase by X%.
Flask of Liquid Ice, target foe suffer X water damage and reduce its movement and attack speed by 25%.
Etc...
Each potion/flask will have its effect.. but might also change the effect of its subsequent potions/flasks/conditions.
|
|
|
Oct 10, 2006, 05:49 AM // 05:49
|
#12
|
Wilds Pathfinder
Join Date: Apr 2006
Location: Wisconsin
Profession: Rt/Mo
|
i thought of an Alchemist also lol while similar.. and while it may sound slightly like a mesmer that's not a bad thing especially since it stay within the "balance" of the game.. and in pve anyway a lot of people only want mesmers as a last choice it seems. Anyway these are CONCEPTS and as far as it goes, I like it a lot ^^
|
|
|
Oct 12, 2006, 10:26 PM // 22:26
|
#13
|
Ascalonian Squire
Join Date: Jun 2006
Profession: Rt/A
|
I dont care what you guys think about my build :P
I'm just saying how it would be cool if you had to use a skill to set up an effect to prepare for another spell (like assassin combo's)
and... I don't watch FMA :P
|
|
|
Oct 14, 2006, 01:07 AM // 01:07
|
#14
|
Furnace Stoker
|
Updated some skills and what not.
|
|
|
Oct 14, 2006, 01:19 AM // 01:19
|
#15
|
Frost Gate Guardian
Join Date: Aug 2006
Location: USA
Guild: Silver Chain [SLVR]
Profession: N/W
|
I like the over all idea its a creative way to make a profession and very unique. Although i beleive it atleast should be able to do skills while waiting for the potion to be usable and i know there are ones that should be activated right away, but still. Here is an idea for something like that.
Temperance (this was a randomly chosen name)-15 energy-4 seconds-10 seconds
Waiting spell. This attack deals 7 - 28 damage per potion in your queue. (Max 68 damage)
|
|
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
All times are GMT. The time now is 01:02 PM // 13:02.
|