Nov 18, 2005, 03:10 PM // 15:10
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#2
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Ascalonian Squire
Join Date: Nov 2005
Location: Tyria or Cantha
Guild: The Kings of Ascalon
Profession: E/Me
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Traditionally in literature an alchemist has eternal life and can turn lead into gold. Possiblity for two Elite Skills?
Philosopher's Stone: Hex Spell. Lasts 5...30 seconds. Target enemy has -1...-3 life degeneration. If Target dies, it drops 100...1000 gold for the alchemist alone.
Elixer of Life: Enchantment spell. Alchemist has +2 Life regenteration and immuunity to all conditions. Has upkeep of -2 energy regeneration.
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Nov 18, 2005, 03:13 PM // 15:13
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#3
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Forge Runner
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Umm and what do the potions exactly do?
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Nov 18, 2005, 03:20 PM // 15:20
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#4
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Banned
Join Date: Nov 2005
Location: decatur indiana
Guild: hell's mercenaries
Profession: W/E
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i think someone has been watching far to much Full Metal Alchemist
i love the idea but thats probly cause i also love that show and i know that's a
fantasy alchemist to
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Nov 18, 2005, 03:23 PM // 15:23
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#5
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Lion's Arch Merchant
Join Date: Nov 2005
Guild: Seekers of Justice ~ SoJ
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I like the idea of alchemists, but I'm not sure I see a purpose for it based on GW layout. Is this based on your personal experience playing eq, or some other similar MMORPG? I remember potions were extremely valuable in eq...especially for time alotted mana regen potions, potions for speed, etc. I'm not sure how potions would apply here though...
Acolyte Devathi
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Nov 18, 2005, 03:24 PM // 15:24
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#6
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Frost Gate Guardian
Join Date: Jul 2005
Guild: Order of the Temple [Temp]
Profession: Mo/
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Gotta give more skill ideas out, I mean I love FMA, and the ideas would be awesome, but you'd need to work out and balance.
Philosophers stone would kill the economy, I mean kill, rape, pillage, and murder it. All he would have to do is cycle though the party or bring a nuker to lvl 5 charrs, and every 30 seconds (you posted no recycle, but even every 60 seconds is incredibly short) he'd be getting 1 plat. Thats 60 plat an hour from just drops, or what if two alchemists teamed in, 120 plat, and so on. Nice idea, but wouldn't be very feasible.
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Nov 18, 2005, 03:26 PM // 15:26
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#7
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Delphian Scribe
Join Date: May 2005
Location: Holland
Guild: No guild ;_;
Profession: N/Me
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The potions would appear like Signets in the skillbar hmmm maybe something like a normal signet skill that heals health and stuff like healing signet but Healing potion
But with the difference that the recharge cost should be extremely high
balance is the key ^^ ooh and you shouldnt be able to carry 5 different potion signets on you?
It would make the Alchemist a big support class.
It would be fun playing as a Alchemist.
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Nov 18, 2005, 03:28 PM // 15:28
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#8
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Academy Page
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The potions would be used to enhance one of the four trees, and I've never heard of "Full metal alchemist" or played Everquest.
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Nov 18, 2005, 03:29 PM // 15:29
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#9
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Lion's Arch Merchant
Join Date: Nov 2005
Guild: Seekers of Justice ~ SoJ
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[QUOTE=The undead Mesmer]The potions would appear like Signets in the skillbar hmmm maybe something like a normal signet skill that heals health and stuff like healing signet but Healing potion QUOTE]
makes sense...some counter-skills/spells would need to be created for the potion line.
Acolyte Devathi
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Nov 18, 2005, 03:34 PM // 15:34
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#10
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Banned
Join Date: Nov 2005
Location: decatur indiana
Guild: hell's mercenaries
Profession: W/E
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in theory you can make a potion for anything
healing to banishing wich does holy damage and any other kinda damage you can put in a bottle plus you could think of some other things acids that mealt away armor hallucinational to mess with a casters mind
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Nov 18, 2005, 03:36 PM // 15:36
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#11
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Frost Gate Guardian
Join Date: Jul 2005
Guild: Order of the Temple [Temp]
Profession: Mo/
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Would I be able to make a potion of Holy Water if I use my Mo/Alch, and the totally massacre necromancers with the 15k tormentors when it comes out?
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Nov 18, 2005, 05:55 PM // 17:55
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#12
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Forge Runner
Join Date: May 2005
Location: San Diego, CA
Guild: Penguin Village
Profession: Mo/
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Quote:
Originally Posted by Mesmerized
Gotta give more skill ideas out, I mean I love FMA, and the ideas would be awesome, but you'd need to work out and balance.
Philosophers stone would kill the economy, I mean kill, rape, pillage, and murder it. All he would have to do is cycle though the party or bring a nuker to lvl 5 charrs, and every 30 seconds (you posted no recycle, but even every 60 seconds is incredibly short) he'd be getting 1 plat. Thats 60 plat an hour from just drops, or what if two alchemists teamed in, 120 plat, and so on. Nice idea, but wouldn't be very feasible.
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You're forgetting about things like archane echo/echo, glyph of renewal, QZ/SQ..
Talk about balance issues.
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Nov 18, 2005, 07:35 PM // 19:35
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#13
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Furnace Stoker
Join Date: Oct 2005
Location: Kali
Profession: W/E
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Don't ever tie a skill with gold or items.
That said, I do like a Alchemist. There are few suggestion profession I seen before. I never finish writing a fully descriptive one, but I have my own concept, which I will describe here.
I see Alchemist as a prepartion class, where they would "make potions" (not a real phsycial potion, but as skills) beforehand. Other lines of skill could include:
Transmutation: changing the property of weapons and armor. Skills like turning your Hammer into Slash damage, or your target's armor weaker against Slash damage, etc.
Mud Golem: Like pets and minion. You summon only one, with some upkeep cost. But you can cast/throw potion to them to make them differnt property. (like throw a Posion Bottle at your golem to make them have Posion Attack for some time)
Potions: Pre-prepare skills that you can "quote" up on your skill bar, to use it later. Various of potions, from healing, boost, to damage and condtitions. (like Oil Ballon and Fire Bottle) Also could have "Chain reaaction" Properties to make them more Alchemist like (like if you get Water/ice damage first, if you receive lighting damage next, it will do extra damage, etc)
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Nov 18, 2005, 08:36 PM // 20:36
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#14
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Delphian Scribe
Join Date: May 2005
Location: Holland
Guild: No guild ;_;
Profession: N/Me
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Quote:
Originally Posted by actionjack
Don't ever tie a skill with gold or items.
That said, I do like a Alchemist. There are few suggestion profession I seen before. I never finish writing a fully descriptive one, but I have my own concept, which I will describe here.
I see Alchemist as a prepartion class, where they would "make potions" (not a real phsycial potion, but as skills) beforehand. Other lines of skill could include:
Transmutation: changing the property of weapons and armor. Skills like turning your Hammer into Slash damage, or your target's armor weaker against Slash damage, etc.
Mud Golem: Like pets and minion. You summon only one, with some upkeep cost. But you can cast/throw potion to them to make them differnt property. (like throw a Posion Bottle at your golem to make them have Posion Attack for some time)
Potions: Pre-prepare skills that you can "quote" up on your skill bar, to use it later. Various of potions, from healing, boost, to damage and condtitions. (like Oil Ballon and Fire Bottle) Also could have "Chain reaaction" Properties to make them more Alchemist like (like if you get Water/ice damage first, if you receive lighting damage next, it will do extra damage, etc)
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The golem idea is the most Twisted one i have ever heard but it might yust work whe need more proffesions with some kind of pets
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Nov 18, 2005, 09:23 PM // 21:23
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#15
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Grotto Attendant
Join Date: Aug 2005
Location: Kyhlo
Profession: W/
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Quote:
Originally Posted by actionjack
Don't ever tie a skill with gold or items.
That said, I do like a Alchemist. There are few suggestion profession I seen before. I never finish writing a fully descriptive one, but I have my own concept, which I will describe here.
I see Alchemist as a prepartion class, where they would "make potions" (not a real phsycial potion, but as skills) beforehand. Other lines of skill could include:
Transmutation: changing the property of weapons and armor. Skills like turning your Hammer into Slash damage, or your target's armor weaker against Slash damage, etc.
Mud Golem: Like pets and minion. You summon only one, with some upkeep cost. But you can cast/throw potion to them to make them differnt property. (like throw a Posion Bottle at your golem to make them have Posion Attack for some time)
Potions: Pre-prepare skills that you can "quote" up on your skill bar, to use it later. Various of potions, from healing, boost, to damage and condtitions. (like Oil Ballon and Fire Bottle) Also could have "Chain reaaction" Properties to make them more Alchemist like (like if you get Water/ice damage first, if you receive lighting damage next, it will do extra damage, etc)
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OMG, this is just what I've been thinking about.
Forget the Summoner, I like this Alchemist now!!!
I understand the reluctance to tie skills with Items/Gold, but why not be able to actually make potions to give to other players? Or even weapons or armor?
Market price would keep this from being exploited, as with lots of Alchemists and anyone able to make the items, people wouldn't pay a lot for it... would they?!?
Maybe if you need a balance, Crafting Items could cost XP (rip-off of D&D 3rd Ed. here). That way people just don't flood the market with free items...
Last edited by Mordakai; Nov 18, 2005 at 09:29 PM // 21:29..
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Nov 18, 2005, 09:39 PM // 21:39
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#16
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Banned
Join Date: Nov 2005
Location: decatur indiana
Guild: hell's mercenaries
Profession: W/E
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in alchemy and i'm going off the anime here the mane laws are
1. For human kind to gain anything, something of equal value must be given in exchange.
2. It is both illegal and impossible to restore human life using Alchemy.
so you wont be making anything out of nothing you most have the stuff to Transmute
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Nov 18, 2005, 11:04 PM // 23:04
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#17
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Ascalonian Squire
Join Date: Nov 2005
Location: Tyria or Cantha
Guild: The Kings of Ascalon
Profession: E/Me
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But what if you run out of potions mid mission, then you have empty skill slots. I think that they should add artisan professions. Alchemist could be one of these. I don't know what all of them would be, but maybe some could make aromor, weapons, etc. It would players something else to do, might balance the economy better depending on how much MPC traders are used, and it could give non-combat advantages to players. Bliz. did something similar in WoW and it was really sucessful.
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Nov 18, 2005, 11:31 PM // 23:31
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#18
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Furnace Stoker
Join Date: Oct 2005
Location: Kali
Profession: W/E
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maybe I will spend some time in writing up a more detail Alchemist...
One of the idea block that I had with this is how to do potions?
I see it in 2 ways...
the simpler way:
One skill per one potion - take a Healing Potion for example. It will be gray out. You cast/prepare it (with like prepare time of 3 seconds), it will turn bright. It will have a relative long duration (like 3 to 5 min) and on activation, it will take the effect.
More complex way:
Bottles and Potions - where you have a Empty Bottle Skill and Potion Skill. You click on the Healing potion icon, than click on a empty bottle, which will "fill" it, putting it on a quote that you could use later. this allow you to quote up multiple of Potions on one skill slot, but would also need atleast 2 skills. Will have various Bottle Skills as well.
Any suggestions?
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Nov 18, 2005, 11:42 PM // 23:42
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#19
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Ascalonian Squire
Join Date: May 2005
Location: Kentucky, USA
Profession: R/
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Attributes:
Transmutation(Alchemist only) - increases ammount of Energy (much like energy storage for Elementalist)
Wood - Focuses on wood
Metal - Focuses on metals
Possible Skills
Bind - target foe is "bound" in place(much like an entangling root) - Wood
Dull metal- when target foe attacks w/ a sword, axe, or bow, piercing dmg is reduced by 1-5% - Metal
Sharpen metal - when target foe attacks w/ a sword, axe, or bow piercing damage is increased by 1-5% - Metal
No skill can last for more than 10 seconds for balance
just a start there but think you get the idea
Last edited by Galphar; Nov 18, 2005 at 11:50 PM // 23:50..
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Nov 18, 2005, 11:54 PM // 23:54
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#20
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Banned
Join Date: Nov 2005
Location: decatur indiana
Guild: hell's mercenaries
Profession: W/E
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i like the idea of a Alchemist for non combat kinda skills they would be able to do but beyound that
i heard golem like idea how about we tweak it abit not a mud golem but one made out of what ever your standing on. on snow you have a ice golem stone rock golem and so on i have no idea how hard that would be to code though.
my fav of that would be the lava golem cus it hurt you to make it but it would be a very nice one
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