Nov 19, 2005, 12:07 AM // 00:07
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#21
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Lion's Arch Merchant
Join Date: Jul 2005
Guild: team love [kiSu]
Profession: W/
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areanet has already said that the new character is a assasin type char
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Nov 19, 2005, 12:35 AM // 00:35
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#22
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Banned
Join Date: Nov 2005
Location: decatur indiana
Guild: hell's mercenaries
Profession: W/E
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that doesn't mean there wont be more than 1 and what about chapter 3 and 4 that are after 2
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Nov 19, 2005, 12:36 AM // 00:36
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#23
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Krytan Explorer
Join Date: May 2005
Location: Somewhere cold
Guild: The Followers of the Messiah
Profession: W/Me
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I think this idea is FAR FAR FAR better than dumb ASSASSIN. WOW a assassin, aka warrior.
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Nov 19, 2005, 12:39 AM // 00:39
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#24
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Desert Nomad
Join Date: Oct 2005
Location: Titusville, PA <nowhere>
Guild: KOD <Knights of the Dragonrose><Guild Officer>
Profession: W/Mo
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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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While I am an avid FMA watcher, this class really serves no purpose but to be pure support and thus would need to be tweaked alot more before i'd ever think of /signing this, plus you make it sound like a Necromancer with a potion fetish from diablo2.
Potential, but it has yet to be released. Release it!
--The Shim
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Nov 19, 2005, 12:50 AM // 00:50
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#25
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Lion's Arch Merchant
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I like idea - especially as a buff class making other people be better at what they do.
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Nov 19, 2005, 01:02 AM // 01:02
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#26
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Banned
Join Date: Nov 2005
Location: decatur indiana
Guild: hell's mercenaries
Profession: W/E
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heck you can turn alchemy into a attack class too i mean just look at FMA. you got ppl who can do just about anything let alone one of my fav attacks from there. stop the Transmutation early and just blow what your transmuting into it's base elements
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Nov 19, 2005, 01:23 AM // 01:23
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#27
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Furnace Stoker
Join Date: Oct 2005
Location: Kali
Profession: W/E
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Whats a Good look for an Alchemist?
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Nov 19, 2005, 03:01 AM // 03:01
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#28
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Desert Nomad
Join Date: Oct 2005
Location: Titusville, PA <nowhere>
Guild: KOD <Knights of the Dragonrose><Guild Officer>
Profession: W/Mo
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Quote:
Originally Posted by darkdragon99
heck you can turn alchemy into a attack class too i mean just look at FMA. you got ppl who can do just about anything let alone one of my fav attacks from there. stop the Transmutation early and just blow what your transmuting into it's base elements
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You're referring to stopping at step 2. Destruction! =) Yay for Scar.
--The Shim
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Nov 19, 2005, 03:29 AM // 03:29
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#29
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Frost Gate Guardian
Join Date: Oct 2005
Location: IM da shiznit
Guild: The Shiznitz
Profession: W/Mo
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This could NOT be an entire class.
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Nov 19, 2005, 03:40 AM // 03:40
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#30
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Banned
Join Date: Nov 2005
Location: decatur indiana
Guild: hell's mercenaries
Profession: W/E
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the point of the alchemist is kinda of being a jack of all trades. in potions you got anti caster stuff you got anti warrior thing like acid to lower ap.
in Transmutation you have some attacks and you can also have defence skills
you can come up with many more things too the idea of alchemist is so broad it's hard to pick what you want to keep not think of new ideas.
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Nov 19, 2005, 03:36 PM // 15:36
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#31
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Academy Page
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Intresting idea. i like the idea of an alchemist coming into the ranks of the game. here is my take on the idea (no, it is not FMA based, well somewhat )
Alchemy (alchemist primary)
Increases potency of alchemic items and increases success rate of transmuting weapons.
Chemist
Increase the effectiveness of healing potions and harmful potions
Geology
Increase the effectiveness of all geo skills
Unsure of last skill any help is appreciated
For anyone that has played FFXI they should know the demands of a ranger. For those who dont here is a quick rundown: unlike our ranger they have to pay for all munitions that they use(there is more to it than that but for my purposes that is all you need to know). While this may seem like a a bad idea it really isnt. It adds a good money filter and adds a sense of trying to manage yourself better than you normally would.
Know how does a ranger from FFXI relate to the alchemist? well ill tell you. My view of the alchemist is somewhat like the ranger in that he has to purchase any base materials(already in place) or potions to use in his/her alchemic uses. this would add a money sink that could help balance the economy and would also add a good way to mix things the way we do dyes(more on that later).
He would also have the ability to alter the ground to his purposes with his geological knowledge. Yes, he would know geology because he has to know about elements. The damage implemented in this manner would be non-elemental and somewhat similar to a ele skill.
Back on how the dye mixing would be similar.
A alchemist would have a skill, transmute or something similar, that opens up a mini menu that has a place for up to four items to be placed. these items would then be transmuted, using energy, into something new. However this item would not be permenant. It would hae a limited number of uses before it breaks and is gone(somewhat similar to D2 durability). There could be rare material that you could add that would make the item indestructible and permanent though(would have its own slot seperate from the other four for it and materials like it only). the materials you could use are: your base materials from the material trader and weapons you find in the wild. This would help with all those people getting worhtless drops in the wild, now you have something to do with them.
The same would also be true of potions and how mixing them could increase them or even decrease there potency. You could also create new potions by mixing trader potions and rare potions found only in the wild.
This is just my two cents on how a alchemist could work. Like it or hate it, it is just my two cents.
Last edited by Allanon Dark; Nov 19, 2005 at 03:39 PM // 15:39..
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