best idea for new class only read becuz of the news on the main page
/signed
Alchemist - Concept Class (full)
2 pages • Page 2
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Originally Posted by actionjack
I will bump my thread with some concept sketches of how I think Alchemist might look. (also a golem) |
Anymore eye candy, post it up, More pictures to go with ideas helps chances <at least in my opinion, it does>
--The Shim
Quote:
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Originally Posted by actionjack
... Attributes: Container (primary) Effect the use of Potion skills. For every rank in attribute, will gain 1 more bottle count and increaes in thowing range of potion skills. (at 12 attribute, rank of 3) Metalology Transmuation - "Metals become puddies in you hand, allow you to reshape them as you wish" Skills that change the property of damage type for offensive or defensive purpose. Energy Transmuation - " Energy, like water, is but from one form to another" Skills that converting between different form of energy, for managing and disrupting energy/magic usage. AlChemistry Transmuation - " One can gain much from mixing and combining differnt elements" Skills that dominate the use of potions, for boosting and attacking purpose. Life Transmuation - " The gift of life is our greatest creation" Skills that heal or creating Golem. ... |
If one attribute *cough*Container*cough* is either removed or made part of another *cough*AlChemistry Transmutation+Container*cough*, this class will be very good, other wise this throws current classes off balance.
What's the problem with 5 attributes?
Elementalists have:
Energy Storage
Air Magic
Fire Magic
Earth Magic
Water Magic
So that's ...1+1+1+1+1...
I count 5!
Now if it had something like 12 Attribute lines... then I'd be worried.
/signed for the unique concept
(not sure about balance and utility issues though)
Elementalists have:
Energy Storage
Air Magic
Fire Magic
Earth Magic
Water Magic
So that's ...1+1+1+1+1...
I count 5!

Now if it had something like 12 Attribute lines... then I'd be worried.
/signed for the unique concept
(not sure about balance and utility issues though)

You know, thinking about this, the primary doesn't make sense.
Does "Container" only effect "AlChemistry Transmutation"?
If so, not a very useful Primary. I would include any "Container" skills with the AlChemistry Transmutation line.
The Primary Attribute should either be like the Ranger's Expertise (effecting multiple skills) or should be something you ONLY want Alchemist Primaries to have (Like Golemn creation, although that would go against the current way primaries are set up, but that's not necessarily a bad thing).
Overall, I love the concept and hope it's included in a future update.
Does "Container" only effect "AlChemistry Transmutation"?
If so, not a very useful Primary. I would include any "Container" skills with the AlChemistry Transmutation line.
The Primary Attribute should either be like the Ranger's Expertise (effecting multiple skills) or should be something you ONLY want Alchemist Primaries to have (Like Golemn creation, although that would go against the current way primaries are set up, but that's not necessarily a bad thing).
Overall, I love the concept and hope it's included in a future update.
Sorry, but I didnt write what I was thinking (happens a lot), so lets try again,
Container is a bad primary for a 5 attribute class, a X/Alchemist character would be pretty bad (due to the limited amount of "potions")\
The alchemist is like the elementalist (Container increases potion amount/capacity [amount of skills alchemist can use], energy storage increases energy level [amount of skills ele can use]), but most secondary ele's (not counting W/E as warriors are based primarily on dmg output and dmg intake) have something that give them more energy, but a X/Alchemist has nothing to increase their potion cap. (not even armor), if anything make the "life transumation" primary (excuse me if this is not the exact name), seeing that the attribute that heals ele is their primary, and remove the "container" attribute or combine it with "alchemistry transmutation" attribute, this will make X/Alchemists almost as good as Alchemist/X
Container is a bad primary for a 5 attribute class, a X/Alchemist character would be pretty bad (due to the limited amount of "potions")\
The alchemist is like the elementalist (Container increases potion amount/capacity [amount of skills alchemist can use], energy storage increases energy level [amount of skills ele can use]), but most secondary ele's (not counting W/E as warriors are based primarily on dmg output and dmg intake) have something that give them more energy, but a X/Alchemist has nothing to increase their potion cap. (not even armor), if anything make the "life transumation" primary (excuse me if this is not the exact name), seeing that the attribute that heals ele is their primary, and remove the "container" attribute or combine it with "alchemistry transmutation" attribute, this will make X/Alchemists almost as good as Alchemist/X
To address the last 2 post about the Primary (not that I am defending, but since got not much else to do...
)
The contatiner Primary is actually a last throught up idea, however, I think it turn out pretty fitting. It effect all potion/flask skills, which are to be found in all attributes (but more in the Alchemistry lines). while not like Elem's energy storage, it is more like Monk's Primary, which effect only the skills of of its profession.
In theory, yes, for one that want to go full Alc skills, Alc/X is lot lot better than X/Alc. You can make lot more potions, with a wider "throwing" range as well. Say a War/Alc vs Alc/War for example. W/A have better armor, take less damage, so 1 large hp potion would enough for them (heal must like a sig), while a A/W will hurt more, but since they have more potion to heal, it balance it. (sorta, depend on lots other condtions of course) And the energy potion will make them also good of energy magement as that of Mesmer or Elem. (if they are properly prepare before hand) Since potions does alot of things (heal, energy management, damage, buff), having more with the primary will help off set what they lack (armor, extra energy, etc)
So in all, I don't think Alc/X is any better or worst than X/Alc, all depend on your build.
)The contatiner Primary is actually a last throught up idea, however, I think it turn out pretty fitting. It effect all potion/flask skills, which are to be found in all attributes (but more in the Alchemistry lines). while not like Elem's energy storage, it is more like Monk's Primary, which effect only the skills of of its profession.
In theory, yes, for one that want to go full Alc skills, Alc/X is lot lot better than X/Alc. You can make lot more potions, with a wider "throwing" range as well. Say a War/Alc vs Alc/War for example. W/A have better armor, take less damage, so 1 large hp potion would enough for them (heal must like a sig), while a A/W will hurt more, but since they have more potion to heal, it balance it. (sorta, depend on lots other condtions of course) And the energy potion will make them also good of energy magement as that of Mesmer or Elem. (if they are properly prepare before hand) Since potions does alot of things (heal, energy management, damage, buff), having more with the primary will help off set what they lack (armor, extra energy, etc)
So in all, I don't think Alc/X is any better or worst than X/Alc, all depend on your build.
o
The one fault I see is that an Elementalist could become too powerful if they had Energy Battery. The one thing holding back the Ele.s now is that they can't use battery skill on themselves. Although I like the idea of using Energy battery on yourself cause I'm an Elementalist, it would make the other classes too weak compared to an Ele.
Besides that, I like it...
/signed
Besides that, I like it...
/signed
Quote:
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Originally Posted by actionjack
Thx for the Positive feed backs guys. Very encouraging...
Now I cann't decide what should I revise next... Druid? Engineer? Dragoon? Duelist/Pirate? Sleep? hmmm |
Quote:
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Originally Posted by oOWakleonOo
The one fault I see is that an Elementalist could become too powerful if they had Energy Battery. The one thing holding back the Ele.s now is that they can't use battery skill on themselves. Although I like the idea of using Energy battery on yourself cause I'm an Elementalist, it would make the other classes too weak compared to an Ele.
Besides that, I like it... /signed |
If so, the potions "quote" line should be balanced so that the Alchemist won't give as much energy as a Primary Elementalist will have.
But, re-reading the Potions, I'm not quite sure how they will work.
Do the potions just give you free HP and/or Energy, or do they enact a "chemical" change in your character (losing HP to give you En, for example)?
Scown-dog
Lion's Arch Merchant
Peace Machine Grrr [DiE]-with Kanwulf until I feel the boot
W/N
Joined Aug 2005
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Originally Posted by Lt.Crumpet
the skill "fair trade" and things like that cause your allies to loose something. someone could make a real ass out of themself by sucking up all thier monks energy, just for fun. just one of my diabolical thoughts.
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This is a good idea. I think that the melee weapon should do more damage and have more energy then the ranged one.
Quote:
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Originally Posted by Mordakai
Are you talking about a Al/El?
If so, the potions "quote" line should be balanced so that the Alchemist won't give as much energy as a Primary Elementalist will have. But, re-reading the Potions, I'm not quite sure how they will work. Do the potions just give you free HP and/or Energy, or do they enact a "chemical" change in your character (losing HP to give you En, for example)? |
A Elm/Al would have much more energy if they do put points into Energy Storage. They could manage their energy better with the Energy Potions (or battery) and the Energy Transmuation line, but both will have a bit of drawbacks, for Energy Potions will need to be prepared beforehand, and Energy Transmuation usuall will have you loose something. But overall, it would be somewhat similar as to that of an Elm/Mes.
A Al/Elm would have much lower energy (and a bit better armor?) However, investing in their Primary would ensure that they can get back more Energy and HP in battle. Of course, this does need more prepare time, which is a draw back, but they could put more "potions" away and spam them when needed.
Also might consider putting a extra bonus to the Alchemistry line, in which every rank in attribute will reduce some "casting/preperation" time for all your Potion/Flask skills.
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And feel free to add in your ideas in as well. Its posted on a fourm, so open discussion is much welcome. (well... atleast the "good" ideas are
) Its good for community to hammer out a nice idea (be the dev take it or not). And since I like repling replies, feel free to ask any questions, suggest any improvements, or give new ideas.J
I think that this is a much better idea than the assassin developed by A-Net. I see a major advantage to the Ele's for the energy storage, which will be a problem in PVP. An air ele can dish out major damage in seconds. With the additional energy at there displosal, you are looking at 2 quick kills vs 1 that is now.

