I thought that an Alchemist would be a great addition of the world of GW...
Anyway I came here with my great idea and noticed that someone already posted that...
However I decided to make my own post since my ideas are quite a bit different.
So, Ladies and Gentlemen I present you the Alchemist:
First of all a new type of skill has to be introduced: 'the potion'.
Potions are Skills, that are very similiar to Enchantments. However, Potions can only be cast upon oneself, the alchemist or handed to party memebers but the Alchemist would have to walk to the party member and hand him the potions. Also, Potions have no effect as long as the alchemist maintains them. It is important to point out that Potions have no upkeep cost to maintain them, they only cost energy when they are being cast.
To sum up. the Alchemist 'prepares' his potions before battle, 'casting them on himself or handing them to party members', they have no effect as long as he maintains them and then when the Alchemist 'he uses it' and then the potion would have an effect - either on party memebers or himself.
There would be also a limit of how many potions could be maintained by an alchemist, which brings me to the first point.
The Primary Attribute.
Potion Mixing ..... (what else ?

Potion Mixing would give the Alchemist 1 energy for every level of Potion Mixing after activating a Potion and increases the maximum number of potions that can be maintained by 1 for every 2 levels of potion mixing.
Oh I am not sure yet but I think Potions should be stackable...
The Alchemist could cast the same potions 2 times and would have 2 potions so he could use that potion twice...
This is somewhat balanced by the fact that there is a maximum number of potions that can be maintained.
The weapon:
Slingshot. Used to deliver Explosive/Bad stuff to the enemy ... great idea thanks to BahamutKaiser
(Firstly I thought a rifle would be great but Slingshot is way better and original)
The secondary attributes:
Acids, Explosives, Drugs, Medicine - AEDM
The AEDM attributes
Acids:
Thrown upon a foe they would 'hex' him and cause effects like for 20 seconds target foe has only 50% armor...
Or they could corrode the armor of the enemy and slow him down...
Or maybe Blind the enemy ?
... I see a lot of potential here
Explosives:
Explosives that are delivered to the enemy by using the slingshot.. also this might be the primary weapon attribute
Drugs:
This is my favourite one

This could be potions that increase the Alchemists power/mental ability/endurance
Like Potions that make the Alchemist move faster, mix potions faster.
Or they could give him evasion...
..I see plenty of potential here as well.
Medicine:
Quite obvious.. no need to explain.
The Alchemist might also give potions to party member .. so if you stop maintaining the potion and you have a party memeber as target... the Alchemist would walk to the party member and then the effect of the potion would trigger instantly on the party member.
Same counts for drugs.
I really, really hope that someone of NCsoft reads that

As you coul see my ideas are not that clear on how the Alchemist should work but I'm trying to give the developers some inspiration or those of you that make other concept classes.
I also heard that the next chapter of GW will take place in some icy cold world, and I could imagine having Alchemists side by side with high mountains and dwarves working in mines (Alchemists are needed in mines cuz of explosives) really well.
I hope you enjoyed reading through all of this, if you did

I would really appreciate getting some feedback on this ^^
greets, BB
EDIT:
1. I deleted the secondary attributes scheme using Steel essences...and other essences to make the post shorter.
2. Changed weapon to Slingshot.. way better concept than a rifle..thanks to BahamutKaiser