[Concept Class] Fullmetal-like Alchemist
RavynousHunter
I've read the Alchemist topic, and think its a very good idea, but i feel that this class deserved its own topic, kinda keeps things more organized.
The attributes are as follows:
Wisdom (primary) : Gives a 1% chance per rank to half both the energy cost and cast time of Skills.
Fencing : Increases the amount of damage and critical chance when using Rapiers. Also affects many skills that use Fencing as thier primary attribute.
Human Alchemy : No inherent effect. Increases the effectiveness of Human Alchemy Transmutations.
Attack Alchemy : No inherent effect. Increases the effectiveness of Attack Alchemy Transmutations.
Defensive Alchemy : No inherent effect. Increases the effectiveness of Defensive Alchemy Transmutations.
I'm still thinking up skills and stuff, so suggestions are always accepted.
The attributes are as follows:
Wisdom (primary) : Gives a 1% chance per rank to half both the energy cost and cast time of Skills.
Fencing : Increases the amount of damage and critical chance when using Rapiers. Also affects many skills that use Fencing as thier primary attribute.
Human Alchemy : No inherent effect. Increases the effectiveness of Human Alchemy Transmutations.
Attack Alchemy : No inherent effect. Increases the effectiveness of Attack Alchemy Transmutations.
Defensive Alchemy : No inherent effect. Increases the effectiveness of Defensive Alchemy Transmutations.
I'm still thinking up skills and stuff, so suggestions are always accepted.
Made In Ascalon
In order to prevent wisdom from totally sucking due to such a low percentage, I suggest for it to carry over to all spells. It's kind of lame when a class' primary attribute is limited to themselves. Monk is the only class like that so far.
I reserve my overall opinion until you've uploaded content.
I reserve my overall opinion until you've uploaded content.
RavynousHunter
I've created a few skills for the Alchemist, and here they are.
Trial of the Alchemist (Wisdom): Elite Hex. For 10 seconds, target foe takes (5..25)% more time to use Signets and is Dazed. This skill causes Exhaustion. ::10 energy, 1sec cast time, 20sec refresh time::
Piercing Thrust (Fencing): Rapier Attack. If this attack hits, you deal (2..15) extra damage, if this attack results in a critical, they begin Bleeding for (1..5) seconds. This attack has 15% armor penetration. ::5 energy, 1/4sec use time, 6sec refresh time::
Mend Flesh (H.Alchemy): Enchantment. For (3..10) seconds, target ally gains (1..5) health regeneration. ::5 energy, 1sec cast time, 10sec refresh time::
Flare (A.Alchemy): Transmutation. All adjacent foes are hit for (5..20) fire damage and are Dazed for (2..6) seconds. ::10 energy, 2sec cast time, 15sec refresh time::
Iron Skin (D.Alchemy): Transmutation. For 20 seconds, you have +(5..25) armor, but take (10..3)% more damage from lightning. ::10 energy, 3sec cast time, 30sec refresh time::
Devastation (A.Alchemy): Elite Transmutation. Create an area of Devastation at target foe's location that lasts for (4..20) seconds. Foes in the area are struck for (5..25) damage every other second, and suffer a random Condition that lasts for (2..10) seconds. ::15 energy, 4sec cast time, 60sec refresh time::
Well of Vermin (H.Alchemy): Skill. Exploit the nearest corpse to create a Well of Vermin that lasts for (2..15) seconds. Foes in the area are poisoned for (1..4) seconds and suffer 1 energy degeneration for (2..10) seconds. ::10 energy, 2sec cast time, 30sec refresh time::
Titanium Flesh (D.Alchemy): Elite Transmutation. For (5..15) seconds, target touched ally has +(10..30) armor, moves and attacks (5..25)% faster, but takes (15..5)% more damage from lightning. ::15 energy, 3sec cast time, 25sec refresh time::
Trial of the Alchemist (Wisdom): Elite Hex. For 10 seconds, target foe takes (5..25)% more time to use Signets and is Dazed. This skill causes Exhaustion. ::10 energy, 1sec cast time, 20sec refresh time::
Piercing Thrust (Fencing): Rapier Attack. If this attack hits, you deal (2..15) extra damage, if this attack results in a critical, they begin Bleeding for (1..5) seconds. This attack has 15% armor penetration. ::5 energy, 1/4sec use time, 6sec refresh time::
Mend Flesh (H.Alchemy): Enchantment. For (3..10) seconds, target ally gains (1..5) health regeneration. ::5 energy, 1sec cast time, 10sec refresh time::
Flare (A.Alchemy): Transmutation. All adjacent foes are hit for (5..20) fire damage and are Dazed for (2..6) seconds. ::10 energy, 2sec cast time, 15sec refresh time::
Iron Skin (D.Alchemy): Transmutation. For 20 seconds, you have +(5..25) armor, but take (10..3)% more damage from lightning. ::10 energy, 3sec cast time, 30sec refresh time::
Devastation (A.Alchemy): Elite Transmutation. Create an area of Devastation at target foe's location that lasts for (4..20) seconds. Foes in the area are struck for (5..25) damage every other second, and suffer a random Condition that lasts for (2..10) seconds. ::15 energy, 4sec cast time, 60sec refresh time::
Well of Vermin (H.Alchemy): Skill. Exploit the nearest corpse to create a Well of Vermin that lasts for (2..15) seconds. Foes in the area are poisoned for (1..4) seconds and suffer 1 energy degeneration for (2..10) seconds. ::10 energy, 2sec cast time, 30sec refresh time::
Titanium Flesh (D.Alchemy): Elite Transmutation. For (5..15) seconds, target touched ally has +(10..30) armor, moves and attacks (5..25)% faster, but takes (15..5)% more damage from lightning. ::15 energy, 3sec cast time, 25sec refresh time::
lyra_song
Your primary is basically Expertise.
*facepalm*
*facepalm*
RavynousHunter
ya i know, im thinking of revising it, just wondering what it should do..
Giddeanx
Have wisdom effect skill recharge times. It makes since the more wisdom you have the better familiar you are with the skill or spell.
lyra_song
Expertise as described in the game:
For each rank of Expertise, the Energy cost of all of your attacks, Rituals, touch skills, and Rangers skills are decreased by 4%. Several skills, especially those related to Energy costs and skill recharge times, become more effective with higher Expertise.
-.-
For each rank of Expertise, the Energy cost of all of your attacks, Rituals, touch skills, and Rangers skills are decreased by 4%. Several skills, especially those related to Energy costs and skill recharge times, become more effective with higher Expertise.
-.-
RavynousHunter
I think I got down what Wisdom should do.
Wisdom: Every other rank in Wisdom improves your Transmutations by 1%, and decreases the recharge of your Transmutations by 3%.
And some more skills down the pipeline:
Rending Air (Fencing): Elite Rapier Attack. If this attack hits, it deals +(5..15) damage, if this attack kills the target, it deals (10..15) damage to all adjacent foes. :: 5 energy, .25sec use time, 5sec recharge
Battle Calculations (Wisdom): Preparation. For (5..10) seconds, your attacks deal +(2..8) damage and have an additional (2..20)% chance to land a critical. :: 10 energy, 3sec use time, 30sec recharge time
Spirit Mark (H. Alchemy): Elite Hex. For (5..25) seconds, if target touched foe dies, you gain (5..15) health and (1..7) energy. :: 5 energy, 1sec use time, 30sec recharge time
Quickened Stance (Fencing): Stance. For (3..15) seconds, you attack and move 25% faster, and have an additional (3..10)% chance to block attacks. :: 5 energy, 20sec recharge time
Harm (A. Alchemy): Transmutation. Target foe takes (5..20) shadow damage and suffers from -1 health degeneration for (5..10) seconds. :: 5 energy, 1sec use time, 8sec recharge time
Disarm Traps (D. Alchemy): Transmutation. Disable up to (1..3) traps in the area. :: 15 energy, 2sec use time, 30sec recharge time
Searing Sand Trap (D. Alchemy): Trap Skill. When a foe activates this trap, they begin burning for (1..4) seconds and all adjacent foes take (5..15) fire damage. :: 10 energy, 3sec use time, 20sec recharge time
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PS: Sorry for not posting on this for so long, I've had a lot of stuff to do. College-prep stuff, school stuff, personal crap, etc. I do plan to continue developing this class tho.
Wisdom: Every other rank in Wisdom improves your Transmutations by 1%, and decreases the recharge of your Transmutations by 3%.
And some more skills down the pipeline:
Rending Air (Fencing): Elite Rapier Attack. If this attack hits, it deals +(5..15) damage, if this attack kills the target, it deals (10..15) damage to all adjacent foes. :: 5 energy, .25sec use time, 5sec recharge
Battle Calculations (Wisdom): Preparation. For (5..10) seconds, your attacks deal +(2..8) damage and have an additional (2..20)% chance to land a critical. :: 10 energy, 3sec use time, 30sec recharge time
Spirit Mark (H. Alchemy): Elite Hex. For (5..25) seconds, if target touched foe dies, you gain (5..15) health and (1..7) energy. :: 5 energy, 1sec use time, 30sec recharge time
Quickened Stance (Fencing): Stance. For (3..15) seconds, you attack and move 25% faster, and have an additional (3..10)% chance to block attacks. :: 5 energy, 20sec recharge time
Harm (A. Alchemy): Transmutation. Target foe takes (5..20) shadow damage and suffers from -1 health degeneration for (5..10) seconds. :: 5 energy, 1sec use time, 8sec recharge time
Disarm Traps (D. Alchemy): Transmutation. Disable up to (1..3) traps in the area. :: 15 energy, 2sec use time, 30sec recharge time
Searing Sand Trap (D. Alchemy): Trap Skill. When a foe activates this trap, they begin burning for (1..4) seconds and all adjacent foes take (5..15) fire damage. :: 10 energy, 3sec use time, 20sec recharge time
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PS: Sorry for not posting on this for so long, I've had a lot of stuff to do. College-prep stuff, school stuff, personal crap, etc. I do plan to continue developing this class tho.
BahamutKaiser
Could you have written rip off in the title any more clearly? A class which uses the "laws of alchemy" in a GW world which is based on the gifts of the gods as sources of power, and in general, copying and adjusting ranger and elementist abilities.
Total failure on the identity portion, and not very impressive techniques either. Instead of further developing a rip off, how about starting with something that isn't a law suit, unless you really feel like developing something that Anet is not allowed to use.
Just for referance.
Attack Attribute, Attack Magic Attribute, Defense Magic Attribute, Support Magic Attribute.
Dervish,
Attack Attribute, Attack Magic Attribute, Defense Magic Attribute, Support Magic Attribute.
Both deal melee attacks, both use magic attacks, Both can use minor support healing on allies, both transform their attacks.
Mixing abilities from other classes doesn't make it an original class, it makes it a hybrid, and even if you can develope transmutation into an original but balanced new feature, the class still doesn't fulfill a new role.
So, can you explain to me what this class really has to offer? or make a few more repeat skills and minor variations?
Total failure on the identity portion, and not very impressive techniques either. Instead of further developing a rip off, how about starting with something that isn't a law suit, unless you really feel like developing something that Anet is not allowed to use.
Just for referance.
Attack Attribute, Attack Magic Attribute, Defense Magic Attribute, Support Magic Attribute.
Dervish,
Attack Attribute, Attack Magic Attribute, Defense Magic Attribute, Support Magic Attribute.
Both deal melee attacks, both use magic attacks, Both can use minor support healing on allies, both transform their attacks.
Mixing abilities from other classes doesn't make it an original class, it makes it a hybrid, and even if you can develope transmutation into an original but balanced new feature, the class still doesn't fulfill a new role.
So, can you explain to me what this class really has to offer? or make a few more repeat skills and minor variations?
RavynousHunter
Well, I didnt say that they *had* to state it as fullmetal-like, it was more of an identifier so as to distinguish it from the other Alchemist class concepts. And who says that thier power can't be from the gods? I never said explicitly that it didnt, I just figured that was understood. I realize it is kind of a hybrid at this point, but I'm still fleshing a LOT of things out. (mainly why I havent posted very much) Besides, I created this concept before Nightfall came out, and before I knew what a dervish did.
Another note: I'm assuming that you intended "Human Alchemy" to be the Support Attribute, but it isnt only meant for support of your allies, it will also be used to inflict damage, weaken enemies, and cause various and sundry conditions (aside from Burning).
As for what it has to offer... As far as I've gotten with it, its going to be a class that attacks from close proximity, but will actually stand a chance of surviving more than a few blows before falling to the ground in a bloody heap. Besides that, theyre going to be a class who really has no main focus (offense, defense, or support), they could work good with monk support/healing skills, warrior's offensive prowess, or even work well as a curses necro. Its a class thats going to be meant to be mixed with something else, but can work well enough alone and is suitable for pretty much any role.
As i said before, a lot of this is real sketchy, and I may change change a lot of stuff around before i consider this even halfway done. None of this is set in stone (aside from maybe the attrib names), and im still fleshing it out. Ive got a LOT of crap on my plate, gotta prepare to goto nightschool, take a college entrance exam, take my ACT, prolly find a job, work on getting scholarships, etc for college, and so much more crap than i have time or interest to list. Its gonna take some time, prolly a LOT of time, so dont expect me to have everything at once, this shit takes time.
Another note: I'm assuming that you intended "Human Alchemy" to be the Support Attribute, but it isnt only meant for support of your allies, it will also be used to inflict damage, weaken enemies, and cause various and sundry conditions (aside from Burning).
As for what it has to offer... As far as I've gotten with it, its going to be a class that attacks from close proximity, but will actually stand a chance of surviving more than a few blows before falling to the ground in a bloody heap. Besides that, theyre going to be a class who really has no main focus (offense, defense, or support), they could work good with monk support/healing skills, warrior's offensive prowess, or even work well as a curses necro. Its a class thats going to be meant to be mixed with something else, but can work well enough alone and is suitable for pretty much any role.
As i said before, a lot of this is real sketchy, and I may change change a lot of stuff around before i consider this even halfway done. None of this is set in stone (aside from maybe the attrib names), and im still fleshing it out. Ive got a LOT of crap on my plate, gotta prepare to goto nightschool, take a college entrance exam, take my ACT, prolly find a job, work on getting scholarships, etc for college, and so much more crap than i have time or interest to list. Its gonna take some time, prolly a LOT of time, so dont expect me to have everything at once, this shit takes time.
actionjack
Not the best, but its a decent start.
Not sure why it need that line of melee-attack though, unless you can make it more unique. Always think about the dual proff of GW, and how it world expand the build with War/Alch and reverse.
Not sure why it need that line of melee-attack though, unless you can make it more unique. Always think about the dual proff of GW, and how it world expand the build with War/Alch and reverse.