New profession: Alchemist
Rotgut The Unholy
A bit like the elementalist, the alchemist creates potions that would appear like signets do in the skillbar. The exception being the alchemist has lower energy, but heavier armor. Think of them like a warrior with few melee abilities, but the energy equal to a ranger.
Primary Attribute: Transmutation Mastery; this attribute decreases the mana cost of all transmutations and increases the products effectiveness.
Potion Mastery: increases the effectiveness of potions, decreases their recharge times
Combat Mastery: Increases the effectiveness of all melee abilities and transmutations
Transmute: Power to Life Heals you a small amount when taking elemental damage.
Primary Attribute: Transmutation Mastery; this attribute decreases the mana cost of all transmutations and increases the products effectiveness.
Potion Mastery: increases the effectiveness of potions, decreases their recharge times
Combat Mastery: Increases the effectiveness of all melee abilities and transmutations
Transmute: Power to Life Heals you a small amount when taking elemental damage.
oOWakleonOo
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.
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.
Symeon
Umm and what do the potions exactly do?
darkdragon99
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
i love the idea but thats probly cause i also love that show and i know that's a
fantasy alchemist to
The Acolyte
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
Acolyte Devathi
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.
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.
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
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.
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.
Rotgut The Unholy
The potions would be used to enhance one of the four trees, and I've never heard of "Full metal alchemist" or played Everquest.
The Acolyte
[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
makes sense...some counter-skills/spells would need to be created for the potion line.
Acolyte Devathi
darkdragon99
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
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
Mesmerized
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?
jesh
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. |
Talk about balance issues.
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)
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)
The undead Mesmer
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) |
Mordakai
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) |
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...
darkdragon99
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
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
oOWakleonOo
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.
actionjack
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?
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?
Galphar
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
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
darkdragon99
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
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
j_unit66
areanet has already said that the new character is a assasin type char
darkdragon99
that doesn't mean there wont be more than 1 and what about chapter 3 and 4 that are after 2
quanzong
I think this idea is FAR FAR FAR better than dumb ASSASSIN. WOW a assassin, aka warrior.
Shimus DarkRaven
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) |
Potential, but it has yet to be released. Release it!
--The Shim
SaintGreg
I like idea - especially as a buff class making other people be better at what they do.
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
actionjack
Whats a Good look for an Alchemist?
Shimus DarkRaven
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
|
--The Shim
Monseir
This could NOT be an entire class.
darkdragon99
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.
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.
Allanon Dark
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.
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.