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Ok, like I said it is my turn to submit my concept Profession… which I actually submitted back in 2008 on Guru1 I believe. This concept profession is called the Alchemist. This Profession incorporates two things being GW’s transition to GW2 with the reworking of professions, and the current lore in place of GW2. The reworked professions incorporated into this are the Mesmer, Ritualist and the Paragon professions and taking in their buff/debuff capabilities and working all of them into one profession. By doing so, I have also modernized the professions to meet the lore of GW2. What was once Shouts, Chants, Weapon Spells and Spirits, are now Potions, Metabolic Changes and Black Powder. Since Hexing is considered spell use, the concentration was turned to conditions.
The Alchemist ![]() General Lore In GW2 we find that the six gods are playing less of a role in Tryia. This is due to the rise of the other races, the decline of the Human race, and the rise in technology. This profession came about due to those who have turned their backs on the Six Gods and embraced the ways for modernization. What were once spells drawn from the blood stones, are now in the forms of potions, black powder and refined tools. The followers of this training have taken the core values of assisting allies and hindering their foes from the old Mesmer, Ritualist and Paragon lines; and have found ways to implement them into a new form without the need of Magic. Each race has contributed to this profession to make it as we see it today. The Humans and Sylvari have concentrated most of their efforts into the workings of a herbalist and chemistry in order to help their fellow allies in battle. The Norn have worked on more of the Metabolism side in the form of self buffs. The Charr have worked on the modern tools of war which includes black powder and has lead to direct damage. The Asurans have worked on the hindering tools to disable their foes to take advantage of them. With the combined efforts of all these Races, they have found ways for those who are not Chosen to be able to fight and help others in battle. They have each taken their core values, and those of old teachings, and have transferred them into a new belief and path that is not driven by Gods and Magic. Basic Gameplay The core purpose of this profession is to buff the allies, and hinder the efforts of their foes. This can be by potions given to allies to speed their attacks, casting times, movement speed, ect. While at the same time they try to slow the casting times, movement and attack speed of their foes. These, as stated above, are two different lines. So one creature cannot reach the full effect of both lines at the same time (keeping inline the balance theory of the bloodstone for game play purposes). The same goes for the Metabolic changes which would only effect one’s self. The black powder aspect comes into play much like the Smiting Prayers of the Monk line, where there is a conduit of force damage that can be reached. However, like the other lines, full dedication into this aspect must be given to see the results. Attributes Metabolism (Primary Attribute) Points into this attribute, will affect the speeds of “casting” time and recharge of skills. 1 point = 3% of speed boost to “casting” of Alchemist skills and Alchemist skills recharges. (Based on the current GW1 system.) (Also note that the effect only effect Alchemist Skills). This line is the ultimate form of Alchemy… to changes one’s self physically to inherit the ability to do bigger things. This can be in the form of Energy Management, speed boosts, self healing and other forms of abilities (skills) that deem too strong to be in a secondary line. All skills will affect one’s self only. Note, that the areas of Self Healing and such mimic those of the Healing Sig of the Warrior and the Troll Ungent of a Ranger. Medicinal Alchemy This line is dedicated to the buffing of your fellow team mates. This replaces a lot of the Weapon Spells and Shouts/Chants there were from the Ritualits and Paragon lines. There are however numerous skills in this area that cannot be self targeting for balance purposes. But some of these effects can be found in the Metabolism line. This forces players to take Alchemist as their primary profession in order to balance play. There are also come condition removal in this line as well. However, little to no HP healing is in this line. Dark Alchemy This line is dedicated to hinder the foes. The use of potions and such to poison, cripple and daze their foes into being less effective as the means of attack. This line contains many conditions that are separated for the most part, but do not include Burning and Blindness. Pyrotechnics This line is dedicated to the study of Black Powder, whether in the form of gun usage or grenades. The gun for this line is not much different than a wand; however, there are various effects that can be integrated into this line, similarly to Weapon Spells from the old Ritualist line, and Conjure Element lines of an Elementalist. This line holds the ability to target one or multiple targets, along with burning and blindness effects. |
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#2 |
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Senior Member
Join Date: Nov 2009
Location: Australia
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I like the idea, but it looks like something that COULD be done with a Mesmer/Monk. The mesmer hinders the efforts of their foes, and the monk secondary buffs the allies.
So how are the potions that the alchemist use different to the spells of the mesmer/monk? |
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#3 |
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Senior Member
Join Date: Aug 2009
Location: Cologne
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too blown up imo.
Besides the Potion Gameplay this concept imo offers nothing that makes out a real Alchemist. But thats just my opinion. - The Ritualist doesnt belong into something that has do do with Alchemy, if there is any possible merge with the Ritualist, then imo only with the Necromancer to become a complete Occultist , or a merge just only with the mesmer to differentiate more from the necromancer becoming a furtune telling Oracle about Tarot Cards and such things. But the Ritualist has absolutely nothing, where I would say, it sounds plausible that this Class, which was all about Spirit summoning turns out 250 years later into a mix of Mesmer, Ritu, Ele and Paragon oO Just as said.. too blown up, and especially the stealing of the Mesmer effect of Fast Casting in its primary is stupid... Alchemists have nothing to do with magic.. Alchemists are a complete UNMAGICAL class... their abilities are the results of medieval SCIENCE. or do you find a Molotov Cocktial is a Magic Spell ?, or is an Acid Flask for you something magical ? I doubt not.. so its total impossible that their primary attribute will quicken up Cast Speed and Recharge Times of Spells >.< /fail There is the concept of actionjack and me together alot nearer at the point of how an Alchemist should work in GW2. Maybe u should give a quick look over of our both concepts, especialy when thinking on the primary attribute effect. In my concept for example i combined the primary effect with the main gameplay of the class, because it was unused also..a primary effect that is about increasing the maximum throwing range of potions ect. Thats the gameplay about what a real Alchemist is nearly all the time about - using potions, creatign potings, throwing away potions/powders at foes.. so better there is naturally ur maximum throwing distance, so better for you. Our concepts offered imo more new things that would add something interesting to the game that didn't existed before GW2, other then only mixing 3 to 4 classes together and making 1 out of them under a total different dress that has nothing to do with anyone of the 3 to 4 fusioned parts of it ... |
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#4 | |
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Also, this line does not heal like a Monk. There is no HP gain... |
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#5 |
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Senior Member
Join Date: Aug 2009
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A fair concept..
But since it lack much of details, nor really offer anything new (in GW1 Standard atleast)... does seem a bit flat... Maybe the potion is done different than casting of spells? Last edited by actionjack; Jan 26, 2010 at 08:01 PM. |
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#6 | |
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Metabolism takes into account the increased heart rate and reflexs in order to make actions happen faster. Ergo, the attribute benifit line. As for the throwing aspect... this was a debate in my first posting of this profession a long time ago in GW Guru 1... so we came to the conclusion that that aspect of gameplay would be kinda fail because of the potential of walls and foes int he way of the throw. Which, potential could cause you yo buff a foe instead of an ally. However, it still left room to ponder how to get the effects to your party members at range, unless everything was a "touch skill". As for the "offering more", you are right, that is your opinion. As for the fusion thing... read the lore again... I took the professions that were buff in one way, buff a different way, buff a different way, ect... and modernized them all into one new form of buffing. |
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#7 |
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Perfection is naught
Join Date: Aug 2009
Location: Citadel of the Decayed
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Nice idea, though I don't really like the idea of combining the Ritualist with the Mesmer (I'd rather combine that with the Necromancer, to be honest) - and yes, I read that this is of them leaving their faith (though to be honest, we see casters of those who don't worship the gods).
In fact, I don't really see anything of the existing professions, lore wise (only mechanic wise). But still good profession, in my opinion.
__________________
Lore Guild|Group|Lore Archives
"Sir, if you don't mind, I'm going to be blunt. I've had faster conversations with walls." |
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#8 |
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Senior Member
Join Date: Aug 2009
Location: Reform the White Mantle!
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Interesting concept Sabre.
I kinda like how you tried to justify these mechanics into a non-magical form, but it's overall confusing in a way. The pyrotechnics would fit that of early alchemists or inventors who discovered black powder, but I'm not quite sure if that would equate to an alchemist using a gun... It's really spread out IMO, I can match it to mechanics, but I'm having a difficulty matching it to a similar role in GW1 and matching it to lore. EDIT-Seems both Konig and I are having trouble matching lore to the mechanics. |
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#9 | |
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Vekk did say the reason why they built the Central Transfer Chamber near to statue (Primoridious sleeping) because it "bleeds magic". So would other forms of creature pull their magical casting powers from these dragon sources instead of the blood stones? As for this magical thing that keep popping up... the followers of the teachings of Alchemy are taking the ideals of what the Ritualist, for instance, was trying to complish, but not the same road to get there. Also the Mesmer/Necro... ye, same concept of hinderence... but keep in mind, that this profession does not interrupt, but find means to hinder their foes simularly to hexing, but instead go in the route of conditions instead since hexing is that magical route. So maybe Ranger would be a better pull since hat more natural related? Last edited by Sabre Wolf; Jan 26, 2010 at 10:03 PM. |
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#10 | ||
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Perfection is naught
Join Date: Aug 2009
Location: Citadel of the Decayed
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Personally, I think magic is just the act of mentally affecting out-of-body energy (whereas normal use of energy is within the body). Many people think of this as psionic powers. In this aspect, magic is just a verb, not a noun, as anyone who has the mental ability would be able to use magic in Tyria - but the kinds/schools of magic which can be "produced" is absorbed by the bloodstones, allowing only the strongest school of magic to take place. Quote:
I could go on, but I'd rather just say this has my full thoughts on the topic. Though the issue is that Alchemists are scientists, more or less, and Rangers are people who tend to protect nature from the unnatural - which would include science. In terms of lore, I don't see any profession becoming some scientist - except maybe some Elementalists (human Tyrian, at least - who are people who focus on knowledge for their power). I see a "scientist profession" just sprouting out by the advancement of technology - and the influence of the Asura.
__________________
Lore Guild|Group|Lore Archives
"Sir, if you don't mind, I'm going to be blunt. I've had faster conversations with walls." |
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#11 | ||
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#12 | ||||
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Senior Member
Join Date: Aug 2009
Location: Cologne
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You have clearly clarified there, that the Attribute should count only for physical skills and not for any spells... still however i think Alchemists shouldn't be the class with this type of primary attribute effect, simple out of the reason that manipulating the Heart Rate is CLEARLY the thing of Warriors and not of Alchemists as adrenaline massively increases and influences the Heart Rate!!! And Reflexes are not the gameplay of Alchemists, Reflexes are heavily when at all part of Assassins!!.. they are the class all about reflexes, not Alchemists. Quote:
Alchemists will simpley have only 2 different effects for they potions: - those that deal damage or conditions to foes and ONLY FOES - those that heal damage or conditions to allies and ONLY ALLIES there simple won't be effects under their skills, which could accidently heal foes or damage allies - problem solved Quote:
- Homunculus Gameplay (As Counter Part to the rangers Pet System, slightly different..ranger is all about physical pets, alchemist would be about magical pets that are missing) - Energy Synergizing (making the class the best Energy Management Supporter taking over the role of the Necro, so that Blood Rituals could become more interesting with a different role ) - General Item Mixing... all your concept is about pyrotechnics.. thats boring, when Alchemists could be about alot more interestign stuff they could be able to create. Alchemists should be offering gameplay about all the pillars of item mixing typical alchemist stuff for fighting monsters, not just only pyrotechnics. Alchemists have following pillars of stuff they create against foes: - Pyrotechnics : everything that is about to burn, to explode, to implode ect pp. - Acid: everything about different kinds of Acids that deal different kinds of conditions - Materia: everything about different kinds of Metals creating, forming and changing at will.. hey Alchemists are they ones beign said, that are able to turn Iron into Gold you know ??? They are the ones which can let appear out of nothing metal by manipulating molecularic structures. - Gravity: they are scientists, with their ability to control materia they are also able to control gravity That are the 4 Pillars of the alchemist about skills which they would use against their foes, when you would create an aggressive Alchemist, that doesn't receive from you a Supporter Skill Build This way would become an Alchemist alot more interesting to play, because it would offer to the gamer alot more, than just only the Potion Gameplay!!. - Magical pets (Homunculi) - not being offered in GW1, would be new - Gravity Manipulation - none GW1 class was able to do it - Materia Creation - none GW1 class was able to do it - Using Item Skills in 4 different ways against foes - none Class was able to do it. Ritualist Item Skills gameplay can't be compared with that of the Alchemist, because the ritualist didn't throw its Ash Urns, they holded them or let it lay on the Ground. Quote:
Their Support Skills work differently and are by far not of earshot range!!! They are of throwing range of your character. And throwing range is basically the distance of a spear throw from a paragon... (plus that distance that the primary attribute should give as bonus) Your concept here looks to me, as if you would try to create a new fruit out of 4 different ones XD You take here an apple, a banana, an ananas and a melon and try to make out of it a mixed fruit that could be called "chimera" lol I hope you get the point about what i'm meaning with this XD. As said.. Alchemists are scientists.. so should they come over also too and not like a class, which role is it only to heal others and to attack foes with pyrotechnics created out of black powder... Pyrotechnics is more, than just only Black Powder. Like actionjack says it (and I share his/her opinion as ive posted it also before) This concept feels being too flat, only potion throwing alone is too boring. Think of something more to add to them, then your concept will be better. Maybe you find a way to polish up your concept with something of mine or actionjacks concepts. I used also some stuff of actionjack to improve mine concept already, guess when it can help me, then it can help you too
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#13 | |
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#14 |
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Senior Member
Join Date: Aug 2009
Location: My avatar is not a freaking cat.
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#15 |
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Perfection is naught
Join Date: Aug 2009
Location: Citadel of the Decayed
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/thread
no wait, /forum Sabre, you win the "best response on forums" reward.
__________________
Lore Guild|Group|Lore Archives
"Sir, if you don't mind, I'm going to be blunt. I've had faster conversations with walls." |
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#16 |
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#17 |
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+3 Carapace
Join Date: Nov 2009
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I'm glad we're appreciating jokes more than content.
As far as the concept goes, it's an interesting support class, similar to an E/Rt. You've got the mass conditioning (blindness/cracked armor/weakness spam from air eles) mixed into weapon spell styled skills. So all in all, a pretty standard defensive support caster in the style of an air E/Rt stand ele. The only issue I might see is that it could have little use besides a blindbot (aka bitch ele). This would be dependent on the damage potential of the skills in Pyrotechnics or other areas: would you be able to provide some damage pressure or assist on spikes? This allows a little bit of versatility, and opens other possible roles (splits, etc). However, I'm not entirely a fan of pinning everything to 'potions' when all skills prior were energy-based spells or adrenaline-based skills. It seems a redundant new mechanic (if it is one) or unnecessary renaming if it isn't. |
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#18 | ||
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I am hoping you are being sarcastic... because if you are not... I don't care to have a stick shoved up my butt 24/7.
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As for the energy... everything in GW1 (except adrenaline) was based off of energy. Every profession used it. I guess you could say energy is the amount of power or stamina you have to make an action beyond the normal movement or attack (action being a skill). BTW, if this was ever implemented into the game... I would be afraid to say that this profession would due called the "Drug Dealer"
Last edited by Sabre Wolf; Jan 28, 2010 at 12:56 AM. |
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#19 | ||
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+3 Carapace
Join Date: Nov 2009
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Yeah, I get it, but how would it work with the other mechanics? We already have things that react differently to spells - would this class essentially be immune to interrupts? Adding another type (potion skills) would make things even more complicated. |
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#20 | ||
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And that phrase means stuck up and proper at every moment of the day. And its true that acting as such constantly would be unhealthy.Quote:
No, there is skill activation, so it can be rupted like any other profession in the game. Call it, "pulling out the potion and applying it". Paras, I would call, immune to rupts. Not if other like mechanics are removed from GW2. |
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