User:Shard/Alchemist

=Alchemist = ''Alchemists are wizards trained in the art of creating, destroying, or altering physical objects using magic. Their talents allow them to change the function of weapons and armor, manipulate magic, and create potions to help or hurt enemies and allies alike. Alchemists are timid in battle by nature, but the tricks they have in store more than make up for their combat ability.''

Alchemists have base 60 armor, 30 energy, and +4 energy regen, a basic caster template. They will use wands and offhands requiring one of their non-primary attributes. Their attire is comparable to outfits worn by elementalists or mesmers, often composed of high-society clothing including numerous accessories that they always carry around both for fashion and for use in alchemy.

Profession specific insignias:
 * Brewer's Insignia - +8 armor for each recharging Item Spell (Maximum +20).
 * Crafter's Insignia - +8 armor for each recharging Weapon Spell (Maximum +20).
 * Transmuter's Insignia - +8 armor while holding an item, +8 armor while under a weapon spell.

The profession's "Color" will be deep blue-greyish, skill icons will be predominantly this color as well as having some oranges. Symbol icon will be a flask.

The profession will feel like a mixture of ritualist and necromancer. Its anti-caster skills are extremely limited - its whole role is about buffing/trashing weapons and armor. In most cases it will fulfill a midline role with some backline support. Frontliner primaries might use Al secondary to make themselves deal more damage or bypass armor, while backline primaries might use them for their defensive utility. Alchemist primaries might choose rit secondary often to take advantage of its primary attribute's interaction with item and weapon spells.

This profession would introduce a counter to weapon spells - weapon hexes. They are both hexes and weapons, but they can be cast only on enemies, effectively removing whatever weapon spell that creature already had. Some of the alchemist skills will also be able to remove weapon spells with a one shot effect.

= Attributes =

Transmutation (Primary)
Whenever you create an item or weapon, its scalable values are increased by 1% for each point in Transmutation. Skills that change objects into different objects will become more effective with higher Transmutation.


 * Master of Concentrates - - "(Elite Skill) For 5 seconds, the next time you drop an item, you create a copy of that item and hold it for up to  seconds."


 * Offering of Flesh - - "(Elite Spell) You gain  energy and lose a condition."


 * Extend Spell - - "(Spell) For 10 seconds, the next enchantment, hex, or weapon spell you cast lasts % longer."


 * Maximize Spell - - "(Spell) For 10 seconds, the next spell you cast uses attribute rank 16."


 * Transquip - - "(Weapon Hex Spell) For  seconds, while wielding a weapon, your equipped weapon and target foe's equipped weapon exchange damage ranges.  Each time that foe switches weapons, he or she loses 100 life."


 * Empower Spell - - "(Spell) For 10 seconds, the next time you cast a spell, its scalable values are increased by %."


 * Pain to Pleasure - - "(Spell) Target touched ally loses all conditions.  For each condition removed this way, that ally gains  health and 1 energy."


 * Unluck to Luck - - "(Spell) Target touched ally loses all hexes.  For each hex removed this way, that ally becomes immune to hexes for  seconds."


 * Luck to Pain - - "(Spell) Target touched foe loses up to  enchantments.  For each enchantment removed this way, that foe suffers a random condition.  These conditions last  seconds."


 * Transpose Weapon - - "(Spell) Move one weapon from target foe to yourself and increase its remaining duration by %."


 * Transpose Enchantment - - "(Spell) Move one enchantment from target foe to yourself and increase its remaining duration by %."


 * Transpose Hex - - "(Spell) Move one hex from yourself to target foe and increase its remaining duration by %."


 * Essence Magnet - - "(Elite Spell) Move all enchantments and hexes from all creatures in the area to yourself.  This takes an additional  seconds to recharge for each effect gained."

Destruction
Many skills which degrade your enemies' weapons or armor become more effective with higher Destruction Magic.


 * Disintegrate Weapon - - "(Weapon Hex Spell) For  seconds, target foe and adjacent foes are hexed with Disintegrate Weapon.  Those foes deal % less damage with physical attacks."


 * Destabilize Weapon - - "(Hex Spell) For  seconds, whenever target foe gains or loses a non-hex weapon spell, that foe takes  piercing damage."


 * Corrosion - - "(Elite Hex Spell) For  seconds, target foe deals 50% less damage with attacks, and this hex is renewed each time that foe hits with an attack."


 * Curse Weapon - - "(Weapon Hex Spell) For  seconds, target foe can't be the target of Weapon Spells and can't achieve critical hits."


 * Splinter Barrier - - "(Enchantment Spell) For 8 seconds, each time target other ally is hit by a melee attack, foes near that ally take  damage."


 * Shatter Weapon - - "(Spell) Target foe loses a weapon spell.  If a weapon spell was removed, that foe takes  piercing damage."


 * Shatter Armor - - "(Hex Spell) For  seconds, whenever target foe blocks, that foe takes  piercing damage and suffers from Cracked Armor for  seconds."

Brewing Skills
Many spells which create items or potions become stronger with higher Brewing.


 * Healing Salve - - "(Item Spell) Hold a Healing Salve for up to 10 seconds.  When you drop it, nearby allies gain  health and lose a condition."


 * Potion of Everlife - - "(Elite Item Spell) Hold a Potion of Everlife for up to 30 seconds.  While you hold it, your spells that target allies cast 50% faster and heal for % more health.  When you drop it, you and nearby allies gain  health."


 * Alchemical Acid - - "(Item Spell) Hold an Alchemical Acid for up to 20 seconds.  When you drop this, nearby foes take  damage and suffer from poison and cracked armor for  seconds."


 * Panacea - - "(Elite Item Spell) Hold a Panacea for up to 30 seconds.  While holding it, conditions and hexes on you expire % sooner.  When you drop it, you and all nearby allies lose all hexes and conditions.  This skill recharges  seconds faster when you activate it."


 * Blackpowder Nitrate - - "(Item Spell) Hold a Blackpowder Nitrate for up to 30 seconds.  5 seconds after you drop it, all creatures in the area are struck for  fire damage, are knocked down for 2 seconds, and are set on fire for 7 seconds.


 * Potion of Reckless Invincibility - - "(Elite Item Spell) You lose all enchantments and hold a Potion of Reckless Invincibility for up to 10 seconds.  While you hold it, you take double damage from all sources and can't use skills.  When you drop it, if it lasted its full duration, you gain +10 health regeneration, +3 energy regeneration, attack 33% faster, and take 50% less damage for  seconds."


 * Blackpowder Flask - - "(Spell) Throw a Blackpowder Flask which explodes at target foe's location, dealing  fire damage and causing burning for  seconds to all nearby foes."

Crafting
Many spells which increase the effectiveness of allies weapons or armor become stronger with increased Crafting.


 * Keen Weapon - - "(Weapon Spell) For 20 seconds, target ally has an additional % chance to get a critical hit."


 * Reinforce Armor - - "(Enchantment Spell) For 15 seconds, target ally gains + armor, an additional + armor against physical damage, and becomes immune to cracked armor."


 * Lighten Load - - "(Enchantment Spell) For  seconds, target ally cannot move slower than normal speed."


 * Salvage Armor - - "(Spell) Heal target ally for .  If that foe had cracked armor, that ally loses it and gains an additional  health."


 * Enlarge Weapon - - "(Weapon Spell) For  seconds, target ally's attacks can't be blocked, but that ally attacks 15% slower."


 * Devastating Weapon - - "(Weapon Spell) For 30 seconds, target ally deals % more damage with attacks."


 * Arcane Weapon - - "(Weapon Spell) For 20 seconds, whenever target other ally uses a spell, that spell's scalable values are increased by %."


 * Obsidian Shield - - "(Enchantment Spell) For 20 seconds, the next 20 times target ally would take damage, that ally takes  less.  This ends after preventing 140 damage."


 * Obsidian Edge - - "(Weapon Spell) For 60 seconds, your next 20 attacks deal + damage.  This ends when it causes 100 damage."


 * Ready Your Weapons - - "(Spell) Each party member in earshot gains  health.  Affected allies with Weapon Spells on them are healed for an additional  health."


 * Blessed Weapon - - "(Elite Weapon Spell) For  seconds, target ally is immune to hexes.  This ends when that ally casts a spell."

= Judging =
 * This is very nicely done, I like how this profession is set up! I wish you would have added one more attribute to this.  I do worry, however, if Al/Rt would be to OPed or not...  Still, you did an fantastic job!  Score:  8 -- Shadowphoenix [[Image:User Shadowphoenix Necromancer.png|19x19px|Please, talk to me; I'm so lonely ;-;]] 03:41, 29 September 2008 (UTC)
 * This is very different from the standard types of classes. In my opinion, the sacrifice should replace the energy cost entirely to represent the work needed to create these potions and such. I like how it's relatively balanced with some downside to things. In the real world, it would go through a LOT more balanced nerfs and buffs, but this is a good starting point for a profession. Score: 7 -  Vang uard [[Image:User-VanguardAvatar.PNG]] 16:56, 12 October 2008 (UTC) (Wishes he could rate .5's.)
 * Nice idea. Finally counters to weapon spells, some interesting skill ideas, but also stuff that's been there for some time. Score: 7 - Y0_ ich_halt  [[Image:User Y0_ich_halt sig.png|18px]] 21:03, 12 October 2008 (UTC)

Total

 * 22