Advanced Alchemist (additional or replacement class)
Posted: Sat Nov 23, 2013 3:41 am
The idea is to make an Alchemist which starts simple, but grows as you unlock things, so it's good for n00bs but also not boring for advanced players.
Explosive Admixtures - bombs deal Physical damage by default, otherwise not much difference.
Golemancy - same as before
Advanced Golemancy - same as before
Fire Alchemy fire tree, starts unlocked.
- Flame Infusion: bombs deal fire burn, talent level grants +% Fire damage
- Smoke Bomb
- Firestorm
- Body of Fire
Acid Alchemy acid tree, starts unlocked.
- Acid Infusion (sustain): bombs deal acid blind, talent level grants +% Acid damage.
- Seething Repair (passive): your acid bombs grant your Golem regeneration for 3 turns.
- Corrosion (active): cone of acid behaves like a friendly-fire Acid Rune, reducing the accuracy & defense of foes.
- Aqua Vitae (expensive sustain): grants you acid resist, poison and disease % immunity, and increased healing factor. When you are struck in melee, your opponent suffers acid disarm damage.
Frost Alchemy cold tree, starts unlocked.
- Frost Infusion (sustain): bombs deal ice damage, talent level grants +% Cold damage.
- Ice Armor (passive): ice bombs grant your Golem bonus armor and bonus cold damage
- Freeze Bomb (active): small area bomb inflicts Slow condition.
- Frozen Shield (expensive sustain): grants you 20-100% Stun immunity, and attempts to block incoming melee & missile damage (roll Spellcraft vs. incoming Accuracy, can succeed up to 1-3 times per global turn).
War Alchemy - direct attacks, locked, all of these are ally-friendly
- Heat
- Ice Spear: single-target bolt can iceblock or slow
- Thunderclap (active, cone: sound pulse deals physical + lightning damage and confuses foes for 3-7 turns)
- Searing Acid: ranged single-target Acid attack can remove beneficial conditions & sustains (magic + mind)
Venom Alchemy - poison tree, level 10+, locked (invisible until you side with the Assassin Lord)
- Toxic Infusion: bombs deal Nature damage and may inflict poison; more poison options and better chance to poison with talent level.
- Poison Mastery: +% poison immunity for you, and +% resist nature for you & your golem.
- Organic Golem: your bombs coat your Golem with an organic compound which grants it +% resist all, it inflicts Insidious Poison with melee attacks for 3 turns, and you grant it +1-5 Stamina regeneration.
- Aqua Mortis: expensive sustain; your bombs impose -% poison immunity on foes; you convert all incoming Blight, Acid, Darkness and Arcane damage into Nature damage.
Energy Alchemy lightning tree, level 10+, locked (invisible until you kill Urkis)
- Lightning Infusion (sustain): daze, +% lightning
- Dynamic Recharge (passive): your golem gains +1-5 lite radius, and your bombs have a 20%-75% chance to reduce by 1 the cooldown of each of your golem's talents
- Energize (active): long CD; costs 5 gems and zero Mana; you and your Golem gain Life, Mana and Stamina regeneration for 10 turns. At level 3, cure one negative condition on your Golem; at level 5, also cure one condition on yourself.
- Living Lightning (expensive sustain): you gain +1-5 lite radius, shoot 1 free lightning bolt each round at a foe within range 1-3, and gain 'energy' every time you take damage, up to +1 free turn max per global turn. This mechanic will interrupt mass attack salvos of doom from a gang of attackers, but not allow sustained risk-free abuse, and will reward Heroism Infusions and the like with linear returns.
After some testing, I'd suggest a conversion rate of (damage/max_life) * 2 * energy_to_act, and I'd suggest awarding energy after every attack rather than on_act.
Geomantic Alchemy physical tree, level 10+, locked (invisible until you unlock Spell / Stone)
- Forceful Infusion (sustain): your regular bombs can knock back foes, and deal +10-50% extra damage to pinned foes. (This is cool because your Golem can pin.)
- Reinforced Construct (passive): while you sustain Forceful Infusion, your golem gains +3-15% resist all.
- Earthen Grasp (active): summon an immobile earthen arm which grapples (and pins) one adjacent enemy each round.
- Geomantic Conversion (expensive sustain): convert 20-50% of incoming damage into Mana. This is like Disruption Shield except it's safe (never explodes) and only works on Physical, Fire, Cold and Acid damage.
---
So it starts out with a similar number of trees as now, but that number increases as you unlock stuff, and it's easy to focus on one element -- but you'll always have Physical bombs to fall back on if your favorite element is resisted. So that's a nice plus for beginners, there's even fewer ways to screw yourself out of being effective by accident.
Thoughts?
Explosive Admixtures - bombs deal Physical damage by default, otherwise not much difference.
Golemancy - same as before
Advanced Golemancy - same as before
Fire Alchemy fire tree, starts unlocked.
- Flame Infusion: bombs deal fire burn, talent level grants +% Fire damage
- Smoke Bomb
- Firestorm
- Body of Fire
Acid Alchemy acid tree, starts unlocked.
- Acid Infusion (sustain): bombs deal acid blind, talent level grants +% Acid damage.
- Seething Repair (passive): your acid bombs grant your Golem regeneration for 3 turns.
- Corrosion (active): cone of acid behaves like a friendly-fire Acid Rune, reducing the accuracy & defense of foes.
- Aqua Vitae (expensive sustain): grants you acid resist, poison and disease % immunity, and increased healing factor. When you are struck in melee, your opponent suffers acid disarm damage.
Frost Alchemy cold tree, starts unlocked.
- Frost Infusion (sustain): bombs deal ice damage, talent level grants +% Cold damage.
- Ice Armor (passive): ice bombs grant your Golem bonus armor and bonus cold damage
- Freeze Bomb (active): small area bomb inflicts Slow condition.
- Frozen Shield (expensive sustain): grants you 20-100% Stun immunity, and attempts to block incoming melee & missile damage (roll Spellcraft vs. incoming Accuracy, can succeed up to 1-3 times per global turn).
War Alchemy - direct attacks, locked, all of these are ally-friendly
- Heat
- Ice Spear: single-target bolt can iceblock or slow
- Thunderclap (active, cone: sound pulse deals physical + lightning damage and confuses foes for 3-7 turns)
- Searing Acid: ranged single-target Acid attack can remove beneficial conditions & sustains (magic + mind)
Venom Alchemy - poison tree, level 10+, locked (invisible until you side with the Assassin Lord)
- Toxic Infusion: bombs deal Nature damage and may inflict poison; more poison options and better chance to poison with talent level.
- Poison Mastery: +% poison immunity for you, and +% resist nature for you & your golem.
- Organic Golem: your bombs coat your Golem with an organic compound which grants it +% resist all, it inflicts Insidious Poison with melee attacks for 3 turns, and you grant it +1-5 Stamina regeneration.
- Aqua Mortis: expensive sustain; your bombs impose -% poison immunity on foes; you convert all incoming Blight, Acid, Darkness and Arcane damage into Nature damage.
Energy Alchemy lightning tree, level 10+, locked (invisible until you kill Urkis)
- Lightning Infusion (sustain): daze, +% lightning
- Dynamic Recharge (passive): your golem gains +1-5 lite radius, and your bombs have a 20%-75% chance to reduce by 1 the cooldown of each of your golem's talents
- Energize (active): long CD; costs 5 gems and zero Mana; you and your Golem gain Life, Mana and Stamina regeneration for 10 turns. At level 3, cure one negative condition on your Golem; at level 5, also cure one condition on yourself.
- Living Lightning (expensive sustain): you gain +1-5 lite radius, shoot 1 free lightning bolt each round at a foe within range 1-3, and gain 'energy' every time you take damage, up to +1 free turn max per global turn. This mechanic will interrupt mass attack salvos of doom from a gang of attackers, but not allow sustained risk-free abuse, and will reward Heroism Infusions and the like with linear returns.
After some testing, I'd suggest a conversion rate of (damage/max_life) * 2 * energy_to_act, and I'd suggest awarding energy after every attack rather than on_act.
Geomantic Alchemy physical tree, level 10+, locked (invisible until you unlock Spell / Stone)
- Forceful Infusion (sustain): your regular bombs can knock back foes, and deal +10-50% extra damage to pinned foes. (This is cool because your Golem can pin.)
- Reinforced Construct (passive): while you sustain Forceful Infusion, your golem gains +3-15% resist all.
- Earthen Grasp (active): summon an immobile earthen arm which grapples (and pins) one adjacent enemy each round.
- Geomantic Conversion (expensive sustain): convert 20-50% of incoming damage into Mana. This is like Disruption Shield except it's safe (never explodes) and only works on Physical, Fire, Cold and Acid damage.
---
So it starts out with a similar number of trees as now, but that number increases as you unlock stuff, and it's easy to focus on one element -- but you'll always have Physical bombs to fall back on if your favorite element is resisted. So that's a nice plus for beginners, there's even fewer ways to screw yourself out of being effective by accident.
Thoughts?