Advanced Alchemist (additional or replacement class)

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Baldu
Yeek
Posts: 10
Joined: Tue Jan 14, 2014 9:24 am

Re: Advanced Alchemist (additional or replacement class)

#16 Post by Baldu »

So, I don't know what was the problem, but after rewriting the mini mod it works, and it's massively fun. I ended up unlocking the regular locked alchemist skills and also adding the necromancer beam spell, and now the alchemist is more then a 1 button wonder, I'm greatly enjoying myself since I have fun buttons to press at all times. Is it a definite power increase but since I play infinite dungeon or harder difficulties it's cool. Here it is if anyone wants to try it out (just erase the .zip so the file name ends in .teaa and place it in addon folder).
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Doctornull
Sher'Tul Godslayer
Posts: 2402
Joined: Tue Jun 18, 2013 10:46 pm
Location: Ambush!

Re: Advanced Alchemist (additional or replacement class)

#17 Post by Doctornull »

Lightning Alchemy 2: Electric Boogaloo
- Lightning Infusion (sustain: daze, +% lightning)
- Dynamic Recharge (passive: your bombs have a 20%-75% chance to reduce by 1 the cooldown of each of your golem's talents)
- Thunderclap (active, cone: sound pulse deals physical + lightning damage and confuses foes for 3-7 turns)
- Bioelectric Enhancement (expensive sustain: you gain +%30-150 move speed, shoot 1 free lightning bolt each round at a foe within range 1-3, and gain 'energy' every time you take damage, similar to how heightened reflexes works. The energy gain should grant you +1 turn for each ~20% of your life you take in damage. 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.

Note: previously I said "interrupt flurries" but that is factually incorrect. The Flurry talent won't check your energy between attacks, it's an atomic unit of buttmurder. What will get interrupted are:
- swift multi-action attackers like Brawlers and Archers
- multiple different attackers
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

Doctornull
Sher'Tul Godslayer
Posts: 2402
Joined: Tue Jun 18, 2013 10:46 pm
Location: Ambush!

Re: Advanced Alchemist (additional or replacement class)

#18 Post by Doctornull »

Edits to the first post.

- Filled out some of the categories which were full of placeholders
- Removed some of my bad ideas and replaced with hopefully better ideas

Cheers!
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

wildwolfofdark
Halfling
Posts: 112
Joined: Wed Dec 12, 2012 6:06 am

Re: Advanced Alchemist (additional or replacement class)

#19 Post by wildwolfofdark »

I don't know if I'm blind or not but where is your Advanced Alchemist addon so I may try it?

Doctornull
Sher'Tul Godslayer
Posts: 2402
Joined: Tue Jun 18, 2013 10:46 pm
Location: Ambush!

Re: Advanced Alchemist (additional or replacement class)

#20 Post by Doctornull »

wildwolfofdark wrote:I don't know if I'm blind or not but where is your Advanced Alchemist addon so I may try it?
Maybe it'll be in 1.1.6, if DarkGod wills it to be so.
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

malboro_urchin
Archmage
Posts: 393
Joined: Thu Dec 12, 2013 7:28 pm

Re: Advanced Alchemist (additional or replacement class)

#21 Post by malboro_urchin »

Doctornull wrote:
wildwolfofdark wrote:I don't know if I'm blind or not but where is your Advanced Alchemist addon so I may try it?
Maybe it'll be in 1.1.6, if DarkGod wills it to be so.
Is this mere speculation, or have you received some Divine Word regarding the Alchemist's Second Coming?
Mewtarthio wrote:Ever wonder why Tarelion sends you into the Abashed Expanse instead of a team of archmages lead by himself? They all figured "Eh, might as well toss that violent oaf up in there and see if he manages to kick things back into place.

Doctornull
Sher'Tul Godslayer
Posts: 2402
Joined: Tue Jun 18, 2013 10:46 pm
Location: Ambush!

Re: Advanced Alchemist (additional or replacement class)

#22 Post by Doctornull »

malboro_urchin wrote:Is this mere speculation, or have you received some Divine Word regarding the Alchemist's Second Coming?
You can read DarkGod's posts in this thread yourself.

You can also look at the git repository. No special permission required.
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

malboro_urchin
Archmage
Posts: 393
Joined: Thu Dec 12, 2013 7:28 pm

Re: Advanced Alchemist (additional or replacement class)

#23 Post by malboro_urchin »

Doctornull wrote:
malboro_urchin wrote:Is this mere speculation, or have you received some Divine Word regarding the Alchemist's Second Coming?
You can read DarkGod's posts in this thread yourself.

You can also look at the git repository. No special permission required.
I'm well aware that he wants to implement it; I'm more curious as to these ideas being in 1.1.6.

What's a git repository?
Mewtarthio wrote:Ever wonder why Tarelion sends you into the Abashed Expanse instead of a team of archmages lead by himself? They all figured "Eh, might as well toss that violent oaf up in there and see if he manages to kick things back into place.

Sradac
Sher'Tul
Posts: 1081
Joined: Fri Sep 21, 2007 3:18 am
Location: Angolwen

Re: Advanced Alchemist (additional or replacement class)

#24 Post by Sradac »

I cloned git yesterday just to see what was happening because I saw something about a new Oozemancer tree. Also something about Alchemists.

So I rolled an alch and lets just say, I was pleasantly surprised :mrgreen:

Doctornull
Sher'Tul Godslayer
Posts: 2402
Joined: Tue Jun 18, 2013 10:46 pm
Location: Ambush!

Re: Advanced Alchemist (additional or replacement class)

#25 Post by Doctornull »

Updated the first post with some hopefully more "down-to-earth" effects :)
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

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