Advanced Alchemist (additional or replacement class)
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Re: Advanced Alchemist (additional or replacement class)
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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- Sher'Tul Godslayer
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Re: Advanced Alchemist (additional or replacement class)
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
- 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
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- Sher'Tul Godslayer
- Posts: 2402
- Joined: Tue Jun 18, 2013 10:46 pm
- Location: Ambush!
Re: Advanced Alchemist (additional or replacement class)
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!
- Filled out some of the categories which were full of placeholders
- Removed some of my bad ideas and replaced with hopefully better ideas
Cheers!
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- Halfling
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- Joined: Wed Dec 12, 2012 6:06 am
Re: Advanced Alchemist (additional or replacement class)
I don't know if I'm blind or not but where is your Advanced Alchemist addon so I may try it?
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- Sher'Tul Godslayer
- Posts: 2402
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Re: Advanced Alchemist (additional or replacement class)
Maybe it'll be in 1.1.6, if DarkGod wills it to be so.wildwolfofdark wrote:I don't know if I'm blind or not but where is your Advanced Alchemist addon so I may try it?
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- Archmage
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Re: Advanced Alchemist (additional or replacement class)
Is this mere speculation, or have you received some Divine Word regarding the Alchemist's Second Coming?Doctornull wrote:Maybe it'll be in 1.1.6, if DarkGod wills it to be so.wildwolfofdark wrote:I don't know if I'm blind or not but where is your Advanced Alchemist addon so I may try it?
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.
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- Sher'Tul Godslayer
- Posts: 2402
- Joined: Tue Jun 18, 2013 10:46 pm
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Re: Advanced Alchemist (additional or replacement class)
You can read DarkGod's posts in this thread yourself.malboro_urchin wrote:Is this mere speculation, or have you received some Divine Word regarding the Alchemist's Second Coming?
You can also look at the git repository. No special permission required.
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- Archmage
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Re: Advanced Alchemist (additional or replacement class)
I'm well aware that he wants to implement it; I'm more curious as to these ideas being in 1.1.6.Doctornull wrote:You can read DarkGod's posts in this thread yourself.malboro_urchin wrote:Is this mere speculation, or have you received some Divine Word regarding the Alchemist's Second Coming?
You can also look at the git repository. No special permission required.
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.
Re: Advanced Alchemist (additional or replacement class)
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
So I rolled an alch and lets just say, I was pleasantly surprised

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- Sher'Tul Godslayer
- Posts: 2402
- Joined: Tue Jun 18, 2013 10:46 pm
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Re: Advanced Alchemist (additional or replacement class)
Updated the first post with some hopefully more "down-to-earth" effects 
