User:Shard/Alchemist

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Alchemist User Shard Alchemist Icon.png[edit]

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[edit]

Transmutation (Primary)[edit]

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 -

10 Energy0 Activation time30 Recharge time - "(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 5...37...45 seconds."

  • Offering of Flesh -

10% Sacrifice5 Energy¼ Activation time15 Recharge time - "(Elite Spell) You gain 0...12...15 energy and lose a condition."

  • Extend Spell -

10% Sacrifice5 Energy¼ Activation time30 Recharge time - "(Spell) For 10 seconds, the next enchantment, hex, or weapon spell you cast lasts 5...17...20% longer."

  • Maximize Spell -

15% Sacrifice5 Energy¼ Activation time30 Recharge time - "(Spell) For 10 seconds, the next spell you cast uses attribute rank 16."

  • Transquip -

10% Sacrifice10 Energy5 Activation time30 Recharge time - "(Weapon Hex Spell) For 1...12...15 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 -

10% Sacrifice10 Energy1 Activation time30 Recharge time - "(Spell) For 10 seconds, the next time you cast a spell, its scalable values are increased by 1...12...15%."

  • Pain to Pleasure -

10% Sacrifice5 Energy¾ Activation time10 Recharge time - "(Spell) Target touched ally loses all conditions. For each condition removed this way, that ally gains 2...24...30 health and 1 energy."

  • Unluck to Luck -

10% Sacrifice10 Energy¾ Activation time15 Recharge time - "(Spell) Target touched ally loses all hexes. For each hex removed this way, that ally becomes immune to hexes for 1...4...5 seconds."

  • Luck to Pain -

10% Sacrifice5 Energy¾ Activation time20 Recharge time - "(Spell) Target touched foe loses up to 0...2...3 enchantments. For each enchantment removed this way, that foe suffers a random condition. These conditions last 1...12...15 seconds."

  • Transpose Weapon -

10% Sacrifice5 Energy1 Activation time20 Recharge time - "(Spell) Move one weapon from target foe to yourself and increase its remaining duration by 20...84...100%."

  • Transpose Enchantment -

10% Sacrifice5 Energy1 Activation time20 Recharge time - "(Spell) Move one enchantment from target foe to yourself and increase its remaining duration by 20...84...100%."

  • Transpose Hex -

5 Energy1 Activation time20 Recharge time - "(Spell) Move one hex from yourself to target foe and increase its remaining duration by 20...84...100%."

  • Essence Magnet -

20% Sacrifice10 Energy3 Activation time15 Recharge time - "(Elite Spell) Move all enchantments and hexes from all creatures in the area to yourself. This takes an additional 16...4...1 seconds to recharge for each effect gained."

Destruction[edit]

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

  • Disintegrate Weapon -

10 Energy1 Activation time15 Recharge time - "(Weapon Hex Spell) For 1...12...15 seconds, target foe and adjacent foes are hexed with Disintegrate Weapon. Those foes deal 5...29...35% less damage with physical attacks."

  • Destabilize Weapon -

10 Energy1 Activation time15 Recharge time - "(Hex Spell) For 5...25...30 seconds, whenever target foe gains or loses a non-hex weapon spell, that foe takes 10...50...60 piercing damage."

  • Corrosion -

5 Energy½ Activation time25 Recharge time - "(Elite Hex Spell) For 2...6...7 seconds, target foe deals 50% less damage with attacks, and this hex is renewed each time that foe hits with an attack."

  • Curse Weapon -

5 Energy1 Activation time10 Recharge time - "(Weapon Hex Spell) For 5...15...17 seconds, target foe can't be the target of Weapon Spells and can't achieve critical hits."

  • Splinter Barrier -

5 Energy1 Activation time12 Recharge time - "(Enchantment Spell) For 8 seconds, each time target other ally is hit by a melee attack, foes near that ally take 5...37...45 damage."

  • Shatter Weapon -

5 Energy¼ Activation time20 Recharge time - "(Spell) Target foe loses a weapon spell. If a weapon spell was removed, that foe takes 15...59...70 piercing damage."

  • Shatter Armor -

10 Energy1 Activation time20 Recharge time - "(Hex Spell) For 5...9...10 seconds, whenever target foe blocks, that foe takes 5...29...35 piercing damage and suffers from Cracked Armor for 1...8...10 seconds."

Brewing Skills[edit]

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

  • Healing Salve -

5 Energy1 Activation time7 Recharge time - "(Item Spell) Hold a Healing Salve for up to 10 seconds. When you drop it, nearby allies gain 15...51...60 health and lose a condition."

  • Potion of Everlife -

10 Energy1 Activation time15 Recharge time - "(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 5...37...45% more health. When you drop it, you and nearby allies gain 6...73...90 health."

  • Alchemical Acid -

10 Energy2 Activation time20 Recharge time - "(Item Spell) Hold an Alchemical Acid for up to 20 seconds. When you drop this, nearby foes take 20...44...50 damage and suffer from poison and cracked armor for 1...12...15 seconds."

  • Panacea -

10 Energy1 Activation time90 Recharge time - "(Elite Item Spell) Hold a Panacea for up to 30 seconds. While holding it, conditions and hexes on you expire 10...50...60% sooner. When you drop it, you and all nearby allies lose all hexes and conditions. This skill recharges 3...37...45 seconds faster when you activate it."

  • Blackpowder Nitrate -

15 Energy3 Activation time30 Recharge time - "(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 40...120...140 fire damage, are knocked down for 2 seconds, and are set on fire for 7 seconds.

  • Potion of Reckless Invincibility -

20% Sacrifice10 Energy1 Activation time30 Recharge time - "(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 5...25...30 seconds."

  • Blackpowder Flask -

5 Energy1 Activation time5 Recharge time - "(Spell) Throw a Blackpowder Flask which explodes at target foe's location, dealing 5...25...30 fire damage and causing burning for 1...12...15 seconds to all nearby foes."

Crafting[edit]

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

  • Keen Weapon -

5 Energy¼ Activation time10 Recharge time - "(Weapon Spell) For 20 seconds, target ally has an additional 1...12...15% chance to get a critical hit."

  • Reinforce Armor -

10 Energy¼ Activation time10 Recharge time - "(Enchantment Spell) For 15 seconds, target ally gains +4...15...18 armor, an additional +8...30...36 armor against physical damage, and becomes immune to cracked armor."

  • Lighten Load -

5 Energy1 Activation time20 Recharge time - "(Enchantment Spell) For 4...17...20 seconds, target ally cannot move slower than normal speed."

  • Salvage Armor -

5 Energy1 Activation time5 Recharge time - "(Spell) Heal target ally for 10...42...50. If that foe had cracked armor, that ally loses it and gains an additional 20...68...80 health."

  • Enlarge Weapon -

5 Energy¾ Activation time10 Recharge time - "(Weapon Spell) For 1...12...15 seconds, target ally's attacks can't be blocked, but that ally attacks 15% slower."

  • Devastating Weapon -

15 Energy1 Activation time30 Recharge time - "(Weapon Spell) For 30 seconds, target ally deals 1...16...20% more damage with attacks."

  • Arcane Weapon -

10 Energy1 Activation time10 Recharge time - "(Weapon Spell) For 20 seconds, whenever target other ally uses a spell, that spell's scalable values are increased by 1...12...15%."

  • Obsidian Shield -

5 Energy¼ Activation time12 Recharge time - "(Enchantment Spell) For 20 seconds, the next 20 times target ally would take damage, that ally takes 7...21...25 less. This ends after preventing 140 damage."

  • Obsidian Edge -

10 Energy2 Activation time30 Recharge time - "(Weapon Spell) For 60 seconds, your next 20 attacks deal +6...17...20 damage. This ends when it causes 100 damage."

  • Ready Your Weapons -

10 Energy1 Activation time5 Recharge time - "(Spell) Each party member in earshot gains 5...37...45 health. Affected allies with Weapon Spells on them are healed for an additional 15...47...55 health."

  • Blessed Weapon -

5 Energy1 Activation time10 Recharge time - "(Elite Weapon Spell) For 1...8...10 seconds, target ally is immune to hexes. This ends when that ally casts a spell."

Judging[edit]

  • 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 --ShadowphoenixPlease, 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 - VanguardUser-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 User Y0 ich halt sig.png 21:03, 12 October 2008 (UTC)

Total[edit]

  • 22