Aller au contenu

Photo

Pimp my Alchemist class


  • Veuillez vous connecter pour répondre
Aucune réponse à ce sujet

#1
mission555

mission555
  • Members
  • 164 messages

(What's the problem? Alchemist lacks synergy and Alchemist lacks Character, she's basically Assassin with Mines and Knockout Bomb. The Alchemist, I think, was intended to be a more methodical more utility focused class than Assassin however as it works out she just gets too little to diverge her from the path of regular assassin throwing around skittles every now and then). 

 

Let's start diverging them.

 

Cunning:

Stealth: Upgrade=Chemical Smokebomb As you fade into stealth your chemical smokebomb leaves a bad aftertaste, reducing elemental resistance. The smoke stays for 3 seconds, applies "mist" debuff a minus 30% ele resist debuff (assuming resists can go into the negative) that lasts for 10 seconds.

 

Parry: Upgrade=Burn Your Eyes, While you parry a blow you deftly spray the enemy with chemical smoke. Applies "mist".

 

Evade: Upgrade=Chemical smokebomb As you roll you smash a chemical smokebomb that decreases elemental resistance. The mist stays for 3 seconds applies "mist".

 

Flanking Attack -> Shuriken: You throw a Shuriken that can apply poison, mist or both. Applies poison if you have poisoned weapons active or are standing in a poison cloud, applies mist if you're standing in a smokebomb or if you assumed the parry pose in the last 1.5 seconds. 200% weapon damage 8 second cooldown. Precision detonator Upgrade=Triple Throw You throw two additional shurikens in the same throw hitting adjacent enemies

 

Twin Fangs upgrade: Smokey smog to the face lowers elemental resistances.  + 100% bonus damageno

 

 

Alchemy:

Elemental mines Stamina cost reduced to 35 stamina. 

 

Poisoned Weapons: Is now a toggle, costs 10 stamina per hit. Upgrade: Explosive Concoction Your poison now reacts violently after exposure to a combination of mist and moisture. Enemies that are under the effect of mist and poison are after 2 seconds set ablaze for 8 seconds dealing an additional 50% weapon damage per second and are feared for 8 seconds

 

Frost Flask: Duration increased to 6 seconds, cooldown reduced to 24 seconds. Flask of Frost converts all the damage you do to Ice. Upgrade: same

 

Knockoutbomb: applies mist. Upgrade: Knock Them All Out: Detonating a combo reduces the cooldown. Cooldown reduced by 3 seconds per combo you finish. 

 

Toxic Cloud: becomes throwable like Knockoutbomb, tap button twice to throw it under you. damage to 25% per second. Also slows enemies in its area by 25%. upgrade: same. 

 

Fire Flask: Duration increased to 6 seconds, cooldown reduced to 24 seconds.

 

 

 

Way out there changes but would really diversify the Alchemist class, whatever you do it would be hard to play Alchemist as Assassin now. Thanks for sticking through and reading my ever so slightly convoluted ideas. As always your ideas or any comments are more than welcome. 

 

More realistic changes:

*Duration / cooldown on Flasks,

*Use Flasks during stealth.

*Fix Twin Fangs / Shadow Strike targeting

*Parry buff.

*Toggle poisoned weapons.

*Throw toxic cloud / fix damage.

*Poisoned Weapons damage bonus lower but applying to skills properly rather than added after calculations.