The alchemist is a nature wizard-like class that casts poison, blind, confusion, transformation, and nature magic. When the alchemist dodges, they transform into a ball of light for the duration of the dodge. One of their primary functions are debuffs (conditions that do not deal damage). They have a spike damage build, condition damage build, and support build.
Weapons
2h Both_ hands -> Staff (AoE + support skills), Hammer (AoE + control)
1h Main hand -> Scepter (Condition damage skills), Mace (Singular target skills)
1h Off hand ->Tome (New offhand magic weapon known for casting mighty AoE CC abilities), Shield (Heavy defensive skills)
Water Weapons -> Spear (Close range magic), Trident (Long ranged magic
Traits
- Druidism – Spike damage build. Improves power, and critical damage.
- Seer – Condition damage build. Improves condition damage, and precision.
- Black Arts – Debuff condition build. Improves Toughness, and condition duration.
- Shamanism – Support build. Improves boon duration, and healing.
- Evocation – Resource build. Improves force regeneration through the F1 ability, and
vitality.
Force
Alchemists use a resource called “force”, which is similar to initiative, but regenerates a lot slower. Alchemists moves are primarily all casting skills, that take around 2 seconds to cast for each skill. Dodging cancels the alchemist’s current cast. Not all weapon skills have cooldowns, but all of them use up force. Force can be regenerated by the following:
- The alchemists primary healing skill
- through the “1” ability that casts dealing minor damage, plus regenerating force
- “F1” ability which channels maximum force over 6 sec, but is interupted when struck. The F1 ability has a 10 second cooldown.
- Over time – the alchemist gains 1 force every 2 seconds, and has a base maximum of 10 force.
Utility skills (cds are low due to having a force cost)
Morphs
- Toad – The alchemist morphs the target into a toad for up to 5 seconds (3 second cast, 4 force cost, 60 second cooldown)
- Shrink – The alchemist shrinks the foe a bit, to reduce damage they deal by 20%, and increase damage they take by 20% (instant cast, 3 force cost, 30 second cooldown)
- Fade – The ally target becomes invisible for 4 seconds, and gains vigor for the duration. (2 second cast, 4 force cost, 20 second cooldown)
- Empower – the ally target becomes empowered, gaining 6 seconds of stability, and 5 stacks of might that lasts 6 seconds. (3 second cast, 4 force cost, 60 second cooldown)
Nature
- Fog – greatly reduces enemy targets in the area’s view distance. (3 second cast, 5 force cost, 50 second cooldown)
- Earth Grab – enemies in an are are immobalized for 4 seconds. ( 3 second cast, 3 force cost, 30 sec cd)
- typhoon – a wave of water splashes around the user, knocking all enemies back. (instant cast, 2 force cost, 35 second cd)
- Flare – an orb of light rises above the user blinding all foes in an area for ~3 seconds. (2 second cast, 4 force cost, 30 sec cooldown)
Materialize
- Confining Metal – the alchemist’s target is confined by metal, granting immunity for damage for 5 seconds. (instant cast, 3 force cost, 45 sec cd)
- Improve Weapon – alters the material of the targets weapon increasing damage by the target by 20% for 7 seconds. (2 second cast, 3 force cost, 25 sec cd)
- Hex Boots – turns the opponent’s boots into a really heavy material, causing immobilization and knockdown to the target. (2 second cast, 2 force cost, 20 second cd)
- Materialized Blade – summons a blade made from a legendary material that ignores armor. When the alchemist switches weapons, they drop the blade allowing allies to pickit up. When a magic user picks up the blade, they strike to cause material projectiles in the shape of a crescent in every swing, while physical classes use it as a melee weapon. Number 5 skill could throw the weapon at the target, and the blade will once again have to picked up. The blade lasts for ~15 charges, and a 30 second duration. (3 second cast, 5 foce cost, 90 sec cd)
(edited by tyler.4170)