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(class Suggestion) The Alchemist

Discussion in 'General Suggestions' started by Ankarin, Oct 15, 2020.

?

Should the Alchemist be added?

  1. Yes

    4 vote(s)
    15.4%
  2. No

    14 vote(s)
    53.8%
  3. Unsure

    3 vote(s)
    11.5%
  4. Yes, with changes (?)

    3 vote(s)
    11.5%
  5. Unsure, but feedback given

    2 vote(s)
    7.7%
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  1. Ankarin

    Ankarin Wise Mystical Tree CHAMPION

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    • Overview
    The alchemist will have many tricks up its sleeve to benefit and destroy in many circumstances. Most of their spells use potions which can relate to many playstyles, and will have many unique weapons, a very customizable character.

    • Stats-
    Damage 3/5
    Defense 3/5
    Spells 4/5
    Range 3/5

    • Main Attack/Weapon description
    The Alchemist uses potions as its main weapon. (Not healing potions, those still act normal)
    Potions are ranged, however the alchemist is probably the ranged class with the lowest range.
    When used, the alchemist will throw the potion where your pointing, it will go into an arc and land on a mob or the ground. When it hits it will linger for 2-3 seconds, dealing constant damage to mobs.

    • Spells- Alchemists spells will vary greatly in usability, convenience, and you can probably find a spell that is good for whatever build you are using.

    • LRL- Poison Potion -- 6 mana cost -- Poison potion throws 2 potions with larger radius than the first potion, It will Either hit for your weapon's damage, and convert 20% of it to poison damage for 3 seconds, Or it will add a 20% boost to your weapons poison damage, if you have poison on your weapon to start with, it stacks up to 100%
    • Level two - It stacks up to 200% poison
    • Level three - now is a 7% poison convert or added damage, and it stacks up to 300%

    • LLL- Swiftness potion -- 3 mana-- Swiftness potion quickly throws a potion on the ground, granting the player speed 7 for 5 seconds.
    • Level two- Now launches you 2 blocks in the air
    • Level three -Now throws a swiftness potion on the ground, and a slowness potion in the air (doesn't hurt players) whatever mob gets affected by it has slowness 2 for 5 seconds.
    • LRR-Corrupted Vial-- 8 mana cost -- Corrupted vial is a very unique potion, it throws a red potion which creates 3 balls of essence around it which to 200% weapon damage. And, it makes an enemy take double damage, and makes it deal half damage for 10 seconds, HOWEVER, when those 10 seconds are up, it deals double damage and takes half damage for 30 seconds, so use it wisely.
    • Level two- Both times are increased by 5, and adds slowness 2 to the weakened, and speed 2 on the strengthened.
    • Level three- Press shift and throw the vial on yourself, make you deal alot more damage but you take more damage, use wisely.
    • LLR- Potion of calm -- 3 mana cost -- Potion of Calm throws a potion with huge radius on the ground, (15x15 radius). all enemies in that radius lose sight of the player for 5 seconds It also heals the player, (and all other player in that radius) 15% of their health
    • Level two now grants the player resistance for 2 minutes
    • Level three increases blinded radius (5-7) and resistance time (10-20)

      • Animations/sounds!
    (I don't feel like doing these right now... i will get back to these!)
    • Main Pros
    This is a very customizable class
    Corruption vial is very strong... in balanced usage

    • Main Cons
    It has low range for a ranged class
    being only the second right click for attack class, it can be hard to get used to spell usage
    • Balancing (can be added to by chat suggestions!)
    (nothing here yet!)
    • Extra Tips (can be added to by chat suggestions!)
    Make sure to use corruption vial in balance it can help you, and then kill you.

    • Original parts of the text...
    Level two of swiftness potion used to be what level 3 is, and level 3 used to be a range upgrade


    • 4 weapons, 2 early and 2 endgame
    People were asking, so ask and ye shall receive
    Metallic mixture, level 12, 10-15 neutral damage
    Pain mix, level 20, 30-30 earth damage, has. a 20% chance to inflict poison (10 damage a second for 3 seconds)
    Mixture of eyes, level 103, 203-250 fire damage, 300-330 neutral damage
    Magic mix, level 100, 10 neutral damage, has 4 powder slots, inflicts enemies with slowness

    • Extra notes
    Sadly, you can not fly using the alchemist's movement ability.
    The reskin will be called "mad scientist" and will be available to HERO+
    I will adding to this frequently, so any feedback you have i will add it whenever i can!
    Yes, there is nothing in animations yet.... it is hard to come up with 8 different ones ( 4 for original, 4 for the reskin)

    • Feedback!
    If you see any corrections i should make, things that were unclear, typos, or general positive or negative feedback, let me know! I will take it into consideration if I ever make another class idea!

    This took a while to make and probably took you a while to read, so hope you leave feedback and have a nice rest of your day!
    Note- the poll is optional, i put it for people who want to give feedback but don't want to comment about it


    (If it seems similar, yes i used the format i used for my brawler suggestion)
    Special Mentions!
    @TrapinchO
    @Emogla3
    @Bixlo
    NOTICE: PLEASE READ THE COMMENTS AS I AM TAKING A BREAK FROM EDITING THIS THEY HAVE EDITED SUGGESTIONS.
     
    Last edited: Nov 2, 2020
  2. TrapinchO

    TrapinchO retired observer of the wiki VIP+ Featured Wynncraftian

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    I would suggest moving 2nd upgrade to 3rd and make 2nd upgrade launch you 2 block upwards (in another words, change your y-position to y+(2-4) ) so it has vertical movement.

    So it is just like vanilla potions?

    15 and 45 seconds is a long time, and upgraded times seems propably too long.

    (I would wait for class builder before changing it though)

    I am not sure there is currently a way to detect it.

    Where is the customizability?
    Could you try to create few weapons? (Both early and end game)


    I am not really into class building, but it looks nice on the first look
     
  3. Ankarin

    Ankarin Wise Mystical Tree CHAMPION

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    I will get to all of these in time
    Also yes, it is like vanilla potions just with some wynncraft magic worked in
     
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  4. Emogla3

    Emogla3 az is bad 2: the movie HERO

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    It seems fine, but I'd like to point out that this class isn't that great to be used on boss fights. The fourth spell is completely useless on them, and the third one can really only be used at the very end of the boss fight (45 seconds is a pretty long time). The only damaging spell (Poison Potion) does very little damage, and lastly, the spell costs are wayyy to high. Look at other classes. Swiftness Potion should be 3 mana at max. This seems like a very main attack-centered class, with a spell playstyle practically completely unviable.

    Those are just my thoughts, the class seems like an interesting concept, though I would change how Corruption Vial works nearly completely to act as the main damaging spell.

    firstly, these are just things i thought about, you don't have to include them or anything. Just my own, personal, concepts.

    - (new) Corruption Vial

    Cost: 8 mana
    Throws a small, red, vial in a similiar arc as the main attack, which constantly emits corruption-like particles. On contact, explodes into a ball-like shockwave that travels for 3 blocks in every direction, dealing 350% damage (20% thunder conversion, 10% water conversion). Causes the original Corruption Vial effect, but only for 5/15 seconds instead of 15/45. The effect is only 1.5x/0.67x. New vials will not corrupt until the previous one wears off.

    Tier 2: The Vial can bounce once off of floors/walls to increase range before exploding. It does leave 100% spell damage behind at the bounce spot, weakening the final explosion to 250%.

    Tier 3: By sneaking while using the spell, you throw the Vial on yourself, making you corrupted and affected by the same 5/15 effect. The Vial's damage explodes as an AoE around you, but it does not damage the user.

    - Poison Potion
    - cost lowered to 6 mana
    - the damage of the potions can stack to 180% (small reduction on stack, also you didn’t specify if it stacked or not)
    - (possibly) slightly slows down enemies, but idk if it would feel like too much of a smoke bomb clone

    - Swiftness Potion
    - Cost lowered to 4 mana (3 mana on tier 3).

    I don't see any problems with the calming spell, though what does the "lose sight of" mean? Is it like Vanish?

    and that's mainly it, this is once again a pretty good class suggestion, and i like it. Again, I'm not sure if it would fit ingame, but great work anyways.
     
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  5. Samsam101

    Samsam101 Star Walker GM

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    Corruption vial should be renamed to ''Weakening vial'' because the player would not canonically use corruption
     
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  6. Bixlo

    Bixlo I maybe am funny sometimes

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    Same this class looks very interesting and cool. However one suggestion I havee is that It has a heal ability as only 2 out of the five classes can heal. To balance that If this class had some sort of healing ability that would be awesome. maybe make it so when you use your speed potion lvl 2 gives a regen effect?
     
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  7. TrapinchO

    TrapinchO retired observer of the wiki VIP+ Featured Wynncraftian

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    It is a speed potion
     
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  8. Bixlo

    Bixlo I maybe am funny sometimes

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    ok then where should a healing effect go? maybe the potion of calm instead?
     
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  9. Ankarin

    Ankarin Wise Mystical Tree CHAMPION

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    I love this
    ________________________________
    Well yes... but that kinda sounds less cool, and my new edit wouldn't make sense
     
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  10. ghoti0315

    ghoti0315 buff assassin CHAMPION

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    Cool class idea tbh, but here:
    I don't really understand what do you mean by "stack", I don't really think the current spell system allows you to stack damage multipliers (yea so poison too, especially in PvP stacking stuff would be more op than Toxoplasmosis, maybe)

    Maybe my suggestion is that, only do the effect in yellow (I change it in quote), while you have to buff the poison damage for the potion, for example, you can make it hit for 100%/200%/250% weapon damage (level 1/2/3) and convert 100%/150%/200% of the damage dealt by the potion, to poison damage.

    Suppose a level 70 alchemist who has 400 weapon damage (just a random number):
    So they deal 400 x 250% = 1000 damage for potion hit,
    when they can do 1000 x 200% = 2000/3s poison damage to the enemy they hit.
    Final damage = (1000 + 2000) / 4 = 750 dps with this ability.

    It may be too op or too bad but I assumed the weapon damage for easier calculations so well.

    Maybe make it AOE (or idk if you included it already im blind) so you won't have to spell spam to every enemies you see.

    Make the player levitate for like 3 seconds is better for potions i guess, with such levitation you may be able to go straight up by 2-3 blocks

    I find it very strange when your third ability give status effects to enemies, because in general your 3rd ability is meant to deal the highest damage you can do. I guess 200% weapon damage isn't really enough, maybe make it 200%/300%/350% or something.

    Also 10 and 30 (15 and 35) seconds are a bit long, maybe make it 5/10/10 for both weakening and strengthening (because level 2 upgrade) or something. As for level 3 upgrade, make the player also take the 5/10/10 seconds effect because after all its the same potion.

    how does it heal the player? If it is 2% total then its utterly useless, but if it is a lingering potion (like totem) its fine.

    Also if you are applying status effects from a lingering potion, then add resistance in its range for the linger duration, instead of 10/20 seconds. But if its just a splash potion then extend the resistance to 1-2 minutes, and buff the heal to 15% max health.
     
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  11. Qzphs

    Qzphs Unskilled Adventurer VIP+

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    how do aftereffects on this behave when multiple instances of the spell are cast? do only the aftereffects of the last instance remain or does it stack somehow?

    also i don't like grade 3 bc it adds an option for the 3rd spell to serve as pure utility, something that no current class has; this inevitably raises balancing issues since spell cost ids seem to rely on the four spell slots playing similar roles in each kit.
     
  12. Candras

    Candras Well-Known Adventurer

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    Ok, I like it: it's a good suggestion and very creative, I like how you used the idea of splash potions (maybe make a note that these would be the weapons?).

    A few gripes I have:
    It has very little in terms of damage. Spell 1 deals poison damage at 20% of main attack damage which is very reliant on main attack damage rather than being able to add spell damage and spell spam as that would do very little. I would change it to do x amount of damage as poison damage. (I believe spells are affected by main attack damage anyway).

    Spell two seems like a worse escape except the ranks are shuffled around a bit. Escape's second Tier gives speed 3, the spell itself launches you into the air but higher, and its Tier 3 gives blindness on the enemies which is only worse if you want to keep aggro.
    I think the general premise is cool and creative.
    Tier 1: Speed is perfectly fine imo
    Tier 2: Jump boost for 10 secs (better than just launching you up 2 blocks, only 10 secs cos ppl don't like jump boost with speed from my experience, could be wrong)
    Tier 3: I think for this type of movement spell, slowness would be good. (If slow falling was possible, i'd put that here but it's the wrong version i think)
    Overall, this would make it slightly different to Archer's escape with the jump boost being semi optional and fitting the theme of the alchemist better than just a launchpad.

    You could also name the tiers using different stereotypical ingredients e.g for the movement spells Second Tier, you could call it: Rabbits Toe or whatever.

    Spell 3 is good, but it's a finisher. Against bosses you would never use it unless you were completely confident in either surviving the double damage phase or if the boss was almost dead anyway. It could possibly be used as a heal up using the half damage if you're low health but I think that would only prolong your death. On the other hand, It could be ridiculously strong if you could make bosses lose aggro with spell 4, at least as a support.

    Overall, needs more damage in it's spells and Spell 3 is either situational, very weak, or ridiculously strong support.

    An idea that I had just now was maybe making spell 3 a Normal Splash Potion of Healing. In normal minecraft healing potions damaged zombies so it might not even be that hard to make. You could also just name it purification potion. That said, I do very much like the idea of your Third spell, it just needs some tweaking.

    One more thing, you have 2 utility spells. Spell 3 isn't really damage. It's utility to buff something else. I would probably change spell 4 and swap it's position with Spell 3. Maybe something like:
    Volatile Mixture or smth.

    Spell 1 making mobs lose aggro is interesting but possibly abusable. Its heal is kinda just like mages heal, and Tier 2 is like war scream.

    Just my opinion, take it with a slight grain of salt.
     
    Last edited: Oct 30, 2020
  13. Theeef

    Theeef Owner of The Crossroads CHAMPION

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    Shaman and archer's annoying cousin...

    I find the concept of throwing potions as a weapon weird without them being consumed or crafted... Then again archers can shoot infinitely without arrow so who am I to judge.
     
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  14. Qzphs

    Qzphs Unskilled Adventurer VIP+

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    i think it would see usage across all archetypes. offensive builds would gladly trade out their already nonexistent survivability for more damage to end the fight, while defensive builds have the survivability to afford it.

    where does he mention mob aggro in the spell
     
  15. Candras

    Candras Well-Known Adventurer

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    Perhaps, but it is easier to dodge the attacks of a Boss with normal speed, which is imo still important for a glass cannon build. The Double damage on the other hand will also average out to normal damage unless you unload all your mana into the Boss which is risky as you might run out of sprint at a crucial moment.

    As to your second point, blinded mobs can't target you. This is basically the same as them losing aggro. Furthermore, 5 seconds is an extremely long period of time - the only spells currently in game that can blind is archer's escape Tier 3, and Mage's Teleport Tier 3 both of which only do it for 1 second. Also, both of them are harder to spam in conjunction with other spells.

    Also, a VERY important note is that Assassins spin attack Tier 3 exists.

    • + Vampire: steals all the positive effects your opponent has, and clean all the negative ones you have

    Yes, so, this spell with any timing (or none given the spammability it has with double draoi) will completely nullify the drawbacks and will give the assassin a speed boost, 50% resistance and double damage. Nice.
     
  16. Qzphs

    Qzphs Unskilled Adventurer VIP+

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    my understanding is that its grade 3 effect does not grant speed
    i disagree regardless

    somebody's forgetting that intelligence and spell cost reduction exist

    wrong spell
    your point makes sense for the spell you're actually trying to refer to
     
  17. Ankarin

    Ankarin Wise Mystical Tree CHAMPION

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    Notice
    feel free to have conversations here...however since i have been too busy lately to make full changes to this, i am going to partially discontinue editing to this

    continue to add suggestions though, just don't expect them to be added immediately.

    I am talking to people who have been active here...
    @Candras
    @Qzphs
    @Theeef
     
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  18. Candras

    Candras Well-Known Adventurer

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    Yep mb I accidentally said spell 1 when referring to spell 3.

    As for your point about intelligence: If you can spell spam to such a degree, then the amount of damage you do will average out as you can't increase the damage you do to take advantage of the double damage you have. The amount of damage you can do will stay relatively constant and the spell will have little effect other than making the boss more dangerous. This is why I said it would really only work as a finisher to kill a boss slightly quicker.

    IN FACT: upon looking at the spell effects again, you would only do a third of the damage you'd need to balance it out:

    Meaning you would have to do even more damage to balance it out.

    The part where it adds speed. Speed can be very deadly on a boss, esp a close range one, esp esp on a boss with double damage.


    imo, the spell concept is very interesting, but definitely needs a slight rework. Maybe something where it only gives the enemy 5 secs of double damage and defence.

    Another question, would you be able to constantly reset the spell timer by spamming the spell. E.g. you use it, wait for the effects to run out then use it again to either reset the timer or just nullify the effects making it a 1 use for the effects but a straight up 200% dmg spell or postponing the negatives.
     
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  19. Ankarin

    Ankarin Wise Mystical Tree CHAMPION

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    heya, you seem to still want to add a bunch if suggestions soooo, if you would want to re-write some of the class suggestion you can! And by that i mean you can re-write large portions of the original text (that would make my job easier lol)
     
    Last edited: Oct 31, 2020
  20. Candras

    Candras Well-Known Adventurer

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    I mean, sure. Do bear in mind that what I write might not be what you want/imagined when writing the class idea. You don't have to use this.

    I'll try keeping the spells the same and with the same general idea for their effects.

    Poison Potion: 5

    Deal 30% damage/second for 5 seconds.

    Poisoned weapons: Give the active weapon 5% poison damage.

    Stacked Poison: Give the active weapon 5% poison damage for each enemy currently afflicted with poison.


    Swiftness Potion: 4

    Give Speed 3 for 5-7 secs

    Rabbit's Paw: Give Jump Boost 1 for 5-7 secs

    Parting Gift: Throw a slowness potion that only affects enemy mobs.

    (Note: I'm making Corrupted Vial spell 4 as I personally think it's a utility spell. Also, I feel like the Calming Potion is just a mesh of other characters - heal from mage, war scream from warrior, etc.)

    Bottled Nightmares:

    Upon breaking, this releases 5 "nightmares" (I'm thinking xp points for the actual entities?) that seek out the nearest enemy. Upon hitting them, they disappear. Each "nightmare" will do 80% damage. (This could be really inconsistent which is why i'm giving it such a high possible damage number - 400%)

    (Note: Nightmare's would have the same aoe as archer's arrows [apparently they have some slight aoe] so if enemies are very grouped, you can get that much more out of it.)

    Troubled Sleep: An enemy affected by a nightmare will get slowness 2 for 2 seconds.

    Cloying Dreams: Releases a mist that deals 10% damage per tick for 5 seconds


    Corrupted Vial:

    Mobs hit by this vial will take double damage for 10 seconds, but, they will deal double damage.

    Rage: Mobs will gain speed 2 for 2 seconds, but then blind for 1 after being affected.

    Insanity: Mobs cannot use spells for 4 seconds after being blinded (I think this means they will use a spell immediately afterwards which means they will always cast within double damage - there is 3 seconds left)


    These are my opinions of how the spells should work with Bottled Nightmares being my own personal addition. I've changed Corrupted Vial to keep the same risk reward except if you spam, then you might just give mobs speed two without any of the other effects (depending on how it works, you might just reset the timer by spamming) As for the blind, it isn't abusable as it is sandwiched between two other effects.

    It might seem as if the mobs gaining speed 2 is very bad, and I have said so before in this thread, but with the availability of the swiftness potion, 2 seconds should be easily survivable. That said, it will need timing - not necessarily a bad thing - to make sure you don't get murdered by a pull spell as you use it.
     
    Last edited: Oct 31, 2020
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