dhevil
08-03-2008, 11:20 PM
First, let's set one thing straight. The alchemist is a role shifter, like the druid.
Basically, the alchemist is ordinarilly very weak. He only gains 70% of the benefits conferred by ALL stats. Where anyone else would get 10 hp from 1 stamina, he gains only 7. This counts even for resillience.
HOWEVER. The alchemist makes up for this by having an almost infinite payload of potions, which he can use instantly. Almost all his abilities are instant cast (except for "Brew", which will be explained later).
The way the alchemist functions is by having 4 different reagents in his inventory, much like the shamans' totems. These are "Rocksnaggle", "Emberleaf", "Frostlilly", and "Glow bud". Each of these reagents, as you may have guessed, pertain to different abilities when used to brew potions (again, explained later). Rocksnaggle tends to fortify the user, strengthen them physically, absorb damage, or even increase the users' size or shape. Emberleaf tends to be used in potions which have devestating effects upon the opponent, such as explosions, flames, concussive blasts and incineration. The frostlilly tends to be used in the creation of potions which cause light damage to an opponent, but snare, root, completely encompass them in ice or otherwise hinder their' attempts to kill you. Sometimes, the frostlilly serves to fortify the player with a shield of ice, or to increase their' speed (by creating slick ice shoes for fast travel!). Glow buds tend to be used in potions which heal, fortify maximum health, or even revive other players from death. One potion even allows for the revival of one player at full health and mana/energy/rage every five hours (long cooldown, yes, but it's only meant to be used in raids).
These reagents never run out. They are used for the "Brew" ability, which is the only ability the alchemist requires a cast time for, and uses no reagents, other than the prerequisite Rocksnaggle, Emberleaf, Frostlilly and Glow bud. Every other of the alchemists abilities are instant, but require having a reagent.
Here, I feel the word "reagent" is misleading... the way you create "potions" is by clicking on the "Brew" ability, and then clicking on a skill in your spellbook or hotbar which you want to create potions for. However, these "potions" never actually appear in your inventory in physical form. This would be a major negative for alchemists, seeing as they would have needed to store potions in their' inventory for each of their' skills! Brewing simply "charges" your ability a certain number of times, depending on the ability being "brewed". An appropriate number appears on your icon displaying the number of times you can use the ability before you need to "brew" to charge it up for further use. More powerful abilities tend to yield fewer charges from the brew ability, whilst weaker, more frequently used abilities confer more charges.
As for the abilities on offer for the alchemist... they are wide, and varied.
The alchemist has several role changing potions, which either confer stat boosts, or physically alter his/her shape depending on the potion guzzled. These are ALWAYS temporary. They WILL run out after a given length of time, depending on the skill used. However, you can refresh the duration by guzzling another potion. However, extending the duration means the effect will be slightly weaker each time... bonuses conferred by shapechanging will decrease by 5% each time. A shapeshift will last for a maximum of 5 minutes, so you won't really be able to tank Illidan, as your bonuses will decrease too quickly. You will be able to tank certain weaker bosses however. You can also shapeshift, using these potions, into dps forms, healing forms, magic damage forms etc.
Other potions, such as Emberleaf and Frostlilly potions are thrown, like grenades, at the opponent. Some have AOE components, especially Emberleaf potions, which shatter and send flames and damage in each direction, or explode violently. Frostlilly potions tend to slow your opponent down or freeze them totally. These effects can be compared to the fire and frost mage schools.
Glow buds tend to be exclusively healing spells. They are either drunk, thrown, or shattered at the feet of the alchemist to heal you, your party, all in an area of effect (excluding enemies, ofcourse), or protect you or your allies from damage. The alchemist also has one resurrection potion. Every five hours, the alchemist can resurrect one fallen ally with full health, full mana/energy/rage, instantly, from far away (30 yard range). Good, no?
These collection of potions can be compared to the priest/paladin schools.
So, after that long post... whaddaya think?
Basically, the alchemist is ordinarilly very weak. He only gains 70% of the benefits conferred by ALL stats. Where anyone else would get 10 hp from 1 stamina, he gains only 7. This counts even for resillience.
HOWEVER. The alchemist makes up for this by having an almost infinite payload of potions, which he can use instantly. Almost all his abilities are instant cast (except for "Brew", which will be explained later).
The way the alchemist functions is by having 4 different reagents in his inventory, much like the shamans' totems. These are "Rocksnaggle", "Emberleaf", "Frostlilly", and "Glow bud". Each of these reagents, as you may have guessed, pertain to different abilities when used to brew potions (again, explained later). Rocksnaggle tends to fortify the user, strengthen them physically, absorb damage, or even increase the users' size or shape. Emberleaf tends to be used in potions which have devestating effects upon the opponent, such as explosions, flames, concussive blasts and incineration. The frostlilly tends to be used in the creation of potions which cause light damage to an opponent, but snare, root, completely encompass them in ice or otherwise hinder their' attempts to kill you. Sometimes, the frostlilly serves to fortify the player with a shield of ice, or to increase their' speed (by creating slick ice shoes for fast travel!). Glow buds tend to be used in potions which heal, fortify maximum health, or even revive other players from death. One potion even allows for the revival of one player at full health and mana/energy/rage every five hours (long cooldown, yes, but it's only meant to be used in raids).
These reagents never run out. They are used for the "Brew" ability, which is the only ability the alchemist requires a cast time for, and uses no reagents, other than the prerequisite Rocksnaggle, Emberleaf, Frostlilly and Glow bud. Every other of the alchemists abilities are instant, but require having a reagent.
Here, I feel the word "reagent" is misleading... the way you create "potions" is by clicking on the "Brew" ability, and then clicking on a skill in your spellbook or hotbar which you want to create potions for. However, these "potions" never actually appear in your inventory in physical form. This would be a major negative for alchemists, seeing as they would have needed to store potions in their' inventory for each of their' skills! Brewing simply "charges" your ability a certain number of times, depending on the ability being "brewed". An appropriate number appears on your icon displaying the number of times you can use the ability before you need to "brew" to charge it up for further use. More powerful abilities tend to yield fewer charges from the brew ability, whilst weaker, more frequently used abilities confer more charges.
As for the abilities on offer for the alchemist... they are wide, and varied.
The alchemist has several role changing potions, which either confer stat boosts, or physically alter his/her shape depending on the potion guzzled. These are ALWAYS temporary. They WILL run out after a given length of time, depending on the skill used. However, you can refresh the duration by guzzling another potion. However, extending the duration means the effect will be slightly weaker each time... bonuses conferred by shapechanging will decrease by 5% each time. A shapeshift will last for a maximum of 5 minutes, so you won't really be able to tank Illidan, as your bonuses will decrease too quickly. You will be able to tank certain weaker bosses however. You can also shapeshift, using these potions, into dps forms, healing forms, magic damage forms etc.
Other potions, such as Emberleaf and Frostlilly potions are thrown, like grenades, at the opponent. Some have AOE components, especially Emberleaf potions, which shatter and send flames and damage in each direction, or explode violently. Frostlilly potions tend to slow your opponent down or freeze them totally. These effects can be compared to the fire and frost mage schools.
Glow buds tend to be exclusively healing spells. They are either drunk, thrown, or shattered at the feet of the alchemist to heal you, your party, all in an area of effect (excluding enemies, ofcourse), or protect you or your allies from damage. The alchemist also has one resurrection potion. Every five hours, the alchemist can resurrect one fallen ally with full health, full mana/energy/rage, instantly, from far away (30 yard range). Good, no?
These collection of potions can be compared to the priest/paladin schools.
So, after that long post... whaddaya think?