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  1. #1
    Associate Producer Cocomajobo's Avatar
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    Default U45 Preview 1: Alchemist Base Class

    Hello, all! This is the first Lamannia Preview for the newest class to be introduced in DDO: The Alchemist! The class is a bit complicated due to the reactions system (detailed in the spells post below) and as such we HIGHLY recommend logging onto Lamannia and playing around with it before attempting to give feedback. There are a number of threads at play here:

    • Class Overview (that's this thread!)
    • Spells & Spellcasting
    • Bombardier Enhancement Tree
    • Apothecary Enhancement Tree
    • Vile Chemist Enhancement Tree


    Overview

    • Based on: Alchemist Savant, Magic of Eberron
    • Flavor: Make Potions and Poisons
    • Base Attack Bonus: +0.75
    • Hit Die: d4
    • Alignment: Any
    • Proficiencies: Simple Weapons, no armor
    • Spellcasting Ability: Intelligence
    • Saving Throws: Good Fortitude and Reflex save progressions, bad Will save progression (think the inverse of Artificer here)
    • Class Skills:
      • Bluff
      • Balance
      • Concentration
      • Diplomacy
      • Haggle
      • Heal
      • Search
      • Spot
      • Spellcraft
      • Use Magic Device



    Level Progression:

    • Level 1:
      • Memorize Recipes: You can use this feat to inscribe Alchemical Recipes (as a Wizard would Scrolls).
      • Arcane Lore (every level)
      • Magical Training
      • Alchemist Spellcasting Feat (this is a general how-to instruction manual for Alchemist Spellcasting and will explain the Reactions in its tooltip, it will otherwise do nothing)
      • Echoes of Power
    • Level 2:
      • Insightful Reflexes Feat (INT for Reflex Saves)
      • Knowledge: Potions +1 (as Arti)
    • Level 3:
    • Level 4:
      • Alchemist Class Feat
      • Alchemy on the Run (You can now move while drinking potions)
    • Level 5:
      • Knowledge: Potions +2
    • Level 6:
      • Feat: Multitude of Missiles
        • For the next 20 seconds, while wielding a Simple Thrown Weapon add 120 to your Doubleshot and {4x your Base Attack Bonus} to Ranged Power. Cooldown: 2 minutes. (REQ: Point-Blank Shot, Base attack bonus +6)
        • This Feat will be generally available to non-Alchemists as well
        • Since you're being granted it at level-up, you do not need to meet the prerequisites.
    • Level 7:
      • Resistances to Natural Poison
    • Level 8:
      • Alchemist Class Feat
      • Knowledge: Potions +3
    • Level 9:
    • Level 10:
    • Level 11:
      • Knowledge: Potions +4
    • Level 12:
      • Alchemist Class Feat
    • Level 13:
    • Level 14:
      • Knowledge: Potions +5
    • Level 15:
    • Level 16:
      • Alchemist Class Feat
    • Level 17:
    • Level 18:
    • Level 19:
    • Level 20:
      • Alchemist Class Feat


    Alchemist Feat List: (These are going to make a lot more sense if you've read the Spellcasting thread.)
    • Empower Spell
    • Enlarge Spell
    • Eschew Materials
    • Extend Spell
    • Heighten Spell
    • Maximize Spell
    • Mental Toughness
    • Quicken Spell
    • Improved Mental Toughness
    • Precision
    • Precise Shot
    • Quick Draw
    • Rapid Shot
    • Shot on the Run
    • Dodge
    • Mobility
    • Point Blank Shot
    • Simple Thrown Expertise: You are skilled with the use of the Simple Throwing Weapons, and have a chance to throw an additional one per throw. (Percent chance to throw an additional projectile is equal to your Dexterity.) (REQ: Dex 13+) (Simple Thrown Expertise will also be available to non-Alchemists as a general/open Feat).
    • Alchemical Studies: Pyrite: +1 Caster level with spells that match either of the two colors in your study. (requires Alchemist 4)
    • Alchemical Studies: Verudite: +1 Caster level with spells that match either of the two colors in your study. (requires Alchemist 4)
    • Alchemical Studies: Orchidium: +1 Caster level with spells that match either of the two colors in your study. (requires Alchemist 4)
    • Battalion Brew: Int to hit and damage with Simple weapons. (requires Alchemist 4)
    • Liquid Courage: You can use INT for Will saves. (requires Alchemist 8)
    • Tough Tincture: You can use INT for Fort saves. (requires Alchemist 8)
    • Toxic Tonic: You are immune to Poison damage and get bonus saves versus poisons. (requires Alchemist 12)
    • Liquid Luck: You gain evasion. (requires Alchemist 12)
    • Alchemical Studies: Pyrite: +1 Max Caster level with spells that match either of the two colors in your study. (requires Alchemist 16 and the relevant Studies feat)
    • Alchemical Studies: Verudite: +1 Max Caster level with spells that match either of the two colors in your study. (requires Alchemist 16 and the relevant Studies feat)
    • Alchemical Studies: Orchidium: +1 Max Caster level with spells that match either of the two colors in your study. (requires Alchemist 16 and the relevant Studies feat)


    Known Issues
    • The Reaction system UI is currently placeholder.
    Tell me about any and all bugs you encounter by clicking here!


    NOTE: Submitting a bug in this manner is not a quick fix for past occurrences; it is instead a means of bringing issues to our attention to prevent future occurrences for both you and others. Providing detailed information, especially specifics about your account and character as well as what steps you took leading up to the issue, are critical to us being able to pinpoint the cause of any problems you have encountered.

  2. #2
    Associate Producer Cocomajobo's Avatar
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    Default Alchemist Spells and Reactions System

    Hello, all! This is the First Look thread for Alchemist spellcasting and spells. If you haven't looked at the Base Class thread yet, I suggest you do that first, then come back here.

    Alchemists have 6 levels of spells, and progress up at the following progression:
    Level 1st 2nd 3rd 4th 5th 6th
    1st 2 - - - - -
    2nd 3 - - - - -
    3rd 3 1 - - - -
    4th 3 2 - - - -
    5th 3 2 - - - -
    6th 3 2 1 - - -
    7th 4 2 2 - - -
    8th 4 3 2 - - -
    9th 4 3 3 1 - -
    10th 4 3 3 2 - -
    11th 5 4 3 3 - -
    12th 5 4 3 3 1 -
    13th 5 4 4 3 2 -
    14th 5 5 4 4 3 -
    15th 5 5 4 4 3 2
    16th 5 5 5 5 4 3
    17th 5 5 5 5 5 4
    18th 5 5 5 5 5 5
    19th 5 5 5 5 5 5
    20th 5 5 5 5 5 5

    As mentioned in the class thread, Alchemists prepare and inscribe their spells/recipes like Artificers and Wizards do. They gain a Memorize Recipe feat at level 1. You can use this feat to inscribe Alchemical Recipes (as a Wizard would Scrolls). Alchemical Recipes are essentially identical to Scrolls, but cannot be equipped or cast; only Inscribed. (This does mean that Alchemist's new spells are exclusive to the class).

    Every Alchemist spell is part of one of three Primer Categories: Crimsonite, Gildleaf, and Cerulite (If it helps you to think of them as Red, Yellow, and Blue respectively, go for it). Using spells with different Primers in succession causes a Reaction; Verdanite , Orchidium, or Pyrite (if it helps to think of THESE as Green, Purple, and Orange respectively, go for it).

    The game remembers your current Reaction as well as the Primer of the last spell you cast. Using a Crimsonite spell and then a Gildleaf spell will put you in the Pyrite state (with a sub-state listing of Gildleaf, for the last spell you cast). Casting Crimsonite or Gildleaf spells while in Pyrite will keep you Pyrite (but will change your sub-color to Gildleaf or Crimsonite). If you were to then cast an Ceruleite spell, it would combine with the sub-state from the last spell you cast, putting you in Orchidium (if the previous spell was Crimsonite) or Verdanite (if the previous spell was Gildleaf).

    In short: The last two Alchemist spells you cast determine your Reaction. Each of the Reactions does something to you, and the Enhancement Trees hook into them significantly.

    Pyrite Reaction: +2 Fire, Cold, Electric, Acid, and Poison Spell Power per Alchemist Level. (+40 at 20 Alc)
    Verdanite Reaction: +2 Positive and Negative Spell Power per Alchemist Level (+40 at 20 Alc)
    Orchidium Reaction: +2 PRR per Alchemist Level (+40 at 20 Alc)

    Furthermore, when you change reactions, you'll get a large bonus that corresponds to the Reaction you moved to for 12 seconds:

    Pyrite Reaction: Fire, Cold, Electric, Acid, and Poison Spellpower equal to (10 + quadruple your Alchemist level) and a -20% Enhancement Bonus to Spell Point Cost.
    Verdanite Reaction: Positive and Negative Spellpower equal to (10 + quadruple your Alchemist level) and Transmutation and Conjuration DCs equal to (1 + 1 for every 10 Alchemist Levels).
    Orchidium Reaction: Physical Resistance Rating and Elemental Resistance equal to (10 + triple your Alchemist level).

    The sorting of spells into Primer Categories isn't 100% cut-and-dry - you'll find damage in all three Categories, for instance - but most of them fall into the following categories:
    • Crimsonite spells govern Elemental and Poison damage (fire cold acid electric and poison) and melee/ranged imbues
    • Gildleaf spells govern Positive and negative healing/damage, Crowd Control, and Debuffs
    • Cerulite spells govern Defensive abilities and mitigation, buffs, and utility spells


    Casting animations will be largely new, but most fall into one of these categories:
    • All "Vials" and "Admixtures" (& a lot of the miscellaneous spells here) are cast like Artificer's Curative Admixtures. That does include the Arcing throw pattern. We're tentatively thinking of ways to let you get around arcing them, but they may not make it in time for Alchemist launch. Basically, if it doesn't say anything else, assume you're throwing a bottle. A lot of these can be Quickened.
      • "Multivial" is exactly what it sounds like - You throw more than one.

    • Anything marked as "PBAoE" below will have you smash a bottle to the ground at your feet, performing an AOE centered on you.
    • Anything marked "Yourself Only" or "Self" will have a cast animation that looks like drinking a potion


    All spells have Somatic components, and Alchemist spells do invoke Arcane Spell Failure. Some spells have Material components. Alchemists have their own Material Components (unlike, for example, how Wiz/Sorc/Warlock share a set).

    Admixtures that are overlapped with Arti have the same costs and cooldowns. Most direct-damage spells are Conjuration. Most Crowd Control spells will be Transmutation.

    Level 1 Spells
    Crimsonite Spells
    • Venom Vial (1d6+2 Poison damage per Caster Level to a single target (MCL 10), 4.5 second cooldown) 2SP
    • Vial of Flame (1d6+2 Fire damage per Caster Level to a single target (MCL 10), 4.5 second cooldown) 2SP
    • Vial of Acid (1d6+2 Acid damage per Caster Level to a single target (MCL 10), 4.5 second cooldown) 2SP
    • Vial of Frost (1d6+2 damage per Caster Level to a single target (MCL 10), 4.5 second cooldown) 2SP
    • Vial of Sparks (1d6+2 Electric damage per Caster Level to a single target (MCL 10), 4.5 second cooldown) 2SP
    • Venom Vial Smash: (1d6+2 Poison damage per Caster Level to a small AoE (like burning hands) (MCL 10), 4.5 second cooldown) 2SP
    • Vial Smash: Flame (1d6+2 Fire damage per Caster Level to a small AoE (like burning hands) (MCL 10), 4.5 second cooldown) 2SP
    • Vial Smash: Acid (1d6+2 Acid damage per Caster Level to a small AoE (like burning hands) (MCL 10), 4.5 second cooldown) 2SP
    • Vial Smash: Frost (1d6+2 damage per Caster Level to a small AoE (like burning hands) (MCL 10), 4.5 second cooldown) 2SP
    • Vial Smash: Sparks (1d6+2 Electric damage per Caster Level to a small AoE (like burning hands) (MCL 10), 4.5 second cooldown) 2SP
    • Empty Bottle (1d6+2 Bludgeon damage per Caster Level to a single target (MCL 10), 4.5 second cooldown) 2SP
    • Action Boost Bottle: Attack - this is essentially Action Boost: Attack, but it's a spell not an enhancement. Triggers Aboost stuff, costs spell points, triggers aboost shared cooldowns.
    • Action Boost Bottle: Defense - see above

    Gildleaf Spells
    • Rapid Condensation (solid fog), 25 SP 10s cooldown
    • Cure Light Wounds admixture (same as arti for all admixtures - 6 SP and 6 sec cooldown)
    • Inflict Light Wounds admixture (same as arti for all admixtures - 6 SP and 6 sec cooldown)
    • Fine Dust (grease but with dust vfx), 25 SP 10s cooldown
    • Sleep Powder (sleep PBAoE), 25 SP 10s cooldown
    • Cure Poison Admixture (10 SP and 6 sec cooldown)
    • Cure Disease Admixture (10 SP and 6 sec cooldown)
    • Flash Powder (single target touch range stun)

    Ceruleite Spells
    • Stiffen Skin (bonus to AC on self) 5sp 5s cooldown
    • Elemental Skin (resist one of the four elements, has faint vfx)5sp 5s cooldown
    • Gills Extract (water breathing to self) 5sp 5s cooldown
    • Feathers Extract (feather falling to self) 5sp 5s cooldown
    • Lesser Restorative Vial (lesser resto admixture) 10sp 6s cooldown
    • Conjure Component (as the Renegade Mastermaker spell) 2sp, 2s cooldown
    • Lesser Alchemical Evolution (spell selector - pick an animal from the 6 animal stat/types (so bull for str, cat for dex, etc) and gain +1 Alchemical bonus to this stat. You can only have one Alchemical Mutation at a time regardless of tier. Self only spell)


    Level 2 Spells
    Crimsonite Spells
    • Greater Venom Vial (1d6+2 Poison in an AoE) 10 SP, 6s cooldown
    • Lesser Heartseeker Poison Imbue: temporary weapon enchantment, on hit: -1 Fort saves, no stacking
    • Lesser Ice Chill Poison Imbue: temporary weapon enchantment, on hit: -1 Reflex saves, no stacking
    • Lesser Soulshatter Poison Imbue: temporary weapon enchantment, on hit: -1 Will saves, no stacking
    • Lesser Voidmind Poison Imbue: temporary weapon enchantment, on hit: -1 Spell Resistance, no stacking

    Gildleaf Spells
    • Cure Moderate Wounds Admixture (8 SP 6 cooldown)
    • Inflict Moderate Wounds Admixture (8 SP 6 cooldown)
    • Remove Curse Admixture (10 SP 6 cooldown)
    • Remove Paralysis Admixture (10 SP 6 cooldown)
    • Melt Armor (single target heavy hitter Fire damage, -AC and -PRR) 10 SP, 5 second cooldown
    • Corrode Weapons (single target heavy hitter Acid damage, -melee power and accuracy) 10 SP, 5 second cooldown
    • Cold Spike (single target heavy hitter Cold damage, -movement speed and damage) 10 SP, 5 second cooldown
    • Voltaic Backlash (single target heavy hitter Electric damage, -spell power) 10 SP, 5 second cooldown

    Ceruleite Spells
    • Liquid Courage (heroism to self) 20sp 10s cooldown
    • Augment Armor (bonus to AC/prr to self) 10sp 5s cooldown
    • Restorative Vial (Resto Admixture) 10sp 6s cooldown
    • Salt Crystals (Cone, coat in thin Salt for a Daze-alike - damage breaks free) 20SP 20s cooldown
    • Glue Solution (throw some sticky mimic stuff, PBAoE) 20sp 10s cooldown
    • Alluring Elixir (+4 to all Cha skills, self only)[/COLOR]
    • Action Boost Bottle: Spell Power


    Level 3 Spells
    Crimsonite Spells
    • Heartstopper Poison (AoE, Poison DoT, person selected also gets additional damage) 15 SP, 30s cooldown
    • Molotov Cocktail (Firewall but a big circle) (Firewall but a big circle, 15 SP, 30s cooldown)
    • Voltaic Induction (short Damage over time, Electric (nonstacking)) 15 SP, 30s cooldown
    • Bitter Frost Burst (big spike of Cold damage)15 SP, 30s cooldown
    • Caustic Solvent (long Damage over time, Acid (stacking))
    • Elemental Weapons (as per the Arti spell)

    Gildleaf Spells
    • Flash Freeze (Frozen in Ice PBAoE) 25 SP, 60 second cooldown
    • Cure Serious Wounds Admixture (12 SP 6 cooldown)
    • Inflict Serious Wounds Admixture (12 SP 6 cooldown)
    • Choking Smog (AoE, enemies are blinded and slowed inside) 30 SP, 30 second cooldown
    • Iron Shavings (AoE, incorp enemies inside become corporeal) 20 SP, 30 second cooldown

    Ceruleite Spells
    • Greater Restorative Vial (Greater Resto Admixture) 25sp 6s cooldown
    • Greater Liquid Courage (Greater Heroism to self) 20sp 10s cooldown
    • Invisibility Potion (invisibility to self) 20sp 10s cooldown
    • Melt Lock (this is knock) 20sp 10s cooldown
    • Quicksilver Potion (Haste to self) 20sp 10s cooldown
    • Alchemical Evolution (spell selector - pick an animal from the 6 animal stat/types (so bull for str, cat for dex, etc) and gain +2 Alchemical bonus to this stat. You can only have one Alchemical Mutation at a time regardless of tier. Self only spell)
    • Action Boost Bottle: Doubleshot/Doublestrike


    Level 4 Spells
    Crimsonite Spells
    • Corrosive Dust (2d6+8 Rust damage per caster level to target Construct, MCL 10) 20 SP, 30s cooldown
    • Heartseeker Poison Imbue: temporary weapon enchantment, on hit: -1 Fort saves, 3 stacks, on crit: 1d6 Con damage
    • Ice Chill Poison Imbue: temporary weapon enchantment, on hit: -1 Reflex saves, 3 stacks, on crit: 1d6 dex damage
    • Soulshatter Poison Imbue: temporary weapon enchantment, on hit: -1 Will saves, 3 stacks, on crit: 1d6 wis damage
    • Voidmind Poison Imbue: temporary weapon enchantment, on hit: -1 Spell Resistance, 3 stacks, on crit: 1d6 int damage

    Gildleaf Spells
    • Cure Critical Wounds Admixture (25 SP 6 cooldown)
    • Inflict Critical Wounds Admixture (25 SP 6 cooldown)
    • Smoke Bomb (PBAoE blind, turn invisible, gain dodge) 30 SP, 90 second cooldown
    • Caustic Overload (PBAoE heavy hitting -AC and -PRR debuff, Acid damage) 30 SP, 15s cooldown
    • Voltaic Burst (Cone silence and Electric damage, -MRR) 30 SP, 15s cooldown
    • Cindersmoke (AoE Blind, -melee power, -AC, Fire damage) 30 SP, 15s cooldown
    • Vein Freeze (AoE Cold damage heavy hitting, chance to freeze, lingering slow) 30 SP, 15s cooldown

    Ceruleite Spells
    • Hypnotic Combination (more potent Hypnotic Pattern in a small AOE) 25 sp 20s cooldown
    • Flesh to Gold (single target flesh to stone, touch range, glittery vfx)
    • Stoneskin Potion (stoneskin to self)
    • Action Boost Bottle: Melee/Ranged Power
    • Action Boost Bottle: Sprint Boost


    Level 5 Spells
    Crimsonite Spells
    • Multivial of Flame (Throw five vials that each deal 1d3+1 damage per Caster Level, MCL 20) 20 SP, 5s Cooldown
    • Multivial of Acid (Throw five vials that each deal 1d3+1 damage per Caster Level, MCL 20) 20 SP, 5s Cooldown
    • Multivial of Bitterchill (Throw five vials that each deal 1d3+1 damage per Caster Level, MCL 20) 20 SP, 5s Cooldown
    • Multivial of Sparks (Throw five vials that each deal 1d3+1 damage per Caster Level, MCL 20) 20 SP, 5s Cooldown
    • Greater Elemental Weapons (3d6 (element) damage on weapon, 20SP, 2.5sec cooldown
      • A more powerful version of the Arti Imbue, Arti will get this also
    • Poison Breath (breathe poison at people)

    Gildleaf Spells
    • Flesh to Gold, Mass (flesh to stone PBAoE) 30 SP, 90 second cooldown
    • Flashbang (blinds in an AoE. If they're already blinded, stuns)

    Ceruleite Spells
    • Greater Stoneskin (stoneskin but 20/adamantine and 20 per caster level instead)
    • Turn to Frog (single target frog, this is a death effect)
    • Greater Alchemical Evolution (spell selector - pick an animal from the 6 animal stat/types (so bull for str, cat for dex, etc) and gain +4 Alchemical bonus to this stat. You can only have one Alchemical Mutation at a time regardless of tier. Self only spell)
    • Action Boost Bottle: Attack Speed


    Level 6 Spells
    Crimsonite Spells
    • Elemental Reaction: (does all 4 elements a la Hellball at 1d2+1 per caster level each, MCL 20) 30 SP, 30s cooldown
    • Gold Breath (Fire and Bludgeoning cone, has a chance to Flesh to Gold enemies hit) 30 SP, 30s cooldown
    • Heartseeker Poison Imbue: temporary weapon enchantment, on hit: -1 Fort saves, 5 stacks, on crit: 1d6 Con damage, on vorpal: 1 stack of vuln
    • Ice Chill Poison Imbue: temporary weapon enchantment, on hit: -1 Reflex saves, 5 stacks, on crit: 1d6 dex damage, on vorpal: paralysis
    • Soulshatter Poison Imbue: temporary weapon enchantment, on hit: -1 Will saves, 5 stacks, on crit: 1d6 wis damage, on vorpal: silence
    • Voidmind Poison Imbue: temporary weapon enchantment, on hit: -1 Spell Resistance, 5 stacks, on crit: 1d6 int damage, on vorpal: shattermantle

    Gildleaf Spells
    • Heal Admixture - 50 SP 6s cooldown
    • Harm Admixture - 50 SP 6s cooldown

    Ceruleite Spells
    • Dust of Confusion (Charm Person, Mass) 35 SP, 90 second cooldown
    • Goldskin Potion (Stoneskin but with 30/Adamantine and 30 per caster level, also new shiny VFX)


    Known Issues
    • There are a couple of spells still in this build that are not intended to release with the class as they were prototypes that didn't work. Everything listed in this post is intended.
    Tell me about any and all bugs you encounter by clicking here!


    NOTE: Submitting a bug in this manner is not a quick fix for past occurrences; it is instead a means of bringing issues to our attention to prevent future occurrences for both you and others. Providing detailed information, especially specifics about your account and character as well as what steps you took leading up to the issue, are critical to us being able to pinpoint the cause of any problems you have encountered.

  3. #3
    Community Member MistaMagic's Avatar
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    Past life is?
    Ozzgood 43, 39, 15, 36, 82. Ozzbad 35, 36, 14, 36, 77. Ozzugly 45, 48, 21, 36, 117. EvilOzz 39, 48, 11, 36, 99. Ozzistheworst 38, 33, 15, 3, 30. and Alts on Khyber
    Past Lives: Heroic, Epic, Iconic, Racial., Reaper Points,
    Started Playing DDO In February 2010

  4. #4
    Community Member SpartanKiller13's Avatar
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    Quote Originally Posted by MistaMagic View Post
    Past life is?
    You drink potions 10/20/30% faster, obviously /s
    -Khysiria of Cannith
    Quote Originally Posted by zehnvhex View Post
    Warlock is basically a ghetto Shiradi Sorc. You gives up some of the damage and self sustain for the ability to just hold down left click and yolo blast your way to victory.
    Quote Originally Posted by Lynnabel View Post
    It's DDO. There are probably 6 different types of Evil damage.

  5. #5
    Community Member Sythe777's Avatar
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    Debuff support. Looks really nice. We'll see how it plays

  6. #6
    Community Member HastyPudding's Avatar
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    Quote Originally Posted by MistaMagic View Post
    Past life is?
    Just a theory, but my guess is +1 transmutation DC's.

    Which begs the question: will we be seeing more transmutation items? Currently, items for transmutation are quite rare.
    Primary Home: Argonnessen
    Also known as: Archarias, Ishtaris, Arthies, Artharias, Astanius, and Fidgity.
    "Elder brains are a lot like bouncy castles. They just sit there, but if you jump up and down on them, things get interesting real quick." ~FlimsyFirewood

  7. #7
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    Charm person is a worthless spell when <20% of enemies count as a person. Change to charm monster or better yet hold monster or just get rid of it.

    Another noob trap being born.

    And why 1 frog? Frog being a wisdom based spell in epics... Doesn't make sense. 1 frog just seems so random. I'd like to know the cooldowns on this stuff.
    Last edited by capsela; 01-14-2020 at 03:53 PM.
    Toon on cannith

  8. #8
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    Quote Originally Posted by capsela View Post
    Charm person is a worthless spell when <20% of enemies count as a person. Change to charm monster or better yet hold monster or just get rid of it.

    Another noob trap being born.

    And why 1 frog? Frog being a wisdom based spell in epics... Doesn't make sense. 1 frog just seems so random. I'd like to know the cooldowns on this stuff.
    Agreed on Mass Charm Person should be mass charm monster. Or just confusion, as the name would indicate. This would make it equivalent to Warlocks getting Mass Charm Monster as a 6th level spell. Also also, that is a pretty long cool down for that effect. Is that how it is for other classes?

    I like having a single target death spell. So much so, I think Alchemists should get a mass version as a 6th, make it roll out similar to Wail or Implosion rather than instant as the epic feat. Or make Mass Frog the epic feat open to Int and Cha casters. All the classes that get a single target instakill spell get a mass one, so not sure why Alchemist gets shafted there.

    Also is a 90 second cool down on Mass Flesh to Gold really necessary? is it going to be that much better than mass hold monster that it needs a minute and a half cooldown?

    Overall, I like the spells, there is a lot of currently underused effects in there that should be fun to use, but all of those spells are lower level and the 6th level spells seem pretty bland and sparse compared to lower levels. It would be nice to see a few capstone spells based on some of the more interesting lower ones at 6th. Right now the only creative level 6th spell is Gold breath, which is an evolution of the Flesh to Gold spells and the fire damage spells. Can we get the other elemental equivalents for red and yellow + mass frog (or other transmutation based mass Instakill) for blue?

  9. #9
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    So pay2win arti's get the upgraded elemental weapons, but f2p sorcs/wiz don't get upgraded stoneskin?

    Makes sense.

    /sarcasm

    Please pass the love to the other arcanes.
    Last edited by capsela; 01-14-2020 at 05:22 PM.
    Toon on cannith

  10. #10
    Community Member Pilgrim1's Avatar
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    Default Spell bugs and oddities

    Just a list of oddities i have found while playing around with spells.

    lvl 1.
    Flash powder only lasts for 3 seconds (min CC duration should be 6, correct)


    lvl 3.
    Heartstopper posion does more dmg then other spells this lvl.
    Voltaic induction does not cause dot.

    lvl 4.
    Cindersmoke: additional casts of cindersmoke does not re-set the duration of the blind.
    Caustic overload: additional casts does not re-set the duration of the PRR debuff.

    LvL 5.
    flashbang blinds for less than 6 seconds, flashbang doesn't stun if blinded by cindersmoke.
    posion breath seams to have no effect.
    Vainfreeze has the same issue as the above 2.
    As does voltaic burst.
    Multivial of ... all share a global cooldown

    lvl 6.
    elemental combination and gold breath do less damage then multivial of ......


    Feats and general spell issues:
    enlarge doesn't seam to work on anything.
    accelerate spell cant be toggled on with specific spells.
    cant seam to quicken admixtures.
    using a potion action boost puts that action boost on a 40 second cooldown, but others on a 30 second cooldown
    Spell cooldowns in game does not match cooldowns of listed in first post.
    The point blank AoE spells area is rather small, increase it slightly?


    Some concerns:
    There is a lack of will save spells.
    this seams to really over-shadow druids. Alchemists have strong CC, spell DPS, and heals. The CC and spell DPS are both stronger then druids. Where does this class leave druids after this patch?

  11. #11
    Community Member Wanatuc's Avatar
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    Not sure this is right spot but when I tred into alchemist and went to Kothos I skipped it and did not get any equipment no armor and no ring of water breathing.

  12. #12
    Community Member Sythe777's Avatar
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    1. The reaction indicator clears when using another primer that isn't part of the reaction combination. This claims it does:

    Quote Originally Posted by Cocomajobo View Post
    The game remembers your current Reaction as well as the Primer of the last spell you cast. Using a Crimsonite spell and then a Gildleaf spell will put you in the Pyrite state (with a sub-state listing of Gildleaf, for the last spell you cast). Casting Crimsonite or Gildleaf spells while in Pyrite will keep you Pyrite (but will change your sub-color to Gildleaf or Crimsonite). If you were to then cast an Ceruleite spell, it would combine with the sub-state from the last spell you cast, putting you in Orchidium (if the previous spell was Crimsonite) or Verdanite (if the previous spell was Gildleaf).
    For example: I cast a crimsonite spell then a gildleaf spell to get a pyrite reaction. I then cast a ceruleite spell and the reaction indicator clears itself instead of switching to what should be a verdanite reaction.

    2. Offensive primers do not go into the sub-state indicator if they do not hit anything/do damage.

    3. Poison breath at this time doesn't do anything. It doesn't deal damage and it doesn't enter the primer sub-state.

    4. Flesh to Gold, Mass isn't PBAoE. You can cast it at range.

    5. Caustic Solvent doesn't apply a DoT, just applies flat damage.

    6. All of the poison weapon imbues don't seem to apply to red-names (or at least the red-name dps kobolds).

    7. Multivial spells share the same cooldown.

    8. The stiffen skin buff effect text is the same as the elemental skin buff effect text.

    9. Bitter frost burst claims to be single target, but it's an AoE.

    10. Many PBAoE spells need a target to work properly (Flash Freeze, Salt Crystals, etc.).

    11. Voltaic induction doesn't apply a DoT, just applies flat damage.

    12. Cindersmoke applies a blindness debuff but no overhead indicator is applied.

    13. It's unclear whether or not the Alchemical Studies and Advanced Alchemical Studies class feats stack.


    Now for some feedback:

    1. Really wish there were more spells available at spell level 5 and 6. There's not a lot of variance at spell level 5 and 6 either; the same spell, but different damage type.

    2. The party icon for alchemist is visually cluttered and could use some cleanup (say, 1 vial instead of 3).

    3. It'd be nice to get accelerate spell (metamagic) a little earlier, level 12 is fairly late-game. Ideally, I'd like to see the minimum alchemist level reduced to level 8.

    4. There's not really a way to reduce accelerate spell's sp cost. There are two problems with throwing potions. A slow throwing animation and a slow traveling animation. As a result, always-on quicken/accelerate are fairly necessary if building a caster spec.

    5. The insightful feats are very nice, it's just a shame they aren't available to everyone else (except insightful reflexes).

  13. #13
    Hero Scuddy's Avatar
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    Agree that some more level 5 and 6 spells is needed. Level 6 especially is kind of empty. Mass Frog would be nice

    Quote Originally Posted by Cocomajobo View Post
    • Crimsonite spells govern Elemental and Poison damage (fire cold acid electric and poison) and melee/ranged imbues
    • Gildleaf spells govern Positive and negative healing/damage, Crowd Control, and Debuffs
    • Cerulite spells govern Defensive abilities and mitigation, buffs, and utility spells
    Quote Originally Posted by Cocomajobo View Post

    Level 4 Spells
    Ceruleite Spells
    • Flesh to Gold (single target flesh to stone, touch range, glittery vfx)


    Level 5 Spells
    Gildleaf Spells
    • Flesh to Gold, Mass (flesh to stone PBAoE) 30 SP, 90 second cooldown
    I like the intent here. But the implementation is kind of confusing with some spells seemingly in odd places. It's just not intuitive to me in some places. The best example would probably be Flesh to Gold is Ceruleite but Flesh to Gold Mass is Gildleaf. I think the actual sorting into the 3 reactions needs to better match the stated intent.
    Last edited by Scuddy; 01-14-2020 at 09:50 PM.

  14. #14
    Community Member HastyPudding's Avatar
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    - Alchemists don't have access to the improved mental toughness, heighten metamagic, and epic spell focus feats.

    - Accelerate metamagic is not available in the right-click/drop-down menu on spells. It's currently toggle only.

    - Many spells seem to have a a very strange hit box; many of the thrown bottle spells seem to splash at your feet but affect mobs at long range. Often, when the bottles do travel and their graphical effect takes place they splash right before the target instead of on it (this sounds like the same issue that black tentacles had).

    - I was honestly expecting some bigger booms. I see some small explosions, but nothing even remotely the size of, say, tactical detonation or fireball. Where's my kaboom?

    - There's not much in the way of spell variety in levels 5-6.
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  15. #15
    FreeDeeOh PsychoBlonde's Avatar
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    Gave Alchemist a try, didn't do a lot of build stuff, just trying to see the basics.

    They feel pretty darn powerful. Running around with really mediocre spellpower, just my SLA's were kicking out some SERIOUS damage. Really like a lot of what they have to offer. IMO they do a pretty good job of replacing DPS arcanes (again), rendering sorcerer a lot less desirable (again). I mean, the spell DPS version of Alchemist does what Sorcerer does--elemental blasting--and they get better SLA's PLUS really effective heals.

    I mean, come on, greater restoration as a third level spell? Who are you kidding here?

  16. #16
    Community Member HastyPudding's Avatar
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    Quote Originally Posted by PsychoBlonde View Post
    Gave Alchemist a try, didn't do a lot of build stuff, just trying to see the basics.

    They feel pretty darn powerful. Running around with really mediocre spellpower, just my SLA's were kicking out some SERIOUS damage. Really like a lot of what they have to offer. IMO they do a pretty good job of replacing DPS arcanes (again), rendering sorcerer a lot less desirable (again). I mean, the spell DPS version of Alchemist does what Sorcerer does--elemental blasting--and they get better SLA's PLUS really effective heals.

    I mean, come on, greater restoration as a third level spell? Who are you kidding here?
    I think the biggest issue that you seem to be overlooking is 90% of what an alchemist does is hidden behind a wind-up and a projectile that can sometimes fail. Yeah, they have a mass heal with a short cooldown....but it's attached to a throwing potion that can miss if you're not careful; or worse, end up hitting entirely too late and be useless compared to, say, a cleric casting a quickened heal spell.
    Primary Home: Argonnessen
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  17. #17
    Community Member QueenOfTheHook's Avatar
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    Battalion Brew: Int to hit and damage with Simple weapons. (requires Alchemist 4)

    I think this might not be working on Lam.

  18. #18

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    Quote Originally Posted by Cocomajobo View Post
    • Heal Admixture - 50 SP 6s cooldown
    • Harm Admixture - 50 SP 6s cooldown
    These have the same description in-game. Harm claims to remove various negative status effects, which would be great if true. It also claims to damage undead, though, so I'm skeptical.

  19. #19
    Community Member gravisrs's Avatar
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    Default Poison spellpower skill

    Poison spellpower is gained from negative spellpower items.

    That would make it more sense to benefit from heal skill (like positive & negative spellpowers) than from spellcraft, is it WAI?
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  20. #20
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    This isn't exactly feedback on the class itself, but could you make that purple a lighter shade of purple? I mean, I guess it doesn't really matter, since the basic idea is "Red+yellow make Orange / Red+Blue make Purple / Blue+Yellow make Green", the actual words don't have any meaning behind them, but I literally can't read that purple word. I just see a purple rectangle.
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