D4 class suggestion [Alchemist]

Hi fellow players. Think I have an idea for a class that would fit the dark/more-primitive thematic of D4 with an interesting/different concept of a class

Alchemist + Obedient/Brute assistant

Something of the likes of this:

https://daily.jstor.org/wp-content/uploads/2016/05/Alchemist_1050x700.jpg

https://i.postimg.cc/Xv6BsFqL/giant-hd-for-the-brute-8-04-daz3d.jpg

As opposed to the Necro/Witchdoctor, this class is all about having a “Permanent partnership” interraction between the Alchemist and the Brute itself… The Giant/Brute cannot be summoned, but CAN be ressed (when not attacked)

The skilltrees would differ between these few:

1 = Alchemy & Enhancement

Create potions to consume or throw down on the ground for an effect (think of fulminating potion, choking gas). Combine/Interract/upgrade the alchemy to greater effect/s [for example potion rather than spilling goes into a vapor of X], vapor of freezing potion could create an area where fire projectiles would not pass OR even a solid object (wall) if highly concentrated

2 = Metalwork & Traps (yes, kinda had to include traps here cause what happens when your Brute dies, kinda have to defend yourself)

Enhancement = Alternate/Enhance your weapon (nothing too crazy, a one hand short hammer with highly-intermixed enhanced effects of your choice per hit), or your brute’s gear (much shorter buff) or an ally’s weapon (even shorter)… Yes I know it sounds boring (somewhat) but think it’s possible to apply cool/unique effects (that no other class has). For example weapon makes a chemical reaction and greatly knocks everything back per hit, or drop/create a cart with throwing Spears that deal A LOT of piercing damage

Basically = ALL those things most didn’t like in D2 (throwing spears, throwing knives, throwing potions) be ALL COMBINED in a one class, and as long as the “reward outweighs the effort” think it’s doable

Third skill tree could (should) be related to basic skills that either you or the brute can perform… Say you jump on the Brute’s back and he charges forward, or you dismount way back and throw all kinds of potions on the ground, you could “hide” inside a cauldron temporarily while the brute clears out the “mess”

The COOL PART of having a “naturally deformed” Brute interraction with the Alchemist (IMO) is cause you can go EVEN FURTHER with brute-force and environmental/monster destruction (think of perma-Gargantuan skills/cooldowns) than the Barbarian but is not spammable by nature but much more strategic rather

And finally = Traps, mix potions and metal-throwing stuff with trees, lanterns, doors, anything, heck even put those things on the back of your Brute if need be

Ultimate could be something like “Overdose” where you yourself become just like the Brute that assists you (the Dr. Jekyll & Mr. Hide theme a bit) but that’s only temporarily and when in most of trouble (boss fights maybe for ex.)

What I like the most about this concept/idea is mainly 2 things

1= It’s totally different kind of playstyle compared to “summoner classes” before that existed
2 = Totally embraces the “mystic darker side” of the dark/mideval age, nothing too crazy with lightnings & laser show or anything, just completely alchemy/chemical reactions (or overreactions even depending on dose/s and such ?) to either the ground itself or other (self-created or crafted) not necessarily metal but best when metal tools/objects

About resources = Let’s say I’d give the class 3 kinds of primary resources:

1 = Acid (goes up just by not over/using it)
2 = Reagent (collect drop them, no click required, just gather them automatically on a gathering radius like gold was in D3)
3 = Any kind of crafting material you can buy (wood, metal, or even a gem)

When you combine Acid with Reagent you create potions (use to consume when clicking with the skill on yourself or drop when clicked on the ground)

When you combine Acid with crafting material you create an enhanced throwing weapon (X charges based upon crafting material numbers), your skills selected imbue this weapon with X (high knockback rate, IDK, high split rate, heck even make these catch fire)

When you combine reagent with a crafting material then you create a buff/enchantment you can use on any kind of metal object in the game, either cast on self to buff your gear, your brute to make it have crazy amounts of X damage effect per hit or maybe X resistance, an ally to buff their weapon with a higher amount of (otherwise perma-socketed with a gem) effect

The only thing that remains are Traps, and kiiinda think would be best to have these (as well as Brute’s combat skills on the primary skillbar selected)

This is just the “primary concept” idea of the class, skills not included (yet) in the skilltree, but kinda like (and even gameplay style) of the theme of the class

ONE cool thing that MIGHT be unique for the class is maybe have the ult not be ready on a CD but rather be ready when both the Reagent and the Acid resources are at their max, so you could/would decide whether to use things to be better early on or be more “savy” at using extra power early on and have the “2 Brutes on battlefield doing crazy unimaginable things to the environment” kinda more often than other classes but take your time to “slowly hit” your way through monsters with a (well-enhanced/imbued with utility but lower/ish damage) short sword, or tiny dagger/hammer used mainly to create chemical reactions rather than hack & slash :slight_smile:

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Unique Item:

Philosopher’s Stone

Goes against the law of equivalent exchange and allows you to cast without spending mana.

As an offhand or ?, haven’t quite figured out yet what offhand would be but probably some kind of Cauldron or an Ammo Cart… IDK lol, haven’t quite thought of anything regarding legendaries or uniques, Mana isn’t something as a resource but Acid (ok this might be mana I guess), Reagents (things you collect from slain monsters), AND crafting materials you’d buy from a Vendor (Blacksmith most likely), but instead of spending it on crafting a weapon or gear you’d spend it to create throwable items with imbued skills of your choices yourself, OR be savvy to the crafting materials and just create potions you’d throw at opponents or use them yourself

IDK, guess Legendaries should’ve been a thought when introducing the concept/class… But then = why just not equip the brute with a crazy legendary if it’s a 2-handed weapon or an armor piece lol

Your own gear could be also armor piece, cape, hat or lighter helm, boots, a tiny one-hand (dagger, short sword, tiny alchemist enchantment hammer), and a specific class-based off-hand (again, Cauldron or Ammo cart where you could “visually mix” things and create them) OR a smaller shield (guess the backside of the shield could get used pour liquid in it to create reagents), but if want that shield to be of any of effective defensive use you’d have to imbue it with X effects after X usages yourself) :slight_smile:

Just being a smart @ss and referencing Full Metal Alchemist (an anime if you don’t want anime). I agree though the last 2 classes should be 2 “new classes”. Maybe mixture of a D2 and D3 class, but 2 new classes. I always liked the idea of a fallen angel as a class or a banished angel.

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That would be too good. IMO should be reduce the mana casting. Otherwise, anyone who wanna use expensive skills will have this item as a must have.

Sounds like a D2 necro minus the drugs.

Thx 4 reply, yes, mostly. That’s where (kinda) the idea came from, I wanted to make a pet class that isn’t summoning a zoo but rather rely mostly on one single summon (pet) that was stronger/tankier and had some abilities even

BUT here is the difference:

  • Alchemist can spec his pet do more, swipe, jump (yeah, this is the drugs part)
  • Necro used corpses to summon/unsummon stuff and corpse explosion, the Alchemist to gain reagents for potion or weapon/armor enchantments creation

Reagents from the corpses could be used in 2 ways:

Use reagents to create Enchantments

Summary

Those would work similarly like Gems, only that instead of permanent bonuses you gain limited usage but stronger (either per next X attacks, or on a timer, depending on the enchant itself), for ex:

  • Enchant for next X attacks to gain greater knockback
  • Enchant for next X seconds to freeze on hit
  • Enchant your armor so that ranged attacks received create an explosion nearby (i.e. make opponent ranged foe hinder their own)
  • Enchant your armor with an “oily” substance to both make opponents projectiles miss higher amount as well as leave an oil trail on the ground that you could ignite later on

Things like that

Use the reagents to create potions that you just throw on the ground, similar to D2

Summary

Fulminating, Choking gas, Blinding Vapor, Freezing vapor, even skills/recipes that combine these to greater effect for ex. Fulminating potion + Liquid Iron creates molten pool that lasts longer and deals more

Also to not make the class “totally dependable” on corpses as a resource, added the possibility to use salvaged/crafting materials to create a bunch of throwing weapons of his/her own

Long-story-short: you could (maybe) consider the Alchemist a mashup between Necro and Sorc (or at least Necro and the Jeweler where the jeweler being your own)

Notably: there aren’t Gems in the game as sockets (YET) to give permanent bonuses

So yes, kinda can use that space to design a class revolve specifically around those. Who knows, you might wanna end up creating Jewels with higher power/s from salvaged materials and reagents here & there too :wink:

And yes, finally, love the idea that if you’re SAVVY with your reagents stuff you could use those to drug yourself into a strong melee fighter (become a Mr. Hyde :P) more often

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I really loved the idea. How many isometric clicker ARPG aka diablo-clones had a alchemist class?