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Poll > Alchemist Vs Enchanter
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Aug 5 2020 02:30am
EDIT: Voting Alchemist = No to suggestion, thus voting for Enchanter = yes to suggestion.


Please read it carefully and ALSO explain how or why you would choose either one or the Abilities given to the Enchanter (since it is a totally new concept to the game)

#1 The starting STATS for an Alchemist or Enchanter does NOT change.
#2 The Enchanter can ONLY use Staves and can NOT use any CHARMS (Please read "Abilities" for an Enchanter before replying)

An Enchanter is a melee type of character that "Enchants" the members of the group based on the "Abilities" that they have chosen specifically designed for them based on "Time", "Stat" placement and current "Mods" you find on items Magical +.

I guess I should elaborate a bit more, an "Enchant" ability is applied to the entire "Group" including the "Enchanter" ... this is a "Key" component to the "class" of an "Enchanter".

Example is Vitality &/or Intelligence and the "Innate" +1 Life or Mana Regenerate per second while in town per "25 Stat" placement.

Ability: "Regeneration" (Regenerates +1 life/mana per 25 vitality/intelligence points of Enchanter stats including equipment with "Stats" / "Charges based on Successful Hits" and "DURATION" of "10 seconds per 25 stat points per 25% CHARGE UP (e.g. 25% charge + 25 Vitality = +1 life regeneration per second over a 10 Seconds period)" NOTE: While in catacombs.

NOTE: The "Ability" of "Regeneration" of an "Enchanter" seems to be really great, but it also makes items with "+X Vitality" more usable as well as "+X Intelligence" ... thus improving the price of the so called "Failed" items and also making the game more enjoyable and comprehensive. NOW, we need to work on the next two(2) abilities of the "Enchanter"

#1 Second (other) Ability Example: "Mana Enlightenment" (This involves all "Casting" offensive or "Healing") ... so like "Regeneration", this ability works the same way based on "Stats" and "Regen" requirements for ALL caster type characters in the group. etc (maybe need more thoughts on this)

#2 Third (another) Ability Example: "Melee Enlightenment" (This involves Dexterity & Strength) "Doubles Damage" ... so like "Regeneration", this ability works the same way based on "Stats" and "Regen" requirements etc (x% double damage over x time etc)

Again... maybe needs more thought... but basically when you Unlock "Alchemist", you can either choose "Alchemist" or "Enchanter" ... both of them have the chance to reset Ladder and so on.... difference... abilities and items available.

This post was edited by izParagonzi on Aug 5 2020 02:45am
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Aug 5 2020 03:14am
Voted hell no

There are plenty of things in the game that need to be reworked or fixed before I’d ever support another severely crippled class be added to the game.
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Aug 5 2020 03:18am
Hmm, 35 views and 4 votes, I can see I missed a few details for an Enchanter.

Weapon: Staff / Polearm
Armor: Robe / Padded / Leather / Scale
Charm: None.

Abilities: Re-read abilities;
... Regeneration (Life / mana Regen while in catacombs)
... Mana Enlightenment (Doubles Offensive &/or Healing Casting based on duration = GROUP incl Chanter)
... Melee Enlightenment (Doubles Melee damage based on duration = GROUP incl Chanter)
... Hmm... Group = Catacomb / Map [i.e. while in a maze / whistle etc[

An example of an Enchanter solo'ing:
Use Regeneration & Melee Enlightenment will help you heal up while dealing more damage for 10 seconds per 25 stat points (may change for melee duration because of the stat total).

Quote (Cheeya @ Aug 5 2020 09:14pm)
Voted hell no

There are plenty of things in the game that need to be reworked or fixed before I’d ever support another severely crippled class be added to the game.


It is not a crippling concept if you open your eyes

EDIT +1 = 37 views and addition of +1 (Hell No) vote out of 6 votes.

3 Hell No (Paparicksters)
2 No
1 Yes

This post was edited by izParagonzi on Aug 5 2020 03:47am
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Aug 5 2020 03:49am
Mana and life regen on catacombs sounds useless as fuck moreover when most of the time you’re whistling nonstop.
Also sounds like a terrible class to solo.
Picking paparick option

This post was edited by Keo on Aug 5 2020 03:49am
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Aug 5 2020 03:58am
Quote (Keo @ Aug 5 2020 09:49pm)
Mana and life regen on catacombs sounds useless as fuck moreover when most of the time you’re whistling.
Also sounds like a terrible class to solo.
Picking paparick option


Great input here on how useless it would be to regenerate life & mana from an ability while you are in a catacomb dealing with mobs at +1 life/mana per action (second) for 10 seconds at only a 25% charge of the ability and ONLY 25 base stats! I mean, an Alchemist starts with 75 Intelligence... so how does 3 Mana regen for 10 Actions while in a catacomb means anything... shit, you may as well just go to town and regen while every other group member takes damage instead of getting Double Healing (for another caster in group or a Guardian healing during those 10 or should I say 30 seconds in catacombs).

Personally... think outside of the square first, think how it helps in a group or solo... if you were soloing, then you just chose an Alchemist based on gear you have available (but even as an Alchemist with NO charms, at least you can regenerate health while in a catacomb instead of relying on REGEN gear).

Your input was a great contribution and I appreciate it, as it can help improve upon the idea. THANK YOU.

EDIT:
59
2
1
8
0

Snooze time for me... update later on.

This post was edited by izParagonzi on Aug 5 2020 04:27am
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Aug 5 2020 05:30am
Tyvm for HELL NO option :)
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Aug 5 2020 06:00am
Gonna go with hell no on this one :unsure:
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Aug 5 2020 06:13am
I'm enthralled, tell me more details

Quote (izParagonzi @ Aug 5 2020 05:58am)


Snooze time for me... update later on.


tracked so i'll get notified
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Aug 5 2020 12:46pm
i think this theory is fantastic
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Aug 5 2020 12:53pm
So a class that boosts every1 else including himself? Does it stack with 2 in group?
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