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Alchemy-Summoner Job Concept:

StaconaStacona
Reactions: 2,565
Posts: 759
Member
edited July 9 in Suggestions, Feedback, and Requests
The thing about upcoming job Lethe is that she really should be a dedicated support job since having a bunch of summons to do your bidding with no attacking skills works really well as a dedicated support - you can focus on supporting your allies better and still deal full damage to the boss at the same time.

Now this concept is going to be a more extreme version of Lynn where you toggle on summons, have even more summons than bird and wolf, but zero attacking skills.

To make the concept playstyle exciting and fun, and something to always be doing, you are focused as a dedicated support that makes combinations of Material skills to form an Alchemy Enchantment (same character can only have 1 enchantment active at a time, a new one replaces the old one) that affects self, party members, and your summons! With the enchantment being a short duration to make you into an active buffer and your summons will not move around and attack monsters unless they have an enchantment currently active on them - summon AI logic will be similar to Lynn's bird and wolf.

This concept will also have a beginning skill that starts out blank, but every time you perform an alchemy combination, it will record what combination of materials were used to form it and what bonus enchantment effect resulted from it.

This concept would be easy to play, extremely difficult to master!

Concept is a Mage Class.

NOTE: There is no vertical or horizontal jumps, you only have a teleport.

Job 0:

Alchemy List:
Passive: Alchemy Enchantments are formed by combining 3 Materials together, lasting for 15 seconds [increases with buff duration] and only one Alchemy Enchantment can be applied against the same target at one time, forming a new Alchemy Enchantment will replace the old one.

Alchemy Enchantments apply to self, elementals, and party members. Elementals will sometimes receive different effects to what self and party members would receive.

Elementals cannot seek out and attack monsters if they do not currently have an Alchemy Enchantment active, prioritizing boss monsters.

Active: Use to bring up a window of your currently discovered enchantment possibilities, giving a detailed list of what materials were used for the alchemy and what bonus effect you will gain.

Red + Red + Red = Upon Creation: Grants a bonus +10% Final Damage for 3 seconds [increases with buff duration] for self and party members.

Red + Red + Green = Elementals' explosions now deal poison-attribute damage and apply poison to struck monsters. Poison-attribute damage gains +20% Final Damage for Elementals and Party Members.

Red + Green + Green = Elementals' explosions now heal struck self and party members for 10% HP each.

Red + Red + Yellow = Elementals' attacks now slow monsters by 70% for 4 seconds, 35% slow against boss monsters.

Red + Yellow + Yellow = Elementals' attacks now stun monsters for 4 seconds, including boss monsters, this can occur once every 30 seconds against the same target.

Red + Red + Blue = Elementals' attacks will remove all defense from struck monsters for 10 seconds. This can occur once every 90 seconds against the same target.

Red + Blue + Blue = Elementals' attacks will prevent monsters from using their skills and movement abilities for 10 seconds. This can occur once every 60 seconds against the same target.

Red + Green + Yellow = Elementals' explosions will become poison-attribute, poison damages twice as often, and explosions occur twice.

Red + Green + Blue = Elementals' poison now reduces all healing and shields that monsters receive by 50%.

Red + Yellow + Blue = Elementals' attacks will cycle between fire, electric, and ice every 5 seconds, dealing 20% bonus attribute final damage based on the current element for Elementals and Party Members.
Fire will reduce attack by 20% for 5 seconds. Electric will reduce attack speed by 20% for 5 seconds. Ice will slow by 20% for 5 seconds.
Bonus elemental effect applies against boss monsters too.

Green + Green + Green = Grants +30% increased healing from skills and potions for self and party members, and Green Material healing ignores all anti-healing effects.

Green + Green + Yellow = Green Material heals every 0.5 seconds instead of every 1 second.

Green + Yellow + Yellow = Elemental poison damage will damage twice as fast and the poison damage is doubled.

Green + Green + Blue = Upon Creation: Resurrect all currently dead party members in place, grant self and all party members 10 seconds of invincibility, and restore +1 life count for areas with a life count for everyone, resurrected party members restore +2 lives - cannot exceed the max life count limit. This can occur against the same target once every 600 seconds.

Green + Blue + Blue = Prevent death from occurring one time for self and party members. If death is prevented, becoming invincible for 3 seconds. This effect can occur against the same target once every 300 seconds.

Green + Yellow + Blue = Green Material heals every 0.5 second instead of every 1 second, and grants a stacking shield of +5% HP every 0.5 second, up to 50% HP, for 5 seconds.

Yellow + Yellow + Yellow = Upon Creation: Causes Elemental and Party Members to attack +20% faster, exceeding the normal hard limit, for 5 seconds [increases with buff duration].

Yellow + Yellow + Blue = Upon Creation: Cleanse all Abnormal Status Effects on self and party members and grant immunity to abnormal status ailments for 5 seconds [increases with buff duration]. This can occur once every 60 seconds.

Yellow + Blue + Blue = Block incoming attacks and abnormal status ailments for self and party members, occurs once every 3 seconds.

Blue + Blue + Blue = Upon Creation: Grants 6 seconds of invincibility for self and party members. This can occur once every 90 seconds.

Alchemy Chart Erase:
Use this skill to remove all currently queued up Materials on the Alchemy Chart to start over from scratch.

Job 1:

Red Material:
Place down a Red Material on the Alchemy Chart for every skill use.

Each Red Material grants an additive stacking +5% Final Damage to self and party members.
Elementals' attacks will perform an area explosion for every monster they hit, increasing in area size with more Red Material. Every rank in an Elemental skill will further increase this explosion damage.

Flame Elemental: [A Floating Red Flame.]
Toggle: Summon forth your Flame Elemental to fight for you by staying near you, automatically attacking nearby monsters.
Flame Elemental does fire-attribute damage.

Every rank in an Elemental skill increases Flame Elemental's damage further.

Flame Elemental automatically upgrades with job advancements, excluding 6th job.
1st Job: Shoots a single fireball towards a nearby monster.
2nd Job: Shoots up to 3 fireballs towards nearby monsters.
3rd Job: Shoots up to 5 fireballs towards nearby monsters.
4th Job: Rapidly shoot out fireballs towards nearby monsters.
5th Job: Shoots out a constant flamethrower dealing damage to all monsters within.
[6th Job Mastery: The flamethrower becomes blue fire and has extended range.]

Dynamic Teleport:
Tap: Teleport self a set distance in one-of-four directions.

Hold: Move around a special cursor with the directional keys and teleport to the cursor's location upon releasing the skill key, regardless if there is a platform there or not.
Maximum range the cursor can move around in is equal to what is visible to your screen.

Job 2:

Green Material:
Place down a Green Material on the Alchemy Chart for every skill use.

Each Green Material heals self and party members for +15% HP every 1 second.
Elementals' attacks will poison struck monsters for 4 seconds, increasing in damage with more Green Material. Every rank in an Elemental skill will further increase this poison damage.

Wind Elemental: [A Small Flying Green Bird.]
Toggle: Summon forth your Wind Elemental to fight for you by automatically seeking out and attacking monsters a great distance away.
Wind Elemental does poison-attribute damage.

Every rank in an Elemental skill increases Wind Elemental's damage further.

Wind Elemental automatically upgrades with job advancements, excluding 6th job.
2nd Job: Strikes through a single monster.
3rd Job: Strikes through up to 4 monsters.
4th Job: Becomes permanently larger and strikes through up to 8 monsters.
5th Job: Becomes permanently big and strikes through up to 15 monsters.
[6th Job Mastery: Leaves behind magical dust for 5 seconds of where it travels, periodically damaging monsters caught within.]

Job 3:

Yellow Material:
Place down a Yellow Material on the Alchemy Chart for every skill use.

Each Yellow Material grants self, party members, and Elementals +25% increased speed, this can exceed the speed limit.
Elementals also attack +10% faster for each Yellow Material.

Lightning Elemental: [A Slow Moving and Flying Large Electric Orb.]
Toggle: Summon forth your Lightning Elemental to fight for you by automatically seeking out and continuously damaging monsters that make contact with it.
Lightning Elemental does electric-attribute damage.

Every rank in an Elemental skill increases Lightning Elemental's damage further.

Lightning Elemental automatically upgrades with job advancements, excluding 6th job.
3rd Job: Continuously does damage to monsters that make contact with it.
4th Job: Grows in size and continuously does damage to monsters that make contact with it.
5th Job: Periodically zaps up to 4 monsters around it at a greater distance.
[6th Job Mastery: The electric zap will create a chain lightning effect to up to 6 monsters for each zap.]

Job 4:

Blue Material:
Place down a Blue Material on the Alchemy Chart for every skill use.

Each Blue Material grants self and party members an additive stacking +10% Damage Reduction, including against % HP attacks.
Each Blue Material causes Elementals' attacks to reduce the defense of struck monsters by -2/4/6% for 30 seconds, stacking up to -20/40/60%.

Ice Elemental: [A Very Large Blue Boulder That is Grounded and Slow.]
Toggle: Summon forth your Ice Elemental that automatically slowly seeks out monsters along the ground and infrequently does a massive quake attack all around it, dealing heavy damage to up to 12 monsters.
Ice Elemental does ice-attribute damage.

Ice Elemental automatically upgrades with 5th Job Advancement.
4th Job: Infrequently does a massive quake attack all around it.
5th Job: Every 3rd attack, Ice Elemental will lunge into the air and towards its target, doing a significantly larger and stronger quake attack.
[6th Job Mastery: The Ice Elemental becomes even larger and as the Ice Elemental moves around, it is constantly creating miniature ruptures around it, dealing damage to nearby monsters.]

HYPER SKILLS:

PASSIVES:

1: Elementals gain +20% Damage
2: Elementals gain +20% Boss Damage
3: Elementals gain +20% Ignore Enemy Defense

4: Alchemy Enchantment grants +10% Item Drop Chance to self and party members.
5: Alchemy Enchantment grants +20% Bonus EXP to party members and +50% Bonus EXP to self.
6: Alchemy Enchantments grants +10% Damage to party members, but -10% Damage to self.

7: Alchemy Enchantment grants +1% MP every 1 second to self and party members.
8: Alchemy Enchantment grants +5% Damage Reduction to self and party members, including against % HP attacks, but self receives -5% Final Damage.
9: Alchemy Enchantment grants +15% Increased Healing from Skills and Potions to self and party members.

ACTIVES:

1: Extra Enchanted Elementals:
Double the movement speed and attack speed of all your Elementals for the next 10 seconds.

If Elemental poison is in effect, it damages twice as often of whatever damaging rate it was at.

Cooldown: 60 seconds.

2: Mixing Alchemy:
For the next 20 seconds, you can have two different Alchemy Enchantments active at the same time.

If a 3rd Alchemy Enchantment is applied, the oldest Alchemy Enchantment is removed.

Cooldown: 120 seconds.

3: Basic Enchantment:
Grant self and party members +10% Final Damage for 40 seconds.

Cooldown: 120 seconds.

Job 5:

1:Mystery Material:
Passive: Upon completing an Alchemy Enchantment, gain a bonus Material to it at random between Red, Green, Yellow, or Blue at 100% effectiveness [scales based on this skill's rank].
With a 30% chance [scales based on this skill's rank] to add in a bonus 2nd Material at random.

Bonus Material does not affect the completed Alchemy Enchantment's bonus effect.

2: Platinum Elemental: [Multi-coloured Giga Large Elemental that is Stationary.]
Summon forth your Platinum Elemental for the next 30 seconds, automatically and periodically causing mass destruction of damage all around it to nearby monster.
Platinum Elemental deals holy-attribute damage.

Cooldown: 120 seconds.

3: Saturation:
Passive: Every 4th time the same colour Material is used, it has its effects boosted by 100% for that specific Material.

4: Into the Pot:
Instantly teleport all Elementals and Party Members to your current location.

Upon doing so, self and party members are invincible for 3 seconds.

Elementals blast a special attack at the closest monster to you, prioritizing boss monsters:

Flame Elemental: Hurls a massive fireball that moves in a straight direction.
Wind Elemental: Summons a whirlwind that does continuous damage for 3 seconds.
Lightning Elemental: Does constant high voltage zaps at the closest monster(s) for 3 seconds.
Ice Elemental: Does a massive slam, quakes the ground around it, and lobs a massive ice chunk through the air.
Platinum Elemental: Does a massive hyper beam attack over the next 1.5 seconds.

Cooldown: 60 seconds.


Resuscitate

Comments

  • ResuscitateResuscitate
    Reactions: 300
    Posts: 3
    Member
    edited July 15
    I genuinely like this. I love summoner classes tbh. However, I would support a flash jump/teleport toggle skill (lock it to one or the other in bosses if necessary to avoid being too OP). The main things I have to say are as follows:

    1) Attack speed gains aren't really supports when every class plays at their highest AS if it gives them extra FD, and other classes that benefit from passives more are fine as-is (i.e. Lynn) for the most part. AS bonuses don't really help hurricane classes.

    2) I don't really understand how the final damage support would work. Also, for 3-man party bosses (higher-tier grandis bosses), life counts don't really matter as much because the bosses use gauges like willpower, erosion, adversary determination or whatever it is first adv uses, Hunger for the licky boss.

    3) Damage reduction doesn't really do much in the higher-tier bosses as well, and people already have Ren link skill for damage reduction, their own class iframes/damage reduction frames (if any), ascent skill iframes, and genesis iframes.

    I think maybe a combination of final damage boosting + giving extra lines to party members for their attacks or acting as a class-based cooldown hat (which would reduce the amount of investment needed in hats in reg, for example, for cd-hat classes, which can run into the thousands of USD), replacing heals/dmg reduction with something that reduces the impact on gauge-like systems for bosses (reducing the amount of erosion you get, for example, or preventing you from losing gauge if you get hit because you missed a parry) would benefit.

    Also, cooldowns on skills should sync to a 2 minute burst cycle, so having skills with a 90 second cooldown would be hard to sync

    Additionally, directional teleports should be diagonal as well. A lot of people probably won't necessarily want to use the mouse feature.

    You should keep in mind that with any new class kit, people will find the optimal combination/strategy to maximize dpm, so a lot of the combinations you've listed will likely be DOA unless each combo is ideal for various bosses. Enchantments should be made to be suited to specific bosses and keep growing with new bosses, because one of the reasons we've moved away from supports as a meta in KMS is because bosses have moved to 3-man parties and KMS didn't want people to be relying on supports for clears. We now have wild hunter potions (sayram's), phantom potions (the 6 minute ones), decent holy fountain 5th job node, and so on. Clearly, though, supports are desired in MMOs, and there are other ways to make them useful outside of bossing.

    For example, if you clear a boss with an alchemist, the party could get drops added to the boss loot box that give them benefits outside of bossing, such as enhanced spawn rates, better luck at hitting a desired line or a pity system (cubes, flames, starforce etc. to reduce RNG elements without removing RNG altogether, since one issue we do have is that there is no pity on cubing, which can get really expensive in Interactive) 3-day long or week-long enhanced mesos obtained % effects, or in Interactive, crafting material that can be extracted if you have a meister alchemy profession that gives you materials to create solid cubes, such as chaos cubic blades, so you could create 40 to 50 solid cubes a week perhaps, or materials would be used for the cubing pity system, to encourage people to run with the support). This could also help ensure that even if metas change or support inside of bosses gets nerfed like what happened with bishops, BaM etc, they would still be 'supports' for overall gameplay