Fascinated by life, the alchemist studies anything and everything it can. With his/her curious mind, he made his own brews and concoctions. These mixtures can either help or deal damage/buffs depending on the alchemist's intent.
[As i was reading some suggestions, there were a handful of lol suggestions and I suddenly got the idea of basing a character class from a stoner but as it seems impractical, I got the idea of an alchemist type]
As there is mana, concentration and rage, the alchemist will use ingredients that fills up over time, albiet slowly, and would increase faster as he moves [simulating the chemist picking up local supplies from the ground, etc.
I though of giving him 3 off-hand equips that deal with his ingredients; a box of supplies [generates ingredients over time faster], a surgical kit [generates ingredients per hit much like rage, though in lesser increments], and a gardening tool [generates ingredients faster while walking]
His weapons would be Flasks, test-tube, and beakers. Test-tubes would have the highest attack speed and lowest damage while beakers will have the highest damage and lowest attack speed.
Not sure if it would be a melee class [he pours his chemical mixtures on enemies or forces them to drink it] or a ranged class [he throws the flasks, tubes and beakers]. Though in my opinion it would be better if he was melee with a few throwing skills.
Since it is my opinion that the chemist class be melee I would make the skills based from this conjecture.
Basic attack: Smashed Glass - The alchemist will smash tube/flask/beaker on the opponent. [Punctured] Some shards stick to the enemy's body thus making it hurt more. deals 75% of basic damage as physical and 10% armor reduction for 5 seconds. [I based this off of the 'Marked" skill of Rangers and my other skills would implement embodiment's of this 'plagiarism']
*I will refer to test-tubes/flasks/beaker as containers*
Ooopsie! -Costs 15 ingredients- Containers are filled with an acidic salve that burns through skin and bones [or just bones for the undead] Deals 150% of basic damage as physical. Punctured enemies will get 15% basic damage as DPS as long as Punctured status remains.
Quick Sand -Costs 45 ingredients- Mastery of the land allows the alchemist to make a thick quicksand on any land. AoE trap type skill which ensnares enemies that walk in it, rendering them immobile for 3 seconds [2 for pvp] and deals 175% of your basic damage as nature damage after the duration + 50% slow for 1 sec. Punctured enemies will have a 3 second slow after the immobility instead of 1.
Tea Time -Costs 50 ingredients- Alchemist drinks his favorite brew of herbs and spices. Makes alchemist immobile for 2 secs while recovering 5% of his total hp per sec. He will then have an attack speed and movement speed buff of 15% for 10 secs.
Chuck it! -Costs 30 ingredients- Throws a container of a harmful concoction dealing 100% base damage as physical and 10% dps for 3 seconds. Punctured enemies will have the dps damage increase to 50% but will not extend its duration from 3 seconds.
Catnip - Costs 85% ingredients- Alchemist throws a 'catnip' to an enemy and that enemy will be aggressive to other monsters within the vicinity. For pvp, the catnip would stun a player for 2 seconds and takes an amplified 25% damage + 75% of your basic damage as physical.
Paralytic Gas [High Time] - Costs 70 ingredients- Alchemist, throws down 2 pre-made concoctions which results in an explosion of dust which apparently stuns enemies in an area around him. Stuns enemies for 3,5 seconds. Punctured enemies get stunned for 5 secs. [PvP stun is 1,5 and punctured PvP would be stunned for 2,5 secs]
Munchies -Costs 100 ingredients- After smoking some herbs, alchemist begins to feel a great urge to eat, and anything would taste great. For 10 seconds, gains 50% attack speed and steals life based on 10% of damage dealt. Quota: If alchemist doesn't steal life equivalent to 3,5% of his total life by the end of the duration, he would become immobilized for 5 seconds.
Whatever! - Costs all ingredients as long as the current ingredient level is 50% or below- An act of desperation, the alchemist mixes everything he has left. Deals (35% of basic damage x .1(amount of ingredients spent)) on a aoe around him. Punctured enemies would have 10% of basic damage dealt as physical DPS for 5 secs.
Dragonknight's blood - Costs 35% of total ingredients- Alchemist studied the blood of the dragon knights and created a potion which he can imbue someone the strength of DKs. Increases one's attack power by 150%, increases defenses by 25% and reducing 15% attackspeed for 15 seconds. Will be unable to regenerate ingredients during the duration [exemption with using off-hand surgical kit]. [Possible to cast on party mates]
Super Sweet Coffee - costs 50 ingredients- Drinking this will make you too hyper active! Increases attackspeed by 30% and movement speed by 15% [can be used on allies]. *Does not stack with tea time. If both are used Super Sweet Coffee would over ride tea time's attack speed and movement speed buff as well as timer.
****That is all for now. One problem I am facing is the lack of a mobility move and I want to keep it in theme/logical to the character. Some of the names are not really well thought of, as I just wanted the concept out with my own original idea for skills. Constructive criticism would be very much appreciated