Heroes of Hammerwatch

Heroes of Hammerwatch

Not enough ratings
Alchemist Class
   
Award
Favorite
Favorited
Unfavorite
Type: Mod
File Size
Posted
Updated
536.452 KB
18 Jun, 2019 @ 3:21pm
22 Jun, 2019 @ 4:06am
2 Change Notes ( view )

Subscribe to download
Alchemist Class

Description
Play as an alchemist! A support character focused in buffing allies and debuffing foes by brewing potions.

Attributes:

Health
Mana
Health Regen
Mana Regen
Armor
Resistance
Level 1
45
70
0
1.7
0
2
Scaling per Level
4
14
0.025
0.1
0.15
0.5

Active Skills:

- Blunderbuss Wand: It's a known fact that alchemists invented gunpowder. It makes sense that an alchemist has a short ranged cone attack. It's like a magical shotgun.

- Stinky Concoction: A skill heavily inspired in Team Fortress 2 Sniper's Jarate. Just like it's TF2 counterpart, enemies soaked in Stinky Concontion will get extra damage and higher crit chance.

- Elixir of Nimbleness: Another skil based in TF2, this time in Scout's Bonk!. The alchemist will drop 4 potions for him and his friends that will increase movement, attack speed and evade chance.

- Alchemist's Fire: A classic skill in any Alchemist's arsenal. Alchemist's Fire will grant Burning Damage to all nearby allies for a while. If Alchemist's Fire is destroyed, it will unleash a nova of fire projectiles.

Passive Skills:

- Healing Poultice: It's also a known fact that alchemists invented Health Potions. When health is below 50%, the alchemist will trigger a healing blast around him. It's pretty similar to Paladin's Lay of hands skill.

- Tanglefoot Bag: Another classic item for an alchemist. If alchemist gets hurt, he will drop a bag of alchemical goo that slows down enemies.

- Mutation: Enemies killed by the alchemist have a chance to morph into a poisonous slime to fight on your side for a short time.

How to play Alchemist:

1. Go to Profiles in Main Menu and enable mods.
2. Make a new character.
3. In Town, talk to Kelly the Modder NPC, it's near the mines.
4. Click on Alchemist, your character should be turned into an Alchemist.

Credits:

Original Slime Sprite from Warcraft.
Skill icons from Neverwinter Nights 2.
Sounds from Hexen.
Thanks to HoH Devs for all your help and advice.

Please, try the class and share your feedback in the comment section. Do you like the skills? Have better ideas for skills? Is Alchemist too OP or too weak? Found any bugs?
13 Comments
DeadLeaves 28 Nov, 2021 @ 11:49am 
I was wrong, the mod is just incompatible with the arcanist. On a completely different note. the Healing Poultice seems to not work as intended. It seems to trigger at way too low health. like 5% or something rather than 50%
DeadLeaves 28 Nov, 2021 @ 9:55am 
Does not work in multiplayer. We're getting mod missmatch. All other mods we've tried worked so far except this,
Corey 3 Mar, 2021 @ 9:49pm 
I read buffing as bullying
Atama-kun 15 Mar, 2020 @ 7:42am 
Yep. Attack sometimes miss and some skills (didnt try before Moontemple) work with errors. So now its too bugy class. Sad =(
Tequali 31 Dec, 2019 @ 5:25am 
Just tried him once and it feels like sometimes his attacks dont deal damage even though the attacks overlap with the enemies, is that normal?
fenix 17 Oct, 2019 @ 5:39pm 
is it only for me that the sound of primary attack is very loud when triggered multiple times?
Warlok 2 Jul, 2019 @ 1:49am 
I haven't tried him yet, but why not give him multiple blunderbusses, and say that each has to be reloaded individually, over considerable time, one at a time? Make it different in that gunshot armour pierces out to a long range instead of the more common limited range attacks of most characters.

Having a number of shots available but needing to do nothing except reload guns could work.

I'd make the Tanglefoot Bag goo last a considerable time.

Stinky Concoction I would keep lesser in effect, but that is dependent upon a low Mana cost, short cooldown, and good throw range (?).

Just some thoughts.
Asbyn 23 Jun, 2019 @ 10:46pm 
His primary attack could definitely be better. Turning it into a spray of poison darts, with a built-in poison proc, would help with the damage and be a little more thematically consistent with the whole alchemist thing.

Stinky Concoction could also use a butt. Look at the gladiator and the witch hunter: they both get a debuff that increase the damage taken by enemies, and they're both way higher than 30%.
Gravitryx 22 Jun, 2019 @ 2:42pm 
@Hal9000

I think overall the concept is really good. the biggest thing I can see making him feel weak is his auto attack maybe a slight range increase would be a good start personally I would like to be a bigger cone/ projectile count as it is ranked up maybe

Another suggestion is to make his R-Click have full range but hit first target to make it a bit faster.


these are just a few of my thoughts not trying to push any major changes.
keep up the great work i love all your mods:1up:
Hal9000  [author] 22 Jun, 2019 @ 4:16am 
@Gravitryx Thanks for your feedback, Alchemist's Fire should work fine now.

I'm concerned about the current weakness of the alchemist right now. The class is intented as a support class just like the priest so i'm trying to not make it too powerful.

Alchemist has a bit of everything, he can buff allies, debuff enemies, has minor healing skils and even can summon a friendly minion. I'm open to suggestions, of course, so if you have any idea for him, feel free to share.