Ideal Alchemist Builds ?

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Aquillion
Spiderkin
Posts: 503
Joined: Sun Jun 12, 2011 7:02 am

Re: Ideal Alchemist Builds ?

#31 Post by Aquillion »

Nevuk wrote:I would rather see the gem cost on refit removed entirely than have it added to supercharge. It's just annoying. However, it's inconsistent to have one skill which requires it and another which doesn't. (and to top it off refit is so much weaker than supercharge as a revival skill - if anything supercharge should have them while refit doesn't
Well, remember: Supercharge costs a category point and at least three talent points to reach, and requires that you be, what, level 18? 20? I forget exactly what, but it's one of the game's higher-level talents. While refit is something you start with for free. And, of course, the two can be combined -- they're not mutually exclusive, so there's no real need to "leave room" for refit when designing Supercharge.

So Supercharge should be better. I agree that refit was underpowered, and hopefully the changes will make it better (my main issue with refit, though, is that before you get supercharge, waiting for your golem to heal is painful, while spending gems to repeatedly refit during downtime is annoying to have to do when it's just to save time -- plus, it doesn't actually save very much because refit healed so little.) But anyway.

Also, runic golem is a bit odd -- the regen benefits don't help you too much in the late game (and it's literally as high-level as a talent can be as far as I know, so it's a late-game talent.) Of course, the extra rune slots make up for this and are the main reason people get the talent, but once your golem has the max of two shield runes and maybe the rune of the rift, there aren't really any other runes that will dramatically increase its performance.

It's not like it burns stamina and mana very fast anyway, though perhaps the change to let it use its talents at close-range will alter that... now, if it let the golem use infusions, that would be a dramatic buff, but that might not fit in with the thematics. ("Living golem?" "Flesh Golem?" "Nature golem?")

Aside: It's a bit non-obvious that your golem starts with three rune slots. I didn't realize it until I noticed the wording of Runic Golem and thought to try having it use a rune. Maybe it should be made more obvious somehow. Or the golem could even start with a basic shield rune, which would also help it greatly in the arena.
Last edited by Aquillion on Thu Aug 11, 2011 5:35 pm, edited 1 time in total.

Nevuk
Thalore
Posts: 189
Joined: Thu Jul 27, 2006 2:50 am

Re: Ideal Alchemist Builds ?

#32 Post by Nevuk »

Aquillion wrote:
Nevuk wrote:I would rather see the gem cost on refit removed entirely than have it added to supercharge. It's just annoying. However, it's inconsistent to have one skill which requires it and another which doesn't. (and to top it off refit is so much weaker than supercharge as a revival skill - if anything supercharge should have them while refit doesn't
Well, remember: Supercharge costs a category point and at least three talent points to reach, and requires that you be, what, level 18? 20? I forget exactly what, but it's one of the game's higher-level talents. While refit is something you start with for free.

So Supercharge should be better. I agree that refit was underpowered, and hopefully the changes will make it better (my main issue with refit, though, is that before you get supercharge, waiting for your golem to heal is painful, while spending gems to repeatedly refit during downtime is annoying to have to do when it's just to save time -- plus, it doesn't actually save very much because refit healed so little.) But anyway.

Also, runic golem is a bit odd -- the regen benefits don't help you too much in the late game (and it's literally as high-level as a talent can be as far as I know, so it's a late-game talent.) Of course, the extra rune slots make up for this and are the main reason people get the talent, but once your golem has the max of two shield runes and maybe the rune of the rift, there aren't really any other runes that will dramatically increase its performance.

It's not like it burns stamina and mana very fast anyway, though perhaps the change to let it use its talents at close-range will alter that... now, if it let the golem use infusions, that would be a dramatic buff, but that might not fit in with the thematics. ("Living golem?" "Flesh Golem?" "Nature golem?")

Aside: It's a bit non-obvious that your golem starts with three rune slots. I didn't realize it until I noticed the wording of Runic Golem and thought to try having it use a rune. Maybe it should be made more obvious somehow. Or the golem could even start with a basic shield rune, which would also help it greatly in the arena.
Good point about supercharge.


In svn golem starts with a shielding rune and gives +50% healing at level 5 of resilience, both of which are excellent changes.

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