Ideal Alchemist Builds ?
Posted: Sun Aug 07, 2011 9:21 am
Just a discussion of ideal builds for alchemists. I read somewhere that no alchemist winners exist and was rather surprised. They seem perfectly capable of it, so I've been experimenting around with them a lot because of it.
I just played 2 alchemists through dreadfell, experimenting around with different builds. One made it to the east, the other died upon walking into level 4 of reknor. The rng also hated this guy, he couldn't enter shops in angolwen and the farportal just never worked for him (I got 1 trip out of it with the other one)
I think that an alchemist is perfectly winnable with some luck with gear and spawns. I think I'm going to try one on easy rather than normal now just because it's been about 12-14 betas since I've ever bothered to go the east (orc prides are not how I remembered them).
The second alchemist was more of an attempt to focus on abilities to let him do well later in the game, a link is here :
http://te4.org/characters/3802/tome/7bf ... 25900d6212
He died upon walking into pretty much any of the orc prides, and bosses were always a little hard. It's hard to see how he could've gotten more lucky with weapons - the golem had a 29 armor/20 def artifact and the three fold sword of truth (abused gems to get it on him), 60-80 power arcane damage staff with 0.20 staff mastery. Maybe I should've farmed the west more to get 100% blind/confusion resist, as it would've helped out a LOT. (blindness is mainly what got me killed). However I did almost the entire west and hadn't found anything particularly useful in a long time (skipped sandworm lair, heart of the gloom, ruined dungeon). Failing to get Wayist bonus probably hurt my chances as well.
Orc/Adventurer parties I could kill all day, I killed probably 60-70 adventurer parties in the west and never once died on this one (never even came close). Orcs brought me close a time or two but I killed I think 6-7 before the prides ended me.
Comparisons to archmages
The main difference between them and say an Arch-mage is that it's possible to win with an archmage who maxes pretty much any of the damage dealing trees - they all have different strengths at different points in the game, but it's nothing like alchemists who have trees which are almost worthless at certain points in the game. So the build is more important. My basic conclusions are that the golem is extremely equipment reliant while bombs are extremely not, to the extreme that about 99% of the time it's better to max bombs over the golem. Maxing the golem makes the alchemist helpless versus bosses as they make mincemeat of the golem and then tear through to the alchemist doing 30 dmg from bombs and 10 from channel staff, and massive amounts of creeps are dealt with far more readily with bombs.
Why bombs over golems? More justification
The way I think about it is that even with no points in any golem skills the golem is still very useful. It scales decently without any class points at all, the only "must haves" in the west are 3/5 gem golem (for quartz) and 1/5 supercharge to instantly revive (supercharge is an excellent skill overall). Dumping 10 points into golem power/resilience is nowhere near as overall effective as throw bomb/fire infusion. Those 10 points will make your golem something like 72% more effective, but leveling the bombs makes them something like 300-500% more effective (depending on room size). Golem resilience is also something I think should be avoided until at least after runic golem as it makes resting a pain, even with increased rates.
The golem skills seem more of a very-late game skill to me - the major mistake I think I made was leveling resilience over the fire tree or other bomb infusions (and this was at level 25ish or so- I don't think resilience is needed until the Golem is being 2-3 shot by everything) - also, I got extra infusions far later than ideal. Frost is probably a lot better than fire, but the extra 12-15% damage was hard to turn down.
Race choice
Halflings seem like the best race for it by a small margin, their 12 hit points a level with only 20% xp penalty is extremely nice, the stats and even generic tree are excellent as well. Not totally positive on this one though - I think it doesn't make a massive difference. Ghouls I considered but the speed penalty won't let them kite with bombs and the strength serves little purpose. Skeletons are somewhat similar except that it's strength/dex, but dexterity isn't particularly useful. Throw bomb will always hit, so will channel staff. Accuracy means nothing. Bomb range isn't that big a deal.
Dungeon Order
Trollmire + Bill (I stairscum him to death. I'm lazy and can't be bothered to come back)
Arena in derth
Kor'pul/Crystal Cave (one then the other)
Get alchemist quests (not really sure how these work exactly, I just kill adventurer parties a lot)
Old Forest + Sher'Tul Fortress (If I can handle it. If I can't even make it to the beast I just leave)
(rhaloren fortress if I want to go slow)
Maze (with gem portal this is a breeze)
Halfing Ruins
Derth + Urkis (if I have sufficient stun resist)
Daikara
Mark of the Spellblaze. (To stay in character as a halfling I always side against zigur. I mean, who really expects the halflings in this lore to act for the greater good?)
DreadFell
Elven Ruins
Reknor
-> East
Spider Cave
Not sure where to go from here.
Skill build
My current skill build - max throw bomb/fire infusion, then explosion expert and protection. Generic points go into health and gem skills (3/5 extract and 3/5 imbue until dreadfell, 4/5 until the east), then channel staff and staff mastery. Militant mind I found very strong. However, I think maybe getting points in armor instead would have helped somewhat with equipment - the issue here was that it's hard to find the stat points to dump into enough strength to train armor.
The reasoning for gems over channel staff is that it let's alchemists get away with 7 strength and turn something like 150-175% profit off of all metal weapons and armor (that they EVER find, my alchemist had enough money to straight up buy artifacts after the old forest) with no weight used. This is necessary for them to be able to afford all the equipment they need. In addition, channel staff is very weak until an artifact staff or at least 20-28 power staffs exist - throw bomb is going to be the main source of damage until at least after the old forest. Also, Gem Portal is an amaaaazing skill. It's like probability travel with no mana cost, but a long cd.
I ignored the golem skills outside of supercharge golem and gem golem until very late. 3/5 gem golem for dual quartz is very nice.
This does result in my alchemist being "tankier" than my golem usually, but I think this is needed. The higher armor value of the golem let him take more physical damage but less spell damage - this rarely mattered, though, as 50% of most spell damage was still aimed at me.
On my golem I max taunt then pound. Stats- strength, then dexterity. I ignore magic, the runes alone I thought to be enough range damage. Eventually I planned on getting some but up to 33 I didn't see the point.
Stats wise on the actual alchemist, I max magic and constitution, putting 6-7 points to get dexterity up to 20 for bomb range. Items are very common for dex increase, I find it to be one of the less useful stats for an alchemist honestly - long bomb range only ever matters in rare arena levels and melinda's quest.
Best Gems
-
Early - Anything
Old forest on - Amethyst- 25 arcane damage is really nice
Dwarven-Steel on - Garnet. 5% max life healed per hit is extremely extremely nice and I don't think ever a bad choice. After looking up spoilers on gems, I think this may honestly be the best one all game. The slow/knockback have utility but this is a great all-rounder
Advantages/Disadvantages
Basically, the advantages alchemists have over other classes I do think are sufficient to be game winning -
-Adventurer/Orc parties never killed either of my alchemists.
-Something like 300-500% more gold
-Channel staff scales extremely well
-Throw bomb is insane - almost certainly the highest aoe damage per resource in the game.
-It also requires no equipment to be effective
-Easy, extremely early access to aoe debuffs
-The fire tree offers a ton of aoe, but requires very high willpower.
-Can get away with low stun resist until much later than other characters
-Escort quests are fairly easy - your golem can be resummoned over and over while you block the adventurer and the golem runs off to clear mobs (especially after you get supercharge). This goes for melinda and the lost merchant quest - especially with 100% protection, the bombs won't affect the merchant.
Disadvantages -
-Have the equipment requirements of both a fighter and a mage. (IE, they require 2 extra items on top of what the other classes do, but need those equips to cover more things)
-Channel staff/Golem EXTREMELY reliant on equipment.
-Require a lot of thought as to where to spend skills.
-Strong vs normal and even elite/unique enemies but can have trouble with Bosses strong enough to solo their golem in 3-4 turns. Ones who summon as well are even worse. (Namely the Master - it requires extremely liberal use of gem portal to beat him without stair scumming - but it's an extremely fun fight if you approach it in this way)
-AOE debuffs are twice as effective vs an alchemist
-Micromanaging gems can be tedious
-The golem can require different leash ranges for different dungeons and this can be tedious. (Mainly mazes are highly uncooperative at ranges past 2-3. Not much can be done about this, didn't bother me that much)
-Very buggy far portal behavior.
-Refit golem heals for almost nothing.
-Poor utility skills, mainly a lack of even a pseudo vision skill. (Gem portal is good, golem portal seemed unnecessary when he already has taunt and generally dies in 3-4 turns of a boss fight - especially when it takes 5 generic points for just a 100% chance of target switching with no other advantages)
-GOLEMS WILL OPEN DOORS, EVEN VAULT DOORS AND WILL DO SO WITHOUT ASKING this one is massive and just due to a mistake somewhere in their ai. This killed me twice in situations where no other class would even drop below 75% and made 3-4 levels of dreadfell a massive pain.
Random suggestions
-A suggestion about the golem - Their skills are counter-intuitive. All of them except for taunt require you to be further than 1 range away from a target- but he's a melee attacker and they all bring him INTO melee range except for knockback (which still does if they resist). So it's very hard for him to actually use all of his skills. I really think crush and pound should be usable at closer ranges while still retaining their charge capabilities. He also didn't seem to use pound often enough, despite it being a higher level and him being surrounded by creeps. I know I could fix this myself, but it seemed like such a small deal that it wasn't really worth the effort to modify his script thing.
-Please take away Golem's ability to open doors (when not controlled directly).
-Make one of the less useful 3rd tier gems restore 5% of the golem's max hp (maybe more for a 4th/5th tier).
-Refit golem could scale with magic (or dexterity, this would make dexterity actually useful for alchemists and makes moderate intuitive sense)
-Golems possibly giving vision is a touchy topic, I would support it within a somewhat limited range determined by cunning or dexterity. The reason is that they lack vision spells of any kind and this enables them to do some limited scouting with their golem (also makes mazes less of a pain). A gem vision spell would probably be a less controversial and easier to implement alternative (something like nature's eye or whatever it's called).
-Hard to check golem's complete stats (I wish it was possible to possess him, hit C, then bring up his attack/defense stuff or that it was a third page on the main Character sheet)
Conclusion
So, how should I alter how I'm approaching alchemists in order to do better? My current plans are to max frost infuse and maybe acid before really touching the golem. Apologies for the very long post.
I just played 2 alchemists through dreadfell, experimenting around with different builds. One made it to the east, the other died upon walking into level 4 of reknor. The rng also hated this guy, he couldn't enter shops in angolwen and the farportal just never worked for him (I got 1 trip out of it with the other one)
I think that an alchemist is perfectly winnable with some luck with gear and spawns. I think I'm going to try one on easy rather than normal now just because it's been about 12-14 betas since I've ever bothered to go the east (orc prides are not how I remembered them).
The second alchemist was more of an attempt to focus on abilities to let him do well later in the game, a link is here :
http://te4.org/characters/3802/tome/7bf ... 25900d6212
He died upon walking into pretty much any of the orc prides, and bosses were always a little hard. It's hard to see how he could've gotten more lucky with weapons - the golem had a 29 armor/20 def artifact and the three fold sword of truth (abused gems to get it on him), 60-80 power arcane damage staff with 0.20 staff mastery. Maybe I should've farmed the west more to get 100% blind/confusion resist, as it would've helped out a LOT. (blindness is mainly what got me killed). However I did almost the entire west and hadn't found anything particularly useful in a long time (skipped sandworm lair, heart of the gloom, ruined dungeon). Failing to get Wayist bonus probably hurt my chances as well.
Orc/Adventurer parties I could kill all day, I killed probably 60-70 adventurer parties in the west and never once died on this one (never even came close). Orcs brought me close a time or two but I killed I think 6-7 before the prides ended me.
Comparisons to archmages
The main difference between them and say an Arch-mage is that it's possible to win with an archmage who maxes pretty much any of the damage dealing trees - they all have different strengths at different points in the game, but it's nothing like alchemists who have trees which are almost worthless at certain points in the game. So the build is more important. My basic conclusions are that the golem is extremely equipment reliant while bombs are extremely not, to the extreme that about 99% of the time it's better to max bombs over the golem. Maxing the golem makes the alchemist helpless versus bosses as they make mincemeat of the golem and then tear through to the alchemist doing 30 dmg from bombs and 10 from channel staff, and massive amounts of creeps are dealt with far more readily with bombs.
Why bombs over golems? More justification
The way I think about it is that even with no points in any golem skills the golem is still very useful. It scales decently without any class points at all, the only "must haves" in the west are 3/5 gem golem (for quartz) and 1/5 supercharge to instantly revive (supercharge is an excellent skill overall). Dumping 10 points into golem power/resilience is nowhere near as overall effective as throw bomb/fire infusion. Those 10 points will make your golem something like 72% more effective, but leveling the bombs makes them something like 300-500% more effective (depending on room size). Golem resilience is also something I think should be avoided until at least after runic golem as it makes resting a pain, even with increased rates.
The golem skills seem more of a very-late game skill to me - the major mistake I think I made was leveling resilience over the fire tree or other bomb infusions (and this was at level 25ish or so- I don't think resilience is needed until the Golem is being 2-3 shot by everything) - also, I got extra infusions far later than ideal. Frost is probably a lot better than fire, but the extra 12-15% damage was hard to turn down.
Race choice
Halflings seem like the best race for it by a small margin, their 12 hit points a level with only 20% xp penalty is extremely nice, the stats and even generic tree are excellent as well. Not totally positive on this one though - I think it doesn't make a massive difference. Ghouls I considered but the speed penalty won't let them kite with bombs and the strength serves little purpose. Skeletons are somewhat similar except that it's strength/dex, but dexterity isn't particularly useful. Throw bomb will always hit, so will channel staff. Accuracy means nothing. Bomb range isn't that big a deal.
Dungeon Order
Trollmire + Bill (I stairscum him to death. I'm lazy and can't be bothered to come back)
Arena in derth
Kor'pul/Crystal Cave (one then the other)
Get alchemist quests (not really sure how these work exactly, I just kill adventurer parties a lot)
Old Forest + Sher'Tul Fortress (If I can handle it. If I can't even make it to the beast I just leave)
(rhaloren fortress if I want to go slow)
Maze (with gem portal this is a breeze)
Halfing Ruins
Derth + Urkis (if I have sufficient stun resist)
Daikara
Mark of the Spellblaze. (To stay in character as a halfling I always side against zigur. I mean, who really expects the halflings in this lore to act for the greater good?)
DreadFell
Elven Ruins
Reknor
-> East
Spider Cave
Not sure where to go from here.
Skill build
My current skill build - max throw bomb/fire infusion, then explosion expert and protection. Generic points go into health and gem skills (3/5 extract and 3/5 imbue until dreadfell, 4/5 until the east), then channel staff and staff mastery. Militant mind I found very strong. However, I think maybe getting points in armor instead would have helped somewhat with equipment - the issue here was that it's hard to find the stat points to dump into enough strength to train armor.
The reasoning for gems over channel staff is that it let's alchemists get away with 7 strength and turn something like 150-175% profit off of all metal weapons and armor (that they EVER find, my alchemist had enough money to straight up buy artifacts after the old forest) with no weight used. This is necessary for them to be able to afford all the equipment they need. In addition, channel staff is very weak until an artifact staff or at least 20-28 power staffs exist - throw bomb is going to be the main source of damage until at least after the old forest. Also, Gem Portal is an amaaaazing skill. It's like probability travel with no mana cost, but a long cd.
I ignored the golem skills outside of supercharge golem and gem golem until very late. 3/5 gem golem for dual quartz is very nice.
This does result in my alchemist being "tankier" than my golem usually, but I think this is needed. The higher armor value of the golem let him take more physical damage but less spell damage - this rarely mattered, though, as 50% of most spell damage was still aimed at me.
On my golem I max taunt then pound. Stats- strength, then dexterity. I ignore magic, the runes alone I thought to be enough range damage. Eventually I planned on getting some but up to 33 I didn't see the point.
Stats wise on the actual alchemist, I max magic and constitution, putting 6-7 points to get dexterity up to 20 for bomb range. Items are very common for dex increase, I find it to be one of the less useful stats for an alchemist honestly - long bomb range only ever matters in rare arena levels and melinda's quest.
Best Gems
-
Early - Anything
Old forest on - Amethyst- 25 arcane damage is really nice
Dwarven-Steel on - Garnet. 5% max life healed per hit is extremely extremely nice and I don't think ever a bad choice. After looking up spoilers on gems, I think this may honestly be the best one all game. The slow/knockback have utility but this is a great all-rounder
Advantages/Disadvantages
Basically, the advantages alchemists have over other classes I do think are sufficient to be game winning -
-Adventurer/Orc parties never killed either of my alchemists.
-Something like 300-500% more gold
-Channel staff scales extremely well
-Throw bomb is insane - almost certainly the highest aoe damage per resource in the game.
-It also requires no equipment to be effective
-Easy, extremely early access to aoe debuffs
-The fire tree offers a ton of aoe, but requires very high willpower.
-Can get away with low stun resist until much later than other characters
-Escort quests are fairly easy - your golem can be resummoned over and over while you block the adventurer and the golem runs off to clear mobs (especially after you get supercharge). This goes for melinda and the lost merchant quest - especially with 100% protection, the bombs won't affect the merchant.
Disadvantages -
-Have the equipment requirements of both a fighter and a mage. (IE, they require 2 extra items on top of what the other classes do, but need those equips to cover more things)
-Channel staff/Golem EXTREMELY reliant on equipment.
-Require a lot of thought as to where to spend skills.
-Strong vs normal and even elite/unique enemies but can have trouble with Bosses strong enough to solo their golem in 3-4 turns. Ones who summon as well are even worse. (Namely the Master - it requires extremely liberal use of gem portal to beat him without stair scumming - but it's an extremely fun fight if you approach it in this way)
-AOE debuffs are twice as effective vs an alchemist
-Micromanaging gems can be tedious
-The golem can require different leash ranges for different dungeons and this can be tedious. (Mainly mazes are highly uncooperative at ranges past 2-3. Not much can be done about this, didn't bother me that much)
-Very buggy far portal behavior.
-Refit golem heals for almost nothing.
-Poor utility skills, mainly a lack of even a pseudo vision skill. (Gem portal is good, golem portal seemed unnecessary when he already has taunt and generally dies in 3-4 turns of a boss fight - especially when it takes 5 generic points for just a 100% chance of target switching with no other advantages)
-GOLEMS WILL OPEN DOORS, EVEN VAULT DOORS AND WILL DO SO WITHOUT ASKING this one is massive and just due to a mistake somewhere in their ai. This killed me twice in situations where no other class would even drop below 75% and made 3-4 levels of dreadfell a massive pain.
Random suggestions
-A suggestion about the golem - Their skills are counter-intuitive. All of them except for taunt require you to be further than 1 range away from a target- but he's a melee attacker and they all bring him INTO melee range except for knockback (which still does if they resist). So it's very hard for him to actually use all of his skills. I really think crush and pound should be usable at closer ranges while still retaining their charge capabilities. He also didn't seem to use pound often enough, despite it being a higher level and him being surrounded by creeps. I know I could fix this myself, but it seemed like such a small deal that it wasn't really worth the effort to modify his script thing.
-Please take away Golem's ability to open doors (when not controlled directly).
-Make one of the less useful 3rd tier gems restore 5% of the golem's max hp (maybe more for a 4th/5th tier).
-Refit golem could scale with magic (or dexterity, this would make dexterity actually useful for alchemists and makes moderate intuitive sense)
-Golems possibly giving vision is a touchy topic, I would support it within a somewhat limited range determined by cunning or dexterity. The reason is that they lack vision spells of any kind and this enables them to do some limited scouting with their golem (also makes mazes less of a pain). A gem vision spell would probably be a less controversial and easier to implement alternative (something like nature's eye or whatever it's called).
-Hard to check golem's complete stats (I wish it was possible to possess him, hit C, then bring up his attack/defense stuff or that it was a third page on the main Character sheet)
Conclusion
So, how should I alter how I'm approaching alchemists in order to do better? My current plans are to max frost infuse and maybe acid before really touching the golem. Apologies for the very long post.