Alkor the Deceased

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Frumple
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Re: Alkor the Deceased

#16 Post by Frumple »

Re: Golem toughness, they're pretty hard to kill (or again, at least were back in 12b. Still are, so far, but I've only cleared trolls and about half the forest, so far.) for the first few dungeons. By the time you hit (Daikara, now) the mountains, stuff starts chewing their their 1k hp and <best plate armor available> in disturbingly short order, even with all possible points stuck into resilience. Refit helps, a lot, but it doesn't stop the poor bugger from dying a solid 2-3 times every level or so if the monster lineup is unfavorable. Really wish we could load the things up with full equipment :(

As to mage vs alche DPR... there's no contest. Mages start doing probably 2x the damage the alchemist alone can do. Flame and lightning both do maybe 50-60 damage at start, vs throw bomb tending to do ~40 or so, for me. FnL are both on 3 turn cooldowns, iirc, while throw's on 4. When you get manathrust or something equivilent, mages can start a rolling dakkastorm of damage and death. Staff damage is too low to make a notable difference, there, in the beginning. That 2x disparity just goes up, and up, and up, after that.

Mages have better escape options, too :roll: Freeze, flameshock (Th'blazes did I get fireflash from? I'm sure it's in another RL, but I can't remember where... oh. T2. Right.), PD and teleport... alchs have gem portal and taunt :lol: The golem helps alot, of course, but...

Re: Avoiding Daikara: Probably a good idea, for the same reasons archers want to avoid it. Those freaking frost giants/umber hulks and their bloody confusion, which basically completely shut an alchemist down. The occasional drake or (gods forbid) wyrm just makes the issue worse. Alches tend to do better in areas with less open spaces, anyway -- Forest, Maze, maybe SWL, then farm somewhere for a level or two and hit Tol Falas.

I'll have to remember that advice on extraction. I normally put in however many points I need to feed on the highest tier items my golem can't currently use. Converting the gems into either gold or alchy gems keeps my encumbrance fairly low.
Last edited by Frumple on Mon Nov 29, 2010 9:42 pm, edited 2 times in total.

Dranwin
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Re: Alkor the Deceased

#17 Post by Dranwin »

converting to gold? Wha?

Frumple
Sher'Tul Godslayer
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Re: Alkor the Deceased

#18 Post by Frumple »

Selling them, that is. Gems go for .1 gold per tier. Not very cost effective with higher tier weapons and such, especially if they're egos, but the weight is considerably lower. Good for avoiding putting much (anything :wink:) into strength.

yufra
Perspiring Physicist
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Re: Alkor the Deceased

#19 Post by yufra »

Frumple wrote:Re: Golem toughness, they're pretty hard to kill (or again, at least were back in 12b. Still are, so far, but I've only cleared trolls and about half the forest, so far.) for the first few dungeons. By the time you hit (Daikara, now) the mountains, stuff starts chewing their their 1k hp and <best plate armor available> in disturbingly short order, even with all possible points stuck into resilience. Refit helps, a lot, but it doesn't stop the poor bugger from dying a solid 2-3 times every level or so if the monster lineup is unfavorable. Really wish we could load the things up with full equipment :(
I am curious Frumple (and others), have you identified what chews through the golem's HP? Is it a lack of resistance, elemental or otherwise? Defense and armor are too low? Does the golem's AI get it killed (stumbles out into the open, gets surrounded, that sort of thing)? Identifying the problems will help the people who brainstorm classes/talents make mid-level alchemists more viable.
<DarkGod> lets say it's intended

Frumple
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Re: Alkor the Deceased

#20 Post by Frumple »

Re: Golem Killing: From what I remember, it was a bit of all of the above.

Golems have less defensive measures going on than a player character (Though probably higher stats). High-tier plate armor and maxed resilience makes them brick walls for a while, but its effectiveness eventually cuts off -- and unlike say, a fighter, who can add shield wall and various other abilities to further push that breaking point, the golem's defensive measures end up fairly static after a certain point. There's a certain degree of gain as the character gains levels, but it ends up being not entirely sufficient. They've got that occasional heal via refit, but compared to a regeneration infusion or something like a barbarian's bloodthirst... it's not that much. They seem to have a slower natural regeneration than th'PC, as well.

It doesn't make the golem useless, per se, but I did eventually end up having to rebuild the bugger every few fights or after running into a notable group.

Re: Resistances: Golems seem to have some random degree of resistant stuff, which helps, but not so much when a wyrm's breathing on it or a mid-upper tier caster is spitting at it. I do remember heavy elemental hitters just kinda' rolling over the poor thing. There's only so much armor can do, and if you drop def/arm down a little for resistances, everything else starts rolling over th'thing.

And yeah, the AI doesn't help. The teleport-to-alchy thing helped, sometimes, but all too often the poor thing would decide to hop into the middle of an open space instead of plugging up a corridor... and die, leaving me to start running in the other direction.

It's one of those 'don't get me wrong,' things. Golems help, tremendously, and they're certainly of great use, there's just bit of a mid-game wall they hit after which their usefulness begins to decrease... while the alchemist's offensive abilities aren't really going up consummately. Causes some problems, heh, but not entirely unsurmountable ones.

Sirrocco
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Re: Alkor the Deceased

#21 Post by Sirrocco »

If you're going to include freeze and flameshock for the wizard, you ought to also include Frost Infusion and crystallize for the alchemist. That's not to say that true archmages don't have more toys to play with - they do. I also don't think that the comparison is fair or particularly meaningful. Alchemists aren't playing the same game that archmages are. Consider:

- The alchemist just doesn't need mana in the way that an archmage does. You can play a fully functional alchemist off of bombs, staff attacks, golems, and the occasional bit of stone alchemy. You won't have any major sustains to deal with, and your mana load is easily handled without investment in willpower. This allows you to invest in things like con.
- You don't have the same access to utility trees, but you also don't need to pay for the same access to utility trees - making it easier for you to pick up another infusion, or possibly the combat training tree. That plus your higher con means that you can afford a few more HP from the right talent.
- Given that you have the tree open already, some investment into strength will let you wear a few heavier armors if you need to. Sure, there's fatigue, but fatigue doesn't hit the alchemist as badly as it hits the archmage.

In the end, you wind up with a guy who can actually tank a bit. The archmage is a glass cannon by design. The alchemist isn't, really. Saying that the alchemist isn't as good at being a glass cannon as the archmage is? Well, no. He's not. On the flip side, if you compare him to some of the other character types, I think he comes off pretty well.

Frumple
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Re: Alkor the Deceased

#22 Post by Frumple »

Sirrocco wrote:If you're going to include freeze and flameshock for the wizard, you ought to also include Frost Infusion and crystallize for the alchemist.
The only problem with the infusions is that the effect is not always a sure thing, whereas the mage stuff at least attempts a freeze or stun 100% of the time. I'm... not really sure what crystallize is, though. Doesn't seem to be in 15b. If you're talking about stone touch, the whole 'is melee' thing is a nasty drawback, especially for a class that doesn't really have innate defensive abilities (Defensive posture is about it, unless you unlock combat techniques.). Everything else is tied up with the golem.
Sirrocco wrote:That's not to say that true archmages don't have more toys to play with - they do. I also don't think that the comparison is fair or particularly meaningful. Alchemists aren't playing the same game that archmages are.
I'll give you that it's not particularly fair, heh. Meaningful though, yes -- mages and alchemists are both mage subclasses and presumably somewhat matchable against each other. As to the game, I definitely think they're both playing the same game -- that of ranged DPS and disabling. I just think alchemists are a bit worse at it :P
Sirrocco wrote:- The alchemist just doesn't need mana in the way that an archmage does. You can play a fully functional alchemist off of bombs, staff attacks, golems, and the occasional bit of stone alchemy. You won't have any major sustains to deal with, and your mana load is easily handled without investment in willpower. This allows you to invest in things like con.
They don't need mana because they don't have as much they can spend it on. It's one of the reasons that alch firepower is lower compared to, yanno', all the other mage subclasses.

The stat disparity between alchy and mage is in dex vs willpower (and mage can fairly safely cut of willpower at about the same point that alchs can cut off dex, in my experience), not con, and manasurge makes most cost issues fairly trivial, especially if you nab two runes.

I'll give that alchs don't have any particular necessary sustains, but they do have some pretty expensive ones (Defensive position, body of fire. You'll need some infusion occasionally, and 30 mana isn't trivial for someone who hasn't been investing much into willpower.). They also, unfortunately, don't have any particularly useful ones to the extent mages do. The infusions overwrite each other, and then you've got defensive posture and body of fire... and that's it. BoF's pretty kickin', though.

The con thing isn't really an issue -- pretty much everyone invests in that, or else they die. My general alchemy stat allocation is 1 magic, 1 dex, 1 con, until dex is high enough that my throwing range is satisfactory, then it's keeping magic and con investment roughly equal. Lose out on some crit damage that way, but it's generally necessary to keep from getting wrecked when (not if) the golem drops.
Sirrocco wrote:- You don't have the same access to utility trees, but you also don't need to pay for the same access to utility trees - making it easier for you to pick up another infusion, or possibly the combat training tree. That plus your higher con means that you can afford a few more HP from the right talent.
The only thing involving escape talents an archmage could unlock is temporal, which puts the alchemist at a disadvantage in terms of category points if you count mount golem as one (Mount golem and body of fire both being in locked categories). There's more escape talents that you can invest in, which is true, but there's only three top-tier escape talents (Probability travel, invisibility, and stone wall) -- most of them are at or lower tier than gem portal. Strike and tidal wave (knockback) are both third tier, the rest -- freeze, tele, PD, flameshock, and time prison -- are lower.
Sirrocco wrote:In the end, you wind up with a guy who can actually tank a bit. The archmage is a glass cannon by design. The alchemist isn't, really. Saying that the alchemist isn't as good at being a glass cannon as the archmage is? Well, no. He's not. On the flip side, if you compare him to some of the other character types, I think he comes off pretty well.
If you compare alchs to the melee classes, early to mid game, yeah. Every other range centered class, baring maybe summoners... not so much.

Alchs don't tank any better than a mage will -- quite possibly worse, if you count the various shields and things like stone skin and regeneration. The only thing the alchemists have going for them in the tanking arena is the golem, not the character itself. That does make a different, but there's this nasty at-least-15 round gap between the golem going down and you being able to get it back up that a alchemist is really, really flimsy... and can't do much about it.

Though not all of this is fully applicable, as the golem changes a lot of how things go down, at least for a while. The issue is what happens when the golem does go down, and the alchemist is up th'proverbial creek with only only one good paddle, as opposed to other folks, who may have several different paddles useful in different situations.

I think the real problem to be noted is that, compared to mages, alchemists are two talent trees short (9 vs 11). It's not surprising that alchs are coming up a bit short, given that.

Actually, I just noticed that there's several classes that have less talent access, in terms of raw number of talents. Anorithil only have 8! Gonna' have to contribute to the brainstorming stuff once my last bit of school is done for th'semester.

greycat
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Re: Alkor the Deceased

#23 Post by greycat »

Frumple wrote: Actually, I just noticed that there's several classes that have less talent access, in terms of raw number of talents. Anorithil only have 8!
Edge is already working on that one. It's pretty far along, actually -- a bit more playtesting and I'd say it's good to go, unless the Hymn of Moonlight + Corona synergy ends up being way too powerful.

Zaive
Archmage
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Re: Alkor the Deceased

#24 Post by Zaive »

I just kind of skimmed over the posts, so someone may have already mentioned this, but the achemist bomb damage also depends on the quality of the gems you're using. If you're still using the weak rank 1 gems, you're going to have weak bombs. I think better gems make refit golem restore more HP as well.

That's another good thing about Gem extraction - Once you start finding higher ranked equipment on a regular basis, you can get plenty of quality gems to throw around.

'Course, I've never gotten that far with an alchemist myself, so I'm not certain...
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Dranwin
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Re: Alkor the Deceased

#25 Post by Dranwin »

So my alchemists have greatly improved from all the suggestions and comments on this thread!

Have one more for ya,

Alchemist Infusions.

The first skill is Fire Infusion which is a passive so I would assume that is always on no matter what. It grants extra damage and sets foes ablaze (also granting a dot).

The following skills are activated/sustained abilities that add? change? the damage to a specific type and also grant an effect I.E. freeze/daze/blind.

Now you can only have one of these sustained abilities on at a time. I had assumed that when I turn on an activated ability it stacks with the passive but...after some testing It doesn't seem to...

Is this a bug? or should the activated abilities just negate the passive fire dot.

Sirrocco
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Re: Alkor the Deceased

#26 Post by Sirrocco »

This is not a bug. You get one infusion. The infusions are mutually exclusive, and having an ifusion sustained means that your fire infusion has no effect.

Mind you, it can still be worthwhile to pump your fire infusion - it doesn't have the crowd control of the others, but it's the highest raw damage of the set.

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