Page 1 of 1

[RL Win] Fullbone Alchemist 2

Posted: Fri Sep 09, 2011 4:52 pm
by Dekar
http://te4.org/characters/2038/tome/1a9 ... 25900d6212


A new skeleton Alchemist r(a)ised to avenge his predecessor.

Armed, again, with the distilled fires of hell and now also with a extremly useful companion.

Compared to earlier versions, the new golem with shield shines from the beginning, even if just as tank while the points are spent on improving the bomb.
The early levels were unspectacular, after Poxy and Bill the bomb starts to shine with its increased radius and allows you to kill most enemies through the game easily if your equipment keeps up with your progress. It also has some utility, as it can light up tiles, cause status effets or heal you for 15% of your max hp.

The second powersurge of an alchemist comes with Supercharge Golem, which lets you instantly revive and heal your golem for little mana, giving you an incredible meatshield.

The golem, once he can be easily kept alive, can be customzied to ones liking. I like to take the strength and melee talents path and equipped him with a slime weapon ( Unique 2h Axe with slime damage and really good damage ) for the slow.
For most of the second half of the game I tried to push his regeneration as high as possible, I think I ended up around 23 or 25 hp per turn with a troll armor with 7 hp per turn and the gem from the Derth alchemist, but kept the 2h weapon for damage.
Before the final fight I switched to maximum resistances, coming close to the cap of 70% all resist is easily doable with the talent that gives 30% ( I think ), 2 pearl eyes socketed and 1 pearl imbued for another 30%.
Together with 2 shield runes and over 1000 hp, it takes a lot to take it down. 4 offensive runes give access to area damage and different kinds of damage. Yes, the golem can have up to 6 runeslots!
He can also be used to scout ahead and to open cursed coffins for you. But dont be surprised when an ancient curse strikes and your golem learns how to hate. :wink:

Overall its a pretty strong and secure class, there was only one critical moment where I died. I cleared the Vor Armory and got teleported next to the Boss, with several casters surrounding me, but instead of using my Rod of Teleportation I tried to kill them and died in the end.

I concentrated on the Fire Infusion as it deals even more damage, fire immune enemies were killed by my golem and with the help of Channel Staff ( probably a nice skill against bosses if you skill it completly ).

As Alchemist I had access to 2 ( probably could have bought a third with all the gems I had ) randarts from the lost merchant which cost 4000 gold each each. The first one, Troll Hatter's Hat was kinda meh, but the gloves made up for that with 33% spellcrit, life and resistances, bringing my spellcrit to 95%. Follow the link at the top to take a look at them.

Due to a bug I did not visit all locations in the east and entered High Peaks 10 with level 49.99%.

The final battle was really anticlimatic, as it was very easy. A video of it can be found here: http://www.youtube.com/watch?v=e4FDIigKLsg&fmt=18
I played it save though and closed all portals, didnt want to risk losing now. Buffed my resistances with a pearl imbue and used bloodgems for my bomb to restore my health.
There was some room for improvement, too. Didn't need the mana rune, my cloak could have been replaced. I think I never visited a farportal, as I lost a few good chars in there.

All in all Alchemists seem to be rather strong at the moment with the bomb and golem. The new golem talents of the Alchemist probably need to be toned down a bit.
Most Alchemist trees suffer from not scaling very well with increased mastery.