How does a skeleton alchemist get rid of a blindness debuff? I'm using to playing Shalore and having a Wild infusion that can do the job.
With a skeleton, I usually end up retreating or blindly throwing bombs.
--FP
How does a skeleton alchemist get rid of a blindness debuff?
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Re: How does a skeleton alchemist get rid of a blindness deb
Heat Beam rune.
Re: How does a skeleton alchemist get rid of a blindness deb
Or you unlock the tinker tree, as any skeleton should.
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- Wyrmic
- Posts: 257
- Joined: Tue Jan 03, 2017 7:12 pm
Re: How does a skeleton alchemist get rid of a blindness deb
Really, this is the right answer, if you've got Embers. Tinkers are way stupid powerful, particularly on undead who can't use infusions (but can jab themselves with dirty needles just fine).tabs wrote:Or you unlock the tinker tree, as any skeleton should.
If any devs happen to read this, tinkers are extra super balanced and definitely don't need a nerf, nope, not at all
Let slip the toast of war.
Re: How does a skeleton alchemist get rid of a blindness deb
tinkers are paid content, therefore they should be immune to nerfs.PseudoLoneWolf wrote:Really, this is the right answer, if you've got Embers. Tinkers are way stupid powerful, particularly on undead who can't use infusions (but can jab themselves with dirty needles just fine).tabs wrote:Or you unlock the tinker tree, as any skeleton should.
If any devs happen to read this, tinkers are extra super balanced and definitely don't need a nerf, nope, not at all
RIP Sawrd tho
A little bit of a starters guide written by yours truly here.
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- Archmage
- Posts: 318
- Joined: Fri Oct 09, 2015 2:27 pm
Re: How does a skeleton alchemist get rid of a blindness deb
I think it's still balanced enough in the medical department for Undead. For one thing you can only have two medical injectors for all of your salves (in comparison, another race can have one or two healings outside of the injectors). For another Healing Salves aren't as good as a Regeneration when it comes to total healing and you need to stack healmod along with a Fungal Net a lot to get them to be worthwhile for at least earlygame. You still also miss Heroism and Movement; the former of which even with a really good Bone Armour/Pain Suppressor Salve you miss and the latter which can only be partially supplemented by things like Rocket Boots or the Spring Grapple (both of which require a generator, but depending on your class there aren't really that many other options on your rune slots once you get Ritch Stingers save for a spare Heat Beam/Biting Gale/Teleport/Shield).
All in all I've never turned away Tinkers as a Skeleton or Ghoul though, as the injectors alone are really good. If cun isn't on order to build up in stats I just start hoarding items from the start and pump up Therapeutics immediately.
All in all I've never turned away Tinkers as a Skeleton or Ghoul though, as the injectors alone are really good. If cun isn't on order to build up in stats I just start hoarding items from the start and pump up Therapeutics immediately.