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View Full Version : Alchemist Synergy with Artificer?



JohnnyArkham
07-16-2020, 09:46 AM
I'm all about exploring the multiclassing lately...
Anyway, in my head an Artificer/Alchemist makes perfect sense.
Heck, I even have an NPC in my head to use as a model from a Palladium Fantasy game like 20 years ago...

But, can it work? Should it work? What would be required to make it work (in Heroics)?

If I wanted to play a guy who works wonders with all things magitech, how would it come together?

I'm thinking any Race with an INT bonus is handy. Though half-elf dilettante might take some of the pressure off of the UMD if CHA isn't too high (Cleric maybe for the healing items?)
Obviously stats would need to be INT focused. Maybe DEX for AC and throwing all those vials and admixtures from both classes?

From there, I'm really not sure. What sort of level max is best for each to make sure you get the best each offers?

Sounds like fun, and pretty versatile.

Anyone able to help?

Thanks!

rabidfox
07-16-2020, 10:35 AM
2 arti for traps, rapid reload, and rune arm with 18 alch doing a thrower or inquisitive ranged build works well. If you're only going through heroics and not epic, then splashing in a level of fighter so you can have IPS at 15 vs 18 really pays off as you'll never take advantage of the extra levels of alch without doing epics (it also works fine to do 2/17/1 or 2/16/2 for epic levels too depending on your goals and all the extra feats you might want).

JohnnyArkham
07-16-2020, 11:56 AM
2 arti for traps, rapid reload, and rune arm with 18 alch doing a thrower or inquisitive ranged build works well. If you're only going through heroics and not epic, then splashing in a level of fighter so you can have IPS at 15 vs 18 really pays off as you'll never take advantage of the extra levels of alch without doing epics (it also works fine to do 2/17/1 or 2/16/2 for epic levels too depending on your goals and all the extra feats you might want).

When would you recommend the 2 levels of Artificer during the whole level-up process to make optimum use of the skills?

I will say that only tossing in those 2 levels seems less satisfying from a purely thematic perspective, though.

Probably makes perfect sense in terms of hard statistical success, though.

rabidfox
07-16-2020, 12:10 PM
When would you recommend the 2 levels of Artificer during the whole level-up process to make optimum use of the skills?

Level 1 to optimize skill points for initial trapping & rapid fire. And I usually take the 2nd Arti (when doing splash builds) at either 5 for using Strinati's Hand Cannon or 10 for use of Suppressive Fire for box breaking + bonuses off the rune arms.

rabidfox
07-16-2020, 01:26 PM
As for AP/etc on a mix, I really like doing full 41 inquisitive with Core 5 Apothecary for support (heal SLA yay!) & Core 2 Vile Chemist for a little extra damage. It's not a nuker but it's a solid all around jack-of-all-trades build that works well in parties (and solo). Hold towards the back of a group, toss various heal pots on people (w/temp hp) and weave crossbow attacks in-between. Doing a 41 vile chemist w/throwing would do more damage, but being able to just park Verdanite reaction to always apply false life and have the extra run speed is way easier to play for me.

unbongwah
07-16-2020, 02:31 PM
I just posted an Alchemist thrower build (https://www.ddo.com/forums/showthread.php/516585-Throwing-Vile-Chemist-help-wanted?p=6342515&viewfull=1#post6342515). Artificer 2 / Alchemist 18 using Inquisitive tree would be very similar. Take Artificer 1 first, Arty 2 whenever you acquire a good Runearm. You can focus purely on ranged DPS with e.g. 41 Inquisitive / 31 Vile Chemist / 8 Harper; or you can do something more balanced like rapidfox suggests.