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Nubicus
08-17-2020, 10:26 PM
Thinking about swapping in Hellball, to see if it will apply 3 different Burning Ambitions for easy Vulnerability Stacks.

Anyways, here's a build. Focus on Cold/Freezing things.


Character name: Fudder
Classes: 20 Alchemist, 10 Epic
Race: Gnome · · · · · · · ·Alignment: Neutral Good

· · ·Start Tome Final
Str:· · 10· · 6 · ·41 · · ·HP:· · · ·1025 · · ·AC:· · 75
Dex:· · 12· · 6 · ·23 · · ·PRR: · · · 118
Con:· · 16· · 6 · ·59 · · ·MRR: · · · ·37 · · ·+Healing Amp:· · 40
Int:· · 20· · 6 · 102 · · ·Dodge: · 25/25 · · ·-Healing Amp:· · 10
Wis:· · ·8· · 8 · ·25 · · ·Fort:· · ·214% · · ·Repair Amp:· · · ·0
Cha:· · 10· · 6 · ·26 · · ·SR:· · · · · 0 · · ·BAB: · · · · · · 15
DR:
Immunities: Natural Poison, Magic Missiles, Blindness,

Heroic Past Lives
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Past Life: Alchemist
Past Life: Artificer(3)
Past Life: Barbarian
Past Life: Bard
Past Life: Cleric(2)
Past Life: Druid
Past Life: Favored Soul(3)
Past Life: Fighter(3)
Past Life: Monk
Past Life: Paladin(3)
Past Life: Ranger(3)
Past Life: Rogue(3)
Past Life: Sorcerer(3)
Past Life: Warlock(3)
Past Life: Wizard(2)

Racial Past Lives
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Past Life: Drow(3)
Past Life: Dwarf(3)
Past Life: Gnome(3)
Past Life: Tiefling(3)

Iconic Past Lives
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Past Life: Purple Dragon Knight(2)
Past Life: Tiefling Scoundrel(2)

Epic Past Lives
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Past Life: Arcane Sphere: Enchant Weapon(3)
Past Life: Divine Sphere: Block Energy
Past Life: Divine Sphere: Brace(3)
Past Life: Martial Sphere: Skill Mastery(3)
Past Life: Primal Sphere: Colors of the Queen
Past Life: Primal Sphere: Doubleshot(3)


Special Feats
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Falconry Tree
Harper Agent Tree
Inherent Universal Action Point
Inquisitive Tree
Vistani Knife Fighter Tree


Saves:
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Fortitude:· · · · ·49
· vs Poison:· · · ·49
· vs Disease: · · ·49
Will: · · · · · · ·66
· vs Enchantment: ·68
· vs Illusion:· · ·68
· vs Fear:· · · · ·66
· vs Curse: · · · ·66
Reflex: · · · · · ·73
· vs Traps: · · · ·79
· vs Spell: · · · ·73
· vs Magic: · · · ·73
Marked with a * is no fail on a 1 if required DC met

Class and Feat Selection
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Level Class · · · · · ·Feats
1 · · Alchemist(1)· · ·Standard: Empower Spell
2 · · Alchemist(2)· · ·
3 · · Alchemist(3)· · ·Standard: Completionist
4 · · Alchemist(4)· · ·Alchemist Bonus: Alchemical Studies: Pyrite
· · · · · · · · · · · ·Intelligence: +1 Level up
5 · · Alchemist(5)· · ·
6 · · Alchemist(6)· · ·Standard: Maximize Spell
7 · · Alchemist(7)· · ·
8 · · Alchemist(8)· · ·Alchemist Bonus: Insightful Courage
· · · · · · · · · · · ·Intelligence: +1 Level up
9 · · Alchemist(9)· · ·Standard: Past Life: Arcane Initiate
10· · Alchemist(10) · ·
11· · Alchemist(11) · ·
12· · Alchemist(12) · ·Standard: Spell Focus: Conjuration
· · · · · · · · · · · ·Alchemist Bonus: Liquid Luck
· · · · · · · · · · · ·Intelligence: +1 Level up
13· · Alchemist(13) · ·
14· · Alchemist(14) · ·
15· · Alchemist(15) · ·Standard: Greater Spell Focus: Conjuration
16· · Alchemist(16) · ·Alchemist Bonus: Advanced Alchemical Studies: Pyrite
· · · · · · · · · · · ·Intelligence: +1 Level up
17· · Alchemist(17) · ·
18· · Alchemist(18) · ·Standard: Heighten Spell
19· · Alchemist(19) · ·
20· · Alchemist(20) · ·Alchemist Bonus: Accelerate Spell
· · · · · · · · · · · ·Intelligence: +1 Level up
21· · Epic(1) · · · · ·Epic Feat: Arcane Insight
22· · Epic(2) · · · · ·
23· · Epic(3) · · · · ·
24· · Epic(4) · · · · ·Epic Feat: Master of Spellvials
· · · · · · · · · · · ·Intelligence: +1 Level up
25· · Epic(5) · · · · ·
26· · Epic(6) · · · · ·Epic Destiny Feat: Epic Spell Power: Cold
27· · Epic(7) · · · · ·Epic Feat: Embolden Spell
28· · Epic(8) · · · · ·Epic Destiny Feat: Elusive Target
· · · · · · · · · · · ·Intelligence: +1 Level up
29· · Epic(9) · · · · ·Epic Destiny Feat: Deific Warding
30· · Epic(10)· · · · ·Epic Feat: Burst of Glacial Wrath
· · · · · · · · · · · ·Legendary: Scion of the Plane of Earth

Skills
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Skill Points· · ·36 10 10 11 11 11 11 12 12 12 12 13 13 13 13 14 14 14 14 14
Skill Name· · · ·01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20· Total Buffed
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Balance · · · · · 4 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· ·23.0 · 42.0
Bluff · · · · · · 4 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· ·23.0 · 48.0
Concentration · · 4 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· ·23.0 · 59.0
Diplomacy · · · · 4 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· ·23.0 · 43.0
Disable Device· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 61.0
Haggle· · · · · · 4 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· ·23.0 · 45.0
Heal· · · · · · · 4 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· ·23.0 · 42.0
Hide· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 22.0
Intimidate· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 16.0
Jump· · · · · · · · · · · · · · · · · ·1· 1 ·1· 1 1½ 1½ 1½· ½ ·½· ½ ·½· ½ · · ·11.0 · 38.0
Listen· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 19.0
Move Silently · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 18.0
Open Lock · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 18.0
Perform · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 20.0
Repair· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 61.0
Search· · · · · · · ·1· 1 ·2· 2 ·2· 2 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· ·23.0 · 85.0
Spell Craft · · · 4 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· ·23.0 · 85.0
Spot· · · · · · · 4 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· ·23.0 · 42.0
Swim· · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 0.0 · 27.0
Tumble· · · · · · · · · · · · · · · · · · · · · · · · · · · 1 1½ 1½ 1½ 1½ ·2· · 9.0 · 27.0
Use Magic Device· 4 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· ·23.0 · 51.0
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Available Points· 0 ·0· 0 ·0· 0 ·0· 0 ·0· 0 ·0· 0 ·0· 0 ·0· 0 ·0· 0 ·0· 0 ·0
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Self and Party Buffs
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Active User Controlled Stances
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Pyrite
Embolden Spell
Heighten

Active Auto Controlled Stances
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Single Weapon Fighting
Orb
Club
Orb
Cloth Armor
Good
Dominion
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Enhancements: 80 APs, Racial 4, Universal 1
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Gnome - Points spent: 6
1 Core ·(1) Perseverance I
2 Core ·(2) Intelligence I
3 Core ·(1) Perseverance II
4 Core ·(2) Intelligence II
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Bombardier - Points spent: 42
1 Core ·(1) Alchemical Resistance
2 Tier1 (2) Spell Critical: Elemental and Poison I
3 Tier1 (1) Spellvial Selection: SLA: Vial of Frost
4 Tier1 (1) Spellvial Selection: SLA: Vial of Frost
5 Tier1 (1) Spellvial Selection: SLA: Vial of Frost
6 Core ·(1) Arcane Oil
7 Tier2 (2) Spell Critical: Elemental and Poison II
8 Tier2 (2) Efficient Metamagics I: Efficient Empower
9 Core ·(1) Liquid Power I: Liquid Power: Cold
10 Tier3 (2) Spell Critical: Elemental and Poison III
11 Tier3 (2) Intelligence I
12 Tier2 (2) Efficient Metamagics I: Efficient Empower
13 Tier2 (2) Efficient Metamagics I: Efficient Empower
14 Tier4 (2) Spell Critical: Elemental and Poison IV
15 Tier4 (2) Intelligence II
16 Tier4 (2) Burning Ambition
17 Tier1 (1) Magical Subtlety
18 Tier1 (1) Magical Subtlety
19 Tier1 (1) Magical Subtlety
20 Core ·(1) Liquid Power II: Liquid Power: Cold
21 Core ·(1) Liquid Power III: Liquid Power: Cold
22 Tier5 (1) Inferno of Creation
23 Tier5 (1) Conjuration Focus
24 Tier5 (1) Weakening Mixture: Weakening Mixture: Cold
25 Tier5 (2) Augmentation
26 Tier5 (1) Elemental Obliteration: SLA: Frost Obliteration
27 Tier5 (1) Elemental Obliteration: SLA: Frost Obliteration
28 Tier5 (1) Elemental Obliteration: SLA: Frost Obliteration
29 Tier3 (2) Efficient Metamagics II: Efficient Maximize
30 Core ·(1) Multivial: SLA: Multivial of Frost
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Apothecary - Points spent: 28
1 Core ·(1) Determination
2 Tier1 (1) Energy of the Scholar
3 Tier1 (1) Energy of the Scholar
4 Tier1 (1) Energy of the Scholar
5 Tier1 (2) Spell Critical Chance: Positive & Negative I
6 Core ·(1) Alchemical Shield
7 Tier2 (1) Hale & Hearty
8 Tier2 (2) Spell Critical Chance: Positive & Negative II
9 Tier2 (1) Hale & Hearty
10 Tier2 (1) Hale & Hearty
11 Core ·(1) Curative Admixture: Cure Serious Wounds
12 Tier2 (2) Stone of the Scholar
13 Tier3 (2) Ability I: +1 Intelligence
14 Tier3 (2) Spell Critical Chance: Positive & Negative III
15 Tier3 (1) Safety Goggles
16 Tier3 (1) Safety Goggles
17 Tier3 (1) Safety Goggles
18 Tier4 (2) Spell Critical Chance: Positive & Negative IV
19 Tier4 (2) Ability II: +1 Intelligence
20 Tier4 (1) Insulated Boots
21 Tier4 (1) Insulated Boots
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Harper Agent - Points spent: 9
1 Core ·(1) Agent of Good I
2 Tier1 (2) Harper Enchantment
3 Tier1 (1) Traveller's Toughness
4 Tier1 (1) Traveller's Toughness
5 Core ·(2) Harper Training I: +1 Intelligence
6 Tier2 (1) Magical Endurance
7 Tier2 (1) Magical Endurance
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Equipped Gear Set : Standard
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Armor · · · · Legendary Order's Garb
· · · · · · · +15 Enhancement Bonus
· · · · · · · Fortification +214%
· · · · · · · Physical Sheltering +54
· · · · · · · Exceptional Universal Spell Power
· · · · · · · Exceptional Universal Spell Lore
· · · · · · · Legendary Esoteric Initiate
· · · · · · · Green: Empty augment slot
· · · · · · · Mythic: Empty augment slot
· · · · · · · Reaper: Empty augment slot
Belt· · · · · Legendary Thrummingspark Cord
· · · · · · · Enhanced Magnetism +202
· · · · · · · Enhanced Glaciation +202
· · · · · · · Lightning Lore +29%
· · · · · · · Ice Lore +29%
· · · · · · · Beacon of Magic Set (Legendary)
· · · · · · · Yellow: Empty augment slot
· · · · · · · Mythic: Empty augment slot
· · · · · · · Reaper: Empty augment slot
Boots · · · · Legendary Sunken Slippers
· · · · · · · Lesser Displacement
· · · · · · · Insightful Potency +77
· · · · · · · Quality Potency +38
· · · · · · · Nearly Finished (Qual IWC): +5 Quality Intelligence
· · · · · · · Yellow: Empty augment slot
· · · · · · · Mythic: Empty augment slot
· · · · · · · Reaper: Empty augment slot
Bracers · · · Legendary Aetherband
· · · · · · · Spell Penetration +9
· · · · · · · Insightful Spell Penetration +5
· · · · · · · Magical Efficiency 10%
· · · · · · · Shield Bonus +21
· · · · · · · Legendary Esoteric Initiate
· · · · · · · Green: Empty augment slot
· · · · · · · Mythic: Empty augment slot
· · · · · · · Reaper: Empty augment slot
Cloak · · · · Legendary Greensteel Cloak
· · · · · · · Equipment Tier 1: Positive Spell Critical Damage 20%
· · · · · · · Equipment Tier 2: Positive Spell Critical Damage 10% (Insightful)
· · · · · · · Equipment Tier 3: Positive Spell Critical Damage 5% (Quality)
· · · · · · · Mythic: Empty augment slot
· · · · · · · Reaper: Empty augment slot
Gloves· · · · Legendary Delicate Thimbletips
· · · · · · · Magical Efficiency 10%
· · · · · · · Insightful Spell Penetration +5
· · · · · · · Conjuration Focus +9
· · · · · · · Mystic Diversion +33%
· · · · · · · Legendary Feywild Dreamer
· · · · · · · Green: Empty augment slot
· · · · · · · Mythic: Empty augment slot
· · · · · · · Reaper: Empty augment slot
Goggles · · · Legendary Dusk Lenses
· · · · · · · Potency +154
· · · · · · · Insightful Potency +77
· · · · · · · Efficient Metamagic - Empower II
· · · · · · · Efficient Metamagic - Maximize II
· · · · · · · Legendary Esoteric Initiate
· · · · · · · Yellow: Empty augment slot
· · · · · · · Mythic: Empty augment slot
· · · · · · · Reaper: Empty augment slot
Helmet· · · · Legendary Greensteel Helmet
· · · · · · · Equipment Tier 1: Cold Spell Critical Damage 20%
· · · · · · · Equipment Tier 2: Cold Spell Critical Damage 10% (Insightful)
· · · · · · · Equipment Tier 3: Cold Spell Critical Damage 5% (Quality)
· · · · · · · Mythic: Empty augment slot
· · · · · · · Reaper: Empty augment slot
Necklace· · · The Zarash'ak Ward
· · · · · · · Intelligence +22
· · · · · · · Quality Spell Focus Mastery +2
· · · · · · · Quality Potency +41
· · · · · · · Force Absorption +20%
· · · · · · · Green: +2 Festive Intelligence
· · · · · · · Yellow: Empty augment slot
· · · · · · · Blue: Empty augment slot
· · · · · · · Mythic: Empty augment slot
· · · · · · · Reaper: Empty augment slot
Ring1 · · · · The Legendary Shattered Onyx
· · · · · · · Profane Spell Focus Mastery +2
· · · · · · · Insightful Resistance +8
· · · · · · · Insightful Dodge Bonus +10%
· · · · · · · Nearly Finished (Ins IWC): +10 Insightful Intelligence
· · · · · · · Blue: Empty augment slot
· · · · · · · Mythic: Empty augment slot
· · · · · · · Reaper: Empty augment slot
Ring2 · · · · Legendary Celestial Sapphire Ring
· · · · · · · Improved Deception
· · · · · · · Dodge Bonus +21%
· · · · · · · Profane Well Rounded
· · · · · · · Nearly Finished (DIC): +21 Constitution
· · · · · · · Yellow: Empty augment slot
· · · · · · · Mythic: Empty augment slot
· · · · · · · Reaper: Empty augment slot
Trinket · · · Echo of the Icon
· · · · · · · Fortification +208%
· · · · · · · Strength +20
· · · · · · · Insightful Constitution +9
· · · · · · · Physical Sheltering +52
· · · · · · · Adherent of the Mists Set (Legendary)
· · · · · · · Blue: +2 Festive Intelligence
· · · · · · · Green: Empty augment slot
· · · · · · · Mythic: Empty augment slot
· · · · · · · Reaper: Empty augment slot
Weapon1 · · · Legendary Nightmother's Sceptre
· · · · · · · Damage and Type 5[1d6+2] + 15 Bludgeon, Magic
· · · · · · · Critical Threat Range 20 x2
· · · · · · · +15 Enhancement Bonus
· · · · · · · Spell Focus Mastery +7
· · · · · · · Insightful Spell Focus Mastery +4
· · · · · · · Spell Penetration +8
· · · · · · · Insightful Spell Penetration +4
· · · · · · · Orange: Empty augment slot
· · · · · · · Mythic: Empty augment slot
· · · · · · · Reaper: Empty augment slot
Weapon2 · · · Sphere of Waves
· · · · · · · +15 Orb Bonus
· · · · · · · The Crash of the Waves
· · · · · · · Frozen Storm Lore +30%
· · · · · · · Power of the Frozen Storm +208
· · · · · · · Cold Resistance
· · · · · · · Red: Globe of True Imperial Blood
· · · · · · · Orange: Empty augment slot
· · · · · · · Mythic: Empty augment slot
· · · · · · · Reaper: Empty augment slot
· · · · · · · Sentient Weapon Personality: Sentient Jewel of the Kobold
· · · · · · · Filigree 1: Frozen Wanderer: Intelligence(Rare Version)
· · · · · · · Filigree 2: The Blood Feast/Frozen Wanderer: +6 PRR(Rare Version)
· · · · · · · Filigree 3: Frozen Wanderer: Cold Spell Power(Rare Version)
· · · · · · · Filigree 4: Frozen Wanderer: Arcane Spell Failure(Rare Version)
· · · · · · · Filigree 5: Otto's Irrevocable Power: Spell Power(Rare Version)
· · · · · · · Filigree 6: Otto's Irrevocable Power: Intelligence(Rare Version)
· · · · · · · Filigree 7: Otto's Irrevocable Power: Constitution(Rare Version)
· · · · · · · Filigree 8: Otto's Irrevocable Power: MRR(Rare Version)
· · · · · · · Filigree 9: Coalesced Magic: Universal Spell Power(Rare Version)
· · · · · · · Filigree 10: Coalesced Magic: Spell Critical Damage(Rare Version)
· · · · · · · Filigree 11: Coalesced Magic: Intelligence(Rare Version)
· · · · · · · Filigree 12:
· · · · · · · Filigree 13:
· · · · · · · Filigree 14:
· · · · · · · Filigree 15:
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1cebeast
09-01-2020, 09:25 AM
what did you learn about Hellball?

Nubicus
09-08-2020, 10:14 AM
what did you learn about Hellball?

I ended up dropping Hellball. It was expensive, and my Alchemist spells cast faster and cool down faster.

The spell Elemental Combination accomplishes the same thing without costing me a feat.

The build did just fine on Reaper 5. Reaper 10, not so hot. Reaper 10 sees some truly diminishing returns on damage.

TR'd it again to put some more racial lives on it. Those are going to be important.

Working on the following for next version:
1. Next iteration will likely not use Gnome as the race, but eyeing Dragonborn. Sacrificing the 1 DC for 30 sp seems worth it.
2. The Dominion Spell Points from GS are nice, but not necessary in most questions. Looking for new cloak to put in, will swap to the GS Dominion for raids or long quests.
3. More racial lives for more points into a tree.
4. Needs more Hit Points.

DrawingGuy
09-09-2020, 05:01 AM
I ended up dropping Hellball. It was expensive, and my Alchemist spells cast faster and cool down faster.

The spell Elemental Combination accomplishes the same thing without costing me a feat.

Elemental Combination and Voltaic Burst should always be your intro spells to bursting. This will put you into Pyrite reaction, set you up for vuln stacking, and apply a -5 MRR debuff. Between Elemental Combination and various Gildleaf debuff elements, you can keep Burning Ambition going for vuln stacking. No outside spells are needed.


The build did just fine on Reaper 5. Reaper 10, not so hot. Reaper 10 sees some truly diminishing returns on damage.

Alchemist DPS goes quite well into Reaper 10. The keys are having the DCs so that your spells are not halved/evaded, and investing into crit chance and damage. Sure, you’re not going to be 1-2 shotting everything like you can on R5, but that’s fine.


TR'd it again to put some more racial lives on it. Those are going to be important.


Working on the following for next version:
1. Next iteration will likely not use Gnome as the race, but eyeing Dragonborn. Sacrificing the 1 DC for 30 sp seems worth it.
2. The Dominion Spell Points from GS are nice, but not necessary in most questions. Looking for new cloak to put in, will swap to the GS Dominion for raids or long quests.
3. More racial lives for more points into a tree.
4. Needs more Hit Points.

1. Dragonborn I would say is the strongest race for Alchemist. Dragonborn can get +3 to Conjuration, your main DPS ability. +2 Max Caster level making your vials hit harder. Wings, which can be huge for survival. But this has you wanting DEEP investment into the tree, so all the racial enhancements you can get means you can better afford these features. If you can’t, INT based races have a little more appeal.

2. I personally would value HP over SP. If you are using your reactions properly, you don’t really need the SP. More HP, though, is always nice.

3. Yep - especially if you want to be able to afford all the juicy bits of Draconic without sacrificing too much from your other trees.

4. You want 20/10 crit damage from GS. You can balance that with T1/2 HP or SP. Add in an Unconscious range LGS along with Opp/Material T3s to the other two pieces, and you’ll get Opposition HP boost. Add a fourth LGS Opp/Material item, and you’ll get a Material Crit damage boost for your DPS. 4 piece LGS is worth fitting.


All of these suggestions really apply to all Alchemists regardless of their element choice. The other thing is to ALWAYS use your reactions. This is one of the biggest factors between a “good” and a “bad” alchemist.

aurric4
09-14-2020, 09:36 AM
I've currently started this build on a 2nd life (coming from a druid) and I was curious on what you would replace arcane initiate with and completionist as I don't have those.

Awesome build, I love the power of it currently and I'm only level 3.

Nubicus
09-22-2020, 06:22 PM
I've currently started this build on a 2nd life (coming from a druid) and I was curious on what you would replace arcane initiate with and completionist as I don't have those.

Awesome build, I love the power of it currently and I'm only level 3.

So the power is going to have some noticeable leveling off, and then jumps.

The important thing to remember, when you get level 3 spells, get the cold AOE spell. With the right gear that should set you up nicely.

As far as feats, you're no doubt running out of spell points if your on a second life, I might suggest Mental Toughness and Improved Mental Toughness.

aurric4
11-13-2020, 09:14 AM
Now that we have feydark illusionist, would you suggest that we take roughly 11 points from both gnome/apothecary/harper and get the blur/magic missles/greater color spray from this tree?

It would give us more MRR/PRR, Blur, immunity from magic missles, and a great cc spell. What do you think? I'm only level 14, so I wanted to get your opinions.

Tobril
11-13-2020, 10:19 AM
Alchemist Engages at level 20+

Close range
Smoke Bomb (especially when opening doors, this invisibility isn't broken by interacting with objects)
Flash Freeze or Flesh to Gold Mass
Multivial SLA
Multivial Spell


Medium Range
Hypnotic Combination (optional - will cause monsters to group closer together and fight each other for a moment)
Glue Bomb (optional - if you can engage before being noticed or monsters scattering by using Smoke Bomb, skip this spell)
Flash Freeze or Flesh to Gold Mass (if going into range is an option)
Multivial SLA
Multivial Spell


Long Range
Hypnotic Combination (optional - will cause monsters to group closer together and fight each other for a moment)
Glue Bomb
Multivial SLA
Multivial Spell



Substitute Fine Dust as needed due to Golems or other mean creatures with high Spell Resistance and who are also immune to Flesh to Gold.

If you're running out of spell points consider grouping larger amount of monsters, invising past unnecessary kills, and all the other old school wizard trickery.

Nubicus
11-14-2020, 06:23 PM
Now that we have feydark illusionist, would you suggest that we take roughly 11 points from both gnome/apothecary/harper and get the blur/magic missles/greater color spray from this tree?

It would give us more MRR/PRR, Blur, immunity from magic missles, and a great cc spell. What do you think? I'm only level 14, so I wanted to get your opinions.

I've been thinking about this a lot.

Each of them offer some amazing options to add on.

I'm hesitant to say yes, because Apothecary is going to offer you the main takeaways from Feydark, with the exception of color spray. You can actually pull Blur from Vile Chemist.

My debate right now is greater color spray vs you Glue Bomb

Arguments for Color Spray:
-It's super effective, especially against reapers who avoid Glue Bomb
-It's will based, so it hits more often
-It's cone is really nice.

Arguments for Glue Bomb:
-Throwing it resets your pyrite reaction and allows you to reactivate the bonus by cycling through spells
-It costs 0 enhancement points, only a spell slot in a level that's not exactly overflowing with useful spells
-There is no spell penetration to get around.

It's something I'm going to have to play around with. I'm also possibly looking at scrapping this iteration of the build of the build soon.

Gnome is great, but i'm currently playing with Dragonborn, which is offering me a lot more bang for my buck when it comes to Racial Enhancements.

+3 to Conjuration
+30 Spell Power to Cold
+2 Max Caster Level to Cold Spells

at a loss of 4 intelligence.

After Thought Edit:

I did Ice Bomber originally because I really wanted to use the Wave orb, and build something that felt like a Level 30 Ice Sorc, but had a bit more utility.

I'm still working through it, but I think I'm dump ice for Fire in the future, as I feel like you might be able to reach a higher Max Spell Power and Spell Critical Chance/Multiplier

Carpone
11-15-2020, 05:17 AM
I'm still working through it, but I think I'm dump ice for Fire in the future, as I feel like you might be able to reach a higher Max Spell Power and Spell Critical Chance/Multiplier
Yes, because of Empryean Magic. Also, Legendary Ash (fire/neg/fire) provides a greater spell damage debuff than Legendary Ooze (ice/neg/ice).

Nubicus
11-15-2020, 06:58 PM
Yes, because of Empryean Magic. Also, Legendary Ash (fire/neg/fire) provides a greater spell damage debuff than Legendary Ooze (ice/neg/ice).

Right. I'll be back at 30 today, and I'm going to check out the new Feywild Gear to see what it can do for the ice spell power, but will likely switch it.

grubenbrobrobroketv
12-09-2020, 01:46 PM
so with feywild i adjusted my gearing to gain around 400 hp if youre focusing on DCs you may want to use the feytwisted version of the deadringers and grab the +2 sacred bonus to DCs im not really pushing DCs as mostly doing raids and mid reapers. you could in theory use the winter set ring instead of the bound ring of frost but you will lose 1% crit and 8 spell power and the free DOT. when im in a quest where i want the green steel freezing instead of the cold set freeze as the winter crown has a freeze DC of 35 according to the wiki and the LGS sceptre is 100 DC i use the cold set ring and swap in the LGS for my orb you lose the flat 21 con but im sure i could find something else to swap to maintain the hp with the maximum freezing gearing.
with this gear i get 75% spell crit chance with up to 1400 spell power in reaper while spiking fully buffed with over 60% crit multi.
this requires all 9 filligree slots on your main weapon but this works well with 8 aswell just slot in the coalesced magics as you get more slots
4 piece Eye of the beholder both double filligrees rare
3 piece zarigans with two pieces from the double filligree
3 piece coaleseced magic (crit chance, spell power, int)
2 piece frozen wanderer (cold spellpower(rare), int)

Eye:Legendary Dusk Lenses
Head: Legendary crown of snow
Neck:The Zarash'ak Ward
Trinket:Deep Promise Onix
Body:Legendary Order's Garb
Cloak: Cloak of Winter
Wrist:Legendary Aetherband
Waist:Legendary ThrummingSpark Cord
Finger1:The Legendary Shattered Onyx
Feet: Deepsnow Boots
Hand:Legendary Deadringers
Finger2: Bound Elemental Ring of Frost
Weapon: Wild frost
Offhand: The Heart of the Prince