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View Full Version : Alchemist Variants and Spell Strategy Planning/Primer



rfachini
01-31-2020, 12:59 AM
Using the posted Alchemist information, I went over the various enhancement trees and put out basic descriptions and spell casting strategies.
Comments and suggestions and corrections are all welcome.

Basically each tree has one state they benefit most from. There are two spell colors you can mix to stay in that state indefinitely. However, you get a 12-second extra buff when you initially enter that state. Therefore it could be beneficial to keep at least one spell or SLA from the third spell color ready so you can change OUT of your "best" state and then re-enter it. Summaries are below, plus examples of spellcasting orders using L1 spells to stay in, exit, and re-enter your "favored" state.



Bomardier is offensive with benefits from Pyrite reaction. Gildleaf SLAs. Crimsonite + Gildleaf puts you (or keeps you) in Pyrite. 12 second elemental power increase and SP reduction for entering Pyrite.
L1 example: sleep powder then damage vial spell. Damage vials continue Pyrite , buff or alchemical evolution spells to change to Orchidium and PRR buff, sleep powder to change to Verdanite and positive/negative power increase and DC bonus, damage vials to re-enter Pyrite. OR: While in Pyrite (Crimsonite), sleep powder then buff or alchemical evolution spells to change to Verdanite and positive/negative power increase and DC bonus, damage vials to re-enter Pyrite (bypasses Orchidium and PRR buff).

Apothecaries are support healers. Benefits from Verdanite reaction. Gildleaf SLAs (tier 2 includes Cerulite SLA slaves to allow alternate healing). Cerulite + Gildleaf puts you (or keeps you) in Verdanite. 12 second positive/negative power increase and DC bonus for entering Verdanite.
L1 example: buff spell then sleep puts you in Verdanite, cures or AoE debuffs keep you in Verdanite, buff keeps you in Verdanite, attack vial puts you in Orchidium and PRR buff, cures or AoE debuffs put you in Pyrite with elemental power increase and SP reduction, buff spell puts you back in Verdanite.

Vile chemist uses toxins and weapons. Benefits from Orchidium reaction. Cerulite SLAs. Crimsonite + Cerulite puts you (or keeps you) in Orchidium. 12 PRR/ERR bonus for entering Orchidium.
L1 example: buff spell then attack vials put you and keep you in Orchidium, buff spell then cure or AoE debuff puts you in Verdanite and positive/negative power increase and DC bonus, attack vial puts you in Pyrite with elemental power increase and SP reduction, buff spell then attack vials put you and keep you back in Orchidium.

Added 2-15-20, basic info from Release Notes:
Every Alchemist spell is part of one of three Primer Categories: Crimsonite, Gildleaf, and Cerulite (Red, Yellow, and Blue respectively). Using spells with different Primers in succession causes a Reaction; Verdanite , Orchidium, or Pyrite (Green, Purple, or Orange respectively). The game remembers your current Reaction as well as the Primer of the last spell you cast. Using a Crimsonite spell and then a Gildleaf spell will put you in the Pyrite state (with a sub-state listing of Gildleaf, for the last spell you cast). Casting Crimsonite or Gildleaf spells while in Pyrite will keep you Pyrite (but will change your sub-color to Gildleaf or Crimsonite). If you were to then cast an Ceruleite spell, it would remove you from the Pyrite state and change your Primer to Cerulite. In short: The last two Alchemist spells you cast determine your Reaction. Each of the Reactions does something to you, and the Enhancement Trees hook into them significantly.
Pyrite Reaction: +2 Fire, Cold, Electric, Acid, and Poison Spell Power per Alchemist Level. (+40 at 20 Alchemist)
Verdanite Reaction: +2 Positive and Negative Spell Power per Alchemist Level (+40 at 20 Alchemist)
Orchidium Reaction: +2 Physical Resistance Rating per Alchemist Level (+40 at 20 Alchemist)
When you change reactions, you'll get a large bonus that corresponds to the Reaction you moved to for 12 seconds:
Pyrite Reaction: Fire, Cold, Electric, Acid, and Poison Spellpower equal to (10 + quadruple your Alchemist level) and a -20% Enhancement Bonus to Spell Point Cost.
Verdanite Reaction: Positive and Negative Spellpower equal to (10 + quadruple your Alchemist level) and Transmutation and Conjuration DCs equal to (1 + 1 for every 5 Alchemist Levels).
Orchidium Reaction: Physical Resistance Rating and Elemental Resistance equal to (10 + triple your Alchemist level).
With some exceptions, the following applies:
Crimsonite spells govern Elemental and Poison damage (fire cold acid electric and poison) and melee/ranged imbues.
Gildleaf spells govern Positive and negative healing/damage, Crowd Control, and Debuffs.
Cerulite spells govern Defensive abilities and mitigation, buffs, and utility spells.
All spells have Somatic components, and Alchemist spells do invoke Arcane Spell Failure. Some spells have Material components. Alchemists have their own Material Components.

Rogue_Trapper
02-01-2020, 09:44 AM
Well, this is much more detail then how I explained the class and build ideas in another thread (https://www.ddo.com/forums/showthread.php/511819-Alchemist-Build-Ideas?p=6289837&viewfull=1#post6289837). But, here was my input there.



Bombardier:

Elemental DPS/CC/Healing
Red and Yellow Spells
Focus Red Spells for Elemental Damage/Yellow Spells for Healing and CC
Can Secondary into Apothecary for Healing or CC


Apothecary:

Support/Heal/CC/Minor DPS
Yellow and Blue Spells
Focus Yellow Spells for Healing, CC, and DPS/Blue Spells for Buffs and CC
Can Secondary into Bombardier for boost the Yellow Damage Spells or Meta Magic Reduction Costs


Vile Chemist:

Melee DPS/CC/Spell Damage
Blue and Red Spells
Focus Melee DPS/Blue Spell for Buffs and CC/Red Spells for DPS (Smash Viles and AOE Spells)
Can Secondary into Bombardier for boost the Red Damage Spells


Glad to see a more in depth view on the class and how to set the reaction states. I will link this forums post on the other.

rfachini
02-01-2020, 10:07 AM
Well, this is much more detail then how I explained the class and build ideas in another thread (https://www.ddo.com/forums/showthread.php/511819-Alchemist-Build-Ideas?p=6289837&viewfull=1#post6289837). But, here was my input there.



Glad to see a more in depth view on the class and how to set the reaction states. I will link this forums post on the other.

Thanks, RT. It took a while to work this out. L1's only get two spells, so you'll have to stay in one reaction state until you can get a third color in order to leave it. The alchemist UI lets you know your primary and secondary states, plus the spell icons are color-coded, so it shouldn't be too hard to plan for people who can see those colors.

Note that alchies can take class feats for INT to hit/damage, and evasion. Simple Thrown Weapon Expertise allows for an extra missile, with a Dex 13+ requirement.

I think we have a good enough understanding of the class to play them decently when the update goes live.

rfachini
02-15-2020, 12:52 PM
Added release note info, please forgive the *bump*.