Originally Posted by
SocratesBastardSon
I had discussed this elsewhere, where I described my experience playing an alchemist-inquisitive.
How this compares with the Rogue/Arti build recommended for sneak attack, I can't say.
My biggest complaint running a pure Alchemist-Inq (well, 18/2) was the number of poison immune mobs, e.g., undead. Vile Chemist has lots of ways to strip poison immunity, of course, but two of the main ones, Greater/Wave of Poison, require closing with mobs in a way that ranged should not be doing. Stand-off attacks are the biggest advantage to playing ranged, so do you really want to give that up in order to impose a damage type that you're overinvested in?
My solution was to take advantage of the fact that KotC now has a ranged option.
I went Alch 12/Pal 6/Arti 2; 41 pts in Inq, 3 pts in BE, 21 pts into VC, 15 points in KotC gives you light damage that scales off of ranged power, ghost touch (big quality of life improvement in heroic), some useful special attacks on short cool down (Divine Sacrifice), and the usual stuff from Paladin like better saves, more robust health, and some healing options like Greater Restoration, saving a spell slot from Alchemist.
What's the trade-off? There's always a trade-off, of course. Against poison-vulnerable mobs you do less damage than a pure alchemist. You lose some higher level spells (obviously). You're splitting your scaling damage between spell power and ranged power.
As for VC Poisoned Coating dice, KotC light damage + light attacks + favored weapon damage increases (requires Divine Inquisition), almost make up for it. The DPS loss is not as great as you might think, but it is there. My experience is this: rarely do poison immune mobs (including most or all reapers) also have light immunity/resistance. This means that in actual combat situations in most quests, while you're charging up your poison vulnerability via Poisoned Shot (presumably using IPS), you're still dishing out light damage. This means that while your peak damage output in some situations is lower, your overall damage curve is smoothed out, without the sharp valley/peak effect you see with VC-Inquisitives.
I don't have the numbers, and frankly, I don't know how you could subject this to a numeric analysis, but it seemed to me my damage output over an entire quest not only remained far steadier, it was on par with, or a hair behind, 18 levels of alchemist (I like having trapping). Again, the trade-off, even with the loss of level 6 Alch spells, was a more robust, defensive character.
I've only done this build once up to 30, with one Epic Reincarn, followed by another run to 30. I ran it in mid-reaper as much as possible, and noticed a big drop in damage in R10, but I only had 25 Reaper APs at the time, so that's not surprising.
It felt more flexible and robust than going pure alchemist and plan on doing it again.