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  1. #1
    Community Member Texturace's Avatar
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    Jul 2010
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    Post Realistic Pleb Icy Bomber Boy Build Help

    Hello
    I was looking at doing an Ice Alchemist life once I ITR. There are plenty of perfectly optimized builds with both heroic and racial completionists, raid gear, and fully loaded sentient/filigree slots, and as much as I wish I could solo R7+ and be remotely useful in R10, it's uh... definitely not happening.
    I am trying to plan/build a character that I could genuinely make and have success with. If it goes well enough, then maybe I'll be farming some of that elitist raid gear with this life for future lives (or just grinding up some RXP because legendary questing).

    So, I'm looking for build help and just some advice in general.

    The restrictions imposed here are: No racial APs, 1 Universal AP, no completionists of ANY variety, limited Reaper Points (21), limited fate points (18 if I did my math correctly), gear I already have or can easily farm, no iconics (don't want to spend a +1 heart, and I kinda want to enjoy the 1-30 leveling experience after doing 3 consecutive iconics), AND I realized I didn't have gnome... so no gnomes for +2 Int (and another +2 in tree) or Illusion DCs.

    [Edit - Clarity] 1) I do have access to SOME more difficult-to-obtain, pertinent items as noted in the build.
    2) My goal is not to be constantly running in R6+. I personally will probably never run above R4 if I'm just running on my own or leading a group. Very often I just stick to R1 if I go reaper at all.

    [Edit - Wiggle Room] If there are any relatively low TP things I could greatly benefit from (for example, if +1 racial AP tome could help hit a pretty noticeable breakpoint elsewhere), I should be able to hit it during the leveling process because I am sitting at around 1k TP from the past few lives

    [Edit - Correction] I DO have an upgraded Quiver of Alacrity I forgot to add to item breakdown for QoL

    Code:
    
    Character name: Devil Fire/Ice Bomber Boy
    Classes: 20 Alchemist, 10 Epic
    Race: Tiefling· · · · · · ·Alignment: Neutral
    
    · · ·Start Tome Final
    Str:· · ·9· · 7 · ·20 · · ·HP:· · · ·1393 · · ·AC:· · 90
    Dex:· · 15· · 7 · ·26 · · ·PRR: · · · 115
    Con:· · 16· · 7 · ·63 · · ·MRR: · · · ·35 · · ·+Healing Amp:· ·155
    Int:· · 18· · 7 · ·93 · · ·Dodge: · 14/27 · · ·-Healing Amp:· ·190
    Wis:· · ·8· · 7 · ·24 · · ·Fort:· · ·229% · · ·Repair Amp:· · ·115
    Cha:· · 11· · 7 · ·27 · · ·SR:· · · · · 0 · · ·BAB: · · · · · · 15
    DR: 6\-
    Immunities: Fear, Natural Poison, Magic Missiles, Fear, Freedom of Movement
    
    Heroic Past Lives
    ------------------------------------------------------------------------------------------
    Past Life: Barbarian
    Past Life: Bard
    Past Life: Cleric
    Past Life: Druid
    Past Life: Monk
    Past Life: Paladin
    Past Life: Ranger
    Past Life: Rogue
    Past Life: Wizard
    
    Iconic Past Lives
    ------------------------------------------------------------------------------------------
    Past Life: Deep Gnome
    Past Life: Morninglord
    Past Life: Purple Dragon Knight
    
    Epic Past Lives
    ------------------------------------------------------------------------------------------
    Past Life: Divine Sphere: Ancient Blessings
    Past Life: Martial Sphere: Doublestrike
    
    
    Saves:
    ------------------------------------------------------------------------------------------
    Fortitude:· · · · ·77
    · vs Poison:· · · ·82
    · vs Disease: · · ·78
    Will: · · · · · · ·68
    · vs Enchantment: ·71
    · vs Illusion:· · ·70
    · vs Fear:· · · · ·68
    · vs Curse: · · · ·68
    Reflex: · · · · · ·74
    · vs Traps: · · · ·76
    · vs Spell: · · · ·78
    · vs Magic: · · · ·74
    Marked with a * is no fail on a 1 if required DC met
    
    Energy· · · ·Resistance and Absorbance
    ------------------------------------------------------------------------------------------
    Acid: · · · · · · · ·68 · · · · · ·23%
    Chaos:· · · · · · · · 0 · · · · · · 0%
    Cold: · · · · · · · ·68 · · · · · 100%
    Electric: · · · · · ·38 · · · · · ·23%
    Evil: · · · · · · · · 0 · · · · · · 0%
    Fire: · · · · · · · ·38 · · · · · ·23%
    Force:· · · · · · · · 0 · · · · · ·20%
    Good: · · · · · · · · 0 · · · · · · 0%
    Lawful: · · · · · · · 0 · · · · · · 0%
    Light:· · · · · · · · 0 · · · · · · 0%
    Negative: · · · · · · 0 · · · · · · 0%
    Poison: · · · · · · · 0 · · · · · · 0%
    Sonic:· · · · · · · ·23 · · · · · ·15%
    
    Class and Feat Selection
    ------------------------------------------------------------------------------------------
    Level Class · · · · · ·Feats
    1 · · Alchemist(1)· · ·Standard: Maximize Spell
    2 · · Alchemist(2)· · ·
    3 · · Alchemist(3)· · ·Standard: Past Life: Arcane Initiate
    4 · · Alchemist(4)· · ·Alchemist Bonus: Alchemical Studies: Pyrite
    · · · · · · · · · · · ·Intelligence: +1 Level up
    5 · · Alchemist(5)· · ·
    6 · · Alchemist(6)· · ·Standard: Spell Focus: Conjuration
    7 · · Alchemist(7)· · ·
    8 · · Alchemist(8)· · ·Alchemist Bonus: Insightful Courage
    · · · · · · · · · · · ·Intelligence: +1 Level up
    9 · · Alchemist(9)· · ·Standard: Greater Spell Focus: Conjuration
    10· · Alchemist(10) · ·
    11· · Alchemist(11) · ·
    12· · Alchemist(12) · ·Standard: Quicken Spell
    · · · · · · · · · · · ·Alchemist Bonus: Liquid Luck
    · · · · · · · · · · · ·Intelligence: +1 Level up
    13· · Alchemist(13) · ·
    14· · Alchemist(14) · ·
    15· · Alchemist(15) · ·Standard: Heighten Spell
    16· · Alchemist(16) · ·Alchemist Bonus: Advanced Alchemical Studies: Pyrite
    · · · · · · · · · · · ·Intelligence: +1 Level up
    17· · Alchemist(17) · ·
    18· · Alchemist(18) · ·Standard: Empower 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: Arcane Pulse
    30· · Epic(10)· · · · ·Epic Feat: Burst of Glacial Wrath
    · · · · · · · · · · · ·Legendary: Scion of the Plane of Earth
    
    Self and Party Buffs
    ------------------------------------------------------------------------------------------
    Fatesinger: Arcane Hymn
    Bard: Spell Song Trance
    Bard: Song of Arcane Might
    Bard: Reckless Chant
    Bard: Ironskin Chant
    Bard: Inspire Heroics
    Bard: Inspire Greatness
    Bard: Inspire Excellence
    Bard: Inspire Courage
    Bard: Inspire Competence
    Bard: Expeditious Chant
    Bard: Chant of Power
    Bard: Arcane Shield Chant
    Bard: Arcane Aid
    Greater Heroism
    Elite Spider Cult Mask (Cosmetic Helm)
    
    Enhancements: 80 APs, Universal 1
    ------------------------------------------------------------------------------------------
    Tiefling - Points spent: 18
     1 Core ·(1) Bloodhunt I
     2 Tier1 (1) Wand and Scroll Mastery
     3 Tier1 (1) Wand and Scroll Mastery
     4 Tier1 (1) Wand and Scroll Mastery
     5 Tier1 (1) Infernal Nature
     6 Tier2 (2) Infernal Resistance I: Infernal Resistance (Cold)
     7 Tier2 (1) Traditionalist Caster
     8 Tier2 (1) Traditionalist Caster
     9 Tier2 (1) Traditionalist Caster
    10 Tier3 (1) Inceneration
    11 Tier3 (1) Infernal Resistance II: Infernal Resistance (Acid)
    12 Tier2 (1) Infernal Defense
    13 Tier2 (1) Infernal Defense
    14 Tier2 (1) Infernal Defense
    15 Tier4 (1) Infernal Sovereign: Infernal Sovereign (Cold)
    16 Tier4 (2) Incineration
    ------------------------------------------------------------------------------------------
    Bombardier - Points spent: 42
     1 Core ·(1) Alchemical Resistance
     2 Tier1 (1) Spellvial Selection: SLA: Vial of Frost
     3 Tier1 (1) Spellvial Selection: SLA: Vial of Frost
     4 Tier1 (1) Spellvial Selection: SLA: Vial of Frost
     5 Tier1 (1) Magical Subtlety
     6 Tier1 (2) Spell Critical: Elemental and Poison I
     7 Core ·(1) Arcane Oil
     8 Tier2 (2) Stone of the Savant
     9 Core ·(1) Liquid Power I: Liquid Power: Cold
    10 Tier3 (2) Intelligence I
    11 Tier2 (2) Spell Critical: Elemental and Poison II
    12 Tier3 (2) Spell Critical: Elemental and Poison III
    13 Tier1 (1) Magical Subtlety
    14 Tier1 (1) Magical Subtlety
    15 Tier2 (2) Efficient Metamagics I: Efficient Maximize
    16 Core ·(1) Liquid Power II: Liquid Power: Cold
    17 Tier4 (2) Intelligence II
    18 Tier4 (2) Spell Critical: Elemental and Poison IV
    19 Tier4 (2) Burning Ambition
    20 Tier2 (2) Efficient Metamagics I: Efficient Maximize
    21 Core ·(1) Liquid Power III: Liquid Power: Cold
    22 Tier5 (1) Weakening Mixture: Weakening Mixture: Cold
    23 Tier5 (1) Conjuration Focus
    24 Tier5 (1) Inferno of Creation
    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 Tier2 (2) Efficient Metamagics I: Efficient Maximize
    30 Core ·(1) Multivial: SLA: Multivial of Frost
    ------------------------------------------------------------------------------------------
    Feydark Illusionist - Points spent: 12
     1 Core ·(1) Find Familiar: White Cat
     2 Tier1 (1) Feydark Explorer
     3 Tier1 (1) Feydark Explorer
     4 Tier1 (1) Feydark Explorer
     5 Tier1 (1) Study the Arcane
     6 Core ·(2) Ability I: Intelligence
     7 Tier2 (2) Bend Light
     8 Tier1 (1) Study the Arcane
     9 Core ·(1) Greater Color Spray
    10 Tier1 (1) Study the Arcane
    ------------------------------------------------------------------------------------------
    Apothecary - Points spent: 9
     1 Core ·(1) Determination
     2 Tier1 (1) Soothing Poultices
     3 Tier1 (1) Soothing Poultices
     4 Tier1 (1) Soothing Poultices
     5 Tier1 (1) Energy of the Scholar
     6 Core ·(1) Alchemical Shield
     7 Tier2 (1) Hale & Hearty
     8 Tier2 (1) Hale & Hearty
     9 Tier2 (1) Hale & Hearty
    ------------------------------------------------------------------------------------------
    
    Active Destiny Tree
    ------------------------------------------------------------------------------------------
    Draconic Incarnation - Points spent: 25
     1 Core ·(0) Draconic Bloodline I
     2 Core ·(0) Draconic Bloodline II
     3 Core ·(0) Draconic Bloodline III
     4 Core ·(0) Draconic Bloodline IV
     5 Core ·(0) Draconic Bloodline V
     6 Core ·(0) Draconic Fury
     7 Tier1 (2) Ability I: +1 Intelligence
     8 Tier1 (1) Energy Sheath: Cold
     9 Tier1 (1) Energy Sheath: Cold
    10 Tier2 (2) Ability II: +1 Intelligence
    11 Tier2 (1) Precise Casting: Conjuration / Evocation: Draconic Incarnation: Conjuration
    12 Tier2 (1) Precise Casting: Conjuration / Evocation: Draconic Incarnation: Conjuration
    13 Tier3 (2) Ability III: +1 Intelligence
    14 Tier3 (1) Dragon Heritage: Draconic Incarnation: Dragon Heritage: White
    15 Tier3 (1) Dragon Heritage: Draconic Incarnation: Dragon Heritage: White
    16 Tier3 (1) Dragon Heritage: Draconic Incarnation: Dragon Heritage: White
    17 Tier4 (1) Dragon Spell Knowledge
    18 Tier4 (1) Dragon Spell Knowledge
    19 Tier4 (1) Dragon Spell Knowledge
    20 Tier4 (2) Ability IV: +1 Intelligence
    21 Tier5 (2) Ability V: +1 Intelligence
    22 Tier6 (2) Ability VI: +1 Intelligence
    23 Tier6 (1) Draconic Hunger
    24 Tier6 (1) Fearsome Invulnerability
    25 Tier5 (1) Dragon Breath
    ------------------------------------------------------------------------------------------
    
    Twists of fate - 18 of 26 Fate points spent.
    ------------------------------------------------------------------------------------------
    Twist 1 - Tier 3: Fatesinger: Arcane Hymn
    Twist 2 - Tier 2: Magister: Spell School Specialist: Spell School Specialist: Conjuration
    Twist 3 - Tier 1: Unyielding Sentinel: Divine Energy Resistance
    Twist 4 - Tier 1: Magister: Ability I: +1 Intelligence
    
    Dire Thaumaturge - Points spent: 17
     1 Core ·(1) Reaper's Arcanum I
     2 Tier1 (1) Reaper's Focus I
     3 Tier1 (1) Reaper's Arcana I
     4 Tier1 (1) Reaper's Arcana I
     5 Tier1 (1) Reaper's Arcana I
     6 Tier1 (1) Reapers's Ability I: +1 Intelligence
     7 Core ·(1) Reaper's Arcanum II
     8 Tier2 (1) Reaper's Ability II: +1 Intelligence
     9 Tier2 (1) Reaper's Focus II
    10 Tier2 (1) Reaper's Arcana II
    11 Core ·(1) Reaper's Arcanum III: +1 Intelligence
    12 Tier2 (1) Reaper's Arcana II
    13 Tier2 (1) Reaper's Arcana II
    14 Tier3 (1) Reaper's Focus III
    15 Tier3 (1) Reaper's Arcana III
    16 Tier3 (1) Reaper's Arcana III
    17 Tier3 (1) Reaper's Arcana III
    ------------------------------------------------------------------------------------------
    
    Grim Barricade - Points spent: 4
     1 Core ·(1) Reaper's Defense I
     2 Tier1 (1) Reaper's Constitution I
     3 Tier1 (1) Reaper's Bulwark/Shroud I: PRR
     4 Tier1 (1) Reaper's Bulwark/Shroud I: PRR
    ------------------------------------------------------------------------------------------
    
    Spell Power · · · · · · ·Base · ·Critical Chance· · Critical Multiplier.
    ------------------------------------------------------------------------------------------
    Acid· · · · · · · · · · · 812 · · ·32%· · · · · · · · 30
    Light/Alignment · · · · · 651 · · ·26%· · · · · · · · 30
    Cold· · · · · · · · · · ·1138 · · ·63%· · · · · · · · 65
    Electric· · · · · · · · ·1004 · · ·61%· · · · · · · · 30
    Evil· · · · · · · · · · · 636 · · ·26%· · · · · · · · 30
    Fire· · · · · · · · · · · 807 · · ·36%· · · · · · · · 30
    Force/Untyped · · · · · · 865 · · ·57%· · · · · · · · 30
    Negative· · · · · · · · · 615 · · ·26%· · · · · · · · 30
    Physical· · · · · · · · · 636 · · ·26%· · · · · · · · 30
    Poison· · · · · · · · · · 802 · · ·32%· · · · · · · · 30
    Positive· · · · · · · · · 618 · · ·26%· · · · · · · · 30
    Repair· · · · · · · · · · 611 · · ·26%· · · · · · · · 30
    Rust· · · · · · · · · · · 611 · · ·26%· · · · · · · · 30
    Sonic · · · · · · · · · · 595 · · ·26%· · · · · · · · 30
    Universal · · · · · · · · 134 · · ·26%· · · · · · · · 30
    ------------------------------------------------------------------------------------------
    
    Spells· · · · · · · · · · · · · · · · · · · School· · · · ·DC
    ------------------------------------------------------------------------------------------
    Alchemist Spells
    L1: Curative Admixture: Cure Light Wounds · Conjuration · · 94
    L1: Elemental Skin· · · · · · · · · · · · · Transmutation · 76
    L1: Stiffen Skin· · · · · · · · · · · · · · Transmutation · 76
    L1: Vial Smash: Acid· · · · · · · · · · · · Conjuration · · 94
    L1: Vial Smash: Fire· · · · · · · · · · · · Conjuration · · 94
    L2: Bottled Boost: Spell· · · · · · · · · · Transmutation · 77
    L2: Cold Spike· · · · · · · · · · · · · · · Conjuration · · 95
    L2: Curative Admixture: Cure Moderate WoundsConjuration · · 95
    L2: Greater Venom Vial· · · · · · · · · · · Conjuration · · 95
    L2: Melt Armor· · · · · · · · · · · · · · · Conjuration · · 95
    L3: Displacement Draught· · · · · · · · · · Transmutation · 78
    L3: Flash Freeze· · · · · · · · · · · · · · Transmutation · 78
    L3: Greater Liquid Courage· · · · · · · · · Transmutation · 78
    L3: Melt Lock · · · · · · · · · · · · · · · Transmutation · 78
    L3: Molotov Cocktail· · · · · · · · · · · · Conjuration · · 96
    L4: Cindersmoke · · · · · · · · · · · · · · Conjuration · · 97
    L4: Curative Admixture: Cure Critical WoundsConjuration · · 97
    L4: Smoke Bomb· · · · · · · · · · · · · · · Transmutation · 79
    L4: Vein Freeze · · · · · · · · · · · · · · Conjuration · · 97
    L4: Voltaic Burst · · · · · · · · · · · · · Conjuration · · 97
    L5: Flashbang · · · · · · · · · · · · · · · Transmutation · 80
    L5: Flesh to Gold, Mass · · · · · · · · · · Transmutation · 80
    L5: Greater Evolution · · · · · · · · · · · Transmutation · 80
    L5: Multivial of Flame· · · · · · · · · · · Conjuration · · 98
    L5: Multivial of Frost· · · · · · · · · · · Conjuration · · 98
    L6: Curative Admixture: Heal· · · · · · · · Conjuration · · 99
    L6: Dust of Confusion · · · · · · · · · · · Transmutation · 81
    L6: Elemental Combination · · · · · · · · · Conjuration · · 99
    L6: Gold Breath · · · · · · · · · · · · · · Conjuration · · 99
    L6: Goldskin Potion · · · · · · · · · · · · Conjuration · · 99
    ------------------------------------------------------------------------------------------
    
    Spell Like / Special Abilities
    ------------------------------------------------------------------------------------------
    Dismiss Charm · · · · · · · · · · · · · · · 
    Magic Missile · · · · · · · · · · · · · · · 
    Arcane Pulse· · · · · · · · · · · · · · · · 
    Divine Energy Resistance· · · · · · · · · · 
    Vial of Frost · · · · · · · · · · · · · · · 
    Frost Obliteration· · · · · · · · · · · · · 
    Multivial of Frost· · · · · · · · · · · · · 
    Greater Color Spray · · · · · · · · · · · · 
    ------------------------------------------------------------------------------------------
    
    Equipped Gear Set : Standard
    ------------------------------------------------------------------------------------------
    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 Deepsnow Boots
    · · · · · · · Insightful Constitution +10
    · · · · · · · Quality Constitution +5
    · · · · · · · Freedom of Movement
    · · · · · · · Fortitude Save +17
    · · · · · · · Eminence of Winter
    · · · · · · · Green: 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 Twisthallow Cloak
    · · · · · · · Transmutation Focus VIII
    · · · · · · · Quality Transmutation Focus I
    · · · · · · · Spell Penetration VIII
    · · · · · · · Natural Armor Bonus +19
    · · · · · · · Adherent of the Mists Set (Legendary)
    · · · · · · · Blue: Empty augment slot
    · · · · · · · Mythic: Empty augment slot
    · · · · · · · Reaper: Empty augment slot
    Gloves· · · · Legendary Greensteel Gloves
    · · · · · · · 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
    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 Crown of Snow
    · · · · · · · Fire Shield (Cold)
    · · · · · · · Paragon Cerulean Wave
    · · · · · · · Spell Focus Mastery +7
    · · · · · · · Insightful Spell Focus Mastery +4
    · · · · · · · Eminence of Winter
    · · · · · · · Green: Empty augment slot
    · · · · · · · Mythic: +1 Mythic Shield Boost
    · · · · · · · Reaper: Empty augment slot
    Necklace· · · The Zarash'ak Ward
    · · · · · · · Intelligence +22
    · · · · · · · Quality Spell Focus Mastery +2
    · · · · · · · Quality Potency +41
    · · · · · · · Force Absorption +20%
    · · · · · · · Green: Empty augment slot
    · · · · · · · Yellow: Empty augment slot
    · · · · · · · Blue: Empty augment slot
    · · · · · · · Mythic: Empty augment slot
    · · · · · · · Reaper: Empty augment slot
    Ring1 · · · · Legendary Ring of Winter's Chill
    · · · · · · · Ice Lore +31%
    · · · · · · · Glaciation +214
    · · · · · · · Kinetic Lore +31%
    · · · · · · · Impulse +214
    · · · · · · · Eminence of Winter
    · · · · · · · Green: Empty augment slot
    · · · · · · · Mythic: Empty augment slot
    · · · · · · · Reaper: Empty augment slot
    Ring2 · · · · 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
    Trinket · · · Legendary Deep Promise Onyx
    · · · · · · · Quality Intelligence +5
    · · · · · · · Insightful Negative Healing Amplification +43
    · · · · · · · Quality Negative Healing Amplification +22
    · · · · · · · False Life +81
    · · · · · · · Blue: Empty augment slot
    · · · · · · · Mythic: Empty augment slot
    · · · · · · · Reaper: Empty augment slot
    Weapon1 · · · Wild Frost
    · · · · · · · Damage and Type 7[1d6+2] + 15 Slash, Magic
    · · · · · · · Critical Threat Range 20 x2
    · · · · · · · +15 Enhancement Bonus
    · · · · · · · Glaciation +202
    · · · · · · · Insightful Glaciation +101
    · · · · · · · Ice Lore +29%
    · · · · · · · Conjuration Focus 8
    · · · · · · · Seasons of Change Set
    · · · · · · · Trace of Madness: Subtle Ambition
    · · · · · · · Red: Empty augment slot
    · · · · · · · Mythic: Empty augment slot
    · · · · · · · Reaper: Empty augment slot
    Weapon2 · · · The Heart of the Prince
    · · · · · · · +15 Orb Bonus
    · · · · · · · Lifeblood of the Undead Prince
    · · · · · · · Constitution +21
    · · · · · · · Energy Siphon X
    · · · · · · · Ghostly
    · · · · · · · Eminence of Winter
    · · · · · · · Purple: Empty augment slot
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    Ultimately, I'm just wondering if there are simple things I'm overlooking to make the character more viable (potentially best 2-3 filigrees because that should be reasonably doable with the massive amount of outdated junk I have hoarded {bonus points for if it's Int/Cha neutral for a future Cold Sorc life}) and around where the viability will fall.
    Can I get +2 Int or +2 DCs somewhere without sacrificing much if anything? Are there certain basic, purchasable augments that would be a massive benefit (I'm thinking the +32 prr/mrr off the top of my head and +19 spellcraft for a little extra oomph)? Are there other, relatively accessible items that I should consider that I'm entirely overlooking?
    Should I be able to start doing R1 Harbor at low levels? Will I not be able to do R until a certain level breakpoint? Up until what content/difficulty should these DCs be viable?

    [Edit - Question] Since I have +7 tomes, I'll end up with a lot of weird, odd stats anyway. Is there a specific distribution that might be particularly effective (for example, dropping dex to 13 in order to raise con to 17 ~ 24 dex, 64 con theorized endgame vs 26, 63)

    [Edit - Question] Since I'm already looking at lower DCs than the other optimized builds, is there any point to taking Feydark for color spray? Would those points be better spent trying to get more in apothecary or efficient metas? Would those extra points make it worthwhile to go for Dragonborn to get +3 Conjuration DCs (with a wimpy breath attack that I assume wouldn't be viable for very long if at all)? Should I drop Feydark, some from Apothecary, and any extras from Bombadier to try and get No Mercy in Falconer (didn't check exact numbers, but seems feasible)?

    I've heard don't focus on ice/cold until 12 when you get the immunity bypass, so I was going to focus on fire/acid early on. With the Tiefling racial enhancement, I can easily break 1k (closer to 1.3k minimum with metamagics) with Cold, Fire, and Electric (since voltaic is a given necessity in the first place). Is there anything else I should worry about?

    Thank you very much!
    Last edited by Texturace; 01-19-2021 at 12:12 PM.

  2. #2
    Community Member voxson5's Avatar
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    Here's my take - You may find that without a pile of racial AP to build up the standard power races (Dragonborn & Teifling), you might be better off as drow for the extra int, to help get the DC's?

    As a general base, 41 bomber, 23 falc, 11 feydark, works pretty well. This only leaves a tiny pool of points for racial tree.
    IMO feydark's colour spray is more reliable than stuff like vein freeze to induce helplessness, its also 3x saves so even if not helpless the mob is likely blind and therefore not much of a threat.

    For your twists, I think meld might serve you better then arcane hymm, and sense weakness would be useful as well.

    For your stats, I think you dont need any points in Dex.

    A lot of top end power comes from gear, and thats just a pile of grind away

    Acid & fire are pretty good for leveling. Strimtom just put up a build for an ice bomber, and his stream has the leveling experience.

    You might find that after 6 or definately 12, r1-4 is feeling a bit too easy...
    Last edited by voxson5; 01-19-2021 at 01:17 PM.

  3. #3
    Community Member Texturace's Avatar
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    Quote Originally Posted by voxson5 View Post
    Here's my take - You may find that without a pile of racial AP to build up the standard power races (Dragonborn & Teifling), you might be better off as drow for the extra int, to help get the DC's?

    As a general base, 41 bomber, 26 falc, 11 feydark, works pretty well. This only leaves a tiny pool of points for racial tree.
    IMO feydark's colour spray is more reliable than stuff like vein freeze to induce helplessness, its also 3x saves so even if not helpless the mob is likely blind and therefore not much of a threat.
    So, that was part of my concern as well. With the recent update/fix to color spray, would I hit meaningful DCs? Currently, I'm playing a deep gnome EK (with int to hit/dmg), and I couldn't get that color spray to reliably hit at level in heroics. Thinking about the gear I have (especially since I probably won't bother grinding much if at all for midlevel items beyond making sure I have the sharn set), I don't think I have any general spell focus or illusion focus to casually slot in (although once again, if there's some really solid item for leveling I'm not thinking of off the top of my head, please

    Quote Originally Posted by voxson5 View Post
    For your twists, I think meld might serve you better then arcane hymm, and sense weakness would be useful as well.
    I could definitely see sense weakness being better in that slot, but it would also force me to drop both of the level 1 intelligence and arcane hymn effectively lowering DCs by 1(int by 2) and lowering elemental absorption by 10% (although if Polar Ray is the biggest non-reflex threat, then that doesn't matter since I can sit at 100% cold absorption with energy sheath). My biggest concern there is honestly lowering what is already a subpar DC. While I see the benefit to meld, I figured it wouldn't be entirely necessary with all the CC available to Alch (including smoke bomb) especially since I'm not looking at high reaper content.

    Quote Originally Posted by voxson5 View Post
    For your stats, I think you dont need any points in Dex.
    I was thinking it would be helpful for early leveling just to bump AC by a little bit. If it's a completely inefficient waste, then I definitely wouldn't mind going drow and starting 16con/20int using all my character points.

    But let's see... going drow would give me +1 DC which would counteract the arcane hymn/int twists making me feel significantly less bad about twisting in sense weakness. Going Falconry would then be giving me that 60% helpless damage which is massive if I get DCs high enough. It would mean that I can't get fire SP equal to cold, but then I would just swap fire multivial for electric and call it a day. I lose a bit of crit chance, but again, that 30% damage from No Mercy is definitely worth it. I guess the biggest question is just the necessity of the feydark tree because I'm not sure what the DC requirements are and I'm not sure about consistent illusion DCs while leveling.

  4. #4
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    You can put together a functional beginner alchemist gearset at level cap that doesn't include any raid gear:

    3pc Esoteric Initiate
    Ravenloft belt for enhanced spellpower
    Zarash'ak Ward artifact
    Rings: Shattered Onyx with Insightful INT 10, Celestial Sapphire with 21 CON
    Mainhand: Wild Flame
    Offhand: Nightmother's Scepter

    Just realize you will be struggling in high skull reapers with it:
    * -6 INT (-3 DC) from racial past lives, racial completionist, heroic completionist. You'll also be missing out on additional INT/DCs from lack of sentient jewel slots (said you only have 2-3 filigree slots in your sentient jewel). And I'm assuming you don't have all of the reaper INT and DC enhancements.
    * You probably don't have all the twists available, or the fate points for the twists you want. You really want a minimum of Conjuration Augmentation and Conjuration Specialist twisted, along with Meld Into Darkness.
    * Without the crit spell damage from LGS 4pc material, you're doing medicore damage.

    Dragonborn is the best race choice for alchemist: +1 CL, +2 MCL, +30 spellpower, Wings, +3 Conjuration DC.

    The optimal alchemist split is 41 Bombadier, 11 Feydark, 23 Falconry, and 21 Dragonborn if you have all the past lives and tomes. Realistically, you're going to pull AP out of Falconry to get all the Dragonborn goodies. Without the DCs to make mobs helpless, it doesn't make sense to focus on increasing your helpless damage (T4 Falconry).
    Last edited by Carpone; 01-19-2021 at 11:48 AM.
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  5. #5
    Community Member Texturace's Avatar
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    Quote Originally Posted by Carpone View Post
    You can put together a functional beginner alchemist gearset at level cap that doesn't include any raid gear:

    3pc Esoteric Initiate
    Ravenloft belt for enhanced spellpower
    Zarash'ak Ward artifact
    Rings: Shattered Onyx with Insightful INT 10, Celestial Sapphire with 21 CON
    Mainhand: Wild Flame
    Offhand: Nightmother's Scepter
    I think the gearset I have posted is slightly better, but I'm not super confident about the winter ring and cloak.

    Quote Originally Posted by Carpone View Post
    Just realize you will be struggling in high skull reapers with it:
    * -6 INT (-3 DC) from racial past lives, racial completionist, heroic completionist. You'll also be missing out on additional INT/DCs from lack of sentient jewel slots (said you only have 2-3 filigree slots in your sentient jewel). And I'm assuming you don't have all of the reaper INT and DC enhancements.
    * You probably don't have all the twists available, or the fate points for the twists you want. You really want a minimum of Conjuration Augmentation and Conjuration Specialist twisted, along with Meld Into Darkness.
    * Without the crit spell damage from LGS 4pc material, you're doing medicore damage.
    I completely understand and respect that. I should have enough fate points for both Conjuration twists, but I feel like that's a bit redundant. Why would I need to lower reflex save IF I'm already hitting (assuming I hit consistently)?
    I will have the LGS Crit Damage. It IS raid gear, but it's also something I already have (well... at least all the mats necessary according to the planner).
    I don't have all the reaper INT/DC enhancement ~ 21 points, but I feel like that counts for something. That's enough for +4 int and +3DC for a total of +5 to DCs allowing me to break 100 on multivials which, if I understand correctly, are CC monsters with the Legendary Crown of Snow

    Quote Originally Posted by Carpone View Post
    Dragonborn is the best race choice for alchemist: +1 CL, +2 MCL, +30 spellpower, Wings, +3 Conjuration DC.

    The optimal alchemist split is 41 Bombadier, 11 Feydark, 23 Falconry, and 21 Dragonborn if you have all the past lives and tomes. Realistically, you're going to pull AP out of Falconry to get all the Dragonborn goodies. Without the DCs to make mobs helpless, it doesn't make sense to focus on increasing your helpless damage (T4 Falconry).
    I recognize that Dragonborn is the best if I'm sitting on all the racial APs. I think pulling out of Falconry to get all the Dragonborn goodies is a great suggestion if I'm not going to be able to hit the DCs to make mobs helpless. The question is, if I'm never really planning on running above R3/R4, will I really have those issues (especially given the aforementioned DCs with Crown of Snow)?

    Would the caster level and conjuration DC (assuming it's padding rather than a necessity) really outweigh the 30% helpless damage?

  6. #6
    Community Member voxson5's Avatar
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    Quote Originally Posted by Texturace View Post
    I should have enough fate points for both Conjuration twists, but I feel like that's a bit redundant. Why would I need to lower reflex save IF I'm already hitting (assuming I hit consistently)?
    Quote Originally Posted by Texturace View Post
    I recognize that Dragonborn is the best if I'm sitting on all the racial APs. I think pulling out of Falconry to get all the Dragonborn goodies is a great suggestion if I'm not going to be able to hit the DCs to make mobs helpless. The question is, if I'm never really planning on running above R3/R4, will I really have those issues (especially given the aforementioned DCs with Crown of Snow)?
    So, even if you pull out of falconry, being able to meaningfully CC is just super, and dragonborn's caster/max caster boost will increase damage anyway - here's where sense weakness also helps pull up damage even more. If you can induce helplessness, you can easily kill it.

    You could always try different races and see how they work out.

  7. #7
    Community Member Texturace's Avatar
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    Quote Originally Posted by voxson5 View Post
    So, even if you pull out of falconry, being able to meaningfully CC is just super, and dragonborn's caster/max caster boost will increase damage anyway - here's where sense weakness also helps pull up damage even more. If you can induce helplessness, you can easily kill it.

    You could always try different races and see how they work out.
    So, I've never really done a straight-up caster. What is the math on the +2 MCL vs an extra 30% damage vs helpless? I'd imagine it's just a consistent ~20% boost to typically MCL 10 spells... which if that's the case, would be far more consistent than occasionally getting 30% (especially since it gets better DCs)
    Last edited by Texturace; 01-19-2021 at 02:05 PM.

  8. #8
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    Quote Originally Posted by Texturace View Post
    I think the gearset I have posted is slightly better, but I'm not super confident about the winter ring and cloak.
    If 20% HP keeps you from getting one shot, then it's good. First rule of reapers: Don't get one shot.

    I completely understand and respect that. I should have enough fate points for both Conjuration twists, but I feel like that's a bit redundant. Why would I need to lower reflex save IF I'm already hitting (assuming I hit consistently)?
    Mobs will be consistently saving in Sharn+ content. That's Sharn, Cogs, Docks, Gatekeepers, Feywild. That's 40 legendary quests out of 74 that are worth running at level cap. So half the time you're going to be extremely challenged to land damage and CC like Flash Freeze, Glue Bomb or Salt Crystals. You can't rely on procs from Crown of Snow all the time.

    I will have the LGS Crit Damage. It IS raid gear, but it's also something I already have (well... at least all the mats necessary according to the planner).
    I'm talking about LGS 4pc material, not your LGS 35% crit dmg gloves. You can also get Opposition bonus as well.

    If you're going to factor in LGS, then the setup changes considerably. LGS offhand fire/neg/fire is going to give you 187 fire spellpower (compared to 202 from the belt), but also give you Ash. Ash is up to -21 MRR, so it's a huge DPS increase. It's also why fire is the preferred element for nukers.

    will I really have those issues (especially given the aforementioned DCs with Crown of Snow)?

    Would the caster level and conjuration DC (assuming it's padding rather than a necessity) really outweigh the 30% helpless damage?
    I've got every source of INT and DC possible as an alchemist, and landing CC in Sharn+ content requires boosting with reactions, reaper charges and/or Arcane Insight, depending on the mob type. Feywild mobs have stupidly high saves. Everyone is going to complain about them, even the 150 DC Necro sorc.
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  9. #9
    Community Member voxson5's Avatar
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    Quote Originally Posted by Texturace View Post
    So, I've never really done a straight-up caster. What is the math on the +2 MCL vs an extra 30% damage vs helpless? I'd imagine it's just a consistent ~20% boost to typically MCL 10 spells... which if that's the case, would be far more consistent than occasionally getting 30% (especially since it gets better DCs)
    I think it is a bit less than that, but it is an increase.

    For example, I'm currently doing racials using alchemist, and am using Carpone's base template for feats & enhancements - @ lv 18 right now on my halfling, and outside of quests, I cast sla vial & obliteration + spell greater vial & multivial @ lv 22. So casting +2 higher is ~10% more damage. Elemental combination is cast at lv 19.
    (I'm running dreadkeeper + stygian because I have these & it fits my years old CC gearset better than esoteric, if that makes a difference, and poison is a fort save for half not reflex save for nothing with evasion mobs, and chilling darkness for free sp).

    For alchemist play, IMO it's probably more important to learn when and how best to spike than fret about stuff,as this can especially make up for less gear etc - Carpone will probably be the best to guild this.

    Otherwise, you might like youtube vids like https://www.youtube.com/watch?v=iCKWjZ085Zg

  10. #10
    Community Member Texturace's Avatar
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    Quote Originally Posted by Carpone View Post
    If 20% HP keeps you from getting one shot, then it's good. First rule of reapers: Don't get one shot.


    Mobs will be consistently saving in Sharn+ content. That's Sharn, Cogs, Docks, Gatekeepers, Feywild. That's 40 legendary quests out of 74 that are worth running at level cap. So half the time you're going to be extremely challenged to land damage and CC like Flash Freeze, Glue Bomb or Salt Crystals. You can't rely on procs from Crown of Snow all the time.
    Well, then it's good that this isn't meant to be a sit at cap character. It's going to be Alch PL and potentially 1 or 2 EPLs and some raiding for items I wouldn't have access to otherwise. I guess I shouldn't quite be worrying as much for endgame.


    Quote Originally Posted by Carpone View Post
    I'm talking about LGS 4pc material, not your LGS 35% crit dmg gloves. You can also get Opposition bonus as well.

    If you're going to factor in LGS, then the setup changes considerably. LGS offhand fire/neg/fire is going to give you 187 fire spellpower (compared to 202 from the belt), but also give you Ash. Ash is up to -21 MRR, so it's a huge DPS increase. It's also why fire is the preferred element for nukers.
    That's really good to know. I don't know all the intricacies of GS or LGS, so I really appreciate that. Thanks!

    Quote Originally Posted by voxson5 View Post
    I think it is a bit less than that, but it is an increase.

    For example, I'm currently doing racials using alchemist, and am using Carpone's base template for feats & enhancements - @ lv 18 right now on my halfling, and outside of quests, I cast sla vial & obliteration + spell greater vial & multivial @ lv 22. So casting +2 higher is ~10% more damage. Elemental combination is cast at lv 19.
    I think I know what I'll be running with now. Dragonborn, drop Falconry since I can't get No Mercy, invest a bit more in Feydark/Bomb. Thanks for the advice!

  11. #11
    Bounty Hunter slarden's Avatar
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    OP, you are thinking about things the right way. There is alot of evangelism about 4 pc LGS set but that set comes with a cost as well and the benefits are often overstated.

    From a straight-up math perspective the claims that your dps will be "mediocre" are highly exaggerated. Here is the math on it.

    Crit Chance
    Magical Training: 5
    Legendary Ring of Winter's Chill: 31
    Exceptional Bonus (Robe): 15
    Energy Criticals: 9
    Bombadier: 4
    Filigree: 5
    Crit Chance: 69%

    Crit Multiplier Before LGS 4-piece set
    Base: 100
    Critical Bonus: 100
    Draconic Incarnation: 60
    Scion of the Plane of Fire: 25
    Liquid Power Cold: 2
    Enhancement Bonus (1 piece LGS): 20
    Insight Bonus (1 piece LGS): 20
    Quality Bonus (1 piece LGS): 5
    Total: 322

    So using a damage of 100 as our base

    31% X 100 + 69% x 322 = 253.18

    Now add 30% for 4-piece LGS and you have

    31% x 100 + 69% x 352 = 273.88

    273.88/253.18 = 1.0818 or a 8.18% increase in damage which doesn't even factor the extra spellpower from your belt so in reality it's less than this. It's definitely MORE dps, but it isn't so important damage goes from top tier to mediocre. So to put that in perspective, if a boss fight takes 60 seconds with 4-piece LGS it will take just under 65 seconds without 4-piece LGS which certainly doesn't constitute mediocre if 60 seconds is top-tier.

    When Night Revels opens up try to get a Reveler's Regalia so you can turn on the 25% festive crit damage that lasts for 90 seconds. Use that when you need dps the most - for example marking the lob for the 2nd and 3rd times in lord of blades.

    As far as your gearset - I like it - I would offer one tweak. Move LGS to your cloak and use either gloryborne gloves for more DC or legendary sunstone gauntlets for gloves giving you insightful physical sheltering +26, devotion 214, healing lore 31, wizardry 440. Using the orb instead of another weapons allows you to benefit from +20 MRR and +20 MRR Cap. don't worry about spell pen in your main gear. If you need it you can swap in nightmother's as your main weapon for spell pen since you have the ring for glaciation and ice lore.

    Relying on your orb for Con 21 means you can't really use off-hand LGS. LGS Salt is absolutely broken because there is no save so you get amazing cc that scales to high reaper. For your goal of running R3-R4 SALT isn't really needed. In fact I agree with what was said earlier about greater color spray from feydark illusionist being something worth considering. Greater color spray works well on reapers and doesn't have a spell pen check.

    Ash and Ooze are great off-hands for debuffing, but it simply means taking a little longer for boss fights - so not a must, but helpful. LGS debuffers is something you can look into later and not get bogged down worrying about what you don't currently have. I do think ash in the off-hand is a good idea once you have the mats - but you will do fine without out it until then. To make that work you can go with Celestial Sapphire Ring for Con 21, use Legendary Cloak of winter as your 4th piece and then LGS gloves for your 35% crit damage boost. Then you can switch between various things in your off-hand, SALT for cc, Ash for debuffing, various orbs for defensive and other purposes. Those can take a while to accumulate unless you make an alt for raiding while you TR. The main thing is you don't have to have all those things before you play alchemist.

    I agree with your recent post - going with dragonborn, giving up no mercy and splashing feydark illusionist for greater color spray. The bottom line is having enemies helpless reliably is more important than helpless damage boosts. Generally helpless damage boosts are really only needed in high skulls unless someone is trying to pad their kill count. The last thing I am worried about in a quest is how to deal with helpless mobs - they go down so quick.

    Arcane hymn is really good, but I would take meld into darkness over it. There are so many times when it's helpful to have a way to reduce incoming damage.

    As far as reaper points and past lifes - 14 reaper points gets you most of the DC benefits from the reaper trees. You are getting 4 int and +3 DC and missing only the +1 DC, +1 Int from the top tier and the DC boost clicky. For your goal of running R3-R4 you won't need all those past lifes as a blaster.

    Good luck with your build! I think it will go great!
    Last edited by slarden; 02-04-2021 at 09:58 AM.
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