Hi everyone
To get an alchemist and deep gnome life out of the way, I'm building an inquisitor. Finally a use for the Storm heavy crossbow I've been saving since forever! In epics I'll either epic-fy Storm or rely on a Thunderforged and later Morninglord's.
I'm stuck with the 1 Iconic wizard level because I'm too cheap to hearth it out for just a past life.
So far I have my mind set up on a 12 alchemist / 2 artificer split:
- Level 12 alchy provides core 3 Vile Chemist for plenty of poison damage, evasion and 1 level 5 spell (greater elemental weapons evidenctly).
- Level 2 arty yields the mucho tasty runewarm use, trapmaking, Rapid Reload for free, 2 Crossbow Training enhancements for extra damage and the Conjury bolts spell. AP is really tight on this build so that saves one AP on conjure bolts in the Inq tree.
- Level 1 wiz leaves me with a free Extent feat, Nightshield spell, Protection From Evil spell and Soundblast spell for breakables.
I'm at a loss about how to split the other 5 levels, in particular whether to level it at 1 wizard level or just go PM. My options are:
Option 1: Alch12 / Art2 / Wiz 6
Level 6 Pale Master mainly serves to give me negative spellpower, which is otherwise pretty difficult to build up in a ranged build. I understand that poison damage scales with negative spellpower.
It also grants Lich (and situationally Wraith) form, negative healing amplification and PRR. And 1 extra feat and some bonus wizard spells. The Inflect critical wounds from alchy can then serve as healing spell.
Note sure if this works: does Unholy Avatar (tier 4) work on "Inflict Weariness" (core 2)? Not terribly important but just a nice bonus.
Inflict Weariness: Your attacks inflict 2-9 (1d8+1) points of Negative Energy damage to a living target. This scales with 100% Spell Power. Your Vorpal Melee Hits cause Energy Drain, inflicting 1 Negative Level on victims.
Unholy Avatar: You are cloaked in the darkness itself, and can reach out with your Negative Energy Spells to taint the Undead with mortality. When you strike an Undead with a damage-dealing Negative Energy Spell, it leaves a lingering weakness to Negative Energy that bypasses an Undead's natural resistance to Negative Energy for 20 seconds. Bug: Negative energy damaging spells that deal damage in this way do not apply on-spell hit effects.
Option 2: Alch 15 / Art 4 / Wiz 1
Level 15 alchy gives 1 other bonus feat and a level 6 spell, for the Heal or Goldskin Potion.
Level 4 arty gives yet another bonus feat and the Lucky Cape spell (saves bonus that is supposed to stack with everything), Infused Weapons (core 2) and 2 more Crossbow Training enhancements.
Option 3: Alch 16 / Art 3 / Wiz 1
Level 16 alchy gives 2 bonus feats and more freedom with my spell selection.
Level 3 arty still gives my Lucky Cape, Infused Weapons and 1 more Crossbow Traning.
Option 3 seems a better option than 2 because the alchy bonus feats are just better than the arty ones. Level 17 alchy gives very little exttra on top of 16 alchy.
What does everyone think: to PM or not to PM? Does negative spellpower really work with poison damage from the VC tree?