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Akemii wrote on 2011-01-29 23:14
He wants to start getting into the Alchemy Tab
I just need some skill/skills he should focus on.
He's thinking Water Cannon should be first. But he is willing ot listen to your advice. HELP PLEASE :awesome:
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Sleeperdial wrote on 2011-01-29 23:34
Life drainLife drainLife drainLife drainLife drainLife drainLife drainLife drainLife drainLife drainLife drainLife drainLife drainLife drainLife drainLife drainLife drainLife drainLife drainLife drainLife drainLife drainLife drainLife drainLife drainLife drainLife drainLife drainLife drainLife drainLife drainLife drainLife drain.
Cures what ail's ya. :thumb:
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Akemii wrote on 2011-01-29 23:35
Quote from Sleeperdial;310034:
Life drainLife drainLife drainLife drainLife drainLife drainLife drainLife drainLife drainLife drainLife drainLife drainLife drainLife drainLife drainLife drainLife drainLife drainLife drainLife drainLife drainLife drainLife drainLife drainLife drainLife drainLife drainLife drainLife drainLife drainLife drainLife drainLife drain.
Cures what ail's ya. :thumb:
His first offensive skill to rank should be Life Drain?
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Fracture wrote on 2011-01-29 23:36
First priority is almost invariably WC to r5/1. After that, if not already done, Production Mastery to r1 as well.
After that, it gets a bit fuzzy. One route is to work mostly on masteries, in which case one may as well rank all four basic elemental attacks fairly high. Windblast will get MUCH better when uncapped, and Sand Burst does a number on enemies that aggro quickly, if their CP doesn't exceed the limitations. Flame Burst, too, is an incredibly powerful skill. Just based on rough calculations, a fully charged flame burst can easily exceed 12K damage per target over the course of 5 seconds.
Then, too, there's the route of choosing a more advanced skill to work on. These also pair well with masteries, but are typically best ranked individually from one another.
1: Golems are a good way to go, provided he doesn't mind a lot of mining for cuilin stones. Golems quickly become very powerful, and are very good disposable warriors. Ranked alongside Alchemy Mastery and Clay Mastery, they can become very large and powerful quickly.
2: Life Drain can be painful to rank at times, but very strong against pretty much all mobs. The drain and knockback damage remain totally constant, unaffected by def/prot/PD, and can be combined with trans windmilling for staggering results. The downside to Life Drain is that for elemental masteries, since LD crystals are made from all 4 basics, it takes the average of the bonuses. So ((ACM + AFM + AWaM + AWiM) / 4). On the upside, there are very few points where you must actually make the crystals, and on Adv or Hard the ghosts of G13's Act 1 Scene 4 can be farmed for lots of drain crystals (and forest golems.)
3: Heat Buster is a very powerful skill, but has some serious drawbacks. On the upside, it uses 5 fire crystals, meaning no crystal-making is required, and it can do in a single blast roughly 7K+. However, HB requires a build up, meaning another (or several other) offensive alchemical attacks must be used to build the pressure required. Also, as it is ranked, the damage:stamina ratio goes down, making it stronger but less efficient as it is ranked. r1 consumes 50SP per use, making it difficult to spam.
And then of course there's the support skills. Good to rank, even though without some other form of offense they are less than ideal, and have the potential to be devastating.
1: Barrier Spikes only really starts to become useful at r5. At that point, it reflects damage dealt to it upon the attacker, allows you to fire projectile attacks through it, and you're able to summon 3 to surround you. Combined with Tower Cylinders, this can be an alchemist's greatest tool.
2: Frozen Blast can freeze the enemy for up to, in ideal conditions, 52s. Almost a minute with the enemy totally incapable of moving, and with reduced def/prot to boot. This is also a good skill to rank with normal Alchemy Mastery up until AM hits r8 or so, as snowballs are very easy to acquire, making mass production rather efficient.
I'll probably add more later, but I need to get back to studying for my chemistry final.
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Kaeporo wrote on 2011-01-30 00:06
X. Critical Hit - Rank whenever possible
X. Alchemy Mastery - Rank whenever possible
1. Water Cannon: r5/r1 - The bread and butter Alchemy skill. Highly spammable. High damage.
2. Production Mastery: r1 - You'll need the stamina obtained through ranking Production Mastery.
3. Barrier Spikes: r5 - Allows you to deploy walls that prevent the enemy from attacking while you lay into them.
4. Flame Burst: r5/r1 - Flame Burst adds another spammable skill to your arsenal.
4. Summon Golem: r5/r1 - Summon Golem adds an extremely powerful trump card.
5. Chain Cylinder: r1 - Chain Cylinder allows you to passively load multiple charges of water cannon/flame burst/sand burst.
5. Heat Buster: r5/r1 - Deals excellent damage at close range throughout combat. Very powerful. Spammable.
You can work on mastery skills throughout this progression. Eventually you'll want to look into skills like Life Drain, Frozen Blast and Spark. It's also a good idea to put a little bit of AP into wind blast.
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Akemii wrote on 2011-01-30 00:37
Thanks to all who replied. He backed out lmao
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Juno wrote on 2011-01-30 01:19
What a shame. We need more giant representation in the RA pool~
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Akemii wrote on 2011-01-30 01:29
Quote from Juno;310175:
What a shame. We need more giant representation in the RA pool~
What are the advantages of having a GIant Alchemist?
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Juno wrote on 2011-01-30 02:14
It's not so much the advantage of a giant alchemist as diversity in general. I guess it's nice to have an RA full swing through 7 pages, but I wasn't talking from a tactical standpoint.
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Cryosite wrote on 2011-01-30 03:00
It is good that he backed out. It somewhat saddens me when giants forgo their warrior nature and dabble in less honorable forms of combat.
A melee giant is a force to be reckoned with. An alchemist is and alchemist is and alchemist.
Powerful melee combinations and a variety of weapons to suit different situations or... spam some low-medium range attacks and/or rely on golems to do actual serious damage?
Watching a giant in trans go around lobbing water balloons at things makes me shake my head sadly and wonder why they are wasting everyone's time and not using great full swing to get stuff dead.
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Joker wrote on 2011-01-30 03:05
Quote from Cryosite;310448:
It is good that he backed out. It somewhat saddens me when giants forgo their warrior nature and dabble in less honorable forms of combat.
A melee giant is a force to be reckoned with. An alchemist is and alchemist is and alchemist.
Powerful melee combinations and a variety of weapons to suit different situations or... spam some low-medium range attacks and/or rely on golems to do actual serious damage?
Watching a giant in trans go around lobbing water balloons at things makes me shake my head sadly and wonder why they are wasting everyone's time and not using great full swing to get stuff dead.
No Dmg Enchants
Ego
rank 5 Axe Mastery
11k Fullswing
Thank you
Gbye
Edit: I'll post pics when I get off my lazy a$$ and do some more Dmg Checks
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Akemii wrote on 2011-01-30 03:05
Quote from Joker;310449:
No Dmg Enchants
Ego
rank 5 Axe Mastery
11k Fullswing
Thank you
Gbye
Special upgraded weapon do as good?
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Joker wrote on 2011-01-30 03:11
Quote from Pride;310452:
Special upgraded weapon do as good?
Yes yes it would.... except I do get more crit then a upgraded ... but still.. eventually egos should get more love as im sure... +3 already overpowers almost every ego... (im sure devcat/nexon realizes this and will be doing something to offset it, Hopefully its not just okay... max raised to 100 go...) hopefully they add in like a ego mastery or something (probably trans skill tab?) idk.. or in combat tab... >.> (hopefully something) FML
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Username wrote on 2011-01-30 03:12
Quote from Fracture;310041:
First priority is almost invariably WC to r5/1. After that, if not already done, Production Mastery to r1 as well.
After that, it gets a bit fuzzy. One route is to work mostly on masteries, in which case one may as well rank all four basic elemental attacks fairly high. Windblast will get MUCH better when uncapped, and Sand Burst does a number on enemies that aggro quickly, if their CP doesn't exceed the limitations. Flame Burst, too, is an incredibly powerful skill. Just based on rough calculations, a fully charged flame burst can easily exceed 12K damage per target over the course of 5 seconds.
Then, too, there's the route of choosing a more advanced skill to work on. These also pair well with masteries, but are typically best ranked individually from one another.
1: Golems are a good way to go, provided he doesn't mind a lot of mining for cuilin stones. Golems quickly become very powerful, and are very good disposable warriors. Ranked alongside Alchemy Mastery and Clay Mastery, they can become very large and powerful quickly.
2: Life Drain can be painful to rank at times, but very strong against pretty much all mobs. The drain and knockback damage remain totally constant, unaffected by def/prot/PD, and can be combined with trans windmilling for staggering results. The downside to Life Drain is that for elemental masteries, since LD crystals are made from all 4 basics, it takes the average of the bonuses. So ((ACM + AFM + AWaM + AWiM) / 4). On the upside, there are very few points where you must actually make the crystals, and on Adv or Hard the ghosts of G13's Act 1 Scene 4 can be farmed for lots of drain crystals (and forest golems.)
3: Heat Buster is a very powerful skill, but has some serious drawbacks. On the upside, it uses 5 fire crystals, meaning no crystal-making is required, and it can do in a single blast roughly 7K+. However, HB requires a build up, meaning another (or several other) offensive alchemical attacks must be used to build the pressure required. Also, as it is ranked, the damage:stamina ratio goes down, making it stronger but less efficient as it is ranked. r1 consumes 50SP per use, making it difficult to spam.
And then of course there's the support skills. Good to rank, even though without some other form of offense they are less than ideal, and have the potential to be devastating.
1: Barrier Spikes only really starts to become useful at r5. At that point, it reflects damage dealt to it upon the attacker, allows you to fire projectile attacks through it, and you're able to summon 3 to surround you. Combined with Tower Cylinders, this can be an alchemist's greatest tool.
2: Frozen Blast can freeze the enemy for up to, in ideal conditions, 52s. Almost a minute with the enemy totally incapable of moving, and with reduced def/prot to boot. This is also a good skill to rank with normal Alchemy Mastery up until AM hits r8 or so, as snowballs are very easy to acquire, making mass production rather efficient.
I'll probably add more later, but I need to get back to studying for my chemistry final.
Frac, your Heatbuster numbers are off. Heatbuster wont crit that much unless their ice element monsters.
Normally my Heatbuster hits 1900-2700. Crits 1.5x etc etc.
Heatbuster only crits that high on Ice Mobs or Tower Cylinder.
Otherwise his information is one that should be followed. Rank Critical to 1 to fully use alchemy to its potential.
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Joker wrote on 2011-01-30 03:20
Quote from Username;310465:
Frac, your Heatbuster numbers are off. Heatbuster wont crit that much unless their ice element monsters.
Normally my Heatbuster hits 1900-2700. Crits 1.5x etc etc.
Heatbuster only crits that high on Ice Mobs or Tower Cylinder.
Otherwise his information is one that should be followed. Rank Critical to 1 to fully use alchemy to its potential.
I saw a Royal Alch with rank 1 alch master, Rank 1 Heat buster, IN G12 tower cylinder
Crit 8500....(It was on a person I believe to, if not it was a red or Brown bear). I believe he is wrong and so are you....
with g13 it should crit about 10k .... (with a RA and other set stuff) add in Volcano cyl.... possible 8.5-10k w/o using tower**