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Instruction manual for alchemists




[SIZE="6"]Part 1: Alchemists' Role[/size]

Alchemists are not known for their high damage output, nor are they known for flashy skills. However, one thing that makes alchemists very useful in a party is their support role. See a party mate getting hit? Knock the enemy backwards. Heavily multi-aggroed? Burn ALL the creatures. Awfully hard boss to kill? Chill out. No biggie.:hypno:

If you think you’re a hotshot and want to be the ultimate player in mabi, then no, leave this guide and maybe read up Gunnery. Or puppetry. Or whatever. I don’t care. All in all, alchemists are mainly support characters on the battlefield.


[SIZE="6"]Part 2: Types of Alchemists[/size]
There are 2 Main categories as defined by Devcat: Battle alchemists and Construction alchemists. As their name suggests, battle alchemists mainly support in battle, while construction alchemists mainly play support in construction of items, namely blacksmithing, tailoring, you know the drill.:whistle:

IMHO, construction skills are more versatile but rather dull:gloom3:, especially if you’re just starting out. If you’re going to start out as an Alchemist, go for Battle alchemy first. Eventually you will be going over both categories and use skills from both sides.

In reality, instead of having two big factions, Alchemists in game are usually categorized by the elements of the skill they use most, namely: Water Alchemy, Fire Alchemy, Wind Alchemy and Clay Alchemy. Personally, I am a Wind Alchemist, but I’m not all that specialised so I’m more of a hybrid player.

Water Alchemy gives the highest range, single target DPS; Fire Alchemy gives the highest close range, multi-target DPS; Wind Alchemy doesn’t really deal damage at all, but is (IMO the ultimate) offensive support; Clay Alchemy is the defensive support.


Choose your favourite playstyle and invest in it. Feel free to go hybrid as you see fit. This is a guide, not a rulebook. There’s a lot of difference in experiencing it yourself than listening about it, so I can’t predict and tell you the perfect method to do what under what circumstances.:sing:


[SIZE="6"]Part 3: Skill Ranking Priority[/size]
[SIZE="4"]Tier I: If you don’t have these skills you fail as an alchemist[/SIZE]
:mad3:
Water Cannon:
[INDENT]Your general all versatile skill. Water Cannon is Fast, High damage, is Superior in range than most other alchemy skills you will see in the game, and most importantly, Safe. At close/moderate range, pushback will definitely occur regardless of the skill the enemy has loaded.

Unless you have other skill sets developed and can rely on, do rank this up as you can solo much easier with it. You can achieve the highest dps on most monsters with this skill too.:thumb:
[/INDENT]


Flame Burst:
[INDENT]Your main man in multi aggro control. Unlike Water Cannon, Flame burst is horribly slow compared to other skills. However, this is in fact an advantage in multi aggro when you put its multiple aoe damage into consideration. Flame burst excutes bursts of flame with low damage but high critical rate one by one, and can catch not only the crowd of monsters you originally used it on, but also stray monsters walking into it.

*Cough*Technically, it's not high critical rate, but rather its ability to ignore protection.:fail2: But I'm still going to keep it in because it's pretty much the same thing against high lever monsters.Pushback will also occur on the last hit of flame burst. However, this skill has a rather short range, so in comparison, water cannon is still the better choice for bridging combos.

Each hit of flame burst deals much lower damage than that of water cannon, but ultimately in terms of damage per crystal use, as well as putting into consideration of high "critical ratio" not to mention multi-target, Flame burst supercedes Water cannon.:2thumb:

With this skill, you can buy time for your partymates by putting the monsters into constant stun, making it one of the most well-known alchemy skill.
[/INDENT]


Chain Cylinder:
[INDENT]Chain cylinder allows you to load multiple charges of the alchemy skill you’re using atm within the time of one charge. However, this is not 100% but is instead determined by your activation ratio. Even if it activates, you might not charge the maximum count you can get, but only a portion of the charges. Regardless, this skill still shortens the time needed for your basic alchemy needs and is crutial in your DPS.[/INDENT]
FUTURE CONTENT:
[INDENT]
Quote from JoeyDee9;1059717:
chain cylinder is 100% activation for the number of additional charges at that rank. Ex. r6 is 100% chance for +4 charges ever 15 seconds.

Quote from Kaeporo;1090747:
I've heard from credible people that the Flame Burst Duration reforge both does and does not exist in NA Mabinogi. Regardless, if you can land the maximum roll you have a very powerful skill at your disposal.

r1 Flame Burst:
1 hit per second, 5 hits/seconds

r1 Flame Burst w/Flame Burst Duration 20 level
1 hit per second, 9 hits/seconds

r1 Chain Cylinder fully chains an alchemy skill every 10 seconds. The master title reduces this to 9 seconds.

With both the reforge and the master title, every Flame Burst you use will deal 25 times the damage of a single-charge vanilla Flame Burst.

Quote from Zekkii;1091157:
I remember getting flame burst stun duration 20 level on shoes, and it didn't work at all on any charge in any way no matter how you used it. Note stun not attack duration.
[/INDENT]


Masteries:
[INDENT]Depending on the element of the skill you’re using more often, rank up masteries whenever possible. They are a damage multiplier and scales up your damage and effectiveness of the skill significantly.:point:[/INDENT]
FUTURE CONTENT:
[INDENT]
Quote from Kaeporo;1089446:

Elemental Wave
- Improves the effectiveness of the next alchemy skill
Heat Buster +25% Damage
Shock +10% Damage, +300 Range
Life Drain +25% Damage, +10% Recovery
Additionally improves the effectiveness of Summon Golem and Frozen Blast

[/INDENT]
  • wildk wrote on 2013-05-17 14:52
    [SIZE="4"]Tier II: Skills that takes time to get and to adapt[/SIZE]
    Barrier Spikes:
    [INDENT]As its name suggests, Barrier Spikes allows one to hide behind a barrier. At rank 9 it starts reflecting damage towards the enemy attacking it. However, it really shines from rank 5 onwards, because that’s when ranged skills can be used over the spikes, making you a favourite of archers and mage party members.:blush:

    A drawback is that you can’t use any of the fire alchemy skills without risking damaging your barriers themselves. Also, although enemy ranged skills are blocked, enemy alchemy skills are not, meaning shadow alchemists can attack you just fine behind that barrier of yours.

    Fortunately, we won’t get to see enemy alchemists that much of the time. Besides, with a r5+ barrier set up, load your tower cylinder and you can safely operate it without having to worry about getting knocked out of TC mode. You can also draw as much aggro as you want and keep your party members safe, provided that your barrier can tank all the damage.

    Even in the case that your barrier does fail, it will have a 4 second cooldown interval before it breaks, effectively preventing any monsters from reaching you during that time. 4 seconds is more than enough to charge flame burst to burn those suckers who destroyed your barrier.

    Unfortunately, due to anti-trolling measures, barrier spikes can be attack and destroyed by your own teammates too. A pain in the neck, considering how monsters tend to congregate in front of the spikes and how ppl tend to wm a group of monsters without thinking.:shoe:
    [/INDENT]


    Heat Buster:
    [INDENT]The more advanced version of Flame Burst. This deals a single blow AOE splash damage almost equivalent but higher than all 5 charges of Flame Burst of the same rank, and scorches the enemies around the now-corpse you blew up too.

    On the other hand, you are not allowed to use this skill as you wish. You will have to “build up pressure” in your cylinder first by using 5 other alchemy skills prior to this. Even then, you will have a 10 second interval before pressure reduces again provided you weren’t using any alchemy skill during that period of time.:fail3:

    Heat Buster at higher ranks is very useful for insta-kill, and is quite handy to get you or your partymates quickly out of tough situations.
    [/INDENT]


    Life Drain:
    [INDENT]Very AP costly. Quite a pain to get the crystals. Saves your life. Kills your enemy in the process. Earn the cheerleader's respect.

    Life drain drains life (duh) from your enemy at a 1:1 ratio. There is also a knockback damage after draining hp from your target. No pain no gain, except the pain goes to your enemy:lol:. However, what makes life drain spectacular is that the draining portion bypasses pretty much any defense and protection your target has. Which makes killing bosses awfully easy. Just get hit once and go into deadly, and take back what’s rightfully yours.

    When using this skill, remember to get some distance first. Your target is capable of moving during the draining part, but is slowed to a walk. This skill can be loaded while being knocked back, buying you some crutial 2 seconds. If you don’t have the AP to spend on this, try and at least get it up to rank 5. At rank 5 the draining time is shortened and you can quickly go and do other stuff.
    [/INDENT]


    Frozen Blast:
    [INDENT]My personal favourite. Supporting your teammates in mabi is all about buying time. And frozen blast gives your teammates all they can ever want. Frozen blast is an AOE skill that is equivalent to flame burst except that it freezes enemies and loads only once.

    (See Frozen-Blast-Reverse-Thermonuclear-War Post)

    The higher your rank, the longer the freeze duration and defense+protection lowered on the target. Wearing a GM battle alch title in additional to the equipment in the link makes it a full blown minute. Peaca, you say? Take your time spamming fireballs. I’ll go to the toilet in the meantime.:llama_eat:

    Of course, it doesn’t come without flaws. Frozen blast is prone to failures at high cp enemies, and have a 15 second cooldown regardless if you successfully freeze or not. FYI, if you fail, you still have to complete the 2 second animation, which by then you will probably have been interupted by the enemy who aims to make you into minced meat, namely the enemy you used this skill on. Oh, and it’s also AP costly.

    All in all, freeze an enemy, and it’s dead for sure. Very handy against most enemies, will kill you if you use on bosses.:died:

    Update: Forgot to mention, if you have the time to set up barriers before you begin freezing a boss, it WILL save your life.
    Translation: Frozen blast is a skill that needs preperation, not a skill to use in an emergency.
    [/INDENT]


    [SIZE="4"]Tier III: Skills Awfully hard to get/ to use right[/SIZE]
    Wind Blast:
    [INDENT]Wind blast is more of a self-defense skill. You wouldn’t intentionally go out and use it most of the time, but when the time comes it will prove its worth. What it does is that it loads one and one wind crystal only, and, quite frankly, blast your enemy away for spectacular distance, a maximum of 2300, not including cylinder bonuses.

    Wind Blast is also good for repositioning monsters. Always try and blast monsters in the direction of another party member, because this will throw the monster in their range and aoe is a common thing to do even in single aggro combat.

    None of the wind alchemy skills are known for damage. Wind Blast barely scratches the skin of your opponent. Wind Blast’s range is fairly short, similar to that of Flame Burst’s. Similar to life drain, this skill can be loaded when you’re being knocked back. If you’re fighting against an enemy which can run rather quick, wind blast is the key to bridging your combos. In fact, wind blast can throw your enemy so far away that you will have time to position and set up a barrier spike. There is a cooldown time for wind blast if you use it too much, so take caution not to spam it.:oops:
    [/INDENT]
    FUTURE CONTENT:
    [INDENT]
    Quote from Tropa;1073769:
    Additional damage with exactly 1000 HP/Stamina/Mana
    Windblast: +250
    Champions will be able to crit 1k's with windblast.

    Enough said.
    [/INDENT]


    Summon Golem:
    [INDENT]Summoning Golem allows you to summon a pet like golem to follow you around. To have it attack, you will have to sync with it, allowing you to take complete control over it as if it were your own self.

    Yes, at first this sounds like the ultimate gundam where you don’t have to pilot inside it nor worry about it being destroyed since you can always summon another one. Not being inside gundam means that you can have it get killed without any penalties. Not being inside gundam also means that you can and will get interupted if you’re assaulted.

    Did I also mention that all golems attacks with one and one-hit only? And how golems’ base damage isn’t that high, especially when you consider how much more you can do on your own within the same interval of time it takes your golem to even load a skill.

    Higher ranked golems do however have an outstanding critical ratio. I don’t know if they fixed it yet, but sulfur golems used to give enemies sulfur poisoning too. If you lack life drain due to ap concerns, then golems are your second choice. You can finish G3 boss in 2 smashes with a magic golem.

    Also, golems have instinctive reaction, making them fairly useful meatbags. Sync into them, draw some aggro and you can abandon it to survive on its own while you dealing damage somewhere else.
    [/INDENT]


    Shock:
    [INDENT]Now shock is an amazing skill, it stuns and damages all enemies around the person you casted on every specific interval of time, leaving you free to maybe set up some barriers or do a pose. At rank 1, the intervals between each discharge are so short that it makes the person effectively a human shield. This skill almost pratically slows down time for the enemies around you, not to mention looks rather cool too:awesome:.

    HOWEVER. A very big however here. The ordeal you have to go through to get the skill is simply A-W-F-U-L. You are better off buying the pages from page 6 and onwards. They don’t come cheap either. Also, this skill is the most AP costly skill in alchemy as of current. The materials for the crystals take some time to get too.

    So unless you have ranked everything else in the previous Tiers, leave this later. You can collect the pages while ranking other skills, if you get really lucky that is.
    [/INDENT]
    FUTURE CONTENT:
    [INDENT]
    Quote from Kaeporo;1073379:
    They killed the value of Synthesis and dropped Shock down to 20 seconds.

    Quote from BecomeMeguca;1078995:
    Shock spammable now though. Good to see that even if duration is 20 secs
    [/INDENT]
  • wildk wrote on 2013-05-17 14:53
    Rain Casting:
    [INDENT]Rain Casting is incredibly useful in production skills, giving quite a lot of bonuses I won’t mention here due to the fact that I have a low rank Rain Cast and I’m too lazy to wiki :stress:.

    At rank 1 only, rain cast’s low damage thundering ability is capable of resetting aggro. It also lasts some 1.5 minutes. 1.5 minutes of free play time with no aggro is awesome and is generally equivilant to frozen blast except on a larger scale and will most definitely work.

    Rain casting gives water alchemy a percentage boost, which is quite important if you need some short high damage boosts. In addition to Water Cannon's already high DPS, this percentage boost will make a significant difference.

    It is also a part of the AP costly family and the crystals materials are not that easy to get either. Rank it up as you see fit. Do take note of the future content though. You’ll probably change your mind afterwards.
    [/INDENT]
    FUTURE CONTENT:
    [INDENT]
    Quote from Kaeporo;1073344:
    I've additionally heard that r1 Rain Casting no longer affects mobs.

    STAHP. Devcat, what have you done. STAHP.:T_T:[/INDENT]


    Mana Crystallization:
    [INDENT]Allows you to charge adv magic beforehand when you're maybe idling and have nothing to do anyway. Damage is limited by your adv magic’s skill rank or the rank as stated on the charge, whichever’s lower.

    The most useful part about it would be IS crystalized doesn’t have damage reduction when chaining. In other words, it clears rooms like a boss:llama_dealwithit:.

    Pretty useful skill if it weren't for that fact that you have to invest in magic skills first. Loading time is equivalent to actual charging time with a wand.[/INDENT]


    [SIZE="4"]Tier IV: Useless/Miscellaneous Skills[/SIZE]
    Sand Burst:
    [INDENT]Undisputedly the most useless skill ever created in mabi. Even taming is more useful that this. Honest.

    You blast sand in your enemy’s face. If the enemy is lower than the cp limit of the skill, congrats, your enemy is blinded. Otherwise, good luck. The cp limit isn’t even moderately high, for christ’s sake.

    Oh, and just so you know, even when your enemy is blinded, as soon as someone touches it, it is freed from being blind. And it is pretty much unscathed because Sand Burst doesn’t really do any damage. And it remembers the person who threw dirt in its eyes. And your cylinder is probably overheating now from using too much sand burst. And you’ve wasted your AP on this skill when you could’ve spend it on others which would actually help you defeat your enemy. And time in training this skill. :imdead:
    [/INDENT]
    FUTURE CONTENT:
    [INDENT]On the other hand, the updated version of Sand burst, I would gladly put it in Tier I alchemy skills. As far as what I’ve observed from the videos, sand burst blinds more easily and most importantly, drops aggro.[/Indent]


    Synthesis:
    [INDENT]Remember how some of the crystals were hard to produce? Well here’s your solution. Dupe your crystals and ingots today with a template, an arat crystal and a holy water! 8D

    Other than that, it’s not that useful. Synthesis recipes seldom work unless they’re fixed recipes.
    [/INDENT]
    FUTURE CONTENT:
    [INDENT]No crystals other than base crystals in the future, soo..... yeah....[/INDENT]


    Fragmentation:
    [INDENT]Best friend of blacksmithes and tailors, though there’s not a lot of them tbh. Decompose everything they make, and they’ll thank you for it. Really. That’s all I have to say.[/INDENT]


    Metal Conversion:
    [INDENT]As name imples.[/INDENT]


    Transmutation:
    [INDENT]Increases success rate of anything to do with construction alchemy. By a slight amount.[/INDENT]



    [SIZE="6"]Part 4: Equipment, Upgrades and Enchants[/size]


    [SIZE="4"]Cylinders and Upgrades:[/SIZE]
    As far as I’m concerned, skip all the intermediate fire and what not cylinders and go straight to advanced cylinders eg. Volcano, Hurricane. Focus on their alchemic upgrade, and Blue upgrade everything except Volcano which should be done with Red. Flame Burst and Heat buster are known for their crits.
    Quote from Tropa;1090629:

    - R-type will be the ebst for Water cylinders after the update.
    - Players who plan on going Alchemist should build up Will, Luck, Health and Mana.


    Also get a normal cylinder. Fully Stamina upgrades so this will be the one you resort to whenever you’re low on stamina or blessings. You wouldn’t wanna repair fail a dura on an advanced cylinder you plan to special upgrade.

    Lastly, keep a tower cylinder at hand. Before using it always set up a barrier in front of you, unless you’re really confident in yourself. Crit upgrade 0-2 and Stam upgrade 3-4. This will be your high damage mode.

    If you have Demonic Materials and is planning to make a Demonic XX Cylinder, at this stage, I'd suggest you make something else. Unless you're a really devoted fan on alchemy. Demonic materials are not yet common enough to spend on such things.
    Quote from Kenero;1091586:

    Volcano Cylinder - +30% Fire Alchemy Damage Efficiency, +13 Fire Alchemy Damage (After Upgrades)
    Demonic Hellfire Cylinder - +36% Fire Alchemy Damage Efficiency, +20 Fire Alchemy Damage (After Upgrades)

    The difference between Volcano Cylinder and Demonic Hellfire is +6% Fire Alchemy Damage Efficiency, and +7 Fire Alchemy Damage.



    [SIZE="4"]Wear:[/SIZE]
    The most well known wear for alchemists are Cressida Set, Flamerider Set and Royal Alchemist wear.

    Cressida Set has 3 different equipment combination effect: Water Cannon Enhancement (+15% Final Damage), Flame Burst Enhancement (+15% Final Damage), Life Drain Enhancement (+15% Life Drain Knockback Damage).

    If you don't have one already and is planning to get one, unless you have millions to throw away, which you could've really used it on something-else-that-does-higher-damage-on-some-other-skillset-if-you-had-that-kinda-money-but-I'm-not-gonna-say-anything-because-who-knows, getting 1 of out 3 set effects is a good job itself. Getting 2 out of 3 set effects is impossiburu unless you bribe nexon's RNG. Getting 3 out of 3 and you deserve to be on the Forbes irl.

    So don't be too greedy, be satisfied with what you get! :lol:

    If you're looking for Flame Burst Enhancement only, a very much better alternative might be the FlameRider Set since it's rather common. It doesn't have a studious alchemist look like Cressida, but you do look pretty hot in it (GALS ONLY:point:)

    And finally, the RA wear. Technically, this wear is no difference from any other clothes you can get in dunby, but since it comes along free at the first time you get the RA title, I might as well put it here. The enchants that come along with the RA wear are pretty good for starting out. The wear has the highest possible Water Prefix while the boots has both highest possible Fire Prefix and Water Suffix.


    [SIZE="4"]Enchants:[/SIZE]
    For the following Enchants, I only listed the best combination for the categories in terms of alchemy elements and critical build. Don’t come complaining to me about the high repair rate or hard to bridge or whatever. I’m not stating what’s easier for you, but what’s best for you.

    [INDENT]NOTE: Critical rate on monster is effectively capped at 30%. Most of the critical enchants here are intended for anything BUT Flame burst, since flame ignores protection already and 30% is like......:fail3: I don't know what to say if you don't have 30% crit.[/INDENT]

    Cylinder::
    [INDENT][INDENT]
    Crit+Water+Fire Prefix: Synergy (6%crit + 12 Water + 11 Fire) (enabled regardless)
    Water Prefix: Moist (27 Water) (enabled regardless)
    Wind Prefix: Frozen (Frozen Blast 2 Seconds + 8 Degrees) (rank 7)
    Fire Prefix: Synergy
    Crit Prefix: Lizard/Stiff (10% Crit) (rank 9)

    Crit + Water + Fire Suffix: Disaster (15%crit + 50 Water + 25 Fire) (enabled regardless)
    Crit Suffix: Disaster
    Water Suffix: Disaster
    Fire Suffix: Disaster


    Tower Cylinders:
    Water+Fire Suffix: Refreshing (10%Stam red. + 55 Water + 15 Fire) (rank 5)
    Water Suffix: Refreshing
    Fire Suffix: Refreshing[/INDENT][/INDENT]


    Shields::
    [INDENT][INDENT]
    Crit+Water+Fire Prefix: Steam (6% crit + 6 Water + 3 Fire) (rank 8)
    Crit Prefix: Steam
    Water Prefix: Steam
    Fire Prefix: Steam

    Crit Suffix: Earnest (3% crit) (rank A)
    Water Suffix: Ripple (7 Water) (rank B)[/INDENT][/INDENT]


    Headgear::
    [INDENT][INDENT]
    Crit Prefix: Round (14% Crit) (rank A)

    Crit+Fire Suffix: Flame (9% crit + 6 Fire) (rank A)
    Crit Suffix: Flame
    Water Suffix: Ripple
    Fire Suffix: Flame[/INDENT][/INDENT]
  • wildk wrote on 2013-05-17 14:53
    Clothing::
    [INDENT][INDENT]
    Crit Prefix: Restored (17% crit) (rank 7)
    Water Prefix: Soggy (27 Water) (RA ONLY!)
    Fire Prefix: Boiling (15 Water + 7 Fire) (enabled regardless)

    Crit Suffix: Earnest
    Water Suffix: Ripple[/INDENT][/INDENT]


    Shoes:
    [INDENT][INDENT]
    Crit Prefix: Oasis (10% crit) (rank 8)
    Fire Prefix: Hot/Baking (8 Fire) (rank 9/Baking – RA ONLY!)

    Crit Suffix: Earnest
    Water Suffix: Flooded (12 Water) (RA ONLY!)
    Fire Suffix: Cowboy (6 Water + 4 Fire) (rank 9)[/INDENT][/INDENT]


    Accessories:
    [INDENT][INDENT]
    Crit Prefix: Surprising/Elven (5% crit)
    Water Prefix: Transparent (9 Water)
    Fire Prefix: Heated (6 Fire)

    Crit Suffix: Earnest (3% crit)
    Water Suffix: Tidal (10 Water)[/INDENT][/INDENT]


    Gloves:
    [INDENT][INDENT]
    Crit Prefix: Fearless
    Fire Prefix: Spark

    Crit Suffix: Elementalist
    Water+Fire Suffix: Mimic
    Water Suffix: Ripple
    Fire Suffix: Mimic[/INDENT][/INDENT]


    :cheer:[SIZE="5"]Enchant Credits to previous posts[/SIZE]
  • Tropa wrote on 2013-05-17 15:43
    Nice guide, thought I should point some stuff out, I'll edit this when I'm free.

    Thought, I did intend on making a full-out Alchemy guide for the G18s2 Update regaurding Damage, skill mechanics, enchants and so on.

    [S]Too many smilies btw[/S]
  • wildk wrote on 2013-05-17 15:53
    Quote from Tropa;1090601:
    [S]Too many smilies btw[/S]


    Agreed. But I don't know which ones to remove!!!:cry:
  • Tropa wrote on 2013-05-17 16:51
    Well, this is my build for my Hydrochemist set(Mainly for G18s2).

    Title: Mana Crystallization Master[18 Water]
    Head: Stiff/Ripple[10 Crit|7 Water]
    Body: Restored/Ripple[14~17 Crit|7 Water]
    Glove: Abundant/Elementalist[8 Crit|9~12 Water]
    Shoes: Oasis/Ripple[10~14 Crit|7 Water]
    Accs(x2): Transparent Tidal[36 Water]
    Shield: Steam Ripple[6 Crit|13 Water]
    Tidalwave/Abyss cylinder: Synergy Wave[6% Crit|40~54 Water]
    - R-type will be the ebst for Water cylinders after the update.
    - Players who plan on going Alchemist should build up Will, Luck, Health and Mana.

    I should revive my Water alchemist guide and update it for G18s2, It's grossy outdated.
  • wildk wrote on 2013-05-17 17:07
    Quote from Tropa;1090629:
    I should revive my Water alchemist guide and update it for G18s2, It's grossy outdated.
    :thumb:

    You have an Demonic Abyss Cylinder?!??!:point:

    Edit: Quoted you on the R-Upgrading and Stat gaining part!
  • Tropa wrote on 2013-05-17 17:09
    Quote from wildk;1090634:
    You have an Demonic Abyss Cylinder?!??!


    Not yet, In g18 I will thought.
  • Kaeporo wrote on 2013-05-17 21:31
    I've heard from credible people that the Flame Burst Duration reforge both does and does not exist in NA Mabinogi. Regardless, if you can land the maximum roll you have a very powerful skill at your disposal.

    r1 Flame Burst:
    1 hit per second, 5 hits/seconds

    r1 Flame Burst w/Flame Burst Duration 20 level
    1 hit per second, 9 hits/seconds

    r1 Chain Cylinder fully chains an alchemy skill every 10 seconds. The master title reduces this to 9 seconds.

    With both the reforge and the master title, every Flame Burst you use will deal 25 times the damage of a single-charge vanilla Flame Burst.
  • wildk wrote on 2013-05-17 22:39
    Quoted in the Chain Cylinder Future content section! :thumb:
  • Anwell wrote on 2013-05-17 22:45
    Is there a difference to pre-G18ZERO Mana Crystallization and post-G18ZERO? Would it be viable to be used in combat?
  • wildk wrote on 2013-05-18 00:17
    Well I haven't seen anything about it in the future content session yet, so I'm assuming it's the same.

    If you already have mage skills but mp is a slight concern (which is unusual at higher ranked meditation) or is engaging in pretty tense combat where you need a short single burst AOE damage (*cough*Peaca and mainly Bosses which spam summon monsters), then this skill would be useful since you save time from switching weapons and leave you more mp for mana shield. Mage skills are not known for their DPS though.

    Overall there's not much specific improvement from actually charging the skill yourself, so you might as well save some AP since you've spent so much in magic anyway.
  • tyu161 wrote on 2013-05-18 04:38
    You should add the crystal combonations for G18. And specify that critical enchants are only for water alchemy. other the that good job.
  • Kenero wrote on 2013-05-18 04:53
    Flame enchant is a suffix not a prefix.

    I have one personally.