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Username wrote on 2010-09-25 19:53
Now, people keep saying to me 'Do some Shadow Missions, Dungeons arn't worth it' Well, its up to me. But anyways, i would like to know which Dungeon Alchemy would accel at. With Summon Golem, Water Cannon, etc.
Because people say Ranged and Melee and Magic are good for certian dungeons, but they dont list alchemy. Alchemy in my opinion shouldnt be listed as Magic, even if you can make adv magic into crystals and its semi-similiar.
So what Dungeons are good for Alchemists? :D
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Cucurbita wrote on 2010-09-25 20:00
Its not up to you if Shadow Missions give more exp and gold than dungeons :D
Its just a fact.
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Chillax wrote on 2010-09-25 20:03
Rundal Normal HM and Ciar Adv are the best for exp, but you'll probably have to rely on Summon Golem for those. Barri Adv isn't bad either.
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EndlessDreams wrote on 2010-09-25 20:12
You will need tons of crystals, and a decent Mana Crystalization to make use of those adv magic crystals. (Not to mention, you probably have to have a source of adv magic)
If you spam golem, most dungeons are good for alchemist. WC isn't that bad... Just don't compare it to melee/range/magic.
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pkMaster wrote on 2010-09-25 20:40
Quote from Cucurbita;165691:
Its not up to you if Shadow Missions give more exp and gold than dungeons :D
Its just a fact.
That is pretty debateable. While it is true that most shadow missions have a higher gold payout then most dungeons, there are dungeons like Rundal Normal HM that give a crap load of experience. It's just that getting experience in SMs is easier.
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Kaeporo wrote on 2010-09-25 20:46
It depends on your level. Most higher level players run Ciar Advanced, Ciar Normal Hardmode and Rundal Normal Hardmode.
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pataterose wrote on 2010-09-25 23:42
rabbie adv is very easy for alchemist, the golems doesnt get hit byt he explosions while wm ing (unless it was fixed recently).
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Mentosftw wrote on 2010-09-26 00:31
The main issue may be the gold and the supply of alchemic materials. In regular dungeons, the money vs time and useage of supplies may not be as great as sms because sms are designed to be fast and efficient. That being said, I find partying in dungeons much more enjoyable due to how people in sms are more accustomed to the quick pace promoted by sms to actually enjoy it.
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Shanghai wrote on 2010-09-26 00:41
Flame Burst isn't particularly good for solo play since having less than 5 charges won't get you anywhere unless you land criticals, and enemies aren't always grouped together. Golem is good for dungeoning as an Alchemist, and WC is like your Alchemist's Icebolt/Firebolt. Fast enough to spam, and knocks back with high damage when enemies are close. Barrier Spikes helps a lot in conjunction with archery and WC, but not so much as to other Alchemy skills.
SMs are usually better for Alchemists since SMs are located in towns that have Alchemy shops nearby, so you can quickly restock and head back to the Stonehenge for more missions. That doesn't mean you're not restricted to just stockpiling a crap-load of crystals into a pet or your inventory, and running dungeons with them. owo
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Mentosftw wrote on 2010-09-26 00:45
I think the early alchemy skills were made intentionally as partnering and support skills to the already existing ones.
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Juno wrote on 2010-09-26 03:21
Flamer ripped ciar adv apart when I did it for g11. Even without full charges and at r5, I could still take down anything in there. They grouped up enough that I was worthwhile too. I think alchemy is well suited for pretty much any dungeon, really.