DrMoneyBags - Alchemist
Created by drboobpunch on Jun 9th 2016 (Last Updated: Jun 9th 2016).
This is a public build.
11
Overview
The whole point of this build is to create, a strong build that reaches the primary objective, as easily as possible. The reason this build works well because it creates a solid damage dealer with decent support for good dungeon clearing, and easy soloing. You're decently tanky, with good AoE clear using link, paired with the strong skills in the pyro class. It does fall off later in the game, without any new attack skills from rank 6-7, but you're not making an alchemist to be a beast. You're making it to make that sweet sweet silver. And, you will be making it I promise.
Stats
People say different things, and have different ideologies about what is better, and what is worse. Personally I found that a healthy pool of con early on really lets me shine, where as int not so much. Don't get me wrong, int is useful despite the crap scaling, but only takes hold of it's own usefulness in large quantities. I'm not going to lay down a ratio of point allocation since it's not needed. I'm just going to tell you a range, of where your stats should be, and you can decide where you fall into it. The low number being on the low end, and the top number at overkill. But, that's all dependent on your pay style
CON
80-140
I pumped most of my early point into CON reaching 130 quickly, this allowed me to be tanky, get my hands dirty, and take some shots when taking those long pyro pauses when casting. No matter where you fall in this range I've set, or you decided to disregard this, either way con is nice stat to have early.
I pumped most of my early point into CON reaching 130 quickly, this allowed me to be tanky, get my hands dirty, and take some shots when taking those long pyro pauses when casting. No matter where you fall in this range I've set, or you decided to disregard this, either way con is nice stat to have early.
Spirit
30-50
I personally put 45 spirit into this early which helped, but later down the road I found that it didn't seem to matter to much. I never run out of mana, unless I'm using my summon extensively which is going to happen either way, and when resting beside a campfire my mana takes seconds to be full again. So, take it or leave it. I personally would try to hang on the lower side of this stat, and put them into int later
I personally put 45 spirit into this early which helped, but later down the road I found that it didn't seem to matter to much. I never run out of mana, unless I'm using my summon extensively which is going to happen either way, and when resting beside a campfire my mana takes seconds to be full again. So, take it or leave it. I personally would try to hang on the lower side of this stat, and put them into int later
Int
~Everything Else~
After I hit 130 con, and 45 spirit I've dumped every single point into int after that. Since I reached a stable hp level, and no mana issues seems like a reasonable time to start gathering some extra fire power. That being said just dump the rest into int unless you want to be more tanky. But, this is what I did, and 0 issues making it to alchemist.
After I hit 130 con, and 45 spirit I've dumped every single point into int after that. Since I reached a stable hp level, and no mana issues seems like a reasonable time to start gathering some extra fire power. That being said just dump the rest into int unless you want to be more tanky. But, this is what I did, and 0 issues making it to alchemist.
Rank 1
Most people would take energy bolt 5/5, but I personally would take sleep and energy shield over it. I never use energy bolt anymore. Sleep offers good CC, and energy shield is a skill I still use, because well obviously any damage not taken is always a good thing.
Rank 2 - Pyromancer 1
Ok, so time to start burning things. We're gonna go with Fireball 5/5 Flame Ground 5/5 and Fire Enchant 5/5. At this point of leveling, flame ground will be your most useful skill, since fireball is kind of stationary, and won't reach it's full potential until you start linking, but still powerful all the same. Remember you can use the c button to hit your balls (lel), and move them If need be. Fire enchant is only maxed for duration reasons. We won't it to always be up on us, and our party. If you're new to the game, the reason why is that it adds another line of damage. You may be wondering what does 17 damage really add up to. Welllll... Say you have an arde dagger on. You auto, you get 150 damage bonus from the arde on the first line, then 150 on the second line granted he enemy isn't weak to fire. So yea, that's a good little poke, and great to have.
Rank 3 - Linker
This is where it starts getting fun, the only thing we won't from this is joint penalty, and hangman's knot. But, since you have extra skills left over. Go ahead and put them in logical order. I haven't found a usefulness for physical link, and I'm sure there is one. I haven't found it. All I know is that it pretty much has wiped every dungeon party I have ever casted it on. I know how it should work, but unfortunately you're not given the chance to use it properly most of the time so, it's really nothing to consider. Also be aware that you can use fireballs link them to enemies, and pull them together. A useful tip, when that pesky mob steps off your balls(lel)
Rank 4 - Pyromancer 2
Time to start adding more damage to the kit. 10/10 fireball 10/10 flameground 5/5 Fire Pillar. Nothing really new to know here, except fire pillar has a longish cooldown, but is usefull to control large mobs, since they will get caught in the flames, and take damage.
Rank 5 - Sorcerer
This a damage filler class, since you will encountered issues only being able to do fire damage.. Sometimes healing enemies with fire damage.......... You need to have some type of other damage to fil that gap. Just follow the those levels, and find ya a templeshooter card, giving you adequate damage, and the summons scales well by stars on the card, so get the card to 5 stars at least as fast as you can. The servant is a great little buffer, even if he is slow at doing so, and if your moving won't cast them. Getting the attribute for servant is a good investment for pure convenience. Summon Salamion isn't the greatest, his damage isn't awful when you get this skill, but the AI in the game is stupid, and isn't worth putting more than 1 point into. Dump the rest into familiars for some extra damage. Also this is a filler class pretty much, You could go other classes to fill this gap, I personally went sorcerer, because I liked the concept. But, other damage classes would also be effective. To me this was the most effective though I never tested another class in this slot. So feel free to experiment.
Rank 6 - Alchemist
You finally made it here, so get some job levels, dump your first 5 points into tincturing, and starting making some quick cash. Well I say quick, crafting large sums of potions takes huge chunks of time, but the reward is great. You can sell lvl5 pots for 900-1000 on my server, and I generally make 500 at a time. Go farm some long legged tree in goddess, or w/e they're called. Then max awakening, and for people who don't know the level increases the amount of people you can take into the dungeon with you, and from my experience the monster start at the item level of the item. I'm not sure if that's hidden in game, since I have a lot of addons and can see the item level. For instance, you awaken an arde. Arde has a weapon item of 15. The monsters will start at level 15, and increase in levels. The process generally takes 10-20 minutes, and the stats are random taking one potential from the item every awakening, which can be repeated by awakening the item and losing another potential. Some people still think you have to trade the item to the alchemist to awaken it, but it can be requested by right clicking the person from the party screen, or some screen xD I know you can request it, but I don't actually know where you right click to do so since I'm never the requester
Rank 7 - Alchemist 2
If you followed my skill guide then you have 5 points to distribute, put them into gem roasting, or you can max your tincturing, since people tend to want to trade dilgeles for lvl 10 potions making it very lucrative, but I would say go ahead with gem awakening to add another money maker quickly. Then max tincturing. Now you have 10 skills points left. When I made this character, I couldn't find a lot of information on opus, so I didn't put my points into it. Instead I put into Briquetting which is a nice skill, but also kinda a luck game. So your choices here, is 5/10 briquetting 5/5 opus or 10/10 briquetting. I'm to lazy to do any research on it, since if it's not a constant money maker I generally move away from it. But, it's up to you. Do some research and decide for yourself.
Generalized Weapons/Armor
IArde is a good item especially on this class, which offers damage on dots, and your fire enchant line. Cafrisun is a good pick as well, I used clothe and cafrisun up until around 175+ and switched to plate for extra tankiness.
Rank 1
Wizard |
4 / 5 3 Energy Bolt: Enhance Type: Passive * Increases the damage dealt on an enemy with [Energy Bolt] by 0.5% per attribute level * +10% added damage at maximum level Wizard 1st Circle required Energy Bolt: Additional Sleep Damage Type: Active * Deals additional damage equal to 40% of magic attack per attribute level when attacking an enemy under [Sleep] with [Energy Bolt] * Increases SP consumption by 10% Wizard 1st Circle required Energy Bolt [Magic] Gather powerful magical energy and launch it towards an enemy. Level 4: Attack: 127% x 2 AoE Attack Ratio: 1 SP: 20 Type: Magic / Attack Cooldown: 9s 1 / 5 Lethargy: Strike Speciality Type: Active * Enemies affected by [Lethargy] receive 10% additional damage per attribute level with [Strike] attacks * Increases SP consumption by 10% Wizard 3rd Circle required Lethargy: Tile Speciality Type: Active * Magic circle damage on enemies afflicted with [Lethargy] increases by 3% per attribute level Wizard 2nd Circle required Lethargy Makes an enemy lethargic. Level 1: Physical attack -1% Magic attack -1% Evasion -5 Damage from magic circles +20% [Lethargy] Duration 20 sec SP: 13 Type: Magic / Buff Cooldown: 20s 5 / 5 Sleep: Dream Eater Type: Active * Limit of attacks of [Sleep] decreases by 80% (min. 1 time) * Enemies affected by [Sleep] will receive 200% damage from Non-Property and Psychokinesis magic attacks Sleep Lv6, Wizard C2 required Sleep Makes an enemy fall asleep. The enemy awakens once you've reached your limit of attacks. Level 5: [Sleep] Duration: 7 seconds Attack Threshold: 5 SP: 30 Type: Magic / Buff Cooldown: 25s 5 / 5 Magic Shield: SPR Efficiency Type: Active * SP consumption of [Magic Shield] per hit decreases by [attribute level]% of your SPR Wizard 2nd Circle required Magic Shield Create a protective shield that absorbs enemy's attack. 1% of your maximum SP is consumed every time the damage absorbed. Level 5: Damage reduction 20% Duration: 300 seconds Applies 5 times SP: 0 Type: Magic / Buff Cooldown: 45s |
Rank 2
Pyromancer |
5 / 5 5 Fireball: Enhance Type: Passive * Increases the damage dealt on an enemy with [Fireball] by 0.5% per attribute level *+10% added damage at maximum level Pyromancer 1st Circle required Fireball: Burn Debuff Type: Active * Enemies hit by [Fireball] have a 10% chance per attribute level to receive flame damage for 5 seconds *[Burn] damage is based on character's INT * Increases SP consumption by 30% Pyromancer 1st Circle required Fireball: Residual Heat Type: Active * Increases duration time of [Fireball] by 1 second per attribute level * Increases SP consumption by 10% Pyromancer 2nd Circle required Fireball [Magic] - [Fire] Summons a fireball at the targeted area. Enemies that touch the fireball will receive Fire damage. [Fireball] will not hit the same enemies twice. Up to 5 fireballs can be summoned. Level 5: Attack: 466% Duration: 10 seconds SP: 45 Type: Magic / Attack Cooldown: 8s Element: 5 / 5 Enchant Fire: Decreased Fire Property Resistance Type: Active * Decreases Fire property resistance of nearby enemies by 10 per attribute level for 5 seconds when [Enchant Fire] is used * Increases SP consumption by 10% Pyromancer 1st Circle required Enchant Fire Temporarily grants Fire property to your attacks. Level 5: Additional Fire Property Damage: +50 Property Additional Attack: +0 Duration: 300 seconds SP: 52 Type: Magic / Buff Cooldown: 110s Element: 5 / 5 Flame Ground: Enhance Type: Passive * Increases the damage dealt on an enemy with [Flame Ground] by 0.5% per attribute level * +10% added damage at maximum level Pyromancer 1st Circle required Flame Ground: Diffusion Type: Active * Enemies in range of [Flame Ground] become afflicted with [Heat] * Fire property resistance of enemies afflicted with [Heat] decreases by 50 * Enemies afflicted with [Heat] can be attacked with [Flare] * Increases SP consumption by 10% Pyromancer 2nd Circle required Flame Ground [Magic] - [Fire] Creates a magic circle of flames around you. Deals continuous flame damage to enemies within the magic circle. Level 5: 135% attack per 0.5 sec Duration 8 sec SP: 85 Type: Magic / Attack Cooldown: 25s Element: |
Rank 3
Linker |
1 / 1 Unbind: Enemy Damage Type: Active * Deals damage equal to 100% magic attack to enemies when link from [Unbind] is about to disconnect * Increases by 10% per attribute level from Lv. 2 * Increases SP consumption by 10% Linker 1st Circle required Unbind Disconnect all links. Level 1: Disconnect all links at once. Maximum Level: 1 SP: 43 Type: Magic / Buff Cooldown: 0s 4 / 5 Physical Link: Defense Type: Active * Increases physical defense by [connected party members * attribute level]% when [Physical Link] is active * Increases SP consumption by 10% Linker 1st Circle required Physical Link Links party members and shares damage. Can be canceled by the Unbind skill. Level 4: Damage decreases depending on the number of links Maximum Links: 7 Duration: 100 seconds SP: 70 Type: Magic / Buff Cooldown: 22s 5 / 5 Joint Penalty: Lightning Type: Active * Lightning property skill attacks deal 10% additional damage per attribute level on enemies affected by [Joint Penalty] * Increases SP consumption by 10% Linker 1st Circle required Joint Penalty: Poison Type: Active * Poison property skill attacks deal 10% additional damage per attribute level on enemies affected by [Joint Penalty] * Increases SP consumption by 10% Linker 1st Circle required Joint Penalty: Earth Type: Active * Deals 10% additional damage per attribute level of the Earth property attack to enemies affected by [Joint Penalty] * Increases SP consumption by 10% Linker 1st Circle required Joint Penalty Links enemies to attack all at once. Can be canceled by the Unbind skill. Level 5: Maximum Link Numbers: 5 Count Limit: 9 Duration: 35 seconds SP: 87 Type: Magic / Buff Cooldown: 22s 5 / 5 Hangman's Knot: Additional Damage Type: Active * Enemies hit by [Hangman's Knot] will receive additional damage equal to 20% magic attack per attribute level * Increases SP consumption by 10% Lv3 Hangman's Knot required Hangman's Knot: Focused Attack Type: Active * AoE defense ratio of enemies gathered by [Hangman's Knot] is fixed to 1 * Enemies gathered by [Hangman's Knot] takes additional 5% damage per attribute level * Increases SP consumption by 10% Linker 1st Circle required Hangman's Knot Tighten the link to gather up the linked enemies in front of you. Level 5: [Bind] Duration: 2 seconds SP: 71 Type: Magic / Buff Cooldown: 15s |
Rank 4
Pyromancer |
10 / 10 5 Fireball: Enhance Type: Passive * Increases the damage dealt on an enemy with [Fireball] by 0.5% per attribute level *+10% added damage at maximum level Pyromancer 1st Circle required Fireball: Burn Debuff Type: Active * Enemies hit by [Fireball] have a 10% chance per attribute level to receive flame damage for 5 seconds *[Burn] damage is based on character's INT * Increases SP consumption by 30% Pyromancer 1st Circle required Fireball: Residual Heat Type: Active * Increases duration time of [Fireball] by 1 second per attribute level * Increases SP consumption by 10% Pyromancer 2nd Circle required Fireball [Magic] - [Fire] Summons a fireball at the targeted area. Enemies that touch the fireball will receive Fire damage. [Fireball] will not hit the same enemies twice. Up to 5 fireballs can be summoned. Level 10: Attack: 571% Duration: 10 seconds SP: 69 Type: Magic / Attack Cooldown: 8s Element: 10 / 10 Flame Ground: Enhance Type: Passive * Increases the damage dealt on an enemy with [Flame Ground] by 0.5% per attribute level * +10% added damage at maximum level Pyromancer 1st Circle required Flame Ground: Diffusion Type: Active * Enemies in range of [Flame Ground] become afflicted with [Heat] * Fire property resistance of enemies afflicted with [Heat] decreases by 50 * Enemies afflicted with [Heat] can be attacked with [Flare] * Increases SP consumption by 10% Pyromancer 2nd Circle required Flame Ground [Magic] - [Fire] Creates a magic circle of flames around you. Deals continuous flame damage to enemies within the magic circle. Level 10: 165% attack per 0.5 sec Duration 8 sec SP: 139 Type: Magic / Attack Cooldown: 25s Element: 5 / 5 Fire Pillar: Enhance Type: Passive * Increases the damage dealt on an enemy with [Fire Pillar] by 0.5% per attribute level * +10% added damage at maximum level Pyromancer 2nd Circle required Fire Pillar [Magic] - [Fire] Summons a pillar of fire to inflict damage on enemies. Level 5: 157% Attack per 0.5 seconds Duration: 10 seconds SP: 67 Type: Magic / Attack Cooldown: 30s Element: |
Rank 5
Sorcerer |
5 / 5 Summoning Summon the devil of the card inserted in your grimoire. The attack and defense of the summoned devil will be set according to your character's level, and will increase by 5% for each star on the corresponding card. The grimoire can only equip Devil-type monster cards. Level 5: Summons a Devil-type boss monster Devil's Additional Attack: 15% Devil's Additional Defense: 15% Duration: 900 seconds SP: 116 Type: Magic / Attack Cooldown: 60s Element: 4 / 5 Summon Familar: Enhance Type: Passive * Increases the damage dealt on an enemy with [Summon Familiar] by 0.5% per attribute level * +10% added damage at maximum level Sorcerer 1st Circle required Summon Familar: Splash Type: Active * Deals damage to nearby enemies with a 1% chance per attribute level when the summoned familiar of [Summon Familiar] explodes itself * Increases SP consumption by 10% Lv3 Summon Familiar required Summon Familiar [Magic] - [Dark] Summon a familiar. The familiar rushes to an enemy that you attack or that attacks you, and then explodes itself. Level 4: Attack: 365% Summon 4 Familiar Spirits SP: 116 Type: Magic / Attack Cooldown: 35s Element: 1 / 5 Summon Salamion: Ignite Type: Active * Chance to inflict [Burn] for 10 seconds on an enemy when attacked by Salamion * Chance increases by 2% per attribute level * Increases SP consumption by 10% Sorcerer 2nd Circle required Summon Salamion: Blind Type: Active * Chance to inflict [Burn] for 10 sec on enemies attacked by Salamion * Chance increases by 2% per attribute level * Increases SP consumption by 10% Sorcerer 2nd Circle required Summon Salamion Summon the fire devil Salamion. It follows its master and attacks enemies. Level 1: Salamion's Level: 0 Salamion's Additional Attack: 8% Salamion's Additional Defense 8% Duration: 300 seconds SP: 84 Type: Magic / Attack Cooldown: 60s Element: 5 / 5 Summon Servant: Quick Order Type: Active * Summoned servant grants beneficial effects at a higher rate * Increases SP consumption by 10% Lv3 Summon Servant required Summon Servant Summon a servant. The servant will grant beneficial effects while following its master. The number of buffs increases proportionally to the level of [Summon Servant]. Level 5: Applies up to 5 times 1st effect [+ AoE attack ratio] 2nd effect [+ SP recovery speed] 3rd effect [STA recovery] 4th effect [+ Magic Defense] 5th effect [+ Dark property attack] Consumes Empty Spellbook x#{SpendItemCount}# SP: 126 Type: Magic / Attack Cooldown: 60s Element: |
Rank 6
Alchemist |
5 / 1 Item Awakening Opens a shop to awaken hidden abilities in items. The items gain new stats, but they lose Potential. Level 5: Stats gained vary from weapon to weapon Max. level 1 SP: Type: Melee / Attack Cooldown: 0s 5 / 5 Tincturing: Block Potion Type: Passive * Obtain recipe for 'Block Potion' to craft with [Tincturing]. Lv1 Tincturing required Tincturing: Critical Attack Potion Type: Passive * Obtain recipe for 'Critical Attack Potion' to craft with [Tincturing]. Lv1 Tincturing required Tincturing: Magic Amplification Potion Type: Passive * Obtain recipe for 'Magic Amplification Potion' to craft with [Tincturing]. Lv1 Tincturing required Tincturing Extract fluid from herbs to create different potions. Level 5: Create a potion through a recipe SP: 0 Type: Melee / Attack Cooldown: 0s |
Rank 7
Alchemist |
10 / 10 Tincturing: Block Potion Type: Passive * Obtain recipe for 'Block Potion' to craft with [Tincturing]. Lv1 Tincturing required Tincturing: Critical Attack Potion Type: Passive * Obtain recipe for 'Critical Attack Potion' to craft with [Tincturing]. Lv1 Tincturing required Tincturing: Magic Amplification Potion Type: Passive * Obtain recipe for 'Magic Amplification Potion' to craft with [Tincturing]. Lv1 Tincturing required Tincturing Extract fluid from herbs to create different potions. Level 10: Create a potion through a recipe SP: 0 Type: Melee / Attack Cooldown: 0s 5 / 5 Gem Roasting Opens a shop to roast and enhance gems. Reduces the penalty of an enhanced gem. Level 5: Gem Penalty Level Reduction: 5 SP: 0 Type: Melee / Attack Cooldown: 0s |
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Comments (7)
a quick question, is the skill dig really that useless? because that will make us get materials for making items right?
should i go for con till it reaches 130(more or less) what if i have equipments that will boost that stat?
sorry if my english is bad.