#4th Dec Alchemist Rework Feedback Thread
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in open spaces I've found it useful to "skip" it at a shallow angle and go for direct hits
you can aim it at the ground in front of mobs and it should bounce directly into them
1 bounce dmg isnt too bad
yeah, it's very front loaded
you could also throw it straight up/down and let mobs come to you but I haven't learned the timings for that yet
it's part of the learning experience
Skill expression !!!
skill expression when I put a block above me
need the loom ceiling mode ๐ฅ
solved what
what to use
build here, its just some shit i cobbled together that seemed to work fine ish
forgive me for the "gameplay" i'm quite rusty
Skills: Volatile 2(e) Energizing 1, Brutal 2(e), Artillery 2, Amalgam 1 (e), Bezoar 2
The good parts:
- Pot regen is much more tolerable with the >1 regen pots.
- Brutal DoT detonation is great, and Volatile Mixture is really fucking cool, albiet a bit investment heavy and only on groups. Anyone calling its damage bad isn't using it correctly.
- Still feels like alchemist, mechanically and overall.
- New creeper is great!
The bad/annoying parts:
- Amalgam recast is not as bad as I thought, but it still does come up when i want to vaporize a horde of tanky blazes or anything else airborne.
- Esoteric pot splash puddle is very very small. The two pots need to land basically side by side. Should be increased.
- Pot regen is slightly awful without the >1 regen pots. I cannot imagine how Formless feels.
- EE is a little annoying to refresh in high-stress where I want to keep damaging what's trying to rip my face off.
- Taboo is a liability due to the need to stay within close range to reset EE. It's not worth the health drain. I am using Creeper 2 Scorched 2 now.
you can see me forget my fucking keybinds for a second there near the beginning with the dreadnaught lol
not enough pts feedback irrelevant sry
were you trying to use taboo on this build too? the effective anemia from max hp seems like taboo will munch through your hp quickly
taboo is very not worth
as i said the extra requirement of EE rn is too much
can confirm
I can munch on it to some certain extent with regen 1 sust 3 and sustaining antidote
i play like that too what do you mean like shit
build dependant
but I do think you need to build real sustain in either abils or gears now
i would say you would have to build specifically for taboo
otherwise you melt
BA2e and VR2e is fucking VIOLENT btw
and by that you would spend more than you achieve
dont forget that points in taboo are also points that did not go into esoteric or scorched
you can see me fucking shred dreadnaughts half the time and it almost completely vaporizes small mob groups
opportunity cost is a point
taboo 1 is good enough atm i think
you only really hit it for pot econ vs bosses and to close out fights faster
i would rather just scorch 2
but my builds are prolly hypertank compared to what you're using
did not feel pot eco as soon as i swapped to satchel
I run SE 2 too
or creeper 2
formless void is damn near unusable
you have to build pot eco for it
and it is still by far the worst pot
the thing about formless is like it demands you pull some gymnastics to sustain pots
and the inep 2?
tincture or tring is the easiest ones
I tested it with inep 4...
you can build tincture to be +2 pots x2 charges every like 15s
๐ญ
because I use threadbound
inept is lesser of two evils
yes but its adding onto an already really bad outcome of potion stats
I think it's really funny if you build pot eco for it
its just recharge
recharge is too slow for that +4
damage
its like alcyoneus if alcyoneus had 105% spellpower instead
I think the idea is that you use flat pot regen sources instead
and not things like taboo/bottled inf/bezoar u
Tincture ๐
dont got points for that but ig
what points are you running
formless with hunts charm, split tinct and indigo charm is so funny
had some actual fun playing alch for first time ever ngl
yeah getting used to this is pretty fun
once i swapped of formless ofc
can someone play apoth so i can get some feedback to update the thread with
formless is definitely a funny "build for it" type of pot
I would not recommend it as a first timer
mayhaps
glad you're having fun though, believe it or not it was one of the main goals of the rework
I play lots of apoth
thanks, good job on rework
my feedback is apoth is now a burst spec
kinda wish i would have an option for dealing with single target high hp threats tho
maybe in form of charms
Volatile Reactions (u) and lifewood dew...
i usually just fold over to torms
it does require mobs to feed though
if you want to know what it does exactly, death tess next to a dummy on your plots
should be self explainatory
Volatile Reaction + Panacea combos well
I wish potion throws didn't stop skill fall through so I could just do that
I see pana as 2 brutal stacks always, usually you'd want target to be already gruesome'd so the pana hit dmg is maximized
the self absorption is very nice but is quite legionary reliant
-# but then again I think you always click leg 5
probably not ideal to be used with artillery frankly
I do wish the on mob hit absorption had a longer range
this is what you're looking for yeah
true, artillery is quite hungry but thankfully volatile pulls enough weight on its own with it
lifewood deletes things
artill seems like a horrible pick with formless yeah with both the pot cost and the scaling
but I don't pick artill either ways so wouldn't know
yea neither do i
maybe it's good now, i havent actually checked but both my sp and pot eco seem tight enough
gruesome 2 or bust
maybe I will run brutal 0 on the coral amberlight vial build but never gruesome 1 or 0
artil is nice as a burst option, plus it procs brutal(u)
it's definitely not that necessary anymore
i use collapsing fragment ๐
2 brutal stacks on l2 seems juicy though
pretty underrated bag
fensap gamers rise
i use bag of hoarding personally
judging from the amount of "my pots broke" players in game today I think otherwise
any other hexbound elixir users on harb
really
i could if that was an option
it broke at specifically mw3 or smth but still
most people i look around uses it
okay imma go use fensap
taboo is bad
I run taboo 1 creeper 1 SE 2
so you might as well use creepers
instead of formless
creepers are good
i mean i used creepers even before the rework
and I juice SE to the max with charms
besides the mandatory sustain charms to not evaporate
then again I run close ranged tanky build for alch so lol
mandatory sustain for taboo now is what holds it back
and frankly 35% magic is really not a lot for that
I only look at it for the pot recharge
hm?
but it definitely looks like it is
x1.5 of base pot recharge rate
nono the damage i mean
additive with gruesome and so on
but reminder that vuln is half as effective on boss type mobs
i use a 212 base magic build with full persp 3 and my damage barely goes up
i mean, even without infus thats a 16% dps buff
its a decent buff on paper
it just feels useless in practice
crowds get 1 shot either way and your single target dps relies on prayers either way
do you not pop it like 1-2 times before an elite so it dies before threatening you for more than taboo would cost
esp not for a minimum of 25% health loss per cast lol
it dies anyway
^
that is a lot of dmg
no wonder you dont need taboo
I can take much more than that
so I suppose it's a "my build is too defensive and benefits from it"
which I'll take
schools of thought mostly
i would rather the ability flexibility than just 35% dmg
se2 and creeper 2 is amazing
then you build damage and don't run taboo
I think we both wins here
which is good
yeah, sounds like diversity to me
still doesn't feel like it on single targets
painfully slow even for an aoe class
would be nice if volatile reaction (e) could apply the dot to the hit mob when you're facing a solo enemy
what single target are you fighting
twisteds ttk has sped up a lot in my experience
usually they spawn along with normal mobs and that's your fuel
but if you mean second cast
yea they get nuked to maybe half hp
but then it just takes a long ass time
considering i have negative ehp
and need to dodge
VR (u) output is nonexistent against one target anyways even if you could stack
cause if i didnt it would take even longer
hmm
๐
isnt 1 stack of VR(u) like 3 ticks of 8 dmg and that's it
it scales quadratically which is silly
i was hoping alch rework would bring it any sort of single target focused ability, not enough to compare to actual single target classes ofc but enough to patch that hole it has
scorched earth sustained dmg is pretty good no?
not absurdly so but I think it adds up
it's.. alright? the initial scorch is neat but i dont feel the splitting pots that much
it does add up for sure
scorched and Vr is insane
well, for lack of a better option (taboo) se is pretty good yeah
heretical ore propaganda
HERETICAL ORE PROPAGANDA
tho i think creepers are somehow the strongest harb spec ability now
I run heretical with swift + explosive fissure lol
its so dispensible I just throw SE everywhere
creepers were always underrated and with everything else nerfed they're stronger than ever now
SE is amazing now compared to before i think\
they do take 6cp for me but when i considered investing less into them i didnt find anything else to invest in so
well it used to do more damage, as with alch overall
it has better design tho
more? I doubt so
scorched earth scaled absurdly more in groups
idr the icd though but it has much better uptime in longer fights now
I think that's what they mean
its prolly because rn it does dmg in rapid ticks so it's not as "noticeable"
also speaking of creepers, their explosion does have a vertical hitbox right
yes they explode in a radius
they're sometimes failing to target mobs just a few blocks off the ground
which happens a lot with wind aspect
they like
run right below them
average mob AI
but dont start exploding until they land
prolly spherical being silly
i wonder if that could be fixed somehow
I couldn't imagine how to begin fixing that
or maybe i try a different bag, i doubt it'd come up that much without wind aspect
it was already difficult enough to not have them pause for 1s before starting to go to their target
why is wind aspect even on collapsing fragment ๐ it was almost perfect
if it's 3 I would look at it
i use it for good base stats not fractal
i mean
its 12 damage 1.2 recharge rate
but I can't play anything below effectively 3.6 radius
even with 2.5 radius that does not seem that bad
im telling you right now
if you try a 2.5 radius pot
you'll realize why we say its unusable
in r1-r2 I play the 4-4.5 rad pot
i never used oversized flask on 3 radius pots, if i slot that in it'll be fine
frankly pots do jackshit damage now anyway they're not a main source of dps anymore
you kinda just use creepers amalgam and volatile
and artillery if you prefer that
thats just vr
have you seen VR radius with oversized shadebound lol
also 150% radius is enough tbf
not with 2.5 bag
i cant imagine encounters that big
if i use oversized
like ive never used oversized with 3 radius bags and was fine
3, no?
...you know what gallery items are right

i forget gallery exists
can u blame me for that really
amberlight seems fine but a bit low proj speed
its technique
tho idk how hex eater interacts with alch's many debuffs, i'll have to test that
just ignore its existence
gruesome counts as 3 debuffs for hex eater
so its effectively 15.5 for pot throw
thats a lot of base damage huh
wait hexbound elixir is pretty close to what i want
hexbound's great
hmm so you think that the elixir splash is only painful on low radius bags?
I can see why
and you tried it with higher radius ones and you don't think that it's bad on them?
although I never use lower rad bags so I never felt it was too bad
yeah im probably gonna swap to hexbound later tonight and see if the creeper issue persists
i'll maybe say smth here if i dont forget
gotta touch grass now tho
start chugging taboo with it
hexbound is p cool for aggressive tabooing
or, any tabooing now lol
pictured is me dying vs a twisted after clicking 3 taboos
who knows really maybe if i can properly use taboo with hexbound it'll be my new perfect bag
hexbound is really nice yeah
there is a lot of different builds you can make now and you should try things until you can find the thing you like
what are your thoughts on the jb charm rn
i feel like the penalty feels too harsh
(the serum i think)
I think so too
jb?
yeah
mycelian serum
completly useless as it stands now
1cp to make you weaker
he's true
thats based
Alchyoneus
I forgot I had sust 1 from wolfsblood
Sust 2 regen1 might work
Soothing maybe idk
It should help a lot now actually
I mean elixir is ass so is the charm

Idk why its duration was removed tho
i think EE2 letting you stack 2 durations of EE would be nice
since rn it is exclusively a team buff
Ee is weird
It's one of those buffs you want to have always on
Out of combat, in small or large combat, everywhere
But you need to do a mandatory task for it
Which is like overcomplicated swiftness
I get that they didn't want to copy swiftness but it could just be a different ability instead
Because right now it forces an inconvenience on you in exchange for qol
But because of you having to manually keep it up it ends up as anti-qol
So what even is the point of the ability
ye it just feels like a chore while playing and im constantly checking my uptime on speed/jh. Auto recast being gone makes sense if that's how they wanna balance but please allow duration stacking, even if its lvl 2 ee only at least then we can not have to constantly lose and regain speed and jump height. It's just not fun
I just find it weird that an ability which gains you nothing but qol takes the exact opposite of qol to activate
You may as well be voiding 2 sp if you get a slight convenience for a slight inconvenience
most people i have been showing alch to have been saying skip ee altogether for how annoying it is, which I don't blame them if they never played alch before. I think being able to stack it would fix the issue while still keeping it an eco thing
a little bit of leeway would also be nice with ee, especially when playing with low radius potions/with latency
make it so you can get the buffs applied for 1s after the potion hits or something like that
What is your guys' favorite 2.5 radius bag? (For testing purposes)
Perfume 
i used to main brim but with reworks pot eco is so important so ive been playing ec pot
i didnt actually pay attention to this before but god damn volatile with arcane reagent looks insane
canteen
pot eco is rough in r1 and you cant really sustain brim or willow pot without downtime which is kinda eh
i love canteen
Firework is cool
You like the zig zaggy firework?
well i mostly meant the ground effect but the mob marks look good as well
Yeah they are neat
Also volatile base cosmetic is unique since it mirrors the colors of your selected pot cosmetic
Matches*
i finally settled on an alch build i think (?) its kinda fun there is this much variety now cause i see people running drastically different builds from what i use all the time
I think volatile is now the longest ability in the game lol
Oh god the website
maniac
i still havent dared to try formless
It's very Funny
It might be just me but I feel like gruesome has no point to being split at l1; why does it trigger at l1 with it?
Like, yeah you could spread it further I guess? but brutal has a tangible benefit to stacks that isn't just spread further
That is a fair point
Gruesome/brutal stack mixing
R1: Perfume (Alembic is 0.9 recharge now, good luck getting me to use that in R1)
R2: Protean because it's fucking hilarious sniping ghasts with artillery
R3: Crystal Canteen or Silver Satchel if i'm feeling like sniping mobs with it
ye recharge on alembic makes it almost unusable since we dont have potion eco specs ๐
r1 potions should not be allowed to go below 1
Has anyone tried Amberlight vial?
Itโs my favorite bag
It does more than it looks
it very much does
The beauty of low recharge bags has not been discovered
im enjoying lower charge in r2/r3 with options to get pots back, but r1 doesnt rlly have options besides +2(+4) with tinct every 40 seconds or ua. It makes brim and willow pot rough. lower rate pots in r2/r3 are unique tho
I LOVE Formless Void
the base visual effects look really good
Yeah, found that later.
Big fan of how AA bouncing and belltongue turned out
It's quite fun in marina
For any wonderers, max bounce belltongue AA (lv 2) deals ~12 + 385% of pot damage
my formless void build ironically has the best pot eco rn lmao
other builds run out sometimes but this one doesn't
what's le build
just split tincture and kaleidoscopic chalice
I've been playing in r1 a bunch and this is such a glow up, but there's still 2 glaring issues
-
Pot eco is extremely bad in this region. In r2, I can play with the .8 an .9 pot rates fine, as theres specs which help boost pot gen, but in r1 we dont have access to this. Before the rework, it was very common to just rely on your brutal damage during pot downtime in order to recharge, but you cant do this anymore with brutal rework. You end up just strafing bosses because you run out of pots all of the time. In solo content you can take time to loot or whatnot, but in strikes you fall behind the team and the only way I have been keeping up is with EC pot with the 1.2 rate. During bosses I still run out and the only 2 options you have to regen pots is tinct and ua, which are extremely weak compared to r2/r3 options
-
ee is painful to proc, and I only found it viable with the willows pot. Ive ended up just switching to put more points into damage abilities and swap magic armor for speed because its not reliable or fun to build around. The amount of times you expect you have speed/jh and don't is too much with the 8 second timer. ee2 also feels really weak since its half the duration for allies only. I feel like this could be a good oppurtunity to add on some sort of duration stack for ee1 so maybe you can still waste as many pots, but in order to build up some more time of the elixir buff. I feel like the annoyance of losing speed/jh could be solved if we could store up 20-30 seconds of the buff with our pot eco
Hmm slow bags does suck against bosses because thereโs like no bezoar
even with bezoars in r1 u cant keep up in strikes. in r2 its not an issue cuz u can get natural from taboo or instant pot recovery from tring on top of everything else. Like rn brim is almost unusable in strike/bosses where its supposed to shine
the old skills like ua, aa and pots feel very underwhelming rn, volatile, esoteric and scorched earth feel good
i have not tried apoth in r3 yet so no thoughts on it
it feels like volatile outclasses ua's niche of killing grouped up crowds and pots/aa just deal very underwhelming damage (at least with what ive run so far)
ye brutal ticks do feel worse than before, i think it could just use some number tweaks, same with aa. I also feel the same with the brutal charms rn (maybe it would be ok if the brutal dmg was tweaked first)
i played around more in r3 as well now with a new build with stuff I had from before, just to feel. Playstyle is so different compared to old alch but its alr. r3 ability damage doesnt seem to be an issue besides brutal. I was doing some testing with all 3 brutal charms and the increase on dmg is pretty bad since they were nerfed so heavily
Using fensap flask 261% magic dmg. Without all 3 brutal charms the biggest explosion I can get is ~67 dmg (using no brutal ticks from 3rd to 4th potion splash causing explosion)
With all 3 charms (1.65x base dot damage) The final explosion is 78 dmg.
Im 99% sure that its because the charm only boosts the inital damage and not the brutal stacks, and if that is the case, 6 charm power for + 11 dmg after 4 hits is โ ๏ธ
man i wonder if this gets brutal a crazy blast damage
Brutal damage is independent of what AA deals so not sure what you're getting at here
oh i mean the synergy in them
AA applies 2 stacks of brutal and brutal explodes when 3 stacks
And brutal enhancement gives 1 tick if you AA after brutal
Something something
more like wonder if ones can be hit by all 6 aa bounces
Uh... AA doesn't hit multiple times when it bounces
It just gains damage for when it explodes at the end
oh.
๐ฝ

lol
imagine if it did
throw it down and oops thwomp
Weight of the Outworld charm
man i thought it is like that as soon as i read the description
actually it's technically 4 stacks since it says if you refresh the effect 3 times, making the first splash not count as a stack
If only someone made descriptions easier to read...
chop chop ice boy
ur descriptions are beautiful
I've just been looking at charms for a potential build and I wanna ask about the SKR Alch charm Primeval Scale. Isn't this like kinda bad?
Especially for 3 charm power it makes it so at level 1 you go from 50% + 10% pot damage in a radius = 60% in total to 25% + 20% pot damage in a larger radius = 45% in total. At level 2 the second explosion is 60% + 10% = 70% to 30% + 20% = 50%
So it's taking 25-28% of the total damage overall (it's worse with the level 2 explosion), to have the lower of the two values (even after the charm buff) be done in a doubled radius?
Is that extra radius ever worth it for lowering the damage it deals by that much, am I missing something here? Seems like a net negative to me and it's 3 charm points
it's supposed to trade single target damage for more aoe damage
so it's better when you're expected to fight big hordes a lot (like gallery)
it doesn't just increase the radius, but also doubles the damage of the detonation
Yeah I understand that, I'm just coming into this with a fresh pair of eyes and don't see how that increased radius makes up for the total damage loss. I'm hitting 2 dummies in the pic hence the doubled up damage, but it goes from 14.4 + 2.9 = 17.3 -> 7.2 + 5.75 = 13. That feels pretty significant of a loss for the smaller 5.75 being dealt in a doubled radius
And it's 3 charm power which I could just put into something else
2 dummies doesn't sound like a lot of mobs
Maybe in places like gallery where there's tons of mobs in a much larger radius getting those damage procs on them from much further away is really useful but I feel like for most encounters in normal content it feels like a bad trade off to me. If it is just intended for those types of contents then that's fair enough I guess
i find lots of use with killing eiltes and dreads
Do you mean dealing with the dreadlings?
it could be that the scaling is too slow for 3 power. for now though I'll be focusing on other stuff
I'm so used to having 2 weapons on my hotbar with other classes lol. With potions being set to 0 when swapping to a different one dual wielding seems unwise so I'm not sure what else to have in my other slot
Might just add another food lmao
this is what I use
whats the base radius of it even
isnt it like 3 blocks radius
which is a fuck ton, i mean surely you wont have mobs spread out as far as 6 whole blocks
+100% radius is kind of a big deal for 3 blocks
Since keep in mind itโs not just the 20% pot damage but also making each mob give a stack of brutal to each other mob, and increasing brutal to level 3 too
Yea but as I understand it the radius starts at the position of every mob hit by volatile
So that surely covers an entire encounter already
my only serious gripes thus far are like
volatile reaction cooldown is probably too long
EE is still annoying to cast and lv2 isn't worth anymore
and amalgam recast but im getting used to it slowly
other than that it's way more explosive than before and i love it lol
I got plans
i have been having a lot of fun with VR enhancement
it is basically instant crowd deletion
yay someone who doesn't think it's worthless
and it chunks the hell out of elites too
I use brutal 2 enhance with it
for the dot detonation
have you tried artillery enhancement?
i have and it is very jarring with the bounce
definitely something I'd have to get used to
also seems a little poi dependant
it'll be a small increase in big open pois but it's gonna like, eviscerate shittering gutters
you just have to accept that sometimes you'll only get 1 bounce, but the frontloaded damage increase is there to help with it
belltongue is more so situational like you describe I think, but it's Funny
Its not worthless but it more or less falls into same role as every other alch skill
Which is well, clearing crowds
it's more single target focused though
more importantly it is not that bad at dealing with single targets
Maybe
it's especially good if you get two elites spawned with legionary
nobody deals with torms well.
yeah I personally play just twisted
for torms you'd need more sustained dps anyway I suppose
Its probs enough for twisteds
twisteds you can deal with easily enough i just keep tossing creepers at them
esoteric with the portal charm is fucking stupid by the way
Just as a charm idea idk if i could reduce explosion radius in favour of single target damage on volatile that would be jolly
the cooldown is so hilariously short i have a problem with pot economy sometimes lmao
lifewood dew:
I'll test with it then apologies
no worries
there are quite literally pages of new stuff so you can't really know everything immediately
I think i just saw spread radius and thought it just more dot spread instead
makes sense
also I will add steroid refund for next week
and taboo is gonna change a bit too
oh dear i didn't even think about what Steroid is doing right now
37.5% HP per cast 
it's quite funny
I had been using it with taboo 1 with the bug that made it not increase my magic damage on taboo 1
and I Didn't Notice
bro js losing hp for fun
why does taboo give kbr btw
it feels kind of an odd thing to put on the magic range class
yeah it was on old taboo and i was like whats the point
people play alch at a range?
i have tested dew and idk
either im not understanding from where damage comes or it just doesnt do much
will those mobs even survive to apply the second effect
you tested it? alr
it's the only way I know which can reliably demonstrate VR(u)
but yeah you have to apply both effects for the (u) to apply
if you kill with applying just brutal (like artil perhaps) then you get no VR(u) proc
thats honestly does not seem realistic if im dealing with torm
that means i need mobs around that live long enough to get both and preferably near tormented
usually right on spawn is your best bet
otherwise the increased range from dew can help
yeah that's the only real use case atm, I think it's super specific
it is indeed made for that niche
ok i see the vision
its kinda cooked beyond spawning moment but i see how it works
its more of elite killer i think not twist/torm
death tess tech
it consistently nukes twisted for me
in normal play
you just need to use VR as the opener on the spawner when a twisted spawns
it's a bit silly and it would be a bit easier if the high hp target could spread to itself
so I may allow that to happen
Played apoth for a few pois in a giga squishy set but with SKT pot playing at range and it's pretty good but it feels weird, nothing feels like it does a huge amount of damage, but everything still dies and it clears at a good speed regardless. I might be too rogue pilled in that regard.
Coming from someone who hasn't played the previous iteration of alch I don't find an issue just splashing myself for EE and I don't even use RJ so I haven't had to worry about that. Keybinds are of course quite tight with having the 3 defaults be taken for throwing each potion type, but I have managed to make it work nicely (I hate drop keybind).
Overall feels quite fun making combos with VR, trying to get brutal stacks and upping the levels to 3 with abilities. I have added it to my bonus classes in my armoury for now!
i feel like this gameplay can be improved a lot but admittedly the clear time is already on the better side of specs
https://youtu.be/Svcrcrhfgxk?si=2WLhV48WBhUo8pv_
Creepa op
i always liked creepers
now that taboo is bad theyre even better
they kind of need you to spend 6cp on them but i think thats the best way i could spend 6cp anyway
the other options are amalgam charming which idt i need that much
primeval scale is alright but very unnecessary
ee splashing on self seems bareable at best in r3, only cuz u can use more radius bags with the radius charm. In r1/r2 the ee self application is terrible. Its so often that half the gameplay in those regions is self splashing to upkeep
In r3 u dont feel the pain as much because its so fast paced, and you can get closer with less risk compared to r1/r2
After fixing the brutal damage not scaling at all practically, the dmg seems good, maybe slightly better than before but alch kinda needed it. Its much better at clears but still iffy on bosses and heavier things. Some burst combos are pretty cool rn tho to get decent numbers but u gotta use all cds to achieve this so you cant do it often
ironically im using bezoar enhancement now idk if anyone noticed
out of the available options im pretty sure its unironically best
is it just me or are all the enhancements pretty mid. I am using brutal cuz it seems good but the rest seem pretty bad
im also using bezoar u lmao
ye
bezoar u isnt something outstanding but for lack of better options ig
ye theres nothing else to take rlly
which is funny cause amalgam enhancement is like insane
and the rest is just.... bwomp
brutal dot does like 5 damage
why does the charm only buff base
i dont think brutal damage itself is bad considering you get it for free, but the enhancement is.......... ....
just dont build dot what can i say
i think the charm needs to boost the stacks as well
only boosting the original 1+10% is pretty bad especially by 65% for 6 charm power
and ee still feels like the worst thing ever ee2 should definitely allow stacking of the duration. Im ok with using pots to get time but we shouldnt have to micro every 8 seconds to keep jump boost it feels dumb. Stacking 20-30 seconds would be so much better
honestly doesnt even matter i wouldnt pick ee even if it had autocast
alch eats too much sp now i think
everything is very competitive (mostly cause your damage is mid and you want as many things to boost it as you can)
that too so thats why I think ee getting nerfed and removing autocast just killed it, everyone is dropping it for more ability power
tbh it feels like alch abilities are even more required now
im autolocking the whole right side pretty much lol
maybe i should drop brutal alch altogether
fuck does that dot do for me right
the vuln is surely better
ye brutal dmg is really bad in r3 especially at the moment. I think it either needs to be buffed or the charms need to buff the stacks too, its so low even with like 260 magic damage
nah i opted to remove l2 artillery instead
brutal damage by itself isnt that good but the explosion is solid with all the sources of brutal u have
what pot are you using and how much magic dmg
fensap
allows me to spam everything
idt i'd be able to use artillery consistently with anything else
i have 212% base magic and full persp 3
ye im about there as well, the brutal explosions arent getting past 100 even with max charms and debuffs applied on fensap
i think heavier alch with less reliance on abilities and more on pots with the cz one would work
i just prefer this tho
hexbound elixir with taboo is an option as well, idt taboo is worth it with any other bag
the brutal explosions feel good in r1/r2 but r3 they are weak
i think the charm should just boost the stacks as well, why does it only buff base ๐
but taboo is yet another keybind which not only takes a slot but is also 1 more thing to manage
ye its so caster heavy
which in the end isnt worth it for me personally over fensap just letting me get that damage from extra artilleries
i feel like im button mashing a lot more after rework
hexbound is the middleground between pots and abils
with taboo
fensap is just a great driver for a highly ability oriented build
the variety is there
alch is probably the best rework
turning a boring class with 0 variety into a fun one with tons of variety overnight isn't easy
taboo will become less micromanagement next week
I think we cooked up a good new iteration
in what way? if you dont mind sharing that
overnight as if it didn't take 3 months of work ๐
well. yeah but most of the time reworks are very rough when they come out
also I can use all the skills on low recharge bags pretty confidently, it's just a matter of optimizing your potion economy handling so that you have enough
you mean the cz one?
fensap might be slightly overtuned but it's also maybe a more beginner friendly playstyle which is fine
Yeah I do have a build for formless, but I main shadebound
fensap is alright cause the actual pots do like negative damage ๐
maybe like 0.5-1 damage nerf but i think it promotes a fun archetype
hmm I got rid of the recasts thing entirely and put a new, more natural incentive to not have it always on which was the main thing I wanted to get rid of from the previous iteration anyway
you'll see
curious
well either way i think taboo's main issue is the health drain and frankly too little reward
im cooked.
also my build has 60% magic damage and fractal 4 and I do a lot of damage
i can barely figure out my keybinds
idk what y'all are on (maybe it's fensap)
also if you watch the video wtf did that blightleaking heart do at 1:00
is that some alch skill
bee modifier
hehe
also you should get the overlay pack for the volatile icon
it's linked in the doc in the volatile section
it will be part of the rp eventually anyway
the scorched fragments look funny with that dropped item mod you have
i also realized i had no usurper all that time
i couldve played way more aggressive probably
curse of a thousand builds
on that note is it possible to make philosopher's stones glow a different color from normal bezoars?
I was debating whether I should post a gameplay video on me playing formless but I figured maybe later
sure, I could see about making it glow red
yippie
or is that confusing with some other stuff
i feel like im the first person ever to use bezoar u
I really don't know what glow colors other classes have
I use it! (it's nice on slow bags)
and attacking enemies but surely the small item wont be confused with it
I feel the same with r3 bags and somewhat with r2 bags but r1 low recharge bags are really hard to use at the moment
i think philosopher's stones could use some extra linger time
it's easy to miss them at base
I personally use a slow bag in all regions ๐
and unlike bezoars they arent as expendable to miss
like for r1 specifically bosses, there's no way to generate pots outside of ua and 2 from tinct
its an enhancement with decent potential, it probably needs a bit of polishing tho
well yeah on bosses it makes sense
i guess is that an intended limitation
in r1 you have reverie bag for bossing
do they have the same model without alch cosmetic?
red/orange would be fitting
like you know the gold ish mc color
ye but you do more damage consistently over time with ec pot over brim because the rate is so much faster
i guess if we go down the rabbit hole of melee alch again brim is better lol but i miss using brim as only weapon in bosses, if you just wanna pot ec is way better
I personally dislike high proj speed on my potions
but again it's there for a personal preference option
I agree its not really my thing either but I cant full sustain with brim pot on bosses
the 10% loss of eco on brim really hurts the identity for that case
pots against flying enemies are very cancer sometimes
i wish my character could like
throw them harder or something
sometimes
it could perhaps be arranged to bump it back to 1, I'll try it out a bit more when I have time
I just let them fly at me and splash the ground or Bomb Them with artillery
ye if r1 bosses and stuff had more minions it would be fine but there just isnt lol
anyways another of the planned changes is to make elixir's hitbox 25% bigger and a cylinder with fixed height
so that it's more lenient
that will make landing it much better
it might also get a bit of an extra, too
it could use a little duration ye
if it lingered that would be fine as well
so it helps keep that dura but u gotta refresh once linger ends or u leave the area
it would be nice for the ally buff to be 8s as well
instead of like half what the alch normally refreshes on
the linger would help that i think
level 2 and enhancement elixirs will get buffs too
I think the enhancement is the only thing that needs some tuneup now I really like the idea of splashing teammates to give yellow hp (I play with friends a lot and enjoy being more support so this enhancement makes it even more fun to kinda pocket them), but its just a lil too weak i think
oh perfect
ye tbh once the brutal bug was fixed dmg felt much better and the only issues i had were ee being annoying and kinda weak at 2+
I guess also brutal charms being pretty useless atm
its like 10 dmg on the explosion since the 65% only boosts the base not the stacks
the main problem with the absorption support from elixir(u) is how absorption works rn in the code, I'm afraid it won't get better than it is rn until that changes
since I don't want to allow just stacking infinite absorption
I could maybe find a workaround actually, we'll see
lmao fair
ideally it would just go on top of your other sources of absorption
but that's not really possible currently
you were waaay too doom and gloom at the start, lol.
change can be good ๐
I was lmao I told my friends that too. It was really the brutal bug that put me over the top I didnt realize why I was doing 50% dmg lmao
its def way different than before and once I got to see the real output its chill
ok yeah usurper makes this so much nicer
alch really needed that retaliation from elite fights cause it struggles the most with them
eh i guess only if you play the way i do but whatever
I'm surprised that brutal dot bug passed testing to be honest, I guess we just got used to getting the brutal dot explosion output and the rest from other skills
usurper is incredibly powerful, especially on a tankier build like mine
you can just Keep Going
ye the skills felt fine and I started playing with a lot of apti to use them more. The initial bug was getting like 20-25 dmg explosions in r2 and it was hard to even clear some harder pois with it at first when spells were on cd
apti stacking in r2 is extremely fun with the new kit
i wouldn't say it's "powerful" per say in this case
it just saves you time
you dont have to be a maniac like myself and jump into fights without healing
it only gives an actual combat advantage on classes where you'd need to actively disengage from a fight to heal up
which is not the case with alch since you can just explode things
Oh I jump into fights alright
yea but you have a build made for that
Drop scorched, tinct, all fueled up
usurper is kind of like sapper (excluding it being used in rush)
saves time between encounters
To put it into perspective: some people don't even run points into brutal
sometimes yeah
but thats one of the things usurper lets you do less often
for vids specifically i go slightly faster than i do normally as well
one thing i notice is that you always strafe towards the next encounter
yeah helps you save time
nadir has more or less become my poi of choice since its the shortest one with actual different challenges
nice for testing builds quickly
Someone should post some formless gameplay...
the downside is i learned it down to every spawner and its activation range give or take a couple blocks
mega pois are cool once in a while but i wish more shorter ones were available like nadir
you shouldve seen this https://www.youtube.com/watch?v=No7TC7Y9M4k&t=18s not embedding as to not flood this chat since its not very related
me when i wanna test a class but the only poi i wanna do is the nadir
i noticed maybe there are some new elementalists
I recorded one
But I would like to think myself not all that skilled/optimized
https://youtu.be/No_j_CCwMoE?si=yW02-gc-tIzMOZsN
itโs a little more than just a formless build though
Also audio might be bad I just got new headphones and apparently Bluetooth fucks the audio or something
that's a bit outdated; null agglomerate is way weaker now
Here we observe the region 3 monumenta player in the wild. Watch as they beeline towards the starpoint teleporter, enter the bellway, and choose either Nadir or Constellation Tower.
i have no idea why that many people like ctower
it's not a bad poi but idk what's so special about it
its like very elite pilled
It is cool and right next to a bell makes it more appealing I suppose
Awesome will watch
i like tolu sometimes
like the entrance to ctower already has a ridiculous encounter
Also Voidrim your clear is invalid, you didn't take the side chest right?: p
midfloor where its like a half circle with trees
ctower feels like a minefield whenever i play it, if i walk a few blocks wrong and activate the wrong spawner i immediately implode
bleh i cant be bothered
and the encounter right before the boss is like huge
10s of my life for 2ar
thats where you clip farm
funnily enough at some point i was not picking up loot when breaking chests during recordings
cause idc for the loot, i just broke them for the proof of concept or whatever
I may have skipped some too lol
Never figured out if my route gets all the chests
i only technically skip the final one with the slime over the void
the right side one is fully cleared in my route, i just dont grab it
whereas for the final one i actually avoid the spawner guarding it
fun fact about nadir is you can avoid every elite spawner but two and still clear
i learned that when i was recording 1hp

You should record 1hp fathoms reach
i dont even know what it'd take to make me do that
probably things god alone could give me
I think fathom hard counters all my harb builds
I might have to make an apoth build just for it
fathom hard counters sane people ๐ฅ
Gonna equip the funny panacea sniper charm
ive been meaning to play around with apoth for a while now
panacea has like 200 charms
i wonder what you can do with them
is pana supposed to give yourself yellow hp now it never did before and it feels so nice lol
psure it always did, no?
it did allies not urself
Nope
It gives shield from hitting mobs now
A max of 6 mobs (not reset by the rebound)
remedy seems unchanged
i dropped remedy
panacea actually provide sufficient absorb for my poise
really cool
you probably really want ring 2
but tring def got the real glowup
yea
and considering panacea 2 is just stat buffs you could probably get remedy without too much of a loss
ive been running 121 in r2 and 112 in r3 (just cuz i have coven vial and it makes you immortal)
thats lvl 2 which you likely wont have tbh
with vial its worth but ye
I dont see using it without vial or in r2 ring2 is just too strong
The absorption radius got buffed from 6 to 12 blocks
something something teliko theama razed remnants rune of infiltration
Remedy is a "spoonfeed absorption to anyone in a large radius" type of skill and it's quite useful in like world bosses
which is somehow just 6cp
ring doesnt seem to have any exceptionally strong charms
they're both alright but idk
Alch doesn't really do the "use all your charm power on 1 singular skill" thing
Also the design space for charms before this rework was terrible, so that's why there are a million panacea charms and little for other stuff
But this should be fixed by future content releases
Okay I'm off now, bye
the fuck
anyway apoth is. very fucking strong huh
i just kept half my harb charms and slapped 6cp into panacea
and the clear speed is criminally close to harb
it's not quite there but all this survivability...
well i'm assuming trans ring is getting tuned down sooner or later which is what will make the damage difference make up for all absorption
but it is quite insane atm
Is there anything in the current set geared for single target
Yea ik the class is aoe, but still, something to help it out
I m asking since maybe I m building wrong
VR (u) can stack a good chunk of single target damage but you need to hit 5 other mobs to spread the DoT to the big boss
Vr u does about 400 single target damage at max stacks in r3
Its not really enough and sometimes hard to trigger but it is something
Didnt counter me so you are wrong
I think the tradeoff of alch should always be terrible single target since the AOE is so nice, that being said there should be things like brim pot that are stronger and geared towards elites, but the kit itself is ok.
In r1 itโs a little tricky rn since brim pot is .9 recharge rate. Because most bosses there donโt have minions itโs really difficult to upkeep with it. In r2 and r3 thereโs enough options to refill potions that you can use slower charge pots with more damage or regicide (nihilo and ex brim for examples)
Recharge rate is extremely limiting in r1 it feels like. I donโt feel like I have enough pot eco on anything besides ec pot there unless im willing to play a little slower and kite with willows pot.
you gotta play willows pot eco trying to maximize efficiency
I can see fast charging low radius dps bag being one potential archetype thatโs missing
You really canโt do much to a boss that has minimal summons and just runs at you
โwhen swapping pots your charges are set to zero ๐ฅ โ
Trading that for a new recharge stat is a w trade though
Be so fr why would that not be a thing
okay fair
So i can swap to fensap to charge formless
True thank you fennec!
uh maybe potion conversion from swapping bags like fensap to formless gives you 4 pots instead of 8
or 3
You are welcome marcy
idk how much faster it is
Its more than double speed
yeah its a bit cooked
(ex)Brimstone feels like it can be turned into this
Give it 2 rad 
Lowkey that can be fun
Having to be real precise
What if swapping bags just gave you the amount of charges you would have in "charge-second" units (which is the real time it took you to get those potion charges, which is automatically standardised across any recharge rate), capped at the amount of charge-seconds equal to your total count.
So say if you have a normal 1 recharge rate bag (recharging every 1.5s) at 6 potions left that would be equal to "9 charge-seconds", then swapping to a slow bag with a recharge rate of 0.5 would recharge every 3s, resulting in 9/3 = 3 potions upon swapping.
In this case as the faster bag caps at 8 potions, the slower half charge speed bag could only ever get 4 potions upon swapping to it. If you waited for the slow bag to charge up to 8 over 24s, then swapping over to any faster bag would immediately put you at 8 because you spent that time charging it.
This system wouldn't punish you with wasted time for charging one bag and then trying to offhand another and keeps it fair across different recharge rates as the charge-seconds units are equal across all bags. There could even be a penalty when swapping if that really needs to be a thing
Counter point would be any potion recharging abilities
idm it simply sets it to 0 tbh
I personally prefer the commitment aspect of this
it's very janky and exploitable, plus the effort to code it wouldn't be worth it
potion recharge code is already complex enough
Just make a boss bag exist ngl that solves the issue
Yeah all of those would definitely make it break I didn't think that far ahead, hence why there could still be a penalty. Yeah I'm not sure I can think of a nice solution here other than that if you earned "too many" extra, they would be effectively wasted for swapping.
If you were to cast abilities with the slow bag for higher damage and then got up to 8 potions, swapping to the fast pot would give you effectively 16 pots, but because it's capped at 8 you void the bonus ones, and if you decide to swap back to the high damage pot you'd still get it halved to 4.
it could be Arranged
Maybe it's just completely fine for alch to be different but it does feel at least slightly odd you get so heavily punished for using more than 1 bag. Swapping weapons depending on the situation is a really cool mechanic I use on other classes
I can agree though
it's unfortunate, but trading dual wielding for a much bigger variety in alch bag functionality was a worthy trade imo
i have wanted a fastball pot for a while
like a fucking 1 radius pot with insane proj speed and like 16 damage
well yeah
16 damage is r3 levels
Is it possible to make alch bags with variable potion caps
well yeah i was implicating an r3 bag
this, or an artillery charm
reduce cost to 1, lock radius at 1, cooldown and bloat the piss out of the damage
Of course, I was talking about the design
It might be, but I don't wanna mess with that at least for now. It doesn't feel necessary
I like tincture charges with tincture charms
poise apoth meta
probably best to be a charm then
alch has plenty of aoe options now i think turning artillery into a single target sniper button would be fun
the exact opposite of brine's
that'd be funny
like brines but -cd instead and -radius
that'd actually be very very nice for alch kit since it lacks single target a ton
i'd def use that
^^
sniper as in high velocity?
it would be way funnier with a high velocity but probably not necessary
I was experimenting with an anti-air type of artillery during development
like 50-60 block range type of velocity
protean glass type beat
even more with that
but ultimately it didn't play well with the bouncing because it was on level 2 and you'd just have weird muscle memory too
but it could fit a charm
probably less velocity than this but yeah
the idea is just next to no aoe, high damage, some cdr if you feel generous for christmas
velocity would give it some flavor not sure if that'd be overstatted
yeah so you can either snipe a mob far away you dont wanna deal with or chunk an elite hard
or just literally use it as mediocre, albeit your only, single target dps
since thats what alch needs the most
it wouldnt be anything to primarily rely on but it sure would help a lot
artillery with brines does like 85 or so damage rn
which is a +50% dmg charm
not a lot even on a 6s cd
and if you want to learn some insane shots with belltongue bouncing it 6 times at that high velocity to vaporize something thats up to you
Hii, Iam the magical guy that only play magic class and used to only play alch for like 2years!
I would just say as a in nutshell that I really like the rework, I don't feel like Iam wasting my time with mediocre DoT or crownd control with miserable DPS and it is most importantly fun, who doesn't like to boom everythings? So good job on that!
Ok for the feedback, first I will talk about R1 and R2, I don't have much to say, gameplay is mostly the same as it is not flashy but still efficient and better than before and pretty well balanced tbh! No really nothings to say!
For R3 tho.. yea there is some problem. First about bags, rn Fensap is just blatently the best bag in the game, which it was before when you knew what you were doing.. but only 2 mans in existence used it lol. Anyway rn you can just spam it without minding any business and with 2 creepers + portal charm everythings dies with two pot.. and you can spam.. don't ignore Decay 8 with that pot recharge, really you need to fix this asap, any build that don't use it just nerf them! Also it makes the honestly required 2star +10% recharge useless for it so with those 2 stars you can add more damage..
Then since I talk about it yes the 2star +10% potion recharge is just mandatory, if you are not using it with bag at 1.1 or lower you are throwing.. same for that +20% radius charm, just every build should use it, and this means every build has 4star less to use.. I honestly would prefer just a little buff to base alch kit radius and potion recharge than having those two just be here and be bis and mandatory, it kills diversity.
Then the big hitter, Volatile is op, how did this pass testing I swear, first it's far too loud please lower a bit the sound it makes, yes it is satisfaying, but still too loud. Anyway the main problem is that it kills everythings far too efficiently even without boosting it.. so I did a lot of max delve with all out on tank gear and just throwing the volatile into grusome then brutal..
Everything died
Just far too op, and even elite dont stand a chance with up to 800hp
Because the dot lvl 3 + Decay with fensap + boost from charm and the fact that they take so much explosion damage because yea now everythings explode when their is mobs nearby that they don't even survive.. and if they survive just make them explose with 3 pots and your infinite pot yield thanks to fensap!
Also yea primeval, for those that are unaware is just a straight buff, you don't care about the first explosion because that where you apply the gruesome for vulnerability and such then do the juicy damage with the brutal and with just that one damage charm well you have the best nuke of the game that can go upward to 1000-3000damages easily..
For the good stuff tho, I like the fact that rรฉflexe became really fricking good with Alch now that you can spam more potion (even without talking about fensap)
*please do note this does not mean to exclusively nerf fensap, the other bags should go up as well
The tincture buff is awesome to make it both great at refilling and giving abso which also makes tabooless harb use poise or just be more tanky in general!
Creepers are just good and fun
Earth while being a nerf in group dps is far better as solo and to clear specially with the inexistant cd when you clear, into every encounter you have one earth if you play well with your ressources
Well no. I disagree, because the others bag are already strong enough and fensap is just blatently overpowered
there are a couple stinkers in there
I did a lot of testing even without fensap and it is perfectly fine
I can show you like 30+ build I did test in max point delve etc.. everyone of them was great to use and not blatently overpowered as fensap
The only one I find pretty bad is the max damage but low potion recharge one (zenith I thinks?)
Doesn't do much more since everything dies anyway and it is just a nerf for clear or DPS..
i think the problem might be fensaps way easier to use to all of us slowly getting used to the class being new due to its insane recharge
as you get used to it you can abuse the 1.3/s regen more and more
Yea I got far more experience than pretty much everyone else honestly as alch, so not to say Iam better or anythings, but I understand the class far more than the average player as for their breakpoint and such, and the only new things to me was volatile which is just swap for me. Potion recharge barely matter to me since the zenith potion was pretty much the base speed we've had this whole time
So having more potion is just a buff for me lol
I personally disagree that the Bottled Infinity charm is required on other bags, there are a lot of ways to either get better potion eco, or more efficiently using your potions
it's certainly nice if you don't want to worry about that aspect of gameplay as much, though
It is just better to spam potion because of how dot explode at 3 brutal
I didn't expect fensap to perform this well to be honest, decay 8 shouldn't really do much in region 3 I thought
So having more pot = more DPS and just easier to play anyway
Brutal maxing is A Playstyle and that's fine I think, there are a lot of different playstyles you can do now
Do you even need that many pots? I run shadebound or like 1 rr pots seems to do fine for me outside poi bosses and sometimes twisted if I start the encounter without full reserve
Maybe it's because I don't run AA
Oh also I forgot to talk about it but dot charm absolutly SUCK, clearly need a buff
You don't need it, it is just mathematically better
For DPS, for qol for anythings really
But being able to just all out spam potion to kill something in 1 nanosec is just pleasant
I dislike fensap since its lower base mean abilities are "less effective"
Still far too effective dw
Blatently overkill still lmao
But the Decay actually make it better DPS wise anywqy
Well since I don't use it I won't give opinions on it, seems extremely popular rn but we'll see
how much magic damage is in your build?
And have we talked about that it give speed? It's not much but 15% speed is really usefull
Usually 0-50% with maybe trivium 2/3
I did try with bis damage too
Having not a lot of magic damage is actually fine for R3 alch
It does enough anyway with 0 damage
I agree with that and it's nice for a change
I one shot encounter with 0% magic damage in max point delve.. why would you need even more damage
with volatile, right?
Primeval scale?
Only cool for boss and some random elite
Something something max pts mob density I suppose
yeah
Volatile -> gruesome + brutal, usually take 0.7sec to kill everythings in one go
Scortched earth -> gruesome into brutal usually kill everythings too, creepers finished if not
Gruesome + brutal into 2 creepers with at minimum 18% kill everythings up to 260hp which is all random mob pretty much
Etc.. etc..
Their is a lot of combo that just instant kill mobs
All build used primeval yes because it is just bis for now like overflask and pot recharge one.
Otherwise some used earth/creepers/panacea etc.. charm
I also did try in random instance with minimal point like 6 up to 25, the usual you would go and well everything dies anyway since yea less mobs but far less stats and so less hp
They still dies easily but yea legionnary is actually a buff for alch tbh
Take that shit!
it's crazy how much damage a small 10% aoe does
I guess it's a byproduct of region 3 being... what it is
I think it's the brutal ticks
right, do you run brutal 2?
yea, true
And the second can have the vulnerability of the gruesome
And then all the dot + maybe creepers if harb or earth damage or ring damage etc..
+enchant
The fact that VR is usually mass brutal detonation is something
That goes high really quick
