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Alchemist makes the game twice as fun


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#26
Torkelight

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Honestly I view the elemental mines as insanely effective. You need to be in front of the team and instigate the fights (easy because of Your stealth run speed). That way it is easier to Place the mines effectively. I Guess it is a given, but you should get the right distance so you can actually throw them right underneath their feet, and turn around slightly for each toss so you can spread them out if needed. The great thing With them is that they give out several different effects, most notably freezing, which gives you a few Seconds to stealth, and then run around/trough the Group and eliminate any ranged enemies that might be there. Usually the team hasnt arrived before I have been able to eliminate all Archers and most of the rest of the Group, and if needed you should have "I was never here" so that you can pop stealth at any point if needed. Shadow strik is also a great finisher that have a chance of resetting Your skills. And I'm talking about threatening difficulty, havent tried it on perilous yet but I doubt it would suddenly become uneffective.

 

I just have to say that if you dont find the mines useful you cant be using them right.

I'll try to make a video of a run at some point to demonstrate.


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#27
Myala

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A video would be cool but how about a run down of the build that use? Which passives and upgrades did you pick up?

#28
Rawrxd

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The alchemist has great aesthetics but extremely poor gameplay. In my experience it is by far the weakest class in the game. The only way to be semi-viable is to spec heavily into the stealth tree, and at that point, why not simply play assassin? My suggestions are as follows:

1. Elemental mines changed to be a ground-targeted ability, possbily also slightly buff the damage. This is badly needed--the cornerstone ability of the class is close to useless.

2. Poison cloud changed to either be a ground-targeted ability or a cloud around your character that moves with you. Current incarnation is terrible.

3. Poisoned weapons DOT needs to either stack in intensity, or be changed to additonally apply some amount of poison damage per hit. Right now, your first hit applies a weak dot and your subsequent hits do nothing--very disappointing ability.

4. Fix Shadow Strike's bugs with Knife in the Shadows and I Was Never Here.

5. I'd like to see some small amount of health regen added to the class, maybe when a flask is activated or something. Every other class has more ways to maintain its HP--warriors=guard, mages=barrier and some very strong passives like death siphon, other rogues are either ranged and can use Fallback Plan, or are meant to almost never be hit as a perma-stealth assassin. Alchemist has ???.

In summary, the visual and audio design of the class is neat, and I want to like it, but the current implementation of their abilities is very broken.


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#29
Vishimtar

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Alchy is my least favorite class by far.  I abhor mines, but unless I basically want to make her an assassin which isn't as good as an assassin she almost needs them in her kit; 50% of her bar is consumed by essentially making 1 ability ahem, useful (fireflask+mines).  Suffers from a similar problem as Templar's stun/dispel combo, but I'd take that one any day over mines.  Class needs a rework.



#30
mission555

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Has anyone tried the Fire Flask in combination with  Twin Fangs?

 

Get behind enemy lines, pop the flask and just go ham, I reckon you could get two or three free stealthed Twin Fangs off. Especially usefull on Perilous where one doesn't kill 'em. Now a stealthed flanked Twin Fank is 2700% weapon damage for me (using Ring of Twin Strike), suck on that Hidden Blades! Can you say boss killer? 

 

I'm in the process of making an assassin as well, I wonder just how much more damage the assassin does on average. I've got a feeling it's not that much.

 

EDIT: Wow, they just had to make activating Fire Flask break stealth. 



#31
TheThirdRace

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EDIT: Wow, they just had to make activating Fire Flask break stealth. 

 

That's what's ridiculous with Assassin and Alchemist. Everything you do breaks stealth. You can't break pots, pick up gold, open treasure rooms, revive, etc.,  without an enormous cooldown on stealth. That means the stealth characters won't help at all to do all those things if they can avoid it because it's gimping them too much. If Bioware wants to fix stealth, it should simply make it so that the only way to break it is to hit an enemy of being hit by one.



#32
mission555

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That's what's ridiculous with Assassin and Alchemist. Everything you do breaks stealth. You can't break pots, pick up gold, open treasure rooms, revive, etc.,  without an enormous cooldown on stealth. That means the stealth characters won't help at all to do all those things if they can avoid it because it's gimping them too much. If Bioware wants to fix stealth, it should simply make it so that the only way to break it is to hit an enemy of being hit by one.

 

Alchemist is just plain dumb the synergy is weird and uneffective (complete trap focus has no damage and there is no way to mix anything from the trapping tree into your kit as an assassin). Fire Flask is the most potent skill in the game but it doesn't synergise with anything but the dumb marble trap.

 

Assassin is fine. 

 

EDIT: My bad some frustration over this class came out.



#33
TheThirdRace

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That's what's ridiculous with Assassin and Alchemist. Everything you do breaks stealth. You can't break pots, pick up gold, open treasure rooms, revive, etc.,  without an enormous cooldown on stealth. That means the stealth characters won't help at all to do all those things if they can avoid it because it's gimping them too much. If Bioware wants to fix stealth, it should simply make it so that the only way to break it is to hit an enemy or being hit by one.

 
Alchemist is just plain dumb the synergy is weird and uneffective (complete trap focus has no damage and there is no way to mix anything from the trapping tree into your kit as an assassin). Fire Flask is the most potent skill in the game but it doesn't synergise with anything but the dumb marble trap.
 
Assassin is fine.


Because the Assassin and Alchemist will be overpowered if they can break pots without losing stealth?

#34
Beerfish

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Honestly I view the elemental mines as insanely effective. You need to be in front of the team and instigate the fights (easy because of Your stealth run speed). That way it is easier to Place the mines effectively. I Guess it is a given, but you should get the right distance so you can actually throw them right underneath their feet, and turn around slightly for each toss so you can spread them out if needed. The great thing With them is that they give out several different effects, most notably freezing, which gives you a few Seconds to stealth, and then run around/trough the Group and eliminate any ranged enemies that might be there. Usually the team hasnt arrived before I have been able to eliminate all Archers and most of the rest of the Group, and if needed you should have "I was never here" so that you can pop stealth at any point if needed. Shadow strik is also a great finisher that have a chance of resetting Your skills. And I'm talking about threatening difficulty, havent tried it on perilous yet but I doubt it would suddenly become uneffective.

 

I just have to say that if you dont find the mines useful you cant be using them right.

I'll try to make a video of a run at some point to demonstrate.

Agreed that is exactly the way I play it.  Run up in stealth, toss mines right at a group of them and then retreat.



#35
mission555

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Because the Assassin and Alchemist will be overpowered if they can break pots without losing stealth?

No but naming that minor thing as what's wrong with Alchemist is bs the class is a mess.



#36
TheThirdRace

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No but naming that minor thing as what's wrong with Alchemist is bs the class is a mess.


Never did I mention anything about Alchemist or Assassin being good or bad in a general sense. All I did was post something about a minor comment you made, nothing more so please don't include all the thread for 1 sentence I quoted.

#37
Apl_Juice

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I feel like mines are extremely meh, but maybe I'm using them wrong.

#38
Cirvante

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I thought that if you have the upgraded mines (where you expend all of your stamina for more mines) it overrides the fire flask "infinite stamina"?  Is this incorrect?  If I am to understand what was just said, you can have the upgraded mines and throw them infinitely until the fire flask runs out?

 

Yes, but by the end you have no stamina.



#39
Torkelight

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Yes, Cirvante but you wont need it though, and it will recharge so quickly you will have time to pop stealth Seconds after you've thrown out all Your mines. Besides, they are doing a ton of damage to Your enemies so you dont really need to do much anyway that requires much stamina.



#40
Ashmomo

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The problem is, on higher difficulties, after those few seconds you're very dead.



#41
Torkelight

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Yeah, I know someone was going to say this. First of all, if you hit a good area, eg. most of the enemies, they will freeze which makes them unable to shoot. Secondly, a few Seconds is an overstatement. I should say about a second, which is more correct.

Thirdly, what are these higher difficulties you are talking about? I have done this With great success on threatening and as far as I know there is only one difficulty higher than that.