Smoke Bomb got nerfed. I played a build based around it with monk/rogue/alchemist that had high sneak attack. It didn't used to break on attack, and it can be extended. You could smoke bomb and slice up an entire pack of mobs while they fumbled about aimlessly.
I want to mention sanctified vial is broken for stuff like VoD and PN, being able to aoe banish trash with a very short cooldown can make those raids a joke even on mid skulls.
Fine Dust is absolutely busted. It has no cooldown to speak of, mechanically affects enemies like grease so nothing is immune, is cheap, and it doesn't friendly fire at all. You can legit stunlock a pack by spamming it in a pinch. If CC fails to stick, running up and slamming Fine Dust repeatedly is a surefire way to recover.
The confusion spells work great against reapers as a form of reaper CC. Alchs other CC spells do not work against reapers. The single target confusion spell (Hypnotic something?) enables you to confuse a reaper but more importantly, all other mobs aggro on it and the reapers fight the mobs. This creates a convenient tight group of mobs that you can then bomb.
It can be relatively important to keep the reaction colour you want in mind, to either give yourself a quick boost as eg. the large initial orange reaction for a total of +130 spellpower on a destiny spell or greater ruin, even higher with wellspring first, can give a huge extra punch. If you run in purple (vile chemist) you'll need to be careful about dropping out of it since you'll lose a significant amount of PRR while it's not active. This is also part of why there are multiple spells with similar effects. The curative admixtures are all great - like artificers, you can drop a solid burst of healing (and anti-undead nuke!) on an entire group all at once right from level 1, which is fantastic - with the curatives too, they're very popular party members on the hardcore server for a reason. Inflict admixtures are solid for levelling & if you're an apothecary, they can become positively murderous even for epics with the caster level cap removal (also applies to healing ones), especially the SLAs, my own level 30 apothecary was getting 4 to 5k crits (again, as an AoE spell, approx 45% crit chance) on the light inflict SLA for only 2sp a pop, can't complain at that. Sleep powder is surprisingly useful since unlike the basic sleep spell, there's no HD cap. Salt crystals seems to work on almost anything, even ghosts eg. in Baba's Hut, which can be a big help to interrupt enemies for a quick follow up or emergency heal. Flash freeze is a very nice one too since flesh to gold requires they be made of flesh, while flash freeze works on almost anything so long as it's corporeal & is phenomenal vs. oozes in particular. Sanctified vial is really nice, it requires multiclassing into a divine class OR being in one of the divine destinies. Exalted angel is a solid option for many alchemists especially healing types so it's worth considering for a handy instakill vs. undead & outsiders. Flashbang is actually pretty solid, use it as a chaser after casting cindersmoke. Remember, blind enemies have a 50% miss chance against you & your entire party. Gold breath, poison breath are interesting when combined with the draconic destiny or for dragonborn, or both, since they get things to boost breath attacks.
My first alchemist was a poison knife thrower poison caster and would run into melee, cast poison breath, then run back and chuck daggers and poison bottles. It worked pretty well, but admittedly is an odd playstyle.
Empty Vial is not a great spell on its own, but if you use the Primal Avatar Mantle: Thorn for Acid/Force/Poison procs, it can be helpful to force that Force proc on a longer boss fight. or Just wait on the multivial cooldown.
I wish they had given us kind of like a Rainbow Alchemist type of feature where your spells did more damage or had better effects of we used multiple damage types and the Combination Vial. Sure its nice from lv 12 onward never worrying about immunity/healing, but I wanted to be tossing all the elements and create cool stacking effects instead of just 1 element doing Multivial, SLA multivial, SLA obliteration, repeat once off cooldown.
I believe that was the initial incarnation as to how the burning ambition dice was going to work, but after the first alchemist lamannia it was dropped in favour of what we have now.
@@Strimtom Would have been so interesting to have that choice to specialize or use variety. But it really just doesn't balance out spell point costs to try to use a lot of damage types since Multivial hits SO much harder and makes immunity irrelevant and shares cooldown with the other Multivials. Maybe if they'd made Elemental Combination a lower tier spell and made Combination Multivial a thing that had a Colors of the Queen wild magic feel to it. With the chance of 4 different damage types every through, it could have also done a freeze, stun, DoT, negative level, debuff chance on each hit.
You rate "Melt Lock" highly and I've yet to use it successfully to unlock a door or chest - levels 10 through 30. Am I missing something? I always get a failed spell action
early on, just take Inflict wounds SLA and Vial SLA, with empower/maximise on. That will get you started. As you advance to lv12 get all your chosen element stuff and as you get more SP slowly transition from SLA stuff to real spells. To get into orange 12 seconds of superpower, just bind 4 keys to a blue spell, red spell, yellow spell, red spell and you will go into 12 seconds of orange power and half price spells, then spam everything you got for 11.9 seconds. Repeat as necessary. Good blue spells to spam are Frog or Glue, then cheap SLA for red, yellow smokebomb to go 12 seconds of invisible, then another cheap red SLA, then go nuts with your red stuff and ruins/greater ruins. Whilst doing that, run around like a mad man so nothing can hit you. For a video check just type ddo alchemist into youtube... And for super power make sure you use Colour Spray and Flash Freeze to get your massive helpless damage. Easy!
Smoke Bomb got nerfed. I played a build based around it with monk/rogue/alchemist that had high sneak attack.
It didn't used to break on attack, and it can be extended. You could smoke bomb and slice up an entire pack of mobs while they fumbled about aimlessly.
I want to mention sanctified vial is broken for stuff like VoD and PN, being able to aoe banish trash with a very short cooldown can make those raids a joke even on mid skulls.
Beautiful nightmares too is utterly dumb
Fine Dust is absolutely busted. It has no cooldown to speak of, mechanically affects enemies like grease so nothing is immune, is cheap, and it doesn't friendly fire at all. You can legit stunlock a pack by spamming it in a pinch. If CC fails to stick, running up and slamming Fine Dust repeatedly is a surefire way to recover.
Still waiting for the Divine spell list Strim. You know, the one where you “take all the good spells and not the bad”. 👍😋
You can use "Sanctified Vial" by putting ED points in divine trees.
The confusion spells work great against reapers as a form of reaper CC. Alchs other CC spells do not work against reapers. The single target confusion spell (Hypnotic something?) enables you to confuse a reaper but more importantly, all other mobs aggro on it and the reapers fight the mobs. This creates a convenient tight group of mobs that you can then bomb.
It can be relatively important to keep the reaction colour you want in mind, to either give yourself a quick boost as eg. the large initial orange reaction for a total of +130 spellpower on a destiny spell or greater ruin, even higher with wellspring first, can give a huge extra punch. If you run in purple (vile chemist) you'll need to be careful about dropping out of it since you'll lose a significant amount of PRR while it's not active. This is also part of why there are multiple spells with similar effects.
The curative admixtures are all great - like artificers, you can drop a solid burst of healing (and anti-undead nuke!) on an entire group all at once right from level 1, which is fantastic - with the curatives too, they're very popular party members on the hardcore server for a reason. Inflict admixtures are solid for levelling & if you're an apothecary, they can become positively murderous even for epics with the caster level cap removal (also applies to healing ones), especially the SLAs, my own level 30 apothecary was getting 4 to 5k crits (again, as an AoE spell, approx 45% crit chance) on the light inflict SLA for only 2sp a pop, can't complain at that.
Sleep powder is surprisingly useful since unlike the basic sleep spell, there's no HD cap. Salt crystals seems to work on almost anything, even ghosts eg. in Baba's Hut, which can be a big help to interrupt enemies for a quick follow up or emergency heal. Flash freeze is a very nice one too since flesh to gold requires they be made of flesh, while flash freeze works on almost anything so long as it's corporeal & is phenomenal vs. oozes in particular.
Sanctified vial is really nice, it requires multiclassing into a divine class OR being in one of the divine destinies. Exalted angel is a solid option for many alchemists especially healing types so it's worth considering for a handy instakill vs. undead & outsiders.
Flashbang is actually pretty solid, use it as a chaser after casting cindersmoke. Remember, blind enemies have a 50% miss chance against you & your entire party.
Gold breath, poison breath are interesting when combined with the draconic destiny or for dragonborn, or both, since they get things to boost breath attacks.
My first alchemist was a poison knife thrower poison caster and would run into melee, cast poison breath, then run back and chuck daggers and poison bottles. It worked pretty well, but admittedly is an odd playstyle.
Once upon a time ago when each multi vial had its own cd you could take all multi vial for 5th lvl spells
I think flash freeze is better than mass gold because it's ranged so if you are playing bombardier it's better than the melee splash mass gold.
Flash freeze is melee. Vein freeze is ranged
Empty Vial is not a great spell on its own, but if you use the Primal Avatar Mantle: Thorn for Acid/Force/Poison procs, it can be helpful to force that Force proc on a longer boss fight. or Just wait on the multivial cooldown.
I wish they had given us kind of like a Rainbow Alchemist type of feature where your spells did more damage or had better effects of we used multiple damage types and the Combination Vial. Sure its nice from lv 12 onward never worrying about immunity/healing, but I wanted to be tossing all the elements and create cool stacking effects instead of just 1 element doing Multivial, SLA multivial, SLA obliteration, repeat once off cooldown.
I believe that was the initial incarnation as to how the burning ambition dice was going to work, but after the first alchemist lamannia it was dropped in favour of what we have now.
@@Strimtom Would have been so interesting to have that choice to specialize or use variety. But it really just doesn't balance out spell point costs to try to use a lot of damage types since Multivial hits SO much harder and makes immunity irrelevant and shares cooldown with the other Multivials.
Maybe if they'd made Elemental Combination a lower tier spell and made Combination Multivial a thing that had a Colors of the Queen wild magic feel to it. With the chance of 4 different damage types every through, it could have also done a freeze, stun, DoT, negative level, debuff chance on each hit.
You rate "Melt Lock" highly and I've yet to use it successfully to unlock a door or chest - levels 10 through 30. Am I missing something? I always get a failed spell action
Enjoyed it a lot man thanks for posting
Love the videos of all games you cover . Never stop making content. God bless
Maybe do this by spell lvl next time? Otherwise 👍
Need a How to Play video for Alchemist.
early on, just take Inflict wounds SLA and Vial SLA, with empower/maximise on. That will get you started. As you advance to lv12 get all your chosen element stuff and as you get more SP slowly transition from SLA stuff to real spells. To get into orange 12 seconds of superpower, just bind 4 keys to a blue spell, red spell, yellow spell, red spell and you will go into 12 seconds of orange power and half price spells, then spam everything you got for 11.9 seconds. Repeat as necessary. Good blue spells to spam are Frog or Glue, then cheap SLA for red, yellow smokebomb to go 12 seconds of invisible, then another cheap red SLA, then go nuts with your red stuff and ruins/greater ruins. Whilst doing that, run around like a mad man so nothing can hit you. For a video check just type ddo alchemist into youtube... And for super power make sure you use Colour Spray and Flash Freeze to get your massive helpless damage. Easy!
You can get potions of greater heroism
Heal admixture takes an hour 🤣👍
They should add the Minecraft warden to DDO.
More build guides and gameplay pls
You missed the chance to put multivial in S teir
Empty Bottle good for low level oozes.
And pillars in VoN raid, and consructs before you get immunity stripping.