Unsinful’s U69 Cold Alchemist Endgame Nuker

Mystickal

Member
Just a small observation -
Augmentation, Tier 5 Bombardier ability is likely doing nothing for you as you are already going to be max caster level for your crimsonite and gildleaf spells once you hit level 20. I take Augmentation and then spec out of it at lvl 20 since it doesn't do anything to increase your max caster level.

Some interesting choices in the rest of your build.

Your fully buffed DCs in reaper - are those while spiking Verdanite, or base?

Do you still find Smoke Bomb useful? I stopped using it when they changed it so that everything that breaks invis breaks Smoke Bomb. I figure if I've already got displacement going, then there's no benefit to having a 12 second invis over 32 minute invis

You should be able to get +50 cold spellpower with potions. Not sure which ones you're using to get 45, but Potions of Superior Freeze will give you +25 alchemical bonus to cold and Potions of Spellpower (+25) will give you +25 alchemical bonus to Universal Spell Power.

~Mystickal
 

Vox

Well-known member
> 6 in Apothecary gives me magic missile immunity

You already get magic missile immunity via feydark. IMO you'd be better off changing apocothary -> vistani for deflect arrows from 2nd core.

Augmentation is pointless, it does nothing due to MCL.

Nice base PRR for a robe!
 

Mystickal

Member
> 6 in Apothecary gives me magic missile immunity

You already get magic missile immunity via feydark. IMO you'd be better off changing apocothary -> vistani for deflect arrows from 2nd core.

He doesn't actually take magic missile immunity in the feydark tree. If he were to take it, he'd lose:
+1 to will saving throws
+10 positive and negative spellpower
+100 Spell Points <---likely his biggest concern
2% positive/negative spell crit while Verdanite
+1 Haggle/Concentration/Heal

And he wouldn't have enough points left to get Deflect Arrows, as the Magic Missile Immunity would cost 2 AP in Feydark vs the 1 AP in Apothecary, so he'd have to free up an AP somewhere <cough> <cough> <Augmentation> to get it.

~Mystickal
 

Vox

Well-known member
He doesn't actually take magic missile immunity in the feydark tree. If he were to take it, he'd lose:
+1 to will saving throws
+10 positive and negative spellpower
+100 Spell Points <---likely his biggest concern
2% positive/negative spell crit while Verdanite
+1 Haggle/Concentration/Heal

And he wouldn't have enough points left to get Deflect Arrows, as the Magic Missile Immunity would cost 2 AP in Feydark vs the 1 AP in Apothecary, so he'd have to free up an AP somewhere <cough> <cough> <Augmentation> to get it.

~Mystickal
What are you smoking?

(S)He takes twist reality, study the arcane, and illusory weapon in t1 of feydark - (s)he does not use illusory weapon as per gear loadout as a nuker.

core 1 + twist reality + study the arcane is six points, more than enough to access t2's.

Illusory weapon is 2 AP

- illusory weapon + got my back = the same AP spend and loadout

---


Only the SP is of any concern from losing apothecary. The gain from vistani (sheltering, neg absorb, +saves vs undead, deflect arrows) trumps this.

Between reaper efficiency, ~6k SP pool, and pyrite spiking, -100 is not a concern.
 

rabidfox

The People's Champion
S)He takes twist reality, study the arcane, and illusory weapon in t1 of feydark - (s)he does not use illusory weapon as per gear loadout as a nuker.
I'd assume to use imbue with shadows from it to turn the weapons into implements.
 

Unsinful

Well-known member
Just a small observation -
Augmentation, Tier 5 Bombardier ability is likely doing nothing for you as you are already going to be max caster level for your crimsonite and gildleaf spells once you hit level 20. I take Augmentation and then spec out of it at lvl 20 since it doesn't do anything to increase your max caster level.

Some interesting choices in the rest of your build.

Your fully buffed DCs in reaper - are those while spiking Verdanite, or base?

Do you still find Smoke Bomb useful? I stopped using it when they changed it so that everything that breaks invis breaks Smoke Bomb. I figure if I've already got displacement going, then there's no benefit to having a 12 second invis over 32 minute invis

You should be able to get +50 cold spellpower with potions. Not sure which ones you're using to get 45, but Potions of Superior Freeze will give you +25 alchemical bonus to cold and Potions of Spellpower (+25) will give you +25 alchemical bonus to Universal Spell Power.

~Mystickal
Augmentation is just there from leveling. Changing it the only thing I could gain is a slightly cheaper cost to use quicken in the tree as I still need to spend those 2 AP in bombardier somewhere.

Those are my base dcs, not verdanite spiking.

I still find smoke bomb to be semi-useful for skipping past mobs in some quests. It also sits in a level where I don’t need any other spells

I could get 50 spellpower but I don’t always have the +25 superior freeze pots. If there’s a way to get them year round then I’m not sure where they come from.
 

Unsinful

Well-known member
> 6 in Apothecary gives me magic missile immunity

You already get magic missile immunity via feydark. IMO you'd be better off changing apocothary -> vistani for deflect arrows from 2nd core.

Augmentation is pointless, it does nothing due to MCL.

Nice base PRR for a robe!
I could drop apothecary and swap around AP in feydark to get missile immunity there but all the AP spent in apothecary is helpful. Still gaining SP and some positive spellpower.
I know Augmentation does nothing at cap. It’s a remnant of leveling and the only thing I can do is swap those AP to efficient quicken in the tree, so I didn’t.
 

Vox

Well-known member
+25 superior freeze pots. If there’s a way to get them year round then I’m not sure where they come from.
These become unlocked from different house vendors by completing older quest chains.

From memory Cot6 & Delera's unlocks it in House K & House J
 

Unsinful

Well-known member
These become unlocked from different house vendors by completing older quest chains.

From memory Cot6 & Delera's unlocks it in House K & House J
Thanks! I thought they only came from events. I will get those and fix the build doc.
 

Mystickal

Member
What are you smoking?

(S)He takes twist reality, study the arcane, and illusory weapon in t1 of feydark - (s)he does not use illusory weapon as per gear loadout as a nuker.

core 1 + twist reality + study the arcane is six points, more than enough to access t2's.

Illusory weapon is 2 AP

- illusory weapon + got my back = the same AP spend and loadout

---


Only the SP is of any concern from losing apothecary. The gain from vistani (sheltering, neg absorb, +saves vs undead, deflect arrows) trumps this.

Between reaper efficiency, ~6k SP pool, and pyrite spiking, -100 is not a concern.
To be honest, I have no idea why Unsinful is taking Illusionary Weaponry. I presumed that it wasn't just filler, IMHO they'd be better of with a third rank in Feydark explorer, Reality Bulwark, and You've Got My Back over Illusionary Weaponry and Twist Reality - but that's based on the way I play the game. That was one of the interesting choices that I mentioned. . . . others include the lack of Sanctified Vial, no sprint boost or wings yet taking two three feats to get spring attack to help with movement, etc.

Thanks for the write-up Unsinful, and thanks for taking the time to answer my questions.

~Mystickal
 

I dont Like gimps

Well-known member
just as a side note Lgs ice/ooze as offhand are also great alternatives to Orbs for more damage at the cost of 30 Mrr(cap)
I personally favor the dmg cuz I tend to just Spell absorb swap when vengies spawn and except for clerics/shamans ive rarely felt Like 50 or 80 Mrr made a diff when it came to survival I was usually dead for -2k or not :p (this is based on my 50 Mrr experience as shuriken thrower during (allmost) all of Sharn,SM,IOD,vecna r10 solos) I defo see myself wearing an Orb in KT tho :p
 

DBZ

Well-known member
Can hit 120 mrr on an alchemist useful on some raids

Kinetic spheres and legendary alchemicals not bad defense swaps
 

Unsinful

Well-known member
To be honest, I have no idea why Unsinful is taking Illusionary Weaponry. I presumed that it wasn't just filler, IMHO they'd be better of with a third rank in Feydark explorer, Reality Bulwark, and You've Got My Back over Illusionary Weaponry and Twist Reality - but that's based on the way I play the game. That was one of the interesting choices that I mentioned. . . . others include the lack of Sanctified Vial, no sprint boost or wings yet taking two three feats to get spring attack to help with movement, etc.

Thanks for the write-up Unsinful, and thanks for taking the time to answer my questions.

~Mystickal
Last I checked, Illusory weaponry still gives +1 enhancement bonus to an item which raises the Spellcasting Implement bonus you get to spellpower.
No Sanctified Vial because I can't cast it due to not having a Divine Epic Destiny. It would just be a wasted spell slot. I could swap a destiny but I'd lose spellpower and defenses.
No Sprint boost because there's just no need at cap. If I REALLY want it, I can swap in bottled boost: sprint, but I have never once needed it in any R10 solos or raids.
As for wings, Spring Attack is listed as a feat choice and I have taken it many times. Also, Mobility giving an additional tumble charge is very very useful for the way I play the game. I don't just tumble to zerg. Using it tactically during combat and to get out of effects is huge for me.
Also, with Eladrin out, I plan to use that as my leap as I will have 8 charges and it will give me a spellpower boost. I put other options in as well because a lot of people don't like to take dodge, mobility and spring attack. I like to include choices in my guides for people who might want the build but not want to play the exact way I do.
 
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Unsinful

Well-known member
just as a side note Lgs ice/ooze as offhand are also great alternatives to Orbs for more damage at the cost of 30 Mrr(cap)
I personally favor the dmg cuz I tend to just Spell absorb swap when vengies spawn and except for clerics/shamans ive rarely felt Like 50 or 80 Mrr made a diff when it came to survival I was usually dead for -2k or not :p (this is based on my 50 Mrr experience as shuriken thrower during (allmost) all of Sharn,SM,IOD,vecna r10 solos) I defo see myself wearing an Orb in KT tho :p
I swap offhands all the times in different scenarios. LGS Ice, Ooze and Affirmation. I do keep an orb as my permanent offhand though because of the augment slots and I keep a set bonus augment in my offhand. I don't have 3 additional copies to keep in my LGS swaps (Dino swaps technically) right now. I would like to, but I am out of runes and KT isn't a popular raid. At least on Ghallanda.
 

Unsinful

Well-known member
Can hit 120 mrr on an alchemist useful on some raids

Kinetic spheres and legendary alchemicals not bad defense swaps
My standing MRR is 128 at cap with an orb in my offhand. My offhand will swap depending on the situation and I lose 20 MRR.
 
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Contessor

Well-known member
Just curious to why taking lawful alignment. Chaos Champions hit so much harder vs just taking true neutral. Not a big deal, but trying to understand if there is an upside at all on this build to taking it to begin with?
 

Unsinful

Well-known member
Just curious to why taking lawful alignment. Chaos Champions hit so much harder vs just taking true neutral. Not a big deal, but trying to understand if there is an upside at all on this build to taking it to begin with?
It allowed me to do the lawful room in Prison of the Planes which is 5 seconds faster than killing the Risia Room :ROFLMAO: Otherwise, no, there's no reason. I was zerging lives when I took the screenshot.
However, chaos champions aren't an issue, it would be mobs casting chaos spells like chaos hammer, which is quite rare at endgame. But I understand your point. It's really not been a huge deal or issue for me. If its not a boss, its CC'd and if it is out of the pack, it turns into a frog.
 
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