Been playing with 2 alchemists now for a bit. 1 is a wizard one is pure alchemist.
It is quite feasible imho to have a full on alchemist party. Giving up a Barbarian for the 1str per level is the only draw back. The other boons are in race selection mainly. They are a bit of a pain on the beach to get going but once in I already have more healing and energy pot materials than I did on normal.
I am playing hard mode this time around. Perma stat increases along with tons of bombs is a good end game strat.
2 Farmers and 2 Alchemists might be the ultra go team for grinding up a super potent team.
or 1 farmer 3 alchemists so you can make the farmer the god character that can not die to anything with perma stats and running back and forth farming food.
Can anyone tell me the fastest route to get 2 crystal flowers?
Question about multiple Alchemists
Re: Question about multiple Alchemists
the other thing is bombs.
frankly, my alchemist does more damage with bombs than my mage does with spells. at 3 bombs per ingredient (maxed), i rarely find myself out of bombs, once I start collecting the moss.
with an entire party of alchemists... it would be the mad bombers what bombs at midnight*! bombs for range and control, and then finish off with melee.
yeah, the only problem being no early access to bombs. I think if I were to do that, I actually *would* use the console to spawn some moss in early, and let the other ingredients drop as normal.
*obscure "The Tick" reference
frankly, my alchemist does more damage with bombs than my mage does with spells. at 3 bombs per ingredient (maxed), i rarely find myself out of bombs, once I start collecting the moss.
with an entire party of alchemists... it would be the mad bombers what bombs at midnight*! bombs for range and control, and then finish off with melee.
yeah, the only problem being no early access to bombs. I think if I were to do that, I actually *would* use the console to spawn some moss in early, and let the other ingredients drop as normal.
*obscure "The Tick" reference