Alchemists will typically open with vitrification (causes you to bleed when using balance), or phlogisitication (consuming EQ will lessen the effects of moss/potash) - Following, they will move onto their offence.
Tempers are split into four separate humours: (if you're just wracking, you don't need levels for afflictions)
Sanguine: Increasing amounts of bleeding damage per level of humour. - Level 0/1 allows truewracking of haemophilia, Level 2 is recklessness and Level 3 paralysis.
Phlegmatic: Each level will increase your smoke balance. Level 0/1 allows truewracking of clumsiness, Level 2 is weariness, and Level 3 is asthma.
Choleric: Each level has an increasing chance for your random curing abilities to fail (tree, etc). Level 0/1 allows truewracking of Nausea, Level 2 sensitivity, Level 3 slickness.
Melancholic: Each level makes potash/moss have an increasingly reduced effect. (around level 3-4 makes it heal for next to nothing). Level 0/1 allows truewracking of stupidity, Level 2 anorexia, Level 3 impatience.
A basic alchemist combo will generally be temper <target> <humour> + truewrack target <affliction 1> <affliction 2> - you can also truewrack via just the humours, if you don't care about sticking particular afflictions. Doing it that way, will hide the affliction that's shown, and just show that your humours have been wracked.
They can also combo symbology attacks, though this'll generally slow down their affliction rate since all symbology attacks are decently slower if you take nimble (which you should be doing if you wanna pvp). (e.g temper <tar> sanguine; educe tin; truewrack <tar> sanguine melancholic) - another thing to note is that if you're afflicted with afflictions relating to the humour that gets tempered, there's a chance that it can increase your fluid levels more than just a single level like tempering usually does.
Following this, is the Inundate ability, which you should probably find the lines for to highlight. What this does, is drains all the fluid from whichever humour they inundate to do a specific effect;
Sanguine: Bleeding. At level 4-5, inundating will cause you to bleed for somewhere around 1800 or so.
Choleric: Health loss. Level 4-5 will chunk about 2000 of your health away.
Melancholic: Same as above, but for mana.
Phlegmatic:Randomly afflict with afflictions from: anorexia, slickness, weariness, lethargy.
The final part of their offence that you need to most definitely highlight / pay close attention to is homunculus corrupt (which can be combo'd with inundate). This causes bleeding to affect your mana rather than health, and your clotting to consume health rather than mana - do note that you can still, obviously, die from clotting if your health reaches 0.
Lastly- shielding against an Alchemist is useless, please don't sit there spam shielding. Tempering goes through shield, and they can combo their afflicting with shield stripping and lose literally 0 momentum if they pay attention and raze as soon as shield is put up.
That's about all there is to Alchemist combat- Their finishers: 1) Aurification requires you to be below 60% of both health as well as mana, and 2) Reave requires 2 tempered humours for them to start a channeled instakill (it's about 12 seconds with only 2) - each tempered humour decreases the cooldown by between 2-3 seconds (for a minimum channel of about 6-8)
I could be missing one or two things, but that's about all there is to know about them.
Personnally, I rather think like @Santar, all classes are quite balanced. You'll always find a class against which you'll have difficulties, but I think every class has this.
And remember, a class is quite like an Iron Man armor. It's nothing without the human inside.
-Cannot temper/educe/truewrack, but can temper/educe/wrack or temper/truewrack (educe stops truewrack)
-Choleric/Melancholic is 7% per level of humor when inundated, not affected by sensitivity.
-Sanguine is 250 bleed per level of humor
-Phlegmatic gives anorexia, slickness, weariness, lethargy at level 10 humor so truelock is very much an option. I can't remember how the affs change as it goes below 10, but it's quite a bit less potent with 1 lock affliction taken out, but still handy.
-Humor levels increase by 1 on tempering, but can be increased up to 3 (this is cut off at 2 after you have 5 levels) if you temper a humor when they have a specific affliction from that pool or 2 if they have a general affliction from a different pool.
Most people wait until the You bleed <blah> message to clot. This is 100% going to get you killed if you don't pre-clot.
Shielding/touching crystal helps versus other situations, because it can stop an indunate/aurify combo if done at the right time, but does not help during prep.
Curing humors above certain afflictions or when at certain temper levels will help a lot too, but not much prio swapping is going on yet, because still misunderstood.
Personnally, I rather think like @Santar, all classes are quite balanced. You'll always find a class against which you'll have difficulties, but I think every class has this.
And remember, a class is quite like an Iron Man armor. It's nothing without the human Jarvis inside.
Comments
Not gonna lie, that's more than I knew before, which mostly consisted of "make them eat lots of gingko biloba and annoy them with mini-me."
To be a little more specific;
Alchemists will typically open with vitrification (causes you to bleed when using balance), or phlogisitication (consuming EQ will lessen the effects of moss/potash) - Following, they will move onto their offence.
Tempers are split into four separate humours: (if you're just wracking, you don't need levels for afflictions)
A basic alchemist combo will generally be temper <target> <humour> + truewrack target <affliction 1> <affliction 2> - you can also truewrack via just the humours, if you don't care about sticking particular afflictions. Doing it that way, will hide the affliction that's shown, and just show that your humours have been wracked.
They can also combo symbology attacks, though this'll generally slow down their affliction rate since all symbology attacks are decently slower if you take nimble (which you should be doing if you wanna pvp). (e.g temper <tar> sanguine; educe tin; truewrack <tar> sanguine melancholic) - another thing to note is that if you're afflicted with afflictions relating to the humour that gets tempered, there's a chance that it can increase your fluid levels more than just a single level like tempering usually does.
Following this, is the Inundate ability, which you should probably find the lines for to highlight. What this does, is drains all the fluid from whichever humour they inundate to do a specific effect;
The final part of their offence that you need to most definitely highlight / pay close attention to is homunculus corrupt (which can be combo'd with inundate). This causes bleeding to affect your mana rather than health, and your clotting to consume health rather than mana - do note that you can still, obviously, die from clotting if your health reaches 0.
Lastly- shielding against an Alchemist is useless, please don't sit there spam shielding. Tempering goes through shield, and they can combo their afflicting with shield stripping and lose literally 0 momentum if they pay attention and raze as soon as shield is put up.
That's about all there is to Alchemist combat- Their finishers: 1) Aurification requires you to be below 60% of both health as well as mana, and 2) Reave requires 2 tempered humours for them to start a channeled instakill (it's about 12 seconds with only 2) - each tempered humour decreases the cooldown by between 2-3 seconds (for a minimum channel of about 6-8)I could be missing one or two things, but that's about all there is to know about them.
Personnally, I rather think like @Santar, all classes are quite balanced. You'll always find a class against which you'll have difficulties, but I think every class has this.
And remember, a class is quite like an Iron Man armor. It's nothing without the human inside.
This was possibly the most useful thing I have read in my entire life.
Pretty accurate overall description but:
-Cannot temper/educe/truewrack, but can temper/educe/wrack or temper/truewrack (educe stops truewrack)
-Choleric/Melancholic is 7% per level of humor when inundated, not affected by sensitivity.
-Sanguine is 250 bleed per level of humor
-Phlegmatic gives anorexia, slickness, weariness, lethargy at level 10 humor so truelock is very much an option. I can't remember how the affs change as it goes below 10, but it's quite a bit less potent with 1 lock affliction taken out, but still handy.
-Humor levels increase by 1 on tempering, but can be increased up to 3 (this is cut off at 2 after you have 5 levels) if you temper a humor when they have a specific affliction from that pool or 2 if they have a general affliction from a different pool.
Most people wait until the You bleed <blah> message to clot. This is 100% going to get you killed if you don't pre-clot.
Shielding/touching crystal helps versus other situations, because it can stop an indunate/aurify combo if done at the right time, but does not help during prep.
Curing humors above certain afflictions or when at certain temper levels will help a lot too, but not much prio swapping is going on yet, because still misunderstood.
Someone put those in the alchemist subforums pls.
내가 제일 잘 나가!!!111!!1
http://forums.achaea.com/discussion/2514/things-to-remember-when-fighting-an-alchemist
Done.
Thanks @Jhui for more precise info, also I forgot about the truewracking + educe thing.