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Alchemist AGI Build?


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#1 ArkAngel905

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Posted 12 February 2013 - 06:20 AM

I'm just wondering if this a viable option for my Merchant to follow?

Also can someone please post a sample build on stats and skills?

Also is a MvP build the opposite of an AGI build? (So after transing I would take a different build path?)
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#2 sb120495

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Posted 12 February 2013 - 07:19 AM

Well i just made a 99 chemist.I used 85 str 40 vit 60 dex rest agi.These stats are approximate because i don't really remember.It was good enough for the TIs.
Anyways when it comes to MvPing you'll need str and int for damage and vit for survivability.You'll need dex to hit monsters while leveling and to reduce cart cannon's cast time when you hit third job.You can choose any amount of these 4 stats depending on your equipment and your needs.If you want to MvP as a chemist you should let somebody else tank for you and focus on damage.
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#3 mistergohan

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Posted 12 February 2013 - 11:26 AM

all the chemists ive seen leveling have been 99 agi chemists. not saying this is a good build, just saying that this is what everyone seems to be doing. chemists melee damage isnt anywhere near as good as blacksmiths, so youll prob wanna rely on cart revolution and your homunculus for leveling. this means youll need vitality to keep you up or mobs will tear through your flee in seconds. see the post below yours about how merchants classes suck horribly at flee and get hit alot. youre gonna eat alot of pots if you choose that road, but the quick hit dmg is definitely fun to play with
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#4 DrAzzy

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Posted 12 February 2013 - 12:25 PM

It's acceptable, though you can't go crazy-high agi like some people seem to like to, and they won't level particularly well outside the TI's, especially without flee gear (which you probably shouldn't invest in, since you won't use it once you trans).

It's not a good build if you want to level outside of the turnins and don't have flee gear to stack it with.
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#5 ArkAngel905

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Posted 12 February 2013 - 07:49 PM

Once I trans what should my skills be?
I know what stats I should get, but I need some help on my skills.

Can someone please use this to write out a MVP skill build?
http://irowiki.org/~...skill4/gen.html

Can I still have decent creation skills while having an MVP build? (Mixed Cooking, Potions, Change Material? )
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#6 ArkAngel905

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Posted 12 February 2013 - 09:39 PM

Also is this build viable as an MVP build also?

General PvE Build -- No Skill Build as it would just revolve around Cart Cannon
STR: 100+ AGI: 1 VIT: xx INT: 120(base) DEX: 100+ LUK: 1

Or to be effective while MVping, do you need the Pure MVP build?

Edited by ArkAngel905, 12 February 2013 - 09:39 PM.

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#7 DrAzzy

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Posted 13 February 2013 - 12:24 AM

MVP Gen:

Merchant - Pushcart 10, IWL 10, Mammo if you plan on spamming mammo to level as biochem, and your choice of the economic skills.

Biochem:
Acid bomb + prereqs
FCP + Prereqs
Homun res level 1 + prereqs.
Then, 2 out of these 4 - Pot research 10 for improved regen, Homun Res 5, Aid Potion 5 (to throw blue pots to your homun), Summon Flora 5 if you're going hell plant build, since it's part of the damage formula.

Genetic:
Cart remodel, cannon, boost maxed.
Then stop allocating skill points while you figure out what you want to do with the character - you can level just fine with these three, and likely won't use any of the others until you start doing endgame content.

Also is this build viable as an MVP build also?

General PvE Build -- No Skill Build as it would just revolve around Cart Cannon
STR: 100+ AGI: 1 VIT: xx INT: 120(base) DEX: 100+ LUK: 1

Or to be effective while MVping, do you need the Pure MVP build?


Who the hell gave you those stats? They don't know what they're talking about. 120 int is an insane waste of stat points, for a small increase in damage of cart cannon.

I'm fond of this build for MVP, and it's good on CC leveling and usable in woe.

Str - 100 base
Agi - 1
Vit 96+4 (100 total with job bonus only)
Int 90 base
dex 90 base
luk 41 base (because it costs fewer stat points to get bomb damage with luk than with int/str at this point, because luk costs so little to add, while str and int are expensive).

The luck, in addition to being a more efficient way of adding bomb damage than str or int, also lets you get acceptable potting rates with genetic creation skills, and can cap the rates with MC and good non-god-item gear...

Wear it with heroic backpack of course - that gear was just made for genetic - we get 4 of the bonuses, and all of them are useful to us.

Edited by DrAzzy, 13 February 2013 - 12:30 AM.

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#8 ArkAngel905

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Posted 13 February 2013 - 06:25 AM

MVP Gen:

Merchant - Pushcart 10, IWL 10, Mammo if you plan on spamming mammo to level as biochem, and your choice of the economic skills.

Biochem:
Acid bomb + prereqs
FCP + Prereqs
Homun res level 1 + prereqs.
Then, 2 out of these 4 - Pot research 10 for improved regen, Homun Res 5, Aid Potion 5 (to throw blue pots to your homun), Summon Flora 5 if you're going hell plant build, since it's part of the damage formula.

Genetic:
Cart remodel, cannon, boost maxed.
Then stop allocating skill points while you figure out what you want to do with the character - you can level just fine with these three, and likely won't use any of the others until you start doing endgame content.



Who the hell gave you those stats? They don't know what they're talking about. 120 int is an insane waste of stat points, for a small increase in damage of cart cannon.

I'm fond of this build for MVP, and it's good on CC leveling and usable in woe.

Str - 100 base
Agi - 1
Vit 96+4 (100 total with job bonus only)
Int 90 base
dex 90 base
luk 41 base (because it costs fewer stat points to get bomb damage with luk than with int/str at this point, because luk costs so little to add, while str and int are expensive).

The luck, in addition to being a more efficient way of adding bomb damage than str or int, also lets you get acceptable potting rates with genetic creation skills, and can cap the rates with MC and good non-god-item gear...

Wear it with heroic backpack of course - that gear was just made for genetic - we get 4 of the bonuses, and all of them are useful to us.

Thanks DrAzzy for always taking the time to answer questions! :)

Umm I actually found that in the Genetics Guide in the Merchant section :p_swt:
I'm actually using your Homunculus AI haha
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#9 ArkAngel905

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Posted 14 February 2013 - 12:16 PM

MVP Gen:

Merchant - Pushcart 10, IWL 10, Mammo if you plan on spamming mammo to level as biochem, and your choice of the economic skills.

Biochem:
Acid bomb + prereqs
FCP + Prereqs
Homun res level 1 + prereqs.
Then, 2 out of these 4 - Pot research 10 for improved regen, Homun Res 5, Aid Potion 5 (to throw blue pots to your homun), Summon Flora 5 if you're going hell plant build, since it's part of the damage formula.

Genetic:
Cart remodel, cannon, boost maxed.
Then stop allocating skill points while you figure out what you want to do with the character - you can level just fine with these three, and likely won't use any of the others until you start doing endgame content.



Who the hell gave you those stats? They don't know what they're talking about. 120 int is an insane waste of stat points, for a small increase in damage of cart cannon.

I'm fond of this build for MVP, and it's good on CC leveling and usable in woe.

Str - 100 base
Agi - 1
Vit 96+4 (100 total with job bonus only)
Int 90 base
dex 90 base
luk 41 base (because it costs fewer stat points to get bomb damage with luk than with int/str at this point, because luk costs so little to add, while str and int are expensive).

The luck, in addition to being a more efficient way of adding bomb damage than str or int, also lets you get acceptable potting rates with genetic creation skills, and can cap the rates with MC and good non-god-item gear...

Wear it with heroic backpack of course - that gear was just made for genetic - we get 4 of the bonuses, and all of them are useful to us.

Dr.Azzy
Can you use the skill layout thing on the internet to give me a sample MVP skill build? Thanks
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#10 DrAzzy

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Posted 14 February 2013 - 01:00 PM

I just gave you a build, here it is in the sim, though I don't understand why you needed it in the sim instead of written out - http://irowiki.org/~...FqsGBdAqsqn7In1

You can decide what other merchant skills you want - that's a decision I can't make for you, because I don't know how you're planning to level it or what your other merchant slaves you might have or what your financial situation and/or plans are.

Like I said, you have 11 points left as biochem that should go Pot research 10 for improved regen, Homun Res 5, Aid Potion 5 (to throw blue pots to your homun), Summon Flora 5 if you're going hell plant build, since it's part of the damage formula.

And most of the genetic points are unallocated, that's just the leveling skills.

What to do beyond that depends on what you want to do with the char, whether you get crazy weed and mandy howl for woe, or go with firex for it's PVM applications or max spec pharm and get crafting skills, or whathaveyou.

Edited by DrAzzy, 14 February 2013 - 01:02 PM.

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#11 mistergohan

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Posted 16 February 2013 - 10:25 AM

yea pure agi sucks on merchant classes unless you can afford all of the flee gear which is insanely pricey (doesnt seem to effect the majority of people playing though since most of them bot or buy zeny anyways lol). the vit builds are cheaper, especially since youre a chemist (your potions heal you for more). alchemist's flaw is no attack spells which can make it insanely boring to play as vit unless youre constantly mob training with cart rev (which is the optimal way to level anyways). if you just grit and bare it, itll payoff once you change.
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#12 Kadelia

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Posted 16 February 2013 - 11:58 AM

You can make a good aspd merchant if you own Medals of Honor or Bakanowa Agimat Tattoos
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