Arme: Alchemist

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Alchemist can be a pretty difficult character to use, especially with her much reduced agility. Unlike her counterparts, the Alchemist thrives on support roles/combat due to a dire lack of direct attack moves- even if she does attack directly, those attacks are pretty clunky, and weak at best. While she may extend her support to the front lines if in the hands of a capable user, she is best kept behind for safety reasons.

It is still possible to solo using Alchemist, but much more time consuming and tedious, as your enemies will keep you on your toes than let you plot your dastardly skills.

Dodge:
  • Type: Teleport Dash
  • A mage like Arme definitely welcomes an evasion move, as her attacks often leave her stranded and unable to evade quickly enough.
  • Now with the aggressive AI, it is difficult for a cumbersome attacker like Alchemist to use her melee at all. You're going to need this Dodge skill a lot during the course of combat.
Inherent Techniques:
  • None



Notes:
  • If you must attack directly, use her dash attack to keep those enemies in a knockdown. Without skills to displace her position, she is always under threat of deadly counterattacks against her.
  • The platforming attack style suits her bomb throwing best.
  • If going solo, avoid multiple engagements at once. She has no advantage and has a high risk of being countered all over the place.
  • Alchemist's skills are very poor at causing delay, so avoid resorting to those. Dodging is of higher priority to her.

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Skill Tree Setup:


 
Dash: Teleport Speed Up
Increases the initial acceleration of the teleport, giving a burst of speed.

Utilizing Dash 1: Vertical Teleport
Allows vertical teleportation to avoid attacks during a jump, not as effective as the horizontal ones.

Utilizing Dash 2: Teleport Control
Allows a moment to back-dash away from oncoming danger by tapping the opposite direction keys. The back dash distance is much shorter.

Special Skill 1: Soul Sacrifice
Double tapping the "X" key allows you to convert 20% of your HP into MP. Arme cannot use Soul Sacrifice if her MP gauge is full or she is already in fatal status. Soul Sacrifice still works even if you have less than 20% HP to offer.

Special Skill 2: Mental Recovery
You won't get enough arrows in dungeons to trigger this.


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Skill Setup:


Black Magic:
Tier 1:

Booby Trap
  • Type: Direct Contact, One-Shot, Splash
  • Range: Direct
  • Damage: Burst
  • Animation: Very Short
  • Places a single mine on the floor. Requires direct contact with an enemy to detonate the mine.
  • Self-detonates after 7 seconds if mine remains unused.


Tier 2:

Poison Cloud
  • Type: AoE: Small
  • Range: Short
  • Damage: Multi
  • Animation: Very Short
  • Causes Arme to leap a short distance forwards while dropping a flask of poisonous chemicals. Releasing a poisonous cloud.
  • Inflicts an immense number of hits on affected enemies, but it no longer causes stunlock.
  • Exercise caution when using this skill on bosses, as the rapid hits may will trigger a string of potentially dangerous counterattacks detrimental to your party. (but also depends on the boss attack patterns)


Tier 3:

Big Bomb
  • Type: Projectile, Splash
  • Range: Long
  • Damage: Multi
  • Animation: Short
  • Fires a large bomb forwards in a flying arc, resulting in a chain of explosions when struck.
  • The explosion radius is unfortunately very small despite it's explosive chains.
  • The bomb fires to the edge of the screen by default. If aimed higher, it goes further beyond the screen's view.
  • Note that this bomb can be aimed downwards on the ground, but it will still pass through the lowest platform and explode under it.
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White Magic:
Tier 1:

Cure:
  • Type: Self, Allies, AoE: Small
  • Range: Short
  • Damage: Nil
  • Animation: Very Short
  • Casts a healing spell with a short range around Arme, healing about 7% of HP with each use.
  • Hell's Strength seems to increase the healed % to 10%, if only by a little more.
  • Is able to cure a player from Fatal status


Tier 2:

Saver (Shield)
  • Type: Self, Allies, AoE: Small
  • Range: Short
  • Damage: Nil
  • Animation: Very Short
  • Casts a protective shield on herself and close allies.
  • The strength of the shield depends on the attack absorbed.
  • *3 hit absorption is only for PvP. Does not apply the same way in dungeons.


Tier 3:

Mine Field
  • Type: Projectile, Splash
  • Range: Long, Wide
  • Damage: Burst
  • Animation: Short
  • Tosses 5 land mines in the air where they will land from their trajectories. One will always fly vertically and land on Arme's position
  • The mines from this skill have almost 2x the strength of a regular mine.
  • Also lasts for 7 seconds and self-detonates if unused.
  • Any mines that fly off the screen... well, they fly off the screen and remain void of any use.


Tier 4:

Death Field
  • Type: Projectile, Splash, AoE: Large
  • Range: Long, Wide
  • Damage: Burst
  • Animation: Short
  • Arme leaps in the air with a giant bomb flying out of her pot, which lands a distance near her. After which it detonates in a large explosion around it and sends another 7 mines across the field.
  • These mines hit extremely hard and will detonate after 15 seconds instead of 7.
  • Unlike the regular mines, the main bomb and it's deployed mines remain in the screen even if sent flying off the edge of the stage map. Becomes an element of damage stacking but very difficult to lure enemies in, especially for bosses.
  • A clicking sound is played when the mines are 3 seconds away from detonating.
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