Undying Alchemist and Undying Incinerator

This forum is full of elitists, your better of sending PM to the devs.
As all you will get most likely from the forums is "stack more HP noob" and such nice words.

And i agree on the way minions gets treated in act 3, its downright bad design for the enemies you mentioned to be doing such absurd amounts of damage.
I also play a summoner but sadly i wont play it in a long time due to how minions work in act 3.
Theres also the blue-fire-breath-frogs near the docks, they also do a ton of damage.

If you want to be a caster your better off rolling HP-Regen-marauder with blood magic and iron will.
Or a Templar that is a HP-Regen-Summoner.
All the game currently revolves around is HP-Stacking.
Last edited by Planetsurvival#1516 on Feb 16, 2013, 5:03:02 PM
As a 77 hc summoner I find that alchemists and necromancers are the worst to deal with. The problem with the alchemists is similar to that of the necromancers. The necromancers are a bit difficult when they have backup in the form of ranged mobs. Every time I fight with one of them if feels as if I'm participating in a Normandy invasion. Spamming skeletons constantly and summoning zombies to get rid of potential necromancer resurrections while having my minions getting wrecked by other mobs and ignoring the necromancer.

Alchemists are the same except in this case the minions are bogged down with other mobs between them and the alchemists while they get instagibbed by their bombs. With necromancers you know that the end is nigh, they will eventually have no meat shield since raising zombies gets rid of them. Alchemists on the other hand do so much damage that minions usually cant even reach them if you want to be safe and stay far away from their range.

This case usually requires for you to have more survivability and wade into the fray to summon closer to the alchemists. 2k total hp sounds waaay too low. I put off any minion gear in order to get more survivability in merciless since that is the most important thing. A larger hp pool makes alchemists much more manageable, taking a few hits going in then their attention goes to the minions appearing next to them. Still risky, but doable.
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neoneon wrote:
As a 77 hc summoner I find that alchemists and necromancers are the worst to deal with. The problem with the alchemists is similar to that of the necromancers. The necromancers are a bit difficult when they have backup in the form of ranged mobs. Every time I fight with one of them if feels as if I'm participating in a Normandy invasion. Spamming skeletons constantly and summoning zombies to get rid of potential necromancer resurrections while having my minions getting wrecked by other mobs and ignoring the necromancer.

You can solve Necromancers by having a lvl 1 detonate dead gem with you. You can even put it on a totem.
Disregard witches, aquire currency.
I have been solo running maps non-stop for a week on my summoner, and have noticed these incinerator mobs showing up more often. The biggest problem with them is that, if they throw bombs from off-screen it seems to bug out, in that you can't actually see the bombs. This has gotten me killed a lot recently and is becoming very frustrating.

1800 health/1600 es, invisible bomb = blown up instantly...

Last edited by BericD#7107 on Feb 18, 2013, 8:01:20 AM
Hey OP,

I'd like to see you try something for me. Go to ACT 2 Merciless in the Western forum, and tank a poison archer, just one. I'd like to see what kind of damage the poison cloud compares vs the alchemist.

I know those monster do alot of damage, to everyone, not just you. And its annoying that they trow bombs offscreen sometimes, but I imagine thats mostly because their range is really big, and that your summons "triggers" them to attack before you can see them.

I beleive its quite easy to see the bright green/red bombs they trow, and I also beleive its quite easy to move away from the AOE cloud of dmg they cause. Its even easier to notice than the poison cloud from poison arrow monster in my opinion, because of the projectile.

I never had THAT trouble with them late game because they die really fast, from a bow ranger perspective. One thing that might happend is simply you not paying enough attention to the screen while summonning new skeletons or zombies and standing in the cloud, because it gives you time to move if you arent standing still.

One last thing, how mutch damage to the rolling fire golems do to you in the maps? Do you simply not get hit ever by them, because of your build? Because that would point toward you simply being weak against ranged attack.
This issue extends into a lot of areas of A3. Ranged, fast attacking mobs that deal a lot of AoE damage. I find it odd that those hulking Auric statues attack both slower and weaker than the flame sentinels, alchemists, giant beetle things, what have you. Simply put enemies with AoE attacks should not be stronger than enemies who single target only. It's a huge balance issue. Lower their attack speed, their range, or their damage, they shouldn't be superior to other mobs in all facets.
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Kaffoo wrote:
I beleive its quite easy to see the bright green/red bombs they trow, and I also beleive its quite easy to move away from the AOE cloud of dmg they cause. Its even easier to notice than the poison cloud from poison arrow monster in my opinion, because of the projectile.

Everything is easy to see when you don't have minions.
IGN: Alfrost, Racthoh, The_Crimson
Standard Rings and Amulets: http://www.pathofexile.com/forum/view-thread/960556
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Racthoh wrote:
This issue extends into a lot of areas of A3. Ranged, fast attacking mobs that deal a lot of AoE damage. I find it odd that those hulking Auric statues attack both slower and weaker than the flame sentinels, alchemists, giant beetle things, what have you. Simply put enemies with AoE attacks should not be stronger than enemies who single target only. It's a huge balance issue. Lower their attack speed, their range, or their damage, they shouldn't be superior to other mobs in all facets.
"
Kaffoo wrote:
I beleive its quite easy to see the bright green/red bombs they trow, and I also beleive its quite easy to move away from the AOE cloud of dmg they cause. Its even easier to notice than the poison cloud from poison arrow monster in my opinion, because of the projectile.

Everything is easy to see when you don't have minions.


Yeah I noticed this in act 3 normal on my summoner. I had just finished killing vaal relying on my summons for damage and then next act the suddenly become almost useless again...


It can be really hard to see those bombs when you have summons first of all, secondly the alchemist ones are also an issue for low life builds because if you are just a bit too slow moving away from them you get 1 shot due to it being chaos damage.
Julius's path of exile wine bundle for mac here: http://www.pathofexile.com/forum/view-thread/48708/page/1
Why are people whining about being killed in merciless and maps with under 2k health? How can you not see that it is simply not enough and you need more to be able to survive... Why do you want the game to be so easy that you can survive with no defenses only offense?
The "Undying" enemy types are why I stopped playing hardcore. The bomb-throwers cause so much desync that you can only dodge after it's exploded on the ground (or on top of you) most of the time. I've had maps almost entirely composed of alchemists and incinerators...not cool. I realize that some enemies are supposed to be more "difficult" than others, but these guys are mostly just harder because their attack is broken and/or causes lag.

GGG - Please don't make hardcore more of a crapshoot than it already has to be with your server sync problems. Fix or get rid of Undying Alchemists, Incinerators, and those fucking flicker/power/discharge guys. Nobody likes them. Thank you.
I feel I have to bump this as it has become a relevant issue for me again.

Undying Alchemists remain such an extreme outlier in this game in terms of damage dealt.

I recently got fed up with them and decided to run 75% chaos resist; they still hit extremely hard in regards to every other source of chaos damage. It's absolutely ridiculous. You would think that with 75% chaos resist I would be able to survive these things, but they still kill me in seconds if I'm not playing extremely carefully. Compare this to every other mob type (cobras, vaal constructs, etc) and it's insane.

Combine all this with their high chance of desyncing their bombs, the extremely difficult to see poison fields, and their ability to throw their bombs from way off screen... and this thing is a recipe for disaster.

grr.
Last edited by Crevox#7597 on May 24, 2013, 7:29:50 PM

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