
Fox@gon |

Hello! I recently started playing an alchemist (bomber), and currently level 2. With Extra Reagents from my familiar and 18 INT, I have 7 reagents each day. We play with Free Archetype and gradual ability boosts. So I picked up the Witch Dedication (Rune), and snagged Electric Arc. I've only ever played a Summoner until now, so it's a pretty big change.
What's a good split on how to use reagents? How many bombs should I make per day, vs how many reagents should I leave unused for as-needed Quick Alchemy? Does the ratio change through different tiers of play?
At low levels, should I focus mostly on bombs? Or maybe I should rely on Electric Arc for a bit? Are elixirs of life kind of a waste of reagents?
I've spent pretty much all my gold to get my hands on a variety of formulas (only common so far) because I'd like to be the guy that's like "Oh, I have an elixir for that!" As well as being able to supply the group members with some elixirs and/or mutagens.
And how does this change once alchemist gets Perpetual Infusions? And with Perpetual Infusions, what are some good choices for Bombers in terms of damage/utility/debuffing? I am thinking I will invest in the debilitating bomb feats, Sticky Bomb, and pick up Burn It! through Adopted Ancestry. Is Perpetual Breadth worth it? If so, double invest in Bombs? Or snag some perpetuals in Chirurgeon for free elixirs of life?
I have so many questions and keep flip-flopping on things. I'd really appreciate some advice, especially from anyone who has actually played alchemist a bit!

Ediwir |

I started writing a long post, but then I realised I was basically rewriting half the paragraphs I set down for the Skeptical Chymist.
At level 1-2, you should probably just try to cover a wide baseline and not focus on anything specifically. This is especially true for bomber, because as good as bombs can be, 1 point of splash will not help you do anything that Electric Arc (or a javelin) can't do better. Once you start hitting 3, then you're leaning more into specialties. Have a look under Sample Preparations.
Normally I start setting up reagents for quick alchemy around level 5, when you get to be more efficient with reagents. Could be earlier if you have a real wide array of formulas.

ottdmk |

So, if you want to throw Bombs, go ahead and focus on throwing Bombs for the next few levels. Expanding into the rest of the toolkit can wait.
Right now, Electric Arc will generally out-damage your Bombs, but some Bomb combinations will come close, depending on a bit of luck. Don't forget that your Bombs will always be better at single-target damage.
I mean, right now, you can make four Quicksilver Mutagens and 15 specialist Bombs a day. As you're generally throwing one Bomb a fight, that will likely last you all day. (More than four Encounters a day is a lot. Happens sometimes, especially in some APs, but it's a lot.)
Going forward... well, there's so many things you can do. Bravo's Brews and Eagle-Eye Elixirs are great, and they last an hour per dose. If you don't have other ways of getting a speed boost, Cheetah's Elixir works. (Especially once you get high enough to get the hour duration one.)
There are new toys coming in Treasure Vault. Some of the new Elixirs are bloody fantastic, and I can't wait to get ahold of them.
For Perpetual Infusions... well, right now I've got Acid Flask and Bottled Lightning. Next level (11th) I'm planning on Lesser Bottled Lightning & Alignment Ampoules, with Moderate Alchemist's Fire & Acid Flasks.
Debilitating is an interesting way to go. Not my style, but still, quite rewarding. You combine Debilitating Bombs with Bottled Lightnings, or Peshpine Grenages, or Dread Ampoules etc, and you can apply a guaranteed Debuff with a potential second one if they fail the save.
I absolutely plan to get Perpetual Breadth, although not until 14th. The notion of ultimately having 12 types of Bombs that I can always use appeals to me. Especially with so many Bombs now having great Debuffs even if they're only Lesser.

Fox@gon |

I mean, right now, you can make four Quicksilver Mutagens and 15 specialist Bombs a day. As you're generally throwing one Bomb a fight, that will likely last you all day. (More than four Encounters a day is a lot. Happens sometimes, especially in some APs, but it's a lot.)
4 quicksilvers and up to 10 bombs. I can't make 3 per reagent until level 5, right? For my first adventuring day (I came into a level 2 party), I made 8 bombs of various types. And I definitely blew through half in just one encounter. So I felt like maybe I shouldn't have made so many elixirs of life to give to my party members haha

SuperBidi |

ottdmk wrote:4 quicksilvers and up to 10 bombs. I can't make 3 per reagent until level 5, right? For my first adventuring day (I came into a level 2 party), I made 8 bombs of various types. And I definitely blew through half in just one encounter. So I felt like maybe I shouldn't have made so many elixirs of life to give to my party members hahaI mean, right now, you can make four Quicksilver Mutagens and 15 specialist Bombs a day. As you're generally throwing one Bomb a fight, that will likely last you all day. (More than four Encounters a day is a lot. Happens sometimes, especially in some APs, but it's a lot.)
You can make 3 of them per reagent, but only to a limited number of Signature items (it has been errataed, so you may have an old version of the book if it doesn't appear in there): "Your research field adds a number of formulas to your formula book; these are your signature items. When using a batch of infused reagents to create your signature items using advanced alchemy, you create three items instead of two. Each time you gain a level, you can swap one of your signature items with another formula in your formula book. This new signature item must be on your research field's list of possible signature items."
I'd also specialize in Bombs as long as I don't have enough Reagents, and slowly add more Alchemical Items to the mix when I feel confident I'll last all day with my Bombs.
I'd also craft a few Bombs (or buy if you don't have downtime), so I never end up out of bombs in the middle of a boss fight.
And like Ediwir, I'd not think about Quick Alchemy before at least level 5. At low level, you don't have enough choice of Alchemical Items to make it worth it.

shroudb |
i'm gonna second what a lot fo people already said here from my experience with alchemist:
you dont care about Quick until you get a bit higher. Maybe leave 1 open at level 3 or so if you feel you need the flexibility.
level 1-2 are the worst for alchemist, elecric arc if you have access to it may often be much better than your bombs, so i would usually go for a bit more wide array at those levels and slowly focus towards bombs by level 3 when they start getting better. Still using some of them ofc, but again, mostly for the debuff+damage (as oppossed to arc being just damage)