Archived from groups: alt.games.everquest,alt.games.everquest2 (
More info?)
"wolfing" <wolfing1@yahoo.com> wrote in news:1109791375.577820.161880
@z14g2000cwz.googlegroups.com:
> I wouldn't have a problem with the changes, if not for the fact that it
> left alchemists almost unusables. See, this is what alchemists can do:
> - Components: Useless now
> - Tank powers: I have yet to sell a power for more than 30s, and my
> alchemist is lvl 30, leaving him in merchant mode at least 8 hours/day
> - Potions: Have you checked the stats on these? a lvl 29 healing
> potion that gives a whopping 40 health, or a mana regen potion that
> gives 3 points every 6 seconds, at a level where everyone has about
> 1000 power is just laughable. Add to this the fact that potions con
> 'gray' no matter what, nobody buys them
> - Poisons: Only possible source of income, guess you could compare it
> to provisioner, except for a few things: - Poisons last 12 hours and
> have 4 uses each, so a customer may buy 1 poison a week if that (our
> hope is that our customers die a lot LOL). Also: - Everybody needs
> drinks from provisioners, but only scout types need poisons, and many
> don't even know about them.
> - Both poisons and potions: for some reason we can only consistently
> make them from lvls x1 to x5 (the poisons from levels x6 to x9 require
> bottles made from rare components to create! I'm not talking about rare
> power poisons, no... ALL the poisons and potions we can make in those
> ranges require a rare).
While I was still considering alchemy, I did attempt to make some potions
and poisons, but found that it was almost impossible to make anything due
to the rare compnent requirement, and that was part of what made me
decide to go Sage instead.
>
> So there you see, alchemists are in real bad shape.
That would be as opposed to Sages, who can make spells (quite comparable
to the tank powers), and patterns (which anyone can now make). Which is
all Sages could ever make, at least alchemists had their moment.
>
> The funny thing is, I first created my alchemist not for money or
> anything, I just wanted to make cool potions like speed, invisibility,
> levitation, etc. only to find out that we don't make them, woodworkers
> do *Major boggle*
>
I almost went alchemist, planned on it right until I was about to ding
20, then switched to Sage under the misguided notion that I'd be making
my own spells. Well, given how much of an expense it was to actually
raise my skill when I had to purchase the inks, or, alternatively,
waiting on a friend to find the time to go through the extremely tedious
process of making me a stack of ink, while another friend made me a stack
of paper, and quills (both of which required the same alchemist friend to
make subcomponents), it was becoming completely impossible to actually
make any headway, and I ended up at level 22 until the recent changes.
There are only a few tradeskills that seem to have any real actual
utility that people regularly want things from.
--
On Erollisi Marr in <Sanctuary of Marr>
Ancient Graeme Faelban, Barbarian Soothsayer of 70 seasons
On Steamfont in <Insanity Plea>
Graeme, 26 Dwarven Mystic, 23 Sage
Aviv, 14 Gnome Brawler, 27 Provisioner