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The Warden Alchemy Gospel According to Gast

Mezzanine

Member
Hello!

At time of writing I'm only level 35 and this is the current state of my skills. This guide is intended for new players wanting to learn more about alchemy generally and the Warden specifically. I hope that veteran players can also weigh in on their personal experience how this works (or doesn't work) at level 35+ because it will be a long time before I hit level 50!

TL;DR I unlocked my Warden Alchemy II abilities in this order: Aid, Fading Strike, Eagle Eye, Assist. Currently I'm working on Sedation Dart with no clear other options. Bleeding Strike looks great, but raw damage alone seems less useful for the ember cost in most situations. Rockhide (level 34 book drop), Quillback Hide, and Viperid Toxins all seem useful but still lack oomph compared to what I prioritized.

You can see the orange ember line on some of them indicating my progress towards 200 casts to unlock Alchemy II (Alchemy I is unlocked with the level 20 quest as a baseline for all abilities). Alchemy I requires 5 ember per cast on a 2 minute cooldown, Alchemy II requires 25 ember per cast on a 10 minute cooldown. You cannot use Alchemy for an ability if either cooldown is in effect, but the normal version will always be available per usual.

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On any class, I think it's wise to always have 1-2 abilities you are progressing towards Alchemy II so that you don't overcap your emberstone. You could also do this with the 25% capacity passive gain in mind (i.e. always keeping under 25 ember with a 100 point emberstone) if you don't care about keeping a reserve for travel or emergencies. In some situations you will be fighting so many ashen mobs that you will want to have 3-4 or more abilities on Alchemy I cooldown to avoid overcapping, so it doesn't hurt to have some backup skills in mind too.

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Here's the first example. With Aid you have a fantastic HoT that you can cast between pulls, but it breaks as soon as you take damage. Alchemy I makes it a HoT you can cast in combat as it no longer breaks if you are hurt. Alchemy II extends Aid to an incredible two minute long HoT with the same healing every 4 seconds... I make a point of keeping healing gear on me and in my bag to really make the most of this. With my full healing set I have +47 healing for 26 health per tick... That's 780 HP over the course of two minutes or about 3.5 times my total health pool at level 35. I use Alchemy I any time I'm in a pull where my life is in the balance, and I use Alchemy II for extreme emergencies (solo or in party). Alchemy II Aid on a tank when we have 3 mobs and 1 healer can make a huge difference with full use of the two minute duration. Alchemy I is a nice slap of ~100 HP which is also going to take some pressure off the healer with more regular use.

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Fading Strike in it's basic form is a simple detaunt (note it detaunts more when you are the primary target) that I use frequently on pull or if I get threat off a tank. It's also nice as it's instant damage for bow pulling or to get a final hit in quickly. Fading Strike I has a detaunt... and gives you 6 seconds of complete immunity to damage. In a party situation the detaunt will normally mean you lose threat, but not always. The damage immunity can also spare you from AoE damage. I use Fading Strike I solo any time I have two mobs on me, because then it's blocking all damage from both for the duration. Fading Strike II extends the complete immunity to damage to 12 seconds for an even bigger bonus. I rarely use this as it does have a lengthy castbar and in most situations I need to run like hell at full speed or use something else if it's that dangerous. However, if the party is going down it could be the difference between life and death, leaving you alive to resurrect the group with Aid. (You remember Aid, right?).

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Eagle Eye is one of those buffs that you always want to have up on your Warden, but I'll admit that I use it less now that I'm focused on getting other abilities to Alchemy II. It's base version is a generous +30 hit on self which lasts for 35 seconds and is useful with every pull. Alchemy I takes that bonus and doubles it! Not too bad! With Alchemy II you give that +60 hit bonus to your entire party for the full 35 second duration. That's a LOT of bonus for a party of six. And remember, hit makes all of your abilities potentially hit harder as it boosts your chance of a better hit along the spectrum of Glancing, Normal, Heavy, Critical. It also applies to healing, so it can make heal abilities hit for a heavy or critical success!

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Assist is great. It gives a buff to your defensive target (any teammate) giving them advantage for 10 seconds or 3 hits (whichever comes first). NOTE: It also, hilariously, has no apparent maximum range and can be applied to any teammate you can target; yes, I will passive-aggressively use this to buff you while you gather that copper ore... Advantage works like D&D... your damage will roll twice and use the higher roll when you have advantage. It's also a solid, direct damage ability in its own right which is why I also use it solo! Alchemy I gives your defensive target advantage for a bit longer (12 seconds) and removes the hit cap. So as many times as they can hit an enemy within that timespan, all of those hits will have advantage. Used with a respectable DPS (or someone fast like a berserker or dual-wielder) that can have a big impact! Alchemy II predictably makes it wildly good... it boosts the buff to 20 seconds including advantage and +100 Hit, and +100 1H/2H/Ranged (that means 100% more damage or double damage with any weapon type). It's absolutely bonkers and I live for the day when I can give that to a DPS that will make full use of it.
 
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Everybody loves Lull! But the normal version is pretty bog standard. You can pacify one target, and they can't be 'investigating' or have anyone on their threat table or it does nothing. Well, Alchemy I boosts this so that you can use lull from a little farther out, and it hits two targets at that location! That means you can lull two mobs and pull the third safely. I wish I had used this one sooner, I slept on it for too long. Alchemy II is the "bag run special" and lulls six targets simultaneously!
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Viperid Toxins is weird but I love it. The normal version pictured here makes it so any time the enemy hits someone, they take damage. This is really fun on enemies that have AoE attacks because they will take damage for every party member hit simulatenously! I don't know how auto attacks work for NPCs but assuming they hit every 5 seconds that's 15*8 damage or 120 damage. Also, note that it has a range of 12m which means it can be used for pulling... and since you aren't dealing direct damage you will get threat but not trigger social aggro from damage and generate extremely low threat yourself.

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Alchemy totally changes this ability! Instead of taking damage when they hit someone, this makes it so the enemy takes extra damage every time they are hit. With a full party of six they will easily take the full 10 hits or 20 hits in 20 seconds within the debuff window. So if you make full use that's 240 points of ember damage with Alchemy I and 320 points of ember damage with Alchemy II, but with smaller parties you might miss some of that potential, and it removes the fun AoE interaction since they're not hurting themselves.

There are other abilities but these are the big ones that I've focused on so far. I've seen people complain that Alchemy is boring or useless. I'm sure there are some classes for which alchemy is less useful or has more niche applications, and if that's the case I hope that those classes can be brought more in line with Warden, which in my experience has a rich and varied toolset! Fights that would have meant instant death are easily survivable now because of the bonuses that proper use of alchemy can provide both to the solo player and to the party!
 
Venom Strike Alch 1 combined with Doom poison (any level) increases dot timer to 1 min time. So basically you can snare something for 1 min and bow kite the heck out of it. Just run it back and forth so you dont deleash it. I solo 3c blue/green named mobs frequently with this when have room to kite. Load up quick attacks and dot with bow, snare it with alch1 Ven Strike.. just dont recast Venom Strike until the initial dot is applied or it will cancel alch version. When snare runs out use rockhide and finish off melee.
 
Great guide! This is also a big help because I found it really, really hard to suss out from the tooltips what all was different between base and alchemy versions...thank you so much for spelling that out.

I just recently got Alchemy (now level 22) and have been casting it like mad, especially in ember veins, to get toward Alchemy II. The continual regen makes it easy to keep everything on cooldown. When I don't have easy access to ashen refills, I am more selective about it.

On any class, I think it's wise to always have 1-2 abilities you are progressing towards Alchemy II so that you don't overcap your emberstone. You could also do this with the 25% capacity passive gain in mind (i.e. always keeping under 25 ember with a 100 point emberstone) if you don't care about keeping a reserve for travel or emergencies. In some situations you will be fighting so many ashen mobs that you will want to have 3-4 or more abilities on Alchemy I cooldown to avoid overcapping, so it doesn't hurt to have some backup skills in mind too.
What does "overcap your emberstone" mean? And what is this 25% capacity passive gain? I have not heard of that.

I also heard there's a way to use your travel essence for Alchemy but I do not know how to do that. Does it just happen automatically? (Perhaps that is even what you mean by "overcap".)

I also just got Eagle Eye but found it pretty boring to use. Is the +25 Hit worth a spot on your hotbar? If so, why, and what do you drop to give it a spot? I figure being able to use another big damage ability outweighs +25 Hit, but then then I am using a slow 2H weapon. I have been trying to get info on relative strengths of 2H vs 1H dual-wield without much luck (will post about that separately).
 
Hey Nik! Glad this is helpful!

By overcap I mean be granted ember you can't use because your stone is already maxed out i.e. 100/100 so it goes to waste.

There is also a mechanic where you gain a small amount (like 1-2 ember?) randomly from killing some wild creatures, up to 25% of your maximum ember (so 25/100 in the example). If you have less than 25% of your emberstone filled, then you will get a small amount of ember passively over time from killing wildlife. If you have more than 25% of your emberstone already filled, there's no passive regeneration.

What I do is in situations where I'm getting a lot of ember, I go all out to make the most of it to avoid getting more ember than I can store. And most of the time I run with less than 25% of my emberstone filled, so that I can always be getting a little bit of passive regeneration as well. You might want to run with more than 25% for travel or for peace of mind in case of emergencies, but I'm a sucker for progression on my alchemy skills.

Your call on Eagle Eye--I found it to be a nice boost but it's hard to have hard numbers to quantify the impact on your damage overall. What I like about using it is that I have so much +Hit that way, I can focus on other stats like +Penetration instead, which seems like it can help depending on your gear. Very much a judgment call!
 
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