Build:Alchemist Artificer

This is an advanced build for those looking for a different style of playing. The main idea is an alchemist/artificer who focuses on the use of the fire and/or cold Sigils combined with runes and bombs. The equipment focuses on a defensive build and doesn't focus Mana reduction like normal mage builds. With this build, you go for 5-7 Mana points (yes!) and rely on both your breakthroughs + Great Astral Potions (An alchemist, remember?) for mana.

Full Build Details
After exchanging 5-7 Life points for Mana, we make sure to gather equipment that focuses on giving us more survivability instead of mana reduction. To make up for this decision, we focus on brewing mana potions. Part of the role-playing is that this alchemist makes up for his weak offensive stats with sigil magic, runes and, of course, LOADS of potions! This build also avoids dealing damage with your main hand, mostly for role-playing purposes (stick to your alchemy and transmutations!).

Equipment

Do remember to apply the following enchantments for the best results:


 * Light Mender's Lexicon : Inheritance of the Past (+3% Movement + 0.1 Mana Regen)
 * Wolf Medic Helmet: Instinct (Cooldown -5%)
 * Jade-Lich Robes: Aegis (Physical protection +2)
 * Rune Boots: Speed and Efficiency (Movement Speed +7% + Cooldown -5%)

The Preservation Backpack fits both the Alchemist theme and helps us carry the various alchemical ingredients we find during our travels to craft later. The Lantern is up to you, but do remember that you would have to be constantly changing between it and a lexikon. I'd recommend the Lantern of Souls or the Virgin Lantern with Rust for their aesthetics and effects.

Join the Soroborean Academy and finish the quest "Cloak and Dagger" successfully to further lower skill cooldowns by 10% and increasing your speed by 5%. All of our speed bonuses combined The added pouch capacity is of course always welcome.

With this equipment we end up with 44 physical defense (pretty high for a mage), 26  impact resistance, 5  protection, 20 decay  defense and -10  lightning defense. (Product of the Jade-Lich Set). The set fits aesthetically and does what we are looking for. Consider swapping the Rune Boots for Tenebrous Boots (with the same enchantment) if you are willing to give up some defense for elemental damage (I consider the mana reduction a waste for this build, but the better stamina could be a small plus). You can always add a rune sword if you feel like smacking enemies, but this isn't the vision of this build.

The high cooldown reductions are nice to spam runes and spells, but you can always decide to instead go for the Levant Questline for Alchemical Experiment, which a) fits the theme and b) gives you 15% extra damage.

Skills

Breakthroughs: Leyline Connection (For either a fire-focused build or a hybrid with ice sigils) and Well of Mana (for advanced rune combos). Pick Runic Prefix for better spells. This Build relies on a mixture of a hotbar with 4 bombs, 2 runes and 2 spells.
 * The types of bombs must be decided on the go, an alchemist should adapt to different situations (always carry a variety of bombs).
 * The 2 recommended runes are Shim and  Fal in case a fight starts, in order to open with runic trap. If you can prepare a battle, go for the Runic Lantern ( Fal +  Dez) and Runic Protection ( Dez +  Egoth). You can always decide to carry these last 2 runes in your hotbar (for defensive spells) instead of the offensive ones.
 * The 2 spells vary on the situation. With your philosopher breakthrough, you should be able to have at least a fire sigil + spark in your hotbar (which works nice with your fire bombs) but you can always decide to leave the sigils in your menu and have something like mana push or mana ward on your second hotbar slot. Again, vary according to location and enemies.

Since this build kind of "replaces" a third breakthrough with bombs, you are free to choose a third breakthrough. A Good choice can be the cabal hermit for wind sigils (lightning damage!). If you feel like dropping rune magic altogether, I recommend skipping rune magic altogether, grabbing a shield for defense and instead doing both the cabal hermit breakthrough and the hex mage breakthrough, in order to access two extra sigils as well as a conjure. This however breaks the character of the alchemist, which isn't the target here.

You can always grab Jinx from the hex mage skill tree and other hexes in order to amplify the damage you wish onto enemies.

Itemization

Obviously, the focus of this build is to rely on bombs and potions. Think of your potions as your stat-boosting items and your bombs as your damage dealers. Energizing potions are highly recommended to further lower your skill cooldowns, and astral potions are, of course, a must. Since this build does not prioritize elemental-boosting mage armor, solve this problem with...you guessed it! POTIONS! LOADS OF THEM! Boons can also help. Don't forget using food for other kinds of bonuses.

Final Notes

This build is meant to support a very physical melee co-op player who can tank enough for this alchemist. Playing it solo could be...tricky.

Combos
Using fire as an example, preparing with these 3 potions can go a long way. Casting both Runic Protection and Runic Lantern are also useful.

You can use this combo with any other element according to what you are facing and what breakthroughs you go for.