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Character Build: The Alchemist

Tags: #Character Build Alchemist  #Rank:Exemplar 
  • Member
    September 30, 2013

    Hi, all! I’ve been lurking on this blog for a while before I decided to take a shot at making my own build. I plan to continue to work on this build so criticisms are welcome! This build was inspired by Fullmetal Alchemist.

     

    The Alchemist

     

    Although the Alchemist is a member of the College of Winterhold, he is not a typical mage. While most mages trained in the College use their arcane abilities to tap into the mystical powers of Aetherius and Oblivion, the Alchemist uses his powers only to manipulate the material world and the elements of Nirn. While the Alchemist’s abilities may appear to be that of the school of Destruction, he is actually a specialist in the school of Alteration. He is a pilgrim of knowledge traveling Tamriel to better understand the governing principles internal to the world. The Divines and Daedric Princes do not concern him as much as the chemical essences of herbs and physical processes in a campfire. In battles, the Alchemist uses potions and poisons to enhance his abilities in alchemic processes against his enemies.

     

    The Build

     

    Race: Any race can fulfil the role of the Alchemist, but choose according to the variant build you want to play. I played as the Breton for Magic Resistance, Dragonskin, and relatively even spread of bonus skills applicable for elemental specialisation.

    Standing Stone: The Mage -> The Lord

    - In the beginning, The Mage is recommended for levelling purposes. If you are playing one of the variant builds other than elemental specialisation, then the Lover can be useful in levelling.

    - Later, I recommend the Lord for survivability. The Atronach or the Apprentice can be useful too since you can rely on potions for Magicka regeneration or resistance.

    Shouts: No Shouts

    Stats: Magicka 2/ Health 1/Stamina 0

    Weapons: Any weapons depending on your variant builds. If you are the Elemental Alchemist, then you should not have a weapon or maybe a dagger (because why not). Crossbows can be useful, however, for fighting armoured enemies and poisoning enemies from the safety of distance.

    Armour: College Robe Set

    - I try to avoid Light or Heavy Armours in favour of the Mage Armour perk, Flesh and Ward spells since I do not have additional perks to spend for efficient defence ratings.

    - I suggest that you get the Bandolier – Bags and Pouches mod for aesthetic reasons if you are playing on PC.

    Accessories: Ring and Amulet for Enchanting.

    Recommended Quests: College of Winterhold, Discerning the Transmundane, Agent of Mara, A Return to Your Roots (I know… I know…)

    Level 50 Perk Distribution

    Major Skills:

    Alchemy (10-12): All perks except Experimenter.

    - Because the Alchemist focuses on potions, enchantments, and poison to deal damage, investing perks into alchemy is important. Experimenter is not important since finding out the effects of ingredients manually adds to immersion and roleplaying purposes. You can divert points from Snakeblood and Purity if you want to invest elsewhere.

    Destruction (10-1?): All perks except Master Destruction.

    - The main spells for the Alchemist is the elemental runes. I skipped a perk into Master Destruction since the Master level spells are too much of a hassle to both obtain and cast. But I invested as perk into Expert Destruction for Wall of Flames/Frost/Storms. See the variant build section for specialisation details.

    Alteration (10-11): Expert Alteration, Mage Armour 3, and Magic Resist 3

    - Alteration is the Alchemist’s primary source of defence. Mage Armor and Magic Resistance are important for survivability. Ebonyflesh and Ash Rune are the important skills here for gameplay, and Transmute is simply befitting of the Alchemist. You can get Dragonhide if you want and invest an extra perk into Alteration, but I do not think it is worth it since the Alchemist should not be engaged into drawn-out melee battles anyways.

     

    Minor Skills:

    Restoration (6): Adept Restoration, Ward Absorb, and Recovery 2

    - Greater Ward is an important spell to get for survivability while you wait for poisons to kick in and defend against ranged enemies. Ward Absorb and Recovery is useful in keeping your Magicka pool at safe levels for your Ward and Wall of Flames/Frost/Storms spells. Getting Poison Rune spell is also recommended.

    Optional Skills:

    Enchanting (0-?):

    - As long as you are not playing the Metallurgist variant of the Alchemist, you should try to get Extra Effect Perk for utility enchantments on your apparel such as Fortify Magicka Regeneration and Alteration. If you are playing the Combat Alchemist variant build then you should invest some points into Fire/Frost/Storm Enchanter based on your specialisation in addition to Soul Squeezer and Soul Siphon. If you are playing the Metallurgist variant build then try to avoid this tree or get bare minimum for roleplaying purposes.

    Enchantments: First, enchant your body equipment with Fortify Destruction and Magicka Regeneration. Next, due to heavy reliance on Alteration spells for protection, Magicka Regeneration and Fortification is generally recommended. Fortification enchantments for other skills trees can also be useful. Mix and match as you see fit depending on what variant of the Alchemist you are playing

    Illusion (0-5): Apprentice Illusion and Quiet Casting

    - If you want to play a stealthier version of the Alchemist, then you can put some points into Illusion for Muffle and Quiet Casting. This investment can be useful when you are setting up runes and elemental walls prior to battles.

    Smithing (0-?):

    - If you are playing the Metallurgist variant of the Alchemist, then this skill should replace the Enchanting tree. I would avoid Daedric Smithings because the Alchemist should generally avoid Conjuration in my opinion.

    Other Warrior Skills (0-4):

    - If you are playing combat Alchemist, then you have the option of investing few points into any of the Warrior skills. I recommend that you stick to one style of combat (e.g. One Handed: Armsman 2 and Bladesman 2) to maximise the specialisation efficiency.

    Variant Builds

    Elemental Alchemist: If you want to specialise in Flame, Frost, Storm, or any of the combination, then redistribute the points. I recommend that you specialise in a single element, however. Potions that fortify Destruction are essential.

    Combat Alchemist: If you want to specialise in combat alchemy, then redistribute some points from other trees to One/Two Handed and/or Archery. Try not to put points into power attack modifying perks since you lack stamina. I recommend 2 points into base perk in respective trees (e.g. Armsman 2 and Bladesman 2 for One Handed specialising in swords). Try not to put points into Smithing since enchantments and poisons can compensate for upgraded weapons. Potions that fortify respective Warrior skills are essential.

    Metallurgist: Divert all points from Enchanting to Smithing. You can keep points into Fire/Frost/Storm Enchanter for roleplaying purposes if you have leftovers from Smithing. But investment into Enchanting should be minimal (e.g. Enchanter 1 and Fire Enchanter 1) if any. Potions that fortify Smithing are essential.

    Abilities

    Because the Alchemist build is very customisable, I would be limiting the dynamic potential of the build by specifying certain abilities. I describe, however, few unique abilities that I have used by combining spells, potions, and poisons as a Flame Alchemist. Note that potions of skill fortification should always be drunk prior to using any of the abilities.

    1. Flame Armour: Flesh Spell + Flame Cloak

    The Alchemist is particularly vulnerable to melee combat against warrior types. The flame armour not only protects the Alchemist against physical attacks but is also useful in deterring enemies from engaging him in melee battle.

    2. Reactive Neutralisation: Ward Spell + Ward Absorb

    Extensive knowledge of chemical principles allows the Alchemist to defend himself against most elemental attacks from mages by reactive neutralisation. The product of the reaction releases a pure essence of energy that is absorbed by the Alchemist to use against his enemies.

    3. Calcinic Transmutation: Ash Rune + Wall of Flames + Fire Rune

    The Alchemist is able to place an alchemic trap on the ground that can trigger a thermal decomposition of the target. First, place an Ash Rune at a tactical location and remain hidden nearby until an enemy triggers it. Then, wait for the Ash Rune to time out while you cast Wall of Flames around the Rune spot circling the enemy and preventing his escape. Remember that the duration of Ash Rune is longer than the Wall of Flames, so make sure you time it right so that the wall stays up at least few seconds after the target recovers from Ash Rune. It will take you at least several seconds to come out of hiding and properly encircle the target (I suggest at least two layers). Continue to use the Wall of Flames until the target perishes, and use Fire Rune inside the circle as long as the target remains within.

    4. Metabolic Incineration: Poisoned Crossbow (Weakness to Fire) + Incinerate

    By manipulating the metabolic process of his enemies through chemical compounds, the Alchemist is able to burn his targets quickly with more ease. This ability is generally used to initiate battles.

     

    The Gameplay

    The primary purpose of the build is to empower the spells of a typical mage character through heavy use of potions and poisons. One of the strength of this build is that your character will usually have no problem with running out of Magicka during combat since potions and regeneration enchantments as well as wards will more than compensate for the Magicka you will be using during combat. I like to play safe so I take the Lord, but if you want to be more daring, you can take the Atronach (but I recommend that you take a warrior-type companion with you just to be sure).

    The Alchemist is best enjoyed by people who like to explore and experiment due to heavy emphasis on potions and poisons. I did not go into detail on potions and poisons because I felt that there are simply so many potion types out there than can be combined in endless possibilities in which I could end up writing more than I should. But if you still want a simple guideline, I suggest that you make very strong Weakness to Fire/Frost/Shock, Fortify Destruction, Fortify Alteration, etc. and tons of potions to restore and regenerate M/H/S.

    Due to physical vulnerabilities, the Alchemist should generally avoid battles if possible. But if engaged in a fight, you will need to manoeuvre more than other builds to survive. Sneaking is an option, but you won’t have the perks to increase critical attacks like assassins. You will be relying on Destruction spells for your main source of damage. As such, enchantments, abilities, and powers, in addition to potions, should revolve around making sure your Magicka regeneration is high.

    P.S. I know I didn't credit the pictures, but I will replace them all as soon as I take some cool screenshots of my own.

  • Member
    September 30, 2013
    For a first build this is a amazing one. In my opinion it does not need improvements
  • Fey
    Member
    September 30, 2013

    It's weird, because i was just watching FMA, and decided to pause it mid episode (as it was loading really SLOWLY), and check some character builds, and i immediately see yours. What a coincidence.

    Great first build! +1

  • Member
    September 30, 2013

    Thank you very much!

  • Member
    September 30, 2013

    Calcinic Transmutation: Ash Rune + Wall of Flames + Fire Rune

    Just to let you know, targets covered in ash cannot be damaged. The above combo would make this move useless. Here are some variations to help you out:

    1. Calcinic Transmutation: Paralyze spell+ Wall of Flames + Fire Rune
    2. Calcinic Incineration: Poisoned Crossbow (Weakness to Fire) + Paralyze spell+ Wall of Flames + Fire Rune

    Note: Going for option 2 would make Metabolic Incineration void. Might as well combine the 2 for a mega skill combo.

    On a side note, I have seen FMA myself and to my knowledge, the kid uses a concept similar to runes. I would think you're better off using runes as your main source of attack and defense, with maybe confured weapons to simulate the "transformation" ability of the kid.

    So, in that sense, metal of Deadric quality can be trans mutated using the magical properties of Oblivion and the physical component of Air Matter, to solidify it. To go down your interpretation of an "alchemical route" you can use the in game alchemy to create potions to either boost the abilties of the conjured weapons or apply poisons to "debuff" enemies.

    If you take my suggestion, you would probably end up with a 2 handed battlemage sorta build, with frost or storm atronach RPing as transmutations of solid ice or rock using alchemical means.

  • Member
    September 30, 2013

    What a coincidence indeed! Glad you like my build! 

  • Member
    September 30, 2013

    My reason for using Ash Rune was to simply hold the targets in place until I can encircle them with Wall spells before applying Fire Rune after Ash Rune runs out. I was trying to avoid Paralyze because it didn't fit my version of "alchemy" in addition to huge Magicka cost that could be used in Wall spells. I've tested out the ability, so that was my intention. And I didn't want to remain too FMA-ish so I tried not to rely completely on Rune spells.

    Thanks for your suggestions! I made the edit to clarify the ability, and I will take them into consideration as I expand this build more in the future!

  • September 30, 2013
    For Calcinic Transmutation she means place an Ash Rune and encircle it with with Wall of Flame while it is still active. When Ash Rune times out cast fire runes until they are dead.
  • Member
    September 30, 2013
    Ash rune lasts longer than flame wall. Walls only last about 10-15 seconds max, and ash rune lasts for 30.
  • Member
    September 30, 2013

    I should have mentioned that Wall of Flames won't be cast immediately after the Ash Rune triggers. I intended the ability to serve more as a trap than an upfront combat, so as I wait for the target to trigger it, I would be in a safe distance, perhaps even behind cover to avoid detection. It took me at least several seconds to get near the afflicted target and encircle them with Wall of Flames, and I wanted to get a plenty of time to prepare when the target recovered from Ash Rune. Also, it is possible that the triggering target will have accomplices so it buys time. I will clarify that now.