The Alchemist is one of the more interesting starting classes in any Souls-like game, never mind Steelrising. It is a class that takes the game’s special elemental effects to a new level, blending a sort of magic build into a range of melee, ranged and consumable bombs to rot your enemies away. If you fancy wielding the various elemental effects against your enemies, then here is a Steelrising Alchemist guide, featuring tips and tricks on the class.
Steelrising Alchemist Class Guide¶
The Steelrising Alchemist class guide will detail the starting class’s perks and what you can expect. In addition, we will go through the general playstyle of the class, offering suggestions for weapons, grenade usage, armor mods and more for the general progression of the class’s core gameplay style throughout the entire game.
Class attributes, stats and modifiers
Attributes | Aegis | Attack | Defence |
---|---|---|---|
Power: 0 | Anima Essence:0 | Physical Damage: 45 (+27 frost) | Balance: 0% |
Durability: 0 | lvl. Up: 1000 | Flame Damage: 0 | Armor: 70 |
Agility: 0 | Health: 250 | Frost Damage: 0 (19 when special is activated) | Flame resistance: 18% |
Vigor: 0 | Endurance: 100 | Fulmination Damage: 0 | Frost Resistance: 12% |
Elemental Alchemy: 3 | Alchemical Capsules: 5 | Special Move damage: 0 | Fulmination Resistance: 18% |
Engineering: 2 | Loot Multiplier: x1.14 | Impact: 40 | |
Immobilization: 25 | |||
Critical Hit Multiplier: x1 | |||
Affliction Multiplier: x1.14 |
Steelrising’s Alchemist Weapons:¶
The only weapon that Alchemist should largely use, no matter the build, is the Hephaestus Batons. This is the strongest melee weapon available that scales with Alchemy the best. Moreso, this means you can get your fire to debuff out incredibly fast and apply a heavy damage over time effect to the enemies that can live long enough to get it triggered, such as bosses, more elite enemies and Titans.
As for the second choice, frost players with an agility immobilization secondary build can use the Franklin Claws. The fourth light attack in a combo for the Claw weapons attack three times, meaning players can easily apply their Fulmination element when it is activated, along with building the immobilization bar very quickly. Also, Fulmination increases the damage enemies take from status effects, which pairs well with the DoT from the fire weapon.
However, a frost/power build works, too, especially with the power modifier on Hephaestus Batons. Here you take a frost power weapon, with the Glass Core Batons being a good shout. Using the power and the first helps to quickly hit enemies dealing decent base damage for Batons, along with applying your frozen status Fully stacked frost enemies will then freeze for several seconds, allowing you to hit with your fire weapon, easily applying that fire status to enemies and getting strong hits in.
The thing about the Alchemist’s weapon choices largely reflects what style of elemental effect you want to use, and what those weapons scale with. It means that the Alchemist player will largely use different weapons from the next Alchemist player. So, ask yourself, do you want to go the Immobilization Agility route with your build, or increase the damage by going Power?
Both Power and Immobilization builds are solid alternatives, especially when you encounter enemies with higher resistance to certain elements, typically associated with the enemy’s elemental power. Therefore, the extra immobilization and power come in handy when it takes longer for your weapon’s element to trigger.
However, these are just build suggestions. If there are other elemental weapons you like, then feel free to add them to your build and playstyle for the Alchemist class.
Alchemist Stat Priority¶
- Engineering
- Power or Agility
- Endurance
- The rest are situational
The Alchemist stat priority largely focuses on Engineering, considering that it scales your affliction modifier by 7% per level, and increases your armor. This makes your general alchemy elements stronger, and makes it easier to apply to enemies with higher resistance to the element you are using. Not to mention this scales with your bombs, too You also get fairly tanky against physical attacks, which is an added bonus.
Then your next one is either Power or Agility, depending on your prefered playstyle and weapon of choice scalings. Power increases your impact and physical damage, while Agility increases physical damage and immobilization.
The next up is Endurance. You will be tacking fairly often, since most Alchemical-themed weapons are dual wields and use up much endurance for longer combo chains and dodges. Moreso, you get crit modifier, which works well with the agility side especially.
After that, you take Durability and Elemental Alchemy to increase your defensiveness as the game progresses, but nothing too crazy as gear helps you out in those areas.
Grenades of Choice¶
Since Alchemists tend to apply their preferred elements with their weapons, it typical means Alchemists will stock up on their third element their weapons don’t wield. After that, you can use the generic Petrification grenades and frag grenades.
Steelrising Alchemist Modules¶
Core modules:
- Affliction Module - Increases the duration of Alchemical Afflictions.
- Catalyst Modules - Increases the damage of your an appropriate elemental type you deal to enemies. (Frost, Fire and Ful versions avaialble)
The Alchemist’s Modules listed above are large core to the effects of the alchemist’s playstyle. The core you most certainly want is the are the elements your weapons focus on. You can take two Catalyst Modules for your weapons, as that is a general DPS increase for your weapons. Moreso, the Affliction Modules increase the duration of your elemental effects, which are all around good. More burning means more damage to bigger enemies that can take the full length of the fire, longer frost means more free hits on frozen enemies, and longer volt means more increased damage they take.
After that, you have a few options. Better Endurance adds up nicely to an extra hit or a dodge, while the Infusion Module favours those who tend to use a weapon for longer periods of time. The base infusion length is 40 seconds, which is already enough time for most people, so its not entirely necessary unless you favour a weapon. You can even go for a module that increases your survivability, such as a favour elemental resistance, armor, health, or a module that benefits your power or immobilization. It’s entirely up to you and what you think you need.
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