Steelrising: Elemental Alchemy Guide – Weapons & Tips

By | 10/09/2022

The Alchemist is 1 of the more interesting starting classes in whatsoever 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 confronting your enemies, and so here is a Steelrising Alchemist guide, featuring tips and tricks on the grade.

Put a stop to the cogs by using elements.

Put a stop to the cogs by using elements.

Steelrising Alchemist Class Guide

The Steelrising Alchemist class guide will detail the starting class’s perks and what you can wait. In improver, nosotros will go through the full general playstyle of the form, offer suggestions for weapons, grenade usage, armor mods and more for the general progression of the grade’south core gameplay fashion throughout the entire game.

Class attributes, stats and modifiers

Attributes Custodianship Assail Defence
Power: 0 Anima Essence:0 Physical Damage: 45 (+27 frost) Balance: 0%
Immovability: 0 lvl. Up: 1000 Flame Harm: 0 Armor: 70
Agility: 0 Health: 250 Frost Harm: 0 (nineteen when special is activated) Flame resistance: 18%
Vigor: 0 Endurance: 100 Fulmination Damage: 0 Frost Resistance: 12%
Elemental Alchemy: three Alchemical Capsules: 5 Special Move damage: 0 Fulmination Resistance: 18%
Engineering science: two Boodle Multiplier: x1.xiv Impact: 40
Immobilization: 25
Critical Hitting Multiplier: x1
Affliction Multiplier: x1.14

Steelrising’s Alchemist Weapons:

The just 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 all-time. Moreso, this means you tin get your fire to debuff out incredibly fast and apply a heavy damage over time effect to the enemies that tin can live long enough to get it triggered, such as bosses, more aristocracy enemies and Titans.

As for the second pick, frost players with an agility immobilization secondary build tin use the
Franklin Claws. The fourth lite attack in a philharmonic for the Claw weapons set on three times, meaning players tin can easily utilise their Fulmination element when it is activated, along with building the immobilization bar very quickly. Too, 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 ability modifier on Hephaestus Batons. Here you take a frost power weapon, with the
Glass Core Batons
being a good shout. Using the ability and the first helps to chop-chop hit enemies dealing decent base of operations damage for Batons, along with applying your frozen condition Fully stacked frost enemies volition and so freeze for several seconds, allowing you lot to hit with your burn down weapon, easily applying that fire status to enemies and getting strong hits in.

The affair about the Alchemist’s weapon choices largely reflects what way of elemental event y’all desire 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 harm past going Ability?

Both Ability and Immobilization builds are solid alternatives, especially when you lot run across enemies with college resistance to sure elements, typically associated with the enemy’s elemental power. Therefore, the extra immobilization and power come in handy when information technology takes longer for your weapon’s element to trigger.

Nevertheless, these are merely build suggestions. If there are other elemental weapons you lot similar, 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
Technology, considering that it scales your illness modifier by 7% per level, and increases your armor. This makes your full general abracadabra elements stronger, and makes it easier to utilise to enemies with higher resistance to the element yous are using. Non to mention this scales with your bombs, likewise Yous also get fairly tanky against concrete attacks, which is an added bonus.

Then your next one is either
Ability or Agility, depending on your prefered playstyle and weapon of choice scalings. Power increases your bear on and physical damage, while Agility increases physical damage and immobilization.

The side by side upwardly is
Endurance. You lot volition be tacking fairly oftentimes, since well-nigh Alchemical-themed weapons are dual wields and use upwards much endurance for longer combo bondage and dodges. Moreso, you go crit modifier, which works well with the agility side particularly.

After that, you have Durability and Elemental Alchemy to increase your defensiveness as the game progresses, but cypher too crazy as gear helps y’all out in those areas.

Grenades of Choice

Since Alchemists tend to apply their preferred elements with their weapons, it typical means Alchemists volition stock up on their third chemical element their weapons don’t wield. Subsequently that, you can use the generic Petrification grenades and frag grenades.

Steelrising Alchemist Modules

Core modules:

  • Affliction Module – Increases the duration of Alchemical Afflictions.
  • Goad Modules – Increases the harm of your an appropriate elemental type you deal to enemies. (Frost, Burn down and Ful versions avaialble)

The Alchemist’s Modules listed above are large core to the effects of the alchemist’s playstyle. The core you lot near certainly desire is the are the elements your weapons focus on. You lot can take two
Catalyst Modules
for your weapons, as that is a full general DPS increment for your weapons. Moreso, the
Affliction Modules
increase the duration of your elemental effects, which are all around good. More than burning means more than impairment to bigger enemies that can take the full length of the fire, longer frost means more than free hits on frozen enemies, and longer volt means more increased impairment they accept.

Later that, you have a few options. Improve
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 fourth dimension. The base of operations infusion length is 40 seconds, which is already enough time for most people, then its non entirely necessary unless you favour a weapon. You tin can fifty-fifty 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’southward entirely up to y’all and what you think you demand.