Alchemist Class Guide

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The Alchemist is a support class that uses a backpack equipped with a pair of manipulators and filled with various solutions and concoctions. The Alchemical Solutions and a Catalyst inside the backpack are able to self-replicate when shaken, which is why the alchemist is also often seen moving erratically.

SOLO PLAY

When alone, the Alchemist uses a different set of abilities than when they’re in a group, namely the abilities listed under ‘PvP abilities’. When facing packs of weak enemies you can build up your Catalyst by attacking with either Acidic Solution or Combustible Solution. Acidic Solution will damage a single enemy, and apply Acidic Solution to it, it will also give your companion a chance to strike. When an enemy with the Acidic Solution effect is struck by Combustible Solution, it will be stunned, knocked down and will take additional damage. Using Combustible Solution first will apply an effect of the same name to enemies in a small area, and when an enemy with Combustible Solution on it is struck by Acidic Solution, it will explode, and deal damage in an area.

The two above abilities can also be enhanced by Deadly Experiment. To quickly deal with a pack of enemies, use Acidic Solution on one of them, and when it is low enough on health, finish it with Deadly Experiment—this will apply the Experimental Compound effect on the Alchemist, which will make your next Combustible Solution pull all enemies together, and apply the maximum stacks of Combustible Solution to them, as well as grant you 1,500 Catalyst. Blow up the Combustible Solution and spray down any stragglers with Toxic Emission to clean them up.

Enemies don’t take too kindly to being sprayed down by various solutions and chemicals, so it’d be wise to get familiar with Protective Shell to block some damage, or the Alchemist can create a barrier with its manipulators by using Protective Membrane, which will also deflect a portion of the damage dealt right back at the attacker. Another defensive option is the Alchemic Terminal, which when used will shield the Alchemist from damage and control effects. Lastly, if all else fails, the Alchemist can use Healing Essence to heal their wounds, cleanse and protect themself from various negative effects, and even gain a buff that will allow the Alchemist to heal the majority of the damage it receives over the next 12 seconds.

When facing bosses, charge up your Catalyst with the Acidic Solution & Combustible Solution combo, then let loose the Predatory Ectoplasm to deliver a strong strike against your foe, repeat until the enemy is dead, and use the above defensive options where needed.

TEAM PLAY

In a group is where the Alchemist truly shines:, here the Toxic Emission and Protective Membrane abilities are replaced by Energy Shower and Biotrap respectively, and this allows the Alchemist to increase the power and stamina of their team, as well as weaken enemies, making the Alchemist a valuable support.

When your team is facing packs of enemies, use Stimulant Injections to increase the raw power of your allies, allowing them to make quick work of the groups.

TIP: Some packs of enemies may also require the use of Energy Shower, but that will be up to you and your team to decide.

When facing bosses, wait until your team is ready to unleash a powerful burst of damage against the enemy and when they are, use Biotrap, Energy Shower, and Stimulant Injections in that order. This is a ‘full buff’, and is the maximum possible buff an Alchemist can provide with its own abilities.

TIP: Do not use Biotrap without the Stimulant Injection and Energy Shower follow-up. It can be useful in some cases, but generally is not worth it. Your buffs are most effective when used together. Use the good old Acidic Solution and Combustible Solution combo during down times, as the companion attacks will speed up the recovery of your Stimulant Injections.

In a group, the Alchemist still has access to all of their defensive options, and they can all be used on allies. Protective Shell will shield any ally that needs it, as well as remove negative effects from them, Alchemic Terminal can be used by all your allies when you deploy it, so they can avoid damage and negative effects. When push comes to shove, Healing Essence can literally be a lifesaver.

ATTRIBUTES

Solo play calls for a Main Damage, Critical Damage, and Critical Chance combo, maybe with some Companion Damage thrown into the mix. For group play, there is more freedom to play around. You could start with a defensive set-up.

ABILITIES

  Ability Description
Acidic Solution Acidic Solution

Deals X damage to the target and applies the Acidic Solution effect to them that can be detonated by Combustible Solution.

Restores 125 points of Catalyst.

Activates companion's attack.

This ability can be used either by tapping the button several times or by holding it down.

If the target has the Combustible Solution effect on them, the levels of effect will explode on the selected target and all enemies within an 8-yard radius of the main target. Each detonated level of the Combustible Solution will deal X damage to the target and increase your chance to gain the Creeping Horror effect by 3%.

Creeping Horror makes the next 3 Predatory Ectoplasms free and increases their damage by 200%.

Combustible Solution Combustible Solution

Deals X damage to the target and all enemies in an 8-yard radius of them, applying Combustible Solution that can be detonated using Acidic Solution.

Restores 250 points of Catalyst.

This ability can be used either by tapping the button several times or by holding it down.

If the target has the Acidic Solution effect on them, the levels of effect will explode on the selected target. Each detonated level of the Acidic Solution will deal X damage to the target and increase your chance to gain the Creeping Horror effect by 6%.

Creeping Horror makes the next 3 Predatory Ectoplasms free and increases their damage by 200%.

Deadly Experiment Deadly Experiment Inflicts fatal damage. Restores 1500 points of Catalyst. Deadly Experiment applies Experimental Compound to the Alchemist for 25 seconds. The effect is removed by the next Acidic Solution or Combustible Solution. Using Acidic Solution when the effect is active stuns the target and knocks them down, inflicting additional damage and applying 8 levels of Acidic Solution at once. Using Combustible Solution when the effect is active affects all enemies in a 12 yard radius, pulls them towards the target and applies 5 levels of Combustible Solution to them at once.
Toxic Emission Toxic Emission Inflicts X damage to the enemies around the Alchemist. If Toxic Emission kills an enemy, a smaller version of the ability is activated at that spot.
Protective Shell Protective Shell For every 10% of health lost, you gain an effect that reduces incoming damage by 40%. Duration of the effect is 6 seconds. Only one common symbol can be active in every category.
Protective Membrane Protective Membrane Creates a shield that absorbs damage and reflects some of it back at the attackers.
Alchemic Terminal Alchemic Terminal

The Alchemist sets up a terminal filled with protective gas. 

All allies within 40 yards can use the terminal to gain 100% immunity to damage and control effects for 4 seconds.

Once the ability is used, no one in your group can use it for 120 seconds.

Healing Essence Healing Essence The Alchemist restores 40% health to all allies in a 7 yard radius and removes negative effects from them every 4 seconds. The same ally cannot be healed more than once every 8 minutes. Healing Essence also restores 80% of incoming damage to the Alchemist for the next 12 seconds.
Predatory Ectoplasm Predatory Ectoplasm The enemy is attacked by a blob of ectoplasm which deals X damage on impact. Increases the damage of the next use of the ability by 10% for 2 seconds. The effect stacks up to 3 times. Activates companion’s attack.
Energy Shower Energy Shower Increases the damage of class abilities and movement speed of the Alchemist and all allies in a 20 yard radius by 30% for 9 seconds, making Dashes free and removing negative effects. Once the ability is used, no one in your group can use it for 80 seconds. The ability is available in PvE adventures only.
Biotrap Biotrap The Alchemist throws three flasks: the central one pulls the enemies to the point of impact, the next one inflicts X damage, and the last one increases the damage dealt to enemies by class abilities by 40% for 12 seconds. Once the ability is used, no one in your group can use it for 160 seconds. The ability is available in PvE adventures only.
Stimulant Injection Stimulant Injection

Increases Might of three allies in a 30 yard radius by 50% of the Alchemist’s Might for 8 seconds.

Attack class allies take priority.

Companion’s attack reduces the cooldown of the ability by 4 seconds.

The ability recharges 2 times faster out of combat.

At the end of the effect, these allies get Weariness for 12 seconds, which prevents them from receiving stat-boosting effects of active abilities of support classes.

Abilities of support classes that transfer Might do not stack with each other.

Once the ability is used, no one in your group can use it for 60 seconds.

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