The Complete Elemental Master Guide by Goldie: Difference between revisions

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* You don't necessarily have to max this skill, but if you do it's the 2nd trait to give the most S.MAtk. It gives +1 S.MAtk per 5 pts. of CON.
* You don't necessarily have to max this skill, but if you do it's the 2nd trait to give the most S.MAtk. It gives +1 S.MAtk per 5 pts., and +2 FLEE for every 1 pt. of CON.
* If you need more points for STA and WIS for survivability, you can take out some points here and put it to those traits instead.
* If you need more points for STA and WIS for survivability, you can take out some points here and put it to those traits instead.
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== Spell Fist ==
== Spell Fist ==
-INSERT-
If you're looking to spice things up and wanting a different flavor in your builds, then well maybe '''{{#skill:2445}}''' is the build you're looking for! This build is more of a 'for fun' build and you can never expect it to keep up with the meta build now for Elemental Master if there's any. EMs are flexible with their choices of elements, they  use all of their elemental AoEs in a skill rotation, and even their own ultimate can be endowed. But if you wanna bonk monsters to death with the power of knowledge then this section of the guide is for you! Spell Fist won't be getting gear progression stages though as I expect that by the time you invest on this fun build, you're already done with your main build as it should be.
 
=== Stats ===
{| class="wikitable mw-collapsible mw-collapsed" style="width:50%;"
{| class="wikitable mw-collapsible mw-collapsed" style="width:50%;"
!Stat
!Stat
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* AGI is needed for high Flee and high ASPD. If you have a few points to spare, you can put it more on AGI.
* AGI is needed for high Flee and high ASPD.  
* Higher ASPD will give you much more fluid skill rotation.
* Spell Fist needs max ASPD of 193 so you can spam all your bolt skills and magic-infused melee attacks.
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!VIT
!VIT
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* VIT is needed for more health and survivability. VIT also increases the potency of healing items.  
* VIT is needed for more health and survivability.  
* Spell Fist is in melee range so you'd want to take as much VIT as you can to last longer in battle.  
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!INT
!INT
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* INT helps you to reach instant cast faster and it gives some bonus StatusMAtk as well for a bit of damage.
* INT for some bonus StatusMAtk for a bit of damage.
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!DEX
!DEX
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* It gives +1 Status MAtk every 3 pts and +1 Perfect Dodge every 10 pts.
* It gives +1 Status MAtk every 3 pts and +1 Perfect Dodge every 10 pts.
* If you hate getting cursed and bringing either {{#item:523}} or {{#item:525}}is burdensome for you then get a total of 100 pts. for Curse immunity.
* If you hate getting cursed and bringing either {{#item:523}} or {{#item:525}}is burdensome for you then get a total of 100 pts. for Curse immunity.
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=== Traits ===
{| class="wikitable mw-collapsible mw-collapsed" style="width:50%;"
!Traits
!Point
!Notes
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!POW
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|N/A
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!STA
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* Put more points into STA if you have less resistances against physical attacks or if you have means to nullify the effects of magical attacks like {{#item:4128}}
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!WIS
| align="center" |72
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* Put points here if you don't have GTB and have lower resistance against magical attacks,.
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!SPL
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* Always max out your SPL. Our 4th skills scale with SPL, and having more SPL is always good. While Spell Fist in itself doesn't have any SPL scaling, your autocasted '''{{#skill:5369}}''' and '''{{#skill:5373}}''' will.
* Also gives +1 S.MAtk per 3 points of SPL.
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!CON
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* You don't necessarily have to max this skill, but if you do it's the 2nd trait to give the most S.MAtk. It gives +1 S.MAtk per 5 pts., and +2 FLEE for every 1 pt. of CON.
* If you need more points for STA and WIS for survivability, you can take out some points here and put it to those traits instead.
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!CRT
| align="center" |0
|N/A
|}
|}


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