The Complete Elemental Master Guide by Goldie: Difference between revisions

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On the other hand, Soul Robe for the majority still outperforms Nebula since it gives +15% increased damage against bosses while Nebula does not. However, when you already have too much boss modifier, Nebula starts to perform better according to my tests. The [[Rune Tablet System#Tablets|Demigod Rune Tablet]], {{#item:300472}}, 2 Varmundt Rings with {{#item:311943}} enchant, {{#item:460040}} with {{#item:312095}}enchant, and a {{#item:9134}}would give over '''148% Boss modifier''' and at that point you're experiencing diminishing returns, which is why Nebula performs better. If you wanna know more about diminishing returns, Choi has explained it in-depth in his [https://wiki.muhro.eu/index.php?title=Choi%27s_Guide_To_Magic&mobileaction=toggle_view_desktop#Damage_Calculations_and_Diminishing_Returns Guide to Magic].
On the other hand, Soul Robe for the majority still outperforms Nebula since it gives +15% increased damage against bosses while Nebula does not. However, when you already have too much boss modifier, Nebula starts to perform better according to my tests. The [[Rune Tablet System#Tablets|Demigod Rune Tablet]], {{#item:300472}}, 2 Varmundt Rings with {{#item:311943}} enchant, {{#item:460040}} with {{#item:312095}}enchant, and a {{#item:9134}}would give over '''148% Boss modifier''' and at that point you're experiencing diminishing returns, which is why Nebula performs better. If you wanna know more about diminishing returns, Choi has explained it in-depth in his [https://wiki.muhro.eu/index.php?title=Choi%27s_Guide_To_Magic&mobileaction=toggle_view_desktop#Damage_Calculations_and_Diminishing_Returns Guide to Magic].


== Spell Fist ==
== Builds ==
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.
 
=== Psychic Wave ===
Upon transitioning to Elemental Master, it is inevitable that you will solely use 4th job skills from then on, and that's because 4th job skills have higher '''MAtk'''% scaling, and they all scale with your '''SPL'''. However, your widest AoE skill is attached to the 3rd job skill of Sorcerer and that skill is called '''{{#skill:2449}}'''. PW like your '''{{#skill:5380}}''' can be endowed to the 4 basic elements—<span style="color:red;">Fire</span>, <span style="color:blue;">Water</span>, <span style="color:green;">Wind</span>, or <span style="color:brown;">Earth</span> plus <span style="color:purple;">Poison</span> and unlike your 4th job AoE skills, PW is easily more spammable as its CD can be reduced by up to 3.5 seconds with the proper gears which only leaves you a total of 1.5 seconds. You may think it's still a bit long but actually it is not. Instead of cycling 4 to 5 skills, you can only do 2 to 3 skills with PW. You can start a rotation similar to this one:
 
 
<code>'''{{#skill:2449}}''' —> '''{{#skill:5372}}''' —> '''{{#skill:2449}}''' —> '''{{#skill:5371}}''' —> '''''repeat'''''</code>
 
 
'''                                                                                  <code>{{#skill:2449}}</code>'''<code> —> '''{{#skill:5372}}''' —> '''{{#skill:5371}}''' —> '''{{#skill:2449}}''' —> '''''repeat'''''</code>
 
 
'''                                                                                  <code>{{#skill:2449}}</code>'''<code> —> '''{{#skill:5372}}''' —> '''{{#skill:5380}}''' —> '''{{#skill:2449}}''' —> '''''repeat'''''</code>
 
 
In the 3rd example, you will have 3 <span style="color:red;">Fire</span> AoE skills that will benefit from your cards and modifiers focused on the <span style="color:red;">Fire</span> property. The Elemental Buster here is situational and you don't really have to cast it repeatedly as it will consume 15 AP each use. When a pack of mobs surrounds you that's when you use it. Conflagration can either be Venom Swamp or Lightning Land depending on your choice of element, but the main idea still remains that you will cast PW as soon as it's available to maximize its wide AoE. You can even throw in some '''{{#skill:6517}}''' if you so desire which is only fitting since both are psionic skills! I would like to call this build as '''Farming build''', as this build is only realistically used for farming low to mid game dungeons such as [https://wiki.muhro.eu/Thanatos_Tower_Revamp Thanatos Tower Flr. 12], [https://wiki.muhro.eu/Niflheim Niflheim 2], [[Clock Tower Unknown Basement]], and [[Mjolnir Underground Cave]]. For end game dungeons such as [[Varmundt's Biosphere]], [[Varmundt's Biosphere Depth]], and [[Varmundt's Biosphere Depth 2]], PW build falls flat and you're better off using your 4th job skills here. You don't really need to follow this build if it is not your cup of tea but if you're among those people who played the class as a Sorcerer in the past and played PW build like me. Well, this is genuinely my love letter to them as of today today this is still my favorite build to play despite being here now in the 4th jobs era. I hope you'll consider this build and have fun with it just as I do!
 
==== '''Stats''' ====
{| class="wikitable mw-collapsible mw-collapsed" style="width:50%;"
!Stat
!Point
!Notes
|-
!STR
| align="center" |1
|
* If you need more carrying capacity, put more pts. into STR though with the recent QoL implemented that made it possible to use {{#item:6286}}20 times instead of the usual 10, you may found yourself no longer needing as much STR.
|-
!AGI
| align="center" |130
|
* AGI is needed for high Flee and high ASPD.
* Spell Fist needs max ASPD of 193 so you can spam all your bolt skills and magic-infused melee attacks.
|-
!VIT
| align="center" |110
|
* 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.
|-
!INT
| align="center" |130
|
* INT for some bonus StatusMAtk for a bit of damage.
|-
!DEX
| align="center" |0
|
* DEX isn't needed for Spell Fist. Leave this at 0.
|-
!LUK
| align="center" |4
|
* Put leftover pts. into LUK
* 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.
|}
 
==== Traits ====
{| class="wikitable mw-collapsible mw-collapsed" style="width:50%;"
!Traits
!Point
!Notes
|-
!POW
| align="center" |0
|N/A
|-
!STA
| align="center" |0
|
* 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}}
|-
!WIS
| align="center" |72
|
* Put points here if you don't have GTB and have lower resistance against magical attacks,.
|-
!SPL
| align="center" |110
|
* 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.
|-
!CON
| align="center" |110
|
* 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.
|-
!CRT
| align="center" |0
|N/A
|}
'''Gears'''
{| class="wikitable mw-collapsible mw-collapsed" style="width:80%;"
!Type
!Item
!Notes
|-
|'''Upper'''
| + 12 to + 15 [A] {{#item:400536}} or
+12 to + 15 {{#item:19483}}
|
*Enchanted with {{#item:312763}}, {{#item:312718}} or {{#item:312700}}, and any of the raw stats.
*Carded with {{#item:300377}}, {{#item:4366}}, {{#item:300456}}.
|-
|'''Middle'''
|{{#item:410233}}
|
*Enchanted with any of the following:
**MAtk + 5% & MAtk + 5%
**ACD + 5% & ACD + 5%
**VCT + 5% & VCT + 5%
*Carded with {{#item:4403}}, {{#item:4480}}, or {{#item:27396}}.
|-
|'''Lower'''
|{{#item:420213}}
|
*Enchanted with any of the following:
**Any raw stats & +7%  All property magical damage
**Any raw stats & +7 S.MAtk
|-
|'''Armor'''
| +12 to + 15 [A] {{#item:450173}} or +12 [A] {{#item:450284}}
|
*'''Nebula Robe of Spell''' enchanted with {{#item:310688}}, {{#item:310738}}, and {{#item:4714}}.
*'''Engraved Soul Purification Robe''' enchanted with {{#item:312374}}, {{#item:312364}},  and {{#item:312359}}.
*Carded with {{#item:300472}} or {{#item:300376}}
|-
|'''Weapon'''
| +12 to + 15 [A] {{#item:540056}}
|
*Enchanted with {{#item:311458}}, {{#item:311296}}, and {{#item:311225}}
**'''3rd enchant''' can be {{#item:311299}} or {{#item:311297}}.
*Carded with {{#item:300455}} or {{#item:27384}}
|-
|'''Shield'''
| +10 to +11 [C] {{#item:460040}} or +12 to +14 [A] {{#item:460020}}
|
*'''Glacier Guard''' enchanted with {{#item:312095}}, {{#item:312093}} or {{#item:312092}}, and {{#item:312091}}.
*'''Mad Bunny-LT''' enchanted with {{#item:310860}} or {{#item:310853}}.
*Carded with {{#item:4128}}, {{#item:27385}}, or {{#item:300379}}.
|-
|'''Garment'''
| +11 to + 12 [A] {{#item:480233}}
|
*Enchanted with {{#item:310925}},  and {{#item:4714}}
**The 2nd enchant will vary depending on your needs, and elemental property of the mobs you're going to prioritize. For a list of possible enchants, refer to [https://wiki.muhro.eu/Varmundt%27s_Biosphere#Rune_Armor_Enchants this].
*Carded with {{#item:300145}}, {{#item:300382}}, {{#item:27362}}, {{#item:4576}}, or {{#item:300424}}.
|-
|'''Shoe'''
| +12 to +14 [A] {{#item:470204}}
|
*Carded with {{#item:300458}}and the various racial [MVP] card such as {{#item:300248}}, {{#item:300262}}, {{#item:4441}}, or  {{#item:300281}}.
|-
|'''Accessory (Right)'''
|{{#item:490304}} or {{#item:490136}}
|
*'''Temple Rune Ring''' enchanted with {{#item:311958}}, and {{#item:311998}}.
**Ideally, you would want either {{#item:311943}} or {{#item:311942}} as your 2nd slot enchants against bosses and normal monsters; however since getting these 2 BiS enchants are RNG-heavy, you can use the other racial enchants. Refer to this [https://wiki.muhro.eu/Varmundt%27s_Biosphere#Varmundt_Ring_Enchants page] for more info.
*'''Stellar Spell Seal''' enchanted with {{#item:313038}},  {{#item:310711}}, and {{#item:310711}}
*Carded with {{#item:300175}}, {{#item:300469}} or {{#item:300464}}.
|-
|'''Accessory (Left)'''
|{{#item:490307}}
|
*Enchanted with {{#item:311958}}, and {{#item:311998}}.
**Ideally, you would want either {{#item:311943}} or {{#item:311942}} as your 2nd slot enchants against bosses and normal monsters; however since getting these 2 best in slot enchants are RNG-heavy, you can use the other racial enchants. Refer to this [https://wiki.muhro.eu/Varmundt%27s_Biosphere#Varmundt_Ring_Enchants page] for more info.
*Carded with {{#item:300216}}, {{#item:300371}}, {{#item:300364}}, {{#item:300211}}, or {{#item:300222}}.
|}
 
 
=== Spell Fist ===
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. 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.


Spell Fist build hasn't changed that much since its implementation during the 3rd job era. It's only gotten stronger like most skills that came with it and before it due to the 4th job traits. Spell Fist gameplay remains the same wherein you'll need to aim and cast your chosen elemental bolt skill first on a target then immediately apply Spell Fist. Though for the 4th jobs skill tree, it's gotten a blink skill in the form of '''{{#skill:6517}}''' which made farming as a Spell Fist EM much tolerable. All of our High Elementals on Passive Mode also complements Spell Fist. When in Passive Mode, your bolt skills corresponding to the summoned High Elementals gets increased damage and you have a chance to autocast the highest level learned of that bolt skill. And that's the extent of what's improved with Spell Fist so far; most of the 4th job skills complement the caster build of an EM. I've tried Spell Fist too and built the gears needed to "make it work" but it's still haunted by the curse of being in melee range and lack of wide AoE making it hard to use while farming. It's also preventing you to use strong garment cards like {{#item:27362}} because of its side effect of you receiving more damage against all properties. With all that being said, I advise you to play this build for fun and if and only if you really know what you're going into. It'll always gonna have that charm as being a unique build to play.
Spell Fist build hasn't changed that much since its implementation during the 3rd job era. It's only gotten stronger like most skills that came with it and before it due to the 4th job traits. Spell Fist gameplay remains the same wherein you'll need to aim and cast your chosen elemental bolt skill first on a target then immediately apply Spell Fist. Though for the 4th jobs skill tree, it's gotten a blink skill in the form of '''{{#skill:6517}}''' which made farming as a Spell Fist EM much tolerable. All of our High Elementals on Passive Mode also complements Spell Fist. When in Passive Mode, your bolt skills corresponding to the summoned High Elementals gets increased damage and you have a chance to autocast the highest level learned of that bolt skill. And that's the extent of what's improved with Spell Fist so far; most of the 4th job skills complement the caster build of an EM. I've tried Spell Fist too and built the gears needed to "make it work" but it's still haunted by the curse of being in melee range and lack of wide AoE making it hard to use while farming. It's also preventing you to use strong garment cards like {{#item:27362}} because of its side effect of you receiving more damage against all properties. With all that being said, I advise you to play this build for fun and if and only if you really know what you're going into. It'll always gonna have that charm as being a unique build to play.


=== Stats ===
==== Stats ====
{| class="wikitable mw-collapsible mw-collapsed" style="width:50%;"
{| class="wikitable mw-collapsible mw-collapsed" style="width:50%;"
!Stat
!Stat
Line 2,410: Line 2,583:
|}
|}


=== Traits ===
==== Traits ====
{| class="wikitable mw-collapsible mw-collapsed" style="width:50%;"
{| class="wikitable mw-collapsible mw-collapsed" style="width:50%;"
!Traits
!Traits
Line 2,447: Line 2,620:
|}
|}


=== Gears ===
==== Gears ====
{| class="wikitable mw-collapsible mw-collapsed" style="width:75%;"
{| class="wikitable mw-collapsible mw-collapsed" style="width:75%;"
!Type
!Type
Line 2,495: Line 2,668:
|
|
* '''Glacier Guard''' enchanted with {{#item:312095}}, {{#item:312093}} or {{#item:312092}}, and {{#item:312091}}.
* '''Glacier Guard''' enchanted with {{#item:312095}}, {{#item:312093}} or {{#item:312092}}, and {{#item:312091}}.
* '''Mad Bunny-LT''' enchanted with {{#item:310860}} or {{#item:310853}}.
* '''Mad Bunny-LT''' enchanted with {{#item:310856}}.
* Carded with {{#item:4128}}, {{#item:27385}}, {{#item:4253}}, or {{#item:300379}}.
* Carded with {{#item:4128}}, {{#item:27385}}, {{#item:4253}}, or {{#item:300379}}.
|-
|-
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