The Complete Elemental Master Guide by Goldie: Difference between revisions

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You're probably wondering why you should play Elemental Master at all. In this section, I'll be pointing out key points of both its pros and cons to help you get ready for the class, get yourself accustomed to it, and decide as early as now if you still wanna pursue playing the class after knowing its strengths and weaknesses. But first, let me share some of my wild and wistful unfiltered diaristic expression marked with brutal honesty about the class in the past in relation to now.  
You're probably wondering why you should play Elemental Master at all. In this section, I'll be pointing out key points of both its pros and cons to help you get ready for the class, get yourself accustomed to it, and decide as early as now if you still wanna pursue playing the class after knowing its strengths and weaknesses. But first, let me share some of my wild and wistful unfiltered diaristic expression marked with brutal honesty about the class in the past in relation to now.  


Gone are the 3rd job days where every magic classes, with the exception of Performers (and to some degree Soul Reaper), have the problem of being elementally-locked behind with whatever skills they have available. Sorcerers had it worst because while they have skills with different elemental properties, these are all hindered by their long cooldowns (CD). Their main skill '''{{#skill:2449}}''' and its companion skills like '''{{#skill:2447}}''', '''{{#skill:2446}}''', and '''{{#skill:2454}}''' all suffered the same fate, and are locked behind an agonizing 5 seconds CD each. While their cooldowns can be reduced with Shadow Gears, and some equipment like {{#item:550012}}, it still wasn't enough to have Sorcerer enter the meta as a main DPS class. Also it's important to point out that even though Psychic Wave 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>, & <span style="color:brown;">Earth</span>), the old elemental table wasn't exactly in favor of them. For instance, any monsters that was either Holy 4 or Dark 4 would resist your magical attacks and so most of the time you'll either stick to <span style="color:gray;">Neutral</span> Psychic Wave or "overgear" your Sorcerer just so you can deal an okay amount of damage to those monsters.  
Gone are the 3rd job days where every magic classes, with the exception of Performers (and to some degree Soul Reaper), have the problem of being elementally-locked behind with whatever skills they have available. Sorcerers had it worst because while they have skills with different elemental properties, these are all hindered by their long cooldowns (CD). Their main skill '''{{#skill:2449}}''' and its companion skills like '''{{#skill:2447}}''', '''{{#skill:2446}}''', and '''{{#skill:2454}}''' all suffered the same fate, and are locked behind an agonizing 5 seconds CD each. While their cooldowns can be reduced with Shadow Gears, and some equipment like {{#item:550012}}, it still wasn't enough to have Sorcerer enter the meta as a main DPS class. Also it's important to point out that even though Psychic Wave can be endowed to the four (4) basic elements (<span style="color:red;">Fire</span>, <span style="color:blue;">Water</span>, <span style="color:green;">Wind</span>, & <span style="color:brown;">Earth</span>), the old elemental table wasn't exactly in favor of them. For instance, any monsters that was either Holy 4 or Dark 4 would resist your magical attacks and so most of the time you'll either stick to <span style="color:gray;">Neutral</span> Psychic Wave or "overgear" your Sorcerer just so you can deal an okay amount of damage to those monsters.  


Indeed, you may have experienced getting criticized and hated on by other players for joining their party as a DPS Sorcerer. You've probably been told or asked; "Can you tank for us?" or "Be a support and buff slave and let me handle everything and carry you". Or worse, "No! Don't play DPS Sorcerer! DPS Sorcerer sucks! Sorcerer sucks at PVM! The class is trash! It's the worst class DPS-wise". Well, to whoever stuck around with the class despite all the hate, I am are very happy to say that the naysayers are now eating their words in shame, because now with the arrival of 4th jobs and the updated elemental table, Sorcerers have broken free of the bounds that kept them from performing to their fullest once they finally transitioned to '''Elemental Master'''!
Indeed, you may have experienced getting criticized and hated on by other players for joining their party as a DPS Sorcerer. You've probably been told or asked; "Can you tank for us?" or "Be a support and buff slave and let me handle everything and carry you". Or worse, "No! Don't play DPS Sorcerer! DPS Sorcerer sucks! Sorcerer sucks at PVM! The class is trash! It's the worst class DPS-wise". Well, to whoever stuck around with the class despite all the hate, I am are very happy to say that the naysayers are now eating their words in shame, because now with the arrival of 4th jobs and the updated elemental table, Sorcerers have broken free of the bounds that kept them from performing to their fullest once they finally transitioned to '''Elemental Master'''!
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* Skills from previous jobs and skill trees still have use and importance, particularly the utility and defensive ones.
* Skills from previous jobs and skill trees still have use and importance, particularly the utility and defensive ones.
* Elemental Master is only one of the few classes that can use and specialize <span style="color:purple;>Poison</span> magic.  
* Elemental Master is only one of the few classes that can use and specialize <span style="color:purple;>Poison</span> magic.  
** One of their main skills called '''{{#skill:5371}}''' has great coverage against the 4 Basic Elements. Monsters with either <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> property that can't be hit, evade, or receive decreased damage from '''{{#skill:5372}}''', '''{{#skill:5370}}''', '''{{#skill:5369}}''', and '''{{#skill:5373}}''' will be taken care of by Venom Swamp; thus, learning this skill will remove elemental weakness from the class.
** One of their main skills called '''{{#skill:5371}}''' has great coverage against the four (4) Basic Elements. Monsters with either <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> property that can't be hit, evade, or receive decreased damage from '''{{#skill:5372}}''', '''{{#skill:5370}}''', '''{{#skill:5369}}''', and '''{{#skill:5373}}''' will be taken care of by Venom Swamp; thus, learning this skill will remove elemental weakness from the class.


* EMs excel in space manipulation and crowd control skills.  
* EMs excel in space manipulation and crowd control skills.  
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* It has a 5 seconds cooldown so cast this skill whenever it's available. However, there are equipment such as the {{#item:26118}} or its enhanced version {{#item:550012}}, {{#item:25419}} + {{#item:25420}}that reduce its cooldown by 3 seconds in total, which are useful in leveling.
* It has a 5 seconds cooldown so cast this skill whenever it's available. However, there are equipment such as the {{#item:26118}} or its enhanced version {{#item:550012}}, {{#item:25419}} + {{#item:25420}}that reduce its cooldown by 3 seconds in total, which are useful in leveling.
* {{#item:25417}} + {{#item:25420}}, {{#item:1000673}}are some of the easily available resources that would boost Psychic Wave's damage.
* {{#item:25417}} + {{#item:25420}}, {{#item:1000673}}are some of the easily available resources that would boost Psychic Wave's damage.
* Psychic Wave ('''PW''') by default is <span style="color:gray;">Neutral</span> property but it can also 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>, and <span style="color:brown;">Earth</span>, depending on the active modes and levels of the summoned Elementals.
* Psychic Wave ('''PW''') by default is <span style="color:gray;">Neutral</span> property but it can also be endowed to the four (4) basic elements <span style="color:red;">Fire</span>, <span style="color:blue;">Water</span>, <span style="color:green;">Wind</span>, and <span style="color:brown;">Earth</span>, depending on the active modes and levels of the summoned Elementals.
** As an example, a summoned '''Lvl. 2''' '''{{#skill:2457}}''' in '''Lvl. 1 {{#skill:2456}}''' ('''Passive Mode''') would endow its summoner's '''{{#skill:2449}}''' skill with the <span style="color:red;">Fire</span> property.
** As an example, a summoned '''Lvl. 2''' '''{{#skill:2457}}''' in '''Lvl. 1 {{#skill:2456}}''' ('''Passive Mode''') would endow its summoner's '''{{#skill:2449}}''' skill with the <span style="color:red;">Fire</span> property.
* Gets the most benefit from INT among all the Sorcerer's AoE skills. The higher your INT value, the harder it hits as it's got triple the potency for INT. With items like {{#item: 22001}} with {{#item: 4876}} and {{#item: 470074}}, PW will hit like a truck.
* Gets the most benefit from INT among all the Sorcerer's AoE skills. The higher your INT value, the harder it hits as it's got triple the potency for INT. With items like {{#item: 22001}} with {{#item: 4876}} and {{#item: 470074}}, PW will hit like a truck.
* Frequently disregarded once the leveling phase is over, this skill will still have its uses once you've transitioned to Elemental Master. This is your widest AoE skill, your 4th job High Elementals would still give you ability to endow this skill's property to the 4 basic elements + <span style="color:purple;">Poison</span> eventually. Oftentimes you'll find yourself finished with your set-ups but the MVP is too far away and you want to maintain distance between you and him as much as possible, PW is there to reach and lure him towards you, and besides with 4th job traits and gears PW will still deal a considerable amount of damage so consider adding this to your skill set.
* Frequently disregarded once the leveling phase is over, this skill will still have its uses once you've transitioned to Elemental Master. This is your widest AoE skill, your 4th job High Elementals would still give you ability to endow this skill's property to the four (4) basic elements + <span style="color:purple;">Poison</span> eventually. Oftentimes you'll find yourself finished with your set-ups but the MVP is too far away and you want to maintain distance between you and him as much as possible, PW is there to reach and lure him towards you, and besides with 4th job traits and gears PW will still deal a considerable amount of damage so consider adding this to your skill set.
|style="text-align: center;" | 5  
|style="text-align: center;" | 5  
|style="text-align: center; background:#ffcccc"| Offensive
|style="text-align: center; background:#ffcccc"| Offensive
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* Venom Swamp ('''VS''') is one of your 3 main DoT skills alongside '''{{#skill:5372}}''' and '''{{#skill:5370}}''' with strong CC effect via "hit-locking" mobs.
* Venom Swamp ('''VS''') is one of your 3 main DoT skills alongside '''{{#skill:5372}}''' and '''{{#skill:5370}}''' with strong CC effect via "hit-locking" mobs.
* It is a good skill to use when farming. You leave out your VS on the ground then teleport away. Kill the mobs offscreen and still get their loots.
* It is a good skill to use when farming. You leave out your VS on the ground then teleport away. Kill the mobs offscreen and still get their loots.
* As a <span style="color:purple;">Poison</span> property skill, it provides great coverage against the 4 basic elements. Poison deals increased damage against <span style="color:red;">Fire</span>, <span style="color:blue;">Water</span>, <span style="color:green;">Wind</span>, and <span style="color:brown;">Earth</span>. Level 1 monsters of these properties receive 150% more damage against <span style="color:purple;">Poison</span>, while Level 4 monsters receive 125% more damage. For more info, refer to the [[Elements#Elemental_Attribute_Table|elemental table]].
* As a <span style="color:purple;">Poison</span> property skill, it provides great coverage against the four (4) basic elements. Poison deals increased damage against <span style="color:red;">Fire</span>, <span style="color:blue;">Water</span>, <span style="color:green;">Wind</span>, and <span style="color:brown;">Earth</span>. Level 1 monsters of these properties receive 150% more damage against <span style="color:purple;">Poison</span>, while Level 4 monsters receive 125% more damage. For more info, refer to the [[Elements#Elemental_Attribute_Table|elemental table]].
* Venom Swamp has a 3% chance to inflict the '''Severe Poison''' status effect.
* Venom Swamp has a 3% chance to inflict the '''Severe Poison''' status effect.
** '''Severe Poison''': Increases damage taken from <span style="color:purple;">Poison</span> property, reduces Def, drains HP over time.
** '''Severe Poison''': Increases damage taken from <span style="color:purple;">Poison</span> property, reduces Def, drains HP over time.
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*<span style="color:purple;">Serpens</span> for the most part is only really used for Varmundt's Biosphere Depth 2.
*<span style="color:purple;">Serpens</span> for the most part is only really used for Varmundt's Biosphere Depth 2.
*In Depth 2, all the mobs, with the exception of the Valkyrie, are made up of <span style="color:red;">Fire</span>, <span style="color:blue;">Water</span>, <span style="color:green;">Wind</span>, and <span style="color:brown;">Earth</span> properties, and if you still remember from the previous section we've talked about how <span style="color:purple;">Poison</span> is strong against the 4 basic elements. Levels 1 & 2 monsters of these elements take '''150% damage''' against <span style="color:purple;">Poison</span>, while Levels 3 & 4 mobs receive '''125% damage'''. <span style="color:purple;">Serpens</span> is perfect for this dungeon.
*In Depth 2, all the mobs, with the exception of the Valkyrie, are made up of <span style="color:red;">Fire</span>, <span style="color:blue;">Water</span>, <span style="color:green;">Wind</span>, and <span style="color:brown;">Earth</span> properties, and if you still remember from the previous section we've talked about how <span style="color:purple;">Poison</span> is strong against the four (4) basic elements. Levels 1 & 2 monsters of these elements take '''150% damage''' against <span style="color:purple;">Poison</span>, while Levels 3 & 4 mobs receive '''125% damage'''. <span style="color:purple;">Serpens</span> is perfect for this dungeon.
*<span style="color:purple;">Serpens</span> outside of Depth 2 is not technically bad; you may still use him but there are just better High Elementals for those areas. <span style="color:purple;">Poison</span> element is also mostly for coverage where it's there to hit the mobs that the 4 basic elements resist.
*<span style="color:purple;">Serpens</span> outside of Depth 2 is not technically bad; you may still use him but there are just better High Elementals for those areas. <span style="color:purple;">Poison</span> element is also mostly for coverage where it's there to hit the mobs that the four (4) basic elements resist.
*When using Serpens, avoid using '''Lvl. 2''' '''{{#skill:2456}}''' ('''Defensive Mode)'''. While <span style="color:purple;">Poison</span> element is strong offensively against <span style="color:red;">Fire</span>, <span style="color:blue;">Water</span>, <span style="color:green;">Wind</span>, and <span style="color:brown;">Earth</span>, it is also weak against them defensively. If you endow your armor to <span style="color:purple;">Poison</span>, you'll receive '''125% damage'''~'''150% damage'''. Better to just leave him in Passive Mode or Waiting Mode.
*When using Serpens, avoid using '''Lvl. 2''' '''{{#skill:2456}}''' ('''Defensive Mode)'''. While <span style="color:purple;">Poison</span> element is strong offensively against <span style="color:red;">Fire</span>, <span style="color:blue;">Water</span>, <span style="color:green;">Wind</span>, and <span style="color:brown;">Earth</span>, it is also weak against them defensively. If you endow your armor to <span style="color:purple;">Poison</span>, you'll receive '''125% damage'''~'''150% damage'''. Better to just leave him in Passive Mode or Waiting Mode.
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=== Psychic Wave ===
=== 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:
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 four (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:




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In the 3rd example, you will have three (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 [[Thanatos_Tower_Revamp|Thanatos Tower Flr. 12]], [[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 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!
In the third example, you will have three (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 [[Thanatos_Tower_Revamp|Thanatos Tower Flr. 12]], [[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 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 ====
==== Stats ====
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