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[[File:LP Hittable Cell.v3.gif|thumb|center|360x360px|Land Protector's "Hittable Zone".]] | [[File:LP Hittable Cell.v3.gif|thumb|center|360x360px|Land Protector's "Hittable Zone".]] | ||
Okay now I would like you to focus your attention to the GIF above. LP doesn't provide total protection from ground AoE skills when those skills are casted right outside the furthest edge of LP. If I cast for example '''{{#skill:5372}}''' on the cell right outside of LP, it will still penetrate LP and damage anyone in Conflagration's '''9x9 AoE''' even if you're inside LP. This is the reason why most people think that LP has an "danger" zone because oftentimes they get hit by ground AoE magical skills of MVP even when inside LP's protective cells. You are getting hit by the MVP's skills because it's most likely that they also casted their skills right outside of LP on its "hittable zone". Now it doesn't necessarily have to be 1 cell, it could be 2 cells or 3 cells but depending how huge the AoE of the skills it could still reach and penetrate LP and damage you in return. Even if I casted Conflagration 2 more cells below from the cell that I casted it from the GIF, it will still hit the dummy. A video showcasing its official behavior is documented [https://www.youtube.com/watch?v=aiqWc6U2Lp8 here]. | Okay now I would like you to focus your attention to the GIF above. LP doesn't provide total protection from ground AoE skills when those skills are casted right outside the furthest edge of LP. If I cast for example '''{{#skill:5372}}''' on the cell right outside of LP, it will still penetrate LP and damage anyone in Conflagration's '''9x9 AoE''' even if you're inside LP. This is the reason why most people think that LP has an "danger" zone because oftentimes they get hit by ground AoE magical skills of MVP even when inside LP's protective cells. You are getting hit by the MVP's skills because it's most likely that they also casted their skills right outside of LP on its "hittable zone". Now it doesn't necessarily have to be one (1) cell, it could be two (2) cells or three (3) cells but depending how huge the AoE of the skills it could still reach and penetrate LP and damage you in return. Even if I casted Conflagration 2 more cells below from the cell that I casted it from the GIF, it will still hit the dummy. A video showcasing its official behavior is documented [https://www.youtube.com/watch?v=aiqWc6U2Lp8 here]. | ||
[[File:LP.gif|center|thumb|360x360px|Land Protector's Protective Cells.]] | [[File:LP.gif|center|thumb|360x360px|Land Protector's Protective Cells.]] | ||
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When placing your LP, it's important to know what's the maximum range you can go for to readjust its positioning. This is important because when you're faced with an MVP and the MVP is in close melee range, you wouldn't want to move and lure it further to your LP since you'll need space between you and him so you can set-up your insignias while he's outside of LP. Now, LP has a '''3 cells range''' from the position you're standing from. Going above 3 cells will make you move and lose your position. Be consciously aware of this as this will help you, especially once insignias are taken into consideration. More info will be discussed regarding LP's behavior in correlation with insignias in this [[The_Complete_Elemental_Master_Guide_by_Goldie#Land_Protector_&_Insignia_Interaction|section]]. | When placing your LP, it's important to know what's the maximum range you can go for to readjust its positioning. This is important because when you're faced with an MVP and the MVP is in close melee range, you wouldn't want to move and lure it further to your LP since you'll need space between you and him so you can set-up your insignias while he's outside of LP. Now, LP has a '''three (3) cells range''' from the position you're standing from. Going above three (3) cells will make you move and lose your position. Be consciously aware of this as this will help you, especially once insignias are taken into consideration. More info will be discussed regarding LP's behavior in correlation with insignias in this [[The_Complete_Elemental_Master_Guide_by_Goldie#Land_Protector_&_Insignia_Interaction|section]]. | ||
'''Note''': I will provide better GIFs with higher qualities in the future to replace those 3 above once I am more experienced in handling them because this is literally my first time to make one~ | '''Note''': I will provide better GIFs with higher qualities in the future to replace those 3 above once I am more experienced in handling them because this is literally my first time to make one~ | ||
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Sorcerers have the ability to call forth the spirits of nature with their skills '''{{#skill:2457}}''', '''{{#skill:2458}}''', '''{{#skill:2459}}''', and '''{{#skill:2460}}'''. Each Elementals bestows the summoner both offensive and defensive passive effects that enabled the Sorcerer class to apply the sacred knowledge of magic they've learned as a Sage and Professor into the battlefield; thus finally enabling them to use damaging area of effect (AoE) skills in the form of '''{{#skill:2449}}''', '''{{#skill:2447}}''', '''{{#skill:2446}}''', and '''{{#skill:2454}}'''. | Sorcerers have the ability to call forth the spirits of nature with their skills '''{{#skill:2457}}''', '''{{#skill:2458}}''', '''{{#skill:2459}}''', and '''{{#skill:2460}}'''. Each Elementals bestows the summoner both offensive and defensive passive effects that enabled the Sorcerer class to apply the sacred knowledge of magic they've learned as a Sage and Professor into the battlefield; thus finally enabling them to use damaging area of effect (AoE) skills in the form of '''{{#skill:2449}}''', '''{{#skill:2447}}''', '''{{#skill:2446}}''', and '''{{#skill:2454}}'''. | ||
Depending on which Elementals are summoned, each of their AoE skills are boosted in damage in correspondence to their respective elements. A summoned '''Lvl. 2''' '''{{#skill:2458}}''' in '''Lvl. 1 {{#skill:2456}}''' ('''Passive Mode''') would endow its summoner's '''{{#skill:2449}}''' skill with the <span style="color:blue;">Water</span> property, as well as boosting the damage output of '''{{#skill:2447}}''' and its ''crystallization'' chance which is fitting as the conjurers of Elemental spirit magic. This allowed Sorcerers to share an emotional connection with their Elementals in ways unimaginable and because of this they have developed skills to further enhance their dearest companion's capabilities with the skill '''{{#skill:2463}}''' that enhanced the Elemental's survivability in battle. Sorcerers have since then developed new skills too in their kit—one that is shared between them and their Elementals. This introduced the complex [[The_Complete_Elemental_Master_Guide_by_Goldie#Insignia_System| | Depending on which Elementals are summoned, each of their AoE skills are boosted in damage in correspondence to their respective elements. A summoned '''Lvl. 2''' '''{{#skill:2458}}''' in '''Lvl. 1 {{#skill:2456}}''' ('''Passive Mode''') would endow its summoner's '''{{#skill:2449}}''' skill with the <span style="color:blue;">Water</span> property, as well as boosting the damage output of '''{{#skill:2447}}''' and its ''crystallization'' chance which is fitting as the conjurers of Elemental spirit magic. This allowed Sorcerers to share an emotional connection with their Elementals in ways unimaginable and because of this they have developed skills to further enhance their dearest companion's capabilities with the skill '''{{#skill:2463}}''' that enhanced the Elemental's survivability in battle. Sorcerers have since then developed new skills too in their kit—one that is shared between them and their Elementals. This introduced the complex [[The_Complete_Elemental_Master_Guide_by_Goldie#Insignia_System|insignia system]] ( <span style="color:red;">'''{{#skill:2465}}'''</span>, <span style="color:blue;">'''{{#skill:2466}}'''</span>, <span style="color:green;">'''{{#skill:2467}}'''</span>, & <span style="color:brown;">'''{{#skill:2468}}'''</span>) that grants varying effects to anybody standing within its AoE. | ||
Sorcerers desiring for more knowledge and realizing there's really no way to quench their unending thirst for magic have then further divulged into the uncharted realms of <span style="color:purple;">Poison</span> magic. This started the beginning stages of the so-called <span style="color:purple;">Poison</span> magic and turned into a practice for the class to satiate their hunger. Albeit limited, this allowed Sorcerers to use <span style="color:purple;">Poison</span> skills such as '''{{#skill:2448}}''' and '''{{#skill:2450}}'''. | Sorcerers desiring for more knowledge and realizing there's really no way to quench their unending thirst for magic have then further divulged into the uncharted realms of <span style="color:purple;">Poison</span> magic. This started the beginning stages of the so-called <span style="color:purple;">Poison</span> magic and turned into a practice for the class to satiate their hunger. Albeit limited, this allowed Sorcerers to use <span style="color:purple;">Poison</span> skills such as '''{{#skill:2448}}''' and '''{{#skill:2450}}'''. | ||
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* This skill lets you dash to a monster or a horde of monster if you so desire (don't worry you have EB to CC them!), and inflicts <span style="color:gray;">Neutral</span> property magical damage to them and its adjacent mobs in a 5x5~7x7 AoE (scales with level). | * This skill lets you dash to a monster or a horde of monster if you so desire (don't worry you have EB to CC them!), and inflicts <span style="color:gray;">Neutral</span> property magical damage to them and its adjacent mobs in a 5x5~7x7 AoE (scales with level). | ||
* Psychic Stream is more practically used for field farming, and less practical to use in instances. | * Psychic Stream is more practically used for field farming, and less practical to use in instances. | ||
* I honestly don't know why Gravity gave the class even more mobility, but I guess this is them playing favorites. Unlike our cousins the Arch Mages, we now have more mobility which makes farming easier and faster. It's not as good as a Taekwon's '''{{#skill:426}}''' skill or a Knight's '''{{#skill:1001}}''' skill since it has a bit of cooldown and a 9 cells range, but in places like [[Varmundt%27s_Biosphere_Depth|Depth Biosphere]] or [[Varmundt%27s_Biosphere_Depth_2|Depth Abyss 2]] where teleportation is disabled, this skill is very useful. | * I honestly don't know why Gravity gave the class even more mobility, but I guess this is them playing favorites. Unlike our cousins the Arch Mages, we now have more mobility which makes farming easier and faster. It's not as good as a Taekwon's '''{{#skill:426}}''' skill or a Knight's '''{{#skill:1001}}''' skill since it has a bit of cooldown and a nine (9) cells range, but in places like [[Varmundt%27s_Biosphere_Depth|Depth Biosphere]] or [[Varmundt%27s_Biosphere_Depth_2|Depth Abyss 2]] where teleportation is disabled, this skill is very useful. | ||
* If you only use this skill as a gap closer which it is 1 skill point should be enough to do that job, but if you use it to one-hit knockout (OHKO) mobs outside of Depth Biospheres, then by all means maximize it. | * If you only use this skill as a gap closer which it is 1 skill point should be enough to do that job, but if you use it to one-hit knockout (OHKO) mobs outside of Depth Biospheres, then by all means maximize it. | ||
* Notes: This skill doesn't work when you're under the '''{{#skill:157}}''' state, so be careful not to cast or recast this skill often. | * Notes: This skill doesn't work when you're under the '''{{#skill:157}}''' state, so be careful not to cast or recast this skill often. | ||
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Okay, we'll be starting first with the actual area of effect (AoE) of insignias. All 4 insignias have an <s>abysmal</s> short AoE of 3x3, and they are not used in a normal field farming scenario. They are used practically in "long" MVP fights. When placing insignias underneath an MVP, you'll always have to consider the distance between you and the MVP. Since an insignia has a 3x3 AoE, you'd want the MVP to be as close to you as possible to maximize its AoE. Additionally, insignias are stationary and can't be freely readjusted unlike your LP since it has a 1 minute cooldown. In line with this, only one of each elemental insignia can be placed at a time and each level of the elemental insignias don't share the same cooldown. You'll have to decide which level of insignias you're gonna use. If you've placed your insignias on the wrong cell, you will have to wait for a minute before it's off CD so don't recklessly cast your insignias all over the place. There's also no visual indicator if an MVP is standing or affected by your insignias. Timing and strategic estimation are important in placing an insignia. | Okay, we'll be starting first with the actual area of effect (AoE) of insignias. All 4 insignias have an <s>abysmal</s> short AoE of 3x3, and they are not used in a normal field farming scenario. They are used practically in "long" MVP fights. When placing insignias underneath an MVP, you'll always have to consider the distance between you and the MVP. Since an insignia has a 3x3 AoE, you'd want the MVP to be as close to you as possible to maximize its AoE. Additionally, insignias are stationary and can't be freely readjusted unlike your LP since it has a 1 minute cooldown. In line with this, only one of each elemental insignia can be placed at a time and each level of the elemental insignias don't share the same cooldown. You'll have to decide which level of insignias you're gonna use. If you've placed your insignias on the wrong cell, you will have to wait for a minute before it's off CD so don't recklessly cast your insignias all over the place. There's also no visual indicator if an MVP is standing or affected by your insignias. Timing and strategic estimation are important in placing an insignia. | ||
The elemental insignias are also divided into 3 | The elemental insignias are also divided into three (3) levels, each of which gives different buffs and debuffs. '''Level 1s''' are typically used to "debuff" the MVP standing on its AoE. '''Level 2s''' are for physical-oriented classes where they can stand on it to benefit from its "buffing effect" but that doesn't necessarily mean it can't be placed underneath the MVP too so you can maximize its "buffing effect" on you and its "debuffing effect" on the MVP (we'll talk more about what this as we push through). '''Level 3s''' are for the magic-oriented classes and just like Level 2s, it can be placed both on you and the MVP to full capitalize on the insignia's "buffing and debuffing effects." | ||
'''Note''': '''ANY''' units standing inside the insignias will benefit from its effects including monsters and MVPs. | '''Note''': '''ANY''' units standing inside the insignias will benefit from its effects including monsters and MVPs. | ||
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Insignias can be overlapped with one another and I mean all 4 of them. When you want to benefit from all effects of the insignias, you must be standing at least in one of the 3 cells available. It doesn't matter which cells you stand on so long as you and the MVP are within its AoE. Depending how far apart the MVP away from you, it's ideal you place the insignias you wanna use to purely debuff the MVP underneath him. If you plan to use an insignia both offensively and defensively, you can place it in the middle between you and the MVP so that way you are debuffing him and at the same time buffing yourself. Remember that some insignias give good effects for you too (i.e. '''Lvl. 3''' '''<span style="color:brown;">{{#skill:2468}}</span>''' can give you +50 '''MDef''' and +25% <span style="color:brown;">Earth</span> property magical damage like in the image above). | Insignias can be overlapped with one another and I mean all four (4) of them. When you want to benefit from all effects of the insignias, you must be standing at least in one of the three (3) cells available. It doesn't matter which cells you stand on so long as you and the MVP are within its AoE. Depending how far apart the MVP away from you, it's ideal you place the insignias you wanna use to purely debuff the MVP underneath him. If you plan to use an insignia both offensively and defensively, you can place it in the middle between you and the MVP so that way you are debuffing him and at the same time buffing yourself. Remember that some insignias give good effects for you too (i.e. '''Lvl. 3''' '''<span style="color:brown;">{{#skill:2468}}</span>''' can give you +50 '''MDef''' and +25% <span style="color:brown;">Earth</span> property magical damage like in the image above). | ||
=== Land Protector & Insignia Interaction === | === Land Protector & Insignia Interaction === | ||
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Now, let's talk about the interaction of insignias with Land Protector. Oftentimes, you will find yourself needing to place LP as a defensive layer to protect you and your Spirits from getting wiped out. But at the same time, you still want to place your insignias to speed up the fight. Well, you can do just that but it will require technique, patience, and a thorough understanding of the interaction between LP and Insignia. First, decide which level of LP you're gonna be using. If you still remember in the [[The_Complete_Elemental_Master_Guide_by_Goldie#Land_Protector|LP section]] of this guide, we've talked about how it's ideal to use Lvls. 1-2 LP when you're soloing instead of Lvls. 3-5. Well here, we're gonna be discussing the importance of one's [[The_Complete_Elemental_Master_Guide_by_Goldie#Proper_Placement_of_Land_Protector|mindful placement of LP]]. | Now, let's talk about the interaction of insignias with Land Protector. Oftentimes, you will find yourself needing to place LP as a defensive layer to protect you and your Spirits from getting wiped out. But at the same time, you still want to place your insignias to speed up the fight. Well, you can do just that but it will require technique, patience, and a thorough understanding of the interaction between LP and Insignia. First, decide which level of LP you're gonna be using. If you still remember in the [[The_Complete_Elemental_Master_Guide_by_Goldie#Land_Protector|LP section]] of this guide, we've talked about how it's ideal to use Lvls. 1-2 LP when you're soloing instead of Lvls. 3-5. Well here, we're gonna be discussing the importance of one's [[The_Complete_Elemental_Master_Guide_by_Goldie#Proper_Placement_of_Land_Protector|mindful placement of LP]]. | ||
In the image above, 11x11 LP despite adjusting the placement of LP 3 cells below you, the MVP is still inside the AoE of your 11x11 LP which makes it impossible for you to put your insignias underneath the MVP. Meanwhile for the 9x9 LP after readjusting the LP 3 cells below you, the MVP is ''still'' inside LP's AoE and you still can't place your insignias underneath the MVP. Now look on the 7x7 LP, after readjusting the LP 3 cells below you the MVP is now outside of LP and finally you can safely place your insignias, but this is the maximum limit you can go for and one wrong estimation and adjustment of your LP can determine the fate of you and your Spirit. | In the image above, 11x11 LP despite adjusting the placement of LP three (3) cells below you, the MVP is still inside the AoE of your 11x11 LP which makes it impossible for you to put your insignias underneath the MVP. Meanwhile for the 9x9 LP after readjusting the LP three (3) cells below you, the MVP is ''still'' inside LP's AoE and you still can't place your insignias underneath the MVP. Now look on the 7x7 LP, after readjusting the LP three (3) cells below you the MVP is now outside of LP and finally you can safely place your insignias, but this is the maximum limit you can go for and one wrong estimation and adjustment of your LP can determine the fate of you and your Spirit. | ||
With all of those things considered, having a '''leeway''' or '''freedom to carefully readjust LP''' is always the safest decision to do when you're in a rigid scenario. In such cases, you'd either be in a panic or in a rush that I am sure you won't have the time to count cells and accurately place your LP below you! What I'm trying to say now is, always think ahead and give yourself a bit of freedom to readjust your LP should you encounter problems such as this. 7x7 LP proves to be more flexible than 9x9 and 11x11 and 7x7 fulfills this condition in most scenarios. If you're in a party and you have a tank, let the the tank go outside the LP and let him be the meat shield, then you can use 11x11 or 9x9 to your heart's content. You have a party to protect so prioritize that and you have tank to get the aggro, and you have freedom to safely place your insignias underneath the MVP. | With all of those things considered, having a '''leeway''' or '''freedom to carefully readjust LP''' is always the safest decision to do when you're in a rigid scenario. In such cases, you'd either be in a panic or in a rush that I am sure you won't have the time to count cells and accurately place your LP below you! What I'm trying to say now is, always think ahead and give yourself a bit of freedom to readjust your LP should you encounter problems such as this. 7x7 LP proves to be more flexible than 9x9 and 11x11 and 7x7 fulfills this condition in most scenarios. If you're in a party and you have a tank, let the the tank go outside the LP and let him be the meat shield, then you can use 11x11 or 9x9 to your heart's content. You have a party to protect so prioritize that and you have tank to get the aggro, and you have freedom to safely place your insignias underneath the MVP. |
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