The Complete Elemental Master Guide by Goldie: Difference between revisions

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This is the section where we'll be explaining on how to keep our spirits alive. This is unknown to most players who hadn't played the class priorly. Only people who have played the class religiously since Day 1 as a Sorcerer during the 3rd job era would know the secret sauce on how to make your Elemental and High Elementals live their lives as your own personal tank or meat shield.
This is the section where we'll be explaining on how to keep our spirits alive. This is unknown to most players who hadn't played the class priorly. Only people who have played the class religiously since Day 1 as a Sorcerer during the 3rd job era would know the secret sauce on how to make your Elemental and High Elementals live their lives as your own personal tank or meat shield.


When either an Elemental or High Elemental is summoned, they inherit ''all'' of the summoner's raw stats including '''MaxHP%''', '''Max DEF,''' '''Max MDef''', and '''Max FLEE Rate'''. Back in those days, when a Sorcerer ran a high '''VIT''' or high '''AGI''' build, their Elementals too would have high VIT and high AGI thus making them tanky and agile. A video documenting this official behavior will be seen [https://www.youtube.com/watch?v=mxi1Ej4aQLU here], dating back in the year 2015. They inherit whatever stats you have ''<u>at the time of summoning</u>'' and they retain those stats for as long as they are active. So if you equip full tank gears that 's focused on high '''MaxHP%''', '''DEF''', '''MDef''', and '''FLEE Rate''', they will receive all of those plus some additional stats depending on the spirits' elemental property. That being said, you can make a separate swap gear for your tank gears and switch to it whenever you're gonna summon your Elementals or High Elementals. It's generally a good idea to invest in those tank gears since it'll really make your spirits tanky and thus saves you from the frustration of having to resummon a new one every time they die which drastically decrease your DPS capability, particularly as an Elemental Master.
When either an Elemental or High Elemental is summoned, they inherit ''all'' of the summoner's raw stats including '''MaxHP%''', '''Max DEF''', '''Max MDef''', and '''Max FLEE Rate'''. Back in those days, when a Sorcerer ran a high '''VIT''' or high '''AGI''' build, their Elementals too would have high VIT and high AGI thus making them tanky and agile. A kRO (Korea RO) video documenting this official behavior will be seen [https://www.youtube.com/watch?v=mxi1Ej4aQLU here], dating back in the year 2015. They inherit whatever stats you have ''<u>at the time of summoning</u>'' and they retain those stats for as long as they are active. So if you equip full tank gears that 's focused on high '''MaxHP%''', '''DEF''', '''MDef''', and '''FLEE Rate''', they will receive all of those plus some additional stats depending on the spirits' elemental property. That being said, you can make a separate swap gear for your tank gears and switch to it whenever you're gonna summon your Elementals or High Elementals. It's generally a good idea to invest in those tank gears since it'll really make your spirits tanky and thus saves you from the frustration of having to resummon a new one every time they die which drastically decrease your DPS capability, particularly as an Elemental Master.


Now since our spirits don't have their own '''<big>UI</big>''' unlike the Homunculus of Biolos, we will be following the following equations to formulate their individual stats:
Now since our spirits don't have their own '''<big>UI</big>''' unlike the Homunculus of Biolos, we will be following the following equations to formulate their individual stats:
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As what can be seen from the equations, all of the stats for the Elementals and High Elementals are influenced and dependent with that of the summoner's. Besides inheriting their summoner's stats, they also get additional stats based on what forms ('''Child''', '''Adolescent''', or '''Adult''') they assume as well as what kind of spirit they are. Taking into consideration the '''MDef''' equation <code>SummonerMDEF + [(SummonerINT) ÷ (5 − SummonLv)]</code>, a Level 3 <span style="color:red;">Agni</span> for example will yield higher '''MDef''' values due to having lower divisor values  as compared to Lvls. 1 or 2. Although, it's uncertain or rather I haven't confirmed with [GM] Muh what would be the value for it if it's <span style="color:darkred;">Ardor</span> for instance since technically he is already on Adult form, and 4th job High Elementals don't have a child or adolescent form. It's even more uncertain for <span style="color:purple;">Serpens</span>' case since he doesn't have any 3rd job base counterpart or maybe whatever base Elemental he was summoned from that's where he'll get his benefits from. But anyway with that in mind, you would also want to build as much HP% as you could get since in the equation for '''Max HP''' <code>(SummonerMaxHP ÷ 3)</code> , your total MaxHP is divided by 3, and the only way to mitigate that is if you build tons of MaxHP% either from equips, consumables or party buffs. It's also noticeable that our Spirits don't benefit at all in our '''total MAtk''' or '''ATK''' which explains why their magical skills and basic attacks do little to nothing against monsters.   
As what can be seen from the equations, all of the stats for the Elementals and High Elementals are influenced and dependent with that of the summoner's. Besides inheriting their summoner's stats, they also get additional stats based on what forms ('''Child''', '''Adolescent''', or '''Adult''') they assume as well as what kind of spirit they are. Taking into consideration the '''MDef''' equation <code>SummonerMDEF + [(SummonerINT) ÷ (5 − SummonLv)]</code>, a Level 3 <span style="color:red;">Agni</span> for example will yield higher '''MDef''' values due to having lower divisor values  as compared to Lvls. 1 or 2. Although, it's uncertain or rather I haven't confirmed with [GM] Muh what would be the value for it if it's <span style="color:darkred;">Ardor</span> for instance since technically he is already on Adult form, and 4th job High Elementals don't have a child or adolescent form. It's even more uncertain for <span style="color:purple;">Serpens</span>' case since he doesn't have any 3rd job base counterpart or maybe whatever base Elemental he was summoned from that's where he'll get his benefits from. But anyway with that in mind, you would also want to build as much HP% as you could get since in the equation for '''MaxHP''' <code>(SummonerMaxHP ÷ 3)</code> , your total MaxHP is divided by 3, and the only way to mitigate that is if you build tons of MaxHP% either from equips, consumables or party buffs. It's also noticeable that our Spirits don't benefit at all in our '''total MAtk''' or '''ATK''' which explains why their magical skills and basic attacks do little to nothing against monsters.   


Apart from building your own stats and improving on it, you could also benefit from party buffs or class buffs. Since remember, whatever is your stats ''<u>at the time of summoning</u>'', will be considered into the equation and will be inherited by your Spirits. One way of making this work is by having Performer slaves give you their buffs. Notable skills to use for that purpose are '''{{#skill:322}}''', {{#skill:5007}}'''Frigg's Song''', {{#skill:2431}}'''Lerad's Dew''', the Arch Bishop skill '''{{#skill:2047}}''', and your very own skill from the Sage skill tree '''{{#skill:286}}'''. Remember how I mentioned earlier that Deluge will make your spirits tankier? Well there you have it! From the EM branch, High Elementals will benefit from the passive '''{{#skill:5374}}''', which gives some flat HP and some defensive bonuses, but only High Elementals though; Elementals don't benefit from this passive. We also have our passive from the Sorcerer branch '''{{#skill:2463}}''', which acts as a final multiplier to the total MaxHP%/MaxSP% for both our Elementals and High Elementals once all the calculations are done.  
Apart from building your own stats and improving on it, you could also benefit from party buffs or class buffs. Since remember, whatever is your stats ''<u>at the time of summoning</u>'', will be considered into the equation and will be inherited by your Spirits. One way of making this work is by having Performer slaves give you their buffs. Notable skills to use for that purpose are '''{{#skill:322}}''', {{#skill:5007}}'''Frigg's Song''', {{#skill:2431}}'''Lerad's Dew''', the Arch Bishop skill '''{{#skill:2047}}''', and your very own skill from the Sage skill tree '''{{#skill:286}}'''. Remember how I mentioned earlier that Deluge will make your spirits tankier? Well there you have it! From the EM branch, High Elementals will benefit from the passive '''{{#skill:5374}}''', which gives some flat HP and some defensive bonuses, but only High Elementals though; Elementals don't benefit from this passive. We also have our passive from the Sorcerer branch '''{{#skill:2463}}''', which acts as a final multiplier to the total MaxHP%/MaxSP% for both our Elementals and High Elementals once all the calculations are done.  
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Now for defensive stats, you could use the Performer skills '''{{#skill:309}}''', '''{{#skill:2382}}''', '''{{#skill:2351}}''', the High Priest skill '''{{#skill:361}}''', the Soul Reaper's {{#skill:2596}}'''Golem Soul''', the Arch Mage's '''{{#skill:5225}}''' when using '''Lvl. 1''' '''{{#skill:5232}}''', and the Sorcerer skill '''Lvls. 2 and 3''' <span style="color:brown;">'''{{#skill:2468}}'''</span>. We'll have a more in-depth discussion about the Sorcerer insignias in a different [[The_Complete_Elemental_Master_Guide_by_Goldie#Insignia_System|section]], but in a ditch '''Lvl. 2 <span style="color:brown;">Earth Insignia</span>''' will give +'''500''' '''flat HP''' & +'''50''' '''DEF''', while '''Lvl. 3 <span style="color:brown;">Earth Insignia</span>''' will give +'''500''' '''SP''' & +'''50''' '''MDef''' while standing on its AoE. Remember, you have to apply these buffs unto your EM before you summon your spirits. It is also possible to directly apply the Assumptio skill on your summoned spirits but like any other buffs it will expire, unlike when you summon them while possessing all these buffs they will inherit all of it until they die or disappear.  
Now for defensive stats, you could use the Performer skills '''{{#skill:309}}''', '''{{#skill:2382}}''', '''{{#skill:2351}}''', the High Priest skill '''{{#skill:361}}''', the Soul Reaper's {{#skill:2596}}'''Golem Soul''', the Arch Mage's '''{{#skill:5225}}''' when using '''Lvl. 1''' '''{{#skill:5232}}''', and the Sorcerer skill '''Lvls. 2 and 3''' <span style="color:brown;">'''{{#skill:2468}}'''</span>. We'll have a more in-depth discussion about the Sorcerer insignias in a different [[The_Complete_Elemental_Master_Guide_by_Goldie#Insignia_System|section]], but in a ditch '''Lvl. 2 <span style="color:brown;">Earth Insignia</span>''' will give +'''500''' '''flat HP''' & +'''50''' '''DEF''', while '''Lvl. 3 <span style="color:brown;">Earth Insignia</span>''' will give +'''500''' '''SP''' & +'''50''' '''MDef''' while standing on its AoE. Remember, you have to apply these buffs unto your EM before you summon your spirits. It is also possible to directly apply the Assumptio skill on your summoned spirits but like any other buffs it will expire, unlike when you summon them while possessing all these buffs they will inherit all of it until they die or disappear.  


Now unfortunately to say but our Spirits won't benefit at all from Race%, Size%, Element%, and Protocol% reductions. So everything that you will work on your tank gears are focused on improving '''MaxHP%''', '''Max DEF,''' '''Max MDef''', and '''Max FLEE Rate'''.   
Now unfortunately to say but our Spirits won't benefit at all from Race%, Size%, Element%, and Protocol% reductions. So everything that you will work on your tank gears are focused on improving '''MaxHP%''', '''Max DEF''', '''Max MDef''', and '''Max FLEE Rate'''.   


Another defensive layer you can incorporate or use is the skill '''{{#skill:5381}}''', which turns your High Elementals transparent making them untargetable. As we've previously stated, this skill is good to have when you have enough points to expend; otherwise you can skip this skill since AoE skills will still damage them. When you're too cheap and would want to save your elemental catalysts, there's also '''{{#skill:2464}}''' that heals your Elementals and High Elementals alike by taking out 10% of your HP/SP. Now, when you use this skill you might want to swap back to your tank gears by then. This is simply because you have fewer HP with your DPS gears for sure and your Spirits have higher MaxHP% than you do. Healing them with Elemental Cure while having low amount of HP will also only heal them by small amounts, whereas if you use switch to your tank gears you have more MaxHP%. The only problem with this is once you've switched to your tank gears, your HP won't be full so to solve that problem bring with you some  {{#item:607}}or {{#item:608}} to restore your HP/SP. One other way to heal your spirits passively is by placing them into '''Waiting Mode''' using '''{{#skill:2456}}'''. Remember they are passively recovering 2% HP/SP while in this mode for every 3 seconds.  
Another defensive layer you can incorporate or use is the skill '''{{#skill:5381}}''', which turns your High Elementals transparent making them untargetable. As we've previously stated, this skill is good to have when you have enough points to expend; otherwise you can skip this skill since AoE skills will still damage them. When you're too cheap and would want to save your elemental catalysts, there's also '''{{#skill:2464}}''' that heals your Elementals and High Elementals alike by taking out 10% of your HP/SP. Now, when you use this skill you might want to swap back to your tank gears by then. This is simply because you have fewer HP with your DPS gears for sure and your Spirits have higher MaxHP% than you do. Healing them with Elemental Cure while having low amount of HP will also only heal them by small amounts, whereas if you use switch to your tank gears you have more MaxHP%. The only problem with this is once you've switched to your tank gears, your HP won't be full so to solve that problem bring with you some  {{#item:607}}or {{#item:608}} to restore your HP/SP. One other way to heal your spirits passively is by placing them into '''Waiting Mode''' using '''{{#skill:2456}}'''. Remember they are passively recovering 2% HP/SP while in this mode for every 3 seconds.  
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