The Complete Elemental Master Guide by Goldie: Difference between revisions

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Meanwhile, '''Offensive mode''' is the state where your spirits will go on an aggro or attack state. They'll randomly attack, select and cast skills they know in their skill pool at a certain chance. For most people this  mode looks and sounds useless which to a degree is true since why would you want your spirits to gain aggro and get attacked when they're already too frail to begin with. But you should know that there are ways to make them tankier than even your own, and spirits gaining aggro from mobs lets you farm efficiently or stay alive as long as possible. Think of them as your own version of the Biolo's Homunculus.
Meanwhile, '''Offensive mode''' is the state where your spirits will go on an aggro or attack state. They'll randomly attack, select and cast skills they know in their skill pool at a certain chance. For most people this  mode looks and sounds useless which to a degree is true since why would you want your spirits to gain aggro and get attacked when they're already too frail to begin with. But you should know that there are ways to make them tankier than even your own, and spirits gaining aggro from mobs lets you farm efficiently or stay alive as long as possible. Think of them as your own version of the Biolo's Homunculus.


The next mode that maybe most of you aren't still aware of is the '''Waiting Mode'''. Now, Waiting mode isn't under any specific Level of '''{{#skill:2456}}''', but it's a state where your spirits can freely enter anytime. The moment you summon your spirits, they are by default in Waiting mode, and once you've placed them into any of the three (3) modes, they exit this state. To place them back into this state once again, you'll need to recast the same Lvl. of Elemental Control according to the same mode your spirits are in. If <span style="color:darkred;">Ardor</span> is in Passive Mode, recast '''Lvl. 1''' '''{{#skill:2456}}''' one more time and he'll be in Waiting mode again. During this state, your spirits don't give anything or do anything for you ''but'' they regain 2% HP/SP every 3 seconds which serves as their own healing consumable in a way acting like their own source of {{#item:14534}}. This helps them stay longer in battles, so put them in Waiting mode as you deem fit and necessary.
The next mode that maybe most of you aren't still aware of is the '''Waiting Mode'''. Now, Waiting mode isn't under any specific Level of '''{{#skill:2456}}''', but it's a state where your spirits can freely enter anytime. The moment you summon your spirits, they are by default in Waiting mode, and once you've placed them into any of the three (3) modes, they exit this state. To place them back into this state once again, you'll need to recast the same Lvl. of Elemental Control according to the same mode your spirits are in. If <span style="color:darkred;">Ardor</span> is in Passive Mode, recast '''Lvl. 1''' '''{{#skill:2456}}''' one more time and he'll be in Waiting mode again. During this state, your spirits don't give anything or do anything for you ''but'' they regain 2% HP/SP every three (3) seconds which serves as their own healing consumable in a way acting like their own source of {{#item:14534}}. This helps them stay longer in battles, so put them in Waiting mode as you deem fit and necessary.


Lastly, we have '''Lvl. 4''' '''{{#skill:2456}}''', which isn't even a mode or give anything good to either you or your spirits like reeaallyy. Don't ever use this skill as you'll only regret it. What it does is it kills your active spirits. I mean why? Just why would you want that? It's always easier to just cast another summoning skill if you wanna switch Elementals or High Elementals, but purposedly killing them is really such a questionable move by Gravity. Remove this in your hotkey or better yet don't ever bother getting it, it's a waste of skill point and a waste of space.
Lastly, we have '''Lvl. 4''' '''{{#skill:2456}}''', which isn't even a mode or give anything good to either you or your spirits like reeaallyy. Don't ever use this skill as you'll only regret it. What it does is it kills your active spirits. I mean why? Just why would you want that? It's always easier to just cast another summoning skill if you wanna switch Elementals or High Elementals, but purposedly killing them is really such a questionable move by Gravity. Remove this in your hotkey or better yet don't ever bother getting it, it's a waste of skill point and a waste of space.
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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 three (3) seconds.  


Both the Elementals and High Elementals follow the same equations in calculating their individual stats. Now the question if High Elementals have their own set of equations the answer is nobody knows but the Gravity developers. Information regarding the 4th job spirits are few and so for the meantime while we lack accurate info we'll be following this one right here. I could only imagine it being better for the High Elementals if they did have their own equations. As you can see, the formula don't include the 4th jobs traits such as STA, WIS, RES, & MRES, so if in a turn of events it did somehow included those traits then our High Elementals are supposedly should be tankier than Elementals. Fret not though, because even with those traits your High Elementals are still durable. With the proper set of tank gears, my High Elementals could survive even the most hard-hitting skills of MVPs such as Juncea's '''{{#skill:83}}''', Schulang's''' {{#skill:85}}''', Lasgand's '''{{#skill:91}} Heaven's Drive''', Sakray's '''{{#skill:2216}}''', Sorcerer Celia's '''{{#skill:2449}}''', Rune Knight Seyren's '''{{#skill:2006}}''', Temple Biosphere mobs' '''{{#skill:254}}''', the Dark Grand Crosses of the Depth Valkyries from Depth Abyss 2 as well as NPC Earthquakes from the Depth Salamanders. The only thing it can't survive so far is Betelgeuse's '''{{#skill:2217}}''' though they can survive Tiara's, Warlock Katrinn's, and Fenrir's Tetra Vortex.
Both the Elementals and High Elementals follow the same equations in calculating their individual stats. Now the question if High Elementals have their own set of equations the answer is nobody knows but the Gravity developers. Information regarding the 4th job spirits are few and so for the meantime while we lack accurate info we'll be following this one right here. I could only imagine it being better for the High Elementals if they did have their own equations. As you can see, the formula don't include the 4th jobs traits such as STA, WIS, RES, & MRES, so if in a turn of events it did somehow included those traits then our High Elementals are supposedly should be tankier than Elementals. Fret not though, because even with those traits your High Elementals are still durable. With the proper set of tank gears, my High Elementals could survive even the most hard-hitting skills of MVPs such as Juncea's '''{{#skill:83}}''', Schulang's''' {{#skill:85}}''', Lasgand's '''{{#skill:91}} Heaven's Drive''', Sakray's '''{{#skill:2216}}''', Sorcerer Celia's '''{{#skill:2449}}''', Rune Knight Seyren's '''{{#skill:2006}}''', Temple Biosphere mobs' '''{{#skill:254}}''', the Dark Grand Crosses of the Depth Valkyries from Depth Abyss 2 as well as NPC Earthquakes from the Depth Salamanders. The only thing it can't survive so far is Betelgeuse's '''{{#skill:2217}}''' though they can survive Tiara's, Warlock Katrinn's, and Fenrir's Tetra Vortex.
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