The Complete Elemental Master Guide by Goldie: Difference between revisions

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Remember when I told you Elemental Master is a versatile class? That's because it's actually the best tank to use against '''Betelgeuse''' from [[Constellation Tower]]. The class with its passive '''{{#skill:284}}''' from the Sage branch gives it an inherent +'''20% resistance against Dragon races''' such as Betelgeuse, making it possible for the class to reach '''100% Dragon resistance''' when combined with other gears with more Dragon resistances.
Remember when I told you Elemental Master is a versatile class? That's because it's actually the best tank to use against '''Betelgeuse''' from [[Constellation Tower]]. The class with its passive '''{{#skill:284}}''' from the Sage branch gives it an inherent +'''20% resistance against Dragon races''' such as Betelgeuse, making it possible for the class to reach '''100% Dragon resistance''' when combined with other gears with more Dragon resistances.


Upon reaching 100% Dragon resistance, most of Betelgeuse's attacks and skills will do only "1" damage to your EM Tank, and increasing your resistance values in RES, MRes, DEF, and MDef won't make a difference anymore. On another note, Betelgeuse inflicts a "'''fixed amount of physical damage'''" unto you with a value of '''10,000''' that is only reducible by '''{{#skill:404}}'''. It comes in two (2) forms: 1st one is a series of attacks wherein only the first and initial hit would inflict that 10k to you; 2nd one is a DoT attack that reduces your HP by 10k on certain intervals. General defensive stats like RES and DEF can't reduce these values and not even your own '''{{#skill:157}}''' decreases it. However, building more HP values (i.e. MaxHP or MaxHP%) would indirectly decrease the value of that 10k and using Wall of Fog underneath you would further reduce its value by 75% and thus it will only inflict 7,500 to you plus an added 75% chance for those hits and Betelgeuse's '''{{#skill:2217}}''' to miss.
Upon reaching 100% Dragon resistance, most of Betelgeuse's attacks and skills will do only "1" damage to your EM Tank, and increasing your resistance values in RES, MRes, DEF, and MDef won't make a difference anymore. On another note, Betelgeuse inflicts a "'''fixed amount of physical damage'''" unto you with a value of '''10''','''000''' that is only reducible by '''{{#skill:404}}'''. It comes in two (2) forms: 1st one is a series of attacks wherein only the first and initial hit would inflict that 10k to you; 2nd one is a DoT attack that reduces your HP by 10k on certain intervals. General defensive stats like RES and DEF can't reduce these values and not even your own '''{{#skill:157}}''' decreases it. However, building more HP values (i.e. MaxHP or MaxHP%) would indirectly decrease the value of that 10k and using Wall of Fog underneath you would further reduce its value by 75% and thus it will only inflict 7,500 to you plus an added 75% chance for those hits and Betelgeuse's '''{{#skill:2217}}''' to miss.


Besides Betelgeuse, there are also moving traps during the 2nd and 3rd Phases of the fight. When you come close and touch any of the traps, it will inflict damage to you in variance according to your MaxHP%. The 2nd Phase traps take out about 80%~85% of your MaxHP, while the 3rd Phase traps take out about 75%~80% of your MaxHP. Like Betel's "fixed 10k damage", the traps' damage are irreducible by elemental resistances (i.e. <span style="color:blue;">Water</span> or <span style="color:red;">Fire</span> Armor), defensive stats, Energy Coat, and even Wall of Fog; Land Protector won't also protect you against them. The traps also have a small chance to instant kill you and it will not matter whether you're the tank or the DPS
Besides Betelgeuse, there are also moving traps during the 2nd and 3rd Phases of the fight. When you come close and touch any of the traps, it will inflict damage to you according to your MaxHP% ''in variance''. The '''2nd Phase traps''' take out about 80%~85% of your MaxHP, while the '''3rd Phase traps''' take out about 75%~80% of your MaxHP. Like Betel's "fixed 10k damage", the traps' damage are irreducible by elemental resistances (i.e. <span style="color:blue;">Water</span> or <span style="color:red;">Fire</span> Armor), defensive stats, Energy Coat, and even Wall of Fog; Land Protector won't also protect you against them. The traps also have a small chance to instant kill you and it will not matter whether you're the tank or the DPS


Now, you may cast '''{{#skill:288}}''' underneath your party to cancel Betelgeuse's '''{{#skill:2213}}''' and '''{{#skill:83}}s''', but if you have  a magical DPS such as EM and AM that have ground AoE skills in your party you might want to readjust the size of your LP and its positioning so that they could also hit Betelgeuse. It's also possible to use lower levels of LP (7x7 or 9x9), but this will require coordination and communication with your team. You may cast or spam '''{{#skill:289}}''' on Betelgeuse to cancel his Max Pain, but be careful as this would lose your aggro on Betelgeuse and would also cancel your team's debuff skills such as your Cardinal's '''{{#skill:78}}''', your Arch Mage's '''{{#skill:2213}}''''s Magic Intoxication, your Abyss Chaser's  '''{{#skill:214}}''' or your Shadow Cross' '''{{#skill:5001}}''' skill, so it's best to communicate and coordinate with them first before attempting to do so.  One great strategy that you could use is to utilize the Sorcerer skill '''{{#skill:2453}}''' to hold Betelgeuse in place to root him in one cell and position. This would also help when he switches aggro from you to the other party members; just be ready to save and cast your second Extreme Vacuum for those times he would cast '''{{#skill:483}}''' to remove any ground skill effects including your insignias.   
Now, you may cast '''{{#skill:288}}''' underneath your party to cancel Betelgeuse's '''{{#skill:2213}}''' and '''{{#skill:83}}s''', but if you have  a magical DPS such as EM and AM that have ground AoE skills in your party you might want to readjust the size of your LP and its positioning so that they could also hit Betelgeuse. It's also possible to use lower levels of LP (7x7 or 9x9), but this will require coordination and communication with your team. You may cast or spam '''{{#skill:289}}''' on Betelgeuse to cancel his Max Pain, but be careful as this would lose your aggro on Betelgeuse and would also cancel your team's debuff skills such as your Cardinal's '''{{#skill:78}}''', your Arch Mage's '''{{#skill:2213}}''''s Magic Intoxication, your Abyss Chaser's  '''{{#skill:214}}''' or your Shadow Cross' '''{{#skill:5001}}''' skill, so it's best to communicate and coordinate with them first before attempting to do so.  One great strategy that you could use is to utilize the Sorcerer skill '''{{#skill:2453}}''' to hold Betelgeuse in place to root him in one cell and position. This would also help when he switches aggro from you to the other party members; just be ready to save and cast your second Extreme Vacuum for those times he would cast '''{{#skill:483}}''' to remove any ground skill effects including your insignias.   
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!STR
!STR
| align="center" |1
| align="center" |4
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* 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 find yourself no longer needing as much STR.
* 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 find yourself no longer needing as much STR.
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!AGI
!AGI
| align="center" |102
| align="center" |130
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* AGI is needed for high Flee and high ASPD.
* AGI is needed for high Flee and high ASPD.
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!INT
!INT
| align="center" |130
| align="center" |55
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* INT for some bonus SoftMDef for a bit of tankiness.
* Put leftover pts. to INT for some MaxSP%.
* The SoftMDef it provides won't help anymore in reducing any of Betelgeuse's magical attacks or skills further.
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!DEX
!DEX
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!LUK
!LUK
| align="center" |100
| align="center" |120
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* Put leftover pts. into LUK
* Put at least 100 pts. or more into LUK for Curse immunity.
* It gives +1 Perfect Dodge every 10 pts.
* It gives +1 Flee every 5 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.
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