The Complete Elemental Master Guide by Goldie: Difference between revisions

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If you're looking to spice things up and wanting a different flavor in your builds, then well maybe '''{{#skill:2445}}''' is the build you're looking for! This build is more of a 'for fun' build and you can never expect it to keep up with the meta build now for Elemental Master. EMs are flexible with their choices of elements, they  use all of their elemental AoEs in a skill rotation, and even their own ultimate can be endowed. But if you wanna bonk monsters to death with the power of knowledge then this section of the guide is for you! Spell Fist won't be getting gear progression stages though as I expect that by the time you invest on this fun build, you're already done with your main build as you should be.
If you're looking to spice things up and wanting a different flavor in your builds, then well maybe '''{{#skill:2445}}''' is the build you're looking for! This build is more of a 'for fun' build and you can never expect it to keep up with the meta build now for Elemental Master. EMs are flexible with their choices of elements, they  use all of their elemental AoEs in a skill rotation, and even their own ultimate can be endowed. But if you wanna bonk monsters to death with the power of knowledge then this section of the guide is for you! Spell Fist won't be getting gear progression stages though as I expect that by the time you invest on this fun build, you're already done with your main build as you should be.


Spell Fist build hasn't changed that much since its implementation during the 3rd job era. It's only gotten stronger like most skills that came with it and before it due to the 4th job traits. Spell Fist gameplay remains the same wherein you'll need to aim and cast your chosen elemental bolt skill first on a target then immediately apply Spell Fist. Though for the 4th jobs skill tree, it's gotten a blink skill in the form of '''{{#skill:6517}}''' which made farming as a Spell Fist EM much tolerable. All of our High Elementals on Passive Mode also complements Spell Fist. When in Passive Mode, your bolt skills corresponding to the summoned High Elementals gets increased damage and you have a chance to autocast the highest level learned of that bolt skill. And that's the extent of what's improved with Spell Fist so far; most of the 4th job skills complement the caster build of an EM. I've tried Spell Fist too and built the gears needed to "make it work" but it's still haunted by the curse of being in melee range and lack of wide AoE making it hard to use while farming. Its main source of damage will be coming from outdated 1st Job Mage skills with the likes of '''{{#skill:19}}''', '''{{#skill:14}}''', and '''{{#skill:20}}''' and even though these skills will get supplemented by your '''{{#skill:279}}''' and '''{{#skill:482}}''' skills it still won't be enough as the bolts' MAtk% is comparably low than your 4th Job or even your 3rd Job skills. There are little to none existing equipment that give Spell Fist modifier too besides the {{#icon:18793}}{{#linkitem:118793|Sorc Night Cap}}, which gets outshined by {{#icon:400662}}{{#linkitem:400662|Furious Crown (Elemental Master)}} that lets you autocast the 4th Job skill '''{{#skill:5373}}''' when paired with {{#icon:540091}}{{#linkitem:540091|Furious Grimoire}}. It's also preventing you to use strong garment cards like {{#icon:27362}}{{#linkitem:27362|Polluted Spider Queen Card}} because of its side effect of you receiving more damage against all properties. With all that being said, I advise you to play this build for fun and if and only if you really know what you're going into. It'll always gonna have that charm as being a unique build to play.
Spell Fist build hasn't changed that much since its implementation during the 3rd job era. It's only gotten stronger like most skills that came with it and before it due to the 4th job traits. Spell Fist gameplay remains the same wherein you'll need to aim and cast your chosen elemental bolt skill first on a target then immediately apply Spell Fist. Though for the 4th jobs skill tree, it's gotten a blink skill in the form of '''{{#skill:6517}}''' which made farming as a Spell Fist EM much tolerable. All of our High Elementals on Passive Mode also complements Spell Fist. When in Passive Mode, your bolt skills corresponding to the summoned High Elementals gets increased damage and you have a chance to autocast the highest level learned of that bolt skill. And that's the extent of what's improved with Spell Fist so far; most of the 4th job skills complement the caster build of an EM.  
 
I've tried Spell Fist too and built the gears needed to "make it work" but it's still haunted by the curse of being in melee range and lack of wide AoE making it hard to use while farming. Its main source of damage will be coming from outdated 1st Job Mage skills with the likes of '''{{#skill:19}}''', '''{{#skill:14}}''', and '''{{#skill:20}}''' and even though these skills will get supplemented by your '''{{#skill:279}}''' and '''{{#skill:482}}''' skills it still won't be enough as the bolts' MAtk% is comparably low than your 4th Job or even your 3rd Job skills. There are little to none existing equipment that give Spell Fist modifier too besides the {{#icon:18793}}{{#linkitem:118793|Sorc Night Cap}}, which gets outshined by {{#icon:400662}}{{#linkitem:400662|Furious Crown (Elemental Master)}} that lets you autocast the 4th Job skill '''{{#skill:5373}}''' when paired with {{#icon:540091}}{{#linkitem:540091|Furious Grimoire}}. It's also preventing you to use strong garment cards like {{#icon:27362}}{{#linkitem:27362|Polluted Spider Queen Card}} because of its side effect of you receiving more damage against all properties. With all that being said, I advise you to play this build for fun and if and only if you really know what you're going into. It'll always gonna have that charm as being a unique build to play.


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