The Complete Elemental Master Guide by Goldie: Difference between revisions

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** The class looks easy to play on paper and on first sight, but Elemental Master actually has a lot of things you need to understand first in order to effectively play the class to its best capacity.
** The class looks easy to play on paper and on first sight, but Elemental Master actually has a lot of things you need to understand first in order to effectively play the class to its best capacity.


* Needs a lot of catalysts to summon their Elementals & High Elementals,  and apply their ground defensive skills which makes weight management more important than ever.
* Needs a lot of catalysts to summon their Elementals and High Elementals,  and apply their ground defensive skills which makes weight management more important than ever.
* As a magic class and part of the meta, EM is an expensive class to make and build. Gears for the class will become more and more expensive as you gradually progress through the game.
* As a magic class and part of the meta, EM is an expensive class to make and build. Gears for the class will become more and more expensive as you gradually progress through the game.


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*Maximize this skill and allot 5 skill points if you're gonna play '''{{#skill:2445}}'''.
*Maximize this skill and allot 5 skill points if you're gonna play '''{{#skill:2445}}'''.
*Double Casting at max level gives 80% chance for any bolt skills from any sources (either from the Sage's '''{{#skill:279}}''' skill, gears, cards or your own Elementals from Sorcerer & High Elementals from Elemental Master) to be repeated or recasted.
*Double Casting at max level gives 80% chance for any bolt skills from any sources (either from the Sage's '''{{#skill:279}}''' skill, gears, cards or your own Elementals from Sorcerer and High Elementals from Elemental Master) to be repeated or recasted.
*So long as this skill is active it will limitlessly recast all bolt skills.
*So long as this skill is active it will limitlessly recast all bolt skills.
|style="text-align: center;" | 0 / 5
|style="text-align: center;" | 0 / 5
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* Place 5 skill point to this skill and maximize it.  
* Place 5 skill point to this skill and maximize it.  
* Striking is a good supportive buff for your party. It gives '''+100 ATK''' & +'''70 Perfect HIT''' at max level. Your friends that play physical classes will surely want you to constantly apply this buff on them.
* Striking is a good supportive buff for your party. It gives '''+100 ATK''' and +'''70 Perfect HIT''' at max level. Your friends that play physical classes will surely want you to constantly apply this buff on them.
* Like DD and EG, this skill needs to be fully leveled either way since it'll be needed for the costume enchant stone {{#icon:1000672}}{{#linkitem:1000672|Sorcerer Stone (Top)}}. For every level of Striking, it gives you 0.1 second '''Fixed Casting Time''' ('''FCT''') reduction.
* Like DD and EG, this skill needs to be fully leveled either way since it'll be needed for the costume enchant stone {{#icon:1000672}}{{#linkitem:1000672|Sorcerer Stone (Top)}}. For every level of Striking, it gives you 0.1 second '''Fixed Casting Time''' ('''FCT''') reduction.
** The set {{#icon:1000672}}{{#linkitem:1000672|Sorcerer Stone (Top)}} + {{#icon:1000673}}{{#linkitem:1000673|Sorcerer Stone (Mid)}} + {{#icon:1000674}}{{#linkitem:1000674|Sorcerer Stone (Low)}} + {{#icon:1001420}}{{#linkitem:1001420|Elemental Master Stone (Garment)}} will be your end-game costume enchant stones once you've become an Elemental Master so make sure to maximize all three (3) aforementioned skills (Diamond Dust, Earth Grave, & Striking).
** The set {{#icon:1000672}}{{#linkitem:1000672|Sorcerer Stone (Top)}} + {{#icon:1000673}}{{#linkitem:1000673|Sorcerer Stone (Mid)}} + {{#icon:1000674}}{{#linkitem:1000674|Sorcerer Stone (Low)}} + {{#icon:1001420}}{{#linkitem:1001420|Elemental Master Stone (Garment)}} will be your end-game costume enchant stones once you've become an Elemental Master so make sure to maximize all three (3) aforementioned skills (Diamond Dust, Earth Grave, & Striking).
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| {{#skill:5008}}
| {{#skill:5008}}
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* Skip this one. No place as a prerequisite skill either. It basically sacrifices your active Elemental & High Elemental Spirit to apply defensive skills to you and your party. Could be a last resort skill if your party is about to get wiped out by Max Pain I suppose.
* Skip this one. No place as a prerequisite skill either. It basically sacrifices your active Elemental and High Elemental Spirit to apply defensive skills to you and your party. Could be a last resort skill if your party is about to get wiped out by Max Pain I suppose.
* The defensive skills applied if you're wondering are the skills '''{{#skill:12}}''' & '''{{#skill:25}}'''. The duration of these skills casted from Elemental Shield is also longer than your normal Safety Wall and Pneuma at Lvl. 1; a normal Lvl. 10 Safety Wall will still be 10 seconds longer than a Safety Wall coming from a Lvl. 5 Elemental Shield.
* The defensive skills applied if you're wondering are the skills '''{{#skill:12}}''' and '''{{#skill:25}}'''. The duration of these skills casted from Elemental Shield is also longer than your normal Safety Wall and Pneuma at Lvl. 1; a normal Lvl. 10 Safety Wall will still be 10 seconds longer than a Safety Wall coming from a Lvl. 5 Elemental Shield.
|style="text-align: center;" | 0  
|style="text-align: center;" | 0  
|style="text-align: center; background:#ccffff"| Defensive
|style="text-align: center; background:#ccffff"| Defensive
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* Allot 3 skill points to this one.
* Allot 3 skill points to this one.
* This skill will call forth the <span style="color:red;">Fire</span> Spirit <span style="color:red;">Agni</span> which appears in three (3) forms (Child, Adolescent, & Adult) depending on the skill level:
* This skill will call forth the <span style="color:red;">Fire</span> Spirit <span style="color:red;">Agni</span> which appears in three (3) forms (Child, Adolescent, and Adult) depending on the skill level:
** '''Level 1''': '''Child form''' - requires 3 {{#item:990}}to summon
** '''Level 1''': '''Child form''' - requires 3 {{#item:990}}to summon
** '''Level 2''': '''Adolescent form''' -  requires 6 {{#item:990}}to summon
** '''Level 2''': '''Adolescent form''' -  requires 6 {{#item:990}}to summon
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* Allot 3 skill points to this one.
* Allot 3 skill points to this one.
* This skill will call forth the <span style="color:blue;">Water</span> Spirit <span style="color:blue;">Aqua</span> which appears in three (3) forms (Child, Adolescent, & Adult) depending on the skill level:
* This skill will call forth the <span style="color:blue;">Water</span> Spirit <span style="color:blue;">Aqua</span> which appears in three (3) forms (Child, Adolescent, and Adult) depending on the skill level:
** '''Level 1''': '''Child form''' - requires 3 {{#item:991}}to summon
** '''Level 1''': '''Child form''' - requires 3 {{#item:991}}to summon
** '''Level 2''': '''Adolescent form''' -  requires 6 {{#item:991}}to summon
** '''Level 2''': '''Adolescent form''' -  requires 6 {{#item:991}}to summon
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* Allot 3 skill points to this one.
* Allot 3 skill points to this one.
* This skill will call forth the <span style="color:green;">Wind</span> Spirit <span style="color:green;">Ventus</span> which appears in three (3) forms (Child, Adolescent, & Adult) depending on the skill level:
* This skill will call forth the <span style="color:green;">Wind</span> Spirit <span style="color:green;">Ventus</span> which appears in three (3) forms (Child, Adolescent, and Adult) depending on the skill level:
** '''Level 1''': '''Child form''' - requires 3 {{#item:992}}to summon
** '''Level 1''': '''Child form''' - requires 3 {{#item:992}}to summon
** '''Level 2''': '''Adolescent form''' -  requires 6 {{#item:992}}to summon
** '''Level 2''': '''Adolescent form''' -  requires 6 {{#item:992}}to summon
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* Allot 3 skill points to this one.
* Allot 3 skill points to this one.
* This skill will call forth the <span style="color:brown;">Earth</span> Spirit <span style="color:brown;">Tera</span> which appears in three (3) forms (Child, Adolescent, & Adult) depending on the skill level:
* This skill will call forth the <span style="color:brown;">Earth</span> Spirit <span style="color:brown;">Tera</span> which appears in three (3) forms (Child, Adolescent, and Adult) depending on the skill level:
** '''Level 1''': '''Child form''' - requires 3 {{#item:993}}to summon
** '''Level 1''': '''Child form''' - requires 3 {{#item:993}}to summon
** '''Level 2''': '''Adolescent form''' -  requires 6 {{#item:993}}to summon
** '''Level 2''': '''Adolescent form''' -  requires 6 {{#item:993}}to summon
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For uniformity and to avoid confusion, we'll be grouping the spirit summons of the Sorcerer and Elemental Master to two (2) categories.   
For uniformity and to avoid confusion, we'll be grouping the spirit summons of the Sorcerer and Elemental Master to two (2) categories.   


When referring to '''Elementals''', this pertains to the Sorcerer's spirit summons (<span style="color:red;">Agni</span>, <span style="color:blue;">Aqua</span>, <span style="color:green;">Ventus</span>, & <span style="color:brown;">Tera</span>). On the other hand, '''High Elementals''' refer to the Elemental Master's spirit summons (<span style="color:darkred;">Ardor</span>, <span style="color:darkblue;">Diluvio</span>, <span style="color:limegreen;">Procella</span>, <span style="color:chocolate;">Terremotus</span>, & <span style="color:purple;">Serpens</span>). Collectively, both Elementals and High Elementals will be referred to as '''Spirits''' from here on out'''.'''
When referring to '''Elementals''', this pertains to the Sorcerer's spirit summons (<span style="color:red;">Agni</span>, <span style="color:blue;">Aqua</span>, <span style="color:green;">Ventus</span>, and <span style="color:brown;">Tera</span>). On the other hand, '''High Elementals''' refer to the Elemental Master's spirit summons (<span style="color:darkred;">Ardor</span>, <span style="color:darkblue;">Diluvio</span>, <span style="color:limegreen;">Procella</span>, <span style="color:chocolate;">Terremotus</span>, and <span style="color:purple;">Serpens</span>). Collectively, both Elementals and High Elementals will be referred to as '''Spirits''' from here on out'''.'''


'''Sorcerer's Elementals''' could also appear in three (3) different forms and will have its own subcategory. All '''Lvl. 1''' '''{{#skill:2457}}''', '''{{#skill:2458}}''', '''{{#skill:2459}}''', and '''{{#skill:2460}}''' will be known as their '''Child Forms'''; '''Lvl. 2''' will be grouped into their '''Adolescent Forms''', while '''Lvl. 3''' will be called their '''Adult Forms'''.
'''Sorcerer's Elementals''' could also appear in three (3) different forms and will have its own subcategory. All '''Lvl. 1''' '''{{#skill:2457}}''', '''{{#skill:2458}}''', '''{{#skill:2459}}''', and '''{{#skill:2460}}''' will be known as their '''Child Forms'''; '''Lvl. 2''' will be grouped into their '''Adolescent Forms''', while '''Lvl. 3''' will be called their '''Adult Forms'''.
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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.


===How to keep Elementals & High Elementals Alive===
===How to keep Elementals and High Elementals Alive===
This is the section where I'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 I'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.


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As an example, let's say you have a total of 1,300,000 HP and using the equation <code>(SummonerMaxHP ÷ 3)</code>, that will be equivalent to 433,333 HP. Additionally if you have a total 196 INT and you substitute that value to the equation <code>(SummonerINT x 10)</code>, you'll get 1,960. Lastly with the equations (<code>SummonerJobLv x 20)</code>  and <code>[(SummonLv + 2) ÷ 3]</code>, it'll give us values equal to 1,200 and 1.7 (assuming a High Elemental is considered in its Adult Form, could be lower if it's in Child Form; this will need confirmation first), respectively. Multiply 1,200 with 1.7 to yield a value equivalent to 2,040. Add up the remaining value of 25,000 HP from '''Lvl. 5''' '''Elemental Spirit Mastery''' to 433,333 HP + 1960 HP + 2,040 HP. The total value 462,333 HP will then be multiplied with '''Lvl. 5''' '''Elemental Sympathy''''s 25%, to give us the High Elemental's total HP of ≈'''<u>577,916</u>'''. This could be more if you used other class buffs; my basis for the 1,300,000 HP is from my [[The_Complete_Elemental_Master_Guide_by_Goldie#High_End_Tank_Gears|high end tank gears]] and [[The_Complete_Elemental_Master_Guide_by_Goldie#Shadow_Gears|tank shadow gears]].   
As an example, let's say you have a total of 1,300,000 HP and using the equation <code>(SummonerMaxHP ÷ 3)</code>, that will be equivalent to 433,333 HP. Additionally if you have a total 196 INT and you substitute that value to the equation <code>(SummonerINT x 10)</code>, you'll get 1,960. Lastly with the equations (<code>SummonerJobLv x 20)</code>  and <code>[(SummonLv + 2) ÷ 3]</code>, it'll give us values equal to 1,200 and 1.7 (assuming a High Elemental is considered in its Adult Form, could be lower if it's in Child Form; this will need confirmation first), respectively. Multiply 1,200 with 1.7 to yield a value equivalent to 2,040. Add up the remaining value of 25,000 HP from '''Lvl. 5''' '''Elemental Spirit Mastery''' to 433,333 HP + 1960 HP + 2,040 HP. The total value 462,333 HP will then be multiplied with '''Lvl. 5''' '''Elemental Sympathy''''s 25%, to give us the High Elemental's total HP of ≈'''<u>577,916</u>'''. This could be more if you used other class buffs; my basis for the 1,300,000 HP is from my [[The_Complete_Elemental_Master_Guide_by_Goldie#High_End_Tank_Gears|high end tank gears]] and [[The_Complete_Elemental_Master_Guide_by_Goldie#Shadow_Gears|tank shadow gears]].   


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''' and +'''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'''.   
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</small>
</small>
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* If you have Rod as one of your swap gears, always remember to reapply your '''{{#skill:280}}''', '''{{#skill:281}}''', '''{{#skill:282}}''', & '''{{#skill:283}}'''.
* If you have Rod as one of your swap gears, always remember to reapply your '''{{#skill:280}}''', '''{{#skill:281}}''', '''{{#skill:282}}''', and '''{{#skill:283}}'''.
|- style=height:9em
|- style=height:9em
| '''Shield'''
| '''Shield'''
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*Generally, <span style="color:darkred;">Ardor</span> is used for almost all farming maps since <span style="color:red;">Fire</span> element wipes out most mobs in those areas.
*Generally, <span style="color:darkred;">Ardor</span> is used for almost all farming maps since <span style="color:red;">Fire</span> element wipes out most mobs in those areas.
*Some mobs cast hard hitting <span style="color:red;">Fire</span> magical spells such as in Mjolnir Underground Cave. But <span style="color:darkred;">Ardor</span> can negate that if you place him in Defensive Mode using '''Lvl. 2''' '''{{#skill:2456}}''', and he will endow your armor to the <span style="color:red;">Fire</span> property, and reduce the damage you take from <span style="color:red;">Fire</span> property attacks by 100%.  
*Some mobs cast hard hitting <span style="color:red;">Fire</span> magical spells such as in Mjolnir Underground Cave. But <span style="color:darkred;">Ardor</span> can negate that if you place him in Defensive Mode using '''Lvl. 2''' '''{{#skill:2456}}''', and he will endow your armor to the <span style="color:red;">Fire</span> property, and reduce the damage you take from <span style="color:red;">Fire</span> property attacks by 100%.  
*Likewise for '''The Immortal Instance''', both you and Ardor will survive Lasgand's '''{{#skill:83}}s''', and in the event you get hit by his {{#skill:91}} '''Heaven's Drive''' skill, <span style="color:red;">Fire</span> has innate resistance against <span style="color:brown;">Earth</span> property damage. More info on the [[Elements#Elemental_Attribute_Table|elemental table]]. With <span style="color:darkred;">Ardor</span>'s defensive buffs and your own '''{{#skill:288}}''', you can finish both Easy & Hard Mode of The Immortal without ever depending on a {{#item:4128}} like most classes like the Arch Mages just to clear Hard Mode. Simply put, <span style="color:darkred;">Ardor</span> is tailor-fit for this instance hands down.
*Likewise for '''The Immortal Instance''', both you and Ardor will survive Lasgand's '''{{#skill:83}}s''', and in the event you get hit by his {{#skill:91}} '''Heaven's Drive''' skill, <span style="color:red;">Fire</span> has innate resistance against <span style="color:brown;">Earth</span> property damage. More info on the [[Elements#Elemental_Attribute_Table|elemental table]]. With <span style="color:darkred;">Ardor</span>'s defensive buffs and your own '''{{#skill:288}}''', you can finish both Easy and Hard Mode of The Immortal without ever depending on a {{#item:4128}} like most classes like the Arch Mages just to clear Hard Mode. Simply put, <span style="color:darkred;">Ardor</span> is tailor-fit for this instance hands down.
*<span style="color:darkred;">Ardor</span> is easily the best High Elemental to dish out the highest and most consistent DPS as he can fully capitalize on '''{{#skill:285}}''' (+20% <span style="color:red;">Fire</span> Damage & +30 MAtk) and '''Lvl. 3''' '''{{#skill:2465}}''' (+25% <span style="color:red;">Fire</span> property magical damage & +50 MAtk).
*<span style="color:darkred;">Ardor</span> is easily the best High Elemental to dish out the highest and most consistent DPS as he can fully capitalize on '''{{#skill:285}}''' (+20% <span style="color:red;">Fire</span> Damage and +30 MAtk) and '''Lvl. 3''' '''{{#skill:2465}}''' (+25% <span style="color:red;">Fire</span> property magical damage and +50 MAtk).
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* [[Niflheim|Niflheim 2]]  
* [[Niflheim|Niflheim 2]]  
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| [[File:High Elemental Terremotus.v3.png|center|200x200px|]] <br>'''<center><span style="color:chocolate;">TERREMOTUS</span></center>'''
| [[File:High Elemental Terremotus.v3.png|center|200x200px|]] <br>'''<center><span style="color:chocolate;">TERREMOTUS</span></center>'''
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*<span style="color:chocolate;">Terremotus</span> placed a bit higher than <span style="color:limegreen;">Procella</span>. You must be surprised as to why the neglected <span style="color:brown;">Earth</span> element weighs more importance, but that's because he is honestly really strong in '''Varmundt's Biosphere''' ('''Temple'''). Two of the mobs there are  <span style="color:green;">Wind 3</span>/<span style="color:green;">4</span> (Temple Anopheles & Temple Gryphon, respectively), and with an <span style="color:brown;">Earth</span>-endowed '''{{#skill:5380}}''', you can pretty much kill them and Temple mobs are generally much tankier than your regular Biospheres so take advantage of those elemental weaknesses as a true Elemental Master!
*<span style="color:chocolate;">Terremotus</span> placed a bit higher than <span style="color:limegreen;">Procella</span>. You must be surprised as to why the neglected <span style="color:brown;">Earth</span> element weighs more importance, but that's because he is honestly really strong in '''Varmundt's Biosphere''' ('''Temple'''). Two of the mobs there are  <span style="color:green;">Wind 3</span>/<span style="color:green;">4</span> (Temple Anopheles and Temple Gryphon, respectively), and with an <span style="color:brown;">Earth</span>-endowed '''{{#skill:5380}}''', you can pretty much kill them and Temple mobs are generally much tankier than your regular Biospheres so take advantage of those elemental weaknesses as a true Elemental Master!
*<span style="color:brown;">Earth</span> element hits all mobs at '''Thanatos Tower Flr. 11''', and one of them are <span style="color:green;">Wind</span> element.
*<span style="color:brown;">Earth</span> element hits all mobs at '''Thanatos Tower Flr. 11''', and one of them are <span style="color:green;">Wind</span> element.
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|}


=== What are Insignias & How to Use Them ===
=== What are Insignias and How to Use Them ===
[[File:Insignia AoE.png|center|thumb|389x389px|From left to right. 3x3 AoE of Fire, Water, Wind, & Earth Insignia.]]
[[File:Insignia AoE.png|center|thumb|389x389px|From left to right. 3x3 AoE of Fire, Water, Wind, & Earth Insignia.]]


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'''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.


Furthermore, insignias provide one of the strongest debuff in the game. Each insignia has the ability to '''boost the counter element''' no matter which level you use. For example, if you use '''<span style="color:red;">{{#skill:2465}}</span>''' at any level, '''any units''' '''inside''' the insignias' 3x3 AoE will take 50% more damage against <span style="color:blue;">Water</span> elemental attacks. If EMs are standing inside the <span style="color:red;">Fire</span> insignias' AoE, they, too, will receive increased damage against <span style="color:blue;">Water</span> elemental attacks of the MVP. This rings true for the other elemental insignias. Okay this part is important, now if you use a '''Lvl. 2''' '''<span style="color:green;">{{#skill:2467}}</span>''' in a party because you have a melee class user and you plan on buffing him with its buffing effects ('''Endow weapon with the <span style="color:green;">Wind</span> property''', +10% ASPD & +10% ATK),  and since he is in melee range and you need to adjust so both of you stand inside <span style="color:green;">Wind Insignia</span> as well as the MVP and you have a '''<span style="color:blue;">{{#skill:2466}}</span>''' placed underneath both of you and the MVP; the MVP will also have its weapon element endowed to <span style="color:green;">Wind</span> which means his attacks will hit like a truck and could possibly kill you both since you two are standing on a <span style="color:blue;">Water Insignia</span>. This could have been prevented if you just used a '''Lvl. 1''' or '''Lvl. 3''' '''<span style="color:green;">{{#skill:2467}}</span>''' instead and that way you could have avoided endowing the MVP's weapon to <span style="color:green;">Wind</span>. While a '''Lvl. 1''' <span style="color:green;">Wind Insignia</span> has neutral effect on the three of you, a '''Lvl. 3''' <span style="color:green;">Wind Insignia</span> would have boosted your <span style="color:green;">Wind</span> property magical skills like '''{{#skill:5370}}''' and you would have even received +50% ACD on your <span style="color:green;">Wind</span> skills (just be sure that the MVP doesn't use any <span style="color:green;">Wind</span> skills or else he benefits from it too). Conversely, if you wanna tank Lasgand's basic attacks, and you happen to use <span style="color:darkred;">Ardor</span> on '''Lvl. 2''' '''{{#skill:2456}}''' ('''Defensive Mode''')  you can place a '''Lvl. 2''' '''<span style="color:red;">{{#skill:2465}}</span>''' underneath Lasgand to forcibly endow his weapon attack to the <span style="color:red;">Fire</span> element so you can tank his hits head on.
Furthermore, insignias provide one of the strongest debuff in the game. Each insignia has the ability to '''boost the counter element''' no matter which level you use. For example, if you use '''<span style="color:red;">{{#skill:2465}}</span>''' at any level, '''any units''' '''inside''' the insignias' 3x3 AoE will take 50% more damage against <span style="color:blue;">Water</span> elemental attacks. If EMs are standing inside the <span style="color:red;">Fire</span> insignias' AoE, they, too, will receive increased damage against <span style="color:blue;">Water</span> elemental attacks of the MVP. This rings true for the other elemental insignias. Okay this part is important, now if you use a '''Lvl. 2''' '''<span style="color:green;">{{#skill:2467}}</span>''' in a party because you have a melee class user and you plan on buffing him with its buffing effects ('''Endow weapon with the <span style="color:green;">Wind</span> property''', +10% ASPD, and +10% ATK),  and since he is in melee range and you need to adjust so both of you stand inside <span style="color:green;">Wind Insignia</span> as well as the MVP and you have a '''<span style="color:blue;">{{#skill:2466}}</span>''' placed underneath both of you and the MVP; the MVP will also have its weapon element endowed to <span style="color:green;">Wind</span> which means his attacks will hit like a truck and could possibly kill you both since you two are standing on a <span style="color:blue;">Water Insignia</span>. This could have been prevented if you just used a '''Lvl. 1''' or '''Lvl. 3''' '''<span style="color:green;">{{#skill:2467}}</span>''' instead and that way you could have avoided endowing the MVP's weapon to <span style="color:green;">Wind</span>. While a '''Lvl. 1''' <span style="color:green;">Wind Insignia</span> has neutral effect on the three of you, a '''Lvl. 3''' <span style="color:green;">Wind Insignia</span> would have boosted your <span style="color:green;">Wind</span> property magical skills like '''{{#skill:5370}}''' and you would have even received +50% ACD on your <span style="color:green;">Wind</span> skills (just be sure that the MVP doesn't use any <span style="color:green;">Wind</span> skills or else he benefits from it too). Conversely, if you wanna tank Lasgand's basic attacks, and you happen to use <span style="color:darkred;">Ardor</span> on '''Lvl. 2''' '''{{#skill:2456}}''' ('''Defensive Mode''')  you can place a '''Lvl. 2''' '''<span style="color:red;">{{#skill:2465}}</span>''' underneath Lasgand to forcibly endow his weapon attack to the <span style="color:red;">Fire</span> element so you can tank his hits head on.


So again, <u>be mindful and strategic as to how you will place your insignias and which level of insignias you're gonna use</u>.
So again, <u>be mindful and strategic as to how you will place your insignias and which level of insignias you're gonna use</u>.
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=== Recommended Stats & Traits ===
=== Recommended Stats and Traits ===
{| class="wikitable sortable mw-collapsible mw-collapsed" style="width:25%
{| class="wikitable sortable mw-collapsible mw-collapsed" style="width:25%
! colspan="2" | <center> My Stats & Traits Allocations </center>
! colspan="2" | <center> My Stats and Traits Allocations </center>
|-
|-
! Instant <br> Cast <br> via <br> Stats
! Instant <br> Cast <br> via <br> Stats
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* Carded with {{#item:1001420}}, and {{#item:1000921}} or {{#item:1000675}}.
* Carded with {{#item:1001420}}, and {{#item:1000921}} or {{#item:1000675}}.
** For every level of {{#skill:5368}}, it increases your <span style="color:red;">Fire</span> & <span style="color:purple;">Poison</span> property magical damage by 2%.
** For every level of {{#skill:5368}}, it increases your <span style="color:red;">Fire</span> and <span style="color:purple;">Poison</span> property magical damage by 2%.
** When equipped with '''Sorcerer Stone''' ('''Top'''),  it increases '''{{#skill:5372}}''' and '''{{#skill:5373}}''' damage by 10%.
** When equipped with '''Sorcerer Stone''' ('''Top'''),  it increases '''{{#skill:5372}}''' and '''{{#skill:5373}}''' damage by 10%.
** When equipped with '''Sorcerer Stone''' ('''Mid'''),  it increases '''{{#skill:5371}}''' by 10%.
** When equipped with '''Sorcerer Stone''' ('''Mid'''),  it increases '''{{#skill:5371}}''' by 10%.
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* '''Gig''' from Magma Dungeon Flr. 2
* '''Gig''' from Magma Dungeon Flr. 2
* '''Kasa & Salamander''' from Thor Volcano Flr. 3
* '''Kasa and Salamander''' from Thor Volcano Flr. 3
* '''Blue Flame Spirits & Tainted Flame Spirits''' ('''S'''/'''N'''/'''G'''/'''M''') from [[Forgotten_Time#Zone_1|Forgotten Time (Zone 1)]]  
* '''Blue Flame Spirits''' & '''Tainted Flame Spirits''' ('''S'''/'''N'''/'''G'''/'''M''') from [[Forgotten_Time#Zone_1|Forgotten Time (Zone 1)]]  
* '''Red Flame Spirits''' ('''S'''/'''N'''/'''G'''/'''M''') from [[Forgotten_Time#Zone_2|Forgotten Time (Zone 2)]]  
* '''Red Flame Spirits''' ('''S'''/'''N'''/'''G'''/'''M''') from [[Forgotten_Time#Zone_2|Forgotten Time (Zone 2)]]  
|-
|-
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* '''Fillia''' from [[Amicitia#Level_1|Amicitia Flr. 1]]
* '''Fillia''' from [[Amicitia#Level_1|Amicitia Flr. 1]]
* '''Red Flame Spirits & Hot Water Spirits''' ('''S'''/'''N'''/'''G'''/'''M''') from [[Forgotten_Time#Zone_2|Forgotten Time (Zone 2)]]  
* '''Red Flame Spirits''' & '''Hot Water Spirits''' ('''S'''/'''N'''/'''G'''/'''M''') from [[Forgotten_Time#Zone_2|Forgotten Time (Zone 2)]]  
* Purchased from Dus the Smith NPC (@go 40) {{#navi:paramk|53|101}}
* Purchased from Dus the Smith NPC (@go 40) {{#navi:paramk|53|101}}
|-
|-
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* '''Abysmal Swordfish''', '''Abysmal Phen''', & '''Abysmal Strouf''' from [[Illusion_of_Underwater#Second_Floor|Illusion of Underwater Flr. 2]]
* '''Abysmal Swordfish''', '''Abysmal Phen''', & '''Abysmal Strouf''' from [[Illusion_of_Underwater#Second_Floor|Illusion of Underwater Flr. 2]]
* '''Ice Titan''' from Ice Cave Flr. 3
* '''Ice Titan''' from Ice Cave Flr. 3
* '''Cold Water Spirits & Polluted Water Spirits''' ('''S'''/'''N'''/'''G'''/'''M''') from [[Forgotten_Time#Zone_1|Forgotten Time (Zone 1)]]  
* '''Cold Water Spirits''' & '''Polluted Water Spirits''' ('''S'''/'''N'''/'''G'''/'''M''') from [[Forgotten_Time#Zone_1|Forgotten Time (Zone 1)]]  
* '''Hot Water Spirits''' ('''S'''/'''N'''/'''G'''/'''M''') from [[Forgotten_Time#Zone_2|Forgotten Time (Zone 2)]]  
* '''Hot Water Spirits''' ('''S'''/'''N'''/'''G'''/'''M''') from [[Forgotten_Time#Zone_2|Forgotten Time (Zone 2)]]  
|-
|-
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*'''Vanilaqus''' from [[Amicitia#Level_1|Amicitia Flr. 1]]
*'''Vanilaqus''' from [[Amicitia#Level_1|Amicitia Flr. 1]]
*'''Blue Flame Spirits & Cold Water Spirits''' ('''S'''/'''N'''/'''G'''/'''M''') from [[Forgotten_Time#Zone_1|Forgotten Time (Zone 1)]]  
*'''Blue Flame Spirits''' & '''Cold Water Spirits''' ('''S'''/'''N'''/'''G'''/'''M''') from [[Forgotten_Time#Zone_1|Forgotten Time (Zone 1)]]  
* Purchased from Dus the Smith NPC (@go 40) {{#navi:paramk|53|101}}
* Purchased from Dus the Smith NPC (@go 40) {{#navi:paramk|53|101}}
|-
|-
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* '''Temple Gryphon''' from [[Varmundt%27s_Biosphere#Biosphere_Temple|Varmundt's Biosphere (Temple)]]
* '''Temple Gryphon''' from [[Varmundt%27s_Biosphere#Biosphere_Temple|Varmundt's Biosphere (Temple)]]
* '''Dry Wind Spirits & Tainted Wind Spirits''' ('''S'''/'''N'''/'''G'''/'''M''')  from [[Forgotten_Time#Zone_2|Forgotten Time (Zone 2)]]  
* '''Dry Wind Spirits''' & '''Tainted Wind Spirits''' ('''S'''/'''N'''/'''G'''/'''M''')  from [[Forgotten_Time#Zone_2|Forgotten Time (Zone 2)]]  
|-
|-
!{{#item:992}}
!{{#item:992}}
|
|
* '''Grand Peco''' from Yuno Field 09
* '''Grand Peco''' from Yuno Field 09
* '''Strong Wind Spirits & Blue Earth Spirits''' ('''S'''/'''N'''/'''G'''/'''M''') from [[Forgotten_Time#Zone_1|Forgotten Time (Zone 1)]]  
* '''Strong Wind Spirits''' & '''Blue Earth Spirits''' ('''S'''/'''N'''/'''G'''/'''M''') from [[Forgotten_Time#Zone_1|Forgotten Time (Zone 1)]]  
* Purchased from Dus the Smith NPC (@go 40) {{#navi:paramk|53|101}}
* Purchased from Dus the Smith NPC (@go 40) {{#navi:paramk|53|101}}
|-
|-
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* '''Sleeper''' from Yuno Field 02
* '''Sleeper''' from Yuno Field 02
* '''Blue Earth Spirits & Polluted Earth Spirits''' ('''S'''/'''N'''/'''G'''/'''M''') from [[Forgotten_Time#Zone_1|Forgotten Time (Zone 1)]]  
* '''Blue Earth Spirits''' & '''Polluted Earth Spirits''' ('''S'''/'''N'''/'''G'''/'''M''') from [[Forgotten_Time#Zone_1|Forgotten Time (Zone 1)]]  
* '''Solid Earth Spirits''' ('''S'''/'''N'''/'''G'''/'''M''')  from [[Forgotten_Time#Zone_2|Forgotten Time (Zone 2)]]  
* '''Solid Earth Spirits''' ('''S'''/'''N'''/'''G'''/'''M''')  from [[Forgotten_Time#Zone_2|Forgotten Time (Zone 2)]]  
|-
|-
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* '''Galensis''' from [[Amicitia#Level_2|Amicitia Flr. 2]]
* '''Galensis''' from [[Amicitia#Level_2|Amicitia Flr. 2]]
* '''Dry Wind Spirits & Solid Earth Spirits''' ('''S'''/'''N'''/'''G'''/'''M''')  from [[Forgotten_Time#Zone_2|Forgotten Time (Zone 2)]]  
* '''Dry Wind Spirits''' & '''Solid Earth Spirits''' ('''S'''/'''N'''/'''G'''/'''M''')  from [[Forgotten_Time#Zone_2|Forgotten Time (Zone 2)]]  
* Purchased from Dus the Smith NPC (@go 40) {{#navi:paramk|53|101}}
* Purchased from Dus the Smith NPC (@go 40) {{#navi:paramk|53|101}}
|}
|}
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