The Complete Elemental Master Guide by Goldie: Difference between revisions

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'''Elemental Master''' ('''EM''') is the 4th class of the Sage, Professor, and Sorcerer line-up. While seeking recluse in the vast flora and fauna of Midgard where the mystical Spirits of nature reside, Sorcerers have awakened to a much stronger and greater power. As they ascertain the reason behind this sudden awakening and the closer they seek out the truth, they start to realize that the intimate bond they shared with their companion spirits, the Elementals, have also grown alongside with them leading them to uncover more power thru the elements of nature.   
'''Elemental Master''' ('''EM''') is the 4th class of the Sage, Professor, and Sorcerer line-up. While seeking recluse in the vast flora and fauna of Midgard where the mystical Spirits of nature reside, Sorcerers have awakened to a much stronger and greater power. As they ascertain the reason behind this sudden awakening and the closer they seek out the truth, they start to realize that the intimate bond they shared with their companion spirits, the Elementals, have also grown alongside with them leading them to uncover more power thru the elements of nature.   


This allowed their companion spirits to evolve and become powerful beings of their own rights. <span style="color:red;">Agni</span> evolved to the <span style="color:darkred;">High Elemental Ardor</span>, <span style="color:blue;">Aqua</span> evolved to the <span style="color:darkblue;">High Elemental Diluvio</span>, <span style="color:green;">Ventus</span> evolved to the <span style="color:limegreen;">High Elemental Procella</span>, and <span style="color:brown;">Tera</span> evolved to the <span style="color:chocolate;">High Elemental Terremotus</span>. The Sorcerer's previous experimentation on the <span style="color:purple;">Poison</span> element led them to awaken the vicegerent and embodiment of <span style="color:purple;">Poison</span> magic of which it governs—the <span style="color:purple;">High Elemental Serpens</span>. With their new form bonds and an unlikely ally with the malignant <span style="color:purple;">Serpens</span>, Sorcerers themselves have evolved to the legendary Elemental Master.
This allowed their companion spirits to evolve and become powerful beings of their own rights. <span style="color:red;">Agni</span> evolved to the <span style="color:#BD0F1E;">High Elemental Ardor</span>, <span style="color:blue;">Aqua</span> evolved to the <span style="color:darkblue;">High Elemental Diluvio</span>, <span style="color:green;">Ventus</span> evolved to the <span style="color:limegreen;">High Elemental Procella</span>, and <span style="color:brown;">Tera</span> evolved to the <span style="color:chocolate;">High Elemental Terremotus</span>. The Sorcerer's previous experimentation on the <span style="color:purple;">Poison</span> element led them to awaken the vicegerent and embodiment of <span style="color:purple;">Poison</span> magic of which it governs—the <span style="color:purple;">High Elemental Serpens</span>. With their new form bonds and an unlikely ally with the malignant <span style="color:purple;">Serpens</span>, Sorcerers themselves have evolved to the legendary Elemental Master.


Notable skills in an EM's skill kit are the skills '''{{#skill:5372}}''', '''{{#skill:5369}}''', '''{{#skill:5370}}''', '''{{#skill:5373}}''', and '''{{#skill:5371}}''' each of which represents the evolved '''High Elemental''' Spirits that accompany them in their adventure in the form of '''{{#skill:5375}}''', '''{{#skill:5376}}''', '''{{#skill:5377}}''', '''{{#skill:5378}}''', and '''{{#skill:5379}}'''.  
Notable skills in an EM's skill kit are the skills '''{{#skill:5372}}''', '''{{#skill:5369}}''', '''{{#skill:5370}}''', '''{{#skill:5373}}''', and '''{{#skill:5371}}''' each of which represents the evolved '''High Elemental''' Spirits that accompany them in their adventure in the form of '''{{#skill:5375}}''', '''{{#skill:5376}}''', '''{{#skill:5377}}''', '''{{#skill:5378}}''', and '''{{#skill:5379}}'''.  


Depending which of the High Elementals are summoned to aid the Elemental Master, the corresponding element of the AoE skill that represents the High Elemental will boost its damage output. A summoned <span style="color:darkred;">Ardor</span> will bestow an EM with the gift of <span style="color:red;">Fire</span> and will receive increased <span style="color:red;">Fire</span> magical damage as well as amplifying Conflagration's power. With the combined strength of both the Elemental Master and High Elemental Spirit, this gives them the ability to cast their ultimate skill '''https://static.divine-pride.net/images/skill/5380.png <span style="background:linear-gradient(to right, #FF3F34 0%, #2C6FBB 25%, #268F15 50%, #B5651D 75%, #800080 100%); -webkit-background-clip:text !important; -webkit-text-fill-color:transparent;">Elemental Buster</span>''' as a symbol of their infinite bond. Elemental Buster will assume and flexibly switch element depending on the summoned High Elemental Spirit, making it possible to cast a <span style="color:purple;">Poison</span>-endowed Elemental Buster when <span style="color:purple;">Serpens</span> is present.
Depending which of the High Elementals are summoned to aid the Elemental Master, the corresponding element of the AoE skill that represents the High Elemental will boost its damage output. A summoned <span style="color:#BD0F1E;">Ardor</span> will bestow an EM with the gift of <span style="color:red;">Fire</span> and will receive increased <span style="color:red;">Fire</span> magical damage as well as amplifying Conflagration's power. With the combined strength of both the Elemental Master and High Elemental Spirit, this gives them the ability to cast their ultimate skill '''https://static.divine-pride.net/images/skill/5380.png <span style="background:linear-gradient(to right, #FF3F34 0%, #2C6FBB 25%, #268F15 50%, #B5651D 75%, #800080 100%); -webkit-background-clip:text !important; -webkit-text-fill-color:transparent;">Elemental Buster</span>''' as a symbol of their infinite bond. Elemental Buster will assume and flexibly switch element depending on the summoned High Elemental Spirit, making it possible to cast a <span style="color:purple;">Poison</span>-endowed Elemental Buster when <span style="color:purple;">Serpens</span> is present.


Elemental Masters have also developed the power to hide their spirits which makes them unnoticeable by the monsters around them with the skill '''{{#skill:5381}}'''. This manipulation of magic to conceal their close companions also led them to master to blend in with the flow of magic, enabling them to cunningly use the psionic skill '''{{#skill:6517}}''', a pronounced antecedent of its predecessor skill Psychic Wave.
Elemental Masters have also developed the power to hide their spirits which makes them unnoticeable by the monsters around them with the skill '''{{#skill:5381}}'''. This manipulation of magic to conceal their close companions also led them to master to blend in with the flow of magic, enabling them to cunningly use the psionic skill '''{{#skill:6517}}''', a pronounced antecedent of its predecessor skill Psychic Wave.
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* Allot 1 skill point on this one.
* Allot 1 skill point on this one.
* To summon <span style="color:darkred;">Ardor</span>, you need to summon first the Adult Form of <span style="color:red;">Agni</span> using the skill '''Lvl. 3''' '''{{#skill:2457}}'''. Afterwards, you use this skill.
* To summon <span style="color:#BD0F1E;">Ardor</span>, you need to summon first the Adult Form of <span style="color:red;">Agni</span> using the skill '''Lvl. 3''' '''{{#skill:2457}}'''. Afterwards, you use this skill.
* <span style="color:darkred;">Ardor</span> bestows the summoner with 10% <span style="color:red;">Fire</span> property magical damage and increases the damage of '''{{#skill:5372}}''' by 30%.
* <span style="color:#BD0F1E;">Ardor</span> bestows the summoner with 10% <span style="color:red;">Fire</span> property magical damage and increases the damage of '''{{#skill:5372}}''' by 30%.
* <span style="color:darkred;">Ardor</span>'s stats increase '''based on the summoner's stats''', '''{{#skill:2463}}''', and '''{{#skill:5374}}''' skill levels.
* <span style="color:#BD0F1E;">Ardor</span>'s stats increase '''based on the summoner's stats''', '''{{#skill:2463}}''', and '''{{#skill:5374}}''' skill levels.
* Requires 1 {{#item:1000293}} to summon. Can be bought from the '''Magician Dealer NPC''' in the Main Office {{#navi:main_office|63|59}}.
* Requires 1 {{#item:1000293}} to summon. Can be bought from the '''Magician Dealer NPC''' in the Main Office {{#navi:main_office|63|59}}.
* <span style="color:darkred;">Ardor</span> together with the other High Elementals will have a separate section dedicated for them. For more info, check down [[The_Complete_Elemental_Master_Guide_by_Goldie#High_Elementals|below]].
* <span style="color:#BD0F1E;">Ardor</span> together with the other High Elementals will have a separate section dedicated for them. For more info, check down [[The_Complete_Elemental_Master_Guide_by_Goldie#High_Elementals|below]].
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* Maximize this skill. No exceptions.
* Maximize this skill. No exceptions.
* Elemental Buster ('''EB''') is our ultimate skill as EMs. This skill changes elemental property (<span style="color:red;">Fire</span>, <span style="color:blue;">Water</span>, <span style="color:green;">Wind</span>, <span style="color:brown;">Earth</span>, or <span style="color:purple;">Poison</span>) based on the currently summoned High Elemental Spirit (<span style="color:darkred;">Ardor</span>, <span style="color:darkblue;">Diluvio</span>, <span style="color:limegreen;">Procella</span>, <span style="color:chocolate;">Terremotus</span>, or <span style="color:purple;">Serpens</span>). '''Does not work with Sorcerer's Elementals'''.
* Elemental Buster ('''EB''') is our ultimate skill as EMs. This skill changes elemental property (<span style="color:red;">Fire</span>, <span style="color:blue;">Water</span>, <span style="color:green;">Wind</span>, <span style="color:brown;">Earth</span>, or <span style="color:purple;">Poison</span>) based on the currently summoned High Elemental Spirit (<span style="color:#BD0F1E;">Ardor</span>, <span style="color:darkblue;">Diluvio</span>, <span style="color:limegreen;">Procella</span>, <span style="color:chocolate;">Terremotus</span>, or <span style="color:purple;">Serpens</span>). '''Does not work with Sorcerer's Elementals'''.
*With a 13x13 AoE centered around you and with an '''SPL''' scaling of 10, EB deals increased damage against Dragon/Formless races. Originally, it has a 2 seconds cooldown and consumes 15 AP per manual cast, but with the Dimensions combo, this can be bypassed and EMs can freely spam this skill to their heart's content.
*With a 13x13 AoE centered around you and with an '''SPL''' scaling of 10, EB deals increased damage against Dragon/Formless races. Originally, it has a 2 seconds cooldown and consumes 15 AP per manual cast, but with the Dimensions combo, this can be bypassed and EMs can freely spam this skill to their heart's content.
*Unbeknownst to many, EB also acts as a crowd control skill. Any units targeted by this skill, with the exception of MVPs, <u>gets stunned during the entire duration of its skill animation</u>. In a way you could say it is a crowd control damaging skill in that manner. So even if you get surrounded by large mobs, casting or autocasting EB alone will let you survive.
*Unbeknownst to many, EB also acts as a crowd control skill. Any units targeted by this skill, with the exception of MVPs, <u>gets stunned during the entire duration of its skill animation</u>. In a way you could say it is a crowd control damaging skill in that manner. So even if you get surrounded by large mobs, casting or autocasting EB alone will let you survive.
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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>, 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'''.'''
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:#BD0F1E;">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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'''Passive mode''' for the most part is used to buff an EM's offensive capabilities outside of its own summons. Meaning this is usually a direct buff to the summoner and not to the spirits themselves. Also starting from Sorcerer to Elemental Master, all of your spirits' Passive mode caters mostly to '''{{#skill:2449}}''' and '''{{#skill:2445}}''' builds and thus finds very little use when focusing on 4th job skills of EM. The only instance I could think of that it still complements 4th job skills is <span style="color:purple;">Serpens</span> on Passive mode. <span style="color:purple;">Serpens</span> will increase your 3rd job skill '''{{#skill:2450}}''' by 1500% which if you're focusing on a <span style="color:purple;">Poison</span>-centric build will be beneficial for you. Or when you're still incorporating Psychic Wave into your skill rotation cycle since its elemental property can be endowed according to the element of your currently summoned Elemental or High Elemental.
'''Passive mode''' for the most part is used to buff an EM's offensive capabilities outside of its own summons. Meaning this is usually a direct buff to the summoner and not to the spirits themselves. Also starting from Sorcerer to Elemental Master, all of your spirits' Passive mode caters mostly to '''{{#skill:2449}}''' and '''{{#skill:2445}}''' builds and thus finds very little use when focusing on 4th job skills of EM. The only instance I could think of that it still complements 4th job skills is <span style="color:purple;">Serpens</span> on Passive mode. <span style="color:purple;">Serpens</span> will increase your 3rd job skill '''{{#skill:2450}}''' by 1500% which if you're focusing on a <span style="color:purple;">Poison</span>-centric build will be beneficial for you. Or when you're still incorporating Psychic Wave into your skill rotation cycle since its elemental property can be endowed according to the element of your currently summoned Elemental or High Elemental.


On the other hand, '''Defensive mode''' like Passive mode is also used to buff an EM's defensive capabilities. Spirits would endow an EM's armor property to their corresponding element. If for example you have <span style="color:darkred;">Ardor</span> summoned and you placed him in Defensive mode, he will change your armor property to <span style="color:red;">Fire</span> and you'll get decreased damaged against <span style="color:red;">Fire</span> property attacks but reduced resistance for the opposing element which is <span style="color:blue;">Water</span>. Another good example is '''Lvl. 1''' '''{{#skill:2459}}''' in its Child form placed in Defensive Mode; in this mode, <span style="color:green;">Ventus</span> doesn't endow your armor to <span style="color:green;">Wind</span> but she does however give you free {{#icon:12710}}{{#linkitem:12710|Guyak Pudding}} effect and +'''50% FLEE''' '''Rate''' for as long as she is active.   
On the other hand, '''Defensive mode''' like Passive mode is also used to buff an EM's defensive capabilities. Spirits would endow an EM's armor property to their corresponding element. If for example you have <span style="color:#BD0F1E;">Ardor</span> summoned and you placed him in Defensive mode, he will change your armor property to <span style="color:red;">Fire</span> and you'll get decreased damaged against <span style="color:red;">Fire</span> property attacks but reduced resistance for the opposing element which is <span style="color:blue;">Water</span>. Another good example is '''Lvl. 1''' '''{{#skill:2459}}''' in its Child form placed in Defensive Mode; in this mode, <span style="color:green;">Ventus</span> doesn't endow your armor to <span style="color:green;">Wind</span> but she does however give you free {{#icon:12710}}{{#linkitem:12710|Guyak Pudding}} effect and +'''50% FLEE''' '''Rate''' for as long as she is active.   


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 level 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 {{#icon:14534}}{{#linkitem:14534|Small Life Potion}}. 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 level of Elemental Control according to the same mode your spirits are in. If <span style="color:#BD0F1E;">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 {{#icon:14534}}{{#linkitem:14534|Small Life Potion}}. 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 want to 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 want to 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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| [[File:High Elemental Ardor.v2.png|center|235x235px]] <br>'''<center><span style="color:#bd0f1e;">ARDOR</span></center>'''
| [[File:High Elemental Ardor.v2.png|center|235x235px]] <br>'''<center><span style="color:#bd0f1e;">ARDOR</span></center>'''
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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:#BD0F1E;">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:#BD0F1E;">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 <span style="color:#bd0f1e;">Ardor</span> 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]].  
*Likewise for '''The Immortal Instance''', both you and <span style="color:#bd0f1e;">Ardor</span> 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 just to clear Hard Mode effortlessly. Simply put, <span style="color:darkred;">Ardor</span> is tailor-fit for this instance hands down.
*With <span style="color:#BD0F1E;">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 just to clear Hard Mode effortlessly. Simply put, <span style="color:#BD0F1E;">Ardor</span> is tailor-fit for this instance hands down.
*<span style="color:#bd0f1e;">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).
*<span style="color:#bd0f1e;">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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*<span style="color:darkblue;">Diluvio</span> is best used for places like '''Thanatos Tower Flr. 12''' where <span style="color:blue;">Water</span> element damages all mobs there and on '''Varmundt's Biosphere''' ('''Fire & Soul''') where <span style="color:blue;">Water</span> hits the hardest.
*<span style="color:darkblue;">Diluvio</span> is best used for places like '''Thanatos Tower Flr. 12''' where <span style="color:blue;">Water</span> element damages all mobs there and on '''Varmundt's Biosphere''' ('''Fire & Soul''') where <span style="color:blue;">Water</span> hits the hardest.
*<span style="color:darkblue;">Diluvio</span> is a close contender for '''The Immortal Instance''' next to <span style="color:darkred;">Ardor</span>. She can withstand Lasgand's '''{{#skill:83}}s''' and has full immunity against his''' {{#skill:89}}''' skill. Use her if <span style="color:darkred;">Ardor</span> died and your skill to summon him is on CD.
*<span style="color:darkblue;">Diluvio</span> is a close contender for '''The Immortal Instance''' next to <span style="color:#BD0F1E;">Ardor</span>. She can withstand Lasgand's '''{{#skill:83}}s''' and has full immunity against his''' {{#skill:89}}''' skill. Use her if <span style="color:#BD0F1E;">Ardor</span> died and your skill to summon him is on CD.
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* [[Thanatos_Tower_Revamp|Thanatos Tower Flr. 12]]
* [[Thanatos_Tower_Revamp|Thanatos Tower Flr. 12]]
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| [[File:High Elemental Procella.v2.png|center|200x200px|]] <br>'''<center><span style="color:limegreen;">PROCELLA</span></center>'''
| [[File:High Elemental Procella.v2.png|center|200x200px|]] <br>'''<center><span style="color:limegreen;">PROCELLA</span></center>'''
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*<span style="color:limegreen;">Procella</span> is not necessarily bad but there are just better High Elementals to use in other farming maps. She performs  best in <span style="color:blue;">Water</span>-infused areas like '''Abandoned Pit Flr'''. '''1''' and '''Varmundt's Biosphere''' ('''Ice'''). You can still use her though, especially if you got bored of using <span style="color:darkred;">Ardor</span> and you want to be enamored around her gleaming elegance~
*<span style="color:limegreen;">Procella</span> is not necessarily bad but there are just better High Elementals to use in other farming maps. She performs  best in <span style="color:blue;">Water</span>-infused areas like '''Abandoned Pit Flr'''. '''1''' and '''Varmundt's Biosphere''' ('''Ice'''). You can still use her though, especially if you got bored of using <span style="color:#BD0F1E;">Ardor</span> and you want to be enamored around her gleaming elegance~
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* [[Abandoned_Pit#Floor_1|Abandoned Pit Flr. 1]]
* [[Abandoned_Pit#Floor_1|Abandoned Pit Flr. 1]]
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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 '''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.   
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:#BD0F1E;">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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'''Note''': In all four (4) occasions shown above, <span style="color:darkred;">Ardor</span> and <span style="color:purple;">Serpens</span> survived some of the deadliest skills in the game casted by MVPs and boss monsters alike. The GIFs have very poor quality and I apologize for that. Hopefully I could replace them with better ones soon, but for now these will do; what's important is we know they can live long enough against the hardest hitting skills when built tanky.
'''Note''': In all four (4) occasions shown above, <span style="color:#BD0F1E;">Ardor</span> and <span style="color:purple;">Serpens</span> survived some of the deadliest skills in the game casted by MVPs and boss monsters alike. The GIFs have very poor quality and I apologize for that. Hopefully I could replace them with better ones soon, but for now these will do; what's important is we know they can live long enough against the hardest hitting skills when built tanky.


=== Tank Gears ===
=== Tank Gears ===
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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, 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 want to 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 want to tank Lasgand's basic attacks, and you happen to use <span style="color:#BD0F1E;">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 going to use</u>.
So again, <u>be mindful and strategic as to how you will place your insignias and which level of insignias you're going to use</u>.
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