The Complete Elemental Master Guide by Goldie: Difference between revisions

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In the third example, you will have three (3) <span style="color:red;">Fire</span> AoE skills that will benefit from your cards and modifiers focused on the <span style="color:red;">Fire</span> property. The Elemental Buster here is situational and you don't really have to cast it repeatedly as it will consume 15 AP each use. When a pack of mobs surrounds you that's when you use it. Conflagration can either be Venom Swamp or Lightning Land depending on your choice of element, but the main idea still remains that you will cast PW as soon as it's available to maximize its wide AoE. You can even throw in some '''{{#skill:6517}}''' if you so desire which is only fitting since both are psionic skills! I would like to call this build as '''Farming build''' as this build is realistically used for farming low to mid game dungeons such as [[Thanatos_Tower_Revamp|Thanatos Tower Flr. 12]], [[Niflheim#Level 2|Niflheim 2]], [[Clock Tower Unknown Basement]], and [[Mjolnir Underground Cave]].  
In the third example, you will have three (3) <span style="color:red;">Fire</span> AoE skills that will benefit from your cards and modifiers focused on the <span style="color:red;">Fire</span> property. The Elemental Buster here is situational and you don't really have to cast it repeatedly as it will consume 15 AP each use. When a pack of mobs surrounds you that's when you use it. Conflagration can either be Venom Swamp or Lightning Land depending on your choice of element, but the main idea still remains that you will cast PW as soon as it's available to maximize its wide AoE. You can even throw in some '''{{#skill:6517}}''' if you so desire which is only fitting since both are psionic skills! I would like to call this build as '''Farming build''' as this build is realistically used for farming low to mid game dungeons such as [[Thanatos_Tower_Revamp|Thanatos Tower Flr. 12]], [[Niflheim#Level 2|Niflheim 2]], [[Clock Tower Unknown Basement]], and [[Mjolnir Underground Cave]].  


For some endgame dungeons such as [[Forgotten Time]], [[Varmundt's Biosphere]], and [[Varmundt's Biosphere Depth]], it is finally possible to farm these three areas with Psychic Wave with much better efficiency since the arrival of the {{#icon:480351}}{{#linkitem:480351|Circulation of Life Autumn}} and {{#icon:490485}}{{#linkitem:490485|Signet of Circulation Autumn}}— (2) two new additions to the Hall of Life series equipment. For comparison, every time I would farm [[Varmundt%27s_Biosphere#Biosphere_Temple|Varmundt's Biosphere (Temple)]] I get significantly higher yields of '''850'''~'''950''' {{#icon:25731}}{{#linkitem:25731|Zeluniums}} and '''1050'''~'''1110''' {{#icon:25729}}{{#linkitem:25729|Shadowdecons}} than when I am using the usual autocast Elemental Buster build which I would only get '''700'''~'''750''' Zeluniums and '''900'''~'''950''' Shadowdecons; this upscaled performance is reasonably attributed to the fact that PW is a lingering DoT skill, has a wider AoE, and is easily more spammable which give you plenty of opportunities to cover more grounds and kill more mob. However for [[Varmundt's Biosphere Depth 2]], PW build falls flat and you're better off using your 4th job skills here. You don't really need to follow this build if it is not your cup of tea but if you're among those people who played the class as a Sorcerer in the past and played PW build like me; well, this is genuinely my love letter to them. As of today this is still my favorite build to play despite being here now in the 4th jobs era. I hope you'll consider this build and have fun with it just as I do.
For some endgame dungeons such as [[Forgotten Time]], [[Varmundt's Biosphere]], and [[Varmundt's Biosphere Depth]], it is finally possible to farm these three areas with Psychic Wave with much better efficiency since the arrival of the {{#icon:480351}}{{#linkitem:480351|Circulation of Life Autumn}} and {{#icon:490485}}{{#linkitem:490485|Signet of Circulation Autumn}}— (2) two new additions to the Hall of Life series equipment. For comparison, every time I would farm [[Varmundt%27s_Biosphere#Biosphere_Temple|Varmundt's Biosphere (Temple)]] I get significantly higher yields of '''850'''~'''970''' {{#icon:25731}}{{#linkitem:25731|Zeluniums}} and '''1050'''~'''1110''' {{#icon:25729}}{{#linkitem:25729|Shadowdecons}} than when I am using the usual autocast Elemental Buster build which I would only get '''700'''~'''750''' Zeluniums and '''900'''~'''950''' Shadowdecons; this upscaled performance is reasonably attributed to the fact that PW is a lingering DoT skill, has a wider AoE, and is easily more spammable which give you plenty of opportunities to cover more grounds and kill more mob. However for [[Varmundt's Biosphere Depth 2]], PW build falls flat and you're better off using your 4th job skills here. You don't really need to follow this build if it is not your cup of tea but if you're among those people who played the class as a Sorcerer in the past and played PW build like me; well, this is genuinely my love letter to them. As of today this is still my favorite build to play despite being here now in the 4th jobs era. I hope you'll consider this build and have fun with it just as I do.


==== Stats ====
==== Stats ====
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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. You may follow most of this section's tank build against [[Alice_Twisted_Madness#Monsters|Alice Twisted Madness]]' Jabberwocky as him and Betelgeuse are both Dragons, but I cannot guarantee that the execution of your skills will be the same for both MVPs as they have their own separate mechanics.
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. You may follow most of this section's tank build against [[Alice_Twisted_Madness#Monsters|Alice Twisted Madness]]' Jabberwocky as him and Betelgeuse are both Dragons, but I cannot guarantee that the execution of your skills will be the same for both MVPs as they have their own separate mechanics.


Upon reaching 100% Dragon resistance, most of Betelgeuse's attacks and skills will only deal "1" damage or will be registered as "1-1-1-1" damage to your EM Tank, and increasing your defensive values further 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 <u>only the first and initial hit</u> would inflict that 10k to you; '''2nd one''', called as https://static.divine-pride.net/images/skill/653.png '''Killing Aura''', is a DoT attack that reduces your HP by 10k on certain intervals while you're inside his circle. General physical 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 (eg. MaxHP or MaxHP%) would indirectly decrease the value of that 10k and placing Wall of Fogs underneath you would further cut down its value by only inflicting 75% of that 10k and thus it will only deal 7,500 damage to you; plus an added 75% chance for those hits and Betelgeuse's '''{{#skill:2217}}''' to miss. Be mindful on the proper placement of your Wall of Fogs because if Betelgeuse is standing on it your allies that attack with targeted skills will have a shared chance for theirs to miss.
Upon reaching 100% Dragon resistance, most of Betelgeuse's attacks and skills will only deal "1" damage or will be registered as "1-1-1-1" damage to your EM Tank, and increasing your defensive values further 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 <u>only the first and initial hit</u> would inflict that 10k to you; '''2nd one''', called as https://static.divine-pride.net/images/skill/653.png '''Killing Aura''', is a DoT attack that reduces your HP by 10k on certain intervals while you're inside his circle. General physical 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 (e.g. MaxHP or MaxHP%) would indirectly decrease the value of that 10k and placing Wall of Fogs underneath you would further cut down its value by only inflicting 75% of that 10k and thus it will only deal 7,500 damage to you; plus an added 75% chance for those hits and Betelgeuse's '''{{#skill:2217}}''' to miss. Be mindful on the proper placement of your Wall of Fogs because if Betelgeuse is standing on it your allies that attack with targeted skills will have a shared chance for theirs to miss.


Besides Betelgeuse, there are also moving traps during the 2nd and 3rd Phases of the fight. When you go near 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>/<span style="color:red;">Fire</span> Armor or {{#icon:12119}}{{#linkitem:12119|Coldproof Potion}}/{{#icon:12118}}{{#linkitem:12118|Fireproof Potion}}), 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 instantly 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 go near 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>/<span style="color:red;">Fire</span> Armor or {{#icon:12119}}{{#linkitem:12119|Coldproof Potion}}/{{#icon:12118}}{{#linkitem:12118|Fireproof Potion}}), 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 instantly kill you and it will not matter whether you're the tank or the DPS.
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