The Complete Elemental Master Guide by Goldie: Difference between revisions

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Gone are the 3rd job days where every magic classes, with the exception of Performers (and to some degree Soul Reaper), have the problem of being elementally-locked behind with whatever skills they have available. Sorcerers had it worst because while they have skills with different elemental properties, these are all hindered by their long cooldowns (CD). Their main skill '''{{#skill:2449}}''' and its companion skills like '''{{#skill:2447}}''', '''{{#skill:2446}}''', and '''{{#skill:2454}}''' all suffered the same fate, and are locked behind an agonizing 5 seconds CD each. While their cooldowns can be reduced with Shadow Gears, and some equipment like {{#item:550012}}, it still wasn't enough to have Sorcerer enter the meta as a main DPS class. Also it's important to point out that even though Psychic Wave can be endowed to the four (4) basic elements (<span style="color:red;">Fire</span>, <span style="color:blue;">Water</span>, <span style="color:green;">Wind</span>, & <span style="color:brown;">Earth</span>), the old elemental table wasn't exactly in favor of them. For instance, any monsters that was either Holy 4 or Dark 4 would resist your magical attacks and so most of the time you'll either stick to <span style="color:gray;">Neutral</span> Psychic Wave or "overgear" your Sorcerer just so you can deal an okay amount of damage to those monsters.  
Gone are the 3rd job days where every magic classes, with the exception of Performers (and to some degree Soul Reaper), have the problem of being elementally-locked behind with whatever skills they have available. Sorcerers had it worst because while they have skills with different elemental properties, these are all hindered by their long cooldowns (CD). Their main skill '''{{#skill:2449}}''' and its companion skills like '''{{#skill:2447}}''', '''{{#skill:2446}}''', and '''{{#skill:2454}}''' all suffered the same fate, and are locked behind an agonizing 5 seconds CD each. While their cooldowns can be reduced with Shadow Gears, and some equipment like {{#item:550012}}, it still wasn't enough to have Sorcerer enter the meta as a main DPS class. Also it's important to point out that even though Psychic Wave can be endowed to the four (4) basic elements (<span style="color:red;">Fire</span>, <span style="color:blue;">Water</span>, <span style="color:green;">Wind</span>, & <span style="color:brown;">Earth</span>), the old elemental table wasn't exactly in favor of them. For instance, any monsters that was either Holy 4 or Dark 4 would resist your magical attacks and so most of the time you'll either stick to <span style="color:gray;">Neutral</span> Psychic Wave or "overgear" your Sorcerer just so you can deal an okay amount of damage to those monsters.  


Indeed, you may have experienced getting criticized and hated on by other players for joining their party as a DPS Sorcerer. You've probably been told or asked; "Can you tank for us?" or "Be a support and buff slave and let me handle everything and carry you". Or worse, "No! Don't play DPS Sorcerer! DPS Sorcerer sucks! Sorcerer sucks at PVM! The class is trash! It's the worst class DPS-wise". Well, to whoever stuck around with the class despite all the hate, I am are very happy to say that the naysayers are now eating their words in shame, because now with the arrival of 4th jobs and the updated elemental table, Sorcerers have broken free of the bounds that kept them from performing to their fullest once they finally transitioned to '''Elemental Master'''!
Indeed, you may have experienced getting criticized and hated on by other players for joining their party as a DPS Sorcerer. You've probably been told or asked; "Can you tank for us?" or "Be a support and buff slave and let me handle everything and carry you". Or worse, "No! Don't play DPS Sorcerer! DPS Sorcerer sucks! Sorcerer sucks at PVM! The class is trash! It's the worst class DPS-wise". Well, to whoever stuck around with the class despite all the hate, I am very happy to say that the naysayers are now eating their words in shame, because now with the arrival of 4th jobs and the updated elemental table, Sorcerers have broken free of the bounds that kept them from performing to their fullest once they finally transitioned to '''Elemental Master'''!


=== Pros ===
=== Pros ===
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* EMs excel in space manipulation and crowd control skills.  
* EMs excel in space manipulation and crowd control skills.  
** Four (4) of their skills, if you'll count Psychic Wave, are lingering and counts as '''DoT''' (Damage over Time) skills. This is useful and efficient when you're farming, as it is as simple as placing any of your DoT skills on the ground before teleporting away. You can still kill the monsters and you can still get their drops (thanks to the '''<u>@autoloot</u>''' feature). The only scenario I could think of where this won't be applicable, is when you're finishing a Kill Count quest. In that case you'll need to be onscreen to get the count.
** Four (4) of their skills, if you'll count Psychic Wave, are lingering and counts as '''DoT''' (Damage over Time) skills. This is useful and efficient when you're farming, as it is as simple as placing any of your DoT skills on the ground before teleporting away. You can still kill the monsters and you can still get their drops (thanks to the '''<u>@autoloot</u>''' feature). The only scenario I could think of where this won't be applicable, is when you're finishing a Kill Count quest. In that case you'll need to be onscreen to get the count.
** Their ultimate skill''' {{#skill:5380}}''' not only acts as their 4th job equivalent of Psychic Wave, it can also be endowed to either <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>—basically assuming the elemental property of their currently summoned '''High Elemental Spirits'''; but unbeknownst to many it also acts as CC skill! Both normal and boss monsters with the exception of MVPs hit by this skill are rendered immobile and stunned during the entire duration of the skill animation. We'll go more in-depth about Elemental Buster and its secret shenanigans once we go into the [[The_Complete_Elemental_Master_Guide_by_Goldie#Elemental_Master|Elemental Master section]], so pls. bear with me! <s>*''cough''* '''Autocast Elemental Buster''' ''*cough*''</s>
** Their ultimate skill''' {{#skill:5380}}''' not only acts as their 4th job equivalent of Psychic Wave, it can also be endowed to either <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>—basically assuming the elemental property of their currently summoned '''High Elemental Spirits'''; but unbeknownst to many it also acts as a CC skill! Both normal and boss monsters with the exception of MVPs hit by this skill are rendered immobile and stunned during the entire duration of the skill animation. We'll go more in-depth about Elemental Buster and its secret shenanigans once we go into the [[The_Complete_Elemental_Master_Guide_by_Goldie#Elemental_Master|Elemental Master section]], so pls. bear with me! <s>*''cough''* '''Autocast Elemental Buster''' ''*cough*''</s>


* They have at least two (2) forms of mobility with the skills '''Lvl. 1'''  '''{{#skill:2459}}''' on '''Lvl. 2 {{#skill:2456}}''' ('''Defensive Mode''') and '''{{#skill:6517}}'''.  
* They have at least two (2) forms of mobility with the skills '''Lvl. 1'''  '''{{#skill:2459}}''' on '''Lvl. 2 {{#skill:2456}}''' ('''Defensive Mode''') and '''{{#skill:6517}}'''.  
** You may argue that {{#item:12710}} is basically free and only costs 10 {{#item:50000}}, but having free guyak whenever you need it is a big add-on, especially for those tight on budget. And besides, not only does it boost movement speed but it also gives you '''+50% FLEE Rate,''' which greatly improves an EM's survivability.
** You may argue that {{#item:12710}} is basically free and only costs 10 {{#item:50000}}, but having free guyak whenever you need it is a big add-on, especially for those tight on budget. And besides, not only does it boost movement speed but it also gives you '''+50% FLEE Rate,''' which greatly improves an EM's survivability.
** EM is already a class gifted with lots of ground magical skills, above average range and AoE, and yet they were still given another mobility skill with Psychic Stream. This skill with a 9-cells range lets you blink/dash towards a monster or a mob of monsters making farming faster and efficient. As an example, you use Psychic Stream on a mob then proceed to auto-cast your Elemental Buster from the Dimension Set to kill the horde of mobs around you, while aiming Diamond Storm to another pack of mobs to maximize your range and space around you.
** EM is already a class gifted with lots of ground magical skills, above average range and AoE, and yet they were still given another mobility skill with Psychic Stream. This skill with a nine (9) cells range lets you blink/dash towards a monster or a mob of monsters making farming faster and efficient. As an example, you use Psychic Stream on a mob then proceed to auto-cast your Elemental Buster from the Dimension Set to kill the horde of mobs around you, while aiming Diamond Storm to another pack of mobs to maximize your range and space around you.


* EMs have access to '''Elementals''' & '''High Elementals''' that would help them in various ways. We'll talk more about them in their [[The_Complete_Elemental_Master_Guide_by_Goldie#Elementals_&_High_Elementals|own sections]].
* EMs have access to '''Elementals''' & '''High Elementals''' that would help them in various ways. We'll talk more about them in their [[The_Complete_Elemental_Master_Guide_by_Goldie#Elementals_&_High_Elementals|own sections]].
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* Just enough skill points as a prerequisite skill for '''{{#skill:278}}'''.
* Just enough skill points as a prerequisite skill for '''{{#skill:278}}'''.
|style="text-align: center;" |1
|style="text-align: center;" |1
|style="text-align: center; background:#ccffcc"| Supportive
|style="text-align: center; background:#ffffcc"| Active
|-
|-
| {{#skill:276}}
| {{#skill:276}}
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[[File:LP Hittable Cell.v3.gif|thumb|center|360x360px|Land Protector's "Hittable Zone".]]
[[File:LP Hittable Cell.v3.gif|thumb|center|360x360px|Land Protector's "Hittable Zone".]]


Okay now I would like you to focus your attention to the GIF above. LP doesn't provide total protection from ground AoE skills when those skills are casted right outside the furthest edge of LP. If I cast for example '''{{#skill:5372}}''' on the cell right outside of LP, it will still penetrate LP and damage anyone in Conflagration's '''9x9 AoE''' even if you're inside LP. This is the reason why most people think that LP has an "danger" zone because oftentimes they get hit by ground AoE magical skills of MVP even when inside LP's protective cells. You are getting hit by the MVP's skills because it's most likely that they also casted their skills right outside of LP on its "hittable zone". Now it doesn't necessarily have to be one (1) cell, it could be two (2) cells or three (3) cells but depending how huge the AoE of the skills it could still reach and penetrate LP and damage you in return. Even if I casted Conflagration 2 more cells below from the cell that I casted it from the GIF, it will still hit the dummy. A video showcasing its official behavior is documented [https://www.youtube.com/watch?v=aiqWc6U2Lp8 here].
Okay now I would like you to focus your attention to the GIF above. LP doesn't provide total protection from ground AoE skills when those skills are casted right outside the furthest edge of LP. If I cast for example '''{{#skill:5372}}''' on the cell right outside of LP, it will still penetrate LP and damage anyone in Conflagration's '''9x9 AoE''' even if you're inside LP. This is the reason why most people think that LP has a "danger zone" because oftentimes they get hit by ground AoE magical skills of the MVP even when inside LP's protective cells. You are getting hit by the MVP's skills because it's most likely that they also casted their skills right outside of LP on its "hittable zone". Now it doesn't necessarily have to be one (1) cell, it could be two (2) cells or three (3) cells but depending how huge the AoE of the skills it could still reach and penetrate LP and damage you in return. Even if I casted Conflagration two (2) more cells below from the cell that I casted it from the GIF, it will still hit the dummy. A video showcasing its official behavior is documented [https://www.youtube.com/watch?v=aiqWc6U2Lp8 here].


[[File:LP.gif|center|thumb|360x360px|Land Protector's Protective Cells.]]
[[File:LP.gif|center|thumb|360x360px|Land Protector's Protective Cells.]]
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|-
|-
| {{#skill:252}}
| {{#skill:252}}
|Curse
| {{#skill:78}}
|Hallucination
| {{#skill:5001}}
|-
|-
|Silence
| {{#skill:2213}}'s Magic Intoxication
|Poison
| {{#skill:214}}
|Bleeding
|Bleeding
|-
|-
|NPC MAX PAIN
|NPC AGI UP
|Frozen  
|Frozen  
|NPC MAX PAIN*
|-
|NPC AGI UP
|Curse
|Hallucination
|Silence
|}
|}
<nowiki>*</nowiki>NPC MAX PAIN is different from every situation. For instance, Max Pain from Aquila and Margareta Sorin are easily dispellable; however Max Pain originating from Betelgeuse is not so be aware of that.


==Professor==
==Professor==
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=== Overview ===
=== Overview ===
Sorcerer is the 3rd class of the Sage and Professor line-up. After traversing an arduous journey of learning the mystic secrets of magic and both of its treacherous and appeasing natures, Professors have undergone an even more daunting exploration to fully unveil the true constitution of magic itself. In their expedition, they've come across the spirits, known amongst the commoners as '''Elementals''', that embody and represent the four (4) Elements of Nature: the <span style="color:red;">Fire Spirit Agni</span>, the <span style="color:blue;">Water Spirit Aqua</span>, the <span style="color:green;">Wind Spirit Ventus</span>, and the <span style="color:brown;">Earth Spirit Tera</span>. Guided by the blessings granted to them by the great spirits of old, Professors have mastered the arts that make one deserving of the title Sorcerer.
Sorcerer is the 3rd class of the Sage and Professor line-up. After traversing an arduous journey of learning the mystic secrets of magic and both of its treacherous and appeasing natures, Professors have undergone an even more daunting exploration to fully unveil the true constitution of magic itself. In their expedition, they've come across the spirits, known amongst the commoners as '''Elementals''', that embody and represent the 4 Elements of Nature: the <span style="color:red;">Fire Spirit Agni</span>, the <span style="color:blue;">Water Spirit Aqua</span>, the <span style="color:green;">Wind Spirit Ventus</span>, and the <span style="color:brown;">Earth Spirit Tera</span>. Guided by the blessings granted to them by the great spirits of old, Professors have mastered the arts that make one deserving of the title Sorcerer.


Sorcerers have the ability to call forth the spirits of nature with their skills '''{{#skill:2457}}''', '''{{#skill:2458}}''', '''{{#skill:2459}}''', and '''{{#skill:2460}}'''. Each Elementals bestows the summoner both offensive and defensive passive effects that enabled the Sorcerer class to apply the sacred knowledge of magic they've learned as a Sage and Professor into the battlefield; thus finally enabling them to use damaging area of effect (AoE) skills in the form of '''{{#skill:2449}}''', '''{{#skill:2447}}''', '''{{#skill:2446}}''', and '''{{#skill:2454}}'''.   
Sorcerers have the ability to call forth the spirits of nature with their skills '''{{#skill:2457}}''', '''{{#skill:2458}}''', '''{{#skill:2459}}''', and '''{{#skill:2460}}'''. Each Elementals bestows the summoner both offensive and defensive passive effects that enabled the Sorcerer class to apply the sacred knowledge of magic they've learned as a Sage and Professor into the battlefield; thus finally enabling them to use damaging area of effect (AoE) skills in the form of '''{{#skill:2449}}''', '''{{#skill:2447}}''', '''{{#skill:2446}}''', and '''{{#skill:2454}}'''.   
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* It has a 5 seconds cooldown so cast this skill whenever it's available. However, there are equipment such as the {{#item:26118}} or its enhanced version {{#item:550012}}, {{#item:25419}} + {{#item:25420}}that reduce its cooldown by 3 seconds in total, which are useful in leveling.
* It has a 5 seconds cooldown so cast this skill whenever it's available. However, there are equipment such as the {{#item:26118}} or its enhanced version {{#item:550012}}, {{#item:25419}} + {{#item:25420}}that reduce its cooldown by 3 seconds in total, which are useful in leveling.
* {{#item:25417}} + {{#item:25420}}, {{#item:1000673}}are some of the easily available resources that would boost Psychic Wave's damage.
* {{#item:25417}} + {{#item:25420}}, {{#item:1000673}}are some of the easily available resources that would boost Psychic Wave's damage.
* Psychic Wave ('''PW''') by default is <span style="color:gray;">Neutral</span> property but it can also be endowed to the four (4) basic elements <span style="color:red;">Fire</span>, <span style="color:blue;">Water</span>, <span style="color:green;">Wind</span>, and <span style="color:brown;">Earth</span>, depending on the active modes and levels of the summoned Elementals.
* Psychic Wave ('''PW''') by default is <span style="color:gray;">Neutral</span> property but it can also be endowed to the four (4) basic elements <span style="color:red;">Fire</span>, <span style="color:blue;">Water</span>, <span style="color:green;">Wind</span>, and <span style="color:brown;">Earth</span> (plus eventually with <span style="color:purple;">Poison</span>) depending on the active modes and levels of the summoned Elementals.
** As an example, a summoned '''Lvl. 2''' '''{{#skill:2457}}''' in '''Lvl. 1 {{#skill:2456}}''' ('''Passive Mode''') would endow its summoner's '''{{#skill:2449}}''' skill with the <span style="color:red;">Fire</span> property.
** As an example, a summoned '''Lvl. 2''' '''{{#skill:2457}}''' in '''Lvl. 1 {{#skill:2456}}''' ('''Passive Mode''') would endow its summoner's '''{{#skill:2449}}''' skill with the <span style="color:red;">Fire</span> property.
* Gets the most benefit from INT among all the Sorcerer's AoE skills. The higher your INT value, the harder it hits as it's got triple the potency for INT. With items like {{#item: 22001}} with {{#item: 4876}} and {{#item: 470074}}, PW will hit like a truck.
* Gets the most benefit from INT among all the Sorcerer's AoE skills. The higher your INT value, the harder it hits as it's got triple the potency for INT. With items like {{#item: 22001}} with {{#item: 4876}} and {{#item: 470074}}, PW will hit like a truck.
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| {{#skill:2454}}
| {{#skill:2454}}
||
||
* Just enough skill points as a prerequisite skill for '''{{#skill:2459}}''' and '''{{#skill:2467}}'''.
* Just enough skill points as a prerequisite skill for '''{{#skill:2459}}''' and <span style="color:green;">'''{{#skill:2467}}'''</span>.
* Varetyr Spear's damage is increased depending on the level of '''{{#skill:282}}''', '''{{#skill:2451}}''', and the caster's own '''INT''' and base level.
* Varetyr Spear's damage is increased depending on the level of '''{{#skill:282}}''', '''{{#skill:2451}}''', and the caster's own '''INT''' and base level.
* Has a chance to stun enemies.
* Has a chance to stun enemies.
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| {{#skill:2453}}
| {{#skill:2453}}
||
||
* Put 5 skill points to this one if you're gonna frequent PvP/WoE; otherwise leave it at 0.
* Put 5 skill points to this one if you're gonna frequent PvP/WoE or if you're gonna use this for leveling; otherwise leave it at 0.
* Extreme Vacuum is a crowd control (CC) skill that pulls in any units towards the center of its AoE.  
* Extreme Vacuum is a crowd control (CC) skill that pulls in any units towards the center of its AoE.  
** Base duration of the rooting effect is decreased by unit's '''STR'''.
** Base duration of the rooting effect is decreased by unit's '''STR'''.
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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 3 forms (Child, Adolescent, & 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 3 forms (Child, Adolescent, & 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 3 forms (Child, Adolescent, & 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 3 forms (Child, Adolescent, & 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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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 '''{{#skill:5380}}''' 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 the High Elemental Serpens 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: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 '''{{#skill:5380}}''' 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 5 skill points to this one and max it out.
* Allot 5 skill points to this one and max it out.
* Lightning Land ('''LL''') is one of your 3 main DoT skills alongside '''{{#skill:5372}}''' and '''{{#skill:5371}}''' with strong CC effects via "hit-locking" mobs.
* Lightning Land ('''LL''') is one of your three (3) main DoT skills alongside '''{{#skill:5372}}''' and '''{{#skill:5371}}''' with strong CC effects via "hit-locking" mobs.
* It is a good skill to use when farming. You leave out your LL on the ground then teleport away. Kill the mobs offscreen and still get their loots.
* It is a good skill to use when farming. You leave out your LL on the ground then teleport away. Kill the mobs offscreen and still get their loots.
*Lightning Land has a 5% chance to inflict the '''Torrent''' status effect.
*Lightning Land has a 5% chance to inflict the '''Torrent''' status effect.
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* Allot 5 skill points to this one and max it out.
* Allot 5 skill points to this one and max it out.
* Venom Swamp ('''VS''') is one of your 3 main DoT skills alongside '''{{#skill:5372}}''' and '''{{#skill:5370}}''' with strong CC effect via "hit-locking" mobs.
* Venom Swamp ('''VS''') is one of your three (3) main DoT skills alongside '''{{#skill:5372}}''' and '''{{#skill:5370}}''' with strong CC effect via "hit-locking" mobs.
* It is a good skill to use when farming. You leave out your VS on the ground then teleport away. Kill the mobs offscreen and still get their loots.
* It is a good skill to use when farming. You leave out your VS on the ground then teleport away. Kill the mobs offscreen and still get their loots.
* As a <span style="color:purple;">Poison</span> property skill, it provides great coverage against the four (4) basic elements. Poison deals increased damage against <span style="color:red;">Fire</span>, <span style="color:blue;">Water</span>, <span style="color:green;">Wind</span>, and <span style="color:brown;">Earth</span>. Level 1 monsters of these properties receive 150% more damage against <span style="color:purple;">Poison</span>, while Level 4 monsters receive 125% more damage. For more info, refer to the [[Elements#Elemental_Attribute_Table|elemental table]].
* As a <span style="color:purple;">Poison</span> property skill, it provides great coverage against the four (4) basic elements. Poison deals increased damage against <span style="color:red;">Fire</span>, <span style="color:blue;">Water</span>, <span style="color:green;">Wind</span>, and <span style="color:brown;">Earth</span>. Level 1 monsters of these properties receive 150% more damage against <span style="color:purple;">Poison</span>, while Level 4 monsters receive 125% more damage. For more info, refer to the [[Elements#Elemental_Attribute_Table|elemental table]].
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* Allot 5 skill points to this one and max it out.
* Allot 5 skill points to this one and max it out.
* Conflagration ('''Conflag''') is one of your 3 main DoT skills alongside '''{{#skill:5371}}''' and '''{{#skill:5370}}''' with strong CC effect via "hit-locking" mobs.
* Conflagration ('''Conflag''') is one of your three (3) main DoT skills alongside '''{{#skill:5371}}''' and '''{{#skill:5370}}''' with strong CC effect via "hit-locking" mobs.
* It is a good skill to use when farming. You leave out your Conflag on the ground then teleport away. Kill the mobs offscreen and still get their loots.
* It is a good skill to use when farming. You leave out your Conflag on the ground then teleport away. Kill the mobs offscreen and still get their loots.
* Conflagration has a 3% chance to inflict the '''Blaze''' status effect.
* Conflagration has a 3% chance to inflict the '''Blaze''' status effect.
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* An optional skill to have when you're tight on skill points, but always a welcome addition as it adds a protective layer for your High Elementals.
* An optional skill to have when you're tight on skill points, but always a welcome addition as it adds a protective layer for your High Elementals.
* Elemental Veil turns your High Elementals transparent which prevents them from being damaged by targeted skills such as '''{{#skill:2217}}''' or '''{{#skill:13}}'''. AoE skills will still hit them as well as those with bouncing effect such as a Warlock's '''{{#skill:2214}}''' despite being a targeted skill.
* Elemental Veil turns your High Elementals transparent which prevents them from being damaged by normal basic attacks and targeted skills such as '''{{#skill:2217}}''' or '''{{#skill:13}}'''. AoE skills will still hit them as well as those with bouncing effect such as a Warlock's '''{{#skill:2214}}''' despite being a targeted skill.
* It gets longer duration at higher levels, but Level 1 of this skill will suffice.
* It gets longer duration at higher levels, but Level 1 of this skill will suffice.
* It doesn't work on Elementals, only for High Elementals.
* It doesn't work on Elementals, only for High Elementals.
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! colspan="4" | Waiting Mode
! colspan="4" | Waiting Mode
|}
|}
'''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 the 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>.   
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>.   
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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 3 modes, they exit this state. To place them back into this state once again, you'll need to recast the same Lvl. 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 {{#item:14534}}. 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 Lvl. 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 {{#item:14534}}. 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 reallyyyy. 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 & High Elementals Alive===
This is the section where we'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 we'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.


When either an Elemental or High Elemental is summoned, they inherit ''all'' of the summoner's raw stats including '''MaxHP%''', '''Max DEF,''' '''Max MDef''', and '''Max FLEE Rate'''. Back in those days, when a Sorcerer ran a high '''VIT''' or high '''AGI''' build, their Elementals too would have high VIT and high AGI thus making them tanky and agile. A video documenting this official behavior will be seen [https://www.youtube.com/watch?v=mxi1Ej4aQLU here], dating back in the year 2015. They inherit whatever stats you have ''<u>at the time of summoning</u>'' and they retain those stats for as long as they are active. So if you equip full tank gears that 's focused on high '''MaxHP%''' '''DEF''', '''MDef''', '''FLEE Rate''', they will receive all of those plus some additional stats depending on the spirits' elemental property. That being said, you can make a separate swap gear for your tank gears and switch to it whenever you're gonna summon your Elementals or High Elementals. It's generally a good idea to invest in those tank gears since it'll really make your spirits tanky and thus saves you from the frustration of having to resummon a new one every time they die which drastically decrease your DPS capability, particularly as an Elemental Master.
When either an Elemental or High Elemental is summoned, they inherit ''all'' of the summoner's raw stats including '''MaxHP%''', '''Max DEF,''' '''Max MDef''', and '''Max FLEE Rate'''. Back in those days, when a Sorcerer ran a high '''VIT''' or high '''AGI''' build, their Elementals too would have high VIT and high AGI thus making them tanky and agile. A video documenting this official behavior will be seen [https://www.youtube.com/watch?v=mxi1Ej4aQLU here], dating back in the year 2015. They inherit whatever stats you have ''<u>at the time of summoning</u>'' and they retain those stats for as long as they are active. So if you equip full tank gears that 's focused on high '''MaxHP%''', '''DEF''', '''MDef''', and '''FLEE Rate''', they will receive all of those plus some additional stats depending on the spirits' elemental property. That being said, you can make a separate swap gear for your tank gears and switch to it whenever you're gonna summon your Elementals or High Elementals. It's generally a good idea to invest in those tank gears since it'll really make your spirits tanky and thus saves you from the frustration of having to resummon a new one every time they die which drastically decrease your DPS capability, particularly as an Elemental Master.


Now since our spirits don't have their own '''<big>UI</big>''' unlike the Homunculus of Biolos, we will be following the following equations to formulate their individual stats:
Now since our spirits don't have their own '''<big>UI</big>''' unlike the Homunculus of Biolos, we will be following the following equations to formulate their individual stats:
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* <span style="color:blue;">'''Aqua'''</span>: increase its MATK and MDef by <code>(SummonLv × 20)</code> and <code>(SummonLv × 10)</code>, respectively.
* <span style="color:blue;">'''Aqua'''</span>: increase its MATK and MDef by <code>(SummonLv × 20)</code> and <code>(SummonLv × 10)</code>, respectively.
* <span style="color:green;">'''Ventus'''</span>: increase its MATK and FLEE Rate by <code>(SummonLv × 10)</code> and <code>(SummonLv × 20)</code>, respectively.
* <span style="color:green;">'''Ventus'''</span>: increase its MATK and FLEE Rate by <code>(SummonLv × 10)</code> and <code>(SummonLv × 20)</code>, respectively.
* <span style="color:brown;">'''Terra'''</span>: increase its ATK and DEF by <code>(SummonLv × 5)</code> and <code>(SummonLv × 25)</code>, respectively.   
* <span style="color:brown;">'''Tera'''</span>: increase its ATK and DEF by <code>(SummonLv × 5)</code> and <code>(SummonLv × 25)</code>, respectively.   
 


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 '''Max HP''' <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: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 '''Max HP''' <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.   
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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.  


As an example, let's say you have a total of 1,100,000 HP and using the equation <code>(SummonerMaxHP ÷ 3)</code>, that will be equivalent to 366,666 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 366,666 HP + 1960 HP + 2,040 HP. The total value 370,666 HP will then be multiplied with '''Lvl. 5''' '''Elemental Sympathy''''s 25%, to give us the High Elemental's total HP of ≈'''<u>463,333</u>'''. This could be more if you used other class buffs; my basis for the 1,100,000 HP is from my [[The_Complete_Elemental_Master_Guide_by_Goldie#High_End_Tank_Gears|high end tank gears]] alone.   
As an example, let's say you have a total of 1,100,000 HP and using the equation <code>(SummonerMaxHP ÷ 3)</code>, that will be equivalent to 366,666 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 366,666 HP + 1960 HP + 2,040 HP. The total value 370,666 HP will then be multiplied with '''Lvl. 5''' '''Elemental Sympathy''''s 25%, to give us the High Elemental's total HP of ≈'''<u>463,333</u>'''. This could be more if you used other class buffs; my basis for the 1,100,000 HP is from my [[The_Complete_Elemental_Master_Guide_by_Goldie#High_End_Tank_Gears|high end tank gears]] alone.   


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''' '''{{#skill:2468}}'''. 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 '''Level 2 Earth Insignia''' will give '''+500''' '''flat HP''' & '''+50''' '''DEF,''' while '''Level 3 Earth Insignia''' 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''' '''{{#skill:2468}}'''. 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 '''Level 2 Earth Insignia''' will give '''+500''' '''flat HP''' & '''+50''' '''DEF,''' while '''Level 3 Earth Insignia''' 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.  
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Another defensive layer you can incorporate or use is the skill '''{{#skill:5381}}''', which turns your High Elementals transparent making them untargetable. As we've previously stated, this skill is good to have when you have enough points to expend; otherwise you can skip this skill since AoE skills will still damage them. When you're too cheap and would want to save your elemental catalysts, there's also '''{{#skill:2464}}''' that heals your Elementals and High Elementals alike by taking out 10% of your HP/SP. Now, when you use this skill you might want to swap back to your tank gears by then. This is simply because you have fewer HP with your DPS gears for sure and your Spirits have higher MaxHP% than you do. Healing them with Elemental Cure while having low amount of HP will also only heal them by small amounts, whereas if you use switch to your tank gears you have more MaxHP%. The only problem with this is once you've switched to your tank gears, your HP won't be full so to solve that problem bring with you some  {{#item:607}}or {{#item:608}} to restore your HP/SP. One other way to heal your spirits passively is by placing them into '''Waiting Mode''' using '''{{#skill:2456}}'''. Remember they are passively recovering 2% HP/SP while in this mode for every 3 seconds.  
Another defensive layer you can incorporate or use is the skill '''{{#skill:5381}}''', which turns your High Elementals transparent making them untargetable. As we've previously stated, this skill is good to have when you have enough points to expend; otherwise you can skip this skill since AoE skills will still damage them. When you're too cheap and would want to save your elemental catalysts, there's also '''{{#skill:2464}}''' that heals your Elementals and High Elementals alike by taking out 10% of your HP/SP. Now, when you use this skill you might want to swap back to your tank gears by then. This is simply because you have fewer HP with your DPS gears for sure and your Spirits have higher MaxHP% than you do. Healing them with Elemental Cure while having low amount of HP will also only heal them by small amounts, whereas if you use switch to your tank gears you have more MaxHP%. The only problem with this is once you've switched to your tank gears, your HP won't be full so to solve that problem bring with you some  {{#item:607}}or {{#item:608}} to restore your HP/SP. One other way to heal your spirits passively is by placing them into '''Waiting Mode''' using '''{{#skill:2456}}'''. Remember they are passively recovering 2% HP/SP while in this mode for every 3 seconds.  


Both the Elementals and High Elementals follow the equations in calculating their individual stats. Now the question if High Elementals have their own set of equations the answer is nobody knows but the Gravity developers. Information regarding the 4th job summons are few and so for the meantime while we lack accurate info we'll be following this one right here. I could only imagine it being better for the High Elementals if they did have their own equations. As you can see, the formula don't include the 4th jobs traits such as STA, WIS, RES, & MRES, so if in a turn of events it did somehow included those traits then our High Elementals are supposedly should be tankier than Elementals. Fret not though, because even with those traits your High Elementals are still durable. With the proper set of tank gears, my High Elementals could survive even the most hard-hitting skills of MVPs such as Juncea's '''{{#skill:83}}''', Schulang's''' {{#skill:85}}''', Phantom of Amdarais' {{#skill:91}} '''Heaven's Drive,''' Lasgand's '''{{#skill:89}}''', Sakray's '''{{#skill:2216}}''', Sorcerer Celia's '''{{#skill:2449}}''', Rune Knight Seyren's '''{{#skill:2006}}''', Temple Biosphere mobs' '''{{#skill:254}}''', the Dark Grand Crosses of the Depth Valkyries from Depth Abyss 2 as well as NPC Earthquakes from the Depth Salamanders. The only thing it can't survive so far is Betelgeuse's '''{{#skill:2217}}''' though they can survive Tiara's, Warlock Katrinn's, and Fenrir's Tetra Vortex.
Both the Elementals and High Elementals follow the equations in calculating their individual stats. Now the question if High Elementals have their own set of equations the answer is nobody knows but the Gravity developers. Information regarding the 4th job summons are few and so for the meantime while we lack accurate info we'll be following this one right here. I could only imagine it being better for the High Elementals if they did have their own equations. As you can see, the formula don't include the 4th jobs traits such as STA, WIS, RES, & MRES, so if in a turn of events it did somehow included those traits then our High Elementals are supposedly should be tankier than Elementals. Fret not though, because even with those traits your High Elementals are still durable. With the proper set of tank gears, my High Elementals could survive even the most hard-hitting skills of MVPs such as Juncea's '''{{#skill:83}}''', Schulang's''' {{#skill:85}}''', Lasgand's '''{{#skill:91}} Heaven's Drive''', Sakray's '''{{#skill:2216}}''', Sorcerer Celia's '''{{#skill:2449}}''', Rune Knight Seyren's '''{{#skill:2006}}''', Temple Biosphere mobs' '''{{#skill:254}}''', the Dark Grand Crosses of the Depth Valkyries from Depth Abyss 2 as well as NPC Earthquakes from the Depth Salamanders. The only thing it can't survive so far is Betelgeuse's '''{{#skill:2217}}''' though they can survive Tiara's, Warlock Katrinn's, and Fenrir's Tetra Vortex.


'''A note to myself''': I'll provide GIFs to show they can survive those skills one of these days when I have more free time and when I am more knowledgeable in handling GIFs. Always good to have visual aids~
 
==== Sample Clips ====
<div style="display: flex;">
    <div style="flex: 1;">
{| class="wikitable" style="margin: 0 auto;"
|- {| class="gif-player"  style="background-color: #000000 ;"
| colspan=5 | [[File:Ardor vs. Tiara.gif|Tiara vs. Ardor]]
|- style="text-align:center;background-color: #F79A9A;"
| '''Ardor''' surviving '''Tiara's''' '''{{#skill:2217}}''' '''& {{#skill:2213}}'''.
|}
    </div>
    <div style="flex: 1;">
 
{| class="wikitable" style="margin: 0 auto;"
|- {| class="gif-player" style="background-color: #000000 ;"
| colspan=5 | [[File:Ardor vs. Lasgand.v2.gif|360x360px]]
|- style="text-align:center;background-color: #F79A9A;"
| '''Ardor''' surviving '''Lasgand's {{#skill:91}}Earth'''/'''Heaven's Drive'''.
|}
    </div>
</div>
 
<div style="display: flex;">
    <div style="flex: 1;">
{| class="wikitable" style="margin: 0 auto;"
|- {| class="gif-player"  style="background-color: #000000 ;"
| colspan=5 | [[File:Earthquake vs. Serpens.gif]]
|- style="text-align:center;background-color: #CF95B3;"
| '''Serpens''' surviving '''Depth 2 Salamander's Earthquake''' - '''Part I'''.
All three rounds of Earthquake damage divided between me and Serpens.
|}
    </div>
    <div style="flex: 1;">
 
{| class="wikitable" style="margin: 0 auto;"
|- {| class="gif-player" style="background-color: #000000 ;"
| colspan=5 | [[File:Earthquake vs. Serpens Part II.v2.gif]]
|- style="text-align:center;background-color: #CF95B3;""
| '''Serpens''' surviving '''Depth 2 Salamander's Earthquake''' - '''Part II'''.
All three rounds of Earthquake damage tanked by Serpens alone.
|}
    </div>
</div>
 
 
'''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.


=== Tank Gears ===
=== Tank Gears ===
Okay, now that everything has been explained as to how make your Spirits survive longer, we'll now talk more about gears. I'll be giving out budget options and high-end options in this section. The high-end gears are optional, but if you have the zeny for it then I say go for it then. The gears I'll be listing down were the set of gears that has worked for me so far and made my Spirits survive and as I'm sure there are plenty of options out there.
Okay, now that everything has been explained on how to make your Spirits survive longer, we'll now talk more about gears. I'll be giving out budget options and high-end options in this section. The high-end gears are optional, but if you have the zeny for it then I say go for it then. The gears I'll be listing down were the set of gears that has worked for me so far and made my Spirits survive and as I'm sure there are plenty of options out there.


The tank gears as good as they are to make your Spirits survive longer takes less priority than your core DPS gears. I suggest to build your tank gears last, and once you're done with your core DPS gears then that's the time to invest on these. The budget tank gears aren't as expensive as the high end tank gears and could serve as a side project if you really want to improve your Spirit's survivability much earlier.
The tank gears as good as they are to make your Spirits survive longer takes less priority than your core DPS gears. I suggest to build your tank gears last, and once you're done with your core DPS gears then that's the time to invest on these. The budget tank gears aren't as expensive as the high end tank gears and could serve as a side project if you really want to improve your Spirit's survivability much earlier.
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|-
|-
| '''Upper'''|| +11 {{#item:19366}}||
| '''Upper'''|| +11 {{#item:19366}}||
* '''Illusion Goibne's Helm''' with {{#item:29010}}and {{#item:29010}}.
* Enchanted with {{#item:29010}}and {{#item:29010}}.
* Carded with {{#item:4582}}or {{#item:300174}}.
* Carded with {{#item:4582}}or {{#item:300174}}.
|-
|-
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|-
|-
| '''Armor'''|| + 12 {{#item:15348}} or + 12 {{#item:15399}}||
| '''Armor'''|| + 12 {{#item:15348}} or + 12 {{#item:15399}}||
* '''Illusion Goibne's Armor''' with {{#item:29010}}and {{#item:29010}}.
* '''Illusion Goibne's Armor''' enchanted with {{#item:29010}}and {{#item:29010}}.
* '''Vit Soutane''' with {{#item:310078}}, {{#item:4747}}, and {{#item:4747}}.
* '''Vit Soutane''' enchanted with {{#item:310078}}, {{#item:4747}}, and {{#item:4747}}.


* Carded with {{#item:300376}}.
* Carded with {{#item:300376}}.
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| '''Weapon'''|| {{#item:1602}}||
| '''Weapon'''|| {{#item:1602}}||
* Carded with {{#item:4919}}, {{#item:4919}}{{#item:4919}}, and {{#item:4919}}.
* Carded with {{#item:4919}}, {{#item:4919}}{{#item:4919}}, and {{#item:4919}}.
** If you have Rod as one of your swap gears, always remember to reapply your '''{{#skill:280}}''', '''{{#skill:281}}''', '''{{#skill:282}}''', & '''{{#skill:283}}'''.
|-
|-
| '''Shield'''|| +11 to +12 {{#item:460018}}||
| '''Shield'''|| +11 to +12 {{#item:460018}}||
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+11 {{#item:470115}}
+11 {{#item:470115}}
|
|
* '''Illusion Goibne's Greaves''' with {{#item:29010}}and {{#item:29010}}.
* '''Illusion Goibne's Greaves''' enchanted with {{#item:29010}}and {{#item:29010}}.
* '''Snow Flower Boots''' with {{#item:311099}} and {{#item:311117}}.
* '''Snow Flower Boots''' enchanted with {{#item:311099}} and {{#item:311117}}.
* Carded with {{#item:4381}}.
* Carded with {{#item:4381}}.
|-
|-
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| '''Garment'''|| +11 [A] {{#item:480231}}||
| '''Garment'''|| +11 [A] {{#item:480231}}||
* Enchanted with {{#item:310938}}and {{#item:4744}}.
* Enchanted with {{#item:310938}}and {{#item:4744}}.
* Carded with {{#item:4671}}.
* Carded with {{#item:4671}} or any of the Bio 5 [MVP] cards just for the +20 All Basic Stats.
|-
|-
| '''Shoe'''|| +11 [A] {{#item:470174}}
| '''Shoe'''|| +11 [A] {{#item:470174}}
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The {{#item:450170}}and {{#item:490133}} can be obtained from the vending machine in front of the [[Constellation_Tower#Item_Exchange|Constellation Tower]] instance and can be enchanted by talking to the enchanter '''NPC Azzam the Lucky''' {{#navi:grademk|47|181}} ('''@go 50''').  
The {{#item:450170}}and {{#item:490133}} can be obtained from the vending machine in front of the [[Constellation_Tower#Item_Exchange|Constellation Tower]] instance and can be enchanted by talking to the enchanter '''NPC Azzam the Lucky''' {{#navi:grademk|47|181}} ('''@go 50''').  


{{#item:480231}}and {{#item:470174}}will be 2 of your gears that would give enormous amount of '''MaxHP'''%. These gears can be farmed in [[Varmundt%27s_Biosphere#Biosphere_Grass|Varmundt's Biosphere (Grass)]], and can be enchanted to the same NPC from earlier, Azzam the Lucky. {{#item:490163}}is easily available and can be bought from vendors. Talk to Azzam the Lucky to enchant it.
{{#item:480231}}and {{#item:470174}}will be two (2) of your gears that would give enormous amount of '''MaxHP'''%. These gears can be farmed in [[Varmundt%27s_Biosphere#Biosphere_Grass|Varmundt's Biosphere (Grass)]], and can be enchanted to the same NPC from earlier, Azzam the Lucky. {{#item:490163}}is easily available and can be bought from vendors. Talk to Azzam the Lucky to enchant it.


==== Shadow Gears & Costume Enchant Stones ====
==== Shadow Gears ====
{| class="wikitable mw-collapsible mw-collapsed" style="width:80%;"
{| class="wikitable mw-collapsible mw-collapsed" style="width:80%;"
!Type
!Type
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!Notes
!Notes
|-
|-
|'''Upper Costume'''
|'''Shadow Armor'''
|Any Upper Costume of you liking
| +10 {{#item:24764}}
|
|
* Carded with {{#item:1000672}}.
* Enchanted with MaxHP + 2%. Can be enchanted using {{#item:23720}} or go total high end and enchant with {{#item:101260}}.
** For more FCT reduction for faster casting time.
|-
|'''Middle Costume'''
|Any Middle Costume of your liking
|
* Carded with {{#item:25006}}.
|-
|'''Lower Costume'''
|Any Lower Costume of your liking
|
* Carded with {{#item:25008}}.
|-
|'''Shadow Armor'''
| +10 {{#item:24764}}
|
* Enchanted with MaxHP + 2%. Can be enchanted using {{#item:23720}} or go total high end and enchant with {{#item:101260}}.
|-
|-
|'''Shadow Weapon'''
|'''Shadow Weapon'''
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*Enchanted with {{#item:312193}}and {{#item:4744}}.
*Enchanted with {{#item:312193}}and {{#item:4744}}.
**CON is picked over WIS or STA because it gives FLEE. Our spirits won't benefit from WIS or STA.
**CON is picked over WIS or STA because it gives FLEE. Our spirits won't benefit from WIS or STA.
|-
|'''Garment Costume'''
|Any Garment Costume of your liking
|
* Carded with {{#item:25170}}, and {{#item:1000521}}.
** These combo helps with reducing casting time, so you can summon your Elementals and High Elementals faster.
|-
|-
|'''Shadow Shoe'''
|'''Shadow Shoe'''
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* Enchanted with MaxHP + 2%. Can be enchanted using {{#item:23720}} or go total high end and enchant with {{#item:101260}}.
* Enchanted with MaxHP + 2%. Can be enchanted using {{#item:23720}} or go total high end and enchant with {{#item:101260}}.
|}
|}
Same as with your high-end tank gears, the shadow gears and costume enchant stones for additional tanking values takes less priority and you have the option to skip them for now. You may revisit them once you're done with your core DPS gears. For more information regarding the listed '''Shadow Gears''', check this [[Shadow_Gear|page]]. To know more about '''Shadow Gear enchanting''', visit this [[Shadow_Enchanting|page]] or [[Choi%27s_Guide_To_Magic#Shadow_Gear|Choi's Guide to Magic]].
Same as with your high-end tank gears, the shadow gears for additional tanking values takes less priority and you have the option to skip them for now. You may revisit them once you're done with your core DPS gears. For more information regarding the listed '''Shadow Gears''', check this [[Shadow_Gear|page]]. To know more about '''Shadow Gear enchanting''', visit this [[Shadow_Enchanting|page]] or [[Choi%27s_Guide_To_Magic#Shadow_Gear|Choi's Guide to Magic]].


=== Choosing Which High Elementals to Use for Each Content ===
==== Costume Enchant Stones ====
Some High Elementals excel and perform better than the others in certain maps or areas. Here, I'll layout which High Elementals works best for different contents and explain as to why they're ideal to use on those. This is based on my experience and my recommendations, and if you prefer to use other High Elementals you may still do so.
{| class="wikitable mw-collapsible mw-collapsed" style="width:50%;"
{| class="wikitable mw-collapsible mw-collapsed" style="width:80%;
!Type
! High Elementals !! Notes !! Content
!Item
!Notes
|-
|'''Upper Costume'''
| {{#icon:19602}} Any Upper Costume of you liking
|
* Carded with {{#item:1000672}}.
** For more FCT reduction for faster casting time.
|-
|-
| [[File:High Elemental Ardor.png|center|195x195px]]  
|'''Middle Costume'''
'''<center><span style="color:darkred;">ARDOR</span></center>'''
| {{#icon:19603}} Any Middle Costume of your liking
||
|
*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.
* Carded with {{#item:25006}}.
*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%.  
|-
|'''Lower Costume'''
| {{#icon:19604}} Any Lower Costume of your liking
|
* Carded with {{#item:25008}}.
|-
|'''Garment Costume'''
| {{#icon:20506}} Any Garment Costume of your liking
|
* Carded with {{#item:25170}}, and {{#item:1000521}}.
** These combo helps with reducing casting time, so you can summon your Elementals and High Elementals faster.
|}
The costume enchant stone combo {{#item:25006}} + {{#item:25008}} grants a bit of VIT values for a moderate amount of +MaxHP% and remains optional and good if you can get a hands on them. {{#item:1000672}} and {{#item:25170}} + {{#item:1000521}}will supply the missing FCT reduction you will lose from some of your main gear equipment and would help with instant casting your summoning skills. For more info on where and how to get them, you can check this [[Costume_Enchants_(Fashion_Points)|page]].
 
=== Choosing Which High Elementals to Use for Each Content ===
Some High Elementals excel and perform better than the others in certain maps or areas. Here, I'll layout which High Elementals works best for different contents and explain as to why they're ideal to use on those. This is based on my experience and my recommendations, and if you prefer to use other High Elementals you may still do so.
{| class="wikitable mw-collapsible mw-collapsed" style="width:80%;
! High Elementals !! Notes !! Content
|-
| [[File:High Elemental Ardor.png|center|195x195px]]  
'''<center><span style="color:darkred;">ARDOR</span></center>'''
||
*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%.  
*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 & 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  & +30 MAtk) and '''Lvl. 3''' '''{{#skill:2465}}''' (+25% <span style="color:red;">Fire</span> property magical damage & +50 MAtk).
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'''<center><span style="color:green;">VENTUS</span> </center>'''
'''<center><span style="color:green;">VENTUS</span> </center>'''
||
||
*<span style="color:green;">Ventus</span> wasn't supposed to make it the list since she's not even a High Elemental, but it was necessary and I just can't help it but include our baby <span style="color:green;">Ventus</span>!
*<span style="color:green;">Ventus</span> wasn't supposed to make it to the list since she's not even a High Elemental, but it was necessary and I just can't help it but include our baby <span style="color:green;">Ventus</span>!
*We're already in 4th jobs era and <span style="color:green;">Ventus</span> is still our best friend and our close confidant for everywhere else we go~ Whether we need to have Guyak she'll give it to us  for free with the help of her Wind Step skill. Now you can casually farm {{#item:25223}}at Second Power Plant and when you don't want to be late for events she'll make your move faster than the speed of light!  
*We're already in 4th jobs era and <span style="color:green;">Ventus</span> is still our best friend and our close confidant for everywhere else we go~ Whether we need to have Guyak she'll give it to us  for free with the help of her Wind Step skill. Now you can casually farm {{#item:25223}}at Second Power Plant and when you don't want to be late for events she'll make your move faster than the speed of light!  
||
||
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Okay, we'll be starting first with the actual area of effect (AoE) of insignias. All four (4) insignias have an <s>abysmal</s> short AoE of 3x3, and they are not used in a normal field farming scenario. They are used practically in "long" MVP fights. When placing insignias underneath an MVP, you'll always have to consider the distance between you and the MVP. Since an insignia has a 3x3 AoE, you'd want the MVP to be as close to you as possible to maximize its AoE. Additionally, insignias are stationary and can't be freely readjusted unlike your LP since it has a 1 minute cooldown. In line with this, only one of each elemental insignia can be placed at a time and each level of the elemental insignias don't share the same cooldown. You'll have to decide which level of insignias you're gonna use. If you've placed your insignias on the wrong cell, you will have to wait for a minute before it's off CD so don't recklessly cast your insignias all over the place. There's also no visual indicator if an MVP is standing or affected by your insignias. Timing and strategic estimation are important in placing an insignia.  
Okay, we'll be starting first with the actual area of effect (AoE) of insignias. All four insignias have an <s>abysmal</s> short AoE of 3x3, and they are not used in a normal field farming scenario. They are used practically in "long" MVP fights. When placing insignias underneath an MVP, you'll always have to consider the distance between you and the MVP. Since an insignia has a 3x3 AoE, you'd want the MVP to be as close to you as possible to maximize its AoE. Additionally, insignias are stationary and can't be freely readjusted unlike your LP since it has a 1 minute cooldown. In line with this, only one of each elemental insignia can be placed at a time and each level of the elemental insignias don't share the same cooldown. You'll have to decide which level of insignias you're gonna use. If you've placed your insignias on the wrong cell, you will have to wait for a minute before it's off CD so don't recklessly cast your insignias all over the place. There's also no visual indicator if an MVP is standing or affected by your insignias. Timing and strategic estimation are important in placing an insignia.  


The elemental insignias are also divided into '''three (3) levels''', each of which gives different buffs and debuffs. '''Level 1s''' are typically used to "debuff" the MVP standing on its AoE. '''Level 2s''' are for physical-oriented classes where they can stand on it to benefit from its "buffing effect" but that doesn't necessarily mean it can't be placed underneath the MVP too so you can maximize its "buffing effect" on you and its  "debuffing effect"  on the MVP (we'll talk more about what this as we push through). '''Level 3s''' are for the magic-oriented classes and just like Level 2s, it can be placed both on you and the MVP to full capitalize on the insignia's "buffing and debuffing effects."  
The elemental insignias are also divided into '''three (3) levels''', each of which gives different buffs and debuffs. '''Level 1s''' are typically used to "debuff" the MVP standing on its AoE. '''Level 2s''' are for physical-oriented classes where they can stand on it to benefit from its "buffing effect" but that doesn't necessarily mean it can't be placed underneath the MVP too so you can maximize its "buffing effect" on you and its  "debuffing effect"  on the MVP (we'll talk more about what this as we push through). '''Level 3s''' are for the magic-oriented classes and just like Level 2s, it can be placed both on you and the MVP to full capitalize on the insignia's "buffing and debuffing effects."  
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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 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</span> insignia 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 2 are standing on a <span style="color:blue;">Water</span> insignia. This can be prevented if you just used a '''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>. 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 & +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</span> insignia 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 2 are standing on a <span style="color:blue;">Water</span> insignia. This can be prevented if you just used a '''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>. 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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Now, let's talk about the interaction of insignias with Land Protector. Oftentimes, you will find yourself needing to place LP as a defensive layer to protect you and your Spirits from getting wiped out. But at the same time, you still want to place your insignias to speed up the fight. Well, you can do just that but it will require technique, patience, and a thorough understanding of the interaction between LP and Insignia. First, decide which level of LP you're gonna be using. If you still remember in the [[The_Complete_Elemental_Master_Guide_by_Goldie#Land_Protector|LP section]] of this guide, we've talked about how it's ideal to use Lvls. 1-2 LP when you're soloing instead of Lvls. 3-5. Well here, we're gonna be discussing the importance of one's [[The_Complete_Elemental_Master_Guide_by_Goldie#Proper_Placement_of_Land_Protector|mindful placement of LP]].  
Now, let's talk about the interaction of insignias with Land Protector. Oftentimes, you will find yourself needing to place LP as a defensive layer to protect you and your Spirits from getting wiped out. But at the same time, you still want to place your insignias to speed up the fight. Well, you can do just that but it will require technique, patience, and a thorough understanding of the interaction between LP and Insignia. First, decide which level of LP you're gonna be using. If you still remember in the [[The_Complete_Elemental_Master_Guide_by_Goldie#Land_Protector|LP section]] of this guide, we've talked about how it's ideal to use Lvls. 1-2 LP when you're soloing instead of Lvls. 3-5. Well here, we're gonna be discussing the importance of one's [[The_Complete_Elemental_Master_Guide_by_Goldie#Proper_Placement_of_Land_Protector|mindful placement of LP]].  


In the image above, 11x11 LP despite adjusting the placement of LP three (3) cells below you, the MVP is still inside the AoE of your 11x11 LP which makes it impossible for you to put your insignias underneath the MVP. Meanwhile for the 9x9 LP after readjusting the LP three (3) cells below you, the MVP is ''still'' inside LP's AoE and you still can't place your insignias underneath the MVP. Now look on the 7x7 LP, after readjusting the LP three (3) cells below you the MVP is now outside of LP and finally you can safely place your insignias, but this is the maximum limit you can go for and one wrong estimation and adjustment of your LP can determine the fate of you and your Spirit.  
In the image above, '''11x11 LP''' despite adjusting the placement of LP three (3) cells below you, the MVP is still inside the AoE of your 11x11 LP which makes it impossible for you to put your insignias underneath the MVP. Meanwhile for the '''9x9 LP''' after readjusting the LP three (3) cells below you, the MVP is ''still'' inside LP's AoE and you still can't place your insignias underneath the MVP. Now look on the '''7x7 LP''', after readjusting the LP three (3) cells below you the MVP is now outside of LP and finally you can safely place your insignias, but this is the maximum limit you can go for and one wrong estimation and adjustment of your LP can determine the fate of you and your Spirit.  


With all of those things considered, having a '''leeway''' or '''freedom to carefully readjust LP''' is always the safest decision to do when you're in a rigid scenario. In such cases, you'd either be in a panic or in a rush that I am sure you won't have the time to count cells and accurately place your LP below you! What I'm trying to say now is, always think ahead and give yourself a bit of freedom to readjust your LP should you encounter problems such as this. 7x7 LP proves to be more flexible than 9x9 and 11x11 and 7x7 fulfills this condition in most scenarios. If you're in a party and you have a tank, let the the tank go outside the LP and let him be the meat shield, then you can use 11x11 or 9x9 to your heart's content. You have a party to protect so prioritize that and you have tank to get the aggro, and you have freedom to safely place your insignias underneath the MVP.
With all of those things considered, having a '''leeway''' or '''freedom to carefully readjust LP''' is always the safest decision to do when you're in a rigid scenario. In such cases, you'd either be in a panic or in a rush that I am sure you won't have the time to count cells and accurately place your LP below you! What I'm trying to say now is, always think ahead and give yourself a bit of freedom to readjust your LP should you encounter problems such as this. 7x7 LP proves to be more flexible than 9x9 and 11x11 and 7x7 fulfills this condition in most scenarios. If you're in a party and you have a tank, let the the tank go outside the LP and let him be the meat shield, then you can use 11x11 or 9x9 to your heart's content. You have a party to protect so prioritize that and you have tank to get the aggro, and you have freedom to safely place your insignias underneath the MVP.
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* Already got your Dimensions combo? Great! Now you'll have lesser skills to include in your rotation. That's because the Dimensions combo {{#item:400536}}+ {{#item:540079}} lets you autocast '''{{#skill:5380}}''' every time you cast '''{{#skill:5369}}''' while {{#item:400536}} + {{#item:540080}}lets you autocast Elemental Buster every time you cast '''{{#skill:5373}}''' so long as both combos are '''Grade A'''.
* Already got your Dimensions combo? Great! Now you'll have lesser skills to include in your rotation. That's because the Dimensions combo {{#icon:400536}}{{#linkitem:400536|Time Dimensions Rune Crown(Elemental Master)}} + {{#icon:540079}}{{#linkitem:540079|Dimensions Elemental Magic Book}} lets you autocast '''{{#skill:5380}}''' every time you cast '''{{#skill:5369}}''' while {{#icon:400536}}{{#linkitem:400536|Time Dimensions Rune Crown(Elemental Master)}} + {{#icon:540080}}{{#linkitem:540080|Dimensions Elemental Spell Book}} lets you autocast Elemental Buster every time you cast '''{{#skill:5373}}''' so long as both combos are '''Grade A'''.
* The main idea behind this specific skill rotation is to autocast Elemental Buster whenever you can and that mean whenever either Diamond Storm or Terra Drive is off-CD. Both DS and TD have 1 second cooldown and thus you can autocast your Elemental Buster every other second.
* The main idea behind this specific skill rotation is to autocast Elemental Buster whenever you can and that mean whenever either Diamond Storm or Terra Drive is off-CD. Both DS and TD have 1 second cooldown and thus you can autocast your Elemental Buster every other second.
* You will start with your 1st DoT skill like '''{{#skill:5372}}''' (DS combo) or '''{{#skill:5370}}''' (TD combo). Proceed that with either DS or TD to autocast Elemental Buster. Now while DS and TD is on CD, you have the option to cast another DoT of your choice. It's up to you if you want to cast either '''{{#skill:5371}}''' or '''{{#skill:5372}}''' and/or '''{{#skill:5371}}''' or '''{{#skill:5370}}''' next. If you have enough ACD, you could just use both skills before DS or TD goes off-CD. I recommend at least '''60% ACD''' for a fluid skill cycle.
* You will start with your 1st DoT skill like '''{{#skill:5372}}''' (DS combo) or '''{{#skill:5370}}''' (TD combo). Proceed that with either DS or TD to autocast Elemental Buster. Now while DS and TD is on CD, you have the option to cast another DoT of your choice. It's up to you if you want to cast either '''{{#skill:5371}}''' or '''{{#skill:5372}}''' and/or '''{{#skill:5371}}''' or '''{{#skill:5370}}''' next. If you have enough ACD, you could just use both skills before DS or TD goes off-CD. I recommend at least '''60% ACD''' for a fluid skill cycle.
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* You must wondering why this part got so many skills all of a sudden but that's because this is the part where you ''will actually'' do real DPS. This is when you have all set-ups (i.e. insignias, and elemental floor buffs) considered. You don't really do DPS when farming; you '''burst''' them to smithereens.
* You must wondering why this part got so many skills all of a sudden but that's because this is the part where you ''will actually'' do real DPS. This is when you have all set-ups (i.e. insignias, and elemental floor buffs) considered. You don't really do DPS when farming; you '''burst''' them to smithereens.
* When setting up your insignias and elemental floor buffs, it'll be up to you how you'll place them after knowing the basics of what we've discussed from the previous [[The_Complete_Elemental_Master_Guide_by_Goldie#What_are_Insignias_&_How_to_Use_Them|sections]]. The only key essential part that distinguished this particular rotation is because of the skill '''Lvl.''' '''3''' '''<span style="color:green;">{{#skill:2467}}</span>'''. When underneath a '''Level 3 <span style="color:green;">Wind</span> Insignia''', you get '''+50%''' '''ACD''' '''reduction''' on all of your <span style="color:green;">Wind</span> skills such as '''{{#skill:5370}}''' and this gives you freedom to cast ''another'' one of your DoT skills such as '''{{#skill:5371}}''', and I'll have to stress VS specifically. I'll explain as to why. But yes, it's as if you casted another skill with like 0 delay or global delay thanks to that nifty +50% ACD redux.
* When setting up your insignias and elemental floor buffs, it'll be up to you how you'll place them after knowing the basics of what we've discussed from the previous [[The_Complete_Elemental_Master_Guide_by_Goldie#What_are_Insignias_&_How_to_Use_Them|sections]]. The only key essential part that distinguished this particular rotation is because of the skill '''Lvl.''' '''3''' '''<span style="color:green;">{{#skill:2467}}</span>'''. When underneath a '''Level 3 <span style="color:green;">Wind Insignia</span>''', you get '''+50%''' '''ACD''' '''reduction''' on all of your <span style="color:green;">Wind</span> skills such as '''{{#skill:5370}}''' and this gives you freedom to cast ''another'' one of your DoT skills such as '''{{#skill:5371}}''', and I'll have to stress VS specifically. I'll explain as to why. But yes, it's as if you casted another skill with like zero (0) delay or global delay thanks to that nifty +50% ACD redux.
* Now if you're wondering why VS specifically that's because for the DS combo, you would want '''{{#skill:5372}}''' to be on CD first so that by the time you go back to it after doing your sequenced skill rotation it's already off-CD AND it gets skill modifiers for the DS combo so it hits harder than LL. You want Conflag to be laying on the ground doing damage as you sequence your skills. Meanwhile for the TD Combo, Conflag doesn't get too many skill modifiers only from the {{#item:400536}}(only up to 15% assuming your crown is +15). And in this combo, VS gets more skill modifiers than Conflag so what you do is you cast your LL first, proceed to VS then TD with proced autocasted Elemental Buster then Conflag then back to TD with proced autocasted Elemental Buster and then go back to LL. '''Rinse and repeat'''.
* Now if you're wondering why VS specifically that's because for the DS combo, you would want '''{{#skill:5372}}''' to be on CD first so that by the time you go back to it after doing your sequenced skill rotation it's already off-CD AND it gets skill modifiers for the DS combo so it hits harder than LL. You want Conflag to be laying on the ground doing damage as you sequence your skills. Meanwhile for the TD Combo, Conflag doesn't get too many skill modifiers only from the {{#icon:400536}}{{#linkitem:400536|Time Dimensions Rune Crown(Elemental Master)}} (only up to 15% assuming your crown is +15). And in this combo, VS gets more skill modifiers than Conflag so what you do is you cast your LL first, proceed to VS then TD with proced autocasted Elemental Buster then Conflag then back to TD with proced autocasted Elemental Buster and then go back to LL. '''Rinse and repeat'''.




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* If you happen to have both books and you're good at micromanaging, then this skill rotation could be for you. The main idea here is you would want to abuse the book's combo with {{#item:400536}} which lets you autocast '''{{#skill:5380}}''' to your heart's content every time you cast '''{{#skill:5369}}''' or '''{{#skill:5373}}'''. Though instead of only focusing on 1 book, you'll be using both. Whether you cast DS or TD first won't matter as you'll only rotate between these 2 skills and no other skills anymore.  
* If you happen to have both books and you're good at micromanaging, then this skill rotation could be for you. The main idea here is you would want to abuse the book's combo with {{#icon:400536}}{{#linkitem:400536|Time Dimensions Rune Crown(Elemental Master)}} which lets you autocast '''{{#skill:5380}}''' to your heart's content every time you cast '''{{#skill:5369}}''' or '''{{#skill:5373}}'''. Though instead of only focusing on 1 book, you'll be using both. Whether you cast DS or TD first won't matter as you'll only rotate between these 2 skills and no other skills anymore.  
* First, you would want to designate 4 hotkeys for your skills and books each close in proximity similar to this one  [[File:Hotkeys.png]]
* First, you would want to designate 4 hotkeys for your skills and books each close in proximity similar to this one  [[File:Hotkeys.png]]
* As an example, let's say I reserved hotkeys '''1'''<big>–</big>'''2'''<big>–</big>'''Q'''<big>–</big>'''W''' for '''DS'''<big>–</big>'''TD'''<big>–</big>'''Magic Book'''<big>–</big>'''Spell Book''', respectively. I will press '''<u>Hotkey 1</u>''' first to cast DS then switch to Spell Book by pressing '''<u>Hotkey W</u>'''. After which, I will cast TD then press my '''<u>Hotkey Q</u>''' to equip my Magic Book and then press '''<u>Hotkey 1</u>''' to cast DS again. Keep repeating this 'til you fully master switching books. I myself am not good with micromanaging the Hotkeys that's why I don't use this skill rotation often despite owning the 2 books. If you're fast with your fingers, then this skill rotation may just be for you.
* As an example, let's say I reserved hotkeys '''1'''<big>–</big>'''2'''<big>–</big>'''Q'''<big>–</big>'''W''' for '''DS'''<big>–</big>'''TD'''<big>–</big>'''Magic Book'''<big>–</big>'''Spell Book''', respectively. I will press '''<u>Hotkey 1</u>''' first to cast DS then switch to Spell Book by pressing '''<u>Hotkey W</u>'''. After which, I will cast TD then press my '''<u>Hotkey Q</u>''' to equip my Magic Book and then press '''<u>Hotkey 1</u>''' to cast DS again. Keep repeating this 'til you fully master switching books. I myself am not good with micromanaging the Hotkeys that's why I don't use this skill rotation often despite owning the 2 books. If you're fast with your fingers, then this skill rotation may just be for you.




'''Note''': I plan to add more visual aids such as GIFs in this section to exemplify how a proper skill rotation should be, but as of the moment I lack the knowledge how to make better GIFs. I tried to make it work on the LP GIFs but it's with low quality. It'll be work in progress (WIP) for now. Hopefully soon though!
====Sample Clip====
[[File:Casual Farming with Psychic Stream.gif|thumb|center|360x360px|Casual Farming at Temple Biosphere with Psychic Stream.]]
 
 
'''Note''': I plan to add more visual aids such as GIFs in this section to exemplify how a proper skill rotation should be, but as of the moment I lack the knowledge how to make GIFs with better quality. It'll be a work in progress (WIP) for now. Hopefully soon though!


== Stats & Traits Allocation ==
== Stats & Traits Allocation ==
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* Now you're finally a Sorcerer, you now have more AoE skills but all of them are gated behind 5 seconds cooldown each. You have 3 options:
* Now you're finally a Sorcerer, you now have more AoE skills but all of them are gated behind 5 seconds cooldown each. You have 3 options:
** If you're new to the class and you have barely to zero resources and you don't have any friends, take the hard route of leveling up with all your skills. It may be slow but at least you'll be able to practice how to properly rotate your skills. As a Sorcerer, you are always harder to die. Why? Well because you have your own lil' <span style="color:green;">Ventus</span> to accompany you. Make sure you have {{#item:992}} before attempting to summon our baby <span style="color:green;">Ventus</span>. You can purchase some Wind of Verdures from '''Dus the Smith NPC''' ('''@go 40''') {{#navi:paramk|53|101}} for 10,000 zeny per piece. For suggested farming areas for elemental ores such as the Wind of Verdures, refer to this [[The_Complete_Elemental_Master_Guide_by_Goldie#Elemental_Catalysts,_Ores,_&_Stones|section]]. Summon the Child form of <span style="color:green;">Ventus</span> by using the skill '''Lvl. 1''' '''{{#skill:2459}}''', and place him on '''Defensive Mode''' by using the skill '''Lvl.''' '''2''' '''{{#skill:2456}}''', and voila! You now have your own source of free {{#item:12710}} + '''50% FLEE Rate'''. You will survive even the most treacherous dungeons for leveling up. Just make sure to replenish <span style="color:green;">Ventus</span>' SP using the skill '''{{#skill:2464}}''' every now and then since he will exit '''Defensive Mode''' if he rans out of Mana and you will lose your benefits. Putting some skill points to '''{{#skill:2463}}''' would also help with your Ventus' sustain. One spell you could incorporate is the CC skill '''{{#skill:2453}}'''. Root mobs with Extreme Vacuum then cast your AoE skills to them. You have at least five forms of defense in this manner—<span style="color:green;">Ventus</span>' Wind Step, Extreme Vacuum's root CC effect, '''{{#skill:2449}}''''s hit-locking effect, '''{{#skill:2447}}''''s crystallization, and '''{{#skill:2454}}''''s stuns. Keep leveling up 'til you reach Elemental Master.  
** If you're new to the class and you have barely to zero resources and you don't have any friends, take the hard route of leveling up with all your skills. It may be slow but at least you'll be able to practice how to properly rotate your skills. As a Sorcerer, you are always harder to die. Why? Well because you have your own lil' <span style="color:green;">Ventus</span> to accompany you. Make sure you have {{#item:992}} before attempting to summon our baby <span style="color:green;">Ventus</span>. You can purchase some Wind of Verdures from '''Dus the Smith NPC''' ('''@go 40''') {{#navi:paramk|53|101}} for 10,000 zeny per piece. For suggested farming areas for elemental ores such as the Wind of Verdures, refer to this [[The_Complete_Elemental_Master_Guide_by_Goldie#Elemental_Catalysts,_Ores,_&_Stones|section]]. Summon the Child form of <span style="color:green;">Ventus</span> by using the skill '''Lvl. 1''' '''{{#skill:2459}}''', and place him on '''Defensive Mode''' by using the skill '''Lvl.''' '''2''' '''{{#skill:2456}}''', and voila! You now have your own source of free {{#item:12710}} + '''50% FLEE Rate'''. You will survive even the most treacherous dungeons for leveling up. Just make sure to replenish <span style="color:green;">Ventus</span>' SP using the skill '''{{#skill:2464}}''' every now and then since he will exit '''Defensive Mode''' if he rans out of Mana and you will lose your benefits. Putting some skill points to '''{{#skill:2463}}''' would also help with your Ventus' sustain. One spell you could incorporate is the CC skill '''{{#skill:2453}}'''. Root mobs with Extreme Vacuum then cast your AoE skills to them. You have at least five forms of defense in this manner—<span style="color:green;">Ventus</span>' Wind Step, Extreme Vacuum's root CC effect, '''{{#skill:2449}}''''s hit-locking effect, '''{{#skill:2447}}''''s crystallization, and '''{{#skill:2454}}''''s stuns; if you'll always have '''{{#skill:157}}''' activated then I guess you can count that as six forms of defense then. Keep leveling up 'til you reach Elemental Master.  
*** Worry about the proper skill points allocation for later and maximize your AoE skills first so you could farm. Priority of skills as you level up:
*** Worry about the proper skill points allocation for later and maximize your AoE skills first so you could farm. Priority of skills as you level up:


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* Your skill rotation for your Sorcerer skills could go something like this:
* At maximum level, your Extreme Vacuum will have a duration of 12 seconds and it is possible to summon two (2) Vacuums at the same time. Cast Extreme Vacuum whenever you would lure and horde mobs so they'll get rooted and you can safely cast your AoE skills unto them. Only cast Vacuum when it's necessary or you deem fit in the situation since it has a 5 seconds CD and not every time it'll be available for you to use; on times it is on CD, you can just kite the mobs with your skills. That being said, your skill rotation for your Sorcerer skills could go something like this:




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*Needs to [[Varmundt%27s_Biosphere#Varmundt_Equipment_Reform|reform]] {{#item:490301}}.
*Needs to [[Varmundt%27s_Biosphere#Varmundt_Equipment_Reform|reform]] {{#item:490301}}.
*Enchanted with at least  {{#item:311956}}, and {{#item:311996}}.
*Enchanted with at least  {{#item:311956}}, and {{#item:311996}}.
**Ideally, you would want either {{#item:311943}} or {{#item:311942}} as your 2nd slot enchants against bosses and normal monsters; however since getting these 2 BiS enchants are RNG-heavy, you can use the other racial enchants. Refer to this [[Varmundt%27s_Biosphere#Varmundt_Ring_Enchants|page]] for more info.
**Ideally, you would want either {{#item:311943}} or {{#item:311942}} as your 2nd slot enchants against bosses and normal monsters; however since getting these two BiS enchants are RNG-heavy, you can use the other racial enchants. Refer to this [[Varmundt%27s_Biosphere#Varmundt_Ring_Enchants|page]] for more info.
*Carded with {{#item:300469}} or {{#item:300464}}.
*Carded with {{#item:300469}} or {{#item:300464}}.
|-
|-
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*Needs to [[Varmundt%27s_Biosphere#Varmundt_Equipment_Reform|reform]] {{#item:490301}}.
*Needs to [[Varmundt%27s_Biosphere#Varmundt_Equipment_Reform|reform]] {{#item:490301}}.
*Enchanted with at least  {{#item:311956}}, and {{#item:311996}}.
*Enchanted with at least  {{#item:311956}}, and {{#item:311996}}.
**Ideally, you would want either {{#item:311943}} or {{#item:311942}} as your 2nd slot enchants against bosses and normal monsters; however since getting these 2 BiS enchants are RNG-heavy, you can use the other racial enchants. Refer to this [[Varmundt%27s_Biosphere#Varmundt_Ring_Enchants|page]] for more info.
**Ideally, you would want either {{#item:311943}} or {{#item:311942}} as your 2nd slot enchants against bosses and normal monsters; however since getting these two BiS enchants are RNG-heavy, you can use the other racial enchants. Refer to this [[Varmundt%27s_Biosphere#Varmundt_Ring_Enchants|page]] for more info.
*Carded with {{#item:300216}} or {{#item:300371}}.
*Carded with {{#item:300216}} or {{#item:300371}}.
|}
|}
Mid Game is the start where you can finally farm comfortably and considerably well on popular farming maps. You should also be finished with Episode 19 or 20 by this point and you ought to get better gears now such as {{#item:460040}}. While this shield takes less priority than your other gears, it is fairly cheap to get and enchant. It only costs 100 {{#item:1001217}} to buy 1; same with enchanting it. To know more about the enchanting costs, check this [[20_The_Immortal#Glacier_Shield|page]].  
Mid Game is the start where you can finally farm comfortably and considerably well on popular farming maps. You should also be finished with Episode 19 or 20 by this point and you ought to get better gears now such as {{#item:460040}}. While this shield takes less priority than your other gears, it is fairly cheap to get and enchant. It only costs 100 {{#item:1001217}} to buy 1; same with enchanting it. To know more about the enchanting costs, check this [[20_The_Immortal#Glacier_Shield|page]].  


Technically, it's not supposed to be your first exposure to Varmundt and its Biospheres since you can access it as early as you gain access to Episode 17.2 but at the current state of your gears at the time you can't farm in those areas just yet. But now that you do, you can start now upgrade your accessories to {{#item:490307}} and {{#item:490304}}. You would need to [[Varmundt's Biosphere#Varmundt Rune Equipment / Rings|reform]] 2 copies of {{#item:490301}}first. They give good increase in damage so farm for them as soon as you are able to. For more info on their enchants, check this [[Varmundt%27s_Biosphere#Varmundt_Ring_Enchants|page]]. As stated on the table, you need not to aim for the {{#item:311943}} and {{#item:311942}} as it's purely RNG to get them so for now you can just settle for the different racial enchants and focus more on upgrading the 3rd and 4th slot enchants. Now if you're looking for an upgrade for your Convertible Magical Wing, you can start making your own {{#item:480233}} as you farm for your two Varmundt rings as well. Death Rune Manteau needs [[Varmundt%27s_Biosphere#Varmundt_Equipment_Reform|reforming]] too just like the rings. The manteau starts to perform slightly better than Magical Wing at +10~+11 Grade C. For more info on how to enchant your Varmundt Rings and Death Rune Manteau, refer to this [[Varmundt%27s_Biosphere#Rune_Armor_Enchants|page]].
Technically, it's not supposed to be your first exposure to Varmundt and its Biospheres since you can access it as early as you gain access to Episode 17.2 but at the current state of your gears at the time you can't farm in those areas just yet. But now that you do, you can start now upgrade your accessories to {{#item:490307}} and {{#item:490304}}. You would need to [[Varmundt's Biosphere#Varmundt Rune Equipment / Rings|reform]] two (2) copies of {{#item:490301}}first. They give good increase in damage so farm for them as soon as you are able to. For more info on their enchants, check this [[Varmundt%27s_Biosphere#Varmundt_Ring_Enchants|page]]. As stated on the table, you need not to aim for the {{#item:311943}} and {{#item:311942}} as it's purely RNG to get them so for now you can just settle for the different racial enchants and focus more on upgrading the 3rd and 4th slot enchants. Now if you're looking for an upgrade for your Convertible Magical Wing, you can start making your own {{#item:480233}} as you farm for your two Varmundt rings as well. Death Rune Manteau needs [[Varmundt%27s_Biosphere#Varmundt_Equipment_Reform|reforming]] too just like the rings. The manteau starts to perform slightly better than Magical Wing at +10~+11 Grade C. For more info on how to enchant your Varmundt Rings and Death Rune Manteau, refer to this [[Varmundt%27s_Biosphere#Rune_Armor_Enchants|page]].


<big>*</big>When you know someone close or you know somebody in the community whom you could trust, you could  ask them for a favor to craft the {{#item:400536}} as early as now for you. You will just need to provide them the materials consisting of 50 pcs. {{#item:1001552}}, 50 pcs. {{#item:1001553}}, and 75 pcs. {{#item:25865}} to craft you one. The magic jewels are drops from the [[Varmundt's Biosphere Depth 2]] dungeon, but it can be bought from vendors in the market. On the other hand, the temporal gemstone is obtained in [[Old_Glast_Heim_Challenge_Mode|Old Glast Heim: Challenge Mode]], but you will need higher progression of the instance before it starts dropping so it's highly advisable to just buy from vendors as well.
<big>*</big>When you know someone close or you know somebody in the community whom you could trust, you could  ask them for a favor to craft the {{#item:400536}} as early as now for you. You will just need to provide them the materials consisting of 50 pcs. {{#item:1001552}}, 50 pcs. {{#item:1001553}}, and 75 pcs. {{#item:25865}} to craft you one. The magic jewels are drops from the [[Varmundt's Biosphere Depth 2]] dungeon, but it can be bought from vendors in the market. On the other hand, the temporal gemstone is obtained in [[Old_Glast_Heim_Challenge_Mode|Old Glast Heim: Challenge Mode]], but you will need higher progression of the instance before it starts dropping so it's highly advisable to just buy from vendors as well.
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|
*'''Temple Rune Ring''' enchanted with {{#item:311958}}, and {{#item:311998}}.
*'''Temple Rune Ring''' enchanted with {{#item:311958}}, and {{#item:311998}}.
**Ideally, you would want either {{#item:311943}} or {{#item:311942}} as your 2nd slot enchants against bosses and normal monsters; however since getting these 2 BiS enchants are RNG-heavy, you can use the other racial enchants. Refer to this [[Varmundt%27s_Biosphere#Varmundt_Ring_Enchants|page]] for more info.
**Ideally, you would want either {{#item:311943}} or {{#item:311942}} as your 2nd slot enchants against bosses and normal monsters; however since getting these two BiS enchants are RNG-heavy, you can use the other racial enchants. Refer to this [[Varmundt%27s_Biosphere#Varmundt_Ring_Enchants|page]] for more info.
*'''Stellar Spell Seal''' enchanted with {{#item:313038}},  {{#item:310711}}, and {{#item:310711}}. For more info on how to enchant, check this [[Constellation_Tower_Enchants|page]].
*'''Stellar Spell Seal''' enchanted with {{#item:313038}},  {{#item:310711}}, and {{#item:310711}}. For more info on how to enchant, check this [[Constellation_Tower_Enchants|page]].
*Carded with {{#item:300175}}, {{#item:300469}}, {{#item:300464}}, or {{#item:27107}}.
*Carded with {{#item:300175}}, {{#item:300469}}, {{#item:300464}}, or {{#item:27107}}.
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|
*Enchanted with {{#item:311958}}, and {{#item:311998}}.
*Enchanted with {{#item:311958}}, and {{#item:311998}}.
**Ideally, you would want either {{#item:311943}} or {{#item:311942}} as your 2nd slot enchants against bosses and normal monsters; however since getting these 2 best in slot enchants are RNG-heavy, you can use the other racial enchants. Refer to this [[Varmundt%27s_Biosphere#Varmundt_Ring_Enchants|page]] for more info.
**Ideally, you would want either {{#item:311943}} or {{#item:311942}} as your 2nd slot enchants against bosses and normal monsters; however since getting these two BiS enchants are RNG-heavy, you can use the other racial enchants. Refer to this [[Varmundt%27s_Biosphere#Varmundt_Ring_Enchants|page]] for more info.
*Carded with {{#item:300216}}, {{#item:300371}}, {{#item:300364}}, {{#item:300211}}, {{#item:300222}}, or {{#item:27108}}.
*Carded with {{#item:300216}}, {{#item:300371}}, {{#item:300364}}, {{#item:300211}}, {{#item:300222}}, or {{#item:27108}}.
|}
|}
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Gears that are new in this section are the [[Alice_Twisted_Madness#Gear|Alice gears]] {{#item:460020}}, {{#item:410233}}, and {{#item:420213}}. The Mad Bunny is sought for the utility that it gives. It gives more ASPD and ACD plus 10% resistance against all element. Damage-wise, it didn't perform significantly better than {{#item:460040}} in my tests, but having more utility is nice to those who prefer it over damage. On the other hand, the middle and lower headgears Gambler's Seal and Ace of Spades are your next new upgrade in those slots. They were upgraded last because they give little improvement in damage as compared to the costs of crafting them and your other core gears.
Gears that are new in this section are the [[Alice_Twisted_Madness#Gear|Alice gears]] {{#item:460020}}, {{#item:410233}}, and {{#item:420213}}. The Mad Bunny is sought for the utility that it gives. It gives more ASPD and ACD plus 10% resistance against all element. Damage-wise, it didn't perform significantly better than {{#item:460040}} in my tests, but having more utility is nice to those who prefer it over damage. On the other hand, the middle and lower headgears Gambler's Seal and Ace of Spades are your next new upgrade in those slots. They were upgraded last because they give little improvement in damage as compared to the costs of crafting them and your other core gears.


If you're one of those people who joined the bandwagon and only played EM because of the autocast feature that the Dimensions set gives, well this is now the part (or earlier before now) where you should have a {{#item:400536}} to pair with one of your books. To [[Varmundt%27s_Biosphere_Depth_2#Time_Dimensions_Rune_Crowns|craft]] one, you'll need to have access first to Depth Abyss 2. You will need 2,000 Reputation pts. from [[Varmundt's Biosphere Depth]] to access this dungeon. More pieces of information regarding the enchanting process on this [[Varmundt%27s_Biosphere_Depth_2#Normal_Enchants|page]]. Put as much attention as you can on the Dimensions Rune Crown and Dimensions Book and refine them to +15 if you can because besides allowing you the ability to autocast '''{{#skill:5380}}''', these two will also give you Elemental Buster skill modifier. At +15 for both pieces of equipment, it'll be a total of '''60% Elemental Buster skill modifier'''! No other class besides EM gets the privilege of autocasting their ultimate and on top of that gets skill modifier for it, so make sure to capitalize on that.  
If you're one of those people who joined the bandwagon and only played EM because of the autocast feature that the Dimensions set gives, well this is now the part (or earlier before now) where you should have a {{#item:400536}} to pair with one of your books. To [[Varmundt%27s_Biosphere_Depth_2#Time_Dimensions_Rune_Crowns|craft]] one, you'll need to have access first to Depth Abyss 2. You will need 2,000 Reputation pts. from [[Varmundt's Biosphere Depth]] to access this dungeon. More pieces of information regarding the enchanting process on this [[Varmundt%27s_Biosphere_Depth_2#Normal_Enchants|page]]. Put as much attention as you can on the Dimensions Rune Crown and Dimensions Book and refine them to +15 if you can because besides allowing you the ability to autocast '''{{#skill:5380}}''', these two will also give you Elemental Buster skill modifier. At +15 for both pieces of equipment, it'll be a total of '''60% Elemental Buster skill modifier'''! No other classes besides EM and only EM gets the privilege and the prestige of autocasting their ultimate and on top of that gets skill modifier for it, so make sure to capitalize on that.  


Then lastly, you can upgrade your armor to either {{#item:450173}} or {{#item:450284}} and the endless debate whether to stick to Nebula or Engraved still remains to this day simply because Nebula is a future-proof BiS gear that will complement the '''Hall of Life''' ('''HoL''') gears. This is also the reason why people started investing on a {{#item:490136}} as it'll be part of the '''HoL''' series. It recently had just gotten its 2nd enchant {{#item:313038}} in anticipation for HoL.
Then lastly, you can upgrade your armor to either {{#item:450173}} or {{#item:450284}} and the endless debate whether to stick to Nebula or Engraved still remains to this day simply because Nebula is a future-proof BiS gear that will complement the '''Hall of Life''' ('''HoL''') gears. This is also the reason why people started investing on a {{#item:490136}} as it'll be part of the '''HoL''' series. It recently had just gotten its 2nd enchant {{#item:313038}} in anticipation for HoL.
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|-
|-
|'''Upper Costume'''
|'''Upper Costume'''
|Any Upper Costume of your liking
| {{#icon:19602}} Any Upper Costume of your liking
|
|
* Carded with {{#item:1000672}}.
* Carded with {{#item:1000672}}.
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|-
|'''Middle Costume'''
|'''Middle Costume'''
|Any Middle Costume of your liking
| {{#icon:19603}} Any Middle Costume of your liking
|
|
* Carded with {{#item:1000673}}.
* Carded with {{#item:1000673}}.
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|-
|'''Lower Costume'''
|'''Lower Costume'''
|Any Lower Costume of your liking
| {{#icon:19604}} Any Lower Costume of your liking
|
|
* Carded with {{#item:1000674}}.
* Carded with {{#item:1000674}}.
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|-
|'''Garment Costume'''
|'''Garment Costume'''
|Any Garment Costume of your liking
| {{#icon:20506}} Any Garment Costume of your liking
|
|
* Carded with {{#item:1001420}}, and {{#item:1000921}}.
* Carded with {{#item:1001420}}, and {{#item:1000921}}.
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* {{#item:9134}} at Loyal intimacy gives MAtk + 5%, S.MAtk + 2, and increased magical damage against Boss monsters by 5%.
* {{#item:9134}} at Loyal intimacy gives MAtk + 5%, S.MAtk + 2, and increased magical damage against Boss monsters by 5%.
* {{#item:9147}}at Loyal intimacy gives MAtk + 3% and SPL + 2
* {{#item:9147}}at Loyal intimacy gives MAtk + 3% and SPL + 2.
* {{#item:9048}}, {{#item:9119}}, and {{#item:9139}} at Loyal intimacy decreases Variable Casting Time by 5%.
* {{#item:9048}}, {{#item:9119}}, and {{#item:9139}} at Loyal intimacy decreases Variable Casting Time by 5%.


== Builds ==
== Builds ==
In this section, we'll be tackling the 3 special builds of Elemental Master: '''{{#skill:2449}}''', '''{{#skill:2445}}''', and '''Dragon Tank'''. PW and Spell Fist builds will follow almost the same set of gears from their core DPS build with a few alterations in the headgear, weapon, and shoe slots. Both builds also follow the same set of Shadow Gears and costume enchant stones with the exception for PW as it'll have its own set of costume enchant stones. On the other hand, Dragon Tank will have a whole new set of gears dedicated for tanking Dragon races such as '''Betelgeuse'''.
In this section, we'll be tackling the three (3) special builds of Elemental Master: '''{{#skill:2449}}''', '''{{#skill:2445}}''', and '''Dragon Tank'''. PW and Spell Fist builds will follow almost the same set of gears from their core DPS build with a few alterations in the headgear, weapon, and shoe slots. Both builds also follow the same set of Shadow Gears and costume enchant stones with the exception for PW as it'll have its own set of costume enchant stones. On the other hand, Dragon Tank will have a whole new set of gears dedicated for tanking Dragon races such as '''Betelgeuse'''.


=== Psychic Wave ===
=== Psychic Wave ===
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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 only realistically used for farming low to mid game dungeons such as [[Thanatos_Tower_Revamp|Thanatos Tower Flr. 12]], [[Niflheim|Niflheim 2]], [[Clock Tower Unknown Basement]], and [[Mjolnir Underground Cave]]. For end game dungeons such as [[Varmundt's Biosphere]], [[Varmundt's Biosphere Depth]], and [[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!
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 only realistically used for farming low to mid game dungeons such as [[Thanatos_Tower_Revamp|Thanatos Tower Flr. 12]], [[Niflheim|Niflheim 2]], [[Clock Tower Unknown Basement]], and [[Mjolnir Underground Cave]]. For end game dungeons such as [[Varmundt's Biosphere]], [[Varmundt's Biosphere Depth]], and [[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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|-
!DEX
!DEX
| align="center" |130  
| align="center" |0 or 130  
|
|
* Either max out DEX or leave it at 0 for those who reach their instant thru VCT% from gears. I myself get mine thru stats that's why I maxed this one out.
* Either max out DEX or leave it at 0 for those who reach their instant thru VCT% from gears. I myself get mine thru stats that's why I maxed this one out.
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*'''Temple Rune Ring''' enchanted with {{#item:311958}}, and {{#item:311998}}.
*'''Temple Rune Ring''' enchanted with {{#item:311958}}, and {{#item:311998}}.
**Ideally, you would want either {{#item:311943}} or {{#item:311942}} as your 2nd slot enchants against bosses and normal monsters; however since getting these 2 BiS enchants are RNG-heavy, you can use the other racial enchants. Refer to this [[Varmundt%27s_Biosphere#Varmundt_Ring_Enchants|page]] for more info.
**Ideally, you would want either {{#item:311943}} or {{#item:311942}} as your 2nd slot enchants against bosses and normal monsters; however since getting these two BiS enchants are RNG-heavy, you can use the other racial enchants. Refer to this [[Varmundt%27s_Biosphere#Varmundt_Ring_Enchants|page]] for more info.
*'''Stellar Spell Seal''' enchanted with {{#item:313038}},  {{#item:310711}}, and {{#item:310711}}
*'''Stellar Spell Seal''' enchanted with {{#item:313038}},  {{#item:310711}}, and {{#item:310711}}
*Carded with {{#item:300175}}, {{#item:300469}} or {{#item:300464}}.
*Carded with {{#item:300175}}, {{#item:300469}} or {{#item:300464}}.
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*Enchanted with {{#item:311958}}, and {{#item:311998}}.
*Enchanted with {{#item:311958}}, and {{#item:311998}}.
**Ideally, you would want either {{#item:311943}} or {{#item:311942}} as your 2nd slot enchants against bosses and normal monsters; however since getting these 2 best in slot enchants are RNG-heavy, you can use the other racial enchants. Refer to this [[Varmundt%27s_Biosphere#Varmundt_Ring_Enchants|page]] for more info.
**Ideally, you would want either {{#item:311943}} or {{#item:311942}} as your 2nd slot enchants against bosses and normal monsters; however since getting these two BiS enchants are RNG-heavy, you can use the other racial enchants. Refer to this [[Varmundt%27s_Biosphere#Varmundt_Ring_Enchants|page]] for more info.
*Carded with {{#item:300216}}, {{#item:300371}}, {{#item:300364}}, {{#item:300211}}, or {{#item:300222}}.
*Carded with {{#item:300216}}, {{#item:300371}}, {{#item:300364}}, {{#item:300211}}, or {{#item:300222}}.
|}
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|-
|-
|'''Upper Costume'''
|'''Upper Costume'''
|Any Upper Costume of your liking
| {{#icon:19602}} Any Upper Costume of your liking
|
|
* Carded with {{#item:25417}} for more PW damage.
* Carded with {{#item:25417}} for more PW damage.
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|-
|-
|'''Middle Costume'''
|'''Middle Costume'''
|Any Middle Costume of your liking
| {{#icon:19603}} Any Middle Costume of your liking
|
|
* Carded with {{#item:1000673}} for more PW damage and VCT% to help with instant casting.
* Carded with {{#item:1000673}} for more PW damage and VCT% to help with instant casting.
|-
|-
|'''Lower Costume'''
|'''Lower Costume'''
|Any Lower Costume of your liking
| {{#icon:19604}} Any Lower Costume of your liking
|
|
* Carded with {{#item:25419}} to reduce PW's cooldown by 2 seconds.
* Carded with {{#item:25419}} to reduce PW's cooldown by 2 seconds.
|-
|-
|'''Garment Costume'''
|'''Garment Costume'''
|Any Garment Costume of your liking
| {{#icon:20506}} Any Garment Costume of your liking
|
|
* Carded with {{#item:25420}}, {{#item:1000675}} or {{#item:1000921}}.
* Carded with {{#item:25420}}, {{#item:1000675}} or {{#item:1000921}}.
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* '''Temple Rune Ring''' enchanted with {{#item:311958}}, and {{#item:311998}}.
* '''Temple Rune Ring''' enchanted with {{#item:311958}}, and {{#item:311998}}.
** Ideally, you would want either {{#item:311943}} or {{#item:311942}} as your 2nd slot enchants against bosses and normal monsters; however since getting these 2 BiS enchants are RNG-heavy, you can use the other racial enchants. Refer to this [[Varmundt%27s_Biosphere#Varmundt_Ring_Enchants|page]] for more info.
** Ideally, you would want either {{#item:311943}} or {{#item:311942}} as your 2nd slot enchants against bosses and normal monsters; however since getting these two BiS enchants are RNG-heavy, you can use the other racial enchants. Refer to this [[Varmundt%27s_Biosphere#Varmundt_Ring_Enchants|page]] for more info.
* '''Stellar Spell Seal''' enchanted with {{#item:313038}},  {{#item:310711}}, and {{#item:310711}}
* '''Stellar Spell Seal''' enchanted with {{#item:313038}},  {{#item:310711}}, and {{#item:310711}}
* Carded with {{#item: 300268}}, {{#item:300464}} or {{#item:300469}}.
* Carded with {{#item: 300268}}, {{#item:300464}} or {{#item:300469}}.
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|
* Enchanted with {{#item:311958}}, and {{#item:311998}}.
* Enchanted with {{#item:311958}}, and {{#item:311998}}.
** Ideally, you would want either {{#item:311943}} or {{#item:311942}} as your 2nd slot enchants against bosses and normal monsters; however since getting these 2 best in slot enchants are RNG-heavy, you can use the other racial enchants. Refer to this [[Varmundt%27s_Biosphere#Varmundt_Ring_Enchants page]] for more info.
** Ideally, you would want either {{#item:311943}} or {{#item:311942}} as your 2nd slot enchants against bosses and normal monsters; however since getting these two BiS enchants are RNG-heavy, you can use the other racial enchants. Refer to this [[Varmundt%27s_Biosphere#Varmundt_Ring_Enchants page]] for more info.
* Carded with {{#item:300364}}, {{#item:300216}}, {{#item:300211}}, {{#item:300222}} or {{#item: 300267}}.
* Carded with {{#item:300364}}, {{#item:300216}}, {{#item:300211}}, {{#item:300222}} or {{#item: 300267}}.
|}
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Remember when I told you Elemental Master is a versatile class? That's because it's actually the best tank to use against '''Betelgeuse''' from [[Constellation Tower]]. The class with its passive '''{{#skill:284}}''' from the Sage branch gives it an inherent '''+20% resistance against Dragon races''' such as Betelgeuse, making it possible for the class to reach '''100% Dragon resistance''' when combined with other gears with more Dragon resistances.
Remember when I told you Elemental Master is a versatile class? That's because it's actually the best tank to use against '''Betelgeuse''' from [[Constellation Tower]]. The class with its passive '''{{#skill:284}}''' from the Sage branch gives it an inherent '''+20% resistance against Dragon races''' such as Betelgeuse, making it possible for the class to reach '''100% Dragon resistance''' when combined with other gears with more Dragon resistances.


Besides getting 100% Dragon resistance, it's also important to note that you would need to achieve 1 second FCT, 100% VCT reduction, general tankiness (i.e. MaxHP%, RES, MRes, MDef & Def), and a bit of ACD to help you spam your '''{{#skill:276}}''' so you can absorb Betelgeuse's '''{{#skill:2217}}'''. You may also cast '''{{#skill:288}}''' underneath you to cancel Betelgeuse's '''{{#skill:2213}}''' and '''{{#skill:83}}s''', but if you have  a magical DPS such as EM and AM that have ground AoE skills in your party you might want to remove LP so that they also hit Betelgeuse. It's also possible to use lower levels of LP (7x7), but this will require coordination and communication with your team. If the party is made up of physical attackers then you can cast LP.  
Besides getting 100% Dragon resistance, it's also important to note that you would need to achieve 1 second FCT, 100% VCT reduction, general tankiness (i.e. MaxHP%, RES, MRes, MDef & Def), and a bit of ACD to help you spam your '''{{#skill:276}}''' so you can absorb Betelgeuse's '''{{#skill:2217}}'''. You may also cast '''{{#skill:288}}''' underneath you to cancel Betelgeuse's '''{{#skill:2213}}''' and '''{{#skill:83}}s''', but if you have  a magical DPS such as EM and AM that have ground AoE skills in your party you might want to remove LP so that they also hit Betelgeuse. It's also possible to use lower levels of LP (7x7), but this will require coordination and communication with your team. If the party is made up of physical attackers then you can cast LP. You may also cast or spam '''{{#skill:289}}''' on Betelgeuse to cancel his Max Pain, but be careful as this would also cancel your team's debuff skills such as your Cardinal's '''{{#skill:78}}''', your Arch Mage's '''{{#skill:2213}}''''s Magic Intoxication, your Abyss Chaser's  '''{{#skill:214}}''' or your Shadow Cross' '''{{#skill:5001}}''' skill, so it's best to communicate and coordinate with them first before attempting to do so.  


One way you can do to support your party is placing insignias underneath Betel. It's also a good tactic when you have another EM DPS to coordinate with them so that they can place the insignias on the 2nd Phase, while you handle the 3rd Phase. As what we've talked about in the [[The_Complete_Elemental_Master_Guide_by_Goldie#Insignia_System Insignia|insignia system]] portion, insignias are stationary and have a 1 minute CD and thus needs careful planning and set-up.
One way you can do to support your party is placing insignias underneath Betel. It's also a good tactic when you have another EM DPS to coordinate with them so that they can place the insignias on the 2nd Phase, while you handle the 3rd Phase. As what we've talked about in the [[The_Complete_Elemental_Master_Guide_by_Goldie#Insignia_System Insignia|insignia system]] portion, insignias are stationary and have a 1 minute CD and thus needs careful planning and set-up.
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| align="center" |72
| align="center" |72
|
|
* You don't necessarily have to max this skill, but if you do it's the 2nd trait to give the most S.MAtk. It gives +1 S.MAtk per 5 pts., and +2 FLEE for every 1 pt. of CON.
* Put leftover pts. here since it gives +2 FLEE for every 1 pt. of CON. You can tank Betelgeuse's basic attacks thru high FLEE or dodging.
* If you need more points for STA and WIS for survivability, you can take out some points here and put it to those traits instead.
|-
|-
!CRT
!CRT
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If you need additional VCT% in your build to help you reach instant cast or more '''ACD''' to help you spam '''{{#skill:276}}''', you may choose {{#item:550030}}. However if you prefer a mix of both tankiness and high VCT%, you can use {{#item:1602}}. This is a fun one because you can do 4 {{#item:300096}} and it'll give an instant +40% VCT or be inventive and use 2 {{#item:4919}} plus 2 Senior Papila Cae Card. The rod gives your more freedom with regards to gear choices too.  
If you need additional VCT% in your build to help you reach instant cast or more '''ACD''' to help you spam '''{{#skill:276}}''', you may choose {{#item:550030}}. However if you prefer a mix of both tankiness and high VCT%, you can use {{#item:1602}}. This is a fun one because you can do 4 {{#item:300096}} and it'll give an instant +40% VCT or be inventive and use 2 {{#item:4919}} plus 2 Senior Papila Cae Card. The rod gives your more freedom with regards to gear choices too.  


==== Shadow Gears & Costume Enchant Stones ====
==== Shadow Gears ====
{| class="wikitable mw-collapsible mw-collapsed" style="width:80%;"
{| class="wikitable mw-collapsible mw-collapsed" style="width:80%;"
!Type
!Type
!Item
!Item
!Notes
!Notes
|-
|'''Upper Costume'''
|Any Upper Costume of your liking
|
* Carded with {{#item:1000672}}.
** For more FCT reduction for faster casting time.
|-
|'''Middle Costume'''
|Any Middle Costume of your liking
|
* Carded with {{#item:25006}}.
* Carded with {{#item:1000673}} if you need more VCT% for faster casting.
|-
|'''Lower Costume'''
|Any Lower Costume of your liking
|
* Carded with {{#item:25008}}.
|-
|-
|'''Shadow Armor'''
|'''Shadow Armor'''
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* <u>Optional</u> but can be enchanted using {{#item:101260}}if you want to improve your Dragon Tank further
* <u>Optional</u> but can be enchanted using {{#item:101260}}if you want to improve your Dragon Tank further
** '''1st line''' of enchants can be any.
** '''1st line''' of enchants can be any.
** '''2nd line''' of enchants is preferably '''MRes''' over '''RES''' but up to you.  
** '''2nd line''' of enchants is preferably '''WIS'''/'''MRes''' over '''STA'''/'''RES''' but up to you.  
|-
|-
|'''Shadow Weapon'''
|'''Shadow Weapon'''
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* <u>Optional</u> but can be enchanted using {{#item:101260}}if you want to improve your Dragon Tank further
* <u>Optional</u> but can be enchanted using {{#item:101260}}if you want to improve your Dragon Tank further
** '''1st line''' of enchants can be any.
** '''1st line''' of enchants can be any.
** '''2nd line''' of enchants is preferably '''MRes''' over '''RES''' but up to you.  
** '''2nd line''' of enchants is preferably '''WIS'''/'''MRes''' over '''STA'''/'''RES''' but up to you.  
|-
|-
|'''Shadow Shield'''
|'''Shadow Shield'''
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|
|
* Enchanted with {{#item:312191}}and {{#item:4744}}.
* Enchanted with {{#item:312191}}and {{#item:4744}}.
|-
|'''Garment Costume'''
|Any Garment Costume of your liking
|
* Carded with {{#item:25067}} or {{#item:25170}} +{{#item:1000521}} or {{#item:1000675}}.
** The Cast Stones will help with reducing casting time, so you can cast your skills faster.
** Reload Stone for more ACD to help you spam '''{{#skill:276}}'''.
|-
|-
|'''Shadow Shoe'''
|'''Shadow Shoe'''
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* <u>Optional</u> but can be enchanted using {{#item:101260}}if you want to improve your Dragon Tank further
* <u>Optional</u> but can be enchanted using {{#item:101260}}if you want to improve your Dragon Tank further
** '''1st line''' of enchants can be any.
** '''1st line''' of enchants can be any.
** '''2nd line''' of enchants is preferably '''MRes''' over '''RES''' but up to you.  
** '''2nd line''' of enchants is preferably '''WIS'''/'''MRes''' over '''STA'''/'''RES''' but up to you.  
|-
|-
|'''Shadow Earring (Right)'''
|'''Shadow Earring (Right)'''
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* <u>Optional</u> but can be enchanted using {{#item:101260}}if you want to improve your Dragon Tank further
* <u>Optional</u> but can be enchanted using {{#item:101260}}if you want to improve your Dragon Tank further
** '''1st line''' of enchants can be any.
** '''1st line''' of enchants can be any.
** '''2nd line''' of enchants is preferably '''MRes''' over '''RES''' but up to you.  
** '''2nd line''' of enchants is preferably '''WIS'''/'''MRes''' over '''STA'''/'''RES''' but up to you.  
|-
|-
|'''Shadow Pendant (Left)'''
|'''Shadow Pendant (Left)'''
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* <u>Optional</u> but can be enchanted using {{#item:101260}}if you want to improve your Dragon Tank further
* <u>Optional</u> but can be enchanted using {{#item:101260}}if you want to improve your Dragon Tank further
** '''1st line''' of enchants can be any.
** '''1st line''' of enchants can be any.
** '''2nd line''' of enchants is preferably '''MRes''' over '''RES''' but up to you.  
** '''2nd line''' of enchants is preferably '''WIS'''/'''MRes''' over '''STA'''/'''RES''' but up to you.  
|}
|}
The most useful piece of Shadow Gear in the table is {{#item:24057}} as this will give you 3% Dragon resistance at +9. The next important piece of Shadow Gear will be the {{#item:24680}} and {{#item:24680}} to give you full immunity against knockback plus some '''MaxHP'''% to help with general tankiness.
The most useful piece of Shadow Gear in the table is {{#item:24057}} as this will give you 3% Dragon resistance at +9. The next important piece of Shadow Gear will be the {{#item:24680}} and {{#item:24680}} to give you full immunity against knockback plus some '''MaxHP'''% to help with general tankiness.


The rest of the Shadow Gears are only suggestions and optional if you don't have the budget for them. It goes the same for enchanting your Shadow Gears as that could get expensive, but when you have the means for it then go ahead and min-max your tank Shadow Gears.
The rest of the Shadow Gears are only suggestions and optional if you don't have the budget for them. It goes the same for enchanting your Shadow Gears as that could get expensive, but when you have the means for it then go ahead and min-max your tank Shadow Gears.
==== Costume Enchant Stones ====
{| class="wikitable mw-collapsible mw-collapsed" style="width:80%;"
!Type
!Item
!Notes
|-
|'''Upper Costume'''
| {{#icon:19602}} Any Upper Costume of your liking
|
* Carded with {{#item:1000672}} or {{#item:1001168}}.
** Use '''Sorcerer Stone''' ('''Top''') for more FCT reduction and faster casting time.
** '''Defense Stone''' ('''Top''') will combo with its Mid/Low versions and Resist Defense Stone (Garment) for more resistances.
|-
|'''Middle Costume'''
| {{#icon:19603}} Any Middle Costume of your liking
|
* Carded with {{#item:25006}}, {{#item:1001169}}, or {{#item:1000673}}.
** '''Vit Convert Stone''' ('''Mid''') will combo with Vit Convert (Low) for more MaxHP% and to increase the healing effectiveness of potions.
** '''Defense Stone''' ('''Mid''') will combo with its Top/Low versions and Resist Defense Stone (Garment) for more resistances.
**  Use '''Sorcerer Stone''' ('''Mid''') if you need more VCT% for faster casting.
|-
|'''Lower Costume'''
| {{#icon:19604}} Any Lower Costume of your liking
|
* Carded with {{#item:25008}} or {{#item:1001170}}.
** '''Vit Convert Stone''' ('''Low''') will combo with Vit Convert (Mid) for more MaxHP% and to increase the healing effectiveness of potions.
** '''Defense Ston'''e ('''Low''') will combo with its Top/Mid versions and Resist Defense Stone (Garment) for more resistances.
|-
|'''Garment Costume'''
| {{#icon:20506}} Any Garment Costume of your liking
|
* Carded with any of the following combinations:
** {{#item:25067}}
** {{#item:25170}} + {{#item:1000521}}
** {{#item:1001171}} + {{#item:1001172}}
**{{#item:1000675}}.
*** The '''Cast Stone''' and '''Minor Casting Stones''' will help with reducing casting time, so you can cast your skills faster.
*** '''Resist Defense Stone''' and '''Stamina Wisdom Stone''' will combo with the Top/Mid/Low variations of the Defense Stone for more resistances.
*** '''Reload Stone''' for more ACD to help you spam '''{{#skill:276}}'''.
|}
If you're in need of more resistances, the costume enchant stone set consisting of {{#item:1001171}} + {{#item:1001172}} + {{#icon:1001168}}{{#linkitem:1001169|Defense Stone}}(Top/Mid/Low) will give an adequate amount of STA, WIS, RES, MRes, DEF, and MDef values to help with general tankiness. However if you lack FCT to instant cast your skills, you may choose to use {{#item:1000672}} and {{#item:25170}} + {{#item:1000521}} instead.
==== Pet Suggestions ====
Here's a list of pets that you could journey with to help you tank Betelgeuse:
* {{#item:9140}} at Loyal intimacy gives VIT + 4, MaxHP + 5%, and adds a random chance to auto-cast '''Lvl. 2''' '''{{#skill:73}}''' on yourself when receiving physical damage.
* {{#item:9028}}at Loyal intimacy decreases damage taken from <span style="color:gray;">Neutral</span> elemental attacks by 2%.
* {{#item:9048}}, {{#item:9119}}, and {{#item:9139}} at Loyal intimacy decreases Variable Casting Time by 5%.


== Elemental Catalysts, Ores, & Stones ==
== Elemental Catalysts, Ores, & Stones ==
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{| class="wikitable" style="width:50%;
{| class="wikitable" style="width:50%;
!Catalysts
!Catalysts
!Map
!Map & Monsters
|-
|-
! {{#item:994}}
! {{#item:994}}
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== Summary ==
== Summary ==
'''Elemental Master''' is a versatile class that can play any roles. DPS, Support, or Tank you name it! That's what makes the class so interesting to begin with. Its previous branches from Mage, Sage, Professor and Sorcerer aren't completely forgotten because their skills, mostly utility and defensives ones, are still incorporated in an EM's gameplay and usage. EM is also a rotation-heavy class and it may not be for everybody and that's fine. There will be classes that will fit your playstyle more but with EM you'll need to have a lot of micromanaging to do. It's not only for your AoE skills but with your set-ups as well. And lastly, you have Elementals and High Elementals that will act as your companions in battle that will buff and defend you from harm. And what's more, they can survive longer if you have the proper gears for it acting like your own personal tank.  
'''Elemental Master''' is a versatile class that can play any roles. DPS, Support, or Tank you name it! That's what makes the class so interesting to begin with. Its previous branches from Mage, Sage, Professor and Sorcerer aren't completely forgotten because their skills, mostly defensive and supportive utilities, are still incorporated in an EM's gameplay and usage. EM is also a rotation-heavy class and it may not be for everybody and that's fine. There will be classes that will fit your playstyle more but with EM you'll need to have a lot of micromanaging to do. It's not only for your AoE skills but with your set-ups as well. And lastly, you have Elementals and High Elementals that will act as your companions in battle that will buff and defend you from harm. And what's more, they can survive longer if you have the proper gears for it acting like your own personal tank.  


I hope I was able to make things simpler and easy to understand for all of you, and I don't expect everybody to comprehend and absorb all of these in one sitting so just take your time, relax, and have fun with the class!  
I hope I was able to make things simpler and easy to understand for all of you, and I don't expect everybody to comprehend and absorb all of these in one sitting so just take your time, relax, and have fun with the class!  
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# '''Ripley''' for helping me proofread.
# '''Ripley''' for helping me proofread.
# '''[GM] Muh''' for helping me and giving me the equations for computing the Spirits' status values.
# '''[GM] Muh''' for helping me and giving me the equations for computing the Spirits' status values.
# '''Coffee''' for suggesting the Illusion Goibne set under the '''Budget Tanking Gears''' section.
# '''Coffee''' for suggesting the Illusion Goibne set as a possible alternative under the '''[[The_Complete_Elemental_Master_Guide_by_Goldie#Budget_Tank_Gears|Budget Tank Gears]]''' section.


It wouldn't have come out as coherent and comprehensive as I wanted it to be if it weren't for your help so thank you so so much! <3
It wouldn't have come out as coherent and comprehensive as I wanted it to be if it weren't for your help so thank you so so much! <3

Revision as of 16:58, 18 December 2024

Male and Female Elemental Master

Elemental Master (abbrev. as EM) is the 4th class of the Sage, Professor, and Sorcerer line-up. It's a versatile class that can be played as DPS, tank, support, or whatever your preference is. It is arguably the strongest magical class at the moment.

Unlike Arch Mage, Elemental Master has a lot of utility skills (i.e. Land Protector, Dispel, Blinding Mist, Insignias, etc.) in its arsenal, making it possible for the class to leave behind defensive gears, and run full DPS while surviving most of the monsters' and bosses' skills and attacks.

Introduction

You're probably wondering why you should play Elemental Master at all. In this section, I'll be pointing out key points of both its pros and cons to help you get ready for the class, get yourself accustomed to it, and decide as early as now if you still wanna pursue playing the class after knowing its strengths and weaknesses. But first, let me share some of my wild and wistful unfiltered diaristic expression marked with brutal honesty about the class in the past in relation to now.

Gone are the 3rd job days where every magic classes, with the exception of Performers (and to some degree Soul Reaper), have the problem of being elementally-locked behind with whatever skills they have available. Sorcerers had it worst because while they have skills with different elemental properties, these are all hindered by their long cooldowns (CD). Their main skill 2449.png Psychic Wave and its companion skills like 2447.png Diamond Dust, 2446.png Earth Grave, and 2454.png Varetyr Spear all suffered the same fate, and are locked behind an agonizing 5 seconds CD each. While their cooldowns can be reduced with Shadow Gears, and some equipment like 550012.png Patent Shadow Staff [2] (550012) , it still wasn't enough to have Sorcerer enter the meta as a main DPS class. Also it's important to point out that even though Psychic Wave can be endowed to the four (4) basic elements (Fire, Water, Wind, & Earth), the old elemental table wasn't exactly in favor of them. For instance, any monsters that was either Holy 4 or Dark 4 would resist your magical attacks and so most of the time you'll either stick to Neutral Psychic Wave or "overgear" your Sorcerer just so you can deal an okay amount of damage to those monsters.

Indeed, you may have experienced getting criticized and hated on by other players for joining their party as a DPS Sorcerer. You've probably been told or asked; "Can you tank for us?" or "Be a support and buff slave and let me handle everything and carry you". Or worse, "No! Don't play DPS Sorcerer! DPS Sorcerer sucks! Sorcerer sucks at PVM! The class is trash! It's the worst class DPS-wise". Well, to whoever stuck around with the class despite all the hate, I am very happy to say that the naysayers are now eating their words in shame, because now with the arrival of 4th jobs and the updated elemental table, Sorcerers have broken free of the bounds that kept them from performing to their fullest once they finally transitioned to Elemental Master!

Pros

  • Skills from previous jobs and skill trees still have use and importance, particularly the utility and defensive ones.
  • Elemental Master is only one of the few classes that can use and specialize Poison magic.
    • One of their main skills called 5371.png Venom Swamp has great coverage against the four (4) Basic Elements. Monsters with either Fire, Water, Wind, or Earth property that can't be hit, evade, or receive decreased damage from 5372.png Conflagration, 5370.png Lightning Land, 5369.png Diamond Storm, and 5373.png Terra Drive will be taken care of by Venom Swamp; thus, learning this skill will remove elemental weakness from the class.
  • EMs excel in space manipulation and crowd control skills.
    • Four (4) of their skills, if you'll count Psychic Wave, are lingering and counts as DoT (Damage over Time) skills. This is useful and efficient when you're farming, as it is as simple as placing any of your DoT skills on the ground before teleporting away. You can still kill the monsters and you can still get their drops (thanks to the @autoloot feature). The only scenario I could think of where this won't be applicable, is when you're finishing a Kill Count quest. In that case you'll need to be onscreen to get the count.
    • Their ultimate skill 5380.png Elemental Buster not only acts as their 4th job equivalent of Psychic Wave, it can also be endowed to either Fire, Water, Wind, Earth, or Poison—basically assuming the elemental property of their currently summoned High Elemental Spirits; but unbeknownst to many it also acts as a CC skill! Both normal and boss monsters with the exception of MVPs hit by this skill are rendered immobile and stunned during the entire duration of the skill animation. We'll go more in-depth about Elemental Buster and its secret shenanigans once we go into the Elemental Master section, so pls. bear with me! *cough* Autocast Elemental Buster *cough*
  • They have at least two (2) forms of mobility with the skills Lvl. 1 2459.png Summon Ventus on Lvl. 2 2456.png Elemental Control (Defensive Mode) and 6517.png Psychic Stream.
    • You may argue that 12710.png Guyak Pudding (12710) is basically free and only costs 10 50000.png Muh Coin (50000) , but having free guyak whenever you need it is a big add-on, especially for those tight on budget. And besides, not only does it boost movement speed but it also gives you +50% FLEE Rate, which greatly improves an EM's survivability.
    • EM is already a class gifted with lots of ground magical skills, above average range and AoE, and yet they were still given another mobility skill with Psychic Stream. This skill with a nine (9) cells range lets you blink/dash towards a monster or a mob of monsters making farming faster and efficient. As an example, you use Psychic Stream on a mob then proceed to auto-cast your Elemental Buster from the Dimension Set to kill the horde of mobs around you, while aiming Diamond Storm to another pack of mobs to maximize your range and space around you.
  • EMs have access to Elementals & High Elementals that would help them in various ways. We'll talk more about them in their own sections.
  • Versatility. Can be played as DPS, tank, or support.

Cons

  • A rotation-based class that cycles through different skills.
    • No matter how strong the class is, if it's not for you then you won't have a good time playing the class. I say that because the class is not a one-button skill class when you're playing it. You'll need to cycle skills in between to farm.
    • Needs attentiveness and awareness as to when will the next skill will be off-cooldown (CD), so for people who prefer to just press one (1) button or skill you may want to play other classes instead like Soul Ascetic (SA).
  • High learning curve
    • 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.

At the end of the day, I believe that every cons you'll encounter with the class will get outweighed by their pros. Now, it's up to you whether you'll commit to the class despite knowing all these things. Should you decide to continue, it'll be a pleasure to have you join me in the wonderful journey of mastering the ways of the true Elemental Master.

Mage

Mage class

Overview

Mages are known to rely on magical skills to deal damage against monsters, and use specific elements based on the monsters' elemental property to exploit their weakness. In this line-up, Mages are bestowed with offensive Area of Effect (AoE) skills that will help them level-up in the early stages of the game. While supportive, defensive, and passive skills will come in handy in late-game as Elemental Master.

Among the notable skills that Mages use in their arsenal are 14.png Cold Bolt, 19.png Fire Bolt, 20.png Lightning Bolt, and 17.png Fire Ball just to name a few. Mages predominantly use Fire Ball for leveling because of its wider AoE, splash damage effect, and low cooldown. Mages can also use the 3 other bolt skills for leveling, but it won't be as effective and fast as using Fire Ball to level up, though they are still good skills to use especially when paired with 18.png Fire Wall, as this will create a protective barrier between you and the monster you are trying to kill. These bolt skills will also prove to be relevant for the other build of the Elemental Master class which is 2445.png Spell Fist build. Mages also have access to 157.png Energy Coat which gives another layer of Defense for the class.

Skill Tree

Skill Notes Points Type
9.png Increase SP Recovery
  • One of the most useful skills you'll learn as a Mage. Put 10 skill points on this one as this will help you replenish your SP passively when standing in one spot as you do DPS, and also improve the potency of SP regenerating potions
10 Passive
10.png Sight
  • Allot 1 skill point to this skill. It will reveal monsters under the Cloaking or Hiding state. Monsters in Depth Abyss 2 such as the Two-Eyes Dollocaris and Flame Ghost will be unveiled by this spell.
1 Supportive
11.png Napalm Beat
  • Just enough points as a prerequisite skill for 12.png Safety Wall.
7 Offensive
12.png Safety Wall
  • Place 10 skill points on this one and max it out. A good skill to defend yourself and your party members against normal melee attacks. When supporting, you can just spam this underneath your party's tank. Be sure to bring a lot of Blue Gemstones not only for spamming Safety Wall but for your subsequent skills in the Sage branch.
  • Requires 1 717.png Blue Gemstone (717) to cast. Can be purchased from Tool Dealer NPCs in any towns for 1,500 zeny.
10 Defensive
13.png Soul Strike
  • Just enough points as a prerequisite skill for 12.png Safety Wall.
5 Offensive
14.png Cold Bolt
  • Max it out if you're planning on playing 2445.png Spell Fist eventually. Otherwise, just put enough points as a prerequisite skill for the Sage's 281.png Frost Weapon skill.
5 / 10 Offensive
15.png Frost Diver
  • Dump whatever skill points you have left on this one I suppose.
8 Offensive
16.png Stone Curse
  • Just enough points as a prerequisite skill for the Sage's 283.png Seismic Weapon skill.
  • Requires 1 716.png Red Gemstone (716) to cast.  Can be purchased from Tool Dealer NPCs in any towns for 1,500 zeny.
1 Supportive
17.png Fire Ball
  • For early leveling, you can max it out then just take away some skill points afterwards as it will be only used for that purpose. Reset your skill points by talking to the Build Manager NPC Lotus (main_office 122, 169) when you're done leveling with this skill, and put them on other important skills. It'll only cost 5,000 zeny to reset skill trees, so don't be afraid if you allocated points on a leveling skill such as Fire Ball.
0 / 10 Offensive
18.png Fire Wall
  • Just like Fire Ball, it is also needed for the early leveling phase. You can also do the old but still useful tactic vertical Fire Wall like in this video.
0 / 10 Supportive
19.png Fire Bolt
  • Max it out if you're planning on playing 2445.png Spell Fist eventually. Otherwise, just put enough points as a prerequisite skill for the Sage's 280.png Flame Launcher skill.
1 / 10 Offensive
20.png Lightning Bolt
  • Max it out if you're planning on playing 2445.png Spell Fist eventually. Otherwise, just put enough points as a prerequisite skill for the Sage's 282.png Lightning Loader skill.
1 / 10 Offensive
21.png Thunder Storm
  • Skip this one. No place as a prerequisite skill either.
0 Offensive
157.png Energy Coat
  • Always an available skill to have as a Mage, but you may need to talk to the Platinum Skill NPC (main_office 84, 59) first to unlock this one. The most useful skill to have in the Mage tree in my opinion as this will decrease the incoming damage you receive be it physical or magical so long as you have enough SP. The damage reduction scales with your current SP so make sure to keep your SP healthy and full at all times.
1 Defensive

Recommended Skill Tree

My Personal Skill Tree Allocation for Mage

Sage

Sage class

Overview

Sage is the 2nd alternate job for the Mage class. Sages have spent years studying the intrinsic and constituent character of magic and how it interacts with its environment. Instead of using the destructive capabilities of magic, they have utilized everything they have studied about its true nature by disrupting its belligerent side and bringing out its calmer psyche into the fold. Thus, Sages have gained the reputation on being known with the role of anti-Mages or as anti-Casters.

Most of their skills are used to disrupt spells of the opposing enemies, create a defensive layer on the ground that will prevent any kinds of AoE ground magical skills to deal damage unto you and your party members, and remove buffs on the enemies and debuffs on your allies that would otherwise negatively impact the run of the party if left untouched but with a Sage on a party you can turn the tables and switch the tide of battle to you and your party's favor. While Sages shine brighter in their defensive capabilities and almost all of their skills can only be realistically be used in a PvP (Player vs. Player) scenario, they are lacking in the offensive department which makes them solely rely on their Mage offensive skills to farm and level-up effectively.

Among the notable skills in a Sage's arsenal include the 289.png Dispell, 276.png Magic Rod, and 277.png Spell Breaker skills to disable monsters and MVPs rendering them crippled and weaker. And of course the bread and butter of all Sages—the 288.png Land Protector skill that is always sought after in every party, and in every instances. This skill in my opinion is what defines the class and makes it whole and unique among the other classes. Afraid of dying in combat? Required to play with a tank to be your meat shield to eat up all of those hard hitting AoE ground magical skills? Or forced to take out some DPS gears and build tank gears in order to survive a difficult fight? Well fret not because all you'll need is Land Protector to solve all those problems!

Besides their defensive skills, they also have supportive spells to amplify the damage output of their own elemental spells or their party members' in the form of 285.png Volcano, 286.png Deluge, and 287.png Violent Gale. This is further enhanced by their endow skills 280.png Flame Launcher, 281.png Frost Weapon, 282.png Lightning Loader, and 283.png Seismic Weapon which makes them essential members in a party for physical classes particularly as they can flexibly change the elements of their weapons anytime and as needed.

Additionally, Sages have the ability to craft Elemental Converters [ (12114.png Fire Elemental Converter (12114) , 12115.png Water Elemental Converter (12115) , 12116.png Earth Elemental Converter (12116) , and 12117.png Wind Elemental Converter (12117) ] with their skill 1007.png Create Elemental Converter so long as you have the right materials with you. Your physical player friends would probably be interested to request you to craft some of these for them or you could craft them to sell to players cheaper than NPC price of course.

Their skill kit will always prove useful in the later stages of the game so take your time to learn and understand the skills of the Sage branch as I try my best to explain each and one of them elaboratively and precisely. You won't regret it!

Skill Tree

Skill Notes Points Type
274.png Advanced Book
  • At max level, your damage increases by 30 and ASPD by 5% when equipping book-type weapons. Always put 10 skill points on this as the additional ASPD% will be useful in the later stages as an Elemental Master. More ASPD will give smoother flow on your skill rotations.
10 Passive
275.png Cast Cancel
  • Just enough skill points as a prerequisite skill for 278.png Free Cast.
1 Active
276.png Magic Rod
  • Allot enough skill points as a prerequisite skill to 289.png Dispell.
  • When timed perfectly, any targeted magical spells such as Fenrir's or Betelgeuse's 2217.png Tetra Vortex can be absorbed by Magic Rod. You'll need a lot of after cast delay (ACD) reduction to spam this skill effectively though, and at higher levels it'll have a bigger time window so more targeted spells can be absorbed during that time frame.
  • 193 ASPD, and 86% ACD are the conditions you need to meet to effectively spam this skill.
  • In PvP, you may use this skill to absorb the Warlock skill 2214.png Chain Lightning and the Performer skill 2414.png Reverberation.
1 / 5 Defensive
277.png Spell Breaker
  • Allot enough skill points as a prerequisite skill to 289.png Dispell.
  • Often overlooked, Spellbreaker is actually a pretty handy skill to have especially when you're tanking or supporting your party. It works 100% of the time when used on normal monsters and 10% against MVPs that have long-casting skills.
3 Defensive
278.png Free Cast
  • Place at least 1 skill point on this one. There are skills such as the Mage's 157.png Energy Coat or the Professor's 374.png Soul Change where you can't really instant cast, and having Free Cast will allow you to move and displace yourself as you take your time casting such skills.
1 Active
279.png Auto Spell
  • One of the core skills to have as a 2445.png Spell Fist user. Max this one out if you plan on building Spell Fist; otherwise leave it at 0.
  • Higher levels will give you more spell varieties to auto-cast, and will also increase the chance of it procing up to 20%.
  • This skill works best when buffed with the Soul Reaper's 449.png Sage Spirit skill as this will allow you to auto-cast the highest level of your bolt skills casted from Auto Spell.
0 / 10 Active
280.png Flame Launcher
  • Allot 5 skills points on this skill.
  • Flame Launcher endows your weapon and your party members' weapon to the Fire property. It also give you an additional 5% Fire property magical damage.
  • Equipping or unequipping a weapon removes the endow effect once it's been applied priorly. You'll need to reapply this skill every time you switch weapons.
  • Requires 1 6360.png Scarlet Point (6360) to cast. Can be bought from the Magician Dealer NPC in the Main Office (main_office 63, 59).
5 Supportive
281.png Frost Weapon
  • Allot 5 skills points on this skill.
  • Frost Weapon endows your weapon and your party members' weapon to the Water property. It also give you an additional 5% Water property magical damage.
  • Equipping or unequipping a weapon removes the endow effect once it's been applied priorly. You'll need to reapply this skill every time you switch weapons.
  • Requires 1 6361.png Indigo Point (6361) to cast. Can be bought from the Magician Dealer NPC in the Main Office (main_office 63, 59).
5 Supportive
282.png Lightning Loader
  • Allot 5 skills points on this skill.
  • Lightning Loader endows your weapon and your party members' weapon to the Wind property. It also give you an additional 5% Wind property magical damage.
  • Equipping or unequipping a weapon removes the endow effect once it's been applied priorly. You'll need to reapply this skill every time you switch weapons.
  • Requires 1 6362.png Yellow Wish Point (6362) to cast. Can be bought from the Magician Dealer NPC in the Main Office (main_office 63, 59).
5 Supportive
283.png Seismic Weapon
  • Allot 5 skills points on this skill.
  • Seismic Weapon endows your weapon and your party members' weapon to the Earth property. It also give you an additional 5% Earth property magical damage.
  • Equipping or unequipping a weapon removes the endow effect once it's been applied priorly. You'll need to reapply this skill every time you switch weapons.
  • Requires 1 6363.png Lime Green Point (6363) to cast. Can be bought from the Magician Dealer NPC in the Main Office (main_office 63, 59).
5 Supportive
284.png Dragonology
  • At max level, this skill will give you +3 INT, +20% resistance against Dragon races which is perfect for tanking Betelgeuse and enables EMs to get full 100% Dragon resist with the right gears; and +10% Magical Damage/20% Physical Damage against Dragon races.
  • Always put 5 skill points to this one, regardless if you're gonna go in as tank EM or DPS EM during CT runs. It's always good to have some resistances in your build anyway.
5 Passive
285.png Volcano
  • Allot 5 skill points on this skill.
  • At max level, Volcano gives +20% Fire Damage which directly interacts with the elemental table and it only means if you're doing 100% Fire damage on a monster you'll do +120% instead. Also gives +30 ATK/MAtk. You'll use this one most of the time when focusing on DPS.
  • Any entity inside its AoE will benefit from Volcano's effects.
    • As an example, Betelgeuse standing underneath Volcano will amplify his 83.png Meteor Storms just as your 5372.png Conflagration or Fire-endowed 5380.png Elemental Buster would be boosted in the same manner, so careful placement of your set-ups are always necessary.
  • Requires 1 717.png Blue Gemstone (717) to cast. Can be purchased from Tool Dealer NPCs in any towns for 1,500 zeny.
  • Recasting this skill won't consume another Blue Gemstone.
  • Note: Only 1 Land Protector, Volcano, Deluge, and Violent Gale can be activated from the same caster at a time. Casting any of the elemental floor buffs will replace Volcano.
5 Supportive
286.png Deluge
  • Allot 5 skill points on this skill.
  • At max level, Deluge gives +20% Water Damage which directly interacts with the elemental table and it only means if you're doing 100% Water damage on a monster you'll do +120% instead. Also gives +15% MaxHP which works perfectly well with HP-based builds of the Inquisitors and Dragon Knights. It also gives more HP% on your Elementals and High Elementals—we'll talk more about it in their own section.
  • Any entity inside its AoE will benefit from Deluge's effects.
    • As an example, Lasgand standing underneath Deluge will amplify his 89.png Storm Gust just as your 5369.png Diamond Storm or Water-endowed 5380.png Elemental Buster would be boosted in the same manner, so careful placement of your set-ups are always necessary. Oh and he would also get +15% MaxHP and I'm pretty sure you wouldn't want that.
  • Requires 1 717.png Blue Gemstone (717) to cast. Can be purchased from Tool Dealer NPCs in any towns for 1,500 zeny.
  • Recasting this skill won't consume another Blue Gemstone.
  • Note: Only 1 Land Protector, Volcano, Deluge, and Violent Gale can be activated from the same caster at a time. Casting any of the elemental floor buffs will replace Deluge.
5 Supportive
287.png Violent Gale
  • Allot 5 skill points on this skill.
  • At max level, Violent Gale gives +20% Wind Damage which directly interacts with the elemental table and it only means if you're doing 100% Wind damage on a monster you'll do +120% instead. Also gives +15 FLEE which may help in some FLEE-based builds.
  • Any entity inside its AoE will benefit from Violent Gale's effects.
    • As an example, Schulang standing underneath Violent Gale will amplify his 85.png Lord of Vermilion just as your 5370.png Lightning Land or Wind-endowed 5380.png Elemental Buster would be boosted in the same manner, so careful placement of your set-ups are always necessary.
  • Requires 1 717.png Blue Gemstone (717) to cast. Can be purchased from Tool Dealer NPCs in any towns for 1,500 zeny.
  • Recasting this skill won't consume another Blue Gemstone.
  • Note: Only 1 Land Protector, Volcano, Deluge, and Violent Gale can be activated from the same caster at a time. Casting any of the elemental floor buffs will replace Violent Gale.
5 Supportive
288.png Land Protector
  • Land Protector (LP) will form a 7x7~11x11 (scales with level) protective area on the ground that will nullify all ground magical skills.
  • LP will get its own section as there's more to LP than just a protective area. For more info, check down below.
  • Requires 1 717.png Blue Gemstone (717) and 1 715.png Yellow Gemstone (715) to cast. Can be purchased from Tool Dealer NPCs in any towns for 1,500 zeny and 4,500 zeny, respectively.
  • Note: Only 1 Land Protector, Volcano, Deluge, and Violent Gale can be activated from the same caster at a time. Casting any of the elemental floor buffs will replace LP. When casting LP by accident and you want to completely remove it, you can cast any of the three elemental floor buffs.
5 Defensive
289.png Dispell
  • No reason to leave it Lvl. 1. Always get the maximum level of this skill.
  • Removes most buffs and debuffs from enemies and allies alike. Be careful when you're using this skill as it can also remove debuffs your party has applied on the enemies such as the Warlock's 2213.png Comet's Magic Intoxication or the Rogue's 214.png Raid (Sightless Mind), so it's always advisable to coordinate with them before using this skill. For a list of buffs and debuffs that Dispell removes, check down below.
5 Supportive
290.png Abracadabra
  • Skip this one. No place as a prerequisite skill either.
  • But if you wanna have fun and play around with this skill's randomness, then go ahead and use it I guess. You have a chance to use it to tame monsters and turn them into pets starting at Lvl. 6.
0 Active
93.png Sense
  • Put 1 skill point to this one. There are times you're unsure of the monster's property or just its overall data, and with this skill you'll reveal all of it including its current HP.
1 Supportive
90.png Earth Spike
  • Just enough points as a prerequisite skill for the Sorcerer's 2446.png Earth Grave skill.
5 Offensive
91.png Heaven's Drive
  • Skip this one, but if you plan on focusing mainly on Poison builds then put 5 skill points since this will be needed as a prerequisite skill for the Sorcerer's 2450.png Killing Cloud skill.
0 / 5 Offensive
1008.png Elemental Change (^0000BBWater^000000)
  • Always an available skill to have as a Sage once you've talked to the Platinum Skill NPC at the Main office (@go 50). Technically a debuff but you'll have better debuffs that behave the same way as this skill on your 4th job skill 5369.png Diamond Storm.
1 Active
1017.png Elemental Change (^CC5500Earth^000000)
  • Always an available skill to have as a Sage once you've talked to the Platinum Skill NPC at the Main office (@go 50). Technically a debuff but you'll have better debuffs that behave the same way as this skill on your 4th job skill 5373.png Terra Drive.
1 Active
1018.png Elemental Change (^FF0000Fire^000000)
  • Always an available skill to have as a Sage once you've talked to the Platinum Skill NPC at the Main office (@go 50). Technically a debuff but you'll have better debuffs that behave the same way as this skill on your 4th job skill 5372.png Conflagration.
1 Active
1019.png Elemental Change (^33CC00Wind^000000)
  • Always an available skill to have as a Sage once you've talked to the Platinum Skill NPC at the Main office (@go 50). Technically a debuff but you'll have better debuffs that behave the same way as this skill on your 4th job skill 5370.png Lightning Land.
1 Active
1007.png Create Elemental Converter 1 Active

Recommended Skill Tree

My Personal Skill Tree Allocation for Sage

Land Protector

Land Protector AoE. From left to right, 11x11, 9x9, 7x7.

In this section, we'll be talking a lot more about the Sage skill 288.png Land Protector (LP) in-depth on how it should be properly placed, what level of LP should you use in different scenarios, and what's the extent of the "hittable zone" and "danger zone" of LP. From here on out, I'll be referring to Land Protector as LP only for simplicity's sake. Okay then, let's get going! As what can be seen from the image above, LP is divided into three AoEs. Levels 1-2 LP produce the 7x7, Levels 3-4 LP produce the 9x9, while only Level 5 produces 11x11. In most situation, you'd likely use 11x11 LP most of the time whenever you'd need to put an LP underneath you to protect you or your party from strong ground magical skills from MVPs. However not all the time would you need to use 11x11.

If you're in a small party of let's say 4 or 5 then a 9x9 LP will suffice to protect you and your small party. This gets significantly reduced when you solo on your own plus your Elementals and High Elementals. When this happens, you'd only want to use 7x7 and there'll be enough space for the both of you. Now you must be wondering why this is necessary. Simply because your skills won't hit the MVP. There will be times where you'll need to land your ground AoE skills to hit the enemy and you will have a lot of those especially when you transition to Elemental Master, and when an MVP enters your LP, you'll be left disadvantaged alongside your fellow party members that spams ground AoE spells like the Arch Mages. When you're in a party and there are ground effects you wanna clear such as 405.png Spider Web (Fiber Lock) or 229.png Demonstration (Bomb), you'll only need to use 7x7 so that you and your party's ground AoE skills won't get blocked.

But then you're probably gonna argue, LP actually has a "hittable zone" and yes you are correct but what happens now if the MVP is placed further inside your LP then no matter where you cast your skills to the "hittable zone" of LP your skills will never reach the MVP. That's why you would need to use lower levels of LP in those kinds of situations.

"Hittable Zone" of Land Protector

Land Protector's "Hittable Zone".

Okay now I would like you to focus your attention to the GIF above. LP doesn't provide total protection from ground AoE skills when those skills are casted right outside the furthest edge of LP. If I cast for example 5372.png Conflagration on the cell right outside of LP, it will still penetrate LP and damage anyone in Conflagration's 9x9 AoE even if you're inside LP. This is the reason why most people think that LP has a "danger zone" because oftentimes they get hit by ground AoE magical skills of the MVP even when inside LP's protective cells. You are getting hit by the MVP's skills because it's most likely that they also casted their skills right outside of LP on its "hittable zone". Now it doesn't necessarily have to be one (1) cell, it could be two (2) cells or three (3) cells but depending how huge the AoE of the skills it could still reach and penetrate LP and damage you in return. Even if I casted Conflagration two (2) more cells below from the cell that I casted it from the GIF, it will still hit the dummy. A video showcasing its official behavior is documented here.

Land Protector's Protective Cells.


In contrast, if I cast my Conflagration on LP's protective cell itself, it won't deal any damage at all to the dummy because it didn't penetrate LP as shown in the GIF above. I would need to cast it right outside LP if I would want my skills to reach and hit the dummy. That's why in situations where surviving is more important than doing DPS, you will be required to use higher levels of LP with larger AoE. Forget about the set-ups and the insignias, just put LP underneath you so you can survive, just make sure to give a slight space for where you could cast your ground AoE skills to kill the MVP.

Proper Placement of Land Protector

Land Protector's 3 Cells Range.


When placing your LP, it's important to know what's the maximum range you can go for to readjust its positioning. This is important because when you're faced with an MVP and the MVP is in close melee range, you wouldn't want to move and lure it further to your LP since you'll need space between you and him so you can set-up your insignias while he's outside of LP. Now, LP has a three (3) cells range from the position you're standing from. Going above three (3) cells will make you move and lose your position. Be consciously aware of this as this will help you, especially once insignias are taken into consideration. More info will be discussed regarding LP's behavior in correlation with insignias in this section.

Note: I will provide better GIFs with higher qualities in the future to replace those 3 above once I am more experienced in handling them because this is literally my first time to make one~

Dispell

List of Common Buffs and Debuffs Removed by Dispell

In this section of the guide, I'll only be listing the buffs and debuffs commonly seen from bosses and players. Obviously, this list won't be complete or near perfection, but if you know any more buffs and debuffs that you think should be included in the list, please feel free to add it or let me know.

I would also like to add that this list will be updated over time as I work more on the guide.

Dispellable
249.png Auto Guard 257.png Defender 29.png Increase Agility
16.png Stone Curse 34.png Blessing 361.png Assumptio
252.png Reflect Shield 78.png Lex Aeterna 5001.png Dark Claw
2213.png Comet's Magic Intoxication 214.png Raid (Sightless Mind) Bleeding
NPC MAX PAIN NPC AGI UP Frozen
Curse Hallucination Silence

Professor

Professor class. Artwork by michaelxgamingph of devianart.

Overview

Professor or alternatively known as Scholar is the transcendent job of the Sage branch. The Professor job line-up is the direct improvement of what the Sage class is so known for. Thru rebirth and after studying the essence of magic and its inherent yet delicate nature, Professors have spent their time mastering an even greater body of knowledge which led them to learn new mystical skills that support their allies or act as a poke skill to annoy enemies.

Most of their newly learned skills revolve around mana or SP. They can now give endless supply of SP to their party members with 374.png Soul Change, and even regenerate their own SP thru the HP%-SP% based skill 373.png Indulge. Another SP-manipulating skill they have learned is the skill 375.png Soul Burn, which allows Professors to effectively eliminate all of their opponent's SP which makes them an annoying foe to deal with in PvP and WoE on top of already having an annoying skill like 289.png Dispell from their previous job as Sages. Defensively, they've also learned new skills such as 404.png Wall of Fog (Blinding Mist), and 405.png Spider Web (Fiber Lock) that complements well with 12.png Safety Wall and 286.png Deluge and with Fire Bolter builds, respectively.

Offensively, Professors have also learned to boost their own magical power by improving on their bolt-based magical build in the form of 482.png Double Casting which lets them to cast their bolt skills twice in succession. This is one of the core skills you need to have when you're planning on playing 2445.png Spell Fist.

Skill Tree

Skill Notes Points Type
373.png Indulge
  • Maximize this skill and put 5 skill points.
  • Nothing is more important than having a healthy SP pool at all times, especially when you're gonna be using 157.png Energy Coat to reduce the amount of damage you receive from any sources.
  • Indulge is a skill that will immediately replenish your SP back to full and its effectiveness at the cost of 10% of your MaxHP. The more HP% you have, the more SP you replenish back that's why a high VIT Professor would benefit most from this skill since they can get the most SP.
  • Having 0 SP will make the skill fail since it needs at least 1~5 SP (scales with level) or more in order to cast Indulge.
5 Supportive
374.png Soul Change
  • If you're playing in a party, you could put 1 skill point on this one so you support them better; otherwise just leave it be and put your skill points elsewhere.
  • When you reached the end stages of the game, almost everybody will have SP recovering consumables like 1100004.png Concentrated Blue Syrup Potion (1100004) , 23203.png Small Mana Potion (23203) or party buffs like the Performers' 2427.png Song of Mana.
0 / 1 Supportive
375.png Soul Burn
  • Don't get this unless you're joining PVP or WoE, since this skill could only be used on those scenarios.
  • I recommend to get only Lvls. 4 or 5 of this skill or not at all. Lvls. 4 & 5 get 70% success chance while the rest gets nothing above or equal to it and if this skill fails it will only drain your own SP instead of the enemy's! Be sure to have any SP healing items for emergency situations like this.
0 / 5 Offensive
402.png Mind Breaker
  • It may have some uses inside PvP or WoE, but not that much needed in PvE.
  • This skill will decrease the MDef% of the enemy by 60% at the cost of increasing their MAtk% by 100%.
  • Use this skill instead on the opposing team's tank or physical attacker to cripple them; otherwise if you cast it on a magical attacker, it might play to your party's disadvantage and you'll regret it.
0 / 5 Offensive
403.png Memorize (Foresight)
  • Not needed in the current state of the game since instant cast is easy to get elsewhere.
  • It's also important to note that should you still decide to get it, keep in mind that it only works for 5 skills in total. If you use it to cast the skill 10.png Sight or 373.png Indulge, you've basically wasted 2 out of your 5 chances to reduce the cast time of your skills since those 2 aforementioned skills have 0 casting time.
0 Active
404.png Wall of Fog (Blinding Mist)
  • Place 1 skill point on this one.
  • Wall of Fog is a defensive skill that will protect anyone inside its 5x3 AoE from ranged targeted skills and ranged attacks.
  • This does not give total immunity against ranged physical attacks and skills though unlike the Acolyte branch's 25.png Pneuma just to be clear. It will only decrease the damage by 75%. HIT rate is also reduced by 50 pts.
  • Ranged targeted skills (both physical and magical) will have a 75% chance to miss.
  • This skill also gets doubled duration when placed under 286.png Deluge. Note that you have to cast Deluge first before placing this skill or else they won't overlap.
  • Only 2 Wall of Fogs can coexist at the same time until the first one expires or either of them gets cleared by 288.png Land Protector or any of the ground-effect clearing skills such as the High Wizard's 483.png Ganbantein skill or the Geneticist's 2483.png Crazy Weed skill.
  • Professors and later on as Elemental Masters get the most out of this skill when they pair it not only with Deluge but also with 12.png Safety Wall which makes it possible for the class to solo instances and MVPs when none of them casts ground magical spells. If they do though, it might be better to use Land Protector instead and just face their melee and/or range attacks head-on while chugging HP potions such as 1100005.png Concentrated Golden Syrup Potion (1100005) .
1 Defensive
405.png Spider Web (Fiber Lock)
  • Mostly used in PvP or WoE scenes. Not much use in PvE.
  • When used, it'll consume 1 1025.png Cobweb (1025) and reduce their FLEE rate by a flat amount of 50 pts. of whoever is trapped in it.
    • Cobwebs are dropped by Argos and they can be found at Mjolnir 10 (mjolnir_10 , ).
  • It's got some uses though for some of the server's events like the recently ended Autumn Event. It works perfectly on the Sentinels, though just keep in mind it gets destroyed when it gets struck by any Fire property attacks.
1 Defensive
482.png Double Casting
  • Maximize this skill and allot 5 skill points if you're gonna play 2445.png Spell Fist.
  • Double Casting at max level gives 80% chance for any bolt skills from any sources (either from the Sage's 279.png Auto Spell skill, gears, cards or your own Elementals from Sorcerer & High Elementals from Elemental Master) to be repeated or recasted.
  • So long as this skill is active it will cast all bolt skills with 0 limits.
0 / 5 Active

Recommended Skill Tree

My Personal Skill Tree Allocation for Professor

Sorcerer

Sorcerer class. Artwork by michaelxgamingph of devianart.

Overview

Sorcerer is the 3rd class of the Sage and Professor line-up. After traversing an arduous journey of learning the mystic secrets of magic and both of its treacherous and appeasing natures, Professors have undergone an even more daunting exploration to fully unveil the true constitution of magic itself. In their expedition, they've come across the spirits, known amongst the commoners as Elementals, that embody and represent the 4 Elements of Nature: the Fire Spirit Agni, the Water Spirit Aqua, the Wind Spirit Ventus, and the Earth Spirit Tera. Guided by the blessings granted to them by the great spirits of old, Professors have mastered the arts that make one deserving of the title Sorcerer.

Sorcerers have the ability to call forth the spirits of nature with their skills 2457.png Summon Agni, 2458.png Summon Aqua, 2459.png Summon Ventus, and 2460.png Summon Tera. Each Elementals bestows the summoner both offensive and defensive passive effects that enabled the Sorcerer class to apply the sacred knowledge of magic they've learned as a Sage and Professor into the battlefield; thus finally enabling them to use damaging area of effect (AoE) skills in the form of 2449.png Psychic Wave, 2447.png Diamond Dust, 2446.png Earth Grave, and 2454.png Varetyr Spear.

Depending on which Elementals are summoned, each of their AoE skills are boosted in damage in correspondence to their respective elements. A summoned Lvl. 2 2458.png Summon Aqua in Lvl. 1 2456.png Elemental Control (Passive Mode) would endow its summoner's 2449.png Psychic Wave skill with the Water property, as well as boosting the damage output of 2447.png Diamond Dust and its crystallization chance which is fitting as the conjurers of Elemental spirit magic. This allowed Sorcerers to share an emotional connection with their Elementals in ways unimaginable and because of this they have developed skills to further enhance their dearest companion's capabilities with the skill 2463.png Elemental Sympathy that enhanced the Elemental's survivability in battle. Sorcerers have since then developed new skills too in their kit—one that is shared between them and their Elementals. This introduced the complex Insignia System ( 2465.png Fire Insignia, 2466.png Water Insignia, 2467.png Wind Insignia, & 2468.png Earth Insignia) that grants varying effects to anybody standing within its AoE.

Sorcerers desiring for more knowledge and realizing there's really no way to quench their unending thirst for magic have then further divulged into the uncharted realms of Poison magic. This started the beginning stages of the so-called Poison magic and turned into a practice for the class to satiate their hunger. Albeit limited, this allowed Sorcerers to use Poison skills such as 2448.png Poison Buster and 2450.png Killing Cloud.

The class to this day has never forgotten its roots coming from the Sage and Professor line-up and have honored this as they developed skills to annoy and poke enemies. 2453.png Extreme Vacuum is a crowd control or root skill that immobilizes any unit that steps within its AoE. 2455.png Arrullo is another skill that may come off as infuriating to many and acts as a debuff when used in the PvP and WoE scenes. Intrinsically, Sorcerer's AoE skills have CC effects themselves. Psychic Wave is a DoT skill that hit-locks units that enter its range; Diamond Dust crystallizes enemies rendering them immobile and silenced all the while getting increased damage against Wind property magic attacks; Varetyr Spear stuns enemies within its vicinity, and while Earth Grave doesn't apply any CC effects, it gives bleeding status effect and unveils monsters that are in hiding or cloaking state.

Skill Tree

Skill Notes Points Type
2449.png Psychic Wave
  • Allot 5 skill points to this skill.
  • This is your main damaging skill as a Sorcerer with an 11x11 AoE . Effective for leveling your character upon transitioning to 3rd job.
  • It has a 5 seconds cooldown so cast this skill whenever it's available. However, there are equipment such as the 26118.png Shadow Staff [2] (26118) or its enhanced version 550012.png Patent Shadow Staff [2] (550012) , 25419.png Professor Stone (Low) (25419) + 25420.png Sorcerer Stone (Garment) (25420) that reduce its cooldown by 3 seconds in total, which are useful in leveling.
  • 25417.png Professor Stone (Top) (25417) + 25420.png Sorcerer Stone (Garment) (25420) , 1000673.png Sorcerer Stone (Mid) (1000673) are some of the easily available resources that would boost Psychic Wave's damage.
  • Psychic Wave (PW) by default is Neutral property but it can also be endowed to the four (4) basic elements Fire, Water, Wind, and Earth (plus eventually with Poison) depending on the active modes and levels of the summoned Elementals.
    • As an example, a summoned Lvl. 2 2457.png Summon Agni in Lvl. 1 2456.png Elemental Control (Passive Mode) would endow its summoner's 2449.png Psychic Wave skill with the Fire property.
  • Gets the most benefit from INT among all the Sorcerer's AoE skills. The higher your INT value, the harder it hits as it's got triple the potency for INT. With items like 22001.png Temporal INT Boots (22001) with 4876.png Runaway Magic (4876) and 470074.png Boots of Unknown Magic Power [1] (470074) , PW will hit like a truck.
  • Frequently disregarded once the leveling phase is over, this skill will still have its uses once you've transitioned to Elemental Master. This is your widest AoE skill, your 4th job High Elementals would still give you ability to endow this skill's property to the four (4) basic elements + Poison eventually. Oftentimes you'll find yourself finished with your set-ups but the MVP is too far away and you want to maintain distance between you and him as much as possible, PW is there to reach and lure him towards you, and besides with 4th job traits and gears PW will still deal a considerable amount of damage so consider adding this to your skill set.
5 Offensive
2447.png Diamond Dust
  • Allot 5 skill points to this skill.
  • You have no choice but to maximize this skill at it'll be needed for the costume enchant stone 1000673.png Sorcerer Stone (Mid) (1000673) . For every level of Diamond Dust, it gives you +2% Variable Cast Time (VCT) reduction. This will be needed for you to reach instant cast thru VCT%.
  • Diamond Dust (DD) will be 1 of your main AoE skill in your skill rotation for leveling up. Like PW, it has a 5 seconds cooldown but this can be reduced with the right equipment such as the 24297.png Sorcerer Shadow Weapon (24297) . A +10 Sorcerer Shadow Weapon will reduce the cooldown of this skill by 4 seconds, making it possible to reduce your skill rotation down to 2 skills in a sequence similar to this:
               2449.png Psychic Wave —> 2447.png Diamond Dust —> 2447.png Diamond Dust —> 2449.png Psychic Wave —> repeat
  • It is also possible to completely eliminate the 5 seconds cooldown of Diamond Dust with the item 540014.png Poenitentia Codex [2] (540014) . When the codex is refined to +11 and above, it will reduce both Diamond Dust and Earth Grave cooldown by an additional 2 seconds. 24297.png Sorcerer Shadow Weapon (24297) wouldn't necessarily need to be refined at +10 when you use both equipment then.
  • It also gives out an annoying debuff commonly complained about in the PvP/WoE scenes. Diamond Dust has a 30% chance to apply the crystallization debuff. The chance of application is further increased when a Lvl. 2 2458.png Summon Aqua in Lvl. 1 2456.png Elemental Control (Passive Mode) is active. It also increases Diamond Dust's damage by (JobLv x 5)%.
  • DD's damage is increased depending on the level of 281.png Frost Weapon, and the caster's own INT and base level.
5 Offensive
2446.png Earth Grave
  • Allot 5 skill points to this skill.
  • You have no choice but to maximize this skill at it'll be needed for the costume enchant stone 1000674.png Sorcerer Stone (Low) (1000674) . For every level of Earth Grave, it gives you +2% All property magical damage.
  • If you prefer to use Earth Grave (EG) instead of Diamond Dust, there are equipment available that could reduce its cooldown from 5 seconds down to 1 second. A +10 24310.png Sorcerer Shadow Shield (24310) exists for that purpose. It's also possible to completely remove its cooldown to 0 just like DD when a +7 Sorcerer Shadow Shield is paired with a +11 540014.png Poenitentia Codex [2] (540014) or a +9 540056.png Dim Glacier Book [1] (540056) with the enchant 311228.png Glacier Flower Spell (Earth Grave) (311228) .
  • EG's damage is increased depending on the level of 283.png Seismic Weapon, and the caster's own INT and base level.
  • Has a chance to apply the bleeding status effect and reveals enemies under the cloaking or hiding state.
5 Offensive
2451.png Striking
  • Place 5 skill point to this skill and maximize it.
  • Striking is a good supportive buff for your party. It gives +100 ATK (x WeaponLv), & +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 1000672.png Sorcerer Stone (Top) (1000672) . For every level of Striking, it gives you 0.1 second Fixed Casting Time (FCT) reduction.
5 Supportive
2454.png Varetyr Spear
  • Just enough skill points as a prerequisite skill for 2459.png Summon Ventus and 2467.png Wind Insignia.
  • Varetyr Spear's damage is increased depending on the level of 282.png Lightning Loader, 2451.png Striking, and the caster's own INT and base level.
  • Has a chance to stun enemies.
3 Offensive
2445.png Spell Fist
  • Either leave this skill out if you're going the caster route or max it if you're going for the niche build Spell Fist.
  • Spell Fist concentrates the power of your elemental bolt skills (19.png Fire Bolt, 14.png Cold Bolt, & 20.png Lightning Bolt) to your weapon which makes it possible to deal melee magical damage.
  • Ideally, you'd want to have an FCT lower than 1 second or VCT lower than 90% so you can't instant cast your bolt skills. Yes, that may sound absurd but that's because you'd need to not completely cast your elemental bolts so you could apply Spell Fist as an active skill. Aim your bolt skills on a target, cast it, then immediately press Spell Fist. Instant casting your bolt skills will make it impossible for you to activate Spell Fist.
0 / 10 Active
5008.png Elemental Shield
  • 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.
  • The defensive skills applied if you're wondering are the skills 12.png Safety Wall, & 25.png Pneuma. 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.
0 Defensive
2443.png Fire Walk
  • Skip this one, unless you want to have your own built-in trail effect to look cool. No place as a prerequisite skill either.
0 Active
2444.png Electric Walk
  • Skip this one, unless you want to have your own built-in trail effect to look cool. No place as a prerequisite skill either.
0 Active
2448.png Poison Buster
  • Skip this one. No place as a prerequisite skill either. There's gonna be stronger Poison skills later on.
0 Offensive
2450.png Killing Cloud
  • Either leave this one out completely or get it to max level.
  • Killing Cloud acts as a debuff skill that reduces any units' Poison resistance inside its AoE. At max level, it reduces its Poison resistance by 25%.
  • Extremely useful if you're gonna be focusing on Poison element; though keep in mind it has a 5 seconds cooldown but the costume enchant stones 1000672.png Sorcerer Stone (Top) (1000672) + 25420.png Sorcerer Stone (Garment) (25420) reduces its cooldown by 2 seconds. Typically it's used for DPS-ing or MVP-ing and rarely used for field farming unless you wanna see big damage numbers with your Poison-endowed 2449.png Psychic Wave, 5371.png Venom Swamp, and 2448.png Poison Buster.
0 / 5 Supportive
2452.png Warmer
  • Just put enough skill points to this one as a prerequisite skill for 2457.png Summon Agni and 2465.png Fire Insignia.
  • At lower levels, Warmer gets lower cooldown, so I suggest not to really max out this skill. You use this skill more for its utility than the HP% heal it gives.
  • Warmer removes the crystallization, frozen, and freezing debuffs.
3 Supportive
2453.png Extreme Vacuum
  • Put 5 skill points to this one if you're gonna frequent PvP/WoE or if you're gonna use this for leveling; otherwise leave it at 0.
  • Extreme Vacuum is a crowd control (CC) skill that pulls in any units towards the center of its AoE.
    • Base duration of the rooting effect is decreased by unit's STR.
  • Works on MVPs and boss monsters, but due to their high VIT its CC effect will be negligible or barely noticeable.
  • It's got some uses though for some of the server's events like the recently ended Autumn Event. It roots the Sentinels into place preventing them to move around.
0 / 5 Active
2455.png Arrullo
  • Put 5 skill points to this one if you're gonna frequent PvP/WoE; otherwise leave it at 0.
  • Arullo inflicts the Deep Sleep status effect to the targets.
    • Base chance of effect is increased by the caster's INT and Job Level.
    • Base duration of debuff is decreased by the unit's Base Level and INT.
0 / 5 Active
2456.png Elemental Control
  • 3 skill points are enough for this skill.
  • Elemental Control switches your active Elementals & High Elementals from Waiting Mode to either Passive, Defensive, or Offensive Mode.
    • Level 1: Switch to Passive Mode
    • Level 2: Switch to Defensive Mode
    • Level 3: Switch to Offensive
    • Level 4: Dismisses your currently summoned Elemental or High Elemental... like whyyy and what for??
  • This skill altogether with the Elementals and Elemental Master's High Elementals will have a separate section. For more info, check down below.
3 Active
2457.png Summon Agni
  • Allot 3 skill points to this one.
  • This skill will call forth the Fire Spirit Agni which appears in 3 forms (Child, Adolescent, & Adult) depending on the skill level:
    • Level 1: Child form - requires 3 990.png Red Blood (990) to summon
    • Level 2: Adolescent form - requires 6 990.png Red Blood (990) to summon
    • Level 3: Adult form - requires 1 994.png Flame Heart (994) to summon
  • For recommended farming spots for these elemental catalysts, please refer down below.
  • Agni together with the other Elementals and Elemental Master's High Elementals will have a separate section dedicated for them. For more info, check down below.
3 Active
2458.png Summon Aqua
  • Allot 3 skill points to this one.
  • This skill will call forth the Water Spirit Aqua which appears in 3 forms (Child, Adolescent, & Adult) depending on the skill level:
    • Level 1: Child form - requires 3 991.png Crystal Blue (991) to summon
    • Level 2: Adolescent form - requires 6 991.png Crystal Blue (991) to summon
    • Level 3: Adult form - requires 1 995.png Mystic Frozen (995) to summon
  • For recommended farming spots for these elemental catalysts, please refer down below.
  • Aqua together with the other Elementals and Elemental Master's High Elementals will have a separate section dedicated for them. For more info, check down below.
3 Active
2459.png Summon Ventus
  • Allot 3 skill points to this one.
  • This skill will call forth the Wind Spirit Ventus which appears in 3 forms (Child, Adolescent, & Adult) depending on the skill level:
  • For recommended farming spots for these elemental catalysts, please refer down below.
  • Ventus together with the other Elementals and Elemental Master's High Elementals will have a separate section dedicated for them. For more info, check down below.
3 Active
2460.png Summon Tera
  • Allot 3 skill points to this one.
  • This skill will call forth the Earth Spirit Tera which appears in 3 forms (Child, Adolescent, & Adult) depending on the skill level:
    • Level 1: Child form - requires 3 993.png Green Live (993) to summon
    • Level 2: Adolescent form - requires 6 993.png Green Live (993) to summon
    • Level 3: Adult form - requires 1 997.png Great Nature (997) to summon
  • For recommended farming spots for these elemental catalysts, please refer down below.
  • Tera together with the other Elementals and Elemental Master's High Elementals will have a separate section dedicated for them. For more info, check down below.
3 Active
2461.png Elemental Action
  • Skip this one. No place as a prerequisite skill either.
  • But to those who's curious on what it does, it just randomly selects one of the offensive skills your Elementals and High Elementals does regardless of its current state.
0 Active
2462.png 4 Elemental Analysis
  • Either put only 1 skill point on this one or max it out.
  • This skill converts elemental ores into to their higher forms and vice versa.
    • Level 1: 1 Elemental Gemstone —> Lesser Elemental Ores (quantity yield is random)
    • Level 2: 10 Lesser Elemental Ores —> 1 Elemental Gemstone
  • Personally, I only put 1 skill point as a prerequisite skill. If I wanna condense lesser elemental ores [ (i.e. 990.png Red Blood (990) ] to their higher forms [ 994.png Flame Heart (994) ], I'll just make a separate skill tree for it and save it to Build Manager NPC Lotus (main_office 122, 169) and reload it everytime I need to craft.
1 / 2 Active
2463.png Elemental Sympathy
  • Always max this skill passive for your Elementals and High Elementals of the Elemental Master.
  • Greatly improves their survivability. More pieces of information on how to improve their survivability down below.
5 Passive
2464.png Elemental Cure
  • Allot 1 skill point to this one.
  • Sacrifices 10% of your current HP and SP to heal your Elementals and High Elementals.
  • You'll oftentimes find yourself needing to heal your Elementals or High Elementals and this skill will do just that for you.
  • Having an HP/SP pool lower than 10% will make this skill fail so always try to bring healing consumables with you like 607.png Yggdrasil Berry (607) or 608.png Yggdrasil Seed (608) .
1 Active
2465.png Fire Insignia
  • Put 3 skill points and max this skill out.
  • More pieces of information regarding Fire Insignia and the Insignia System down below.
3 Active
2466.png Water Insignia
  • Put 3 skill points and max this skill out.
  • More pieces of information regarding Water Insignia and the Insignia System down below.
3 Active
2467.png Wind Insignia
  • Put 3 skill points and max this skill out.
  • More pieces of information regarding Wind Insignia and the Insignia System down below.
3 Active
2468.png Earth Insignia
  • Put 3 skill points and max this skill out.
  • More pieces of information regarding Earth Insignia and the Insignia System down below.
3 Active

Recommended Skill Tree

My Personal Skill Tree Allocation for Sorcerer

Elemental Master

Elemental Master class

Overview

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 resides, 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 uncover more power thru the elements of nature.

This allowed their companion spirits to evolve and become powerful beings of their own rights. Agni evolved to the High Elemental Ardor, Aqua evolved to the High Elemental Diluvio, Ventus evolved to the High Elemental Procella, and Tera evolved to the High Elemental Terremotus. The Sorcerer's previous experimentation on the Poison element led them to awaken the vicegerent and embodiment of Poison magic of which it governs—the High Elemental Serpens. With their new form bonds and an unlikely ally with the malignant Serpens, Sorcerers themselves have evolved to the legendary Elemental Master.

Notable skills in an EM's skill kit are the skills 5372.png Conflagration, 5369.png Diamond Storm, 5370.png Lightning Land, 5373.png Terra Drive, and 5371.png Venom Swamp each of which represents the evolved High Elemental Spirits that accompany them in their adventure in the form of 5375.png Summon Elemental Ardor, 5376.png Summon Elemental Diluvio, 5377.png Summon Elemental Procella, 5378.png Summon Elemental Terremotus, and 5379.png Summon Elemental Serpens.

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 Ardor will bestow an EM with the gift of Fire and will receive increased Fire 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 5380.png Elemental Buster 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 Poison-endowed Elemental Buster when Serpens 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 5381.png Elemental Veil. 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 6517.png Psychic Stream, a pronounced antecedent of its predecessor skill Psychic Wave.

Skill Tree

Skill Notes Points Type
5365.png Magic Book Mastery
  • Maximize this skill whenever you can or if you have enough skill points to allocate.
  • Magic Book Mastery boosts the magical damage of Fire, Water, Wind, Earth, and Poison when using a book-type weapon.
  • Most of your weapons as an Elemental Master are now all book-type weapons, unlike before from the previous jobs where it was a mix of staves and books.
  • Give this skill more attention once you're done with your core AoE skills.
5 / 10 Passive
5366.png Spell Enchanting
  • Allot 5 skill points to this and maximize it.
  • Spell Enchanting gives +20 S.Matk to you and your allies.
  • This is a good supportive skill to boost your own damage output. Really nothing much to say about this skill, just max it out.
5 Supportive
5367.png Activity Burn
  • Either ignore this one or max it out.
  • Activity Burn acts loosely similarly like the Professor's 375.png Soul Burn skill. Though instead of stealing away the SP of a target, this one burns the enemies' Activity Point (AP) with 0 penalty if the skill fails. Unfortunately, this skill can only be used in PvP/WoE scenes; thus making this skill useless in PvE.
  • You're only required to max this one out as a prerequisite skill for 5368.png Increasing Activity which does have some uses for PvE.
0 / 5 Active
5368.png Increasing Activity
  • Either ignore this one or max it out.
  • Increasing Activity acts similarly like the Professor's 374.png Soul Change skill, but without the "give-and-take" interaction of it.
  • This skill gives out a flat amount of +50 (scales with level) of your AP to your allies. This isn't an %-% interaction, and you won't gain anything back as this is a one-way exchange of AP.
  • When focused on supporting, you can replenish back 5 AP by constantly casting any of your ground AoE skills such as 5372.png Conflagration, 5369.png Diamond Storm, 5370.png Lightning Land, 5373.png Terra Drive, and 5371.png Venom Swamp. EMs never ran out of AP so don't be too stingy to share AP when you have this skill.
  • One other use of this skill is when you use the costume enchant stone 1001420.png Elemental Master Stone (Garment) (1001420) . For every level of Increasing Activity, it increases your Fire & Poison property magical damage by 2%. Others will max this skill out just for this purpose but in my opinion, it's really not worth it since at this point you already have too much Fire & Poison magical property damage modifiers thus making the damage difference barely noticeable. Besides, this one takes up too much skill points that it's better to expend it on skills such as 5370.png Lightning Land or 6517.png Psychic Stream.
0 / 5 Supportive
5369.png Diamond Storm
  • A must have in any EM builds so always max this one out. No exceptions.
  • Diamond Storm (DS) is one of the core skills in an EM's build. When using the Dimensions combo consisting of 400536.png Time Dimensions Rune Crown(Elemental Master) [1] (400536) + 540079.png Dimensions Elemental Magic Book [2] (540079) and when both items are Grade A, it will give you the ability to auto-cast 5380.png Elemental Buster every time you cast Diamond Storm. Crazy. I know, right?
  • This allows EM to casually spam their ultimate skill Elemental Buster with 0 restrictions anytime they desire to do so. DS has a 1 second cooldown so for every second, they can freely do just that. Exciting!
  • Diamond Storm is also a burst skill. It 's not a DoT skill like 5372.png Conflagration or 5371.png Venom Swamp and when paired with an auto-casted Elemental Buster which in itself is a burst skill, it greatly accomplishes that purpose neatly.
  • Diamond Storm has a 5% chance to inflict the Rapid Cooling status effect.
    • Rapid Cooling: Endows target's property to Water 1, unable to move, use items or skills, reduces Def and MDef, canceled upon taking damage.
    • This status effect only affects normal monsters and useless against boss monsters and MVPs.
    • A good debuff to cycle with 5370.png Lightning Land and Wind-endowed 5380.png Elemental Buster though you may find yourself disappointed because unlike before it's now got a low chance to get applied. But this is technically a buff because casting Diamond Storm on a monster inflicted with this debuff would decrease DS's subsequent damage, but now that chances are lowered monsters will be taking in the full extent of your DS damage without any elemental resistances.
5 Offensive
5370.png Lightning Land
  • Allot 5 skill points to this one and max it out.
  • Lightning Land (LL) is one of your three (3) main DoT skills alongside 5372.png Conflagration and 5371.png Venom Swamp with strong CC effects via "hit-locking" mobs.
  • It is a good skill to use when farming. You leave out your LL on the ground then teleport away. Kill the mobs offscreen and still get their loots.
  • Lightning Land has a 5% chance to inflict the Torrent status effect.
    • Torrent: Endows target's property to Wind 1, unable to move, use items or skills, increases damage taken from Earth property, canceled upon taking damage.
    • This status effect only affects normal monsters and useless against boss monsters and MVPs.
    • A good debuff to cycle with 5373.png Terra Drive and Earth-endowed 5380.png Elemental Buster though you may find yourself disappointed because unlike before it's now got a low chance to get applied. But this is technically a buff because casting Lightning Land on a monster inflicted with this debuff would decrease LL's subsequent damage, but now that chances are lowered monsters will be taking in the full extent of your LL damage without any elemental resistances.
5 Offensive
5371.png Venom Swamp
  • Allot 5 skill points to this one and max it out.
  • Venom Swamp (VS) is one of your three (3) main DoT skills alongside 5372.png Conflagration and 5370.png Lightning Land with strong CC effect via "hit-locking" mobs.
  • It is a good skill to use when farming. You leave out your VS on the ground then teleport away. Kill the mobs offscreen and still get their loots.
  • As a Poison property skill, it provides great coverage against the four (4) basic elements. Poison deals increased damage against Fire, Water, Wind, and Earth. Level 1 monsters of these properties receive 150% more damage against Poison, while Level 4 monsters receive 125% more damage. For more info, refer to the elemental table.
  • Venom Swamp has a 3% chance to inflict the Severe Poison status effect.
    • Severe Poison: Increases damage taken from Poison property, reduces Def, drains HP over time.
    • This status effect only affects normal monsters and useless against boss monsters and MVPs.
    • A good debuff to cycle with your own Venom Swamp, Poison-endowed 5380.png Elemental Buster, and the Sorcerer skills 2450.png Killing Cloud, and Poison-endowed 2449.png Psychic Wave though you may find yourself disappointed because unlike before it's now got a low chance to get applied.
5 Offensive
5372.png Conflagration
  • Allot 5 skill points to this one and max it out.
  • Conflagration (Conflag) is one of your three (3) main DoT skills alongside 5371.png Venom Swamp and 5370.png Lightning Land with strong CC effect via "hit-locking" mobs.
  • It is a good skill to use when farming. You leave out your Conflag on the ground then teleport away. Kill the mobs offscreen and still get their loots.
  • Conflagration has a 3% chance to inflict the Blaze status effect.
    • Blaze: Endows target's property to Fire 1, drains HP over time.
    • This status effect only affects normal monsters and useless against boss monsters and MVPs.
    • A good debuff to cycle with 5369.png Diamond Storm and Water-endowed 5380.png Elemental Buster though you may find yourself disappointed because unlike before it's now got a low chance to get applied. But this is technically a buff because casting Conflagration on a monster inflicted with this debuff would decrease Conflag's subsequent damage, but now that chances are lowered monsters will be taking in the full extent of your Conflag's damage without any elemental resistances.
5 Offensive
5373.png Terra Drive
  • A must have in any EM builds so always max this one out if you plan on using the other 540080.png Dimensions Elemental Spell Book [2] (540080) .
  • Terra Drive (TD) is one of the core skills in an EM's build. When using the Dimensions combo consisting of 400536.png Time Dimensions Rune Crown(Elemental Master) [1] (400536) + 540080.png Dimensions Elemental Spell Book [2] (540080) and when both items are Grade A, it will give you the ability to auto-cast 5380.png Elemental Buster every time you cast Terra Drive. Crazier stupid? Yusss, we know! You're not alone~
  • This allows EM to casually spam their ultimate skill Elemental Buster with 0 restrictions anytime they desire to do so. Like DS, TD has a 1 second cooldown so for every second, they can freely do just that. But wait there's moreee~
    • If you've gotten this far I know what you're probably thinking. Does that mean we could use both 540079.png Dimensions Elemental Magic Book [2] (540079) & 540080.png Dimensions Elemental Spell Book [2] (540080) to auto-cast 5380.png Elemental Buster every half a second? The answer is a big Yes! You can freely switch between books and cast DS and TD alternately. Though you may need to be fast on your fingers as this requires a bit of micromanaging so good luck~
  • Diamond Storm is also a burst skill. It 's not a DoT skill like 5372.png Conflagration or 5371.png Venom Swamp and when paired with an auto-casted Elemental Buster which in itself is a burst skill, it greatly accomplishes that purpose neatly.
  • Terra Drive has 5% chance to inflict the Concretion status effect.
    • Concretion: Endows target's property to Earth 1, unable to move, use items or skills, reduces MDef, canceled upon taking damage.
    • This status effect only affects normal monsters and useless against boss monsters and MVPs.
    • A good debuff to cycle with 5372.png Conflagration and Fire-endowed 5380.png Elemental Buster though you may find yourself disappointed because unlike before it's now got a low chance to get applied. But this is technically a buff because casting Terra Drive on a monster inflicted with this debuff would decrease TD's subsequent damage, but now that chances are lowered monsters will be taking in the full extent of your TD damage without any elemental resistances.
3 / 5 Offensive
5381.png Elemental Veil
  • An optional skill to have when you're tight on skill points, but always a welcome addition as it adds a protective layer for your High Elementals.
  • Elemental Veil turns your High Elementals transparent which prevents them from being damaged by normal basic attacks and targeted skills such as 2217.png Tetra Vortex or 13.png Soul Strike. AoE skills will still hit them as well as those with bouncing effect such as a Warlock's 2214.png Chain Lightning despite being a targeted skill.
  • It gets longer duration at higher levels, but Level 1 of this skill will suffice.
  • It doesn't work on Elementals, only for High Elementals.
  • While not the most reliable way to make your High Elementals survive, there are other ways to make them almost unkillable. More pieces of information on how to improve their survivability down below.
0 / 1 Supportive
5379.png Summon Elemental Serpens
  • Allot 1 skill point on this one.
  • To summon Serpens, you need to summon first any of the Sorcerer's Elementals in their Adult Forms: Agni, Aqua, Ventus, or Tera. Afterwards, you use this skill.
  • Serpens bestows the summoner with 10% Poison property magical damage and increases the damage of 5371.png Venom Swamp by 30%.
  • Requires 1 1000294.png Poison Stone (1000294) to summon. Can be bought from the Magician Dealer NPC in the Main Office (main_office 63, 59).
  • Serpens together with the other High Elementals will have a separate section dedicated for them. For more info, check down below.
1 Active
5375.png Summon Elemental Ardor
  • Allot 1 skill point on this one.
  • To summon Ardor, you need to summon first the Adult Form of Agni using the skill Lvl. 3 2457.png Summon Agni. Afterwards, you use this skill.
  • Ardor bestows the summoner with 10% Fire property magical damage and increases the damage of 5372.png Conflagration by 30%.
  • Requires 1 1000293.png Flame Stone (1000293) to summon. Can be bought from the Magician Dealer NPC in the Main Office (main_office 63, 59).
  • Ardor together with the other High Elementals will have a separate section dedicated for them. For more info, check down below.
1 Active
5376.png Summon Elemental Diluvio
  • Allot 1 skill point on this one.
  • To summon Diluvio, you need to summon first the Adult Form of Aqua using the skill Lvl. 3 2458.png Summon Aqua. Afterwards, you use this skill.
  • Diluvio bestows the summoner with 10% Water property magical damage and increases the damage of 5369.png Diamond Storm by 30%.
  • Requires 1 1000295.png Ice Stone (1000295) to summon. Can be bought from the Magician Dealer NPC in the Main Office (main_office 63, 59).
  • Diluvio together with the other High Elementals will have a separate section dedicated for them. For more info, check down below.
1 Active
5377.png Summon Elemental Procella
  • Allot 1 skill point on this one.
  • To summon Procella, you need to summon first the Adult Form of Ventus using the skill Lvl. 3 2459.png Summon Ventus. Afterwards, you use this skill.
  • Procella bestows the summoner with 10% Wind property magical damage and increases the damage of 5370.png Lightning Land by 30%.
  • Requires 1 1000291.png Lightning Stone (1000291) to summon. Can be bought from the Magician Dealer NPC in the Main Office (main_office 63, 59).
  • Procella together with the other High Elementals will have a separate section dedicated for them. For more info, check down below.
1 Active
5378.png Summon Elemental Terremotus
  • Allot 1 skill point on this one.
  • To summon Terremotus, you need to summon first the Adult Form of Terra using the skill Lvl. 3 2460.png Summon Tera. Afterwards, you use this skill.
  • Terremotus bestows the summoner with 10% Earth property magical damage and increases the damage of 5373.png Terra Drive by 30%.
  • Requires 1 1000292.png Earth Stone (1000292) to summon. Can be bought from the Magician Dealer NPC in the Main Office (main_office 63, 59).
  • Terremotus together with the other High Elementals will have a separate section dedicated for them. For more info, check down below.
1 Active
5374.png Elemental Spirit Mastery
  • Allot enough skill points on this one as a prerequisite skill. Dump whatever leftover skill points you have on this one I suppose.
  • Slightly boosts your High Elemental's survivability. For more pieces of information on how to improve their survivability further, check down below.
5 / 7 Passive
5380.png Elemental Buster
  • Maximize this skill. No exceptions.
  • Elemental Buster (EB) is our ultimate skill as EMs. This skill changes elemental property (Fire, Water, Wind, Earth, or Poison) based on the currently summoned High Elemental Spirit (Ardor, Diluvio, Procella, Terremotus, or Serpens). Does not work with Sorcerer's Elementals.
  • With a 13x13 AoE centered around you, EB deals increased damage against Dragon/Formless races with an SPL scaling of 10. Originally, it has a 2 second cooldown, but with the Dimensions combo, this can be bypassed and EMs can freely spam this to their heart's desire.
  • Unbeknownst to many, EB also acts as a crowd control skill. Any units targeted by this skill gets stunned during the entire duration of its skill animation. 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 auto-casting EB alone will let you survive.
  • It has the damage, it has the AoE, it has a CC effect, could change its elemental property anytime, and easily spammable. What more would you want from this skill honestly. This skill alongside the Dimensions combo is what makes Elemental Master the strongest magical DPS class.
10 Offensive
6517.png Psychic Stream
  • Either put 1 point on this skill if you're only after its mobility or maximize it if you want a mix of both mobility and damage.
  • Psychic Stream is a fairly new skill and was just recently added to the game. This skill is given to an already versatile class made even more mobile and better.
  • This skill lets you dash to a monster or a horde of monster if you so desire (don't worry you have EB to CC them!), and inflicts Neutral property magical damage to them and its adjacent mobs in a 5x5~7x7 AoE (scales with level).
  • Psychic Stream is more practically used for field farming, and less practical to use in instances.
  • I honestly don't know why Gravity gave the class even more mobility, but I guess this is them playing favorites. Unlike our cousins the Arch Mages, we now have more mobility which makes farming easier and faster. It's not as good as a Taekwon's 426.png Leap skill or a Knight's 1001.png Charge Attack skill since it has a bit of cooldown and a nine (9) cells range, but in places like Depth Biosphere or Depth Abyss 2 where teleportation is disabled, this skill is very useful.
  • If you only use this skill as a gap closer which it is 1 skill point should be enough to do that job, but if you use it to one-hit knockout (OHKO) mobs outside of Depth Biospheres, then by all means maximize it.
  • Notes: This skill doesn't work when you're under the 157.png Energy Coat state, so be careful not to cast or recast this skill often.
1 / 5 Offensive

Recommended Skill Tree

My Personal Skill Tree Allocation for Elemental Master

Elementals & High Elementals

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 (Agni, Aqua, Ventus, & Tera). On the other hand, High Elementals refers to the Elemental Master's spirit summons (Ardor, Diluvio, Procella, Terremotus, & Serpens). 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 2457.png Summon Agni, 2458.png Summon Aqua, 2459.png Summon Ventus, and 2460.png Summon Tera 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.

For more detailed pieces of information about their modes (Passive, Defensive, & Offensive), check down below:

Elementals

AGNI
Level 1 (Child Form) Level 2 (Adolescent Form) Level 3 (Adult Form)
Passive mode: Pyrotechnic:
  • Boosts ATK (equip) by 60.
  • Boosts the damage output of 19.png Fire Bolt and 18.png Fire Wall.
Heater:
  • Boosts ATK (equip) by 120.
  • Boosts the damage output of 2443.png Fire Walk by (JobLv ÷ 2)% and boost the effectiveness of 2452.png Warmer by (WarmerLv x 1~3)%.
  • Endows 2449.png Psychic Wave with the Fire property and increases its SP Cost by 50%.
Tropic:
  • Boosts ATK (Equip) by 180.
  • Enables to autocast 19.png Fire Bolt [Lv. Floor(JobLv ÷ 10)] at (JobLv ÷ 2)% chance when physically attacking.
  • Grants a 50% chance of not consuming a 6360.png Scarlet Point (6360) or 717.png Blue Gemstone (717) when using 280.png Flame Launcher or 285.png Volcano, respectively.
Defensive mode: Circle of Fire:
  • Grants a chance of retaliating damage taken, which will inflict Fire property damage to all enemies in a 3x3 area around the summoner and push them 4 cells backwards.
Fire Cloak:
  • Boosts resistance to Fire property damage by 100%.
  • Drops resistance to Water property damage by 100%.
Fire Mantle:
  • Creates a 3x3 Fire property barrier around the summoner that absorbs one hit each cell.
Offensive mode: Fire Arrow:
  • Sends forth a bolt of fire to inflict low Fire property damage to a single target.
Fire Bomb:
  • Delivers an explosive strike to inflict Fire property damage to all enemies in a 3x3 area around the target.

Fire Bomb Attack:

  • Delivers an explosive strike to inflict Fire property damage to a single target.
Fire Wave:
  • Sends forth a scorching wave to inflict high Fire property damage to all enemies in a 3x3 area around the target.

Fire Wave Attack:

  • Sends forth a scorching wave to inflict high Fire property damage to a single target.
AQUA
Level 1 (Child Form) Level 2 (Adolescent Form) Level 3 (Adult Form)
Passive mode: Aquaplay:
  • Boosts MAtk (Equip) by 40.
  • Boosts the damage output of 14.png Cold Bolt and 15.png Frost Diver.
Cooler:
  • Boosts MAtk (Equip) by 80.
  • Boosts the damage output of 2447.png Diamond Dust by (JobLv × 5)% and crystallization's chance of effect by (JobLv ÷ 5)%.
  • Endows 2449.png Psychic Wave with the Water property and increases its SP Cost by 50%.
Chilly Air:
  • Boosts MAtk (Equip) by 120.
  • Enables to autocast 15.png Frost Diver [Lv. Floor(JobLv ÷ 10)] at (JobLv ÷ 2)% chance when physically attacking.
  • Grants a 50% chance of not consuming 6361.png Indigo Point (6361) or 717.png Blue Gemstone (717) when using 281.png Frost Weapon or 286.png Deluge, respectively.
Defensive mode: Water Screen:
  • Enables the summoner to regain 1,000 HP every ten seconds.
  • Protects the summoner by taking all of the damage inflicted on them.
Water Drop:
  • Boosts resistance to Water property damage by 100%.
  • Drops resistance to Wind property damage by 100%.
Water Barrier:
  • Creates a 3x3 Water property barrier around the summoner that reduces incoming damage by 20%.
  • Drops attack and FLEE Rate by 30 each inside the barrier.
Offensive mode: Ice Needle:
  • Sends forth a bolt of ice to inflict low Water property damage to a single target.
Water Screw:
  • Releases a stream of bubbles to inflict four hits of Water property damage to all enemies in a 3x3 area around the target.

Water Screw Attack:

  • Releases a stream of bubbles to inflict two hits of Water property damage to a single target.
Tidal Weapon:
  • Strikes with a water coated weapon to inflict very high Water property damage to a single target.
  • Endows the summoner's weapon and Aqua's arms with the Water property briefly.
VENTUS
Level 1 (Child Form) Level 2 (Adolescent Form) Level 3 (Adult Form)
Passive mode: Gust:
  • Boosts ASPD by 5 and shortens FCT by 1 second.
  • Boost the damage output of 20.png Lightning Bolt and 21.png Thunder Storm.
Blast Mine:
  • Boosts ASPD by 5 and shortens FCT by 1 second.
  • Boosts the damage output of 2444.png Electric Walk by (JobLv ÷ 2)% and 2454.png Varetyr Spear by (JobLv × 5)%.
  • Endows 2449.png Psychic Wave with the Wind property and increases its SP Cost by 50%.
Wild Storm:
  • Boosts ASPD by 5 and shortens FCT by 1 second.
  • Enables to autocast 20.png Lightning Bolt [Lv. Floor(JobLv ÷ 10)] at (JobLv ÷ 2)% chance when physically attacking.
  • Grants a 50% chance of not consuming a 6362.png Yellow Wish Point (6362) or 717.png Blue Gemstone (717) when using 282.png Lightning Loader or 287.png Violent Gale, respectively.
Defensive mode: Wind Step:
  • Warps the summoner to a random location a few cells away.
  • Boosts movement speed by 100% briefly.
  • +50% FLEE Rate
Wind Curtain:
  • Boosts resistance to Wind property damage by 100%.
  • Drops resistance to Earth property damage by 100%.
Zephyr:
  • Creates a 3x3 Wind property barrier around the summoner that nullify long range damage and may nullify incoming damage.
  • Boosts FLEE Rate by 25 inside the barrier.
Offensive mode: Wind Slash:
  • Sends forth a blade of wind to inflict low Wind property damage to a single target.
Hurricane:
  • Whips up a vicious tornado to inflict low Wind property damage to all enemies in a 3x3 area around the target.

Hurricane Attack:

  • Whips up a vicious tornado to inflict Wind property damage to a single target.
Typhoon Mist:
  • Produces a violent squall to inflict two hits of very high Wind property damage to a single target and push it two cells backwards. May leave the target silenced.

Typhoon Mist Attack:

  • Produces a violent squall to inflict three hits of high Wind property damage to a single target.
TERA
Level 1 (Child Form) Level 2 (Adolescent Form) Level 3 (Adult Form)
Passive mode: Petrology:
  • Boosts MaxHP by 5%.
  • Boosts the damage output of 90.png Earth Spike and 91.png Heaven's Drive and the chance of effect of 16.png Stone Curse.
Cursed Soil:
  • Boosts MaxHP by 10%.
  • Boosts the damage output of 2450.png Killing Cloud by JobLv%, 2446.png Earth Grave and 2448.png Poison Buster by (JobLv × 5)%.
  • Endows 2449.png Psychic Wave with the Earth property and increases its SP Cost by 50%.
Upheaval:
  • Boosts MaxHP by 15%.
  • Enables to autocast 90.png Earth Spike [Lv. Floor(JobLv ÷ 10)] at (JobLv ÷ 2)% chance when physically attacking.
  • Grants a 50% chance of not consuming a 6363.png Lime Green Point (6363) when using 283.png Seismic Weapon.
Defensive mode: Solid Skin:
  • Boosts MaxHP by 2,000.
  • Boosts DEF.
Stone Shield:
  • Boosts resistance to Earth property damage by 100%.
  • Drops resistance to Fire property damage by 100%.
Power of Gaia:
  • Creates a 3x3 Earth property barrier around the summoner that grants immunity to Bleeding and Stone statuses.
  • Boosts MaxHP by 20% inside the barrier.
  • Boosts DEF inside the barrier.
  • Slows down movement speed inside the barrier.
Offensive mode: Stone Hammer:
  • Delivers a crushing blow to inflict low Earth property damage. May leave the target stunned.
Rock Crusher:
  • Drops down a boulder to inflict low Earth property damage to a single target and drop its Movement Speed by 25%.

Rock Crusher Attack:

  • Drops down a boulder to inflict high Earth property damage to a single target and drop its defense.
Stone Rain:
  • Drops down an avalanche of rocks to inflict very high Earth property damage to all enemies in a 3x3 area around the target. May leave the enemies stunned.

High Elementals

ARDOR

Passive effects: Increases Fire property magical damage of summoner by 10%, increases 5372.png Conflagration's damage by 30%.

Passive mode

Flame Technique

1. Increases 19.png Fire Bolt damage of summoner by 400%.

2. Has a 7% chance to auto-cast Lvl. 1 19.png Fire Bolt when summoner's dealing normal physical damage. (If summoner has higher skill level, that level will be casted instead)

3. Endows 2449.png Psychic Wave's property to Fire.

Defensive mode

Flame Armor
1. Enchants summoner's armor with Fire property. 2. Reduces damage taken from Fire property by 100%, increases damage taken from Water property by 30%.

Offensive mode

Flame Rock

  • Creates the immolation on 7 x 7 cells around the target and Ardor, deals 2400% MAtk as Fire property that ignores target's magical defense to the enemies within the skill range. (Deals additional damage depends on summoner's base level)
DILUVIO


Passive effects : increases Water property magical damage of summoner by 10%, increases 5369.png Diamond Storm's damage by 30%.

Passive mode

Cold Force

1. Increases 14.png Cold Bolt damage of summoner by 400%.

2. Has a 7% chance to auto-cast Lvl. 1 14.png Cold Bolt when summoner's dealing normal physical damage. (If summoner has higher skill level, that level will be casted instead)

3. Endows 2449.png Psychic Wave's property to Water.

Defensive mode

Crystal Armor

1. Enchants summoner's armor with Water property.

2. Reduces damage taken from Water property by 100%, increases damage taken from Wind property by 30%.

Offensive mode

Age of Ice

  • Creates the ice storm on 11 x 11 cells around Diluvio, deals 3700% MAtk as Water property that ignores target's magical defense to the enemies within the skill range. (Deals additional damage depends on summoner's base level)
PROCELLA

Passive effects : Increases Wind property magical damage of summoner by 10%, increases 5370.png Lightning Land's damage by 30%.

Passive mode

Grace Breeze

1. Increases 20.png Lightning Bolt damage of summoner by 400%.

2. Has a 7% chance to auto-cast Lvl. 1 20.png Lightning Bolt when summoner's dealing normal physical damage. (If summoner has higher skill level, that level will be casted instead)

3. Endows 2449.png Psychic Wave's property to Wind.

Defensive mode

Eye of Storm

1. Enchants summoner's armor with Wind property.

2. Reduces damage taken from Wind property by 100%, increases damage taken from Earth property by 30%.

Offensive mode

Storm Wind

  • Creates the strong wind on 5 x 5 cells around the target and Procella, deals 2600% MAtk as Wind property that ignores target's magical defense to the enemies within the skill range. (Deals additional damage depends on summoner's base level)
TERREMOTUS

Passive effects : Increases Earth property magical damage of summoner by 10%, increases 5373.png Terra Drive's damage by 30%.

Passive mode

Earth Care

1. Increases 90.png Earth Spike damage of summoner by 800%.

2. Has a 7% chance to auto-cast Lvl. 1 90.png Earth Spike when summoner's dealing normal physical damage. (If summoner has higher skill level, that level will be casted instead)

3. Endows 2449.png Psychic Wave's property to Earth.

Defensive mode

Strong Protection

1. Enchants summoner's armor with Earth property.

2. Reduces damage taken from Earth property by 100%, increases damage taken from Fire property by 30%.

Offensive mode

Avalanche

  • Creates the solid rock spear on 9 x 9 cells around the target, deals 450% MAtk as Earth property for 7 times that ignores target's magical defense to the enemies within the skill range. (Deals additional damage depends on summoner's base level)
SERPENS

Passive effects : Increases Poison property magical damage of summoner by 10%, increases 5371.png Venom Swamp's damage by 30%.

Passive mode

Deep Poisoning

1. Increases 2450.png Killing Cloud damage of summoner by 1500%.

2. Has a 7% chance to auto-cast Level 1 2448.png Poison Buster when summoner's dealing normal physical damage. (If summoner has higher skill level, that level will be casted instead)

3. Endows 2449.png Psychic Wave's property to Poison.

Defensive mode

Poison Shield

1. Enchants summoner's armor with Poison property.

2. Reduces damage taken from Poison property by 100%, increases damage taken from Holy property by 30%.

Offensive mode

Deadly Poison

  • Creates the poison on 9 x 9 cells around the target, deals 700% MAtk as Poison property for 5 times that ignores target's magical defense to the enemies within the skill range. (Deals additional damage depends on summoner's base level)

Modes

The Elementals and High Elementals are part of an Elemental Master's vast skill kit. They give offensive, defensive, and passive buffs to the summoner depending on which mode they are activated. Upon a successful summoning of your companion spirits, you have the option to place them in either Passive mode, Defensive mode, or Offensive mode. Each of these modes have uses that are essential in what makes Elemental Master a versatile class.

2456.png Elemental Control
Level 1

Passive Mode

Level 2

Defensive Mode

Level 3

Offensive Mode

Level 4

Dismisses

your Elemental and

High Elemental

Waiting Mode

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 2449.png Psychic Wave and 2445.png Spell Fist 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 Serpens on Passive mode. Serpens will increase your 3rd job skill 2450.png Killing Cloud by 1500% which if you're focusing on a Poison-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 Ardor summoned and you placed him in Defensive mode, he will change your armor property to Fire and you'll get decreased damaged against Fire property attacks but reduced resistance for the opposing element which is Water.

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 2456.png Elemental Control, 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 Lvl. of Elemental Control according to the same mode your spirits are in. If Ardor is in Passive Mode, recast Lvl. 1 2456.png Elemental Control 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 14534.png Small Life Potion (14534) . This helps them stay longer in battles, so put them in Waiting mode as you deem fit and necessary.

Lastly, we have Lvl. 4 2456.png Elemental Control, 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

This is the section where we'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.

When either an Elemental or High Elemental is summoned, they inherit all of the summoner's raw stats including MaxHP%, Max DEF, Max MDef, and Max FLEE Rate. Back in those days, when a Sorcerer ran a high VIT or high AGI build, their Elementals too would have high VIT and high AGI thus making them tanky and agile. A video documenting this official behavior will be seen here, dating back in the year 2015. They inherit whatever stats you have at the time of summoning and they retain those stats for as long as they are active. So if you equip full tank gears that 's focused on high MaxHP%, DEF, MDef, and FLEE Rate, they will receive all of those plus some additional stats depending on the spirits' elemental property. That being said, you can make a separate swap gear for your tank gears and switch to it whenever you're gonna summon your Elementals or High Elementals. It's generally a good idea to invest in those tank gears since it'll really make your spirits tanky and thus saves you from the frustration of having to resummon a new one every time they die which drastically decrease your DPS capability, particularly as an Elemental Master.

Now since our spirits don't have their own UI unlike the Homunculus of Biolos, we will be following the following equations to formulate their individual stats:

Max HP    = [(SummonerMaxHP ÷ 3) + (SummonerINT x 10) + (SummonerJobLv x 20)] × [(SummonLv + 2) ÷ 3]
Max SP    = (SummonerMaxSP ÷ 4)
ATK (Max) = [(SummonerMaxSP) ÷ (18 ÷ SummonLv)] + (1 ~ 100)
ATK (Min) = [(SummonerMaxSP) ÷ (18 ÷ SummonLv)]
MATK      = SummonLv x [(SummonerINT ÷ 2) + (SummonerDEX ÷ 4)]
ASPD      = (SummonerDEX ÷ 10) + (SummonLv x 3) + 150
DEF       = SummonerDEF + [(SummonerBaseLv) ÷ (5 − SummonLv)]
MDEF      = SummonerMDEF + [(SummonerINT) ÷ (5 − SummonLv)]
FLEE|Flee Rate = SummonerFLEE + [(SummonerBaseLv) ÷ (5 − SummonLv)]
HIT|Hit Rate  = SummonerHIT + SummonerBaseLv

If the called Spirit is:

  • Agni: increase its ATK and Hit Rate by (SummonLv × 20) and (SummonLv × 10), respectively.
  • Aqua: increase its MATK and MDef by (SummonLv × 20) and (SummonLv × 10), respectively.
  • Ventus: increase its MATK and FLEE Rate by (SummonLv × 10) and (SummonLv × 20), respectively.
  • Tera: increase its ATK and DEF by (SummonLv × 5) and (SummonLv × 25), respectively.


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 SummonerMDEF + [(SummonerINT) ÷ (5 − SummonLv)], a Level 3 Agni 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 Ardor 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 Serpens' 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 Max HP (SummonerMaxHP ÷ 3) , 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 at the time of summoning, 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 322.png Apple of Idun, 5007.png Frigg's Song, 2431.png Lerad's Dew, the Arch Bishop skill 2047.png Lauda Agnus, and your very own skill from the Sage skill tree 286.png Deluge. 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 5374.png Elemental Spirit Mastery, 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 2463.png Elemental Sympathy, which acts as a final multiplier to the total MaxHP%/MaxSP% for both our Elementals and High Elementals once all the calculations are done.

As an example, let's say you have a total of 1,100,000 HP and using the equation (SummonerMaxHP ÷ 3), that will be equivalent to 366,666 HP. Additionally if you have a total 196 INT and you substitute that value to the equation (SummonerINT x 10), you'll get 1,960. Lastly with the equations (SummonerJobLv x 20) and [(SummonLv + 2) ÷ 3], 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 366,666 HP + 1960 HP + 2,040 HP. The total value 370,666 HP will then be multiplied with Lvl. 5 Elemental Sympathy's 25%, to give us the High Elemental's total HP of ≈463,333. This could be more if you used other class buffs; my basis for the 1,100,000 HP is from my high end tank gears alone.

Now for defensive stats, you could use the Performer skills 309.png Drum of Battlefield, 2382.png Echo Song, 2351.png Symphony of Lover, the High Priest skill 361.png Assumptio, the Soul Reaper's 2596.png Golem Soul, the Arch Mage's 5225.png Crystal Impact when using Lvl. 1 5232.png Climax, and the Sorcerer skill Lvls. 2 and 3 2468.png Earth Insignia. We'll have a more in-depth discussion about the Sorcerer insignias in a different section, but in a ditch Level 2 Earth Insignia will give +500 flat HP & +50 DEF, while Level 3 Earth Insignia 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 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.

Another defensive layer you can incorporate or use is the skill 5381.png Elemental Veil, which turns your High Elementals transparent making them untargetable. As we've previously stated, this skill is good to have when you have enough points to expend; otherwise you can skip this skill since AoE skills will still damage them. When you're too cheap and would want to save your elemental catalysts, there's also 2464.png Elemental Cure that heals your Elementals and High Elementals alike by taking out 10% of your HP/SP. Now, when you use this skill you might want to swap back to your tank gears by then. This is simply because you have fewer HP with your DPS gears for sure and your Spirits have higher MaxHP% than you do. Healing them with Elemental Cure while having low amount of HP will also only heal them by small amounts, whereas if you use switch to your tank gears you have more MaxHP%. The only problem with this is once you've switched to your tank gears, your HP won't be full so to solve that problem bring with you some 607.png Yggdrasil Berry (607) or 608.png Yggdrasil Seed (608) to restore your HP/SP. One other way to heal your spirits passively is by placing them into Waiting Mode using 2456.png Elemental Control. Remember they are passively recovering 2% HP/SP while in this mode for every 3 seconds.

Both the Elementals and High Elementals follow the equations in calculating their individual stats. Now the question if High Elementals have their own set of equations the answer is nobody knows but the Gravity developers. Information regarding the 4th job summons are few and so for the meantime while we lack accurate info we'll be following this one right here. I could only imagine it being better for the High Elementals if they did have their own equations. As you can see, the formula don't include the 4th jobs traits such as STA, WIS, RES, & MRES, so if in a turn of events it did somehow included those traits then our High Elementals are supposedly should be tankier than Elementals. Fret not though, because even with those traits your High Elementals are still durable. With the proper set of tank gears, my High Elementals could survive even the most hard-hitting skills of MVPs such as Juncea's 83.png Meteor Storm, Schulang's 85.png Lord of Vermilion, Lasgand's 91.png Heaven's Drive, Sakray's 2216.png Earth Strain, Sorcerer Celia's 2449.png Psychic Wave, Rune Knight Seyren's 2006.png Ignition Break, Temple Biosphere mobs' 254.png Grand Cross, the Dark Grand Crosses of the Depth Valkyries from Depth Abyss 2 as well as NPC Earthquakes from the Depth Salamanders. The only thing it can't survive so far is Betelgeuse's 2217.png Tetra Vortex though they can survive Tiara's, Warlock Katrinn's, and Fenrir's Tetra Vortex.


Sample Clips

Tiara vs. Ardor
Ardor surviving Tiara's 2217.png Tetra Vortex & 2213.png Comet.
Ardor surviving Lasgand's 91.png Earth/Heaven's Drive.
Serpens surviving Depth 2 Salamander's Earthquake - Part I.

All three rounds of Earthquake damage divided between me and Serpens.

Serpens surviving Depth 2 Salamander's Earthquake - Part II.

All three rounds of Earthquake damage tanked by Serpens alone.


Note: In all four (4) occasions shown above, Ardor and Serpens 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

Okay, now that everything has been explained on how to make your Spirits survive longer, we'll now talk more about gears. I'll be giving out budget options and high-end options in this section. The high-end gears are optional, but if you have the zeny for it then I say go for it then. The gears I'll be listing down were the set of gears that has worked for me so far and made my Spirits survive and as I'm sure there are plenty of options out there.

The tank gears as good as they are to make your Spirits survive longer takes less priority than your core DPS gears. I suggest to build your tank gears last, and once you're done with your core DPS gears then that's the time to invest on these. The budget tank gears aren't as expensive as the high end tank gears and could serve as a side project if you really want to improve your Spirit's survivability much earlier.

Budget Tank Gears

Type Item Notes
Upper +11 19366.png Illusion Goibne's Helm [1] (19366)
Middle 18603.png Black Devil's Mask [1] (18603)
Lower 420021.png Young Leaf of World Tree (Vitality) (420021)
  • Can be enchanted with 311087.png CON Lv2 (311087) , 310991.png MaxHP Lv.2 (310991) , and 4742.png VIT+3 (4742) .
    • Any of the Young Leaf lower headgears works, I just used Vitality as an example
    • CON is picked over WIS or STA because it gives FLEE. Our spirits won't benefit from WIS or STA.
    • For more info on the enchanting process, check this page.
Armor + 12 15348.png Illusion Goibne's Armor [1] (15348) or + 12 15399.png VIT Soutane [1] (15399)
Weapon 1602.png Rod [4] (1602)
Shield +11 to +12 460018.png Illusion Silver Guard [1] (460018)
Garment +11 20923.png Illusion Goibne's Spaulders [1] (20923)
+11 480159.png Snow Flower Manteau [1] (480159)
Shoe +11 22192.png Illusion Goibne's Greaves [1] (22192)

+11 470115.png Snow Flower Boots [1] (470115)

Accessory (Right) 32249.png Safety Pendant B [1] (32249)
Accessory (Left) 32251.png Safety Epaulet B [1] (32251)

The difference between Illusion Goibne set and the Snow Flower equipment has something to do with the bonuses they give. Illusion Goibne gives out more MaxHP and DEF, while Snow Flower equips give out more MDef. Whichever you deem more useful or necessary is up to you but as rule of thumb: always even out and balance your modifiers. This is something you'll be heeding to every time you build your character.

To obtain the Illusion Goibne set, you'll need to farm at Illusion of Luanda. Whereas, 460018.png Illusion Silver Guard [1] (460018) is farmed at Illusion of Twins. Turning in the main board quests will reward you some 50001.png Forgotten Heirloom (50001) and 15 25271.png Illusion Stone (25271) when completing any Illusion Dungeon board quests. I suggest you keep the Forgotten Heirlooms and bulk open them later for more chances of getting 6635.png Blacksmith's Blessing (6635) . You will need the Illusion stones to enchant your Illusion Goibne set and Illusion Silver Guard; to do that, you'll need to talk to Illusion Enchanter NPC (prontera 91, 115) at Prontera (@go 0). For more details about Illusion enchanting, refer to this page. Another armor you can use is the 15399.png VIT Soutane [1] (15399) , and pairs well with the Snow Flower equips for a good balance of DEF and MDef if you don't want to build the Illusion Goibne set. To enchant the soutane, you can the follow link here.

In order to get the 480159.png Snow Flower Manteau [1] (480159) and 470115.png Snow Flower Boots [1] (470115) and enchant it, you will need to have access with Episode 19 . If up to this point you still haven't finished the Episodic quests, you can settle for Illusion Goibne in the meantime. After crafting 18603.png Black Devil's Mask [1] (18603) , you'll need to slot it using the item 6396.png Spiritual Auger (6396) . You can buy this item in the Muh Shop for 4,500 Muh Points. An option for your lower headgear is the 420021.png Young Leaf of World Tree (Vitality) (420021) . It's dropped by the MVP in Fall of Glastheim, and you can use any of its variation; you're only after its enchants which is easily enchantable with 1000874.png Enchant Ticket (1000874) . For more info on how to enchant Young Leaf, check this link.

The right and left accessories 32249.png Safety Pendant B [1] (32249) and 32251.png Safety Epaulet B [1] (32251) can be purchased from Field Manager Elmen NPC at (einbech 138, 249) right in front of Einbech Dungeon. To go here quickly, talk to the Warper NPC, choose Dungeons, pick Einbech Dungeon then just go outside of the map. He will ask 75 25814.png Dynite (25814) each in exchange for the accessories.

High End Tank Gears

Type Item Notes
Upper +12 to +15 19483.png Temporal Circlet (Sorcerer) [1] (19483)
Middle 410233.png Gambler's Seal [1] (410233)
  • Carded with 300174.png Melted Poring Card (300174) or 4556.png [MVP] Fenrir Card (4556) .
    • Fenrir card helps with reducing casting time, so you can summon your Elementals and High Elementals faster.
  • Enchanted with either DEF or MDef enchants, but preferably MDef over DEF.
Lower 420269.png Ace of Clovers in Mouth (Defense) (420269)
  • Enchanted with VIT, DEF or MDef enchants, but preferably MDef over DEF.
Armor + 12 to +15 [A] 450170.png Nebula Armor of Stamina [1] (450170)
Weapon 1602.png Rod [4] (1602)
Shield +11 to +12 460018.png Illusion Silver Guard [1] (460018)
Garment +11 [A] 480231.png Glade Rune Manteau [1] (480231)
Shoe +11 [A] 470174.png Glade Rune Boots [1] (470174)
Accessory (Right) 490133.png Stellar Stamina Seal [1] (490133)
Accessory (Left) 490163.png Hero's Badge [1] (490163)

Okay so now you already got the zeny to be high-end and buy expensive tanking gears to make your Spirits survive longer? Well here are the BiS gears for that purpose!

19483.png Temporal Circlet (Sorcerer) [1] (19483) can be obtained from Old Glast Heim: Challenge Mode. To know more details about the enchanting process and costs, click on the link. The 410233.png Gambler's Seal [1] (410233) and 420269.png Ace of Clovers in Mouth (Defense) (420269) duo combo can be bought from Alice Twisted Madness instance and can be enchanted with 102676.png Loki's Golden Coin (102676) and 102677.png Loki's Advice(Defense) (102677) , respectively. To buy the enchant catalysts, talk to NPC Muzaszir (muh_market 169, 209) . He's located at the Muh Market (@go market).

The 450170.png Nebula Armor of Stamina [1] (450170) and 490133.png Stellar Stamina Seal [1] (490133) can be obtained from the vending machine in front of the Constellation Tower instance and can be enchanted by talking to the enchanter NPC Azzam the Lucky (grademk 47, 181) (@go 50).

480231.png Glade Rune Manteau [1] (480231) and 470174.png Glade Rune Boots [1] (470174) will be two (2) of your gears that would give enormous amount of MaxHP%. These gears can be farmed in Varmundt's Biosphere (Grass), and can be enchanted to the same NPC from earlier, Azzam the Lucky. 490163.png Hero's Badge [1] (490163) is easily available and can be bought from vendors. Talk to Azzam the Lucky to enchant it.

Shadow Gears

Type Item Notes
Shadow Armor +10 24764.png Lord Bearer's Shadow Armor (24764)
Shadow Weapon +7 24792.png Master Shadow Weapon (24792)
  • Enchanted with 312193.png CON+3 (312193) and 4744.png VIT+5 (4744) .
    • CON is picked over WIS or STA because it gives FLEE. Our spirits won't benefit from WIS or STA.
Shadow Shield +7 24793.png Master Shadow Shield (24793)
  • Enchanted with 312193.png CON+3 (312193) and 4744.png VIT+5 (4744) .
    • CON is picked over WIS or STA because it gives FLEE. Our spirits won't benefit from WIS or STA.
Shadow Shoe +10 24763.png Lord Bearer's Shadow Shoes (24763)
Shadow Earring (Right) +10 24339.png Almighty Shadow Earring (24339)
Shadow Pendant (Left) +10 24340.png Almighty Shadow Pendant (24340)

Same as with your high-end tank gears, the shadow gears for additional tanking values takes less priority and you have the option to skip them for now. You may revisit them once you're done with your core DPS gears. For more information regarding the listed Shadow Gears, check this page. To know more about Shadow Gear enchanting, visit this page or Choi's Guide to Magic.

Costume Enchant Stones

Type Item Notes
Upper Costume 19602.png Any Upper Costume of you liking
Middle Costume 19603.png Any Middle Costume of your liking
Lower Costume 19604.png Any Lower Costume of your liking
Garment Costume 20506.png Any Garment Costume of your liking

The costume enchant stone combo 25006.png VIT Convert Stone (25006) + 25008.png VIT Convert Stone (Low) (25008) grants a bit of VIT values for a moderate amount of +MaxHP% and remains optional and good if you can get a hands on them. 1000672.png Sorcerer Stone (Top) (1000672) and 25170.png Minor Casting Stone (Garment) (25170) + 1000521.png Minor Casting Stone (Dual) (1000521) will supply the missing FCT reduction you will lose from some of your main gear equipment and would help with instant casting your summoning skills. For more info on where and how to get them, you can check this page.

Choosing Which High Elementals to Use for Each Content

Some High Elementals excel and perform better than the others in certain maps or areas. Here, I'll layout which High Elementals works best for different contents and explain as to why they're ideal to use on those. This is based on my experience and my recommendations, and if you prefer to use other High Elementals you may still do so.

High Elementals Notes Content
ARDOR
  • Generally, Ardor is used for almost all farming maps since Fire element wipes out most mobs in those areas.
  • Some mobs cast hard hitting Fire magical spells such as in Mjolnir Underground Cave. But Ardor can negate that if you place him in Defensive Mode using Lvl. 2 2456.png Elemental Control, and he will endow your armor to the Fire property, and reduce the damage you take from Fire property attacks by 100%.
  • Likewise for The Immortal instance, both you and Ardor will survive Lasgand's 83.png Meteor Storms, and in the event you get hit by his 91.png Heaven's Drive skill, Fire has innate resistance against Earth property damage. More info on the elemental table. With Ardor's defensive buffs and your own 288.png Land Protector, you can finish both Easy & Hard Mode of The Immortal without ever depending on a 4128.png [MVP] Golden Thief Bug Card (4128) like most classes like the Arch Mages just to clear Hard Mode. Simply put, Ardor is tailor-fit for this instance hands down.
  • Ardor is easily the best High Elemental to dish out the highest and most consistent DPS as he can fully capitalize on 285.png Volcano (+20% Fire Damage & +30 MAtk) and Lvl. 3 2465.png Fire Insignia (+25% Fire property magical damage & +50 MAtk).
SERPENS
  • Serpens for the most part is only really used for Varmundt's Biosphere Depth 2.
  • In Depth 2, all the mobs, with the exception of the Valkyrie, are made up of Fire, Water, Wind, and Earth properties, and if you still remember from the previous section we've talked about how Poison is strong against the four (4) basic elements. Levels 1 & 2 monsters of these elements take 150% damage against Poison, while Levels 3 & 4 mobs receive 125% damage. Serpens is perfect for this dungeon.
  • Serpens outside of Depth 2 is not technically bad; you may still use him but there are just better High Elementals for those areas. Poison element is also mostly for coverage where it's there to hit the mobs that the four (4) basic elements resist.
  • When using Serpens, avoid using Lvl. 2 2456.png Elemental Control (Defensive Mode). While Poison element is strong offensively against Fire, Water, Wind, and Earth, it is also weak against them defensively. If you endow your armor to Poison, you'll receive 125% damage~150% damage. Better to just leave him in Passive Mode or Waiting Mode.
DILUVIO
  • Diluvio is best used for places like Thanatos Tower Flr. 12 where Water element damages all mobs there, Constellation Tower for surviving the 2nd Phase's Water-elemental traps and resist the 3rd Phase's Fire-elemental traps, and on Varmundt's Biosphere (Fire & Soul) where Water hits the hardest.
  • Use the skill Lvl. 2 2456.png Elemental Control (Defensive Mode), so you can endow your armor to the Water property. That way, you could survive Constellation Tower.
  • Diluvio is a close contender for The Immortal instance next to Ardor, she can withstand Lasgand's 83.png Meteor Storms and has full immunity against his 89.png Storm Gust skill. Use her if Ardor died and your skill to summon him is on CD.
TERREMOTUS
  • Terremotus placed a bit higher than Procella. You must be surprised as to why the neglected Earth element weighs more importance, but that's because he is honestly really strong in Varmundt's Biosphere (Temple). Two of the mobs there are Wind 3/4 (Temple Anopheles & Temple Gryphon, respectively), and with an Earth-endowed 5380.png Elemental Buster, 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!
  • Earth element hits all mobs at Thanatos Tower Flr. 11, and one of them are Wind element.
PROCELLA
  • Procella is not necessarily bad but there are just better High Elementals to use in other farming maps. She performs best in Water-infused areas like Varmundt's Biosphere (Ice). You can still use her though, especially if you got bored of using Ardor and you want to be enamored around her gleaming elegance~
VENTUS
  • Ventus wasn't supposed to make it to the list since she's not even a High Elemental, but it was necessary and I just can't help it but include our baby Ventus!
  • We're already in 4th jobs era and Ventus is still our best friend and our close confidant for everywhere else we go~ Whether we need to have Guyak she'll give it to us for free with the help of her Wind Step skill. Now you can casually farm 25223.png Eden Coin (25223) at Second Power Plant and when you don't want to be late for events she'll make your move faster than the speed of light!

Insignia System

The insignias are an integral part of an Elemental Master's core gameplay, mechanics, and skill set. They impart offensive and defensive buffs to both the Elemental Master and Spirits, giving them strong advantage in fights against MVPs. They are divided into four (4) skills consisting of 2465.png Fire Insignia, 2466.png Water Insignia, 2467.png Wind Insignia, and 2468.png Earth Insignia, each of which have three (3) levels that give different effects. On paper, insignias look complicated to understand but once you've broken-down the utility for each one of them, you'll soon realize that they are actually pretty simple to understand. In most situations, insignias can only be realistically used in fights where your enemy only stands in one place such as MVP fights or boss fights. This is where the difficulty curve of the skills scales. Proper placement of insignias are important and knowing where and when to place them. It carefully needs patience, coordination, and setup and has a high skill requirement.

Here, I will be explaining more in-depth the Insignia system and I hope at the end of this section you can finally start incorporating the insignias in your gameplay as an EM.

INSIGNIAS
2465.png Fire Insignia
2466.png Water Insignia
2467.png Wind Insignia
2468.png Earth Insignia
Level 1:
  • Boosts Agni's ATK by 20%.
  • Doubles Agni's natural recovery.

Requires 1 6360.png Scarlet Point (6360) to cast.

Level 1:
  • Boosts Aqua's ATK by 20%.
  • Doubles Aqua's natural recovery.

Requires 1 6361.png Indigo Point (6361) to cast.

Level 1:
  • Boosts Ventus's ATK by 20%.
  • Doubles Ventus's natural recovery.

Requires 1 6362.png Yellow Wish Point (6362) to cast.

Level 1:
  • Boosts Tera's ATK by 20%.
  • Doubles Tera's natural recovery.

Requires 1 6363.png Lime Green Point (6363) to cast.

Level 2:
  • +50 ATK.
  • +10% ATK
  • Endows weapon with the Fire property.

Requires 2 6360.png Scarlet Point (6360) to cast.

Level 2:
  • +10% Recovery effect
  • +10% ATK
  • Endows weapon with the Water property.

Requires 2 6361.png Indigo Point (6361) to cast

Level 2:
  • +10% ASPD
  • +10% ATK
  • Endows weapon with the Wind property.

Requires 2 6362.png Yellow Wish Point (6362) to cast.

Level 2:
  • +500 MaxHP & +50 DEF
  • Boost ATK by 10%.
  • Endows weapon with the Earth property.

Requires 2 6363.png Lime Green Point (6363) to cast.

Level 3:
  • +50 MAtk
  • +25% Fire property magical damage

Requires 3 6360.png Scarlet Point (6360) to cast.

Level 3:
  • Reduces VCT by 30% of Water property magical skills
  • +25% Water property magical damage

Requires 3 6361.png Indigo Point (6361) to cast.

Level 3:
  • +50% ACD on Wind property skills
  • +25% Wind property magical damage

Requires 3 6362.png Yellow Wish Point (6362) to cast.

Level 3:
  • +50 MaxSP & +50 MDef
  • +25% Earth property magical damage

Requires 3 6363.png Lime Green Point (6363) to cast.

What are Insignias & How to Use Them

From left to right. 3x3 AoE of Fire, Water, Wind, & Earth Insignia.


Okay, we'll be starting first with the actual area of effect (AoE) of insignias. All four insignias have an abysmal short AoE of 3x3, and they are not used in a normal field farming scenario. They are used practically in "long" MVP fights. When placing insignias underneath an MVP, you'll always have to consider the distance between you and the MVP. Since an insignia has a 3x3 AoE, you'd want the MVP to be as close to you as possible to maximize its AoE. Additionally, insignias are stationary and can't be freely readjusted unlike your LP since it has a 1 minute cooldown. In line with this, only one of each elemental insignia can be placed at a time and each level of the elemental insignias don't share the same cooldown. You'll have to decide which level of insignias you're gonna use. If you've placed your insignias on the wrong cell, you will have to wait for a minute before it's off CD so don't recklessly cast your insignias all over the place. There's also no visual indicator if an MVP is standing or affected by your insignias. Timing and strategic estimation are important in placing an insignia.

The elemental insignias are also divided into three (3) levels, each of which gives different buffs and debuffs. Level 1s are typically used to "debuff" the MVP standing on its AoE. Level 2s are for physical-oriented classes where they can stand on it to benefit from its "buffing effect" but that doesn't necessarily mean it can't be placed underneath the MVP too so you can maximize its "buffing effect" on you and its "debuffing effect" on the MVP (we'll talk more about what this as we push through). Level 3s are for the magic-oriented classes and just like Level 2s, it can be placed both on you and the MVP to full capitalize on the insignia's "buffing and debuffing effects."

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 2465.png Fire Insignia at any level, any units inside the insignias' 3x3 AoE will take 50% more damage against Water elemental attacks. If EMs are standing inside the Fire insignias' AoE, they, too, will receive increased damage against Water 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 2467.png Wind Insignia in a party because you have a melee class user and you plan on buffing him with its buffing effects (Endow weapon with the Wind property, +10% ASPD & +10% ATK), and since he is in melee range and you need to adjust so both of you stand inside Wind insignia as well as the MVP and you have a 2466.png Water Insignia placed underneath both of you and the MVP; the MVP will also have its weapon element endowed to Wind which means his attacks will hit like a truck and could possibly kill you both since you 2 are standing on a Water insignia. This can be prevented if you just used a Lvl. 3 2467.png Wind Insignia instead and that way you could have avoided endowing the MVP's weapon to Wind. Conversely, if you wanna tank Lasgand's basic attacks, and you happen to use Ardor on Lvl. 2 2456.png Elemental Control (Defensive Mode) you can place a Lvl. 2 2465.png Fire Insignia underneath Lasgand to forcibly endow his weapon attack to the Fire element so you can tank his hits head on.

So again, be mindful and strategic as to how you will place your insignias and which level of insignias you're gonna use.

Apart from those, each insignias also has the ability to heal or damage any unit by 1% HP every 5 seconds depending on their element. It will heal any units with the same element and damage any units with the opposite element. For example, if you have your High Elemental Terremotus endow your armor to the Earth property and you are standing on an Earth Insignia, you will heal 1% of your HP every 5 seconds. This goes both ways for the MVP too. If an Earth element MVP like Maya is standing on your 2468.png Earth Insignia, she will also heal 1% HP of her HP, though this can be countered if you place a 2465.png Fire Insignia, underneath her to nullify the healing effects of the elemental insignias. You can also use this effect for offensive measures too. If you're fighting a Fire element MVP like Ifrit, you can place 2466.png Water Insignia underneath him so he'll get damaged over time by taking away 1% of his HP.

Level 3 Earth Insignia. MVP within range to debuff it and buff yourself with Earth Insignia.


Insignias can be overlapped with one another and I mean all four (4) of them. When you want to benefit from all effects of the insignias, you must be standing at least in one of the three (3) cells available. It doesn't matter which cells you stand on so long as you and the MVP are within its AoE. Depending how far apart the MVP away from you, it's ideal you place the insignias you wanna use to purely debuff the MVP underneath him. If you plan to use an insignia both offensively and defensively, you can place it in the middle between you and the MVP so that way you are debuffing him and at the same time buffing yourself. Remember that some insignias give good effects for you too (i.e. Lvl. 3 2468.png Earth Insignia can give you +50 MDef and +25% Earth property magical damage like in the image above).

Land Protector & Insignia Interaction

LP-Insignia interaction.


Now, let's talk about the interaction of insignias with Land Protector. Oftentimes, you will find yourself needing to place LP as a defensive layer to protect you and your Spirits from getting wiped out. But at the same time, you still want to place your insignias to speed up the fight. Well, you can do just that but it will require technique, patience, and a thorough understanding of the interaction between LP and Insignia. First, decide which level of LP you're gonna be using. If you still remember in the LP section of this guide, we've talked about how it's ideal to use Lvls. 1-2 LP when you're soloing instead of Lvls. 3-5. Well here, we're gonna be discussing the importance of one's mindful placement of LP.

In the image above, 11x11 LP despite adjusting the placement of LP three (3) cells below you, the MVP is still inside the AoE of your 11x11 LP which makes it impossible for you to put your insignias underneath the MVP. Meanwhile for the 9x9 LP after readjusting the LP three (3) cells below you, the MVP is still inside LP's AoE and you still can't place your insignias underneath the MVP. Now look on the 7x7 LP, after readjusting the LP three (3) cells below you the MVP is now outside of LP and finally you can safely place your insignias, but this is the maximum limit you can go for and one wrong estimation and adjustment of your LP can determine the fate of you and your Spirit.

With all of those things considered, having a leeway or freedom to carefully readjust LP is always the safest decision to do when you're in a rigid scenario. In such cases, you'd either be in a panic or in a rush that I am sure you won't have the time to count cells and accurately place your LP below you! What I'm trying to say now is, always think ahead and give yourself a bit of freedom to readjust your LP should you encounter problems such as this. 7x7 LP proves to be more flexible than 9x9 and 11x11 and 7x7 fulfills this condition in most scenarios. If you're in a party and you have a tank, let the the tank go outside the LP and let him be the meat shield, then you can use 11x11 or 9x9 to your heart's content. You have a party to protect so prioritize that and you have tank to get the aggro, and you have freedom to safely place your insignias underneath the MVP.

Gameplay

Skill Rotation

When playing Elemental Master, it's important to have a skill rotation cycle and you need to plan ahead of time when you're field farming, or doing instances to kill an MVP. Here I'll be listing the most commonly used skill rotation cycle that pro EMs use in their day-to-day farming sessions, and I'll be explaining each and one of them and there reasoning behind their sequencing.

I also recommend unlocking the Player commands: @lgp —> @square on —> @square 6 and then @circle. There should be blocks appearing around you in the form of a square and circle. These two (2) will serve as your guide with regards to the actual range of your skills. The circle is nine (9) cells away from you; the square is six (6) cells in all directions to represent 5380.png Elemental Buster's 13x13 AoE around you. Anything that is within the range of the square will be in the range of your Elemental Buster. Whereas, the circle will serve as the maximum range you can cast your AoE skills from your position. These will be important when you're casting your skills so you'd know if you're hitting them and so that you can maximize your actual range.

Beginner

5372.png Conflagration —> 5371.png Venom Swamp —> 5380.png Elemental Buster —> 5370.png Lightning Land —> repeat


  • When you're in the beginning stages of your journey as much as it will be for your gear progression, you still can't fully capitalize on your skill's best capabilities. You still don't have the proper gears to autocast your ultimate skill 5380.png Elemental Buster for instance.
  • However, you can still do a skill rotation not necessarily revolving around autocasted Elemental Buster. You will still incorporate Elemental Buster though and you will manually cast the skill whenever it's off- CD. This is what I would like to call the Beginner skill rotation.
  • In this skill rotation, you basically just spam all of your AoE DoT skills with the exception of Elemental Buster which is a self-cast skill around you. You start off with 5372.png Conflagration, proceeded with 5371.png Venom Swamp, followed by a manually casted 5380.png Elemental Buster, and 5370.png Lightning Land then you repeat the rotation back to Conflag.
  • By the time you repeat your skill rotation cycle, Elemental Buster is already off-CD and you get another chance to cast it. Remember that all your DoT skills and Elemental Buster have a 2 seconds CD, so keep that in mind when rotating your skills.
  • I didn't include 6517.png Psychic Stream here just yet since this one will require a bit more of practice and familiarization with the class and your core skills first before incorporating Psychic Stream into your skill cycle.


Casual Farming

5372.png Conflagration —> 5369.png Diamond Storm —> 5371.png Venom Swamp AND/OR 5370.png Lightning Land —> repeat (DS Combo)


5370.png Lightning Land —> 5373.png Terra Drive —> 5371.png Venom Swamp AND/OR 5372.png Conflagration —> repeat (TD Combo)


  • Already got your Dimensions combo? Great! Now you'll have lesser skills to include in your rotation. That's because the Dimensions combo 400536.png Time Dimensions Rune Crown(Elemental Master) + 540079.png Dimensions Elemental Magic Book lets you autocast 5380.png Elemental Buster every time you cast 5369.png Diamond Storm while 400536.png Time Dimensions Rune Crown(Elemental Master) + 540080.png Dimensions Elemental Spell Book lets you autocast Elemental Buster every time you cast 5373.png Terra Drive so long as both combos are Grade A.
  • The main idea behind this specific skill rotation is to autocast Elemental Buster whenever you can and that mean whenever either Diamond Storm or Terra Drive is off-CD. Both DS and TD have 1 second cooldown and thus you can autocast your Elemental Buster every other second.
  • You will start with your 1st DoT skill like 5372.png Conflagration (DS combo) or 5370.png Lightning Land (TD combo). Proceed that with either DS or TD to autocast Elemental Buster. Now while DS and TD is on CD, you have the option to cast another DoT of your choice. It's up to you if you want to cast either 5371.png Venom Swamp or 5372.png Conflagration and/or 5371.png Venom Swamp or 5370.png Lightning Land next. If you have enough ACD, you could just use both skills before DS or TD goes off-CD. I recommend at least 60% ACD for a fluid skill cycle.


DPS

5372.png Conflagration —> 5369.png Diamond Storm —> 5370.png Lightning Land —> 5371.png Venom Swamp —> 5369.png Diamond Storm —> 5372.png Conflagration —> repeat (DS Combo)


5370.png Lightning Land —> 5371.png Venom Swamp —> 5373.png Terra Drive —> 5372.png Conflagration —> 5373.png Terra Drive —> 5370.png Lightning Land —> repeat (TD Combo)


  • You must wondering why this part got so many skills all of a sudden but that's because this is the part where you will actually do real DPS. This is when you have all set-ups (i.e. insignias, and elemental floor buffs) considered. You don't really do DPS when farming; you burst them to smithereens.
  • When setting up your insignias and elemental floor buffs, it'll be up to you how you'll place them after knowing the basics of what we've discussed from the previous sections. The only key essential part that distinguished this particular rotation is because of the skill Lvl. 3 2467.png Wind Insignia. When underneath a Level 3 Wind Insignia, you get +50% ACD reduction on all of your Wind skills such as 5370.png Lightning Land and this gives you freedom to cast another one of your DoT skills such as 5371.png Venom Swamp, and I'll have to stress VS specifically. I'll explain as to why. But yes, it's as if you casted another skill with like zero (0) delay or global delay thanks to that nifty +50% ACD redux.
  • Now if you're wondering why VS specifically that's because for the DS combo, you would want 5372.png Conflagration to be on CD first so that by the time you go back to it after doing your sequenced skill rotation it's already off-CD AND it gets skill modifiers for the DS combo so it hits harder than LL. You want Conflag to be laying on the ground doing damage as you sequence your skills. Meanwhile for the TD Combo, Conflag doesn't get too many skill modifiers only from the 400536.png Time Dimensions Rune Crown(Elemental Master) (only up to 15% assuming your crown is +15). And in this combo, VS gets more skill modifiers than Conflag so what you do is you cast your LL first, proceed to VS then TD with proced autocasted Elemental Buster then Conflag then back to TD with proced autocasted Elemental Buster and then go back to LL. Rinse and repeat.


Casual Farming with Psychic Stream

6517.png Psychic Stream —> 5369.png Diamond Storm —> 5372.png Conflagration —> 5369.png Diamond Storm —> 5371.png Venom Swamp AND/OR 5370.png Lightning Land —> repeat (DS Combo)


6517.png Psychic Stream —> 5373.png Terra Drive —> 5370.png Lightning Land —> 5373.png Terra Drive —> 5371.png Venom Swamp AND/OR 5372.png Conflagration —> repeat (TD Combo)


  • This sequence of skills is almost identical to the Casual farming rotation—only this time 6517.png Psychic Stream is incorporated in your skill rotation and that will specifically be followed by either 5369.png Diamond Storm or 5373.png Terra Drive, both accompanied by autocast 5380.png Elemental Buster as you do field farming.
  • Psychic Stream is a gap closer skill that will blink you towards a monster or a horde of them. When that happens, you might think it's like a suicide dive especially for a magic class such as EM. Well remember when I told you that Elemental Buster possesses a CC effect? That will come into play here.
  • When you're surrounded by mobs as you dash with Psychic Stream, your answer to them is Elemental Buster. CC them AND damage them, don't ever give them a reaction time to respond. You will proceed that with one of your DoT skills like 5372.png Conflagration (DS combo) or 5370.png Lightning Land (TD Combo) then back to DS or TD autocasting Elemental Buster.
  • I also recommend putting your hotkey on smartcast for Psychic Stream in case you're not yet used to aiming Psychic Stream. For more info on how to set-up your turbo, follow this link.


Double Book

5369.png Diamond Storm —> 540080.png Dimensions Elemental Spell Book —> 5373.png Terra Drive —> 540079.png Dimensions Elemental Magic Book —> repeat


5373.png Terra Drive —> 540079.png Dimensions Elemental Magic Book —> 5369.png Diamond Storm —> 540080.png Dimensions Elemental Spell Book —> repeat


  • If you happen to have both books and you're good at micromanaging, then this skill rotation could be for you. The main idea here is you would want to abuse the book's combo with 400536.png Time Dimensions Rune Crown(Elemental Master) which lets you autocast 5380.png Elemental Buster to your heart's content every time you cast 5369.png Diamond Storm or 5373.png Terra Drive. Though instead of only focusing on 1 book, you'll be using both. Whether you cast DS or TD first won't matter as you'll only rotate between these 2 skills and no other skills anymore.
  • First, you would want to designate 4 hotkeys for your skills and books each close in proximity similar to this one
  • As an example, let's say I reserved hotkeys 12QW for DSTDMagic BookSpell Book, respectively. I will press Hotkey 1 first to cast DS then switch to Spell Book by pressing Hotkey W. After which, I will cast TD then press my Hotkey Q to equip my Magic Book and then press Hotkey 1 to cast DS again. Keep repeating this 'til you fully master switching books. I myself am not good with micromanaging the Hotkeys that's why I don't use this skill rotation often despite owning the 2 books. If you're fast with your fingers, then this skill rotation may just be for you.


Sample Clip

Casual Farming at Temple Biosphere with Psychic Stream.


Note: I plan to add more visual aids such as GIFs in this section to exemplify how a proper skill rotation should be, but as of the moment I lack the knowledge how to make GIFs with better quality. It'll be a work in progress (WIP) for now. Hopefully soon though!

Stats & Traits Allocation

The status points and trait points allocation I'll be providing here are subjective and may vary per individual or user. If you feel and think you want a change of course, you may very well do so and I'll do my best to explain what are the important stats and trait you need to put more pts. on. For a much detailed info regarding stats and traits, check this page.

Stats

Stat Point Notes
STR 1
  • If you need more carrying capacity, put more pts. into STR though with the recent QoL implemented that made it possible to use 6286.png Gym Pass (6286) 20 times instead of the usual 10, you may find yourself no longer needing as much STR.
AGI 86
  • AGI is needed for high Flee and high ASPD. If you have a few points to spare, you can put it more on AGI.
  • Higher ASPD will give you much more fluid skill rotation.
VIT 110
  • VIT is needed for more health and survivability. VIT also increases the potency of healing items.
INT 130
  • INT helps you to reach instant cast faster and it gives some bonus StatusMAtk as well for a bit of damage.
DEX 0 or 130
  • Either max out DEX or leave it at 0 for those who reach their instant thru VCT% from gears. I myself get mine thru stats that's why I maxed this one out.
  • If you plan on getting instant cast thru stats, you can follow this equation:
    • (DEX x 2) + INT = 530; you need to have a value 530 to get instant cast (VCT)
LUK 4
  • Put leftover pts. into LUK
  • It gives +1 Status MAtk every 3 pts and +1 Perfect Dodge every 10 pts.
  • If you hate getting cursed and bringing either 523.png Holy Water (523) or 525.png Panacea (525) is burdensome for you then get a total of 100 pts. for Curse immunity.

Traits

Traits Point Notes
POW 0 N/A
STA 0
  • Put more points into STA if you have less resistances against physical attacks or if you have means to nullify the effects of magical attacks like 4128.png [MVP] Golden Thief Bug Card (4128)
WIS 72
  • Put points here if you don't have GTB and have lower resistance against magical attacks,.
SPL 110
  • Always max out your SPL. Our 4th skills scale with SPL, and having more SPL is always good.
  • Also gives +1 S.MAtk per 3 points of SPL.
CON 110
  • You don't necessarily have to max this skill, but if you do it's the 2nd trait to give the most S.MAtk. It gives +1 S.MAtk per 5 pts., and +2 FLEE for every 1 pt. of CON.
  • If you need more points for STA and WIS for survivability, you can take out some points here and put it to those traits instead.
CRT 0 N/A

Recommended Stats & Traits

My Stats & Traits Allocation

Leveling

For leveling, I won't be going too much into detail on this one, as there are already other guides out there that break it down thoroughly and served a complete input on where to farm best for each leveling stages. Yvonne listed all the important dungeons where people can casually level up and you can follow her guide as you start the leveling phase of the game. Altogether with what we've talked about regarding the class particularly on the Mage and Sorcerer section, you can apply all of this when leveling up. I'll just go make a brief summary to refresh your recollection and give out tips on how to level up as Mage transitioning to Sage 'til Professor, and as a Sorcerer transitioning to an Elemental Master.

Leveling as a Mage / Sage / Professor

  • The first thing I need to remind you when leveling up is do not worry if you mistakenly put skill points to the wrong skills. We have Build Manager NPC Lotus (main_office 122, 169) that could reset your skill tree anytime with a very affordable cost of 5,000 zeny. And while leveling up, you will want to allocate skill points to leveling skills such as 17.png Fire Ball and 18.png Fire Wall. These two skills is what you will use as a Mage, a Sage, as a High Magician, and as a Professor. These two skills will 2-3 hits mobs in the leveling dungeons, thanks to the Eden Gears we have available.
  • To learn more about the Eden Gears, more info are provided here. Don't forget to take the Eden Board quests every time you level up on a certain level range.
  • Once you've transitioned to Sage, don't forget to go back to the Eden Office and get your 2nd job weapon from NPC Labraham (moc_para01 108, 83).
  • In Yvonne's guide, she didn't include Glast Heim Monastery but I'd suggest you level up here instead. This place is perfect for classes coming from the Mage branch as mobs here are weak against the Fire element.
  • After rebirthing, follow your same routine leveling up as a Mage 'til you've reached Professor then eventually Sorcerer.

Leveling as a Sorcerer

  • Now you're finally a Sorcerer, you now have more AoE skills but all of them are gated behind 5 seconds cooldown each. You have 3 options:
    • If you're new to the class and you have barely to zero resources and you don't have any friends, take the hard route of leveling up with all your skills. It may be slow but at least you'll be able to practice how to properly rotate your skills. As a Sorcerer, you are always harder to die. Why? Well because you have your own lil' Ventus to accompany you. Make sure you have 992.png Wind of Verdure (992) before attempting to summon our baby Ventus. You can purchase some Wind of Verdures from Dus the Smith NPC (@go 40) (paramk 53, 101) for 10,000 zeny per piece. For suggested farming areas for elemental ores such as the Wind of Verdures, refer to this section. Summon the Child form of Ventus by using the skill Lvl. 1 2459.png Summon Ventus, and place him on Defensive Mode by using the skill Lvl. 2 2456.png Elemental Control, and voila! You now have your own source of free 12710.png Guyak Pudding (12710) + 50% FLEE Rate. You will survive even the most treacherous dungeons for leveling up. Just make sure to replenish Ventus' SP using the skill 2464.png Elemental Cure every now and then since he will exit Defensive Mode if he rans out of Mana and you will lose your benefits. Putting some skill points to 2463.png Elemental Sympathy would also help with your Ventus' sustain. One spell you could incorporate is the CC skill 2453.png Extreme Vacuum. Root mobs with Extreme Vacuum then cast your AoE skills to them. You have at least five forms of defense in this manner—Ventus' Wind Step, Extreme Vacuum's root CC effect, 2449.png Psychic Wave's hit-locking effect, 2447.png Diamond Dust's crystallization, and 2454.png Varetyr Spear's stuns; if you'll always have 157.png Energy Coat activated then I guess you can count that as six forms of defense then. Keep leveling up 'til you reach Elemental Master.
      • Worry about the proper skill points allocation for later and maximize your AoE skills first so you could farm. Priority of skills as you level up:


2449.png Psychic Wave > 2447.png Diamond Dust > Lvl.1 2459.png Summon Ventus > Lvl.2 2456.png Elemental Control > 2464.png Elemental Cure > 2453.png Extreme Vacuum > 2446.png Earth Grave >


2454.png Varetyr Spear > 2463.png Elemental Sympathy


  • At maximum level, your Extreme Vacuum will have a duration of 12 seconds and it is possible to summon two (2) Vacuums at the same time. Cast Extreme Vacuum whenever you would lure and horde mobs so they'll get rooted and you can safely cast your AoE skills unto them. Only cast Vacuum when it's necessary or you deem fit in the situation since it has a 5 seconds CD and not every time it'll be available for you to use; on times it is on CD, you can just kite the mobs with your skills. That being said, your skill rotation for your Sorcerer skills could go something like this:


2453.png Extreme Vacuum (as needed) —> 2449.png Psychic Wave —> 2447.png Diamond Dust —> 2446.png Earth Grave —> 2454.png Varetyr Spear —> repeat


  • Now secondly if this isn't your first character and you have some zeny to spare and you wanna ease the suffering part of leveling as a Sorcerer, you could purchase leveling up gears such as the 26118.png Shadow Staff [2] (26118) or its enhanced version 550012.png Patent Shadow Staff [2] (550012) . Buy whichever is available in the market, both will reduce 2449.png Psychic Wave's CD by 1 second at +11. To further reduce its CD, you can purchase the costume enchant stones 25419.png Professor Stone (Low) (25419) + 25420.png Sorcerer Stone (Garment) (25420) that reduce its cooldown by another 2 seconds. In total, you'll have 3 seconds CD reduction for PW and it'll be left with 2 seconds CD. It still have a bit of CD but PW is gonna be your main skill leveling up and the frequent you get to use it the better. I still suggest following the priority of skills that I had recommended and the skills in your rotation will be reduced as you will primarily cast PW whenever it's off-CD.
  • Third and final option is to find a good soul to leech you all the way to Elemental Master. As an act of courtesy, at least provide an 17608.png Infinite Giant Fly Wing Box (30min) (17608) [GFW] to the leecher and I'm pretty sure by this point you have collected enough 50000.png Muh Coin (50000) either from opening 50001.png Forgotten Heirloom (50001) or daily log-in rewards. You can purchase a GFW from the Muh Coin shop. You'll need to exchange 18 Muh Coins for 180 Muh Points. To do this, talk to the Rich Cow NPC (main_office 87, 59) in the Main Office (go 50).

Leveling as an Elemental Master

  • Finally after a millennia, you're now an Elemental Master! Congrats! It's now easier to level up with your 4th skills. Get any of your 4th Job AoE skill and you'll do just fine leveling up. If you're curious as to what and how's the proper way to play EM and rotating your skills, go to this section of the guide.

Gear Progression

Generally, magical classes follow the same path of progression, and they only differ with their choice of weapon, and upper headgear. Choi has made a thorough guide for all things about a magical user's progression towards end game and it is honestly commendable. In this guide, we'll be focusing more on the Elemental Master's side of progression with core gears that an EM would need for leveling during the early stages of the game to its mid game and then finally end game. This section will also be told for the perspective of people new to the game and if this happens to be your 2nd or 3rd time to play a magic-based character then you can freely switch some of the gear recommendations per stages or skip that stage entirely.

The gears that will be listed under the early game section are those that will be used for early leveling. Early game gears will be divided into 3 subcategories: Part I , Part II , and Part III. In Part I, you begin your gear progression with the Advanced Paradise Set you used for leveling and you are expected to do the Episodic Quests. With the Grace set you had just gotten from Episode 17.1, you will be farming for raw zeny mostly in places like Thanatos Tower Flr. 12, while doing the quests for Episode 17.2 and Episode 18 to get you ready for the next set of gears for Part II. Most of the gears here are obtained from Episode 17.2 and Episode 18, that's why the sooner you finish the episodic quests the closer you approach Part II of early game progression. Part II routine is almost similar to Part I where you will again farm for zeny to gear yourself up. Upon reaching Part III of gear progression, this is where you'll start to craft gears which you will continue to use 'til late game such as 540079.png Dimensions Elemental Magic Book [2] (540079) and 470204.png Moan of Corruption [1] (470204) . You'll also be able to start farming popular dungeons such as Niflheim 2 and Clock Tower Unknown Basement.

In the mid game section, these are the gears that you should have gotten as you gradually do the remaining episodic quests and farm for resources such as 25731.png Zelunium (25731) , 25729.png Shadowdecon (25729) and 1000322.png Etel Dust (1000322) that you will need to build up your core gears for the end game stage. Mid game gears will also serve as the base gears that will let you farm certain areas where those aforementioned resources are dropped such as Mjolnir Underground Cave and Varmundt's Biosphere.

Once you have accumulated enough resources to improve on your gears, this is now the stage where you're nearing or approaching end game and this is the part where all the best in slot (BiS) gears for EM will be listed and be provided. Gears in this section are those that have been tested by us and are the gears that give out the strongest damage output for the class. I know most of you are only after this part and it's understandable, but I still do hope you reached this part of the guide after reading the vital pieces of information on what makes Elemental Master, as I cannot stress enough how overwhelming and complicated the class can be for the majority of the player base. That all aside, let's start on the different gear progressions.

Early Game

Part I

Type Item Notes
Upper +9 to + 10 19428.png Illusion Morpheus's Hood [1] (19428)
Middle 410092.png Cor Core Booster [1] (410092)
Lower 420003.png CD in Mouth (420003)
  • Can be bought from vendors (@ws itemid) for an affordable price and combos with 410092.png Cor Core Booster [1] (410092) ; these two won't cost much.
Armor +9 450112.png Grace Psychic Robe [1] (450112)
  • Can be bought with 20 25669.png Unknown Parts (25669) at Cor (@go cor) from the Sentinel NPC (sp_cor 117, 130).
  • Refine the robe to +9 using the 100130.png Grace Refine Ticket (100130) , which costs 20 25723.png Cor Core (25723)
  • You can farm Unknown Parts and Cor Cores at Rudus Flr. 2 (sp_rudus2 185, 258) or you can buy them from vendors.
Weapon 540031.png Paradise Sorcerer Magic Book (540031)
  • N/A
Shield +9 to +10 460018.png Illusion Silver Guard [1] (460018)
Garment +9 480019.png Grace Magic Manteau [1] (480019)
  • Can be bought with 20 25669.png Unknown Parts (25669) at Cor (@go cor) from the Sentinel NPC (sp_cor 117, 130).
  • Refine the robe to +9 using the 100130.png Grace Refine Ticket (100130) , which costs 20 25723.png Cor Core (25723) .
  • You can farm Unknown Parts and Cor Cores at Rudus Flr. 2 (sp_rudus2 185, 258) or you can buy them from vendors.
  • Carded with 300293.png Erzsebet Card (300293) or 4657.png Nightmare Ancient Mummy Card (4657) whichever is cheaper in the market.
Shoe +9 470021.png Grace Magic Boots [1] (470021)
  • Can be bought with 20 25669.png Unknown Parts (25669) at Cor (@go cor) from the Sentinel NPC (sp_cor 117, 130).
  • Refine the boots to +9 using the 100130.png Grace Refine Ticket (100130) , which costs 20 25723.png Cor Core (25723) .
  • You can farm Unknown Parts and Cor Cores at Rudus Flr. 2 (sp_rudus2 185, 258) or you can buy them from vendors.
  • A good source of FCT redux. You only need a total of 1 second on your AoE skills with the exception of 5380.png Elemental Buster which demands 1.5 seconds FCT. With this boots, 1000672.png Sorcerer Stone (Top) (1000672) and 25067.png Cast Stone (Garment) (25067) , you can get 1.5 seconds FCT redux in total.
  • Carded with 4658.png Nightmare Verit Card (4658) .
Accessory (Right) 490020.png Grace Magic Ring [1] (490020)
Accessory (Left) 490128.png Advanced Paradise Magic Ring (490128)
  • N/A

In this stage of gear progression, you are in the beginning stages of gearing. With the gears you have, they are good enough to get you through as you start to do the Episodic Quests starting from Episode 17.2. To start Episode 17.2, you first need to clear Episode 17.1, and if you don't care for the lore of the game you can skip 17.1 and buy its skip ticket. You can purchase 1000285.png Episode 17.1 Clear Ticket (1000285) from Temporal Tina NPC (main_office 94, 59) in the main office (@go main) for 2,000,000 zeny.

With the Advanced Paradise Eden gears you obtained during the leveling phase, you can still use them to farm 25669.png Unknown Parts (25669) and 25723.png Cor Core (25723) from mobs in Rudus Flr. 2 (sp_rudus2 185, 258). You also have the option to buy them from vendors since they aren't too costly to begin with anyway if you don't like to farming for them. After getting the required materials to buy your Grace set, you can use 100130.png Grace Refine Ticket (100130) to upgrade them to +9. Afterwards, you can start doing the Thanatos Tower quest so you can start farming for zeny in Flr. 12 to get you ready for the next upgrade in your gears. For more information regarding areas where you can farm zeny, you can check Choi's Prerenewal Guide to Renewal (Zeny Farming).

When refining 19428.png Illusion Morpheus's Hood [1] (19428) and 460018.png Illusion Silver Guard [1] (460018) and to all succeeding Lvl. 1 Armors and Lvl. 4 Weapons, I suggest you use refinement tickets as this will safely refine your equipment according to the level of the refinement ticket you have. Exchange the tickets to Refine Master NPC (prontera 189, 175) at Prontera (@go 0). You'll need to have your weapon and armor equipped before he refines them for you. For more info, refer to these pages: Quick Newbie Guide and Choi's Prerenewal Guide to Renewal (Refining).

The free Paradise Shadow Gears 24687.png Paradise Shadow Weapon (24687) , 24688.png Paradise Shadow Shield (24688) , 24689.png Paradise Shadow Armor (24689) , 24690.png Paradise Shadow Shoes (24690) , 24691.png Paradise Shadow Earring (24691) , and 24692.png Paradise Shadow Pendant (24692) are still gonna be useful and you can continue using them 'til Part III of the early game stage.

Part II

Type Item Notes
Upper +9 to + 10 19428.png Illusion Morpheus's Hood [1] (19428)
Middle 410092.png Cor Core Booster [1] (410092)
Lower 420003.png CD in Mouth (420003)
  • N/A
Armor +12 450178.png Gray Wolf Robe [1] (450178)
Weapon +9 540049.png Glacier Book (540049)
Shield + 11 460018.png Illusion Silver Guard [1] (460018)
Garment + 11 480125.png Convertible Magical Wing [1] (480125)
Shoe + 11 470023.png Automatic Leg Type B [1] (470023)
Accessory (Right) 490052.png Sinful Sapphire Ring [1] (490052)
  • Enchanted with at least 310204.png Horror Lv3 (310204) or above.
    • When enchanting, always choose Method 1 as you'll only be needing the 3rd slot for its general MAtk% boost.
Accessory (Left) 490053.png Sinful Sapphire Necklace [1] (490053)
  • Enchanted with at least 310204.png Horror Lv3 (310204) or above. For more info about enchanting, check this page.
    • When enchanting, always choose Method 1 as you'll only be needing the 3rd slot for its general MAtk% boost.

At this stage, you ought to purchase the 450178.png Gray Wolf Robe [1] (450178) after doing Episode 18. By finishing the Episode 18 quests, you are given a generous amount of 1000405.png Amethyst Fragment (1000405) for you to get 1. To farm more of these fragments, you can go to Oz_Labyrinth so you can determinedly enchant your Robe with 310532.png Wolf Orb (Shadow Spell) (310532) , 310515.png Wolf Orb (After Cast Delay) (310515) , and 310507.png Wolf Orb (Mage) Lv.2 (310507) . ACD is chosen over 310510.png Wolf Orb (Mage) Lv.3 (310510) since EM is a rotation-heavy class and having more ACD would help you cycle your skills fluidly. About 60% ACD is needed in total if you wanna optimize it.

The boots 470023.png Automatic Leg Type B [1] (470023) is obtained by from Episode 17.2 and will be enchanted with 310122.png Automatic Orb (Spell Buster) (310122) , 310126.png Automatic Orb (Lucky Strike) (310126) , 310111.png Automatic Modification Orb (Fixed Casting) (310111) . You would need Automatic modules for it so you can enchant the boots. For more details on how to obtain the boots and how to enchant them, check the given links.

Another good improvement for your damage is the weapon 540049.png Glacier Book (540049) . The recommended enchants 311353.png Glacier Flower Spell (Magical - Element) (311353) , 311351.png Glacier Flower Spell (Magical - Size) (311351) , 311349.png Glacier Flower Spell (Magical - Race) (311349) , and 311349.png Glacier Flower Spell (Magical - Race) (311349) work best when enchanted on a 640033.png Glacier Staff (640033) , but then you will lose 460018.png Illusion Silver Guard [1] (460018) in your shield slot which helps you reach instant cast and fast casting is important for every magical class so I don't recommend enchanting on a Two-Hand staff.

Another piece of equipment you'll need to craft is the 480125.png Convertible Magical Wing [1] (480125) which will help you get through most stages and you'll still be using this one 'til Mid Game so it's worth the hassle of crafting one. For more info on how to craft it, check this page. The Sinful accessories 490052.png Sinful Sapphire Ring [1] (490052) and 490053.png Sinful Sapphire Necklace [1] (490053) can be obtained from Thanatos Tower, and can be enchanted using 1000257.png Piece of Sin (1000257) . As you farm for raw zeny in Thanatos Flr. 12, you can use exchange the fragments you loot there for Pieces of Sin and use them for enchanting. More info on how to enchant the accessories here.

Part III

Type Item Notes
Upper + 9 [D] or [C] 400111.png Vesper Headgear [1] (400111)
  • You will need to craft this headgear. You don't need to fully grade and upgrade this headgear as this is only a placeholder. Minimal upgrades will be enough just to get you started and helps you improve your damage so you can start farming on better maps.
Middle 410092.png Cor Core Booster [1] (410092)
Lower 420003.png CD in Mouth (420003)
  • N/A
Armor +12 450178.png Gray Wolf Robe [1] (450178)
Weapon +9 to +10 [C] 540079.png Dimensions Elemental Magic Book [2] (540079) or +9 to + 10 [C] 540080.png Dimensions Elemental Spell Book [2] (540080)
  • You can start working on these 2 books as early as now. They will be your end game weapons, and they are fairly easy to upgrade. You can use 102668.png Dimensions Weapon Refinement Device (102668) to upgrade the books.
Shield + 11 460018.png Illusion Silver Guard [1] (460018)
Garment + 11 480125.png Convertible Magical Wing [1] (480125)
Shoe + 11 [C] 470204.png Moan of Corruption [1] (470204)
  • You will need to craft this. As early as now, you can slowly upgrade Moan of Corruption (MoC) as this will be your end game boots.
  • Carded with 4658.png Nightmare Verit Card (4658) .
Accessory (Right) 490052.png Sinful Sapphire Ring [1] (490052)
Accessory (Left) 490053.png Sinful Sapphire Necklace [1] (490053)

You are now approaching Mid Game and there are core gears you can make as early as now as it's easy to make one and cheap to get. The books 540079.png Dimensions Elemental Magic Book [2] (540079) and 540080.png Dimensions Elemental Spell Book [2] (540080) can be purchased from vendors for an affordable price or if there's a lack of supply you can ask any Depth 2 farmers to donate sell you one. You can start grading and refining these books. When refining, make sure to use 102668.png Dimensions Weapon Refinement Device (102668) starting from +9. Don't start grading 'til the books are +11 for a higher chance of success.

One other core gear you need to craft is the 470204.png Moan of Corruption [1] (470204) . MoC gets stronger as you grade it, but at this stage of the progression you must grade it to at least Grade C so you get 1 second FCT redux. With more FCT redux, you can ditch 25067.png Cast Stone (Garment) (25067) and use the 1001420.png Elemental Master Stone (Garment) (1001420) instead for more damage improvement.

400111.png Vesper Headgear [1] (400111) is another piece of equipment you will need to craft. I don't recommend committing too much on this headgear as this will not be your end game headgear but it is for other classes such as our cousins the Arch Mages. While this headgear only acts as a placeholder, it still imparts a strong increase in damage. Having on Grade D is okay to have but better if you can get Grade C. You can always resell it later don't worry.

Mid Game

Type Item Notes
Upper + 9 to +10 [C] 400111.png Vesper Headgear [1] (400111) OR + 10 to + 11 [A] 400536.png Time Dimensions Rune Crown(Elemental Master) [1] (400536) *
  • Small upgrades on Vesper Headgear just to improve your damage a bit.
  • *As early as now, you could actually shortcut your way and craft the Time Dimensions Rune Crown provided that you have the materials for them and you know someone whom you could fully trust and have access already to Varmundt's Biosphere Depth 2 to craft the Rune Crown for you; otherwise, stick to Vesper Headgear for the meantime.
    • Enchants for the Rune Crown will be for later; focus on getting the Rune Crown first.
  • Carded with 4366.png Katrinn Card (4366) .
Middle 410092.png Cor Core Booster [1] (410092)
Lower 420003.png CD in Mouth (420003)
  • N/A
Armor +12 450178.png Gray Wolf Robe [1] (450178)
Weapon +12 [A] 540079.png Dimensions Elemental Magic Book [2] (540079) , or

+12 [A] 540080.png Dimensions Elemental Spell Book [2] (540080)

  • You can fully refine and grade your Dimensions books. Once you have access to Varmundt's Biosphere Depth 2, you can start the enchanting process. Enchants of your choice will vary depending on your needs, and the race/elemental property of the mobs you're going to prioritize.
Shield +10 to + 11 [C] 460040.png Glacier Guard [1] (460040)
Garment +12 480125.png Convertible Magical Wing [1] (480125) or + 9 to + 10 [C] 480233.png Death Rune Manteau [1] (480233)
  • Convertible Magical Wing is still a good contender in this stage.
  • Death Rune Manteau enchanted with 310925.png Spell of Varmundt Lv3 (310925) , and 4714.png INT+5 (4714) .
    • The 2nd enchant will vary depending on your needs, and elemental property of the mobs you're going to prioritize. For a list of possible enchants, refer to this.
  • Carded with 300424.png Friedrich S. Heine Card (300424) .
Shoe +9 to +10 [A] 470204.png Moan of Corruption [1] (470204)
  • Keep refining and fully grade MoC if possible as it will give you huge increase in damage at Grade A.
  • Carded with 300458.png Icewind Card (300458) .
Accessory (Right) 490304.png Temple Rune Ring [1] (490304)
Accessory (Left) 490307.png Temple Magic Ring [1] (490307)

Mid Game is the start where you can finally farm comfortably and considerably well on popular farming maps. You should also be finished with Episode 19 or 20 by this point and you ought to get better gears now such as 460040.png Glacier Guard [1] (460040) . While this shield takes less priority than your other gears, it is fairly cheap to get and enchant. It only costs 100 1001217.png Divine Cat Whiskers (1001217) to buy 1; same with enchanting it. To know more about the enchanting costs, check this page.

Technically, it's not supposed to be your first exposure to Varmundt and its Biospheres since you can access it as early as you gain access to Episode 17.2 but at the current state of your gears at the time you can't farm in those areas just yet. But now that you do, you can start now upgrade your accessories to 490307.png Temple Magic Ring [1] (490307) and 490304.png Temple Rune Ring [1] (490304) . You would need to reform two (2) copies of 490301.png Varmundt Temple Ring [1] (490301) first. They give good increase in damage so farm for them as soon as you are able to. For more info on their enchants, check this page. As stated on the table, you need not to aim for the 311943.png Brilliant Biosphere Gem (Boss Type) (311943) and 311942.png Brilliant Biosphere Gem (Normal Type) (311942) as it's purely RNG to get them so for now you can just settle for the different racial enchants and focus more on upgrading the 3rd and 4th slot enchants. Now if you're looking for an upgrade for your Convertible Magical Wing, you can start making your own 480233.png Death Rune Manteau [1] (480233) as you farm for your two Varmundt rings as well. Death Rune Manteau needs reforming too just like the rings. The manteau starts to perform slightly better than Magical Wing at +10~+11 Grade C. For more info on how to enchant your Varmundt Rings and Death Rune Manteau, refer to this page.

*When you know someone close or you know somebody in the community whom you could trust, you could ask them for a favor to craft the 400536.png Time Dimensions Rune Crown(Elemental Master) [1] (400536) as early as now for you. You will just need to provide them the materials consisting of 50 pcs. 1001552.png Abyss Magic Jewel (1001552) , 50 pcs. 1001553.png Time Dimension Magic Jewel (1001553) , and 75 pcs. 25865.png Temporal Gemstone (25865) to craft you one. The magic jewels are drops from the Varmundt's Biosphere Depth 2 dungeon, but it can be bought from vendors in the market. On the other hand, the temporal gemstone is obtained in Old Glast Heim: Challenge Mode, but you will need higher progression of the instance before it starts dropping so it's highly advisable to just buy from vendors as well.

End Game

Type Item Notes
Upper + 12 to + 15 [A] 400536.png Time Dimensions Rune Crown(Elemental Master) [1] (400536)
Middle 410233.png Gambler's Seal [1] (410233)
Lower 420213.png Ace of Spades in Mouth (Magical) (420213)
  • Enchanted with any of the following:
    • Any raw stats & +7% All property magical damage
    • Any raw stats & +7 S.MAtk
Armor +12 to + 15 [A] 450173.png Nebula Robe of Spell [1] (450173) or +12 [A] 450284.png Engraved Soul Purification Rune Robe [1] (450284)
Weapon +12 to + 15 [A] 540079.png Dimensions Elemental Magic Book [2] (540079) and/or +12 to +15 [A] 540080.png Dimensions Elemental Spell Book [2] (540080)
Shield +10 to +11 [C] 460040.png Glacier Guard [1] (460040) or +12 to +14 [A] 460020.png Mad Bunny-LT [1] (460020)
Garment +11 to + 12 [A] 480233.png Death Rune Manteau [1] (480233)
Shoe +12 to +14 [A] 470204.png Moan of Corruption [1] (470204)
Accessory (Right) 490304.png Temple Rune Ring [1] (490304) or 490136.png Stellar Spell Seal [1] (490136)
Accessory (Left) 490307.png Temple Magic Ring [1] (490307)

End game now finally and this is the last stage of your gear progression but certainly not the last (costumes?). Here, most of the things you will do is gonna be min-maxing and striving to get the best possible enchant and upgrade on your gears. Some players settle for the bare minimum and that's fine too if you don't fancy suffering more with RNG, but you're still in end game. Moreover, this will be the stage where you'll most likely want to buy your own MVP cards either by farming them yourselves from instances or buying them from sellers. The useful MVP cards for EM are listed in the table. I suggest you get them when you have the time and budget for it; EM is an already strong class and these MVP cards scale well with EM's skills.

Gears that are new in this section are the Alice gears 460020.png Mad Bunny-LT [1] (460020) , 410233.png Gambler's Seal [1] (410233) , and 420213.png Ace of Spades in Mouth (Magical) (420213) . The Mad Bunny is sought for the utility that it gives. It gives more ASPD and ACD plus 10% resistance against all element. Damage-wise, it didn't perform significantly better than 460040.png Glacier Guard [1] (460040) in my tests, but having more utility is nice to those who prefer it over damage. On the other hand, the middle and lower headgears Gambler's Seal and Ace of Spades are your next new upgrade in those slots. They were upgraded last because they give little improvement in damage as compared to the costs of crafting them and your other core gears.

If you're one of those people who joined the bandwagon and only played EM because of the autocast feature that the Dimensions set gives, well this is now the part (or earlier before now) where you should have a 400536.png Time Dimensions Rune Crown(Elemental Master) [1] (400536) to pair with one of your books. To craft one, you'll need to have access first to Depth Abyss 2. You will need 2,000 Reputation pts. from Varmundt's Biosphere Depth to access this dungeon. More pieces of information regarding the enchanting process on this page. Put as much attention as you can on the Dimensions Rune Crown and Dimensions Book and refine them to +15 if you can because besides allowing you the ability to autocast 5380.png Elemental Buster, these two will also give you Elemental Buster skill modifier. At +15 for both pieces of equipment, it'll be a total of 60% Elemental Buster skill modifier! No other classes besides EM and only EM gets the privilege and the prestige of autocasting their ultimate and on top of that gets skill modifier for it, so make sure to capitalize on that.

Then lastly, you can upgrade your armor to either 450173.png Nebula Robe of Spell [1] (450173) or 450284.png Engraved Soul Purification Rune Robe [1] (450284) and the endless debate whether to stick to Nebula or Engraved still remains to this day simply because Nebula is a future-proof BiS gear that will complement the Hall of Life (HoL) gears. This is also the reason why people started investing on a 490136.png Stellar Spell Seal [1] (490136) as it'll be part of the HoL series. It recently had just gotten its 2nd enchant 313038.png Star Cluster of Intelligence Lv5 (313038) in anticipation for HoL.

On the other hand, Soul Robe for the majority still outperforms Nebula since it gives +15% increased damage against bosses while Nebula does not. However, when you already have too much boss modifier, Nebula starts to perform better according to my tests. A Soul Purification Robe, the Demigod Rune Tablet, 300472.png [MVP] Demigod Lasgand Card (300472) , 2 Varmundt Rings with 311943.png Brilliant Biosphere Gem (Boss Type) (311943) enchant, 460040.png Glacier Guard [1] (460040) with 312095.png Glacier Flower Meow Power(Intelligence) (312095) enchant, and a 9134.png White Knight Egg (9134) would give over 163% Boss modifier and at that point you're experiencing diminishing returns, which is why Nebula starts performing better. If you wanna know more about diminishing returns, Choi has explained it in-depth in his Guide to Magic.

Shadow Gears

Type Item Notes
Shadow Armor +10 24883.png Full Spell Shadow Armor (24883)
  • Enchanted with any & SPL + 5.
Shadow Weapon +10 24753.png Magical Spell Shadow Weapon (24753)
Shadow Shield +10 24754.png Magical Spell Shadow Shield (24754)
  • Enchanted with any & SPL + 5.
Shadow Shoe +10 24884.png Full Spell Shadow Shoes (24884)
Shadow Earring (Right) +10 24665.png Full Tempest Shadow Earring (24665)
  • Enchanted with any & SPL + 5.
Shadow Pendant (Left) +10 24668.png Full Tempest Shadow Pendant (24668)
  • Enchanted with any & SPL + 5.

For more information regarding the listed Shadow Gears, check this page. For Shadow Gear enchanting, you can refer to this page or Choi's Guide to Magic.

In terms of precedence, 24665.png Full Tempest Shadow Earring (24665) and 24668.png Full Tempest Shadow Pendant (24668) takes priority over your other Shadow Gears. You would want to eliminate MDef as soon as possible and get full MDef pierce as your damage diminishes the higher the MDef of the monsters.

Costume Enchant Stones

Type Item Notes
Upper Costume 19602.png Any Upper Costume of your liking
  • Carded with 1000672.png Sorcerer Stone (Top) (1000672) .
    • For every level of 2451.png Striking, it gives you 0.1 second FCT reduction.
Middle Costume 19603.png Any Middle Costume of your liking
  • Carded with 1000673.png Sorcerer Stone (Mid) (1000673) .
    • For every level of 2447.png Diamond Dust, it gives you +2% VCT reduction. This will be needed for you to reach instant cast thru VCT%.
Lower Costume 19604.png Any Lower Costume of your liking
  • Carded with 1000674.png Sorcerer Stone (Low) (1000674) .
    • For every level of 2446.png Earth Grave, it gives you +2% All property magical damage.
Garment Costume 20506.png Any Garment Costume of your liking
  • Carded with 1001420.png Elemental Master Stone (Garment) (1001420) , and 1000921.png Spell Stone (Dual) (1000921) .
    • For every level of 5368.png Increasing Activity, it increases your Fire & Poison property magical damage by 2%.
    • When equipped with Sorcerer Stone (Top), it increases 5372.png Conflagration and 5373.png Terra Drive damage by 10%.
    • When equipped with Sorcerer Stone (Mid), it increases 5371.png Venom Swamp by 10%.
    • When equipped with Sorcerer Stone (Low), every level of 5366.png Spell Enchanting increases magical damage against All elemental enemies by 3%.

Costume Enchant stones gives a considerable damage increase in your DPS, as well as providing good utility. These can be obtained from the Point Shop in the 2nd Floor of the Main Office (main_office 71, 315). You can get the Sorcerer stones by opening 41093.png Top Box 4 (41093) , 41097.png Mid Box 4 (41097) , and 41101.png Low Box 4 (41101) . For the Elemental Master stone, you will need to open 41255.png Garment 1st Slot Box 4 (41255) . This is purely RNG and you may end up not getting your desired stone after spending 50~100 Fashion Points. If available in the market, better to just buy there.

Magical Cards

For a more detailed list of magical cards that our class can use and that were listed on the gear sections, you can refer to Celery's Guide as she already grouped them according to elements.

Pet Suggestions

For more info on how to tame, raise, and evolve pets, check this page.

Builds

In this section, we'll be tackling the three (3) special builds of Elemental Master: 2449.png Psychic Wave, 2445.png Spell Fist, and Dragon Tank. PW and Spell Fist builds will follow almost the same set of gears from their core DPS build with a few alterations in the headgear, weapon, and shoe slots. Both builds also follow the same set of Shadow Gears and costume enchant stones with the exception for PW as it'll have its own set of costume enchant stones. On the other hand, Dragon Tank will have a whole new set of gears dedicated for tanking Dragon races such as Betelgeuse.

Psychic Wave

Upon transitioning to Elemental Master, it is inevitable that you will solely use 4th job skills from then on, and that's because 4th job skills have higher MAtk% scaling, and they all scale with your SPL. However, your widest AoE skill is attached to the 3rd job skill of Sorcerer and that skill is called 2449.png Psychic Wave. PW like your 5380.png Elemental Buster can be endowed to the four (4) basic elements—Fire, Water, Wind, or Earth plus Poison and unlike your 4th job AoE skills, PW is easily more spammable as its CD can be reduced by up to 3.5 seconds with the proper gears which only leaves you a total of 1.5 seconds. You may think it's still a bit long but actually it is not. Instead of cycling 4 to 5 skills, you can only do 2 to 3 skills with PW. You can start a rotation similar to this one:


2449.png Psychic Wave —> 5372.png Conflagration —> 2449.png Psychic Wave —> 5371.png Venom Swamp —> repeat


2449.png Psychic Wave —> 5372.png Conflagration —> 5371.png Venom Swamp —> 2449.png Psychic Wave —> repeat


2449.png Psychic Wave —> 5372.png Conflagration —> 5380.png Elemental Buster —> 2449.png Psychic Wave —> repeat


In the third example, you will have three (3) Fire AoE skills that will benefit from your cards and modifiers focused on the Fire 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 6517.png Psychic Stream 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 only realistically used for farming low to mid game dungeons such as Thanatos Tower Flr. 12, Niflheim 2, Clock Tower Unknown Basement, and Mjolnir Underground Cave. For end game dungeons such as Varmundt's Biosphere, Varmundt's Biosphere Depth, and 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

Stat Point Notes
STR 1
  • If you need more carrying capacity, put more pts. into STR though with the recent QoL implemented that made it possible to use 6286.png Gym Pass (6286) 20 times instead of the usual 10, you may find yourself no longer needing as much STR.
AGI 86
  • AGI is needed for high Flee and high ASPD. If you have a few points to spare, you can put it more on AGI.
  • Higher ASPD will give you much more fluid skill rotation.
VIT 110
  • VIT is needed for more health and survivability.
INT 130
  • INT for some bonus StatusMAtk for a bit of damage.
  • Take as much INT as you can since PW's damage scales with INT. It follows this formula: [{Base_Damage + (INT × 3)} × (BaseLv ÷ 100)]%
  • You could use 12430.png Warg Blood Cocktail (12430) to help with instant casting and to increase PW's damage.
DEX 0 or 130
  • Either max out DEX or leave it at 0 for those who reach their instant thru VCT% from gears. I myself get mine thru stats that's why I maxed this one out.
LUK 4
  • Put leftover pts. into LUK
  • It gives +1 Status MAtk every 3 pts and +1 Perfect Dodge every 10 pts.
  • If you hate getting cursed and bringing either 523.png Holy Water (523) or 525.png Panacea (525) is burdensome for you then get a total of 100 pts. for Curse immunity.

Traits

Traits Point Notes
POW 0 N/A
STA 0
  • Put more points into STA if you have less resistances against physical attacks or if you have means to nullify the effects of magical attacks like 4128.png [MVP] Golden Thief Bug Card (4128)
WIS 72
  • Put points here if you don't have GTB and have lower resistance against magical attacks,.
SPL 110
  • Always max out your SPL. Our 4th skills scale with SPL, and you will still rotate them on this build.
  • PW doesn't scale with SPL but for every pt. of SPL, it gives you +5 StatusMAtk.
  • Also gives +1 S.MAtk per 3 points of SPL.
CON 110
  • You don't necessarily have to max this skill, but if you do it's the 2nd trait to give the most S.MAtk. It gives +1 S.MAtk per 5 pts., and +2 FLEE for every 1 pt. of CON.
  • For a PW build, you can just max this one out instead of evenly distributing between STA or WIS. You won't really die in those low to mid game dungeons.
CRT 0 N/A

Gears

Type Item Notes
Upper + 12 to + 15 [A] 400536.png Time Dimensions Rune Crown(Elemental Master) [1] (400536) or

+12 to + 15 19483.png Temporal Circlet (Sorcerer) [1] (19483)

Middle 410233.png Gambler's Seal [1] (410233)
Lower 420213.png Ace of Spades in Mouth (Magical) (420213)
  • Enchanted with any of the following:
    • Any raw stats & +7% All property magical damage
    • Any raw stats & +7 S.MAtk
Armor +12 to + 15 [A] 450173.png Nebula Robe of Spell [1] (450173) or +12 [A] 450284.png Engraved Soul Purification Rune Robe [1] (450284)
Weapon +12 to + 15 [A] 540056.png Dim Glacier Book [1] (540056)
Shield +10 to +11 [C] 460040.png Glacier Guard [1] (460040) or +12 to +14 [A] 460020.png Mad Bunny-LT [1] (460020)
Garment +11 to + 12 [A] 480233.png Death Rune Manteau [1] (480233)
Shoe +12 to +14 [A] 470204.png Moan of Corruption [1] (470204)
Accessory (Right) 490304.png Temple Rune Ring [1] (490304) or 490136.png Stellar Spell Seal [1] (490136)
Accessory (Left) 490307.png Temple Magic Ring [1] (490307)

All the equipment for a PW build share the same set of gears as your core ones; they only differ in the weapon of choice. 540056.png Dim Glacier Book [1] (540056) when enchanted with 311225.png Glacier Flower Spell (Psychic Wave) (311225) will reduce PW's CD by 1.5 seconds and when paired with the costume enchant stones 25419.png Professor Stone (Low) (25419) + 25420.png Sorcerer Stone (Garment) (25420) will reduce its CD further by another 2 seconds. Additively, it will reduce the CD of PW by 3.5 seconds leaving behind only 1.5 seconds.

Meanwhile, 19483.png Temporal Circlet (Sorcerer) [1] (19483) is not necessary for a PW build but if you prefer seeing more damage with PW then this headgear will give the most PW modifiers, but a 400536.png Time Dimensions Rune Crown(Elemental Master) [1] (400536) is still a great option as this will also increase your 4th jobs skills.

Costume Enchant Stones

Type Item Notes
Upper Costume 19602.png Any Upper Costume of your liking
Middle Costume 19603.png Any Middle Costume of your liking
  • Carded with 1000673.png Sorcerer Stone (Mid) (1000673) for more PW damage and VCT% to help with instant casting.
Lower Costume 19604.png Any Lower Costume of your liking
Garment Costume 20506.png Any Garment Costume of your liking
  • Carded with 25420.png Sorcerer Stone (Garment) (25420) , 1000675.png Reload Stone (Dual) (1000675) or 1000921.png Spell Stone (Dual) (1000921) .
    • Sorcerer Stone (Garment) gives PW modifiers and combos with Professor Stone (Top) and Professor Stone (Low)
    • Reload Stone (Dual) for ACD% for a fluid skill rotation.
    • Spell Stone (Dual) for damage.

The enchants stone that give PW modifiers are 25417.png Professor Stone (Top) (25417) when paired with the 25420.png Sorcerer Stone (Garment) (25420) , 1000673.png Sorcerer Stone (Mid) (1000673) , and the Garment stone itself. The combo that will reduce PW's CD is the 25419.png Professor Stone (Low) (25419) and Garment stone.

Spell Fist

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

Spell Fist build hasn't changed that much since its implementation during the 3rd job era. It's only gotten stronger like most skills that came with it and before it due to the 4th job traits. Spell Fist gameplay remains the same wherein you'll need to aim and cast your chosen elemental bolt skill first on a target then immediately apply Spell Fist. Though for the 4th jobs skill tree, it's gotten a blink skill in the form of 6517.png Psychic Stream which made farming as a Spell Fist EM much tolerable. All of our High Elementals on Passive Mode also complements Spell Fist. When in Passive Mode, your bolt skills corresponding to the summoned High Elementals gets increased damage and you have a chance to autocast the highest level learned of that bolt skill. And that's the extent of what's improved with Spell Fist so far; most of the 4th job skills complement the caster build of an EM. I've tried Spell Fist too and built the gears needed to "make it work" but it's still haunted by the curse of being in melee range and lack of wide AoE making it hard to use while farming. It's also preventing you to use strong garment cards like 27362.png [MVP] Polluted Spider Queen Card (27362) because of its side effect of you receiving more damage against all properties. With all that being said, I advise you to play this build for fun and if and only if you really know what you're going into. It'll always gonna have that charm as being a unique build to play.

Stats

Stat Point Notes
STR 1
  • If you need more carrying capacity, put more pts. into STR though with the recent QoL implemented that made it possible to use 6286.png Gym Pass (6286) 20 times instead of the usual 10, you may find yourself no longer needing as much STR.
AGI 130
  • AGI is needed for high Flee and high ASPD.
  • Spell Fist needs max ASPD of 193 so you can spam all your bolt skills and magic-infused melee attacks.
VIT 110
  • VIT is needed for more health and survivability.
  • Spell Fist is in melee range so you'd want to take as much VIT as you can to last longer in battle.
INT 130
  • INT for some bonus StatusMAtk for a bit of damage.
DEX 0
  • DEX isn't needed for Spell Fist. Leave this at 0.
LUK 4
  • Put leftover pts. into LUK
  • It gives +1 Status MAtk every 3 pts and +1 Perfect Dodge every 10 pts.
  • If you hate getting cursed and bringing either 523.png Holy Water (523) or 525.png Panacea (525) is burdensome for you then get a total of 100 pts. for Curse immunity.

Traits

Traits Point Notes
POW 0 N/A
STA 0
  • Put more points into STA if you have less resistances against physical attacks or if you have means to nullify the effects of magical attacks like 4128.png [MVP] Golden Thief Bug Card (4128)
WIS 72
  • Put points here if you don't have GTB and have lower resistance against magical attacks.
SPL 110
  • Always max out your SPL. Our 4th skills scale with SPL, and having more SPL is always good.
  • Also gives +1 S.MAtk per 3 points of SPL.
CON 110
  • You don't necessarily have to max this skill, but if you do it's the 2nd trait to give the most S.MAtk. It gives +1 S.MAtk per 5 pts., and +2 FLEE for every 1 pt. of CON.
  • If you need more points for STA and WIS for survivability, you can take out some points here and put it to those traits instead.
CRT 0 N/A

Gears

Type Item Notes
Upper +12 to +14 [A] 400662.png Furious Crown (Elemental Master) [1] (400662)
Middle 410233.png Gambler's Seal [1] (410233)
Low 420213.png Ace of Spades in Mouth (Magical) (420213)
  • Enchanted with any of the following:
    • Any raw stats & +7% All property magical damage
    • Any raw stats & +7 S.MAtk
Armor +12 to + 15 [A] 450173.png Nebula Robe of Spell [1] (450173) or +12 [A] 450284.png Engraved Soul Purification Rune Robe [1] (450284)
Weapon +12 to +14 [A]540091.png Furious Grimoire [2] (540091)
Shield +10 to +11 [C] 460040.png Glacier Guard [1] (460040) or +12 to +14 [A] 460020.png Mad Bunny-LT [1] (460020)
Garment +12 [A] 480233.png Death Rune Manteau [1] (480233)
Shoe +12 [A] 470265.png Furious Boots [1] (470265)
Accessory 490304.png Temple Rune Ring [1] (490304) or 490136.png Stellar Spell Seal [1] (490136)
Accessory 490307.png Temple Magic Ring [1] (490307)

The gears for Spell Fist uses the same set of equipment as your gears for the Caster build. The furious set consisting of 400662.png Furious Crown (Elemental Master) [1] (400662) , 540091.png Furious Grimoire [2] (540091) , and 470265.png Furious Boots [1] (470265) are your core gears for Spell Fist. The crown combos with the Furious Grimoire to autocast Lvl. 4 5373.png Terra Drive when dealing normal melee damage; whereas the Furious Grimoire combos with Furious Boots for a chance to autocast Lvl. 4 5369.png Diamond Storm with an increased chance to proc it if the Boots is Grade B or higher.

And the best element to focus on this build is Water because you can maximize the skill 286.png Deluge since Earth doesn't get any elemental floor buffs and 90.png Earth Spike doesn't work with Spell Fist and isn't considered a bolt skill unfortunately. Fire is supposedly strong too but the Furious set doesn't allow us to autocast 5372.png Conflagration. Those are the key reasons why you should focus more on Water but if you need to switch elements to Earth, Fire or Wind for more coverage you may still do so.

Dragon Tank

20994.gif
Betelgeuse (20994)

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 284.png Dragonology 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.

Besides getting 100% Dragon resistance, it's also important to note that you would need to achieve 1 second FCT, 100% VCT reduction, general tankiness (i.e. MaxHP%, RES, MRes, MDef & Def), and a bit of ACD to help you spam your 276.png Magic Rod so you can absorb Betelgeuse's 2217.png Tetra Vortex. You may also cast 288.png Land Protector underneath you to cancel Betelgeuse's 2213.png Comet and 83.png Meteor Storms, but if you have a magical DPS such as EM and AM that have ground AoE skills in your party you might want to remove LP so that they also hit Betelgeuse. It's also possible to use lower levels of LP (7x7), but this will require coordination and communication with your team. If the party is made up of physical attackers then you can cast LP. You may also cast or spam 289.png Dispell on Betelgeuse to cancel his Max Pain, but be careful as this would also cancel your team's debuff skills such as your Cardinal's 78.png Lex Aeterna, your Arch Mage's 2213.png Comet's Magic Intoxication, your Abyss Chaser's 214.png Raid (Sightless Mind) or your Shadow Cross' 5001.png Dark Claw skill, so it's best to communicate and coordinate with them first before attempting to do so.

One way you can do to support your party is placing insignias underneath Betel. It's also a good tactic when you have another EM DPS to coordinate with them so that they can place the insignias on the 2nd Phase, while you handle the 3rd Phase. As what we've talked about in the insignia system portion, insignias are stationary and have a 1 minute CD and thus needs careful planning and set-up.

Stats

Stat Point Notes
STR 1
  • If you need more carrying capacity, put more pts. into STR though with the recent QoL implemented that made it possible to use 6286.png Gym Pass (6286) 20 times instead of the usual 10, you may find yourself no longer needing as much STR.
AGI 100
  • AGI is needed for high Flee and high ASPD.
VIT 130
  • VIT is needed for more health and survivability.
INT 120
  • INT for some bonus SoftMDef for a bit of tankiness.
DEX 0
  • DEX isn't needed if you're going to get your instant cast from gears.
LUK 100
  • Put leftover pts. into LUK
  • It gives +1 Perfect Dodge every 10 pts.
  • If you hate getting cursed and bringing either 523.png Holy Water (523) or 525.png Panacea (525) is burdensome for you then get a total of 100 pts. for Curse immunity.

Traits

Traits Point Notes
POW 0 N/A
STA 110
  • Max STA for more physical resistance.
WIS 110
  • Max WIS as it'll help you survive Betelgeuse's 2217.png Tetra Vortex and his other magical skills.
SPL 0
  • N/A
CON 72
  • Put leftover pts. here since it gives +2 FLEE for every 1 pt. of CON. You can tank Betelgeuse's basic attacks thru high FLEE or dodging.
CRT 0 N/A

Betelgeuse Tanking Gears

Type Item Notes
Upper +10 to +11 19483.png Temporal Circlet (Sorcerer) [1] (19483) or +10 to +11 18980.png Old Wind Whisper [1] (18980)
Middle 5936.png 8Way Wings of Purgatory (5936)
Lower 420269.png Ace of Clovers in Mouth (Defense) (420269) or 420021.png Young Leaf of World Tree (Vitality) (420021)
  • Ace of Clovers can be enchanted with VIT, MRes or MRes enchants, but preferably MRes over DEF.
  • Young Leaf of World Tree enchanted with 311079.png WIS Lv2 (311079) or 311083.png STA Lv2 (311083) , 310991.png MaxHP Lv.2 (310991) , and 4742.png VIT+3 (4742) .
    • Any of the Young Leaf lower headgears works, I just used Vitality as an example.
    • For more info on the enchanting process, check this page.
Armor + 10 to+ 12 15393.png Gold Dragon Plate [1] (15393)
  • Enchanted with 3%~7% Resistance against Dragon race.
Weapon +10 to +12 550030.png Illusion Thorny Staff of Darkness [2] (550030) or +10 1602.png Rod [4] (1602)
Shield +0 to +9 460005.png Magic Absorber [1] (460005)
  • Enchanted with Resistance against Dragon race.
    • 1st line: 2%~7%
    • 2nd line: 2%~7%
  • Carded with 4120.png Sky Petite Card (4120) .
Garment +11 20946.png Dragon Scale Hood [1] (20946)
Shoe +11 22208.png Dragon Scale Boots [1] (22208)
Accessory (Right) 490048.png Sinful Topaz Ring [1] (490048)
Accessory (Left) 490049.png Sinful Topaz Necklace [1] (490049)

The Dragon set consisting of 15393.png Gold Dragon Plate [1] (15393) , 20946.png Dragon Scale Hood [1] (20946) , and 22208.png Dragon Scale Boots [1] (22208) have built-in resistances against Dragon races plus they can be enchanted with more resistance values. Fore more info on the enchanting costs, refer to this page. The Sinful accessories 490048.png Sinful Topaz Ring [1] (490048) and 490049.png Sinful Topaz Necklace [1] (490049) combos with the Dragon set and can be enchanted with more MaxHP% for additional tankiness. These can be obtained from Thanatos Tower. More info on how to enchant the accessories here.

For more added Dragon resistance, you will need to get a 460005.png Magic Absorber [1] (460005) from Geffen Night Arena. To enchant the shield, you can check more info here. Whether you want to use 19483.png Temporal Circlet (Sorcerer) [1] (19483) or 18980.png Old Wind Whisper [1] (18980) is up to your budget. The Circlet offer more defense thanks to its 29680.png Temporal Jewel (VIT) Lv 3 (29680) enchant while the Bio 5 headgear is much affordable and budget-friendly.

If you need additional VCT% in your build to help you reach instant cast or more ACD to help you spam 276.png Magic Rod, you may choose 550030.png Illusion Thorny Staff of Darkness [2] (550030) . However if you prefer a mix of both tankiness and high VCT%, you can use 1602.png Rod [4] (1602) . This is a fun one because you can do 4 300096.png Senior Papila Cae Card (300096) and it'll give an instant +40% VCT or be inventive and use 2 4919.png Demon's Essence VIT 3 (4919) plus 2 Senior Papila Cae Card. The rod gives your more freedom with regards to gear choices too.

Shadow Gears

Type Item Notes
Shadow Armor +10 24679.png Maximum Mammoth Shadow Armor (24679)
  • Optional but can be enchanted using 101260.png Advanced Shadow Spellbook (Support) (101260) if you want to improve your Dragon Tank further
    • 1st line of enchants can be any.
    • 2nd line of enchants is preferably WIS/MRes over STA/RES but up to you.
Shadow Weapon +7 24057.png Dragoon Shadow Shield (24057)
  • Optional but can be enchanted using 101260.png Advanced Shadow Spellbook (Support) (101260) if you want to improve your Dragon Tank further
    • 1st line of enchants can be any.
    • 2nd line of enchants is preferably WIS/MRes over STA/RES but up to you.
Shadow Shield +7 24793.png Master Shadow Shield (24793)
Shadow Shoe +10 24680.png Maximum Mammoth Shadow Shoes (24680)
  • Optional but can be enchanted using 101260.png Advanced Shadow Spellbook (Support) (101260) if you want to improve your Dragon Tank further
    • 1st line of enchants can be any.
    • 2nd line of enchants is preferably WIS/MRes over STA/RES but up to you.
Shadow Earring (Right) +10 24339.png Almighty Shadow Earring (24339)
  • Optional but can be enchanted using 101260.png Advanced Shadow Spellbook (Support) (101260) if you want to improve your Dragon Tank further
    • 1st line of enchants can be any.
    • 2nd line of enchants is preferably WIS/MRes over STA/RES but up to you.
Shadow Pendant (Left) +10 24340.png Almighty Shadow Pendant (24340)
  • Optional but can be enchanted using 101260.png Advanced Shadow Spellbook (Support) (101260) if you want to improve your Dragon Tank further
    • 1st line of enchants can be any.
    • 2nd line of enchants is preferably WIS/MRes over STA/RES but up to you.

The most useful piece of Shadow Gear in the table is 24057.png Dragoon Shadow Shield (24057) as this will give you 3% Dragon resistance at +9. The next important piece of Shadow Gear will be the 24680.png Maximum Mammoth Shadow Shoes (24680) and 24680.png Maximum Mammoth Shadow Shoes (24680) to give you full immunity against knockback plus some MaxHP% to help with general tankiness.

The rest of the Shadow Gears are only suggestions and optional if you don't have the budget for them. It goes the same for enchanting your Shadow Gears as that could get expensive, but when you have the means for it then go ahead and min-max your tank Shadow Gears.

Costume Enchant Stones

Type Item Notes
Upper Costume 19602.png Any Upper Costume of your liking
  • Carded with 1000672.png Sorcerer Stone (Top) (1000672) or 1001168.png Defense Stone (Top) (1001168) .
    • Use Sorcerer Stone (Top) for more FCT reduction and faster casting time.
    • Defense Stone (Top) will combo with its Mid/Low versions and Resist Defense Stone (Garment) for more resistances.
Middle Costume 19603.png Any Middle Costume of your liking
  • Carded with 25006.png VIT Convert Stone (25006) , 1001169.png Defense Stone (1001169) , or 1000673.png Sorcerer Stone (Mid) (1000673) .
    • Vit Convert Stone (Mid) will combo with Vit Convert (Low) for more MaxHP% and to increase the healing effectiveness of potions.
    • Defense Stone (Mid) will combo with its Top/Low versions and Resist Defense Stone (Garment) for more resistances.
    • Use Sorcerer Stone (Mid) if you need more VCT% for faster casting.
Lower Costume 19604.png Any Lower Costume of your liking
  • Carded with 25008.png VIT Convert Stone (Low) (25008) or 1001170.png Defense Stone (Low) (1001170) .
    • Vit Convert Stone (Low) will combo with Vit Convert (Mid) for more MaxHP% and to increase the healing effectiveness of potions.
    • Defense Stone (Low) will combo with its Top/Mid versions and Resist Defense Stone (Garment) for more resistances.
Garment Costume 20506.png Any Garment Costume of your liking

If you're in need of more resistances, the costume enchant stone set consisting of 1001171.png Resist Defense Stone (Garment) (1001171) + 1001172.png Stamina Wisdom Stone (Dual) (1001172) + 1001168.png Defense Stone (Top/Mid/Low) will give an adequate amount of STA, WIS, RES, MRes, DEF, and MDef values to help with general tankiness. However if you lack FCT to instant cast your skills, you may choose to use 1000672.png Sorcerer Stone (Top) (1000672) and 25170.png Minor Casting Stone (Garment) (25170) + 1000521.png Minor Casting Stone (Dual) (1000521) instead.

Pet Suggestions

Here's a list of pets that you could journey with to help you tank Betelgeuse:

Elemental Catalysts, Ores, & Stones

As an Elemental Master, you are required to either buy or farm your own elemental catalysts in order to summon your Elementals and High Elementals. Here, I'm gonna list down the farming maps I always frequent where these catalysts are accessible and abundant to make your farm easier.

Catalysts Map & Monsters
994.png Flame Heart (994)
  • Gig from Magma Dungeon Flr. 2
  • Kasa & Salamander from Thor Volcano Flr. 3
990.png Red Blood (990)
  • Fillia from Amicitia Flr. 1
  • Purchased from Dus the Smith NPC (@go 40) (paramk 53, 101)
995.png Mystic Frozen (995)
991.png Crystal Blue (991)
  • Vanilaqus from Amictia Flr. 1
  • Purchased from Dus the Smith NPC (@go 40) (paramk 53, 101)
996.png Rough Wind (996)
992.png Wind of Verdure (992)
  • Grand Peco from Yuno Field 09
  • Purchased from Dus the Smith NPC (@go 40) (paramk 53, 101)
997.png Great Nature (997)
  • Sleeper from Yuno Field 02
993.png Green Live (993)
  • Galensis from Amicitia Flr. 2
  • Purchased from Dus the Smith NPC (@go 40) (paramk 53, 101)

Summary

Elemental Master is a versatile class that can play any roles. DPS, Support, or Tank you name it! That's what makes the class so interesting to begin with. Its previous branches from Mage, Sage, Professor and Sorcerer aren't completely forgotten because their skills, mostly defensive and supportive utilities, are still incorporated in an EM's gameplay and usage. EM is also a rotation-heavy class and it may not be for everybody and that's fine. There will be classes that will fit your playstyle more but with EM you'll need to have a lot of micromanaging to do. It's not only for your AoE skills but with your set-ups as well. And lastly, you have Elementals and High Elementals that will act as your companions in battle that will buff and defend you from harm. And what's more, they can survive longer if you have the proper gears for it acting like your own personal tank.

I hope I was able to make things simpler and easy to understand for all of you, and I don't expect everybody to comprehend and absorb all of these in one sitting so just take your time, relax, and have fun with the class!

Acknowledgement

I would like to extend my heartfelt gratitude to the people who helped me with my guide.

  1. Ripley for helping me proofread.
  2. [GM] Muh for helping me and giving me the equations for computing the Spirits' status values.
  3. Coffee for suggesting the Illusion Goibne set as a possible alternative under the Budget Tank Gears section.

It wouldn't have come out as coherent and comprehensive as I wanted it to be if it weren't for your help so thank you so so much! <3