The Complete Elemental Master Guide by Goldie and Cursed Spirit: Difference between pages

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[[Category:Elemental Master]]
<languages/>
<div style="float:right; margin-left:20px;">
<translate>
{| class="infobox" style="border: 1px solid grey;
<!--T:1-->
! colspan=2 style="background:#80EF80;"| <center> [[File:Elemental Master Class Icon.v5.png|40px]] <big><span style="color:rgb(253,253,150); font-family: cursive; text-shadow: 1px 1px 2px black; font-size: 1.1rem;"> Elemental Master </span></h2></big></center>
[[Category:Quests]]
|-
=Requirements: =
| colspan=2 style="text-align:center; color:red;" | [[File:Elemental Master Official Artwork.png|280px]]
* Base Level 60
|-
* Items:  
| style="width:10em;" | '''Job Base(s):'''
1x {{#item:746|Glass Bead}}, 1x {{#item:744|Bouquet}}, 5x {{#item:523|Holy Water}}, 1x {{#item:7345|Handcuff}}, 1x {{#item:2241|Grampa Beard}} and 1x {{#item:2243|Geek Glasses}}
| [[The_Complete_Elemental_Master_Guide_by_Goldie#Sorcerer|Sorcerer]]
|-
| '''Job Type:'''
| 4-2
|-
| '''Job Level:'''
| 60
|-
| '''Number of Skills:'''
| 18
|-
| '''Total Skill Points:'''
| 246
|-
| '''Total Quest Skills:'''
| 0
|-
! colspan=2 style="background:#80EF80;" | <center><big><span style="color:#FDFD96; font-family: cursive; text-shadow: 1px 1px 2px black;"> Job Bonuses </center></big></span>
|-
| colspan=2 |
{| style="width:100%;"
| '''STR'''
| '''AGI'''
| '''VIT'''
| '''INT'''
| '''DEX'''
| '''LUK'''
|-
| +4
| +4
| +8
| +14
| +10
| +5
|}
|-
! colspan=2 style="background:#80EF80;" | <center><big><span style="color:#FDFD96; font-family: cursive; text-shadow: 1px 1px 2px black;"> Talent Bonuses </center></big></span>
|-
| colspan=2 |
{| style="width:100%;"
| '''POW'''
| '''STA'''
| '''WIS'''
| '''SPL'''
| '''CON'''
| '''CRT'''
|-
| +3
| +8
| +8
| +12
| +6
| +3
|}
|}
</div>
'''<big>Elemental Master</big>''' (<small>''abbrev''.</small> as '''<big>EM</big>''') is the 4th class of the [[The_Complete_Elemental_Master_Guide_by_Goldie#Sage|Sage]], [[The_Complete_Elemental_Master_Guide_by_Goldie#Professor|Professor]], and [[The_Complete_Elemental_Master_Guide_by_Goldie#Sorcerer|Sorcerer]] line-up. It's a versatile class that can be played as DPS, tank, support, or whatever your preference is. It is arguably one of 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.
<!--T:2-->
 
=Questline:=
== Introduction ==
# Enter the Biolabs by using the Warper. Once you have access then you will need to find 1 pair of Handcuffs. There are a few trigger spots that will start this quest for you. The following locations are areas that will trigger a dialog pop-up box if you are holding the Handcuffs:
[[File:Elemental Master Chibi.v3.png|center|320px|Male and Female Elemental Master]]
#;* {{#navi:lhz_dun01| 147|106}}
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.
#;* {{#navi:lhz_dun01| 239|135}}
 
#
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 {{#icon:550012}}{{#linkitem:550012|Patent Shadow Staff}}, 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 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 <span style="color:purple;>Poison</span> magic.
** One of their main skills called '''{{#skill:5371}}''' has great coverage against the four (4) basic elements. Monsters with either <span style="color:red;">Fire</span>, <span style="color:blue;">Water</span>, <span style="color:green;">Wind</span>, or <span style="color:brown;">Earth</span> property that can't be hit, evade, or receive decreased damage from '''{{#skill:5372}}''', '''{{#skill:5370}}''', '''{{#skill:5369}}''', and '''{{#skill:5373}}''' 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''' ('''CC''') skills.
** Four (4) of their skills, if you'll include Psychic Wave, are lingering and count as '''damage over time''' ('''DoT''') 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. Apart from this, your DoT skills possess a "hit-locking" CC effect that flinches monsters and places them away from you.
** Their ultimate skill''' {{#skill:5380}}''' acts as their 4th job equivalent of Psychic Wave as it can 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}}'''.
** You may argue that {{#icon:12710}}{{#linkitem:12710|Guyak Pudding}} is basically free and only costs 10 {{#icon:50000}}{{#linkitem:50000|Muh Coin}}, 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 autocast 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.
* Unlimited supply of '''Activity Point''' ('''AP''').
** Activity Point will be necessary to cast majority of 4th job skills. EMs will never ran out of AP since most of their skills, with the exception of a manually casted Elemental Buster and Psychic Stream, replenish their AP by 5 points;  in the event you die which brings down your AP to 0 in a dungeon or inside an instance, you will never find the need to go back to town to talk to the Healer NPC just to fully recover your AP.
 
* 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]].
* 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.
* As a magic class and part of the meta, EM is an expensive class to make and build. Gears for the class will become more and more expensive as you gradually progress through the game.
 
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.
 
==Magician==
[[File:Mage Takius.png|thumb|276x276px|Magician class]]
=== Overview ===
Magicians (''<small>colloquially</small>'' called as '''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 '''{{#skill:14}}''', '''{{#skill:19}}''', '''{{#skill:20}}''', and '''{{#skill:17}}''' 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 three (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 '''{{#skill:18}}''', 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 '''{{#skill:2445}}''' build. Mages also have access to '''{{#skill:157}}''' which gives another layer of Defense for the class.
 
=== Skill Tree ===
{| class="wikitable sortable mw-collapsible mw-collapsed" style="width:100%
|-
! Skill !! Notes !! Points !! Type
|-
| {{#skill:9}}
||
* 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 improves the potency of SP regenerating potions.
|style="text-align: center;" | 10
|style="text-align: center; background:#cccccc"| Passive
|-
| {{#skill:10}}
||
* 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.
|style="text-align: center;" | 1
|style="text-align: center; background:#ccffcc"| Supportive
|-
| {{#skill:11}}
||
* Just enough points as a prerequisite skill for '''{{#skill:12}}'''.
|style="text-align: center;" | 7
|style="text-align: center; background:#ffcccc"| Offensive
|-
| {{#skill:12}}
||
* 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 {{#item:717}} to cast. Can be purchased from '''Tool Dealer NPCs''' in any towns for 1,500 zeny.
|style="text-align: center;" | 10
|style="text-align: center; background:#ccffff"| Defensive
|-
| {{#skill:13}}
||
* Just enough points as a prerequisite skill for '''{{#skill:12}}'''.
|style="text-align: center;" | 5
|style="text-align: center; background:#ffcccc"| Offensive
|-
| {{#skill:14}}
||
* Max it out if you're planning on playing '''{{#skill:2445}}''' eventually. Otherwise, just put enough points as a prerequisite skill for the Sage's '''{{#skill:281}}''' skill.
|style="text-align: center;" | 5 / 10
|style="text-align: center; background:#ffcccc"| Offensive
|-
| {{#skill:15}}
||
* Dump whatever skill points you have left on this one I suppose.
|style="text-align: center;" | 8
|style="text-align: center; background:#ffcccc"| Offensive
|-
| {{#skill:16}}
||
* Just enough points as a prerequisite skill for the Sage's '''{{#skill:283}}''' skill.
* Requires 1 {{#item:716}} to cast.  Can be purchased from '''Tool Dealer NPCs'

Revision as of 09:26, 24 June 2025

Other languages:

Requirements:

  • Base Level 60
  • Items:
1x 746.png  Glass Bead (746) , 1x 744.png  Bouquet (744) , 5x 523.png  Holy Water (523) , 1x 7345.png  Handcuffs (7345) , 1x 2241.png  Grampa Beard (2241)  and 1x 2243.png  Geek Glasses (2243) 

Questline:

  1. Enter the Biolabs by using the Warper. Once you have access then you will need to find 1 pair of Handcuffs. There are a few trigger spots that will start this quest for you. The following locations are areas that will trigger a dialog pop-up box if you are holding the Handcuffs:
    • (lhz_dun01 147, 106)
    • (lhz_dun01 239, 135)
    • (lhz_dun01 66, 213)
    • (lhz_dun01 225, 198)
    • (lhz_dun02 244, 229)
    • (lhz_dun02 60, 293)
    • (lhz_dun02 267, 278)
    • (lhz_dun02 94, 199)
    • (lhz_dun03 244, 51)
    • (lhz_dun03 123, 191)
    • (lhz_dun03 74, 140)
    Important Note
    You don't actually need to see a dialogue box. Merely getting cursed at any one of the above spots means you have completed Step 2 and can move onto Step 3. It is recommended to clear one of the above areas of monsters so as to avoid death but you can stand close to the cell and get the dialog pop-up to continue to the next step.
  2. Now, keeping the Handcuffs, continue past the guard to Lighthalzen's slum area. You are looking now for the following locations (in any order):
    • (lighthalzen 342, 280)
    • (lhz_in03 178, 22)
    • (lighthalzen 295, 227)
    • (lighthalzen 364, 315)
    Note
    it is possible to trigger the dialogue from these spirits more than once, but is not necessary.
  3. Once you have ventured around Lighthalzen and have triggered the spirits, talk to the Elder (lighthalzen 346, 263).
    File:Elder123.png
    • The Elder has great wisdom regarding the research that has happened in recent years.
    • Talk to the Elder and pay attention to her story.
    • She will then help you with getting rid of them. Be honest to her and let her know that you can't remember every bad thing you have done.
    • Follow along with her as she helps you with how to deal with what you have just learned.
  4. The mini-map will show you where you need to go next, just pay attention to the blinking marker placed there. It is directing you to the Rekenber headquarters. (lighthalzen 103, 244).
    • Now following the Elder's instructions you will need to head to the Rekenber Headquarters.
  5. As you enter into this building you will walk forward and trigger another spirit (lhz_in01 113, 150)
  6. After triggering the spirit you will want to continue forward towards the Representative (lhz_in01 114, 181)
    • Ask about the Corporation's History.
    • She will then guide you to the Library.
  7. Now head to your left into the Library and talk to the Representative (lhz_in01 27, 247).
    File:Lipre.png
    • Talk to her about the Corporation's History and listen closely to what she says.
    • You will need to talk to her again and discuss Rekenber's Businesses with her to find out more about what has been going on.
    • She will then guide you to look up the Guidebook to find more about Rekenber's businesses.
  8. Clicking on the Rekenber Guidebook and reading what little information there is will help you understand the mission that was at hand.
    • You will need to venture more into this building to find out some other information.
  9. There is another location to check out on the 2nd-floor (lhz_in01 272, 227) and you will find another spirit.
    • Realizing that you might be in over your head and yet still curious as to what is going on, you head back towards the Library.
    • As you get closer you see a Rekenber Guard, almost like you walked right past him earlier.
  10. Talk to the Rekenber Guard (lhz_in01 35, 226) and he will request your ID to be confirmed.
    • You will need to wear a 2241.png Grampa Beard (2241) and 2243.png Geek Glasses (2243) , as you can tell from his own ID, before he will let you pass.
    • Once you enter the room, you will want to head to your right.
    • You will see 3 rooms. Each room has a very specific purpose for the testing and creating that is done here.
  11. Head to the room on the far right, and walk towards the middle of the room (lhz_in01 206, 129).
    • A dialogue box will appear and you will be taken back in time.
  12. Once you have entered, you will stumble upon a conversation between Doctor Varmunt and a representative of the Rekenber Corporation.
    • It would seem that the brilliant Doctor isn't happy with what he was asked to do.
    • After the conversation you will be transported back to your own time.
  13. Now that you know about the fake Ymir's Heart and the developments they are trying to accomplish with the Airship and the Guardians, you should go see and talk to one of the scientists in this area.
  14. Talk to the Mad Scientist (lhz_in01 273, 121), and offer him your help.
    File:Maddy.png
  15. Talk to the Mad Scientist again as it would seem he was too distracted to give you the right attention you requested for.
    • Ask to speak to him again, and he will give you a hint of what he needs. Round and Shiny? Must be a Glass Bead!
  16. Bring back a Glass Bead to him again and politely ask him about his work.
    • He will give you some details about what he is working on and how he feels it will change the world.
  17. Moving into the North room (lhz_in01 278, 168) you will circle around a table in the middle of the room and find something on the floor.
    File:Türe.png
    • Oh wait! It's a door to another room.
    • As you enter you notice this room looks just like the one you came from.
    • If you move around the room you will see what looks to be some sort of testing going on.
  18. Talk to the Scientist and you see he is having a conversation with...what looks to be a Peco Peco.
    • Upon listening to this conversation the Scientist is having with himself and the Peco Peco you realize that he throws down what he claims to be a cheap trinket.
    • Pick up this Pendant and let's see if we can find its rightful owner.
    • Someone has to know something about this item.
    • He will give you an 7341.png Old Pendant (7341)
    • You remember that the Elder said to return once you find what you are looking for.
  19. Head back to the Elder (lighthalzen 346, 263) and see if she can help by showing her the pendant.
    • The pendant looks to have a curse on it, something that she claims to be able to fix.
  20. Return to her with 5 Holy Water and a Bouquet (from Prontera's Flower Girl) as she has requested.
    • Once you return to her with the 5 Holy Water and the Bouquet she will calm the curse and ask you to return the pendant to its rightful owner.
  21. Head north in the slums district (lighthalzen 319, 321) and you will come to a house with a Crippled Girl (lhz_in03 31, 162) that looks to be in some serious discomfort.
    • Talk to the Crippled Girl (lhz_in03 31, 162).
    File:Crippled girl.png
    • Show her the pendant, and listen to her story of what the pendant means to her.
    • Then break it to her gently and then offer her some comfort.
    • If you tell her the brutal truth and get kicked out, simply keep retrying to enter the building and the door will eventually unlock.
  22. After you have comforted her, you can head back out of their house and continue your quest to find out what more there is about this spirit.
    • As you exit the house, you will be confronted by the spirit again, but this time the spirit is grateful for what you have been able to do to help him and blesses you for what you did.
  23. The search for a true answer hasn't stopped, and you figure that this spirit that continues to follow you has something to do with the Rekenber Corporation and you feel the need to continue there. You will receive some EXP.
  24. Speak with a Secretary; Secretary Slierre (lhz_in01 286, 226).
    File:Secre oben rechts.png
    • Ask her about the slums, only to find out she doesn't know much about them.
    • Talk to her again and ask about the Laboratory, and she gives you a vague question and pushes you off to the help desk.
    • Realizing she isn't going to answer your questions in a roundabout manner, you come out with it and ask about Wolfchev's Research.
    • Stunned, she inquires about why you asked, and you explain that you are a friend of his.
    • She tries to brush you off, but you reply with W-Wait!, and you ask again about Wolfchev's Research.
    • She explains that she is not able to answer your questions but if you have something to show her then she is more then willing to help you.
    • So you ask about Wolchev's Test Subjects, ignoring her statement of not being able to help.
    • At this point she attempts to sway the conversation towards the positive aspects of the research and you claim that his experiments are suspicious and you don't trust the corporation.
    • Not claiming to know anything, she asks for proof, so you show her the evidence.
    • You show her the Handcuffs and Slierre becomes bothered by this proof.
    • You ask what Wolfchev is doing now, and you explain that, Yes you are suspicious about his research, and question about Mr. Wolfchev and the creatures in Regenschirm.
    • She takes your claims and asks that you give her time to go over it all and see if there is any truth to this report.
  25. Being that you want answers now, you continue to pester her by requesting the results and what was found.
    • After a few minutes of pestering her she comes back and informs you of the dreadful truth that Wolfchev had done unauthorized research and what you had found was the truth.
    • You ask what he was doing, and she tells you what she was able to find out about his deadly research.
    • She will reward you with an 603.png Old Blue Box (603) & 10 12016.png Speed Potion (12016) .
    • It is now possible at this point to start the Dangerous Rumors quest.
  26. (Optional) Now that you have confirmed the unauthorized research, you rush back to the Mad Scientist (lhz_que01 94, 2) to put a stop to his research but when you arrive you find that he has vanished and that all he left behind were his well documented research files.