The Complete Elemental Master Guide by Goldie: Difference between revisions

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|style="text-align: center; background:#ffcccc"| Offensive
|style="text-align: center; background:#ffcccc"| Offensive
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| [[File:Elemental Integration.png|28px]] Elemental Integration <br> <small>(''not yet implemented'')</small>
| https://static.divine-pride.net/images/skill/6615.png Elemental Integration <br> <small>(''not yet implemented'')</small>
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* Not yet officially released.
* Not yet officially released.
* Concentrates a range of elemental power into your hands which activates as a special elemental magic during normal physical attacks for a certain period of time to deal elemental magic damage to enemies within range. Moreover, the elemental magic activated is determined by the level of the casted Elemental Integration, and if there is a High Elemental Spirit currently summoned, the elemental magic damage corresponding to that attribute will be increased.
* Concentrates a range of elemental power into your hands which activates as a special elemental magic during normal physical attacks for a certain period of time to deal elemental magic damage to enemies within range. Moreover, the elemental magic activated is determined by the level of the casted Elemental Integration, and if there is a High Elemental Spirit currently summoned, the elemental magic damage corresponding to that attribute will be increased.
* According to the skill level, [[File:Elemental Integration.png|25px]] '''Elemental Integration''' will activate the following elemental magic:
* According to the skill level, https://static.divine-pride.net/images/skill/6615.png '''Elemental Integration''' will activate the following elemental magic:
#'''<span style="color:#ED3F13;">Burning Flame</span>''': Inflicts <span style="color:red;">Fire</span> magic damage to nearby targets.  
#'''<span style="color:#ED3F13;">Burning Flame</span>''': Inflicts <span style="color:red;">Fire</span> magic damage to nearby targets.  
#'''<span style="color:#07C4D9;">Frozen Hail</span>''': Inflicts <span style="color:blue;">Water</span> magic damage to nearby targets.  
#'''<span style="color:#07C4D9;">Frozen Hail</span>''': Inflicts <span style="color:blue;">Water</span> magic damage to nearby targets.  
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'''Passive Mode''' for the most part is used to buff an EM's offensive capabilities outside of its own summons. Meaning this is usually a direct buff to the summoner and not to the spirits themselves. Also starting from Sorcerer to Elemental Master, all of your spirits' Passive mode caters mostly to '''{{#skill:2449}}''' and '''{{#skill:2445}}''' builds and thus finds very little use when focusing on 4th job skills of EM. The only instance I could think of that it still complements 4th job skills is <span style="color:purple;">Serpens</span> on Passive mode. <span style="color:purple;">Serpens</span> will increase your 3rd job skill '''{{#skill:2450}}''' by 1500% which if you're focusing on a <span style="color:purple;">Poison</span>-centric build will be beneficial for you. Or when you're still incorporating Psychic Wave into your skill rotation cycle since its elemental property can be endowed according to the element of your currently summoned Elemental or High Elemental. To not be confused, Passive Mode is not the same as the '''High Elemental's''' '''passive effects'''; unlike Passive Mode which requires a separate activation mechanic via '''Lvl'''. '''1''' '''{{#skill:2456}}''', the passive effects of your High Elementals are like active buffs that they bestow upon you for as long as they are alive and present.
'''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. To not be confused, Passive Mode is not the same as the '''High Elemental's''' '''passive effects'''; unlike Passive Mode which requires a separate activation mechanic via '''Lvl'''. '''1''' '''{{#skill:2456}}''', the passive effects of your High Elementals are like active buffs that they bestow upon you for as long as they are alive and present.


On the other hand, '''Defensive Mode''' unlike Passive Mode is used to buff an EM's defensive capabilities. Spirits would endow an EM's armor property to their corresponding element. If for example you have <span style="color:#BD0F1E;">Ardor</span> summoned and you placed him in Defensive Mode, he will change your armor property to <span style="color:red;">Fire</span> and you'll get decreased damaged against <span style="color:red;">Fire</span> property attacks but reduced resistance for the opposing element which is <span style="color:blue;">Water</span>. Elemental property changes brought about by Defensive Mode also takes the highest priority over consumables and cards such as {{#icon:4119}}{{#linkitem:4119|Bathory Card}}, {{#icon:14539}} {{#linkitem:14539|Shadow Armor Scroll}}, and {{#icon:14540}} {{#linkitem:14540|Holy Armor Scroll}} that change your armor's elemental property. Another good example is '''Lvl'''. '''1''' '''{{#skill:2459}}''' in its Child form placed in Defensive Mode; in this mode, <span style="color:green;">Ventus</span> doesn't endow your armor to <span style="color:green;">Wind</span> but she does however give you free {{#icon:12710}} {{#linkitem:12710|Guyak Pudding}} effect and +'''50% FLEE''' '''Rate''' for as long as she is active.   
On the other hand, '''Defensive Mode''' unlike Passive Mode is used to buff an EM's defensive capabilities. Spirits would endow an EM's armor property to their corresponding element. If for example you have <span style="color:#BD0F1E;">Ardor</span> summoned and you placed him in Defensive Mode, he will change your armor property to <span style="color:red;">Fire</span> and you'll get decreased damaged against <span style="color:red;">Fire</span> property attacks but reduced resistance for the opposing element which is <span style="color:blue;">Water</span>. Elemental property changes brought about by Defensive Mode takes the highest priority over consumables and cards such as {{#icon:4119}}{{#linkitem:4119|Bathory Card}}, {{#icon:14539}} {{#linkitem:14539|Shadow Armor Scroll}}, and {{#icon:14540}} {{#linkitem:14540|Holy Armor Scroll}} that also change your armor's elemental property. Another good example is '''Lvl'''. '''1''' '''{{#skill:2459}}''' in its Child form placed in Defensive Mode; in this mode, <span style="color:green;">Ventus</span> doesn't endow your armor to <span style="color:green;">Wind</span> but she does however give you free {{#icon:12710}} {{#linkitem:12710|Guyak Pudding}} effect and +'''50% FLEE''' '''Rate''' for as long as she is active.   


Meanwhile, '''Offensive Mode''' is the state where your spirits will go on an aggro or attack state. They'll randomly attack, select and cast skills they know in their skill pool at a certain chance. For most people this  mode looks and sounds useless which to a degree is true since why would you want your spirits to gain aggro and get attacked when they're already too frail to begin with. But you should know that there are ways to make them tankier than even your own, and spirits gaining aggro from mobs and MVPs lets you farm efficiently or stay alive as long as possible. Think of them as your own version of the Biolo's Homunculus. Personally, this is the mode that I activate every time I would farm endgame dungeons and instances such as [[Varmundt's Biosphere Depth 2|Depth 2]], [[Chapter 1#Fields/Monsters|Encroached Geffenia]], [[Zero Cell Sector]], and [[Constellation Tower]], even more so now that we have the 90% damage reduction buff for our High Elementals.
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 and MVPs lets you farm efficiently or stay alive as long as possible. Think of them as your own version of the Biolo's Homunculus. Personally, this is the mode that I activate every time I would farm endgame dungeons and instances such as [[Varmundt's Biosphere Depth 2|Depth 2]], [[Chapter 1#Fields/Monsters|Encroached Geffenia]], [[Zero Cell Sector]], and [[Constellation Tower]], even more so now that we have the 90% damage reduction buff for our High Elementals.
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* There will be places where <span style="color:#bd0f1e;">Ardor</span> is still the most preferred High Elemental to summon. Places like '''Varmundt's Biosphere''' ('''Grass''', '''Death''', & '''Venom''') and '''Ruined Valkyrie Realm''' where <span style="color:red;">Fire</span> will hit the hardest or has far greater coverage, you will for sure need the assistance of our beloved <span style="color:#bd0f1e;">Ardor</span>.
* There will be places where <span style="color:#bd0f1e;">Ardor</span> is still the most preferred High Elemental to summon. Places like '''Varmundt's Biosphere''' ('''Grass''', '''Death''', & '''Venom''') and '''Ruined Valkyrie Realm''' where <span style="color:red;">Fire</span> will hit the hardest or has far greater coverage, you will for sure need the assistance of our beloved <span style="color:#bd0f1e;">Ardor</span>.
* When playing '''{{#skill:2445}}''' build, <span style="color:#bd0f1e;">Ardor</span> will also be the most ideal spirit to summon <u>in a party setting</u> while <span style="color:limegreen;">Procella</span> herself will remain the best choice for solo setups. This is because in a party setting you will most likely than not have a debuffer Arch Mage class that will reduce a group of monster's <span style="color:red;">Fire</span> element resistance by 100% via their skill '''Level 4''' '''{{#skill:5232}}''' + '''{{#skill:5222}}''' ('''Climax Bloom''').  
* When playing '''{{#skill:2445}}''' build, <span style="color:#bd0f1e;">Ardor</span> will also be the most ideal spirit to summon <u>in a party setting</u> while <span style="color:limegreen;">Procella</span> herself will remain the best choice for solo setups. This is because in a party setting you will most likely than not have a debuffer Arch Mage class that will reduce a group of monster's <span style="color:red;">Fire</span> element resistance by 100% via their skill '''Level 4''' '''{{#skill:5232}}''' + '''{{#skill:5222}}''' ('''Climax Bloom''').  
** The Climax Bloom debuff will substantially boost your <span style="color:red;">Fire</span>-infused melee magical attacks, <span style="color:#bd0f1e;">Ardor</span>'s own '''{{#skill:19}}''' autocasts during https://static.divine-pride.net/images/skill/2456.png '''Passive Mode''', '''{{#skill:6515}}''' + '''{{#skill:5235}}''' + '''{{#skill:5372}}''' autocasts coming from items like {{#icon:300666}}{{#linkitem:300666|(MVP) Bulgasari Card}}+ {{#icon:300774}}{{#linkitem:300774|(MVP) Flame Anima Card}}, and eventually [[File:Elemental Integration.png|28px]] '''Elemental Integration''''s '''<span style="color:#ED3F13;">Burning Flame</span>''' elemental magic, which will singlehandedly turn <span style="color:#bd0f1e;">Ardor</span> as the mightiest High Elemental to stand by you in a party scenario.
** The Climax Bloom debuff will substantially boost your <span style="color:red;">Fire</span>-infused melee magical attacks, <span style="color:#bd0f1e;">Ardor</span>'s own '''{{#skill:19}}''' autocasts during https://static.divine-pride.net/images/skill/2456.png '''Passive Mode''', '''{{#skill:6515}}''' + '''{{#skill:5235}}''' + '''{{#skill:5372}}''' autocasts coming from items like {{#icon:300666}}{{#linkitem:300666|(MVP) Bulgasari Card}}+ {{#icon:300774}}{{#linkitem:300774|(MVP) Flame Anima Card}}, and eventually https://static.divine-pride.net/images/skill/6615.png '''Elemental Integration''''s '''<span style="color:#ED3F13;">Burning Flame</span>''' elemental magic, which will singlehandedly turn <span style="color:#bd0f1e;">Ardor</span> as the mightiest High Elemental to stand by you in a party scenario.
* <span style="color:#bd0f1e;">Ardor</span>'s ability to endow your armor to the <span style="color:red;">Fire</span> element by activating '''Defensive Mode''' with the skill '''Level 2''' '''{{#skill:2456}}''' makes him the best spirit to use for '''The Immortal''' and '''Recreated Dark Whisper''' instances. You will survive '''{{#skill:83}}s''' and resist the '''{{#skill:91}}''' skill of {{#linkmob:21981}} and {{#linkmob:22497}}; likewise, if you use <span style="color:#bd0f1e;">Ardor</span> for '''Mjolnir Underground Cave''', you will survive the {{#linkmob:21952}} that cast hard hitting <span style="color:red;">Fire</span> magical spells and some random '''{{#skill:2006}}''' here and there.  
* <span style="color:#bd0f1e;">Ardor</span>'s ability to endow your armor to the <span style="color:red;">Fire</span> element by activating '''Defensive Mode''' with the skill '''Level 2''' '''{{#skill:2456}}''' makes him the best spirit to use for '''The Immortal''' and '''Recreated Dark Whisper''' instances. You will survive '''{{#skill:83}}s''' and resist the '''{{#skill:91}}''' skill of {{#linkmob:21981}} and {{#linkmob:22497}}; likewise, if you use <span style="color:#bd0f1e;">Ardor</span> for '''Mjolnir Underground Cave''', you will survive the {{#linkmob:21952}} that cast hard hitting <span style="color:red;">Fire</span> magical spells and some random '''{{#skill:2006}}''' here and there.  
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[[Chapter 1]] brings us an upgrade from the current Furious set to the new combo consisting of {{#icon:400982}} {{#linkitem:400982|Frontier Rune Crown (Elemental Master)}} + {{#icon:540110}} {{#linkitem:540110|Frontier Elemental Book}} as part of the [[Frontier_Rune_Crown|Frontier Rune Crown and Weapon series]] which are obtained from the [[Zero Cell Sector]]. Post-Frontier Gears/Chapter 1 updates, I am happy to share that Spell Fist has advanced from being a meme build to being a viable and almost competitive build to play. Now what makes this combo different from the Furious set is that it will let you autocast the Arch Mage skill '''{{#skill:5220}}''' at a 60% chance every time you cast your Magician skill '''{{#skill:13}}'''. What's more, Soul Vulcan Strike will be autocasted <u>coming from any sources of casted Soul Strike</u> including ones from procs such as our own '''{{#skill:279}}''', {{#icon:18666}}{{#linkitem:18666|Foreign CD In Mouth}}, and {{#icon:420003}}{{#linkitem:420003|CD in Mouth}}. This eliminates the problem of not being able to equip {{#icon:470338}}{{#linkitem:470338|Dimension World Magic Shoes}}to boost your 4th job skills unlike Furious set where you would always need to equip the {{#icon:470265}} {{#linkitem:470265|Furious Boots}}or otherwise the autocast shenanigans won't happen. With the Chapter 1 update also comes new set of cards, and one of them that stands out the most is the {{#icon:300666}}{{#linkitem:300666|(MVP) Bulgasari Card}}which lets you autocast another Arch Mage skill called '''{{#skill:5233}}''' and the Abyss Chaser skill '''{{#skill:6515}}''' at a 10% and 7% chance, respectively. You are not just autocasting 1st/2nd/3rd job skills anymore, but 4th job skills which all scale with your SPL and have higher base MAtk%.  
[[Chapter 1]] brings us an upgrade from the current Furious set to the new combo consisting of {{#icon:400982}} {{#linkitem:400982|Frontier Rune Crown (Elemental Master)}} + {{#icon:540110}} {{#linkitem:540110|Frontier Elemental Book}} as part of the [[Frontier_Rune_Crown|Frontier Rune Crown and Weapon series]] which are obtained from the [[Zero Cell Sector]]. Post-Frontier Gears/Chapter 1 updates, I am happy to share that Spell Fist has advanced from being a meme build to being a viable and almost competitive build to play. Now what makes this combo different from the Furious set is that it will let you autocast the Arch Mage skill '''{{#skill:5220}}''' at a 60% chance every time you cast your Magician skill '''{{#skill:13}}'''. What's more, Soul Vulcan Strike will be autocasted <u>coming from any sources of casted Soul Strike</u> including ones from procs such as our own '''{{#skill:279}}''', {{#icon:18666}}{{#linkitem:18666|Foreign CD In Mouth}}, and {{#icon:420003}}{{#linkitem:420003|CD in Mouth}}. This eliminates the problem of not being able to equip {{#icon:470338}}{{#linkitem:470338|Dimension World Magic Shoes}}to boost your 4th job skills unlike Furious set where you would always need to equip the {{#icon:470265}} {{#linkitem:470265|Furious Boots}}or otherwise the autocast shenanigans won't happen. With the Chapter 1 update also comes new set of cards, and one of them that stands out the most is the {{#icon:300666}}{{#linkitem:300666|(MVP) Bulgasari Card}}which lets you autocast another Arch Mage skill called '''{{#skill:5233}}''' and the Abyss Chaser skill '''{{#skill:6515}}''' at a 10% and 7% chance, respectively. You are not just autocasting 1st/2nd/3rd job skills anymore, but 4th job skills which all scale with your SPL and have higher base MAtk%.  


The only downside I could see with this build is it will need more CD reduction for our gap closer skill '''{{#skill:6517}}'''. Having an 11x11 AoE with SVS is good but having the need to get closer to each individual monster is not. I hope Gravity would consider decreasing the innate CD of Psychic Stream to make this build more viable for field farming. Now, while Spell Fist build has improved a lot, I still see don't see it being stronger than our autocast '''https://static.divine-pride.net/images/skill/5380.png <span style="background:linear-gradient(to right, #FF3F34 0%, #2C6FBB 25%, #268F15 50%, #B5651D 75%, #800080 100%); -webkit-background-clip:text !important; -webkit-text-fill-color:transparent;">Elemental Buster</span>''' build, and it shouldn't really replace it and we should just appreciate them separately on their own. Spell Fist build will cater to a niche few which is not bad, and Elemental Buster build for the majority of the player base which is understandable. Again, play whatever build you love the most. That way, you will have more fun in the game when you play something that you genuinely love doing. More planned upgrades for Spell Fist will arrive with [[Chapter 2]] once we get the {{#item:300774}}, which will allow us to autocast our own '''{{#skill:5372}}''' skill and another Arch Mage skill '''{{#skill:5235}}''' at a 4% and 12% chance, respectively. This card goes to your right accessory and is considered the cousin of Bulgasari card. Furthermore, a brand new skill called [[File:Elemental Integration.png|28px]] '''Elemental Integration''' will be released soon and it is anticipated to be a complementary skill to Spell Fist. To know more about the new skill, check down [[The_Complete_Elemental_Master_Guide_by_Goldie#Future|below]].
The only downside I could see with this build is it will need more CD reduction for our gap closer skill '''{{#skill:6517}}'''. Having an 11x11 AoE with SVS is good but having the need to get closer to each individual monster is not. I hope Gravity would consider decreasing the innate CD of Psychic Stream to make this build more viable for field farming. Now, while Spell Fist build has improved a lot, I still see don't see it being stronger than our autocast '''https://static.divine-pride.net/images/skill/5380.png <span style="background:linear-gradient(to right, #FF3F34 0%, #2C6FBB 25%, #268F15 50%, #B5651D 75%, #800080 100%); -webkit-background-clip:text !important; -webkit-text-fill-color:transparent;">Elemental Buster</span>''' build, and it shouldn't really replace it and we should just appreciate them separately on their own. Spell Fist build will cater to a niche few which is not bad, and Elemental Buster build for the majority of the player base which is understandable. Again, play whatever build you love the most. That way, you will have more fun in the game when you play something that you genuinely love doing. More planned upgrades for Spell Fist will arrive with [[Chapter 2]] once we get the {{#item:300774}}, which will allow us to autocast our own '''{{#skill:5372}}''' skill and another Arch Mage skill '''{{#skill:5235}}''' at a 4% and 12% chance, respectively. This card goes to your right accessory and is considered the cousin of Bulgasari card. Furthermore, a brand new skill called https://static.divine-pride.net/images/skill/6615.png '''Elemental Integration''' will be released soon and it is anticipated to be a complementary skill to Spell Fist. To know more about the new skill, check down [[The_Complete_Elemental_Master_Guide_by_Goldie#Future|below]].


==== Stats ====
==== Stats ====
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* '''Furious Set''' is comprised of {{#icon:400662}} {{#linkitem:400662|Frontier Crown (Elemental Master)}}, {{#icon:540091}} {{#linkitem:540091|Furious Grimoire}}, and {{#icon:470265}} {{#linkitem:470265|Furious Boots}}. On the other hand, the Frontier Combo is consisted of {{#icon:400982}} {{#linkitem:400982|Frontier Rune Crown (Elemental Master)}} and {{#icon:540110}} {{#linkitem:540110|Frontier Elemental Book}}. Both builds made use of the {{#icon:300666}}{{#linkitem:300666|(MVP) Bulgasari Card}}, as well as the Hall of Life "HoL" set.
* '''Furious Set''' is comprised of {{#icon:400662}} {{#linkitem:400662|Frontier Crown (Elemental Master)}}, {{#icon:540091}} {{#linkitem:540091|Furious Grimoire}}, and {{#icon:470265}} {{#linkitem:470265|Furious Boots}}. On the other hand, the Frontier Combo is consisted of {{#icon:400982}} {{#linkitem:400982|Frontier Rune Crown (Elemental Master)}} and {{#icon:540110}} {{#linkitem:540110|Frontier Elemental Book}}. Both builds made use of the {{#icon:300666}}{{#linkitem:300666|(MVP) Bulgasari Card}}, as well as the Hall of Life "HoL" set.
* The garment card used for the Furious Set was the {{#item:27362}} to maximize our <span style="color:Blue;">Water</span>-infused melee magical attacks, as well as '''{{#skill:14}}''', '''{{#skill:5369}}''', '''{{#skill:5373}}''', and '''{{#skill:5233}}''' autocasts' damage. Conversely, the garment card used for the Frontier Combo was the {{#item:4576}} to boost the damage output of our <span style="color:green;">Wind</span>-infused melee magical attacks, '''{{#skill:20}}''', '''{{#skill:13}}''', and '''{{#skill:5220}}''' autocasts.
* The garment card used for the Furious Set was the {{#item:27362}} to maximize our <span style="color:Blue;">Water</span>-infused melee magical attacks, as well as '''{{#skill:14}}''', '''{{#skill:5369}}''', '''{{#skill:5373}}''', and '''{{#skill:5233}}''' autocasts' damage. Conversely, the garment card used for the Frontier Combo was the {{#item:4576}} to boost the damage output of our <span style="color:green;">Wind</span>-infused melee magical attacks, '''{{#skill:20}}''', '''{{#skill:13}}''', and '''{{#skill:5220}}''' autocasts.
* Total DPS for the Furious Set is 43B that sometimes fluctuate to 45B, depending on the autocast chances. Meanwhile, the Frontier Combo went as high as 127B which also fluctuates to 133B, depending on the success chance of autocast skills. The jump in damage from Furious Set to Frontier Combo is ≈84B to ≈88B. This noticeable difference is attributed to the fact that Frontier Combo is less restrictive with gear choices such that the combo can wear either {{#item:470204}} or {{#item:470337}} to gain lots of SPL bonuses which our 4th skills benefit from, as well as higher chances of procing SVS coming from multiple sources such as '''{{#skill:279}}''' and {{#item:18666}}. On the other hand, Furious Set's autocasts were limited such that only '''Level 4''' '''{{#skill:5369}}''' and '''{{#skill:5373}}''' are proced and not the highest learned level of those skills. The chance of autocasting Diamond Storm and Terra Drive only sits at 7% each as compared to Frontier Combo's 60% chance to autocast SVS each time Soul Strike is casted. And though the Furious equipment can be enchanted with Race/Element-focused enchants such as {{#item:313121}} and {{#item:313111}}, the Frontier Combo offers far better stats on its equipment and its {{#icon:400982}} {{#linkitem:400982|Frontier Rune Crown (Elemental Master)}}can even be perfectly enchanted with {{#item:312766}} while {{#icon:400662}} {{#linkitem:400662|Frontier Crown (Elemental Master)}} can never go up above {{#item:29073}}.
* Total DPS for the Furious Set is 43B that sometimes fluctuate to 45B, depending on the autocast chances. Meanwhile, the Frontier Combo went as high as 127B which also fluctuates to 137B, depending on the success chance of autocast skills. The jump in damage from Furious Set to Frontier Combo is ≈84B to ≈92B. This noticeable difference is attributed to the fact that Frontier Combo is less restrictive with gear choices such that the combo can wear either {{#item:470204}} or {{#item:470337}} to gain lots of SPL bonuses which our 4th skills benefit from, as well as higher chances of procing SVS coming from multiple sources such as '''{{#skill:279}}''' and {{#item:18666}}. On the other hand, Furious Set's autocasts were limited such that only '''Level 4''' '''{{#skill:5369}}''' and '''{{#skill:5373}}''' are proced and not the highest learned level of those skills. The chance of autocasting Diamond Storm and Terra Drive only sits at 7% each as compared to Frontier Combo's 60% chance to autocast SVS each time Soul Strike is casted. And though the Furious equipment can be enchanted with Race/Element-focused enchants such as {{#item:313121}} and {{#item:313111}}, the Frontier Combo offers far better stats on its equipment and its {{#icon:400982}} {{#linkitem:400982|Frontier Rune Crown (Elemental Master)}}can even be perfectly enchanted with {{#item:312766}} while {{#icon:400662}} {{#linkitem:400662|Frontier Crown (Elemental Master)}} can never go beyond {{#item:29073}}.
* The clear winner between the two is the Frontier Combo as backed up by the reasonings I've previously mentioned here and in the earlier sections of the guide. Frontier Combo turned the unconventional and once forgotten '''{{#skill:2445}}''' build into a competitive and viable build with plenty of rooms for improvement. Remember, we ought to get upgrades for Spell Fist in the forthcoming updates that are yet to arrive to the server, namely {{#icon:300774}}{{#linkitem:300774|(MVP) Flame Anima Card}} from [[Chapter 2]] and the brand new skill called [[File:Elemental Integration.png|28px]] '''Elemental Integration''' that is yet to arrive on the main kRO. With the developers adding newer items catered to auto attack builds, this makes me believe that they are slowly but surely making the builds revitalized with Spell Fist and even Abyss Chaser's own unique gimmicky build on the forefront.
* The clear winner between the two is the Frontier Combo as backed up by the reasonings I've previously mentioned here and in the earlier sections of the guide. Frontier Combo turned the unconventional and once forgotten '''{{#skill:2445}}''' build into a competitive and viable build with plenty of rooms for improvement. Remember, we ought to get upgrades for Spell Fist in the forthcoming updates that are yet to arrive to the server, namely {{#icon:300774}}{{#linkitem:300774|(MVP) Flame Anima Card}} from [[Chapter 2]] and the brand new skill called https://static.divine-pride.net/images/skill/6615.png '''Elemental Integration''' that is yet to arrive on the main kRO. With the developers adding newer items catered to auto attack builds, this makes me believe that they are slowly but surely making the builds revitalized with Spell Fist and even Abyss Chaser's own unique gimmicky build on the forefront.


=== What Enchants to Aim for Encroached Book ===
=== What Enchants to Aim for Encroached Book ===
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Most of the important updates from kRO have already been implemented to our server. These include the latest skill rebalancing, [[Frontier Rune Crown|Frontier]]/[[Another Dimension Weapon|Another Dimensions]] equipment, [[Chapter 1]], and [[Zero Cell Sector]] contents. There are plans from kRO to give all the available classes '''new skills''' as well as increasing the <u>Base Level cap</u> and <u>Job Level cap</u> to '''285'''/'''65''', but this is not yet live in kRO and will arrive during the 3rd Quarter (Q3) of the year. Another pending update that is yet to come for to our server is [[Chapter_2|Chapter 2: Fragments of the End]] and the '''Interdimensional Biospheres''' which will introduce new biospheres, set of cards, and equipment that will complement builds for each class. So far, only '''Ground and Lava Interdimensional Biospheres''' have been released and more will come with future updates. On the other hand, something to look forward to for Chapter 2 would be the {{#item:300774}} for '''{{#skill:2445}}''' build.
Most of the important updates from kRO have already been implemented to our server. These include the latest skill rebalancing, [[Frontier Rune Crown|Frontier]]/[[Another Dimension Weapon|Another Dimensions]] equipment, [[Chapter 1]], and [[Zero Cell Sector]] contents. There are plans from kRO to give all the available classes '''new skills''' as well as increasing the <u>Base Level cap</u> and <u>Job Level cap</u> to '''285'''/'''65''', but this is not yet live in kRO and will arrive during the 3rd Quarter (Q3) of the year. Another pending update that is yet to come for to our server is [[Chapter_2|Chapter 2: Fragments of the End]] and the '''Interdimensional Biospheres''' which will introduce new biospheres, set of cards, and equipment that will complement builds for each class. So far, only '''Ground and Lava Interdimensional Biospheres''' have been released and more will come with future updates. On the other hand, something to look forward to for Chapter 2 would be the {{#item:300774}} for '''{{#skill:2445}}''' build.


The kRO developers have recently released new pieces of information regarding the new skills that are anticipated to come out sometime during the 3rd Quarter of the year. Among these, Elemental Master will get a new skill that will complement the Spell Fist Build. The new skill is called [[File:Elemental Integration.png|28px]] '''Elemental Integration''' and it works by concentrating a range of elemental power into your hands which activates as a special elemental magic during normal physical attacks for a certain period of time to deal elemental magic damage to enemies within range. Moreover, the elemental magic activated is determined by the level of the casted Elemental Integration, and if there is a High Elemental Spirit currently summoned, the elemental magic damage corresponding to that attribute will be increased.
The kRO developers have recently released new pieces of information regarding the new skills that are anticipated to come out sometime during the 3rd Quarter of the year. Among these, Elemental Master will get a new skill that will complement the Spell Fist Build. The new skill is called https://static.divine-pride.net/images/skill/6615.png '''Elemental Integration''' and it works by concentrating a range of elemental power into your hands which activates as a special elemental magic during normal physical attacks for a certain period of time to deal elemental magic damage to enemies within range. Moreover, the elemental magic activated is determined by the level of the casted Elemental Integration, and if there is a High Elemental Spirit currently summoned, the elemental magic damage corresponding to that attribute will be increased.


According to the skill level, [[File:Elemental Integration.png|28px]] '''Elemental Integration''' will activate the following elemental magic:
According to the skill level, https://static.divine-pride.net/images/skill/6615.png '''Elemental Integration''' will activate the following elemental magic:
#'''<span style="color:#ED3F13;">Burning Flame</span>''': Inflicts <span style="color:red;">Fire</span> magic damage to nearby targets.  
#'''<span style="color:#ED3F13;">Burning Flame</span>''': Inflicts <span style="color:red;">Fire</span> magic damage to nearby targets.  
#'''<span style="color:#07C4D9;">Frozen Hail</span>''': Inflicts <span style="color:blue;">Water</span> magic damage to nearby targets.  
#'''<span style="color:#07C4D9;">Frozen Hail</span>''': Inflicts <span style="color:blue;">Water</span> magic damage to nearby targets.  
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#'''<span style="color:#7E139E;">Venom Bombard</span>''': Inflicts <span style="color:purple;">Poison</span> magic damage to surrounding targets.
#'''<span style="color:#7E139E;">Venom Bombard</span>''': Inflicts <span style="color:purple;">Poison</span> magic damage to surrounding targets.


[[File:Elemental Integration.png|28px]] '''Elemental Integration''' consumes AP and seems to act as a self-buff much like '''{{#skill:2445}}'''; there is still a lack of cohesive details and we don't know for sure if it will override Spell Fist since Spell Fist in itself also concentrates the power of your elemental bolt skills to your basic attacks. However, it is also possible that Elemental Integration will just serve as your 4th Job equivalent of '''{{#skill:279}}''' wherein it will give you the ability to autocast the aforementioned elemental magical skills at a certain chance every time you inflict basic attacks. What's good with this new skill is it will solve the issue with the Spell Fist build lacking any reliable form of AoE magical damage outside of the '''Frontier combo''''s autocast '''{{#skill:5220}}''' skill and {{#icon:300666}}{{#linkitem:300666|(MVP) Bulgasari Card}}'s autocast '''{{#skill:6515}}''' and '''{{#skill:5233}}''' skills. Whether the AoE will be wide, centered around you, or around the monster is something we still can't determine until the developers release more details since no showcase was shown during their initial posts. This makes me and any Spell Fist enthusiasts overjoyed, knowing that the Battle Mage playstyle will be given some serious love and is not totally forgotten. Let's just hope it will be as good as the Caster build! In case you are curious about the new skills, you may check out this YouTube [https://www.youtube.com/live/EnE5S8wLJwI?si=4dkebvj_d7-XYhRN&t=544 link] for the whole livestream or this [https://ro.gnjoy.com/news/devnote/View.asp?category=1&seq=4200579&curpage=1 link] for the developer's notes.
https://static.divine-pride.net/images/skill/6615.png '''Elemental Integration''' consumes AP and seems to act as a self-buff much like '''{{#skill:2445}}'''; there is still a lack of cohesive details and we don't know for sure if it will override Spell Fist since Spell Fist in itself also concentrates the power of your elemental bolt skills to your basic attacks. However, it is also possible that Elemental Integration will just serve as your 4th Job equivalent of '''{{#skill:279}}''' wherein it will give you the ability to autocast the aforementioned elemental magical skills at a certain chance every time you inflict basic attacks. What's good with this new skill is it will solve the issue with the Spell Fist build lacking any reliable form of AoE magical damage outside of the '''Frontier combo''''s autocast '''{{#skill:5220}}''' skill and {{#icon:300666}}{{#linkitem:300666|(MVP) Bulgasari Card}}'s autocast '''{{#skill:6515}}''' and '''{{#skill:5233}}''' skills. Whether the AoE will be wide, centered around you, or around the monster is something we still can't determine until the developers release more details since no showcase was shown during their initial posts. This makes me and any Spell Fist enthusiasts overjoyed, knowing that the Battle Mage playstyle will be given some serious love and is not totally forgotten. Let's just hope it will be as good as the Caster build! In case you are curious about the new skills, you may check out this YouTube [https://www.youtube.com/live/EnE5S8wLJwI?si=4dkebvj_d7-XYhRN&t=544 link] for the whole livestream or this [https://ro.gnjoy.com/news/devnote/View.asp?category=1&seq=4200579&curpage=1 link] for the developer's notes.


Meanwhile in my to do list, I plan to add new sections for:
Meanwhile in my to do list, I plan to add new sections for: