The Complete Elemental Master Guide by Goldie: Difference between revisions
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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 amounts 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 amounts 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}}''', Warlock Katrinn's '''{{#skill:2216}}''', Sorcerer Celia's '''{{#skill:2449}}''', Rune Knight Seyren's '''{{#skill:2006}}''', Temple Biosphere mobs' '''{{#skill:254}}''' | 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}}''', Warlock Katrinn'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 Betelguese's '''{{#skill:2217}}''' though they can survive Tiara's and Fenrir's Tetra Vortex. | ||
=== Tank Gears === | |||
Okay, now that everything has been explained as to how make your Spirits survive longer, we'll no 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. | |||
==Insignia System== | ==Insignia System== | ||
Revision as of 15:57, 4 December 2024
Elemental Master (abbrev. as EM) is the 4th class of the Sage, Professor, and Sorcerer line-up. It's a pretty versatile class that could be played as DPS, tank, or support whichever your preference is or whenever the situations calls for it, but as a DPS class it is arguably the strongest magical class right now in the current patch.
Unlike our cousins the Arch Mages, the Elemental Master class also got a lot of utility skills (i.e. Land Protector, Dispel, Blinding Mist, Insignias, etc.) in its arsenal which makes it possible for the class to leave behind defensive gears and still run full DPS while surviving most of the monsters' and bosses' skills and attacks. That being said, the class could also be played as either a full tank or support class and excel in those roles when built in that manner.
Introduction
Okay so probably you're wondering why play Elemental Master at all. In this section, we'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 wanna still keep on pursuing playing the class after knowing its strengths and weaknesses.
Gone are the 3rd job days and era where every magic classes with the exception of Performers (Minstrel & Wanderer) and to a 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 Psychic Wave and its companion skills like Diamond Dust, Earth Grave, and Varetyr Spear all suffered the same fate and are locked behind an agonizing 5 minutes CD each. While their cooldowns can be reduced with Shadow Gears, and some equipment like 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 4 basic elements (Fire, Water, Wind, & Earth), the old elemental table wasn't exactly in favor with 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.
That being said, you've probably 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?", "Be a support and buff slave and let me handle everything and carry you," or the most obvious "No! Don't play DPS Sorcerer! DPS Sorcerer sucks! Sorcerer sucks at PVM! It's the worst class DPS-wise" Well to whomever stuck around with the class despite all those hates, we are very well happy to say those 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 these bounds restricting them to perform to their fullest when they have 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 1 of the few classes that can use and specialize Poison magic.
- One of their main skills called Venom Swamp has great coverage against the 4 Basic Elements. Monsters with either Fire, Water, Wind, or Earth property that can't be hit, miss, or receive decreased damage from Conflagration, Lightning Land, Diamond Storm, and Terra Drive will taken care of by Venom Swamp; thus removing that elemental weakness from the class.
- EMs excel in space manipulation and crowd control skills.
- 4 of their skills, if you'll count Psychic Wave, are lingering and counts as DoT (Damage over Time) skills. This will prove to be useful and efficient when you're farming for zeny or loots, as it is as simple as placing any of your DoT skills on the ground and then teleport away. Yes even when you're offscreen you'll still be killing the monsters, and yes you'll 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 which in that case you'll need to be onscreen to get the count.
- Their ultimate skill Elemental Buster not only acts as their 4th job equivalent of Psychic Wave in that it can 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 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 us!
*cough* Autocast Elemental Buster *cough*
- They have at least 2 forms of mobility with the skills Lvl. 1 Summon Ventus on Lvl. 2 Elemental Control (Defensive Mode) and Psychic Stream.
- You may argue that Guyak Pudding (12710) is basically free and only costs 10 Muh Coin (50000) , but having a free guyak right beside you whenever you need it anytime and anywhere 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 that with your auto-cast 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 the 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 wonderful and fun time playing the class. I say that because the class is not a 1-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 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, we 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 these things and if you still wanna push-through then it'll be a pleasure to have you join us in a wonderful journey of mastering the ways of the true Elemental Master.
Mage
Overview
Mages are known to rely on magical skills to deal magical damage against monsters, and to use specific elements of their skills to gain advantage and deal significant damage based on the monster's elemental property. 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; and supportive, defensive, and passive skills that will still prove to be useful for them in the late-game stages as Elemental Masters.
Among the notable skills that Mages use in their arsenal include Cold Bolt, Fire Bolt, Lightning Bolt, and Fire Ball to name a few. Mages will predominantly use Fire Ball for leveling because of its wider AoE, splash damage effect, and low cooldown. Mages could also use the 3 other bolt skills for leveling, but it won't be as effective and fast as when you're using Fire Ball to level up, but they're still good skills to use especially when paired with Fire Wall as this will create a protective barrier between you and the monster you are trying to kill while you cast your bolt skills. These bolt skills will also prove to be relevant for the other build of the Elemental Master class which is Spell Fist build. Mages also have access to Energy Coat which gives another layer of Defense for the class.
Skill Tree
Skill | Notes | Points | Type |
---|---|---|---|
Increase SP Recovery |
|
10 | Passive |
Sight |
|
1 | Supportive |
Napalm Beat |
|
7 | Offensive |
Safety Wall |
|
10 | Defensive |
Soul Strike |
|
5 | Offensive |
Cold Bolt |
|
5 / 10 | Offensive |
Frost Diver |
|
8 | Offensive |
Stone Curse |
|
1 | Supportive |
Fire Ball |
|
0 / 10 | Offensive |
Fire Wall |
|
0 / 10 | Supportive |
Fire Bolt |
|
1 / 10 | Offensive |
Lightning Bolt |
|
1 / 10 | Offensive |
Thunder Storm |
|
0 | Offensive |
Energy Coat |
|
1 | Defensive |
Sage
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 Dispell, Magic Rod, and Spell Breaker skills to disable monsters and MVPs rendering them crippled and weaker and of course their bread and butter the 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 Volcano, Deluge, and Violent Gale. This is further enhanced by their endow skills Flame Launcher, Frost Weapon, Lightning Loader, and 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 [ ( Fire Elemental Converter (12114) , Water Elemental Converter (12115) , Earth Elemental Converter (12116) , and Wind Elemental Converter (12117) ] with their skill 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 we try our best to explain each and one of them elaboratively and precisely. You won't regret it!
Skill Tree
Skill | Notes | Points | Type |
---|---|---|---|
Advanced Book |
|
10 | Passive |
Cast Cancel |
|
1 | Supportive |
Magic Rod |
|
1 / 5 | Defensive |
Spell Breaker |
|
3 | Defensive |
Free Cast |
|
1 | Active |
Auto Spell |
|
0 / 10 | Active |
Flame Launcher |
|
5 | Supportive |
Frost Weapon |
|
5 | Supportive |
Lightning Loader |
|
5 | Supportive |
Seismic Weapon |
|
5 | Supportive |
Dragonology |
|
5 | Passive |
Volcano |
|
5 | Supportive |
Deluge |
|
5 | Supportive |
Violent Gale |
|
5 | Supportive |
Land Protector |
|
5 | Defensive |
Dispell |
|
5 | Supportive |
Abracadabra |
|
0 | Active |
Sense |
|
1 | Supportive |
Earth Spike |
|
5 | Offensive |
Heaven's Drive |
|
0 / 5 | Offensive |
Elemental Change (^0000BBWater^000000) |
|
1 | Active |
Elemental Change (^CC5500Earth^000000) |
|
1 | Active |
Elemental Change (^FF0000Fire^000000) |
|
1 | Active |
Elemental Change (^33CC00Wind^000000) |
|
1 | Active |
Create Elemental Converter |
|
1 | Active |
Land Protector
In this section, we'll be talking a lot more about the Sage skill 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.
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 you cast your skills to the "hittable zone" of LP your skills will never reach the MVP.
-WIP-
Proper Placement of Land Protector
-WIP-
Dispell
List of Common Buffs and Debuffs Removed by Dispell
In this section of the guide, we'lll only be listing of 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 us know.
We would also like to add that this list will be updated over time as we work more on the guide.
Dispellable | ||
---|---|---|
Auto Guard | Defender | Increase Agility |
Stone Curse | Blessing | Assumptio |
Reflect Shield | Curse | Hallucination |
Silence | Poison | Bleeding |
Frozen | NPC MAX PAIN* | NPC AGI UP |
*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 Betelguese is not so be aware of that.
Professor
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 Soul Change, and even regenerate their own SP thru the HP%-SP% based skill Indulge. Another SP-manipulating skill they have learned is the skill 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 Dispell from their previous job as Sages. Defensively, they've also learned new skills such as Wall of Fog (Blinding Mist), and Spider Web (Fiber Lock) that complements well with Safety Wall and 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 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 Spellfist.
Skill Tree
Skill | Notes | Points | Type |
---|---|---|---|
Indulge |
|
5 | Supportive |
Soul Change |
|
0 / 1 | Supportive |
Soul Burn |
|
0 / 5 | Offensive |
Mind Breaker |
|
0 / 5 | Offensive |
Memorize (Foresight) |
|
0 | Active |
Wall of Fog (Blinding Mist) |
|
1 | Defensive |
Spider Web (Fiber Lock) |
|
1 | Defensive |
Double Casting |
|
0 / 5 | Active |
Sorcerer
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 Ardor, the Water Spirit Diluvio, the Wind Spirit Ventus, and the Earth Spirit Terra. 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 Summon Agni, Summon Aqua, Summon Ventus, and 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 Psychic Wave, Diamond Dust, Earth Grave, and 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 Summon Aqua in Lvl. 1 Elemental Control (Passive Mode) would endow its summoner's Psychic Wave skill with the Water property, as well as boosting the damage output of 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 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 ( Fire Insignia, Water Insignia, Wind Insignia, & 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 Poison Buster and 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. Extreme Vacuum is a crowd control or root skill that immobilizes any unit that steps within its AoE. 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.
Skill Tree
Skill | Notes | Points | Type |
---|---|---|---|
Psychic Wave |
|
5 | Offensive |
Diamond Dust |
|
5 | Offensive |
Earth Grave |
|
5 | Offensive |
Striking |
|
5 | Supportive |
Varetyr Spear |
|
3 | Offensive |
Spell Fist |
|
0 / 10 | Active |
Elemental Shield |
|
0 | Defensive |
Fire Walk |
|
0 | Active |
Electric Walk |
|
0 | Active |
Poison Buster |
|
0 | Offensive |
Killing Cloud |
|
0 / 5 | Supportive |
Warmer |
|
3 | Supportive |
Extreme Vacuum |
|
0 / 5 | Active |
Arrullo |
|
0 / 5 | Active |
Elemental Control |
|
3 | Active |
Summon Agni |
|
3 | Active |
Summon Aqua |
|
3 | Active |
Summon Ventus |
|
3 | Active |
Summon Tera |
|
3 | Active |
Elemental Action |
|
0 | Active |
4 Elemental Analysis |
|
1 / 2 | Active |
Elemental Sympathy |
|
5 | Passive |
Elemental Cure |
|
1 | Active |
Fire Insignia |
|
3 | Active |
Water Insignia |
|
3 | Active |
Wind Insignia |
|
3 | Active |
Earth Insignia |
|
3 | Active |
Elemental Master
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 Terra 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 Conflagration, Diamond Storm, Lightning Land, Terra Drive, and Venom Swamp each of which represents the evolved High Elemental Spirits that accompany them in their adventure in the form of Summon Elemental Ardor, Summon Elemental Diluvio, Summon Elemental Procella, Summon Elemental Terremotus, and 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 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 the High Elemental 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 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 Psychic Stream, a pronounced antecedent of its predecessor skill Psychic Wave.
Skill Tree
Skill | Notes | Points | Type |
---|---|---|---|
Magic Book Mastery |
|
5 / 10 | Passive |
Spell Enchanting |
|
5 | Supportive |
Activity Burn |
|
0 / 5 | Active |
Increasing Activity |
|
0 / 5 | Supportive |
Diamond Storm |
|
5 | Offensive |
Lightning Land |
|
5 | Offensive |
Venom Swamp |
|
5 | Offensive |
Conflagration |
|
5 | Offensive |
Terra Drive |
|
3 / 5 | Offensive |
Elemental Veil |
|
0 / 1 | Supportive |
Summon Elemental Serpens |
|
1 | Active |
Summon Elemental Ardor |
|
1 | Active |
Summon Elemental Diluvio |
|
1 | Active |
Summon Elemental Procella |
|
1 | Active |
Summon Elemental Terremotus |
|
1 | Active |
Elemental Spirit Mastery |
|
5 / 7 | Passive |
Elemental Buster |
|
10 | Offensive |
Psychic Stream |
|
1 / 5 | Offensive |
Elementals & High Elementals
For uniformity and to avoid confusion, we'll be grouping the spirit summons of the Sorcerer and Elemental Master to 2 categories.
When referring to Elementals, this pertains to the Sorcerer's spirit summons (Agni, Aqua, Ventus, & Terra). 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 3 different forms and will have its own subcategory. All Lvl. 1 Summon Agni, Summon Aqua, Summon Ventus, and 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:
|
Heater:
|
Tropic:
|
Defensive mode: | Circle of Fire:
|
Fire Cloak:
|
Fire Mantle:
|
Offensive mode: | Fire Arrow:
|
Fire Bomb:
Fire Bomb Attack:
|
Fire Wave:
Fire Wave Attack:
|
AQUA | |||
Level 1 (Child Form) | Level 2 (Adolescent Form) | Level 3 (Adult Form) | |
Passive mode: | Aquaplay:
|
Cooler:
|
Chilly Air:
|
Defensive mode: | Water Screen:
|
Water Drop:
|
Water Barrier:
|
Offensive mode: | Ice Needle:
|
Water Screw:
Water Screw Attack:
|
Tidal Weapon:
|
VENTUS | |||
Level 1 (Child Form) | Level 2 (Adolescent Form) | Level 3 (Adult Form) | |
Passive mode: | Gust:
|
Blast Mine:
|
Wild Storm:
|
Defensive mode: | Wind Step:
|
Wind Curtain:
|
Zephyr:
|
Offensive mode: | Wind Slash:
|
Hurricane:
Hurricane Attack:
|
Typhoon Mist:
Typhoon Mist Attack:
|
TERA | |||
Level 1 (Child Form) | Level 2 (Adolescent Form) | Level 3 (Adult Form) | |
Passive mode: | Petrology:
|
Cursed Soil:
|
Upheaval:
|
Defensive mode: | Solid Skin:
|
Stone Shield:
|
Power of Gaia:
|
Offensive mode: | Stone Hammer:
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Rock Crusher:
Rock Crusher Attack:
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Stone Rain:
|
High Elementals
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 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.
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 though sometimes both can benefit from it since your spirit's stats completely depend on their master's own stats. Also starting from the Sorcerer to Elemental Master, all of your spirits' Passive mode caters mostly to Psychic Wave and Spell Fist builds and thus finds very little use when focusing on 4th job skills of EM. The only instance we could think of that it still complements 4th job skills is Serpens on Passive mode. Serpens will increase your 3rd job skill 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 the 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 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 Wait mode, and once you've placed them into any of the 3 modes, they exit Waiting Mode. 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 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 Small Life Potion (14534) . This helps them stay alive longer in battles, so put them in Waiting mode as you deem fit and necessary.
Lastly, we have Lvl. 4 Elemental Control, 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.
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 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, 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 Biolo, 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. - Terra: 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. 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.
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 inherited by your Spirits. One way of making this work is by having Performer slaves give your their buffs. Notable skills to use for that purpose are Apple of Idun, Frigg's Song, Lerad's Dew, the Arch Bishop skill Lauda Agnus, and your very own skill from the Sage skill tree Deluge. Remember how we mentioned earlier that Deluge will make your spirits much tankier? Well there you have it! From the EM branch, High Elementals will benefit from the passive 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 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.
Now for defensive stats, you could use the Performer skills Drum of Battlefield, Echo Song, Symphony of Lover, the High Priest skill Assumptio, the Soul Reaper's Golem Soul, the Arch Mage's Crystal Impact when using Lvl. 1 Climax, and the Sorcerer skill Lvls. 2 and 3 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 Assumption 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.
Another defensive layer you can incorporate or use is the skill 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 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 amounts 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 Yggdrasil Berry (607) or Yggdrasil Seed (608) to restore your HP/SP. One other way to heal your spirits passively is by placing them into Waiting Mode using 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 Meteor Storm, Schulang's Lord of Vermilion, Phantom of Amdarais' Heaven's Drive, Lasgand's Storm Gust, Warlock Katrinn's Earth Strain, Sorcerer Celia's Psychic Wave, Rune Knight Seyren's Ignition Break, Temple Biosphere mobs' 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 Betelguese's Tetra Vortex though they can survive Tiara's and Fenrir's Tetra Vortex.
Tank Gears
Okay, now that everything has been explained as to how make your Spirits survive longer, we'll no 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.