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* EMs excel in space manipulation, zoning, and '''crowd control''' ('''CC''') skills. | * EMs excel in space manipulation, zoning, 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. | ** 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. | ||
** Their skills have strong maneuverability and it doesn't take too much effort to accurately aim them to hit monsters. Most of their spells are '''ground targeted''' and would not require a unit present before they can hit or cast. You can control the distance of how close or far apart your skills are from you; all that will be required of you then is to predict which direction the mobs will likely move towards to and then cast your skills there. | |||
** They have a generous amount of crowd control skills like '''{{#skill:2453}}''' which roots and immobilizes monsters in one place, while their DoT skills possess a "hit-locking" CC effect that flinches monsters and displaces them away from you. | ** They have a generous amount of crowd control skills like '''{{#skill:2453}}''' which roots and immobilizes monsters in one place, while their DoT skills possess a "hit-locking" CC effect that flinches monsters and displaces them away from you. | ||
** Their ultimate skill''' 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>''' 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 please bear with me! <s>*''cough''* '''Autocast Elemental Buster''' ''*cough*''</s> | ** Their ultimate skill''' 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>''' 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 please bear with me! <s>*''cough''* '''Autocast Elemental Buster''' ''*cough*''</s> | ||
* The class does not shy away when effortlessly '''one'''-'''hit knocking out''' ('''OHKO''') monsters due to its immanent high burst damage. | * The class does not shy away when effortlessly '''one'''-'''hit knocking out''' ('''OHKO''') monsters due to its immanent high burst damage. | ||
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As what can be seen from the equations, all of the stats for the Elementals and High Elementals are influenced and dependent with that of the summoner's. Besides inheriting their summoner's stats, they also get additional stats based on what forms ('''Child''', '''Adolescent''', or '''Adult''') they assume as well as what kind of spirit they are. Taking into consideration the '''MDef''' equation <code>SummonerMDEF + [(SummonerINT) ÷ (5 − SummonLv)]</code>, a Level 3 <span style="color:red;">Agni</span> for example will yield higher '''MDef''' values due to having lower divisor values as compared to Lvls. 1 or 2. Although, it's uncertain or rather I haven't confirmed with [GM] Muh what would be the value for it if it's <span style="color:#BD0F1E;">Ardor</span> for instance since technically he is already on Adult form, and 4th job High Elementals don't have a child or adolescent form. It's even more uncertain for <span style="color:purple;">Serpens</span>' case since he doesn't have any 3rd job base counterpart or maybe whatever base Elemental he was summoned from that's where he'll get his benefits from. But anyway with that in mind, you would also want to build as much HP% as you could get since in the equation for '''MaxHP''' <code>(SummonerMaxHP ÷ 3)</code> , your total MaxHP is divided by 3, and the only way to mitigate that is if you build tons of MaxHP% either from equips, consumables or party buffs. It's also noticeable that our Spirits don't benefit at all in our '''total MAtk''' or '''ATK''' which explains why their magical skills and basic attacks do little to nothing against monsters. | As what can be seen from the equations, all of the stats for the Elementals and High Elementals are influenced and dependent with that of the summoner's. Besides inheriting their summoner's stats, they also get additional stats based on what forms ('''Child''', '''Adolescent''', or '''Adult''') they assume as well as what kind of spirit they are. Taking into consideration the '''MDef''' equation <code>SummonerMDEF + [(SummonerINT) ÷ (5 − SummonLv)]</code>, a Level 3 <span style="color:red;">Agni</span> for example will yield higher '''MDef''' values due to having lower divisor values as compared to Lvls. 1 or 2. Although, it's uncertain or rather I haven't confirmed with [GM] Muh what would be the value for it if it's <span style="color:#BD0F1E;">Ardor</span> for instance since technically he is already on Adult form, and 4th job High Elementals don't have a child or adolescent form. It's even more uncertain for <span style="color:purple;">Serpens</span>' case since he doesn't have any 3rd job base counterpart or maybe whatever base Elemental he was summoned from that's where he'll get his benefits from. But anyway with that in mind, you would also want to build as much HP% as you could get since in the equation for '''MaxHP''' <code>(SummonerMaxHP ÷ 3)</code> , your total MaxHP is divided by 3, and the only way to mitigate that is if you build tons of MaxHP% either from equips, consumables or party buffs. It's also noticeable that our Spirits don't benefit at all in our '''total MAtk''' or '''ATK''' which explains why their magical skills and basic attacks do little to nothing against monsters. | ||
Apart from building your own stats and improving on it, you could also benefit from party buffs or class buffs. Since remember, whatever is your stats ''<u>at the time of summoning</u>'' | Apart from building your own stats and improving on it, you could also benefit from party buffs or class buffs. Since remember, whatever is your stats ''<u>at the time of summoning</u>'' will be considered into the equation and will be inherited by your Spirits. One way of making this work is by having Performer slaves give you their buffs. Notable skills to use for that purpose are '''{{#skill:322}}''', {{#skill:5007}}'''Frigg's Song''', {{#skill:2431}}'''Lerad's Dew''', the Arch Bishop skill '''{{#skill:2047}}''', and your very own skill from the Sage skill tree '''{{#skill:286}}'''. Remember how I mentioned earlier that Deluge will make your spirits tankier? Well there you have it! From the EM branch, High Elementals will benefit from the passive '''{{#skill:5374}}''', which gives some flat HP and some defensive bonuses, but only High Elementals though; Elementals don't benefit from this passive. We also have our passive from the Sorcerer branch '''{{#skill:2463}}''', which acts as a final multiplier to the total MaxHP%/MaxSP% for both our Elementals and High Elementals once all the calculations are done. | ||
As an example, let's say you have a total of 1,300,000 HP and using the equation <code>(SummonerMaxHP ÷ 3)</code>, that will be equivalent to 433,333 HP. Additionally if you have a total 196 INT and you substitute that value to the equation <code>(SummonerINT x 10)</code>, you'll get 1,960. Lastly with the equations (<code>SummonerJobLv x 20)</code> and <code>[(SummonLv + 2) ÷ 3]</code>, it'll give us values equal to 1,200 and 1.7 (assuming a High Elemental is considered in its Adult Form, could be lower if it's in Child Form; this will need confirmation first), respectively. Multiply 1,200 with 1.7 to yield a value equivalent to 2,040. Add up the remaining value of 25,000 HP from '''Lvl. 5''' '''Elemental Spirit Mastery''' to 433,333 HP + 1960 HP + 2,040 HP. The total value 462,333 HP will then be multiplied with '''Lvl. 5''' '''Elemental Sympathy''''s 25%, to give us the High Elemental's total HP of ≈'''<u>577,916</u>'''. This could be more if you used other class buffs; my basis for the 1,300,000 HP is from my [[The_Complete_Elemental_Master_Guide_by_Goldie#High_End_Tank_Gears|high end tank gears]] and [[The_Complete_Elemental_Master_Guide_by_Goldie#Shadow_Gears|tank shadow gears]]. | As an example, let's say you have a total of 1,300,000 HP and using the equation <code>(SummonerMaxHP ÷ 3)</code>, that will be equivalent to 433,333 HP. Additionally if you have a total 196 INT and you substitute that value to the equation <code>(SummonerINT x 10)</code>, you'll get 1,960. Lastly with the equations (<code>SummonerJobLv x 20)</code> and <code>[(SummonLv + 2) ÷ 3]</code>, it'll give us values equal to 1,200 and 1.7 (assuming a High Elemental is considered in its Adult Form, could be lower if it's in Child Form; this will need confirmation first), respectively. Multiply 1,200 with 1.7 to yield a value equivalent to 2,040. Add up the remaining value of 25,000 HP from '''Lvl. 5''' '''Elemental Spirit Mastery''' to 433,333 HP + 1960 HP + 2,040 HP. The total value 462,333 HP will then be multiplied with '''Lvl. 5''' '''Elemental Sympathy''''s 25%, to give us the High Elemental's total HP of ≈'''<u>577,916</u>'''. This could be more if you used other class buffs; my basis for the 1,300,000 HP is from my [[The_Complete_Elemental_Master_Guide_by_Goldie#High_End_Tank_Gears|high end tank gears]] and [[The_Complete_Elemental_Master_Guide_by_Goldie#Shadow_Gears|tank shadow gears]]. | ||
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<small>Requires 3 {{#item:6360}}to cast.</small> | <small>Requires 3 {{#item:6360}}to cast.</small> | ||
|style="background-color:#B2D1FF;" |'''Level 3:''' | |style="background-color:#B2D1FF;" |'''Level 3:''' | ||
* | * -30% VCT of Water property magical skills. | ||
* +25% Water property magical damage. | * +25% Water property magical damage. | ||
<small>Requires 3 {{#item:6361}}to cast.</small> | <small>Requires 3 {{#item:6361}}to cast.</small> | ||
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=== Leveling as a Mage / Sage / Professor === | === Leveling as a Mage / Sage / Professor === | ||
* The first thing I need to remind you when leveling up is do not worry if you mistakenly put skill points to the wrong skills. We have '''NPC''' '''Build Manager Lotus''' {{#navi:main_office|122|169}} that could reset your skill tree anytime with a very affordable cost of 5,000 zeny. And while leveling up, you will want to allocate skill points to leveling skills such as '''{{#skill:17}}''' and '''{{#skill:18}}'''. These two skills is what you will use as a Mage, a Sage, as a High Magician, and as a Professor. These two skills will 2-3 hits mobs in the leveling dungeons, thanks to the Eden Gears we have available. | * The first thing I need to remind you when leveling up is do not worry if you mistakenly put skill points to the wrong skills. We have '''NPC''' '''Build Manager Lotus''' {{#navi:main_office|122|169}} that could reset your skill tree anytime with a very affordable cost of 5,000 zeny. And while leveling up, you will want to allocate skill points to leveling skills such as '''{{#skill:17}}''' and '''{{#skill:18}}'''. These two skills is what you will use as a Mage, a Sage, as a High Magician, and as a Professor. These two skills will 2-3 hits mobs in the leveling dungeons, thanks to the Eden Gears we have available. To learn more about the Eden Gears, more info are provided [[Beginners_Guide#How_to_play_MuhRo|here]]. | ||
* Don't forget to take the Eden Board quests every time you level up on a certain level range and turn-in your quests for every completed Kill Count. | |||
* For every Eden Quests you complete and successfully turn-in, you will be rewarded with {{#icon:25223}}{{#linkitem:25223|Eden Coins}}and the amount you get will vary on the difficulty of the quests. Keep these coins for later use to buy {{#icon:23204}}{{#linkitem:23204|Brilliant Protection Scrolls}}and {{#icon:14534}}{{#linkitem:14534|Small Life Potions}}from the '''NPC Eden Machine''' {{#navi:moc_para01|50|31}} to improve your sustain and survivability once you reach 3rd job Sorcerer and you finally start leveling up in [[Illusion Dungeons]]. | * For every Eden Quests you complete and successfully turn-in, you will be rewarded with {{#icon:25223}}{{#linkitem:25223|Eden Coins}}and the amount you get will vary on the difficulty of the quests. Keep these coins for later use to buy {{#icon:23204}}{{#linkitem:23204|Brilliant Protection Scrolls}}and {{#icon:14534}}{{#linkitem:14534|Small Life Potions}}from the '''NPC Eden Machine''' {{#navi:moc_para01|50|31}} to improve your sustain and survivability once you reach 3rd job Sorcerer and you finally start leveling up in [[Illusion Dungeons]]. | ||
* Once you've transitioned to Sage, don't forget to go back to the Eden Office and get your 2nd job weapon from '''NPC Labraham''' {{#navi:moc_para01|108|83}}. Here, I suggest you pick {{#icon:540027}}{{#linkitem:540027|Paradise Sage Magic Book}} instead of {{#icon:540028}}{{#linkitem:540028|Paradise Sage Spellbook}} since the former gives you VCT% to help with your casting time. | * Once you've transitioned to Sage, don't forget to go back to the Eden Office and get your 2nd job weapon from '''NPC Labraham''' {{#navi:moc_para01|108|83}}. Here, I suggest you pick {{#icon:540027}}{{#linkitem:540027|Paradise Sage Magic Book}} instead of {{#icon:540028}}{{#linkitem:540028|Paradise Sage Spellbook}} since the former gives you VCT% to help with your casting time. | ||
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