2,574
edits
(→Traits) |
No edit summary |
||
| Line 2,826: | Line 2,826: | ||
If you're looking to spice things up and wanting a different flavor in your builds, then well maybe '''{{#skill:2445}}''' is the build you're looking for! This build is more of a 'for fun' build and you can never expect it to keep up with the meta build now for Elemental Master. EMs are flexible with their choices of elements, they use all of their elemental AoEs in a skill rotation, and even their own ultimate can be endowed. But if you wanna bonk monsters to death with the power of knowledge then this section of the guide is for you! Spell Fist won't be getting gear progression stages though as I expect that by the time you invest on this fun build, you're already done with your main build as you should be. | If you're looking to spice things up and wanting a different flavor in your builds, then well maybe '''{{#skill:2445}}''' is the build you're looking for! This build is more of a 'for fun' build and you can never expect it to keep up with the meta build now for Elemental Master. EMs are flexible with their choices of elements, they use all of their elemental AoEs in a skill rotation, and even their own ultimate can be endowed. But if you wanna bonk monsters to death with the power of knowledge then this section of the guide is for you! Spell Fist won't be getting gear progression stages though as I expect that by the time you invest on this fun build, you're already done with your main build as you should be. | ||
Spell Fist build hasn't changed that much since its implementation during the 3rd job era. It's only gotten stronger like most skills that came with it and before it due to the 4th job traits. Spell Fist gameplay remains the same wherein you'll need to aim and cast your chosen elemental bolt skill first on a target then immediately apply Spell Fist. Though for the 4th jobs skill tree, it's gotten a blink skill in the form of '''{{#skill:6517}}''' which made farming as a Spell Fist EM much tolerable. All of our High Elementals on Passive Mode also complements Spell Fist. When in Passive Mode, your bolt skills corresponding to the summoned High Elementals gets increased damage and you have a chance to autocast the highest level learned of that bolt skill. And that's the extent of what's improved with Spell Fist so far; most of the 4th job skills complement the caster build of an EM. I've tried Spell Fist too and built the gears needed to "make it work" but it's still haunted by the curse of being in melee range and lack of wide AoE making it hard to use while farming. It's also preventing you to use strong garment cards like {{#item:27362}} because of its side effect of you receiving more damage against all properties. With all that being said, I advise you to play this build for fun and if and only if you really know what you're going into. It'll always gonna have that charm as being a unique build to play. | Spell Fist build hasn't changed that much since its implementation during the 3rd job era. It's only gotten stronger like most skills that came with it and before it due to the 4th job traits. Spell Fist gameplay remains the same wherein you'll need to aim and cast your chosen elemental bolt skill first on a target then immediately apply Spell Fist. Though for the 4th jobs skill tree, it's gotten a blink skill in the form of '''{{#skill:6517}}''' which made farming as a Spell Fist EM much tolerable. All of our High Elementals on Passive Mode also complements Spell Fist. When in Passive Mode, your bolt skills corresponding to the summoned High Elementals gets increased damage and you have a chance to autocast the highest level learned of that bolt skill. And that's the extent of what's improved with Spell Fist so far; most of the 4th job skills complement the caster build of an EM. I've tried Spell Fist too and built the gears needed to "make it work" but it's still haunted by the curse of being in melee range and lack of wide AoE making it hard to use while farming. Its main source of damage will be coming from outdated 1st Job Mage skills with the likes of '''{{#skill:19}}''', '''{{#skill:14}}''', & '''{{#skill:20}}''' and even though these skills will get supplemented by your '''{{#skill:279}}''' and '''{{#skill:482}}''' skills it still won't be enough as the bolts' MAtk% is comparably low than your 4th Job or even your 3rd Job skills. It's also preventing you to use strong garment cards like {{#item:27362}} because of its side effect of you receiving more damage against all properties. With all that being said, I advise you to play this build for fun and if and only if you really know what you're going into. It'll always gonna have that charm as being a unique build to play. | ||
==== Stats ==== | ==== Stats ==== | ||
| Line 2,999: | Line 2,999: | ||
Remember when I told you Elemental Master is a versatile class? That's because it's actually the best tank to use against '''Betelgeuse''' from [[Constellation Tower]]. The class with its passive '''{{#skill:284}}''' from the Sage branch gives it an inherent '''+20% resistance against Dragon races''' such as Betelgeuse, making it possible for the class to reach '''100% Dragon resistance''' when combined with other gears with more Dragon resistances. | Remember when I told you Elemental Master is a versatile class? That's because it's actually the best tank to use against '''Betelgeuse''' from [[Constellation Tower]]. The class with its passive '''{{#skill:284}}''' from the Sage branch gives it an inherent '''+20% resistance against Dragon races''' such as Betelgeuse, making it possible for the class to reach '''100% Dragon resistance''' when combined with other gears with more Dragon resistances. | ||
Besides getting 100% Dragon resistance, it's also important to note that you would need to achieve 1 second FCT, 100% VCT reduction, general tankiness (i.e. MaxHP%, RES, MRes, MDef & Def), and a bit of ACD to help you spam your '''{{#skill:276}}''' so you can absorb Betelgeuse's '''{{#skill:2217}}'''. You may also cast '''{{#skill:288}}''' underneath you to cancel Betelgeuse's '''{{#skill:2213}}''' and '''{{#skill:83}}s''', but if you have a magical DPS such as EM and AM that have ground AoE skills in your party you might want to adjust LP so that they also hit Betelgeuse. It's also possible to use lower levels of LP (7x7), but this will require coordination and communication with your team. If the party is made up of physical attackers then you can cast LP. You may also cast or spam '''{{#skill:289}}''' on Betelgeuse to cancel his Max Pain, but be careful as this would lose aggro on Betelgeuse and would also cancel your team's debuff skills such as your Cardinal's '''{{#skill:78}}''', your Arch Mage's '''{{#skill:2213}}''''s Magic Intoxication, your Abyss Chaser's '''{{#skill:214}}''' or your Shadow Cross' '''{{#skill:5001}}''' skill, so it's best to communicate and coordinate with them first before attempting to do so. One great strategy that you could use is to utilize the Sorcerer skill '''{{#skill:2453}}''' to hold Betelgeuse in place to root him in one cell and position. This would also help when he switches aggro from | Besides getting 100% Dragon resistance, it's also important to note that you would need to achieve 1 second FCT, 100% VCT reduction, general tankiness (i.e. MaxHP%, RES, MRes, MDef & Def), and a bit of ACD to help you spam your '''{{#skill:276}}''' so you can absorb Betelgeuse's '''{{#skill:2217}}'''. You may also cast '''{{#skill:288}}''' underneath you to cancel Betelgeuse's '''{{#skill:2213}}''' and '''{{#skill:83}}s''', but if you have a magical DPS such as EM and AM that have ground AoE skills in your party you might want to adjust LP so that they also hit Betelgeuse. It's also possible to use lower levels of LP (7x7), but this will require coordination and communication with your team. If the party is made up of physical attackers then you can cast LP. You may also cast or spam '''{{#skill:289}}''' on Betelgeuse to cancel his Max Pain, but be careful as this would lose aggro on Betelgeuse and would also cancel your team's debuff skills such as your Cardinal's '''{{#skill:78}}''', your Arch Mage's '''{{#skill:2213}}''''s Magic Intoxication, your Abyss Chaser's '''{{#skill:214}}''' or your Shadow Cross' '''{{#skill:5001}}''' skill, so it's best to communicate and coordinate with them first before attempting to do so. One great strategy that you could use is to utilize the Sorcerer skill '''{{#skill:2453}}''' to hold Betelgeuse in place to root him in one cell and position. This would also help when he switches aggro from you to the other party members. | ||
One way you can do to support your party is placing insignias underneath Betel. It's also a good tactic when you have another EM DPS to coordinate with them so that they can place the insignias on the 2nd Phase, while you handle the 3rd Phase. As what we've talked about in the [[The_Complete_Elemental_Master_Guide_by_Goldie#Insignia_System Insignia|insignia system]] portion, insignias are stationary and have a 1 minute CD and thus needs careful planning and set-up. | One way you can do to support your party is placing insignias underneath Betel. It's also a good tactic when you have another EM DPS to coordinate with them so that they can place the insignias on the 2nd Phase, while you handle the 3rd Phase. As what we've talked about in the [[The_Complete_Elemental_Master_Guide_by_Goldie#Insignia_System Insignia|insignia system]] portion, insignias are stationary and have a 1 minute CD and thus needs careful planning and set-up. | ||
edits