The Complete Elemental Master Guide by Goldie: Difference between revisions

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* Skip this one. No place as a prerequisite skill either. It basically sacrifices your active Elemental and High Elemental Spirit to apply defensive skills to you and your party. Could be a last resort skill if your party is about to get wiped out by Max Pain I suppose.
* Skip this one. No place as a prerequisite skill either. It basically sacrifices your active Elemental and High Elemental Spirit to apply defensive skills to you and your party. Could be a last resort skill if your party is about to get wiped out by https://static.divine-pride.net/images/skill/653.png '''Max Pain''' I suppose.
* The defensive skills applied if you're wondering are the skills '''{{#skill:12}}''' and '''{{#skill:25}}'''. The duration of these skills casted from Elemental Shield is also longer than your normal Safety Wall and Pneuma at Lvl. 1; a normal Lvl. 10 Safety Wall will still be 10 seconds longer than a Safety Wall coming from a Lvl. 5 Elemental Shield.
* The defensive skills applied if you're wondering are the skills '''{{#skill:12}}''' and '''{{#skill:25}}'''. The duration of these skills casted from Elemental Shield is also longer than your normal Safety Wall and Pneuma at Lvl. 1; a normal Lvl. 10 Safety Wall will still be 10 seconds longer than a Safety Wall coming from a Lvl. 5 Elemental Shield.
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* +10% ATK
* +10% ATK
* Endows weapon with the Water property.
* Endows weapon with the Water property.
<small>Requires 2 {{#item:6361}}to cast</small>
<small>Requires 2 {{#item:6361}}to cast.</small>
|style="background-color:#D6EFD6;" |'''Level 2''':
|style="background-color:#D6EFD6;" |'''Level 2''':


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|'''Shadow Earring (Right)'''
|'''Shadow Earring (Right)'''
| align="center" | +10 {{#item:1270003}} <br> or <br> +10 {{#item:24665}}
| align="center" | +10 {{#item:1270003}} <br> or <br> +10 {{#item:24665}}or <br> +10 {{#item:24979}} <br> <small>(''not yet implemented'')</small>
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* Between the two Shadow Earrings, '''Sorcery Master Earrings Shadow''' is your <u>total endgame</u> Shadow Gear that is part of the [[Shadow Gear#Special Master Shadow Gear|Special Master Shadow Gear]] line.
* Between the two Shadow Earrings, '''Sorcery Master Earrings Shadow''' is your <u>total endgame</u> Shadow Gear that is part of the [[Shadow Gear#Special Master Shadow Gear|Special Master Shadow Gear]] line.
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|'''Shadow Pendant (Left)'''
|'''Shadow Pendant (Left)'''
| align="center" | +10 {{#item:1270004}} <br> or <br> +10 {{#item:24668}}
| align="center" | +10 {{#item:1270004}} <br> or <br> +10 {{#item:24668}}or <br> +10 {{#item:24980}} <br> <small>(''not yet implemented'')</small>
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* Between the two Shadow Pendants, '''Sorcery Master Pendant Shadow''' is your <u>total endgame</u> Shadow Gear that is part of the [[Shadow Gear#Special Master Shadow Gear|Special Master Shadow Gear]] line.
* Between the two Shadow Pendants, '''Sorcery Master Pendant Shadow''' is your <u>total endgame</u> Shadow Gear that is part of the [[Shadow Gear#Special Master Shadow Gear|Special Master Shadow Gear]] line.
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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. You may follow most of this section's tank build against [[Alice_Twisted_Madness#Monsters|Alice Twisted Madness]]' Jabberwocky as him and Betelgeuse are both Dragons, but I cannot guarantee that the execution of your skills will be the same for both MVPs as they have their own separate mechanics.
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. You may follow most of this section's tank build against [[Alice_Twisted_Madness#Monsters|Alice Twisted Madness]]' Jabberwocky as him and Betelgeuse are both Dragons, but I cannot guarantee that the execution of your skills will be the same for both MVPs as they have their own separate mechanics.


Upon reaching 100% Dragon resistance, most of Betelgeuse's attacks and skills will only deal "1" damage or will be registered as "1-1-1-1" damage to your EM Tank, and increasing your defensive values further in RES, MRes, DEF, and MDef won't make a difference anymore. On another note, Betelgeuse inflicts a "'''fixed amount of physical damage'''" unto you with a value of '''10''','''000''' that is only reducible by '''{{#skill:404}}'''. It comes in '''two''' ('''2''') '''forms''': '''1st one''' is a series of attacks wherein <u>only the first and initial hit</u> would inflict that 10k to you; '''2nd one''' is a DoT attack that reduces your HP by 10k on certain intervals. General physical defensive stats like RES and DEF can't reduce these values and not even your own '''{{#skill:157}}''' decreases it. However, building more HP values (eg. MaxHP or MaxHP%) would indirectly decrease the value of that 10k and placing Wall of Fogs underneath you would further cut down its value by only inflicting 75% of that 10k and thus it will only deal 7,500 damage to you; plus an added 75% chance for those hits and Betelgeuse's '''{{#skill:2217}}''' to miss.
Upon reaching 100% Dragon resistance, most of Betelgeuse's attacks and skills will only deal "1" damage or will be registered as "1-1-1-1" damage to your EM Tank, and increasing your defensive values further in RES, MRes, DEF, and MDef won't make a difference anymore. On another note, Betelgeuse inflicts a "'''fixed amount of physical damage'''" unto you with a value of '''10''','''000''' that is only reducible by '''{{#skill:404}}'''. It comes in '''two''' ('''2''') '''forms''': '''1st one''' is a series of attacks wherein <u>only the first and initial hit</u> would inflict that 10k to you; '''2nd one''', called as https://static.divine-pride.net/images/skill/653.png '''Killing Aura''', is a DoT attack that reduces your HP by 10k on certain intervals. General physical defensive stats like RES and DEF can't reduce these values and not even your own '''{{#skill:157}}''' decreases it. However, building more HP values (eg. MaxHP or MaxHP%) would indirectly decrease the value of that 10k and placing Wall of Fogs underneath you would further cut down its value by only inflicting 75% of that 10k and thus it will only deal 7,500 damage to you; plus an added 75% chance for those hits and Betelgeuse's '''{{#skill:2217}}''' to miss.


Besides Betelgeuse, there are also moving traps during the 2nd and 3rd Phases of the fight. When you go near and touch any of the traps, it will inflict damage to you according to your MaxHP% ''in variance''. The '''2nd Phase traps''' take out about 80%~85% of your MaxHP, while the '''3rd Phase traps''' take out about 75%~80% of your MaxHP. Like Betel's "fixed 10k damage", the traps' damage are irreducible by elemental resistances (i.e. <span style="color:blue;">Water</span>/<span style="color:red;">Fire</span> Armor or {{#icon:12119}}{{#linkitem:12119|Coldproof Potion}}/{{#icon:12118}}{{#linkitem:12118|Fireproof Potion}}), defensive stats, Energy Coat, and even Wall of Fog; Land Protector won't also protect you against them. The traps also have a small chance to instantly kill you and it will not matter whether you're the tank or the DPS.
Besides Betelgeuse, there are also moving traps during the 2nd and 3rd Phases of the fight. When you go near and touch any of the traps, it will inflict damage to you according to your MaxHP% ''in variance''. The '''2nd Phase traps''' take out about 80%~85% of your MaxHP, while the '''3rd Phase traps''' take out about 75%~80% of your MaxHP. Like Betel's "fixed 10k damage", the traps' damage are irreducible by elemental resistances (i.e. <span style="color:blue;">Water</span>/<span style="color:red;">Fire</span> Armor or {{#icon:12119}}{{#linkitem:12119|Coldproof Potion}}/{{#icon:12118}}{{#linkitem:12118|Fireproof Potion}}), defensive stats, Energy Coat, and even Wall of Fog; Land Protector won't also protect you against them. The traps also have a small chance to instantly kill you and it will not matter whether you're the tank or the DPS.


Now, you may cast '''{{#skill:288}}''' underneath your party 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 readjust the size of your LP and its positioning so that they could also hit Betelgeuse. It's also possible to use lower levels of LP (7x7 or 9x9), but this will require coordination and communication with your team. You may cast or spam '''{{#skill:289}}''' on Betelgeuse to cancel his Max Pain, but be careful as this would lose your 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.  When Betel is chanting two of his long-casting magical skills like '''{{#skill:2213}}''' and '''{{#skill:2217}}''', you may use your Sage skills '''{{#skill:277}}''' and '''{{#skill:276}}''' to disrupt and absorb those two skills, respectively. Keep spamming Spell Breaker until you cancel his Comet skill with a 10% chance to be successful. Additionally, you will need to time Magic Rod perfectly and use it just as when he's about to finish casting Tetra Vortex or have enough ACD and ASPD for spamming if you can't estimate its timing. During the 2nd Phase, there will be Dead Souls roaming around the map and they increase Betel's Defense if left untouched. These Dead Souls are plant protocol and they only have a MaxHP of "10"; you can help your team kill the souls in the middle near you by using your '''Lvl. 10''' '''{{#skill:14}}''' to speed up your instance farm, especially if you're doing it in duo.   
Now, you may cast '''{{#skill:288}}''' underneath your party 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 readjust the size of your LP and its positioning so that they could also hit Betelgeuse. It's also possible to use lower levels of LP (7x7 or 9x9), but this will require coordination and communication with your team. You may cast or spam '''{{#skill:289}}''' on Betelgeuse to cancel his https://static.divine-pride.net/images/skill/653.png '''Max Pain''', but be careful as this would lose your 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.  When Betel is chanting two of his long-casting magical skills like '''{{#skill:2213}}''' and '''{{#skill:2217}}''', you may use your Sage skills '''{{#skill:277}}''' and '''{{#skill:276}}''' to disrupt and absorb those two skills, respectively. Keep spamming Spell Breaker until you cancel his Comet skill with a 10% chance to be successful. Additionally, you will need to time Magic Rod perfectly and use it just as when he's about to finish casting Tetra Vortex or have enough ACD and ASPD for spamming if you can't estimate its timing. During the 2nd Phase, there will be Dead Souls roaming around the map and they increase Betel's Defense if left untouched. These Dead Souls are plant protocol and they only have a MaxHP of "10"; you can help your team kill the souls in the middle near you by using your '''Lvl. 10''' '''{{#skill:14}}''' to speed up your instance farm, especially if you're doing it in duo.   


One great strategy that you could do 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; just be ready to save and cast your second Extreme Vacuum for those times he would cast '''{{#skill:483}}''' to remove any ground skill effects including your insignias and Wall of Fogs. One way you can do to support your party is placing insignias underneath Betel. When you have another EM DPS, it's also a good tactic 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 system]] portion, insignias are stationary and have a 1 minute CD and thus needs careful planning and set-up.   
One great strategy that you could do 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; just be ready to save and cast your second Extreme Vacuum for those times he would cast '''{{#skill:483}}''' to remove any ground skill effects including your insignias and Wall of Fogs. One way you can do to support your party is placing insignias underneath Betel. When you have another EM DPS, it's also a good tactic 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 system]] portion, insignias are stationary and have a 1 minute CD and thus needs careful planning and set-up.   
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