The Complete Elemental Master Guide by Goldie: Difference between revisions

No edit summary
Line 1,346: Line 1,346:
'''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 <u>since your spirit's stats completely depend on their master's own stats</u>. Also starting from the 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 we 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.
'''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 <u>since your spirit's stats completely depend on their master's own stats</u>. Also starting from the 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 we 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.


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 <span style="color:darkred;">Ardor</span> 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.  
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 <span style="color:darkred;">Ardor</span> 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.
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.
Line 1,377: Line 1,377:
* <span style="color:brown;">'''Terra'''</span>: increase its ATK and DEF by <code>(SummonLv × 5)</code> and <code>(SummonLv × 25)</code>, respectively.   
* <span style="color:brown;">'''Terra'''</span>: increase its ATK and DEF by <code>(SummonLv × 5)</code> and <code>(SummonLv × 25)</code>, 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 <code>SummonerMDEF + [(SummonerINT) ÷ (5 − SummonLv)]</code>, a Level 3 <span style="color:red;">Agn'''i'''</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:darkred;">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 '''Max HP''' <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.  
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 <code>SummonerMDEF + [(SummonerINT) ÷ (5 − SummonLv)]</code>, a Level 3 <span style="color:red;">Agn'''i'''</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:darkred;">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 '''Max HP''' <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.


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 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 '''{{#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 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 '''{{#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.  
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 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 '''{{#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 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 '''{{#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.  
Line 1,391: Line 1,391:
=== Tank Gears ===
=== 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.
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.
The tank gears as good as they are to make your Spirits survive longer takes less priority than your core DPS gears. I suggest to build your tank gears last and once you're done with your core DPS gears, that's the time to invest on these.
{| class="wikitable"
{| class="wikitable"
|+ Budget Tank Gears
|+ Budget Tank Gears
1,547

edits