The Complete Elemental Master Guide by Goldie: Difference between revisions

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== Introduction ==
== Introduction ==
You're probably wondering why you should 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 still wanna pursue playing the class after knowing its strengths and weaknesses.  
You're probably wondering why you should play Elemental Master at all. In this section, I'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 still wanna pursue playing the class after knowing its strengths and weaknesses.  


Gone are the 3rd job days where every magic classes, with the exception of Performers (and to some 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 '''{{#skill:2449}}''' and its companion skills like '''{{#skill:2447}}''', '''{{#skill:2446}}''', and '''{{#skill:2454}}''' 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 {{#item: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 (<span style="color:red;">Fire</span>, <span style="color:blue;">Water</span>, <span style="color:green;">Wind</span>, & <span style="color:brown;">Earth</span>), the old elemental table wasn't exactly in favor of 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 <span style="color:gray;">Neutral</span> Psychic Wave or "overgear" your Sorcerer just so you can deal an okay amount of damage to those monsters.  
Gone are the 3rd job days where every magic classes, with the exception of Performers (and to some 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 '''{{#skill:2449}}''' and its companion skills like '''{{#skill:2447}}''', '''{{#skill:2446}}''', and '''{{#skill:2454}}''' 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 {{#item: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 (<span style="color:red;">Fire</span>, <span style="color:blue;">Water</span>, <span style="color:green;">Wind</span>, & <span style="color:brown;">Earth</span>), the old elemental table wasn't exactly in favor of 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 <span style="color:gray;">Neutral</span> Psychic Wave or "overgear" your Sorcerer just so you can deal an okay amount of damage to those monsters.  
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