The Complete Elemental Master Guide by Goldie: Difference between revisions

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When either an Elemental or High Elemental is summoned, they inherit ''all'' of the summoner's raw stats including '''MaxHP%''', '''Max DEF,''' '''Max MDef''', and '''Max FLEE Rate'''. Back in those days, when a Sorcerer ran a high '''VIT''' or high '''AGI''' build, their Elementals too would have high VIT and high AGI thus making them tanky and agile. A video documenting this official behavior will be seen [https://www.youtube.com/watch?v=mxi1Ej4aQLU here], dating back in the year 2015. They inherit whatever stats you have ''<u>at the time of summoning</u>'' and they retain those stats for as long as they are active. So if you equip full tank gears that 's focused on high '''MaxHP%''' '''DEF''', '''MDef''', '''FLEE Rate''', they will receive all of those plus some additional stats depending on the spirits' elemental property. That being said, you can make a separate swap gear for your tank gears and switch to it whenever you're gonna summon your Elementals or High Elementals. It's generally a good idea to invest in those tank gears since it'll really make your spirits tanky and thus saves you from the frustration of having to resummon a new one every time they die which drastically decrease your DPS capability, particularly as an Elemental Master.
When either an Elemental or High Elemental is summoned, they inherit ''all'' of the summoner's raw stats including '''MaxHP%''', '''Max DEF,''' '''Max MDef''', and '''Max FLEE Rate'''. Back in those days, when a Sorcerer ran a high '''VIT''' or high '''AGI''' build, their Elementals too would have high VIT and high AGI thus making them tanky and agile. A video documenting this official behavior will be seen [https://www.youtube.com/watch?v=mxi1Ej4aQLU here], dating back in the year 2015. They inherit whatever stats you have ''<u>at the time of summoning</u>'' and they retain those stats for as long as they are active. So if you equip full tank gears that 's focused on high '''MaxHP%''' '''DEF''', '''MDef''', '''FLEE Rate''', they will receive all of those plus some additional stats depending on the spirits' elemental property. That being said, you can make a separate swap gear for your tank gears and switch to it whenever you're gonna summon your Elementals or High Elementals. It's generally a good idea to invest in those tank gears since it'll really make your spirits tanky and thus saves you from the frustration of having to resummon a new one every time they die which drastically decrease your DPS capability, particularly as an Elemental Master.


Now since our spirits don't have their own '''UI''' unlike the Homunculus of Biolo, we will be following the following equations to formulate their individual stats:
Now since our spirits don't have their own '''<big>UI</big>''' unlike the Homunculus of Biolo, we will be following the following equations to formulate their individual stats:
  '''Max HP'''    = [(SummonerMaxHP ÷ 3) + (SummonerINT x 10) + (SummonerJobLv x 20)] × [(SummonLv + 2) ÷ 3]
  '''Max HP'''    = [(SummonerMaxHP ÷ 3) + (SummonerINT x 10) + (SummonerJobLv x 20)] × [(SummonLv + 2) ÷ 3]
  '''Max SP'''    = (SummonerMaxSP ÷ 4)
  '''Max SP'''    = (SummonerMaxSP ÷ 4)
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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.  
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 1,100,000 HP and using the equation <code>(SummonerMaxHP ÷ 3)</code>, that will be equivalent to 366,666 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 the Elemental Spirit Mastery to 366,666 HP + 1960 HP + 2,040 HP. The total value 370,666 HP will then be multiplied with Elemental Sympathy's 25%, to give us the High Elemental's total HP of ≈463,333. This could be more if you used other class buffs; my basis for the 1,100,000 HP is from my [[The_Complete_Elemental_Master_Guide_by_Goldie#High_End_Tank_Gears|high end tank gears]] alone.   
As an example, let's say you have a total of 1,100,000 HP and using the equation <code>(SummonerMaxHP ÷ 3)</code>, that will be equivalent to 366,666 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 the '''Elemental Spirit Mastery''' to 366,666 HP + 1960 HP + 2,040 HP. The total value 370,666 HP will then be multiplied with '''Elemental Sympathy''''s 25%, to give us the High Elemental's total HP of ≈463,333. This could be more if you used other class buffs; my basis for the 1,100,000 HP is from my [[The_Complete_Elemental_Master_Guide_by_Goldie#High_End_Tank_Gears|high end tank gears]] alone.   


Now for defensive stats, you could use the Performer skills '''{{#skill:309}}''', '''{{#skill:2382}}''', '''{{#skill:2351}}''', the High Priest skill '''{{#skill:361}}''', the Soul Reaper's {{#skill:2596}}'''Golem Soul''', the Arch Mage's '''{{#skill:5225}}''' when using '''Lvl. 1''' '''{{#skill:5232}}''', and the Sorcerer skill '''Lvls. 2 and 3''' '''{{#skill:2468}}'''. We'll have a more in-depth discussion about the Sorcerer insignias in a different section, but in a ditch '''Level 2 Earth Insignia''' will give '''+500''' '''flat HP''' & '''+50''' '''DEF,''' while '''Level 3 Earth Insignia''' will give '''+500''' '''SP''' & '''+50''' '''MDef''' while standing on its AoE. Remember, you have to apply these buffs unto your EM before you summon your spirits. It is also possible to directly apply the Assumptio skill on your summoned spirits but like any other buffs it will expire, unlike when you summon them while possessing all these buffs they will inherit all of it until they die or disappear.  
Now for defensive stats, you could use the Performer skills '''{{#skill:309}}''', '''{{#skill:2382}}''', '''{{#skill:2351}}''', the High Priest skill '''{{#skill:361}}''', the Soul Reaper's {{#skill:2596}}'''Golem Soul''', the Arch Mage's '''{{#skill:5225}}''' when using '''Lvl. 1''' '''{{#skill:5232}}''', and the Sorcerer skill '''Lvls. 2 and 3''' '''{{#skill:2468}}'''. We'll have a more in-depth discussion about the Sorcerer insignias in a different section, but in a ditch '''Level 2 Earth Insignia''' will give '''+500''' '''flat HP''' & '''+50''' '''DEF,''' while '''Level 3 Earth Insignia''' will give '''+500''' '''SP''' & '''+50''' '''MDef''' while standing on its AoE. Remember, you have to apply these buffs unto your EM before you summon your spirits. It is also possible to directly apply the Assumptio skill on your summoned spirits but like any other buffs it will expire, unlike when you summon them while possessing all these buffs they will inherit all of it until they die or disappear.  
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* Carded with {{#item:27351}}or {{#item:300174}}.
* Carded with {{#item:27351}}or {{#item:300174}}.
|-
|-
| '''Lower'''|| N/A ||N/A
| '''Lower'''|| {{#item:420021}}||
* Can be enchanted with {{#item:311079}} or {{#item:311083}}, {{#item:310991}}, and {{#item:4742}}.
** Any of the '''Young Leaf''' lower headgears works, I just used Vitality as an example
** For more info on the enchanting process, check this [[Young_Leaf_of_World_Tree#Young_Leaf_Enchants|page]].
|-
|-
| '''Armor'''|| + 12 {{#item:15348}} or + 12 {{#item:15399}}||
| '''Armor'''|| + 12 {{#item:15348}} or + 12 {{#item:15399}}||
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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 '''Build Manager NPC 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 hit 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 '''Build Manager NPC 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.
* 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.
* 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}}.  
* 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}}.  
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==Gear Progression==
==Gear Progression==
Generally, magical classes follow the same path of progression, and they only differ with their choice of weapon, and upper headgear. Choi has made a [https://wiki.muhro.eu/index.php?title=Choi%27s_Guide_To_Magic&mobileaction=toggle_view_desktop thorough guide] for all things about a magical user's progression towards end game. In this guide, we'll be focusing more on the Elemental Master's side of progression with core gears that an EM would need for leveling during the early stages of the game to its mid game and then finally end game. '''This section will also be told for the perspective of people new to the game''' and if this happens to be your 2nd or 3rd time to play a magic-based character then you can freely switch some of the gear recommendations per stages or skip that stage entirely.
Generally, magical classes follow the same path of progression, and they only differ with their choice of weapon, and upper headgear. Choi has made a [https://wiki.muhro.eu/index.php?title=Choi%27s_Guide_To_Magic&mobileaction=toggle_view_desktop thorough guide] for all things about a magical user's progression towards end game and it is honestly commendable. In this guide, we'll be focusing more on the Elemental Master's side of progression with core gears that an EM would need for leveling during the early stages of the game to its mid game and then finally end game. '''This section will also be told for the perspective of people new to the game''' and if this happens to be your 2nd or 3rd time to play a magic-based character then you can freely switch some of the gear recommendations per stages or skip that stage entirely.


The gears that will be listed under the '''early game''' section are those that will be used for early leveling. Early game gears will be divided into '''3  subcategories''': '''Part I''' , '''Part II''' , and '''Part III'''. In '''Part I''', you begin your gear progression with the Advanced Paradise Set you used for leveling and you are expected to do the Episodic Quests. With the Grace set you had just gotten from Episode 17.1, you will be farming for raw zeny mostly in places like [[Thanatos_Tower_Revamp|Thanatos Tower Flr. 12]], while doing the quests for Episode 17.2 and Episode 18 to get you ready for the next set of gears for Part II. Most of the gears here are obtained from Episode 17.2 and Episode 18, that's why the sooner you finish the episodic quests the closer you approach Part II early game progression. '''Part II''' routine is almost similar to '''Part I''' where you will again farm for zeny to gear yourself up. Upon reaching '''Part III''' of gear progression, this is where you'll start to craft gears which you will continue to use 'til late game such as {{#item:540079}}and {{#item:470204}}. You'll also be able to start farming popular dungeons such as [[Niflheim|Niflheim 2]] and [[Clock Tower Unknown Basement]].
The gears that will be listed under the '''early game''' section are those that will be used for early leveling. Early game gears will be divided into '''3  subcategories''': '''Part I''' , '''Part II''' , and '''Part III'''. In '''Part I''', you begin your gear progression with the Advanced Paradise Set you used for leveling and you are expected to do the Episodic Quests. With the Grace set you had just gotten from Episode 17.1, you will be farming for raw zeny mostly in places like [[Thanatos_Tower_Revamp|Thanatos Tower Flr. 12]], while doing the quests for Episode 17.2 and Episode 18 to get you ready for the next set of gears for Part II. Most of the gears here are obtained from Episode 17.2 and Episode 18, that's why the sooner you finish the episodic quests the closer you approach Part II early game progression. '''Part II''' routine is almost similar to '''Part I''' where you will again farm for zeny to gear yourself up. Upon reaching '''Part III''' of gear progression, this is where you'll start to craft gears which you will continue to use 'til late game such as {{#item:540079}}and {{#item:470204}}. You'll also be able to start farming popular dungeons such as [[Niflheim|Niflheim 2]] and [[Clock Tower Unknown Basement]].
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When refining {{#item:19428}} and {{#item:460018}} and to all succeeding '''Lvl. 1 Armors''' and '''Lvl. 4 Weapons''', I suggest you use [https://wiki.muhro.eu/Armor_Weapon_Tickets refinement tickets] as this will safely refine your equipment according to the level of the refinement ticket you have. Exchange the tickets to '''Refine Master NPC''' {{#navi:prontera|189|175}} at Prontera  ('''@go''' '''0'''). You'll need to have your weapon and armor equipped before he refines them for you. For more info, refer to these pages: [https://wiki.muhro.eu/index.php?title=Quick_Newbie_Guide&mobileaction=toggle_view_desktop#Refine_Tickets Quick Newbie Guide] and [https://wiki.muhro.eu/index.php?title=Choi%27s_Prerenewbie_Guide_to_Renewal&mobileaction=toggle_view_desktop Choi's Prerenewbie Guide].
When refining {{#item:19428}} and {{#item:460018}} and to all succeeding '''Lvl. 1 Armors''' and '''Lvl. 4 Weapons''', I suggest you use [https://wiki.muhro.eu/Armor_Weapon_Tickets refinement tickets] as this will safely refine your equipment according to the level of the refinement ticket you have. Exchange the tickets to '''Refine Master NPC''' {{#navi:prontera|189|175}} at Prontera  ('''@go''' '''0'''). You'll need to have your weapon and armor equipped before he refines them for you. For more info, refer to these pages: [https://wiki.muhro.eu/index.php?title=Quick_Newbie_Guide&mobileaction=toggle_view_desktop#Refine_Tickets Quick Newbie Guide] and [https://wiki.muhro.eu/index.php?title=Choi%27s_Prerenewbie_Guide_to_Renewal&mobileaction=toggle_view_desktop Choi's Prerenewbie Guide].


The free '''Paradise Shadow Gears''' {{#item:24687|Paradise Shadow Weapon}}, {{#item:24688|Paradise Shadow Shield}}, {{#item:24689|Paradise Shadow Armor}}, {{#item:24690|Paradise Shadow Shoes}}, {{#item:24691|Paradise Shadow Earring}}, and {{#item:24692|Paradise Shadow Pendant}} are still gonna be useful and you can continue using them 'til Set III of the early game stage.
The free '''Paradise Shadow Gears''' {{#item:24687|Paradise Shadow Weapon}}, {{#item:24688|Paradise Shadow Shield}}, {{#item:24689|Paradise Shadow Armor}}, {{#item:24690|Paradise Shadow Shoes}}, {{#item:24691|Paradise Shadow Earring}}, and {{#item:24692|Paradise Shadow Pendant}} are still gonna be useful and you can continue using them 'til Part III of the early game stage.


==== Part II ====
==== Part II ====
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