The Complete Elemental Master Guide by Goldie and Cursed Spirit: Difference between pages

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[[Category:Elemental Master]]
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{| class="infobox" style="border: 1px solid grey;
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! colspan=2 style="background:#80EF80;"| <center> [[File:Elemental Master Class Icon.v5.png|40px]] <big><span style="color:rgb(253,253,150); font-family: cursive; text-shadow: 1px 1px 2px black; font-size: 1.1rem;"> Elemental Master </span></h2></big></center>
[[Category:Quests]]
|-
=Requirements: =
| colspan=2 style="text-align:center; color:red;" | [[File:Elemental Master Official Artwork.png|280px]]
* Base Level 60
|-
* Items:  
| style="width:10em;" | '''Job Base(s):'''
1x {{#item:746|Glass Bead}}, 1x {{#item:744|Bouquet}}, 5x {{#item:523|Holy Water}}, 1x {{#item:7345|Handcuff}}, 1x {{#item:2241|Grampa Beard}} and 1x {{#item:2243|Geek Glasses}}
| [[The_Complete_Elemental_Master_Guide_by_Goldie#Sorcerer|Sorcerer]]
|-
| '''Job Type:'''
| 4-2
|-
| '''Job Level:'''
| 60
|-
| '''Number of Skills:'''
| 18
|-
| '''Total Skill Points:'''
| 246
|-
| '''Total Quest Skills:'''
| 0
|-
! colspan=2 style="background:#80EF80;" | <center><big><span style="color:#FDFD96; font-family: cursive; text-shadow: 1px 1px 2px black;"> Job Bonuses </center></big></span>
|-
| colspan=2 |
{| style="width:100%;"
| '''STR'''
| '''AGI'''
| '''VIT'''
| '''INT'''
| '''DEX'''
| '''LUK'''
|-
| +4
| +4
| +8
| +14
| +10
| +5
|}
|-
! colspan=2 style="background:#80EF80;" | <center><big><span style="color:#FDFD96; font-family: cursive; text-shadow: 1px 1px 2px black;"> Talent Bonuses </center></big></span>
|-
| colspan=2 |
{| style="width:100%;"
| '''POW'''
| '''STA'''
| '''WIS'''
| '''SPL'''
| '''CON'''
| '''CRT'''
|-
| +3
| +8
| +8
| +12
| +6
| +3
|}
|}
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'''<big>Elemental Master</big>''' (<small>''abbrev''.</small> as '''<big>EM</big>''') is the 4th class of the [[The_Complete_Elemental_Master_Guide_by_Goldie#Sage|Sage]], [[The_Complete_Elemental_Master_Guide_by_Goldie#Professor|Professor]], and [[The_Complete_Elemental_Master_Guide_by_Goldie#Sorcerer|Sorcerer]] line-up. It's a versatile class that can be played as DPS, tank, support, or whatever your preference is. It is arguably one of the strongest magical class at the moment.


Unlike [[Arch Mage]], Elemental Master has a lot of utility skills (i.e. Land Protector, Dispel, Blinding Mist, Insignias, etc.) in its arsenal, making it possible for the class to leave behind defensive gears, and run full DPS while surviving most of the monsters' and bosses' skills and attacks.
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=Questline:=
== Introduction ==
# Enter the Biolabs by using the Warper. Once you have access then you will need to find 1 pair of Handcuffs. There are a few trigger spots that will start this quest for you. The following locations are areas that will trigger a dialog pop-up box if you are holding the Handcuffs:
[[File:Elemental Master Chibi.v3.png|center|320px|Male and Female Elemental Master]]
#;* {{#navi:lhz_dun01| 147|106}}
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. But first, let me share some of my wild and wistful unfiltered diaristic expression marked with brutal honesty about the class in the past in relation to now.
#;* {{#navi:lhz_dun01| 239|135}}
 
#
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 seconds CD each. While their cooldowns can be reduced with Shadow Gears, and some equipment like {{#icon:550012}}{{#linkitem:550012|Patent Shadow Staff}}, 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 four (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.
 
Indeed, you may have experienced getting criticized and hated on by other players for joining their party as a DPS Sorcerer. You've probably been told or asked; "Can you tank for us?" or "Be a support and buff slave and let me handle everything and carry you". Or worse, "No! Don't play DPS Sorcerer! DPS Sorcerer sucks! Sorcerer sucks at PVM! The class is trash! It's the worst class DPS-wise". Well, to whoever stuck around with the class despite all the hate, I am very happy to say that the naysayers are now eating their words in shame, because now with the arrival of 4th jobs and the updated elemental table, Sorcerers have broken free of the bounds that kept them from performing to their fullest once they finally transitioned to '''Elemental Master'''!
 
=== Pros ===
* Skills from previous jobs and skill trees still have use and importance, particularly the utility and defensive ones.
* Elemental Master is only one of the few classes that can use and specialize <span style="color:purple;>Poison</span> magic.
** One of their main skills called '''{{#skill:5371}}''' has great coverage against the four (4) basic elements. Monsters with either <span style="color:red;">Fire</span>, <span style="color:blue;">Water</span>, <span style="color:green;">Wind</span>, or <span style="color:brown;">Earth</span> property that can't be hit, evade, or receive decreased damage from '''{{#skill:5372}}''', '''{{#skill:5370}}''', '''{{#skill:5369}}''', and '''{{#skill:5373}}''' will be taken care of by Venom Swamp; thus, learning this skill will remove elemental weakness from the class.
 
* EMs excel in space manipulation and '''crowd control''' ('''CC''') skills.
** Four (4) of their skills, if you'll include Psychic Wave, are lingering and count as '''damage over time''' ('''DoT''') skills. This is useful and efficient when you're farming, as it is as simple as placing any of your DoT skills on the ground before teleporting away. You can still kill the monsters and you can still get their drops (thanks to the '''<u>@autoloot</u>''' feature). The only scenario I could think of where this won't be applicable, is when you're finishing a Kill Count quest. In that case you'll need to be onscreen to get the count. Apart from this, your DoT skills possess a "hit-locking" CC effect that flinches monsters and places them away from you.
** Their ultimate skill''' {{#skill:5380}}''' acts as their 4th job equivalent of Psychic Wave as it can be endowed to either <span style="color:red;">Fire</span>, <span style="color:blue;">Water</span>, <span style="color:green;">Wind</span>, <span style="color:brown;">Earth</span>, or <span style="color:purple;">Poison</span>—basically assuming the elemental property of their currently summoned '''High Elemental Spirits'''; but unbeknownst to many it also acts as a CC skill! Both normal and boss monsters with the exception of MVPs hit by this skill are rendered immobile and stunned during the entire duration of the skill animation. We'll go more in-depth about Elemental Buster and its secret shenanigans once we go into the [[The_Complete_Elemental_Master_Guide_by_Goldie#Elemental_Master|Elemental Master section]], so pls. bear with me! <s>*''cough''* '''Autocast Elemental Buster''' ''*cough*''</s>
 
* They have at least two (2) forms of mobility with the skills '''Lvl. 1'''  '''{{#skill:2459}}''' on '''Lvl. 2 {{#skill:2456}}''' ('''Defensive Mode''') and '''{{#skill:6517}}'''.
** You may argue that {{#icon:12710}}{{#linkitem:12710|Guyak Pudding}} is basically free and only costs 10 {{#icon:50000}}{{#linkitem:50000|Muh Coin}}, but having free guyak whenever you need it is a big add-on, especially for those tight on budget. And besides, not only does it boost movement speed but it also gives you +'''50% FLEE Rate''', which greatly improves an EM's survivability.
** EM is already a class gifted with lots of ground magical skills, above average range and AoE, and yet they were still given another mobility skill with Psychic Stream. This skill with a nine (9) cells range lets you blink/dash towards a monster or a mob of monsters making farming faster and efficient. As an example, you use Psychic Stream on a mob then proceed to autocast your Elemental Buster from the Dimension Set to kill the horde of mobs around you, while aiming Diamond Storm to another pack of mobs to maximize your range and space around you.
* Unlimited supply of '''Activity Point''' ('''AP''').
** Activity Point will be necessary to cast majority of 4th job skills. EMs will never ran out of AP since most of their skills, with the exception of a manually casted Elemental Buster and Psychic Stream, replenish their AP by 5 points;  in the event you die which brings down your AP to 0 in a dungeon or inside an instance, you will never find the need to go back to town to talk to the Healer NPC just to fully recover your AP.
 
* EMs have access to '''Elementals''' & '''High Elementals''' that would help them in various ways. We'll talk more about them in their [[The_Complete_Elemental_Master_Guide_by_Goldie#Elementals_&_High_Elementals|own sections]].
* Versatility. Can be played as DPS, tank, or support.
 
=== Cons ===
 
* A rotation-based class that cycles through different skills.
** No matter how strong the class is, if it's not for you then you won't have a good time playing the class. I say that because the class is not a one-button skill class when you're playing it. You'll need to cycle skills in between to farm.
** Needs attentiveness and awareness as to when will the next skill will be off-cooldown (CD), so for people who prefer to just press one (1) button or skill you may want to play other classes instead like [[Soul Ascetic]] (SA).
 
* High learning curve.
** The class looks easy to play on paper and on first sight, but Elemental Master actually has a lot of things you need to understand first in order to effectively play the class to its best capacity.
 
* Needs a lot of catalysts to summon their Elementals & High Elementals,  and apply their ground defensive skills which makes weight management more important than ever.
* As a magic class and part of the meta, EM is an expensive class to make and build. Gears for the class will become more and more expensive as you gradually progress through the game.
 
At the end of the day, I believe that every cons you'll encounter with the class will get outweighed by their pros. Now, it's up to you whether you'll commit to the class despite knowing all these things. Should you decide to continue, it'll be a pleasure to have you join me in the wonderful journey of mastering the ways of the true Elemental Master.
 
==Magician==
[[File:Mage Takius.png|thumb|276x276px|Magician class]]
=== Overview ===
Magicians (''<small>colloquially</small>'' called as '''Mages''') are known to rely on magical skills to deal damage against monsters, and use specific elements based on the monsters' elemental property to exploit their weakness. In this line-up, Mages are bestowed with offensive '''Area of Effect''' (AoE) skills that will help them level-up in the early stages of the game. While supportive, defensive, and passive skills will come in handy in late-game as Elemental Master.
 
Among the notable skills that Mages use in their arsenal are '''{{#skill:14}}''', '''{{#skill:19}}''', '''{{#skill:20}}''', and '''{{#skill:17}}''' just to name a few. Mages predominantly use Fire Ball for leveling because of its wider AoE, splash damage effect, and low cooldown. Mages can also use the three (3) other bolt skills for leveling, but it won't be as effective and fast as using Fire Ball to level up, though they are still good skills to use especially when paired with '''{{#skill:18}}''', as this will create a protective barrier between you and the monster you are trying to kill. These bolt skills will also prove to be relevant for the other build of the Elemental Master class which is '''{{#skill:2445}}''' build. Mages also have access to '''{{#skill:157}}''' which gives another layer of Defense for the class.
 
=== Skill Tree ===
{| class="wikitable sortable mw-collapsible mw-collapsed" style="width:100%
|-
! Skill !! Notes !! Points !! Type
|-
| {{#skill:9}}
||
* One of the most useful skills you'll learn as a Mage. Put 10 skill points on this one as this will help you replenish your SP passively when standing in one spot as you do DPS, and also improves the potency of SP regenerating potions.
|style="text-align: center;" | 10
|style="text-align: center; background:#cccccc"| Passive
|-
| {{#skill:10}}
||
* Allot 1 skill point to this skill. It will reveal monsters under the Cloaking or Hiding state. Monsters in Depth Abyss 2 such as the Two-Eyes Dollocaris and Flame Ghost will be unveiled by this spell.
|style="text-align: center;" | 1
|style="text-align: center; background:#ccffcc"| Supportive
|-
| {{#skill:11}}
||
* Just enough points as a prerequisite skill for '''{{#skill:12}}'''.
|style="text-align: center;" | 7
|style="text-align: center; background:#ffcccc"| Offensive
|-
| {{#skill:12}}
||
* Place 10 skill points on this one and max it out. A good skill to defend yourself and your party members against normal melee attacks. When supporting, you can just spam this underneath your party's tank. Be sure to bring a lot of Blue Gemstones not only for spamming Safety Wall but for your subsequent skills in the Sage branch.
* Requires 1 {{#item:717}} to cast. Can be purchased from '''Tool Dealer NPCs''' in any towns for 1,500 zeny.
|style="text-align: center;" | 10
|style="text-align: center; background:#ccffff"| Defensive
|-
| {{#skill:13}}
||
* Just enough points as a prerequisite skill for '''{{#skill:12}}'''.
|style="text-align: center;" | 5
|style="text-align: center; background:#ffcccc"| Offensive
|-
| {{#skill:14}}
||
* Max it out if you're planning on playing '''{{#skill:2445}}''' eventually. Otherwise, just put enough points as a prerequisite skill for the Sage's '''{{#skill:281}}''' skill.
|style="text-align: center;" | 5 / 10
|style="text-align: center; background:#ffcccc"| Offensive
|-
| {{#skill:15}}
||
* Dump whatever skill points you have left on this one I suppose.
|style="text-align: center;" | 8
|style="text-align: center; background:#ffcccc"| Offensive
|-
| {{#skill:16}}
||
* Just enough points as a prerequisite skill for the Sage's '''{{#skill:283}}''' skill.
* Requires 1 {{#item:716}} to cast.  Can be purchased from '''Tool Dealer NPCs'