The Complete Elemental Master Guide by Maybel & Sobel
Elemental Master is the 4th class of the Sage/Professor/Sorcerer line-up. It's a pretty versatile class that could be played as DPS, tank, or support whichever your preference is or whenever the situations calls for it, but as a DPS class it is arguably the strongest magical class right now in the current patch.
Unlike our cousins the Arch Mages, the Elemental Master class also got a lot of utility skills (i.e. Land Protector, Dispel, Blinding Mist, Insignias, etc.) in its arsenal which makes it possible for the class to leave behind defensive gears and still run full DPS while surviving most of the monsters' and bosses' skills and attacks. That being said, the class could also be played as either a full tank or support class and excel in those roles when built in that manner.
Introduction
Hello and a wonderful day fellow MuhRO players! We are Maybel & Sobel, and we are a duo who played and started out this game as Doram mains, but as we progressed together we've come to appreciate the Elemental Master class and have played it since then. We want to share everything we know about the class, and we hope you guys would get to enjoy and love this class as much as we do throughout your entire playthrough. Should you have any questions or inquiries about the class, please feel free to message us in-game and we'll be more than happy to answer them (IGNs: Maybel & Sobel).
Mage
Mages are known to rely on magical skills to deal magical damage against monsters, and to use specific elements of their skills to deal more significant damage and gain advantage based on the monster's elemental property. 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; and supportive, defensive, and passive skills that will still prove to be useful for them in the late-game stages as Elemental Masters.
Among the notable skills that Mages use in their arsenal include Cold Bolt, Fire Bolt, Lightning Bolt, and Fire Ball to name a few. Mages will predominantly use Fire Ball for leveling because of its wider AoE, splash damage effect, and it is easily spammable. Mages could also use the 3 other bolt skills for leveling, but it won't be as effective and fast as when you're using Fire Ball to level up, but they're still good skills to use especially when paired with Fire Wall as this will create a protective barrier against you and the monster you are trying to kill while you cast your bolt skills. These bolt skills will also prove to be relevant for the other build of the Elemental Master class which is Spell Fist build. Mages also have access to Energy Coat which gives another layer of Defense for the class.
Skill | Notes | Points | Type |
---|---|---|---|
Increase SP Recovery | 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 improve the potency of SP regenerating potions | 10 | Passive |
Sight | Allot 1 skill point to this skill. It will reveal monsters under the Cloaking or Hiding state. Monsters in Depth 2 such as the Two-Eyes Dollocaris and Flame Ghost will be countered by this spell. | 1 | Supportive |
Napalm Beat | Just enough points as a prerequisite skill for Safety Wall. | 7 | Offensive |
Safety Wall | 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. | 10 | Defensive |
Soul Strike | Just enough points as a prerequisite skill for Safety Wall. | 5 | Offensive |
Cold Bolt | Max it out if you're planning on playing Spellfist eventually. Otherwise, just put enough points as a prerequisite skill for the Sage's Frost Weapon skill. | 5 / 10 | Offensive |
Frost Diver | Dump whatever skill points you have left on this one I suppose. | 8 | Offensive |
Stone Curse | Just enough points as a prerequisite skill for the Sage's Seismic Weapon skill. | 10 | Supportive |
Fire Ball | For early leveling, you can max it out then just take away some skill points afterwards as it will be only used for that purpose. | 0 / 10 | Offensive |
Fire Wall | Just like Fire Ball, it is also needed for the early leveling phase. Take some points out when you're done with leveling. | 0 / 10 | Supportive |
Fire Bolt | Max it out if you're planning on playing Spellfist eventually. Otherwise, just put enough points as a prerequisite skill for the Sage's Flame Launcher skill. | 1 / 10 | Offensive |
Lightning Bolt | Max it out if you're planning on playing Spellfist eventually. Otherwise, just put enough points as a prerequisite skill for the Sage's Lightning Loader skill. | 1 / 10 | Offensive |
Thunder Storm | Skip this one. No place as a prerequisite skill either. | 0 | Offensive |
Energy Coat | Always an available skill to have as a Mage, but you may need to talk to the Platinum Skill NPC (main_office 84, 59) first to unlock this one. The most useful skill to have in the Mage tree in my opinion as this will decrease the incoming damage you receive be it physical or magical so long as you have enough SP. The damage reduction scales with your current SP so make sure to keep your SP healthy and full at all times. | 1 | Defensive |