The Complete Elemental Master Guide by Maybel & Sobel

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Male and Female Elemental Master

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

Mage class

Mages are known to rely on magical skills to deal magical damage against monsters, and to use specific elements of their skills to gain advantage and deal significant damage 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 14.png Cold Bolt, 19.png Fire Bolt, 20.png Lightning Bolt, and 17.png Fire Ball to name a few. Mages will predominantly use Fire Ball for leveling because of its wider AoE, splash damage effect, and low cooldown. 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 18.png Fire Wall as this will create a protective barrier between 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 2445.png Spell Fist build. Mages also have access to 157.png Energy Coat which gives another layer of Defense for the class. Skill Tree

Skill Tree

Skill Notes Points Type
9.png 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
10.png Sight 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. 1 Supportive
11.png Napalm Beat Just enough points as a prerequisite skill for Safety Wall. 7 Offensive
12.png 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
13.png Soul Strike Just enough points as a prerequisite skill for Safety Wall. 5 Offensive
14.png 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 281.png Frost Weapon skill. 5 / 10 Offensive
15.png Frost Diver Dump whatever skill points you have left on this one I suppose. 8 Offensive
16.png Stone Curse Just enough points as a prerequisite skill for the Sage's 283.png Seismic Weapon skill. 1 Supportive
17.png 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. Reset your skill points by talking to the Build Manager NPC Lotus (main_office 122, 169) when you're done leveling with this skill, and put them on other important skills. It'll only cost 5,000 zeny to reset skill trees, so don't be afraid if you allocated points on a leveling skill such as Fire Ball. 0 / 10 Offensive
18.png Fire Wall Just like Fire Ball, it is also needed for the early leveling phase. 0 / 10 Supportive
19.png 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 280.png Flame Launcher skill. 1 / 10 Offensive
20.png 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 282.png Lightning Loader skill. 1 / 10 Offensive
21.png Thunder Storm Skip this one. No place as a prerequisite skill either. 0 Offensive
157.png 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

Sage

Sage class

Sage is the 2nd alternate job for the Mage class. Sages have the reputation on being known with the role of anti-Mages or as anti-Casters. Most of their skills are used to disrupt spells of the opposing enemies, create a defensive layer on the ground that will prevent any kinds of AoE ground magical skills to deal damage unto you and your party members, and remove buffs on the enemies and debuffs on your allies that would otherwise negatively impact the run of the party if left untouched but with a Sage on a party you can make the tables turn and switch the tide of battle to you and your party's favor. While Sages shine brighter in their defensive capabilities, they are lacking in the offensive department which make them solely rely on their predecessor class' skills to farm and level-up effectively.

Among the notable skills in a Sage's arsenal include the skills 289.png Dispell, 276.png Magic Rod, 277.png Spell Breaker to disable monsters and MVPs rendering them crippled and weaker and of course their bread and butter the 288.png Land Protector skill that is always sought after in every party, and in every instances. This skill in my opinion is what defines the class and makes it whole and unique among the other classes.

They also have supportive spells to amplify the damage output of their own elemental spells or their party members' in the form of 285.png Volcano, 286.png Deluge, and 287.png Violent Gale. This is further enhanced by their endow skills 280.png Flame Launcher, 281.png Frost Weapon, 282.png Lightning Loader, and 283.png Seismic Weapon which makes them essential members in a party for physical classes particularly as they can flexibly change the elements of their weapons anytime and as needed.

Their skill kit will always prove useful in the later stages of the game so take your time to learn and understand the skills of the Sage branch as we try our best to explain each and one of them elaboratively and precisely. You won't regret it!

Skill Tree

Skill Notes Points Type
274.png Advanced Book At max level, your damage increases by 30 and ASPD by 5% when equipping book-type weapons. Always put 10 skill points on this as the additional ASPD% will be useful in the later stages as an Elemental Master. More ASPD will give smoother flow on your skill rotations. 10 Passive
275.png Cast Cancel Just enough skill points as a prerequisite skill for Free Cast. 1 Supportive
276.png Magic Rod Allot enough skill points as a prerequisite skill to Dispell.

When timed perfectly, any targeted magical spells such as Fenrir's or Betelguese's 2217.png Tetra Vortex can be absorbed by Magic Rod. You'll need a lot of ACD to spam this skill effectively though, and at higher levels it'll have a bigger time window so more targeted spells can be absorbed during that time frame.

1 / 5 Defensive
277.png Spell Breaker Allot enough skill points as a prerequisite skill to Dispell.

Often overlooked, Spellbreaker is actually a pretty handy skill to have especially when you're tanking or supporting your party. It works 100% of the time when used on normal monsters and 10% against MVPs that have long-casting skills.

3 Defensive
278.png Free Cast Place at least 1 skill point on this one. There are skills such as Energy Coat where you can't really instant cast, and having Free Cast will allow you to move and displace yourself as you take your time casting such skills. 1 Active
279.png Auto Spell One of the core skills to have as a Spellfist user. Max this one out if you plan on building Spellfist; otherwise leave it at 0.

Higher levels will give you more spell varieties to auto-cast, and will also increase the chance of it procing up to 20%.

0 / 10 Active
280.png Flame Launcher Allot 5 skills points on this skill.

Flame Launcher endows your weapon and your party members' weapon to the Fire property. It also give you an additional 5% Fire property magical damage.

5 Supportive
281.png Frost Weapon Allot 5 skills points on this skill.

Frost Weapon endows your weapon and your party members' weapon to the Water property. It also give you an additional 5% Water property magical damage.

5 Supportive
282.png Lightning Loader Allot 5 skills points on this skill.

Lightning Loader endows your weapon and your party members' weapon to the Wind property. It also give you an additional 5% Wind property magical damage.

5 Supportive
283.png Seismic Weapon Allot 5 skills points on this skill.

Seismic Weapon endows your weapon and your party members' weapon to the Earth property. It also give you an additional 5% Earth property magical damage.

5 Supportive
284.png Dragonology 10 Passive
285.png Volcano 5 Supportive
286.png Deluge 5 Supportive
287.png Violent Gale 5 Supportive
288.png Land Protector 5 Defensive
289.png Dispell 5 Supportive
290.png Abracadabra 0 Active
93.png Sense 1 Supportive
90.png Earth Spike 5 Offensive
91.png Heaven's Drive 0 / 5 Offensive
1008.png Elemental Change (^0000BBWater^000000) 1 Active
1017.png Elemental Change (^CC5500Earth^000000) 1 Active
1018.png Elemental Change (^FF0000Fire^000000) 1 Active
1019.png Elemental Change (^33CC00Wind^000000) 1 Active
1007.png Create Elemental Converter 1 Active

Professor

Sorcerer

Elemental Master

Elementals & High Elementals

Roles

How to keep the Elementals Alive

Insignia System

Gameplay

Skill Rotation

Utilizing Defensive Skills

Gear Progression

Early

Mid

Late

Shadow Gears

Costume Enchant Stones