The Complete Elemental Master Guide by Goldie
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 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 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 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 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 Spell Fist build. Mages also have access to Energy Coat which gives another layer of Defense for the class.
Skill Tree
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 Abyss 2 such as the Two-Eyes Dollocaris and Flame Ghost will be unveiled 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. | 1 | 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. 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 |
Fire Wall | Just like Fire Ball, it is also needed for the early leveling phase. | 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 |
Sage
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 turn the tables and switch the tide of battle to you and your party's favor. While Sages shine brighter in their defensive capabilities and almost all of their skills can only be realistically be used in a PVP (Player vs. Player) scenario, they are lacking in the offensive department which makes them solely rely on their Mage offensive skills to farm and level-up effectively.
Among the notable skills in a Sage's arsenal include the Dispell, Magic Rod, and Spell Breaker skills to disable monsters and MVPs rendering them crippled and weaker and of course their bread and butter the 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. Afraid of dying in combat? Required to play with a tank to be your meat shield to eat up all of those hard hitting AoE ground magical skills? Or forced to take out some DPS gears and build tank gears in order to survive a difficult fight? Well fret not because all you'll need is Land Protector to solve all those problems!
Besides their defensive skills, they also have supportive spells to amplify the damage output of their own elemental spells or their party members' in the form of Volcano, Deluge, and Violent Gale. This is further enhanced by their endow skills Flame Launcher, Frost Weapon, Lightning Loader, and 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 |
---|---|---|---|
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 |
Cast Cancel | Just enough skill points as a prerequisite skill for Free Cast. | 1 | Supportive |
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 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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
Dragonology | 10 | Passive | |
Volcano | 5 | Supportive | |
Deluge | 5 | Supportive | |
Violent Gale | 5 | Supportive | |
Land Protector | 5 | Defensive | |
Dispell | 5 | Supportive | |
Abracadabra | 0 | Active | |
Sense | 1 | Supportive | |
Earth Spike | 5 | Offensive | |
Heaven's Drive | 0 / 5 | Offensive | |
Elemental Change (^0000BBWater^000000) | 1 | Active | |
Elemental Change (^CC5500Earth^000000) | 1 | Active | |
Elemental Change (^FF0000Fire^000000) | 1 | Active | |
Elemental Change (^33CC00Wind^000000) | 1 | Active | |
Create Elemental Converter | 1 | Active |