The Complete Elemental Master Guide by Maybel & Sobel
Elemental Master (abbrev. as EM) 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
Okay so probably you're wondering why play Elemental Master at all. In this section, we'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 wanna still keep on pursuing playing the class after knowing its strengths and weaknesses.
Gone are the 3rd job days and era where every magic classes with the exception of Performers (Minstrel & Wanderer) and to a 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 Psychic Wave and its companion skills like Diamond Dust, Earth Grave, and Varetyr Spear all suffered the same fate and are locked behind an agonizing 5 minutes CD each. While their cooldowns can be reduced with Shadow Gears, and some equipment like 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 4 basic elements (Fire, Water, Wind, & Earth), the old elemental table wasn't exactly in favor with 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 Neutral Psychic Wave or "overgear" your Sorcerer just so you can deal an okay amount of damage to those monsters.
That being said, you've probably 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?", "Be a support and buff slave and let me handle everything and carry you," or the most obvious "No! Don't play DPS Sorcerer! DPS Sorcerer sucks!" Well to whomever stuck around with the class despite all those hates, we are both very well happy to say those haters 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 these bounds restricting them to perform to their fullest when they have 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 1 of the few classes that can use and specialize Poison magic.
- One of their main skills called Venom Swamp has great coverage against the 4 Basic Elements. Monsters with either Fire, Water, Wind, or Earth property that can't be hit, miss, or receive decreased damage from Conflagration, Lightning Land, Diamond Storm, and Terra Drive will taken care of by Venom Swamp; thus removing that elemental weakness from the class.
- EMs excel in space manipulation and crowd control skills.
- 4 of their skills, if you'll count Psychic Wave, are lingering and counts as DoT (Damage over Time) skills. This will prove to be useful and efficient when you're farming for zeny or loots, as it is as simple as placing any of your DoT skills on the ground and then teleport away. Yes even when you're offscreen you'll still be killing the monsters, and yes you'll still get their drops (thanks to the @autoloot feature). The only scenario I could think of where this won't be applicable is when you're finishing a Kill Count quest which in that case you'll need to be onscreen to get the count.
- Their ultimate skill Elemental Buster not only acts as their 4th job equivalent of Psychic Wave in that it can be endowed to either Fire, Water, Wind, Earth, or Poison—basically assuming the elemental property of their currently summoned High Elemental Spirits; but unbeknownst to many it also acts as 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 Elemental Master section, so pls. bear with us!
*cough* Autocast Elemental Buster *cough*
- They have at least 2 forms of mobility with the skills Lvl. 1 Summon Ventus on Lvl. 2 Elemental Control (Defensive Mode) and Psychic Stream.
- You may argue that Guyak Pudding (12710) is basically free and only costs 10 Muh Coin (50000) , but having a free guyak right beside you whenever you need it anytime and anywhere 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 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 that with your auto-cast 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 the space around you.
- EMs have access to Elementals & High Elementals that would help them in various ways. We'll talk more about them in their 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 wonderful and fun time playing the class. I say that because the class is not a 1-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 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.
At the end of the day, we 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 these things and if you still wanna push-through then it'll be a pleasure to have you join us in a wonderful journey of mastering the ways of the true Elemental Master.
Mage
Overview
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 |
|
10 | Passive |
Sight |
|
1 | Supportive |
Napalm Beat |
|
7 | Offensive |
Safety Wall |
|
10 | Defensive |
Soul Strike |
|
5 | Offensive |
Cold Bolt |
|
5 / 10 | Offensive |
Frost Diver |
|
8 | Offensive |
Stone Curse |
|
1 | Supportive |
Fire Ball |
|
0 / 10 | Offensive |
Fire Wall |
|
0 / 10 | Supportive |
Fire Bolt |
|
1 / 10 | Offensive |
Lightning Bolt |
|
1 / 10 | Offensive |
Thunder Storm |
|
0 | Offensive |
Energy Coat |
|
1 | Defensive |
Sage
Overview
Sage is the 2nd alternate job for the Mage class. Sages have spent years studying the intrinsic and constituent character of magic and how it interacts with its environment. Instead of using the destructive capabilities of magic, they have utilized everything they have studied about its true nature by disrupting its belligerent side and bringing out its calmer psyche into the fold. Thus, Sages have gained 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.
Additionally, Sages have the ability to craft Elemental Converters [ ( Fire Elemental Converter (12114) , Water Elemental Converter (12115) , Earth Elemental Converter (12116) , and Wind Elemental Converter (12117) ] with their skill Create Elemental Converter so long as you have the right materials with you. Your physical player friends would probably be interested to request you to craft some of these for them or you could craft them to sell to players cheaper than NPC price of course.
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 |
|
10 | Passive |
Cast Cancel |
|
1 | Supportive |
Magic Rod |
|
1 / 5 | Defensive |
Spell Breaker |
|
3 | Defensive |
Free Cast |
|
1 | Active |
Auto Spell |
|
0 / 10 | Active |
Flame Launcher |
|
5 | Supportive |
Frost Weapon |
|
5 | Supportive |
Lightning Loader |
|
5 | Supportive |
Seismic Weapon |
|
5 | Supportive |
Dragonology |
|
5 | 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 |
Land Protector
Proper Placement of Land Protector
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Dispell
List of buffs and debuffs removed by Dispell
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Professor
Overview
Professor or alternatively known as Scholar is the transcendent job of the Sage branch. The Professor job line-up is the direct improvement of what the Sage class is so known for. Thru rebirth and after studying the essence of magic and its inherent yet delicate nature, Professors have spent their time mastering an even greater body of knowledge which led them to learn new mystical skills that support their allies or act as a poke skill to annoy enemies.
Most of their newly learned skills revolve around mana or SP. They can now give endless supply of SP to their party members with Soul Change, and even regenerate their own SP thru the HP%-SP% based skill Indulge. Another SP-manipulating skill they have learned is the skill Soul Burn, which allows Professors to effectively eliminate all of their opponent's SP which makes them an annoying foe to deal with in PvP and WoE on top of already having an annoying skill like Dispell from their previous job as Sages. Defensively, they've also learned new skills such as Wall of Fog (Blinding Mist), and Spider Web (Fiber Lock) that complements well with Safety Wall and Deluge and with Fire Bolter builds, respectively.
Offensively, Professors have also learned to boost their own magical power by improving on their bolt-based magical build in the form of Double Casting which lets them to cast their bolt skills twice in succession. This is one of the core skills you need to have when you're planning on playing Spellfist.
Skill Tree
Skill | Notes | Points | Type |
---|---|---|---|
Indulge |
|
5 | Supportive |
Soul Change |
|
0 / 1 | Supportive |
Soul Burn |
|
0 / 5 | Offensive |
Mind Breaker |
|
0 / 5 | Offensive |
Memorize (Foresight) |
|
0 | Active |
Wall of Fog (Blinding Mist) |
|
1 | Defensive |
Spider Web (Fiber Lock) |
|
1 | Defensive |
Double Casting |
|
0 / 5 | Active |
Sorcerer
Overview
Sorcerer is the 3rd class of the Sage and Professor line-up. After traversing an arduous journey of learning the mystic secrets of magic and both of its treacherous and appeasing natures, Professors have undergone an even more daunting exploration to fully unveil the true constitution of magic itself. In their expedition, they've come across the spirits or known amongst the commoners as the Elementals that embody and represent the 4 Elements of Nature: the Fire Spirit Ardor, the Water Spirit Diluvio, the Wind Spirit Ventus, and the Earth Spirit Terra Guided by the blessings granted to them by the great spirits, Professors have mastered the arts that make one deserving of the title Sorcerer.
Sorcerers have the ability to call forth the spirits of nature with their skills Summon Agni, Summon Aqua, Summon Ventus, and Summon Tera. Each Elementals bestows the summoner both offensive and defensive passive effects that enabled the Sorcerer class to apply the sacred knowledge of magic they've learned as a Sage and Professor into the battlefield; thus finally enabling them to use damaging area of effect (AoE) skills in the form of Psychic Wave, Diamond Dust, Earth Grave, and Varetyr Spear.
Depending on which Elementals are summoned, each of their AoE skills are boosted in damage in correspondence to their respective elements. A summoned Lvl. 2 Summon Aqua in Lvl. 1 Elemental Control (Passive Mode) would endow its summoner's Psychic Wave skill with the Water property, as well as boosting the damage output of Diamond Dust and its crystallization chance which is fitting as the conjurers of Elemental spirit magic. This allowed Sorcerers to share an emotional connection with their Elementals in ways unimaginable and because of this they have developed skills to further enhance their dearest companion's capabilities with the skill Elemental Sympathy that enhanced the Elemental's survivability in battle. Sorcerers have since then developed new skills too in their kit—one that is shared between them and their Elementals. This introduced the complex Insignia system ( Fire Insignia, Water Insignia, Wind Insignia, & Earth Insignia) that grants varying effects to anybody standing within its AoE.
Sorcerers desiring for more knowledge and realizing there's really no way to quench their unending thirst for magic have then further divulged into the uncharted realms of Poison magic. This started the beginning stages of the so-called Poison magic and turned into a practice for the class to satiate their hunger. Albeit limited, this allowed Sorcerers to use Poison skills such as Poison Buster and Killing Cloud.
The class to this day has never forgotten its roots coming from the Sage and Professor line-up and have honored this as they developed skills to annoy and poke enemies. Extreme Vacuum is a crowd control or root skill that immobilizes any unit that steps within its AoE. Arrullo is another skill that may come off as infuriating to many and acts as a debuff when used in the PvP and WoE scenes.
Skill Tree
Skill | Notes | Points | Type |
---|---|---|---|
Psychic Wave |
|
5 | Offensive |
Diamond Dust |
|
5 | Offensive |
Earth Grave |
|
5 | Offensive |
Striking |
|
5 | Supportive |
Varetyr Spear |
|
3 | Offensive |
Spell Fist | 0 / 10 | Active | |
Elemental Shield | 0 | Defensive | |
Fire Walk | 0 | Active | |
Electric Walk | 0 | Active | |
Poison Buster | 0 | Offensive | |
Killing Cloud | 0 / 5 | Supportive | |
Warmer | 3 | Supportive | |
Extreme Vacuum | 0 / 5 | Active | |
Arrullo | 0 / 5 | Active | |
Elemental Control | 3 | Active | |
Summon Agni | 3 | Active | |
Summon Aqua | 3 | Active | |
Summon Ventus | 3 | Active | |
Summon Tera | 3 | Active | |
Elemental Action | 0 | Active | |
4 Elemental Analysis | 1 / 2 | Active | |
Elemental Sympathy | 5 | Passive | |
Elemental Cure | 1 | Active | |
Fire Insignia | 3 | Active | |
Water Insignia | 3 | Active | |
Wind Insignia | 3 | Active | |
Earth Insignia | 3 | Active |
Elemental Master
Overview
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Skill Tree
Skill | Notes | Points | Type |
---|---|---|---|
Magic Book Mastery | 5 / 10 | Passive | |
Spell Enchanting | 5 | Supportive | |
Activity Burn | 0 / 5 | Active | |
Increasing Activity | 0 / 5 | Supportive | |
Diamond Storm | 5 | Offensive | |
Lightning Land | 5 | Offensive | |
Venom Swamp | 5 | Offensive | |
Conflagration | 5 | Offensive | |
Terra Drive | 3 / 5 | Offensive | |
Elemental Veil | 1 | Supportive | |
Summon Elemental Serpens | 1 | Active | |
Summon Elemental Ardor | 1 | Active | |
Summon Elemental Diluvio | 1 | Active | |
Summon Elemental Procella | 1 | Active | |
Summon Elemental Terremotus | 1 | Active | |
Elemental Spirit Mastery | 5 / 7 | Passive | |
Elemental Buster | 10 | Offensive | |
Psychic Stream | 1 / 5 | Offensive |