Elemental Master (abbrev. as EM) is the 4th class of the Sage, Professor, and 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.
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 [2] (550012) , 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! Sorcerer sucks at PVM! It's the worst class DPS-wise" Well to whomever stuck around with the class despite all those hates, we are very well happy to say those 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 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
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.
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
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
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 after cast delay (ACD) reduction 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.
193 ASPD, and 86% ACD are the conditions you need to meet to effectively spam this skill.
In PvP, you may use this skill to absorb the Warlock skill Chain Lightning and the Performer skill Reverberation.
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%.
This skill works best when buffed with the Soul Reaper's Sage Spirit skill as this will allow you to auto-cast the highest level of your bolt skills casted from Auto Spell.
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.
Equipping or unequipping a weapon removes the endow effect once it's been applied priorly. You'll need to reapply this skill every time you switch weapons.
Requires 1 Scarlet Point (6360) to cast. Can be bought from the Magician Dealer NPC in the Main Office (main_office 63, 59).
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.
Equipping or unequipping a weapon removes the endow effect once it's been applied priorly. You'll need to reapply this skill every time you switch weapons.
Requires 1 Indigo Point (6361) to cast. Can be bought from the Magician Dealer NPC in the Main Office (main_office 63, 59).
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.
Equipping or unequipping a weapon removes the endow effect once it's been applied priorly. You'll need to reapply this skill every time you switch weapons.
Requires 1 Yellow Wish Point (6362) to cast. Can be bought from the Magician Dealer NPC in the Main Office (main_office 63, 59).
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.
Equipping or unequipping a weapon removes the endow effect once it's been applied priorly. You'll need to reapply this skill every time you switch weapons.
Requires 1 Lime Green Point (6363) to cast. Can be bought from the Magician Dealer NPC in the Main Office (main_office 63, 59).
5
Supportive
Dragonology
At max level, this skill will give you +3 INT, +20% resistance against Dragon races which is perfect for tanking Betelguese and enables EMs to get full 100% Dragon resist with the right gears; and +10% Magical Damage/20% Physical Damage against Dragon races.
Always put 5 skill points to this one, regardless if you're gonna go in as tank EM or DPS EM during CT runs. It's always good to have some resistances in your build anyway.
5
Passive
Volcano
Allot 5 skill points on this skill.
At max level, Volcano gives +20% Fire Damage which directly interacts with the elemental table and it only means if you're doing 100% Fire damage on a monster you'll do +120% instead. Also gives +30 ATK/MAtk. You'll use this one most of the time when focusing on DPS.
Any entity inside its AoE will benefit from Volcano's effects.
As an example, Betelguese standing underneath Volcano will amplify his Meteor Storms just as your Conflagration or Fire-endowed Elemental Buster would be boosted in the same manner, so careful placement of your set-ups are always necessary.
Recasting this skill won't consume another Blue Gemstone.
Note: Only 1 Land Protector, Volcano, Deluge, and Violent Gale can be activated from the same caster at a time. Casting any of the elemental floor buffs will replace Volcano.
5
Supportive
Deluge
Allot 5 skill points on this skill.
At max level, Deluge gives +20% Water Damage which directly interacts with the elemental table and it only means if you're doing 100% Water damage on a monster you'll do +120% instead. Also gives +15% MaxHP which works perfectly well with HP-based builds of the Inquisitors and Dragon Knights. It also gives more HP% on your Elementals and High Elementals—we'll talk more about it in their own section.
Any entity inside its AoE will benefit from Deluge's effects.
As an example, Lasgand standing underneath Deluge will amplify his Storm Gust just as your Diamond Storm or Water-endowed Elemental Buster would be boosted in the same manner, so careful placement of your set-ups are always necessary. Oh and he would also get +15% MaxHP and I'm pretty sure you wouldn't want that.
Recasting this skill won't consume another Blue Gemstone.
Note: Only 1 Land Protector, Volcano, Deluge, and Violent Gale can be activated from the same caster at a time. Casting any of the elemental floor buffs will replace Deluge.
5
Supportive
Violent Gale
Allot 5 skill points on this skill.
At max level, Violent Gale gives +20% Wind Damage which directly interacts with the elemental table and it only means if you're doing 100% Wind damage on a monster you'll do +120% instead. Also gives +15 FLEE which may help in some FLEE-based builds.
Any entity inside its AoE will benefit from Violent Gale's effects.
As an example, Schulang standing underneath Violent Gale will amplify his Lord of Vermilion just as your Lightning Land or Wind-endowed Elemental Buster would be boosted in the same manner, so careful placement of your set-ups are always necessary.
Recasting this skill won't consume another Blue Gemstone.
Note: Only 1 Land Protector, Volcano, Deluge, and Violent Gale can be activated from the same caster at a time. Casting any of the elemental floor buffs will replace Violent Gale.
5
Supportive
Land Protector
Land Protector (LP) will form a 7x7~11x11 (scales with level) protective area on the ground that will nullify all ground magical skills.
LP will get its own section as there's more to LP than just a protective area. For more info, check down below.
Note: Only 1 Land Protector, Volcano, Deluge, and Violent Gale can be activated from the same caster at a time. Casting any of the elemental floor buffs will replace LP.
5
Defensive
Dispell
No reason to leave it Lvl. 1. Always get the maximum level of this skill.
Removes most buffs and debuffs from enemies and allies alike. Be careful when you're using this skill as it can also remove debuffs your party has applied on the enemies such as the Warlock's Comet's Magic Intoxication or the Rogue's Raid (Sightless Mind), so it's always advisable to coordinate with them before using this skill. For a list of buffs and debuffs that Dispell removes, check down below.
5
Supportive
Abracadabra
Skip this one. No place as a prerequisite skill either.
But if you wanna have fun and play around with this skill's randomness, then go ahead and use it I guess. You have a chance to use it to tame monsters and turn them into pets starting at Lvl. 6.
0
Active
Sense
Put 1 skill point to this one. There are times you're unsure of the monster's property or just its overall data, and with this skill you'll reveal all of it including its current HP.
1
Supportive
Earth Spike
Just enough points as a prerequisite skill for the Sorcerer's Earth Grave skill.
5
Offensive
Heaven's Drive
Skip this one, but if you plan on focusing mainly on Poison builds then put 5 skill points since this will be needed as a prerequisite skill for the Sorcerer's Killing Cloud skill.
0 / 5
Offensive
Elemental Change (^0000BBWater^000000)
Always an available skill to have as a Sage once you've talked to the Platinum Skill NPC at the Main office (@go 50). Technically a debuff but you'll have better debuffs that behave the same way as this skill on your 4th job skill Diamond Storm.
1
Active
Elemental Change (^CC5500Earth^000000)
Always an available skill to have as a Sage once you've talked to the Platinum Skill NPC at the Main office (@go 50). Technically a debuff but you'll have better debuffs that behave the same way as this skill on your 4th job skill Terra Drive.
1
Active
Elemental Change (^FF0000Fire^000000)
Always an available skill to have as a Sage once you've talked to the Platinum Skill NPC at the Main office (@go 50). Technically a debuff but you'll have better debuffs that behave the same way as this skill on your 4th job skill Conflagration.
1
Active
Elemental Change (^33CC00Wind^000000)
Always an available skill to have as a Sage once you've talked to the Platinum Skill NPC at the Main office (@go 50). Technically a debuff but you'll have better debuffs that behave the same way as this skill on your 4th job skill Lightning Land.
1
Active
Create Elemental Converter
Always an available skill to have as a Sage once you've talked to the Platinum Skill NPC at the Main office (@go 50).
Lets you create an Elemental Converter of the Fire, Water, Wind, and Earth property.
Blank scroll can be purchased from the Scroll Merchant NPC at (yuno_in03 176, 22)
For more info on where to farm the elemental stones, check down below.
1
Active
Land Protector
In this section, we'll be talking a lot more about the Sage skill Land Protector (LP) in-depth on how it should be properly placed, what level of LP should you use in different scenarios, and what's the extent of the "hittable zone" and "danger zone" of LP. From here on out, I'll be referring to Land Protector as LP only for simplicity's sake. Okay then, let's get going!
As what can be seen from the image above, LP is divided into three AoEs. Levels 1-2 LP produce the 7x7, Levels 3-4 LP produce the 9x9, while only Level 5 produces 11x11. In most situation, you'd likely use 11x11 LP most of the time whenever you'd need to put an LP underneath you to protect you or your party from strong ground magical skills from MVPs. However not all the time would you need to use 11x11.
If you're in a small party of let's say 4 or 5 then a 9x9 LP will suffice to protect you and your small party. This gets significantly reduced when you solo on your own plus your Elementals and High Elementals. When this happens, you'd only want to use 7x7 and there'll be enough space for the both of you. Now you must be wondering why this is necessary. Simply because your skills won't hit the MVP. There will be times where you'll need to land your ground AoE skills to hit the enemy and you will have a lot of those especially when you transition to Elemental Master, and when an MVP enters your LP, you'll be left disadvantaged alongside your fellow party members that spams ground AoE spells like the Arch Mages.
But then you're probably gonna argue, LP actually has a "hittable zone" and yes you are correct but what happens now if the MVP is placed further inside your LP then no matter you cast your skills to the "hittable zone" of LP your skills will never reach the MVP.
-WIP-
Proper Placement of Land Protector
-WIP-
Dispell
List of Common Buffs and Debuffs Removed by Dispell
In this section of the guide, we'lll only be listing of the buffs and debuffs commonly seen from bosses and players. Obviously, this list won't be complete or near perfection, but if you know any more buffs and debuffs that you think should be included in the list, please feel free to add it or let us know.
We would also like to add that this list will be updated over time as we work more on the guide.
Dispellable
Auto Guard
Defender
Increase Agility
Stone Curse
Blessing
Assumptio
Reflect Shield
Curse
Hallucination
Silence
Poison
Bleeding
Frozen
NPC Max Pain*
NPC AGI UP
*NPC Max Pain is different from every situation. For instance, Max Pain from Aquila and Margareta Sorin are easily dispellable; however Max Pain originating from Betelguese is not so be aware of that.
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
Maximize this skill and put 5 skill points.
Nothing is more important than having a healthy SP pool at all times, especially when you're gonna be using Energy Coat to reduce the amount of damage you receive from any sources.
Indulge is a skill that will immediately replenish your SP back to full and its effectiveness at the cost of 10% of your MaxHP. The more HP% you have, the more SP you replenish back that's why a high VIT Professor would benefit most from this skill since they can get the most SP.
Having 0 SP will make the skill fail since it needs at least 1~5 SP (scales with level) or more in order to cast Indulge.
5
Supportive
Soul Change
If you're playing in a party, you could put 1 skill point on this one so you support them better; otherwise just leave it be and put your skill points elsewhere.
When you reached the end stages of the game, almost everybody will have SP recovering consumables like Concentrated Blue Syrup Potion (1100004) , Small Mana Potion (23203) or party buffs like the Performers' Song of Mana.
0 / 1
Supportive
Soul Burn
Don't get this unless you're joining PVP or WoE, since this skill could only be used on those scenarios.
I recommend to get only Lvls. 4 or 5 of this skill or not at all. Lvls. 4 & 5 get 70% success chance while the rest gets nothing above or equal to it and if this skill fails it will only drain your own SP instead of the enemy's! Be sure to have any SP healing items for emergency situations like this.
0 / 5
Offensive
Mind Breaker
It may have some uses inside PvP or WoE, but not that much needed in PvE.
This skill will decrease the MDef% of the enemy by 60% at the cost of increasing their MAtk% by 100%.
Use this skill instead on the opposing team's tank or physical attacker to cripple them; otherwise if you cast it on a magical attacker, it might play to your party's disadvantage and you'll regret it.
0 / 5
Offensive
Memorize (Foresight)
Not needed in the current state of the game since instant cast is easy to get elsewhere.
It's also important to note that should you still decide to get it, keep in mind that it only works for 5 skills in total. If you use it to cast the skill Sight or Indulge, you've basically wasted 2 out of your 5 chances to reduce the cast time of your skills since those 2 aforementioned skills have 0 casting time.
0
Active
Wall of Fog (Blinding Mist)
Place 1 skill point on this one.
Wall of Fog is a defensive skill that will protect anyone inside its 5x3 AoE from ranged targeted skills and ranged attacks.
This does not give total immunity against ranged physical attacks and skills though unlike the Acolyte branch's Pneuma just to be clear. It will only decrease the damage by 75%. HIT rate is also reduced by 50 pts.
Ranged targeted skills (both physical and magical) will have a 75% chance to miss.
This skill also gets doubled duration when placed under Deluge. Note that you have to cast Deluge first before placing this skill or else they won't overlap.
Only 2 Wall of Fogs can coexist at the same time until the first one expires or either of them gets cleared by Land Protector or any of the ground-effect clearing skills such as the High Wizard's Ganbantein skill or the Geneticist's Crazy Weed skill.
Professors and later on as Elemental Masters get the most out of this skill when they pair it not only with Deluge but also with Safety Wall which makes it possible for the class to solo instances and MVPs when none of them casts ground magical spells. If they do though, it might be better to use Land Protector instead and just face their melee and/or range attacks head-on while chugging HP potions such ashttps://muhro.eu/flux/data/items/icons/1100005.png Concentrated Golden Syrup Potion (1100005) .
1
Defensive
Spider Web (Fiber Lock)
Mostly used in PvP or WoE scenes. Not much use in PvE.
When used, it'll consume 1 Cobweb (1025) and reduces their FLEE rate by a flat amount of 50 pts. of whoever is trapped in it.
Cobwebs are dropped by Argos and they can be found at Mjolnir 10 (mjolnir_10 , ).
It's got some uses though for some of the server's events like the recently ended Autumn Event. It works perfectly on the Sentinels, though just keep in mind it gets destroyed when it gets struck by any Fire property attacks.
1
Defensive
Double Casting
Maximize this skill and allot 5 skill points if you're gonna play Spellfist.
Double Casting at max level gives 80% chance for any bolt skills from any sources (either from the Sage's Auto Spell skill, gears, cards or your own Elementals from Sorcerer & High Elementals from Elemental Master) to be repeated or recasted.
So long as this skill is active it will cast all bolt skills with 0 limits.
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, known amongst the commoners as 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 of old, 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
Allot 5 skill points to this skill.
This is your main damaging skill as a Sorcerer with an 11x11 AoE . Effective for leveling your character upon transitioning to 3rd job.
It has a 5 seconds cooldown so cast this skill whenever it's available. However, there are equipment such as the Shadow Staff [2] (26118) or its enhanced version Patent Shadow Staff [2] (550012) , Professor Stone (Low) (25419) + Sorcerer Stone (Garment) (25420) that reduce its cooldown by 3 seconds in total, which are useful in leveling.
Psychic Wave (PW) by default is Neutral property but it can also be endowed to the 4 basic elements Fire, Water, Wind, and Earth, depending on the active modes and levels of the summoned Elementals.
As an example, a summoned Lvl. 2 Summon Agni in Lvl. 1 Elemental Control (Passive Mode) would endow its summoner's Psychic Wave skill with the Fire property.
Frequently disregarded once the leveling phase is over, this skill will still have its uses once you've transitioned to Elemental Master. This is your widest AoE skill, your 4th job High Elementals would still give you ability to endow this skill's property to the 4 basic elements + Poison eventually. Oftentimes you'll find yourself finished with your set-ups but the MVP is too far away and you want to maintain distance between you and him as much as possible, PW is there to reach and lure him towards you, and besides with 4th job traits and gears PW will still deal a considerable amount of damage so consider adding this to your skill set.
5
Offensive
Diamond Dust
Allot 5 skill points to this skill.
You have no choice but to maximize this skill at it'll be needed for the costume enchant stone Sorcerer Stone (Mid) (1000673) . For every level of Diamond Dust, it gives you +2% Variable Cast Time (VCT) reduction. This will be needed for you to reach instant cast thru VCT%.
Diamond Dust (DD) will be 1 of your main AoE skill in your skill rotation for leveling up. Like PW, it has a 5 seconds cooldown but this can be reduced with the right equipment such as the Sorcerer Shadow Weapon (24297) . A +10 Sorcerer Shadow Weapon will reduce the cooldown of this skill by 4 seconds, making it possible to reduce your skill rotation down to 2 skills in a sequence similar to this:
It is also possible to completely eliminate the 5 seconds cooldown of Diamond Dust with the item Poenitentia Codex [2] (540014) . When the codex is refined to +11 and above, it will reduce both Diamond Dust and Earth Grave cooldown by an additional 2 seconds. Sorcerer Shadow Weapon (24297) wouldn't necessarily need to be refined at +10 when you use both equipment then.
It also gives out an annoying debuff commonly complained about in the PvP/WoE scenes. Diamond Dust has a 30% chance to apply the crystallization debuff. The chance of application is further increased when a Lvl. 2 Summon Aqua in Lvl. 1 Elemental Control (Passive Mode) is active. It also increases Diamond Dust's damage by (JobLv x 5)%.
5
Offensive
Earth Grave
Allot 5 skill points to this skill.
You have no choice but to maximize this skill at it'll be needed for the costume enchant stone Sorcerer Stone (Low) (1000674) . For every level of Earth Grave, it gives you +2% All property magical damage.
If you prefer to use Earth Grave (EG) instead of Diamond Dust, there are equipment available that could reduce its cooldown from 5 seconds down to 1 second. A +10 Sorcerer Shadow Shield (24310) exists for that purpose. It's also possible to completely remove its cooldown to 0 just like DD when a +7 Sorcerer Shadow Shield is paired with a +11 Poenitentia Codex [2] (540014) or a +9 Dim Glacier Book [1] (540056) with the enchant Glacier Flower Spell (Earth Grave) (311228) .
5
Offensive
Striking
Place 5 skill point to this skill and maximize it.
Striking is a good supportive buff for your party. It gives +100 ATK (x WeaponLv), & +70 Perfect HIT at max level. Your friends that play physical classes will surely want you to constantly apply this buff on them.
Like DD and EG, this skill needs to be fully leveled either way since it'll be needed for the costume enchant stone Sorcerer Stone (Top) (1000672) . For every level of Striking, it gives you 0.1 second Fixed Casting Time (FCT) reduction.
Just enough skill points as a prerequisite skill for Summon Ventus and Wind Insignia.
3
Offensive
Spell Fist
Either leave this skill out if you're going the caster route or max it if you're going for the niche build Spell Fist.
Spell Fist concentrates the power of your elemental bolt skills ( Fire Bolt, Cold Bolt, & Lightning Bolt) to your weapon which makes it possible to deal melee magical damage.
Ideally, you'd want to have an FCT lower than 1 second or VCT lower than 90% so you can't instant cast your bolt skills. Yes, that may sound absurd but that's because you'd need to not completely cast your elemental bolts so you could apply Spell Fist as an active skill. Aim your bolt skills on a target, cast it, then immediately press Spell Fist. Instant casting your bolt skills will make it impossible for you to activate Spell Fist.
0 / 10
Active
Elemental Shield
Skip this one. No place as a prerequisite skill either. It basically sacrifices your active Elemental & High Elemental Spirit to apply defensive skills to you and your party. Could be a last resort skill if your party is about to get wiped out by Max Pain I suppose.
The defensive skills applied if you're wondering are the skills Safety Wall, & Pneuma.
0
Defensive
Fire Walk
Skip this one. No place as a prerequisite skill either.
0
Active
Electric Walk
Skip this one. No place as a prerequisite skill either.
0
Active
Poison Buster
Skip this one. No place as a prerequisite skill either. There's gonna be stronger Poison skills later on.
0
Offensive
Killing Cloud
Either leave this one out completely or get it to max level.
Killing Cloud acts as a debuff skill that reduces any units' Poison resistance inside its AoE. At max level, it reduces its Poison resistance by 25%.
Extremely useful if you're gonna be focusing on Poison element; though keep in mind it has a 5 seconds cooldown but the costume enchant stones Sorcerer Stone (Top) (1000672) + Sorcerer Stone (Garment) (25420) reduces its cooldown by 2 seconds. Typically it's used for DPS-ing or MVP-ing and rarely used for field farming unless you wanna see big damage numbers with your Poison-endowed Psychic Wave, Venom Swamp, and Poison Buster.
0 / 5
Supportive
Warmer
Just put enough skill points to this one as a prerequisite skill for Summon Agni and Fire Insignia.
At lower levels, Warmer gets lower cooldown, so I suggest not to really max out this skill. You use this skill more for its utility than the HP% heal it gives.
Warmer removes the crystallization, frozen, and freezing debuffs.
3
Supportive
Extreme Vacuum
Put 5 skill points to this one if you're gonna frequent PvP/WoE; otherwise leave it at 0.
Extreme Vacuum is a crowd control (CC) skill that pulls in any units towards the center of its AoE.
Base duration of the rooting effect is decreased by unit's STR.
Works on MVPs and boss monsters, but due to their high VIT its CC effect will be negligible or barely noticeable.
It's got some uses though for some of the server's events like the recently ended Autumn Event. It roots the Sentinels into place preventing them to move around.
0 / 5
Active
Arrullo
Put 5 skill points to this one if you're gonna frequent PvP/WoE; otherwise leave it at 0.
Arullo inflicts the Deep Sleep status effect to the targets.
Base chance of effect is increased by the caster's INT and Job Level.
Base duration of debuff is decreased by the unit's Base Level and INT.
0 / 5
Active
Elemental Control
3 skill points are enough for this skill.
Elemental Control switches your active Elementals & High Elementals from Waiting Mode to either Passive, Defensive, or Offensive Mode.
Level 1: Switch to Passive Mode
Level 2: Switch to Defensive Mode
Level 3: Switch to Offensive
Level 4: Dismisses your currently summoned Elemental or High Elemental... like whyyy and what for??
This skill altogether with the Elementals and Elemental Master's High Elementals will have a separate section. For more info, check down below.
3
Active
Summon Agni
Allot 3 skill points to this one.
This skill will call forth the Fire Spirit Agni which appears in 3 forms (Child, Adolescent, & Adult) depending on the skill level:
Level 1: Child form - requires 3 Red Blood (990) to summon
Level 2: Adolescent form - requires 6 Red Blood (990) to summon
Level 3: Adult form - requires 1 Flame Heart (994) to summon
For recommended farming spots for these elemental catalysts, please refer down below.
This skill altogether with the other Elementals and Elemental Master's High Elementals will have a separate section. For more info, check down below.
3
Active
Summon Aqua
Allot 3 skill points to this one.
This skill will call forth the Water Spirit Aqua which appears in 3 forms (Child, Adolescent, & Adult) depending on the skill level:
Level 1: Child form - requires 3 Crystal Blue (991) to summon
Level 2: Adolescent form - requires 6 Crystal Blue (991) to summon
Level 3: Adult form - requires 1 Mystic Frozen (995) to summon
For recommended farming spots for these elemental catalysts, please refer down below.
This skill altogether with the other Elementals and Elemental Master's High Elementals will have a separate section. For more info, check down below.
3
Active
Summon Ventus
Allot 3 skill points to this one.
This skill will call forth the Wind Spirit Ventus which appears in 3 forms (Child, Adolescent, & Adult) depending on the skill level:
Level 1: Child form - requires 3 Wind of Verdure (992) to summon
Level 2: Adolescent form - requires 6 Wind of Verdure (992) to summon
Level 3: Adult form - requires 1 Rough Wind (996) to summon
For recommended farming spots for these elemental catalysts, please refer down below.
This skill altogether with the other Elementals and Elemental Master's High Elementals will have a separate section. For more info, check down below.
3
Active
Summon Tera
Allot 3 skill points to this one.
This skill will call forth the Earth Spirit Terra which appears in 3 forms (Child, Adolescent, & Adult) depending on the skill level:
Level 1: Child form - requires 3 Green Live (993) to summon
Level 2: Adolescent form - requires 6 Green Live (993) to summon
Level 3: Adult form - requires 1 Great Nature (997) to summon
For recommended farming spots for these elemental catalysts, please refer down below.
This skill altogether with the other Elementals and Elemental Master's High Elementals will have a separate section. For more info, check down below.
3
Active
Elemental Action
Skip this one. No place as a prerequisite skill either.
But to those who's curious on what it does, it just randomly selects one of the offensive skills your Elementals and High Elementals does regardless of its current state.
0
Active
4 Elemental Analysis
Either put only 1 skill point on this one or max it out.
This skill converts elemental ores into to their higher forms and vice versa.
Personally, I only put 1 skill point as a prerequisite skill. If I wanna condense lesser elemental ores [ (i.e. Red Blood (990) ] to their higher forms [ Flame Heart (994) ], I'll just make a separate skill tree for it and save it to Build Manager NPC Lotus(main_office 122, 169) and reload it everytime I need to craft.
1 / 2
Active
Elemental Sympathy
Always max this skill passive for your Elementals and High Elementals of the Elemental Master.
Greatly improves their survivability. More pieces of information on how to improve their survivability down below.
5
Passive
Elemental Cure
Allot 1 skill point to this one.
Sacrifices 10% of your current HP and SP to heal your Elementals and High Elementals.
You'll oftentimes find yourself needing to heal your Elementals or High Elementals and this skill will do just that for you.
Having an HP/SP pool lower than 10% will make this skill fail so always try to bring healing consumables with you like Yggdrasil Berry (607) or Yggdrasil Seed (608) .
1
Active
Fire Insignia
Put 3 skill points and max this skill out.
More pieces of information regarding Fire Insignia and the Insignia System down below.
3
Active
Water Insignia
Put 3 skill points and max this skill out.
More pieces of information regarding Water Insignia and the Insignia System down below.
3
Active
Wind Insignia
Put 3 skill points and max this skill out.
More pieces of information regarding Wind Insignia and the Insignia System down below.
3
Active
Earth Insignia
Put 3 skill points and max this skill out.
More pieces of information regarding Earth Insignia and the Insignia System down below.
3
Active
Elemental Master
Overview
Elemental Master (EM) is the 4th class of the Sage, Professor, and Sorcerer line-up. While seeking recluse in the vast flora and fauna of Midgard where the mystical Spirits of nature resides, Sorcerers have awakened to a much stronger and greater power. As they ascertain the reason behind this sudden awakening and the closer they seek out the truth, they start to realize that the intimate bond they shared with their companion spirits, the Elementals, have also grown alongside with them leading them uncover more power thru the elements of nature.
This allowed their companion spirits to evolve and become powerful beings of their own rights. Agni evolved to the High Elemental Ardor, Aqua evolved to the High Elemental Diluvio, Ventus evolved to the High Elemental Procella, and Terra evolved to the High Elemental Terremotus. The Sorcerer's previous experimentation on the Poison element led them to awaken the vicegerent and embodiment of Poison magic of which it governs—the High Elemental Serpens. With their new form bonds and an unlikely ally with the malignant Serpens, Sorcerers themselves have evolved to the legendary Elemental Master.
Notable skills in an EM's skill kit are the skills Conflagration, Diamond Storm, Lightning Land, Terra Drive, and Venom Swamp each of which represents the evolved High Elemental Spirits that accompany them in their adventure in the form of Summon Elemental Ardor, Summon Elemental Diluvio, Summon Elemental Procella, Summon Elemental Terremotus, and Summon Elemental Serpens.
Depending which of the High Elementals are summoned to aid the Elemental Master, the corresponding element of the AoE skill that represents the High Elemental will boost its damage output. A summoned Ardor will bestow an EM with the gift of fire and will receive increased fire magical damage as well as amplifying Conflagration's power. With the combined strength of both the Elemental Master and High Elemental Spirit, this gives them the ability to cast their ultimate skill Elemental Buster as a symbol of their infinite bond. Elemental Buster will assume and flexibly switch element depending on the summoned High Elemental Spirit, making it possible to cast a Poison-endowed Elemental Buster when the High Elemental Serpens is present.
Elemental Masters have also developed the power to hide their spirits which makes them unnoticeable by the monsters around them with the skill Elemental Veil. This manipulation of magic to conceal their close companions also led them to master to blend in with the flow of magic , enabling them to cunningly use the psionic skill Psychic Stream, a pronounced antecedent of its predecessor skill Psychic Wave.
Skill Tree
Skill
Notes
Points
Type
Magic Book Mastery
Maximize this skill whenever you can or if you have enough skill points to allocate.
Magic Book Mastery boosts the magical damage of Fire, Water, Wind, Earth, and Poison when using a book-type weapon.
Most of your weapons as an Elemental Master are now all book-type weapons, unlike before from the previous jobs where it was a mix of staves and books.
Give this skill more attention once you're done with your core AoE skills.
5 / 10
Passive
Spell Enchanting
Allot 5 skill points to this and maximize it.
Spell Enchanting gives +20 S.Matk to you and your allies.
This is a good supportive skill to boost your own damage output. Really nothing much to say about this skill, just max it out.
5
Supportive
Activity Burn
Either ignore this one or max it out.
Activity Burn acts loosely similarly like the Professor's Soul Burn skill. Though instead of stealing away the SP of a target, this one burns the enemies' Activity Point (AP) with 0 penalty if the skill fails. Unfortunately, this skill can only be used in PvP/WoE scenes; thus making this skill useless in PvE.
You're only required to max this one out as a prerequisite skill for Increasing Activity which does have some uses for PvE.
0 / 5
Active
Increasing Activity
Either ignore this one or max it out.
Increasing Activity acts similarly like the Professor's Soul Change skill, but without the "give-and-take" interaction of it.
This skill gives out a flat amount of +50 (scales with level) of your AP to your allies. This isn't an %-% interaction, and you won't gain anything back as this is a one-way exchange of AP.
When focused on supporting, you can replenish back 5 AP by constantly casting any of your ground AoE skills such as Conflagration, Diamond Storm, Lightning Land, Terra Drive, and Venom Swamp. EMs never ran out of AP so don't be too stingy to share AP when you have this skill.
One other use of this skill is when you use the costume enchant stone Elemental Master Stone (Garment) (1001420) . For every level of Increasing Activity, it increases your Fire & Poison property magical damage by 2%. Others will max this skill out just for this purpose but in my opinion, it's really not worth it since at this point you already have too much Fire & Poison magical property damage modifiers thus making the damage difference barely noticeable. Besides, this one takes up too much skill points that it's better to expend it on skills such as Lightning Land or Psychic Stream.
0 / 5
Supportive
Diamond Storm
A must have in any EM builds so always max this one out. No exceptions.
Diamond Storm (DS) is one of the core skills in an EM's build. When using the Dimensions combo consisting of Time Dimensions Rune Crown(Elemental Master) [1] (400536) + Dimensions Elemental Magic Book [2] (540079) and when both items are Grade A, it will give you the ability to auto-cast Elemental Buster every time you cast Diamond Storm. Crazy. I know, right?
This allows EM to casually spam their ultimate skill Elemental Buster with 0 restrictions anytime they desire to do so. DS has a 1 second cooldown so for every second, they can freely do just that. Exciting!
Diamond Storm is also a burst skill. It 's not a DoT skill like Conflagration or Venom Swamp and when paired with an auto-casted Elemental Buster which in itself is a burst skill, it greatly accomplishes that purpose neatly.
Diamond Storm has a 5% chance to inflict the Rapid Cooling status effect.
Rapid Cooling: Endows target's property to Water 1, unable to move, use items or skills, reduces Def and MDef, canceled upon taking damage.
This status effect only affects normal monsters and useless against boss monsters and MVPs.
A good debuff to cycle with Lightning Land and Wind-endowed Elemental Buster though you may find yourself disappointed because unlike before it's now got a low chance to get applied. But this is technically a buff because casting Diamond Storm on a monster inflicted with this debuff would decrease DS's subsequent damage, but now that chances are lowered monsters will be taking in the full extent of your DS damage without any elemental resistances.
5
Offensive
Lightning Land
Allot 5 skill points to this one and max it out.
Lightning Land (LL) is one of your 3 main DoT skills alongside Conflagration and Venom Swamp with strong CC effects via "hit-locking" mobs.
It is a good skill to use when farming. You leave out your LL on the ground then teleport away. Kill the mobs offscreen and still get their loots.
Lightning Land has a 5% chance to inflict the Torrent status effect.
Torrent: Endows target's property to Wind 1, unable to move, use items or skills, increases damage taken from Earth property, canceled upon taking damage.
This status effect only affects normal monsters and useless against boss monsters and MVPs.
A good debuff to cycle with Terra Drive and Earth-endowed Elemental Buster though you may find yourself disappointed because unlike before it's now got a low chance to get applied. But this is technically a buff because casting Lightning Land on a monster inflicted with this debuff would decrease LL's subsequent damage, but now that chances are lowered monsters will be taking in the full extent of your LL damage without any elemental resistances.
5
Offensive
Venom Swamp
Allot 5 skill points to this one and max it out.
Venom Swamp (VS) is one of your 3 main DoT skills alongside Conflagration and Lightning Land with strong CC effect via "hit-locking" mobs.
It is a good skill to use when farming. You leave out your VS on the ground then teleport away. Kill the mobs offscreen and still get their loots.
As a Poison property skill, it provides great coverage against the 4 basic elements. Poison deals increased damage against Fire, Water, Wind, and Earth. Level 1 monsters of these properties receive 150% more damage against Poison, while Level 4 monsters receive 125% more damage. For more info, refer to the elemental table.
Venom Swamp has a 3% chance to inflict the Severe Poison status effect.
Severe Poison: Increases damage taken from Poison property, reduces Def, drains HP over time.
This status effect only affects normal monsters and useless against boss monsters and MVPs.
A good debuff to cycle with your own Venom Swamp, Poison-endowed Elemental Buster, and the Sorcerer skills Killing Cloud, and Poison-endowed Psychic Wave though you may find yourself disappointed because unlike before it's now got a low chance to get applied.
5
Offensive
Conflagration
Allot 5 skill points to this one and max it out.
Conflagration (Conflag) is one of your 3 main DoT skills alongside Venom Swamp and Lightning Land with strong CC effect via "hit-locking" mobs.
It is a good skill to use when farming. You leave out your Conflag on the ground then teleport away. Kill the mobs offscreen and still get their loots.
Conflagration has a 3% chance to inflict the Blaze status effect.
Blaze: Endows target's property to Fire 1, drains HP over time.
This status effect only affects normal monsters and useless against boss monsters and MVPs.
A good debuff to cycle with Diamond Storm and Water-endowed Elemental Buster though you may find yourself disappointed because unlike before it's now got a low chance to get applied. But this is technically a buff because casting Conflagration on a monster inflicted with this debuff would decrease Conflag's subsequent damage, but now that chances are lowered monsters will be taking in the full extent of your Conflag's damage without any elemental resistances.
Terra Drive (TD) is one of the core skills in an EM's build. When using the Dimensions combo consisting of Time Dimensions Rune Crown(Elemental Master) [1] (400536) + Dimensions Elemental Spell Book [2] (540080) and when both items are Grade A, it will give you the ability to auto-cast Elemental Buster every time you cast Terra Drive. Crazier stupid? Yusss, we know! You're not alone~
This allows EM to casually spam their ultimate skill Elemental Buster with 0 restrictions anytime they desire to do so. Like DS, TD has a 1 second cooldown so for every second, they can freely do just that. But wait there's moreee~
If you've gotten this far I know what you're probably thinking. Does that mean we could use both Dimensions Elemental Magic Book [2] (540079) & Dimensions Elemental Spell Book [2] (540080) to auto-cast Elemental Buster every half a second? The answer is a big Yes! You can freely switch between books and cast DS and TD alternately. Though you may need to be fast on your fingers as this requires a bit of micromanaging so good luck~
Diamond Storm is also a burst skill. It 's not a DoT skill like Conflagration or Venom Swamp and when paired with an auto-casted Elemental Buster which in itself is a burst skill, it greatly accomplishes that purpose neatly.
Terra Drive has 5% chance to inflict the Concretion status effect.
Concretion: Endows target's property to Earth 1, unable to move, use items or skills, reduces MDef, canceled upon taking damage.
This status effect only affects normal monsters and useless against boss monsters and MVPs.
A good debuff to cycle with Conflagration and Fire-endowed Elemental Buster though you may find yourself disappointed because unlike before it's now got a low chance to get applied. But this is technically a buff because casting Terra Drive on a monster inflicted with this debuff would decrease TD's subsequent damage, but now that chances are lowered monsters will be taking in the full extent of your TD damage without any elemental resistances.
3 / 5
Offensive
Elemental Veil
An optional skill to have when you're tight on skill points, but always a welcome addition as it adds a protective layer for your High Elementals.
Elemental Veil turns your High Elementals transparent which prevents them from being damaged by single-target skills. AoE skills will still hit them.
It gets longer duration at higher levels, but Level 1 of this skill will suffice.
It doesn't work on Elementals, only for High Elementals.
While not the most reliable way to make your High Elementals survive, there are other ways to make them almost unkillable. More pieces of information on how to improve their survivability down below.
0 / 1
Supportive
Summon Elemental Serpens
Allot 1 skill point on this one.
To summon Serpens, you need to summon first any of the Sorcerer's Elementals in their Adult Forms: Agni, Aqua, Ventus, or Terra. Afterwards, you use this skill.
Serpens bestows the summoner with 10% Poison property magical damage and increases the damage of Venom Swamp by 30%.
Requires 1 Poison Stone (1000294) to summon. Can be bought from the Magician Dealer NPC in the Main Office (main_office 63, 59).
1
Active
Summon Elemental Ardor
Allot 1 skill point on this one.
To summon Ardor, you need to summon first the Adult Form of Agni using the skill Lvl. 3 Summon Agni. Afterwards, you use this skill.
Ardor bestows the summoner with 10% Fire property magical damage and increases the damage of Conflagration by 30%.
Requires 1 Flame Stone (1000293) to summon. Can be bought from the Magician Dealer NPC in the Main Office (main_office 63, 59).
1
Active
Summon Elemental Diluvio
Allot 1 skill point on this one.
To summon Diluvio, you need to summon first the Adult Form of Aqua using the skill Lvl. 3 Summon Aqua. Afterwards, you use this skill.
Diluvio bestows the summoner with 10% Water property magical damage and increases the damage of Diamond Storm by 30%.
Requires 1 Ice Stone (1000295) to summon. Can be bought from the Magician Dealer NPC in the Main Office (main_office 63, 59).
1
Active
Summon Elemental Procella
Allot 1 skill point on this one.
To summon Procella, you need to summon first the Adult Form of Ventus using the skill Lvl. 3 Summon Ventus. Afterwards, you use this skill.
Procella bestows the summoner with 10% Wind property magical damage and increases the damage of Lightning Land by 30%.
Requires 1 Lightning Stone (1000291) to summon. Can be bought from the Magician Dealer NPC in the Main Office (main_office 63, 59).
1
Active
Summon Elemental Terremotus
Allot 1 skill point on this one.
To summon Terremotus, you need to summon first the Adult Form of Terra using the skill Lvl. 3 Summon Tera. Afterwards, you use this skill.
Terremotus bestows the summoner with 10% Earth property magical damage and increases the damage of Terra Drive by 30%.
Requires 1 Earth Stone (1000292) to summon. Can be bought from the Magician Dealer NPC in the Main Office (main_office 63, 59).
1
Active
Elemental Spirit Mastery
Allot enough skill points on this one as a prerequisite skill. Dump whatever leftover skill points you have on this one I suppose.
Slightly boosts your High Elemental's survivability. For more pieces of information on how to improve their survivability further, check down below.
5 / 7
Passive
Elemental Buster
Maximize this skill. No exceptions.
Elemental Buster (EB) is our ultimate skill as EMs. This skill changes elemental property (Fire, Water, Wind, Earth, or Poison) based on the currently summoned High Elemental Spirit (Ardor, Diluvio, Procella, Terremotus, or Serpens). Does not work with Sorcerer's Elementals.
With a 13x13 AoE, EB deals increased damage against Dragon/Formless races with an SPL scaling of 10. Originally, it has a 2 second cooldown, but with the Dimensions combo, this can be bypassed and EMs can freely spam this to their heart's desire.
Unbeknownst to many, EB also acts as a crowd control skill. Any units targeted by this skill gets stunned during the entire duration of its skill animation. In a way you could say it is a crowd control damaging skill in that manner. So even if you get surrounded by large mobs, casting or auto-casting EB alone will let you survive.
It has the damage, it has the AoE, it has a CC effect, could change its elemental property anytime, and easily spammable. What more would you want from this skill honestly. This skill alongside the Dimensions combo is what makes Elemental Master the strongest magical DPS class.
10
Offensive
Psychic Stream
Either put 1 skill on this skill or maximize it.
Psychic Stream is a fairly new skill and was just recently added to the game. This skill is given to an already versatile class made even more mobile and better.
This skill lets you dash to a monster or a horde of monster if you so desire (don't worry you have EB to CC them!), and inflicts Neutral property magical damage to them and its adjacent mobs in a 5x5~7x7 AoE (scales with level).
Psychic Stream is more practically used for field farming, and less practical to use in instances.
I honestly don't know why Gravity gave the class even more mobility, but I guess this is them playing favorites. Unlike our cousins the Arch Mages, we now have more mobility which makes farming easier and faster. It's not as good as a Taekwon's Leap skill or a Knight's Charge Attack skill since it has a bit of cooldown and a 9 cells range, but in places like Depth Biosphere or Depth Abyss 2 where teleportation is disabled, this skill is very useful.
If you only use this skill as a gap closer which it is 1 skill point should be enough to do that job, but if you use it to one-hit knockout (OHKO) mobs outside of Depth Biospheres, then by all means maximize it.
Notes: This skill doesn't work when you're under the Energy Coat state, so be careful not to cast or recast this skill often.
1 / 5
Offensive
Elementals & High Elementals
For uniformity and to avoid confusion, we'll be grouping the spirit summons of the Sorcerer and Elemental Master to 2 categories.
When referring to Elementals, this pertains to the Sorcerer's spirit summons (Agni, Aqua, Ventus, & Terra). On the other hand, High Elementals refers to the Elemental Master's spirit summons (Ardor, Diluvio, Procella, Terremotus, & Serpens).
Sorcerer's Elementals could also appear in 3 different forms and will have its own subcategory. All Lvl. 1 Summon Agni, Summon Aqua, Summon Ventus, and Summon Tera will be collectively known as their Child Forms; Lvl. 2 will be grouped into their Adolescent Forms, while Lvl. 3 will be called their Adult Forms.
For more detailed pieces of information about their modes (Passive, Defensive, & Offensive), check down below:
Elementals
AGNI
Level 1 (Child Form)
Level 2 (Adolescent Form)
Level 3 (Adult Form)
Passive mode:
Pyrotechnic:
Boosts ATK (equip) by 60.
Boosts the damage output of Fire Bolt and Fire Wall.
Heater:
Boosts ATK (equip) by 120.
Boosts the damage output of Fire Walk by (JobLv ÷ 2)% and boost the effectiveness of Warmer by (WarmerLv x 1~3)%.
Endows Psychic Wave with the Fire property and increases its SP Cost by 50%.
Tropic:
Boosts ATK (Equip) by 180.
Enables to autocast Fire BoltLv. Floor(JobLv ÷ 10) at (JobLv ÷ 2)% chance when physically attacking.
Grants a 50% chance of not consuming a Scarlet Point (6360) or Blue Gemstone (717) when using Flame Launcher or Volcano, respectively.
Defensive mode:
Circle of Fire:
Grants a chance of retaliating damage taken, which will inflict Fire property damage to all enemies in a 3x3 area around the summoner and push them 4 cells backwards.
Fire Cloak:
Boosts resistance to Fire property damage by 100%.
Drops resistance to Water property damage by 100%.
Fire Mantle:
Creates a 3x3 Fire property barrier around the summoner that absorbs one hit each cell.
Offensive mode:
Fire Arrow:
Sends forth a bolt of fire to inflict low Fire property damage to a single target.
Fire Bomb:
Delivers an explosive strike to inflict Fire property damage to all enemies in a 3x3 area around the target.
Fire Bomb Attack:
Delivers an explosive strike to inflict Fire property damage to a single target.
Fire Wave:
Sends forth a scorching wave to inflict high Fire property damage to all enemies in a 3x3 area around the target.
Fire Wave Attack:
Sends forth a scorching wave to inflict high Fire property damage to a single target.
AQUA
Level 1 (Child Form)
Level 2 (Adolescent Form)
Level 3 (Adult Form)
Passive mode:
Aquaplay:
Boosts MAtk (Equip) by 40.
Boosts the damage output of Cold Bolt and Frost Diver.
Cooler:
Boosts MAtk (Equip) by 80.
Boosts the damage output of Diamond Dust by (JobLv × 5)% and its chance of effect (Crystallization) by (JobLv ÷ 5)%.
Endows Psychic Wave with the Water property and increases its SP Cost by 50%.
Chilly Air:
Boosts MAtk (Equip) by 120.
Enables to autocast Frost DiverLv. Floor(JobLv ÷ 10) at (JobLv ÷ 2)% chance when physically attacking.
Grants a 50% chance of not consuming Indigo Point (6361) or Blue Gemstone (717) when using Frost Weapon or Deluge, respectively.
Defensive mode:
Water Screen:
Enables the summoner to regain 1,000 HP every ten seconds.
Protects the summoner by taking all of the damage inflicted on them.
Water Drop:
Boosts resistance to Water property damage by 100%.
Drops resistance to Wind property damage by 100%.
Water Barrier:
Creates a 3x3 Water property barrier around the summoner that reduces incoming damage by 20%.
Drops attack and FLEE Rate by 30 each inside the barrier.
Offensive mode:
Ice Needle:
Sends forth a bolt of ice to inflict low Water property damage to a single target.
Water Screw:
Releases a stream of bubbles to inflict four hits of Water property damage to all enemies in a 3x3 area around the target.
Water Screw Attack:
Releases a stream of bubbles to inflict two hits of Water property damage to a single target.
Tidal Weapon:
Strikes with a water coated weapon to inflict very high Water property damage to a single target.
Endows the summoner's weapon and Aqua's arms with the Water property briefly.
VENTUS
Level 1 (Child Form)
Level 2 (Adolescent Form)
Level 3 (Adult Form)
Passive mode:
Gust:
Boosts ASPD by 5 and shortens FCT by 1 second.
Boost the damage output of Lightning Bolt and Thunder Storm.
Blast Mine:
Boosts ASPD by 5 and shortens FCT by 1 second.
Boosts the damage output of Electric Walk by (JobLv ÷ 2)% and Varetyr Spear by (JobLv × 5)%.
Endows Psychic Wave with the Wind property and increases its SP Cost by 50%.
Wild Storm:
Boosts ASPD by 5 and shortens FCT by 1 second.
Enables to autocast Lightning BoltLv. Floor(JobLv ÷ 10) at (JobLv ÷ 2)% chance when physically attacking.
Grants a 50% chance of not consuming a Yellow Wish Point (6362) or Blue Gemstone (717) when using Lightning Loader or Violent Gale, respectively.
Defensive mode:
Wind Step:
Warps the summoner to a random location a few cells away.
Boosts movement speed by 100% briefly.
+50% FLEE Rate
Wind Curtain:
Boosts resistance to Wind property damage by 100%.
Drops resistance to Earth property damage by 100%.
Zephyr:
Creates a 3x3 Wind property barrier around the summoner that nullify long range damage and may nullify incoming damage.
Boosts FLEE Rate by 25 inside the barrier.
Offensive mode:
Wind Slash:
Sends forth a blade of wind to inflict low Wind property damage to a single target.
Hurricane:
Whips up a vicious tornado to inflict low Wind property damage to all enemies in a 3x3 area around the target.
Hurricane Attack:
Whips up a vicious tornado to inflict Wind property damage to a single target.
Typhoon Mist:
Produces a violent squall to inflict two hits of very high Wind property damage to a single target and push it two cells backwards. May leave the target silenced.
Typhoon Mist Attack:
Produces a violent squall to inflict three hits of high Wind property damage to a single target.
TERA
Level 1 (Child Form)
Level 2 (Adolescent Form)
Level 3 (Adult Form)
Passive mode:
Petrology:
Boosts MaxHP by 5%.
Boosts the damage output of Earth Spike and Heaven's Drive and the chance of effect of Stone Curse.
Cursed Soil:
Boosts MaxHP by 10%.
Boosts the damage output of Killing Cloud by JobLv%, Earth Grave and Poison Buster by (JobLv × 5)%.
Endows Psychic Wave with the Earth property and increases its SP Cost by 50%.
Upheaval:
Boosts MaxHP by 15%.
Enables to autocast Earth SpikeLv. Floor(JobLv ÷ 10) at (JobLv ÷ 2)% chance when physically attacking.
Grants a 50% chance of not consuming a Lime Green Point (6363) when using Seismic Weapon.
Defensive mode:
Solid Skin:
Boosts MaxHP by 2,000.
Boosts DEF.
Stone Shield:
Boosts resistance to Earth property damage by 100%.
Drops resistance to Fire property damage by 100%.
Power of Gaia:
Creates a 3x3 Earth property barrier around the summoner that grants immunity to Bleeding and Stone statuses.
Boosts MaxHP by 20% inside the barrier.
Boosts DEF inside the barrier.
Slows down movement speed inside the barrier.
Offensive mode:
Stone Hammer:
Delivers a crushing blow to inflict low Earth property damage. May leave the target stunned.
Rock Crusher:
Drops down a boulder to inflict low Earth property damage to a single target and drop its Movement Speed by 25%.
Rock Crusher Attack:
Drops down a boulder to inflict high Earth property damage to a single target and drop its defense.
Stone Rain:
Drops down an avalanche of rocks to inflict very high Earth property damage to all enemies in a 3x3 area around the target. May leave the enemies stunned.
High Elementals
ARDOR
Passive effects: Increases Fire property magical damage of summoner by 10%, increases Conflagration's damage by 30%.
Passive mode
Flame Technique
1. Increases Fire Bolt damage of summoner by 400%.
2. Has a 7% chance to auto-cast Lvl. 1 Fire Bolt when summoner's dealing normal physical damage. (If summoner has higher skill level, that level will be casted instead)
3. Endows Psychic Wave's property to Fire.
Defensive mode
Flame Armor 1. Enchants summoner's armor with Fire property.
2. Reduces damage taken from Fire property by 100%, increases damage taken from Water property by 30%.
Offensive mode
Flame Rock
Creates the immolation on 7 x 7 cells around the target and Ardor, deals 2400% MAtk as Fire property that ignores target's magical defense to the enemies within the skill range. (Deals additional damage depends on summoner's base level)
DILUVIO
Passive effects : increases water property magical damage of summoner by 10%, increases Diamond Storm's damage by 30%.
Passive mode
Cold Force
1. Increases Cold Bolt damage of summoner by 400%.
2. Has a 7% chance to auto-cast Lvl. 1 Cold Bolt when summoner's dealing normal physical damage. (If summoner has higher skill level, that level will be casted instead)
3. Endows Psychic Wave's property to Water.
Defensive mode
Crystal Armor
1. Enchants summoner's armor with water property.
2. Reduces damage taken from water property by 100%, increases damage taken from wind property by 30%.
Offensive mode
Age of Ice
Creates the ice storm on 11 x 11 cells around Diluvio, deals 3700% MAtk as Water property that ignores target's magical defense to the enemies within the skill range. (Deals additional damage depends on summoner's base level)
PROCELLA
Passive effects : Increases Wind property magical damage of summoner by 10%, increases Lightning Land's damage by 30%.
Passive mode
Grace Breeze
1. Increases Lightning Bolt damage of summoner by 400%.
2. Has a 7% chance to auto-cast Lvl. 1 Lightning Bolt when summoner's dealing normal physical damage. (If summoner has higher skill level, that level will be casted instead)
3. Endows Psychic Wave's property to Wind.
Defensive mode
Eye of Storm
1. Enchants summoner's armor with wind property.
2. Reduces damage taken from wind property by 100%, increases damage taken from earth property by 30%.
Offensive mode
Storm Wind
Creates the strong wind on 5 x 5 cells around the target and Procella, deals 2600% MAtk as Wind property that ignores target's magical defense to the enemies within the skill range. (Deals additional damage depends on summoner's base level)
TERREMOTUS
Passive effects : Increases Earth property magical damage of summoner by 10%, increases Terra Drive's damage by 30%.
Passive mode
Earth Care
1. Increases Earth Spike damage of summoner by 800%.
2. Has a 7% chance to auto-cast Lvl. 1 Earth Spike when summoner's dealing normal physical damage. (If summoner has higher skill level, that level will be casted instead)
3. Endows Psychic Wave's property to Earth.
Defensive mode
Strong Protection
1. Enchants summoner's armor with earth property.
2. Reduces damage taken from earth property by 100%, increases damage taken from fire property by 30%.
Offensive mode
Avalanche
Creates the solid rock spear on 9 x 9 cells around the target, deals 450% MAtk as Earth property for 7 times that ignores target's magical defense to the enemies within the skill range. (Deals additional damage depends on summoner's base level)
SERPENS
Passive effects : Increases Poison property magical damage of summoner by 10%, increases Venom Swamp's damage by 30%.
Passive mode
Deep Poisoning
1. Increases Killing Cloud damage of summoner by 1500%.
2. Has a 7% chance to auto-cast Level 1 Poison Buster when summoner's dealing normal physical damage. (If summoner has higher skill level, that level will be casted instead)
3. Endows Psychic Wave's property to Poison.
Defensive mode
Poison Shield
1. Enchants summoner's armor with poison property.
2. Reduces damage taken from poison property by 100%, increases damage taken from holy property by 30%.
Offensive mode
Deadly Poison
Creates the poison on 9 x 9 cells around the target, deals 700% MAtk as Poison property for 5 times that ignores target's magical defense to the enemies within the skill range. (Deals additional damage depends on summoner's base level)
Modes
The Elementals and High Elementals are part of an Elemental Master's vast skill kit. They give offensive, defensive, and passive buffs to the summoner on which mode they are activated. Upon a successful summoning of your companion spirits, you have the option to place them in either Passive mode, Defensive mode, or Offensive mode. Each of these modes have uses that are essential in what makes Elemental Master a versatile class.
Elemental Control
Level 1
Passive Mode
Level 2
Defensive Mode
Level 3
Offensive Mode
Level 4
Dismisses
your Elemental and
High Elemental
Waiting Mode
Passive mode for the most part is used to buff an EM's offensive capabilities outside of its own summons. Meaning this is usually a direct buff to the summoner and not to the spirits themselves though sometimes both can benefit from it since your spirit's stats completely depend on their master's own stats. Also starting from the Sorcerer to Elemental Master, all of your spirits' Passive mode caters mostly to Psychic Wave and Spell Fist builds and thus finds very little use when focusing on 4th job skills of EM. The only instance we could think of that it still complements 4th job skills is Serpens on Passive mode. Serpens will increase your 3rd job skill Killing Cloud by 1500% which if you're focusing on a Poison-centric build will be beneficial for you. Or when you're still incorporating Psychic Wave into your skill rotation cycle since its elemental property can be endowed according to the element of your currently summoned Elemental or High Elemental.
On the other hand, Defensive mode like Passive mode is also used to buff an EM's defensive capabilities. Spirits would endow an EM's armor property to their corresponding element. If for example you have Ardor summoned and you placed him in the Defensive mode, he will change your armor property to Fire and you'll get decreased damaged against Fire property attacks but reduced resistance for the opposing element which is Water.
Meanwhile, Offensive mode is the state where your spirits will go on an aggro or attack state. They'll randomly attack, select and cast skills they know in their skill pool at a certain chance. For most people this mode looks and sounds useless which to a degree is true since why would you want your spirits to gain aggro and get attacked when they're already too frail to begin with. But you should know that there are ways to make them tankier than even your own, and spirits gaining aggro from mobs lets you farm efficiently or stay alive as long as possible. Think of them as your own version of the Biolo's Homunculus.
The next mode that maybe most of you aren't still aware of is the Waiting Mode. Now, Waiting mode isn't under any specific Level of Elemental Control, but it's a state where your spirits can freely enter anytime. The moment you summon your spirits, they are by default in Wait mode, and once you've placed them into any of the 3 modes, they exit Waiting Mode. To place them back into this state once again, you'll need to recast the same Lvl. of Elemental Control according to the same mode your spirits are in. If Ardor is in Passive Mode, recast Lvl. 1 Elemental Control one more time and he'll be in Waiting mode again. During this state, your spirits don't give anything or do anything for you but they regain 2% HP/SP every 3 seconds which serves as their own healing consumable in a way acting like their own source of Small Life Potion (14534) . This helps them stay alive longer in battles, so put them in Waiting mode as you deem fit and necessary.
Lastly, we have Lvl. 4 Elemental Control, which isn't even a mode or give anything good to either you or your spirits like reallyyyy. Don't ever use this skill as you'll only regret it. What it does is it kills your active spirits. I mean why? Just why would you want that? It's always easier to just cast another summoning skill if you wanna switch Elementals or High Elementals, but purposedly killing them is really such a questionable move by Gravity. Remove this in your hotkey or better yet don't ever bother getting it, it's a waste of skill point and a waste of space.
How to keep Elementals & High Elementals Alive
This is the section where we'll be explaining on how to keep our spirits alive. This is unknown to most players who hadn't played the class priorly. Only people who have played the class religiously since Day 1 as a Sorcerer during 3rd job era would know the secret sauce on how to make your Elemental and High Elementals live their lives as your own personal tank or meat shield.
When either an Elemental or High Elemental is summoned, they inherit all of the summoner's raw stats including MaxHP%, Max DEF,Max MDef, and Max FLEE Rate. Back in those days, when a Sorcerer ran a high VIT or high AGI build, their Elementals too would have high VIT and high AGI thus making them tanky and agile. They inherit whatever stats you have at the time of summoning and they retain those stats for as long as they are active. So if you equip full tank gears that 's focused on high MaxHP%DEF, MDef, FLEE Rate, they will receive all of those plus some additional stats depending on the spirits' elemental property. That being said, you can make a separate swap gear for your tank gears and switch to it whenever you're gonna summon your Elementals or High Elementals. It's generally a good idea to invest in those tank gears since it'll really make your spirits tanky and thus saves you from the frustration of having to resummon a new one every time they die which drastically decrease your DPS capability, particularly as an Elemental Master.
Now since our spirits don't have their own UI unlike the Homunculus of Biolo, we will be following the following equations to formulate their individual stats:
Agni: increase its ATK and Hit Rate by (SummonLv × 20) and (SummonLv × 10), respectively.
Aqua: increase its MATK and MDef by (SummonLv × 20) and (SummonLv × 10), respectively.
Ventus: increase its MATK and FLEE Rate by (SummonLv × 10) and (SummonLv × 20), respectively.
Terra: increase its ATK and DEF by (SummonLv × 5) and (SummonLv × 25), respectively.
Both the Elementals and High Elementals follow the equations in calculating their individual stats. Now the question if High Elementals have their own set of equations the answer is nobody knows but the Gravity developers. Information regarding the 4th job summons are few and so for the meantime while we lack accurate info we'll be following this one right here. I could only imagine it being better for the High Elementals if they did have their own equations. As you can see, the formula don't include the 4th jobs traits such as STA, WIS, RES, & MRES, so if in a turn of events it did somehow included those traits then our High Elementals are supposedly should be tankier than Elementals. Fret not though, because even with those traits your High Elementals are still durable. With the proper set of tank gears, my High Elementals could survive even the most hard-hitting skills of MVPs such as Juncea's Meteor Storm, Schulang's Lord of Vermilion, Phantom of Amdarais' Heaven's Drive, Lasgand's Storm Gust, Warlock Katrinn's Earth Strain, Sorcerer Celia's Psychic Wave, Rune Knight Seyren's Ignition Break, Temple Biosphere mobs' Grand Cross as well as the Dark Grand Crosses of the Valkyries from Depth Abyss 2. The only thing it can't survive so far is Betelguese's Tetra Vortex though they can survive Tiara's and Fenrir's Tetra Vortex.