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Foreword
This guide is intended as just that – a guide! This is not a cast-in-stone list of instructions for you to follow. Have fun and tailor-make you character to your own requirements. In addition to this guide, I suggest you read through the other guides in this forum, and the FAQ to familiarise yourself with the mage/elementor class.

If you spot any glaringly obvious mistakes, please let me know.

Contents:
Vagrant Stuff
Mage Stuff
Elementor Stuff

But before we start, I guess we need to know exactly…
What is an Elementor?
Elementors are a second class for magicians and are a high damage spell casting class that uses staves to cast devestating elemental spells. They have a wide range of elemental skills at their disposal which can damage one or several enemies at the same time, as well as self buffs to increase the damage they deal.

Part 1: The Vagrant
Congratulations! Here begins your journey to becoming an elementor.
As a vagrant, you don’t have to worry too much about your stat points. Adding INT at this stage has no benefit. The most common vagrant build is FULL STR for fast killing. The faster you get to 15 and become a mage, the better right? Although you gain skills as a vagrant, it is advisable not to put skill points into them.

Job change to mage
So you finally hit 15 and want to be a mage. To do this, you need to do the job change quest.

When you complete the quest, you will discover the following:

• Your Stat points have been reset to 15
• You have the following items in your inventory:

Part 2: The Mage
You are a mage, what now?
Now is the time to start thinking about your future build. What sort of elementor do you want to be?
As a mage, you want to concentrate on the INT and STA stats when you level.
STA or Stamina: Strengthens your defence and maximum Health Points (HP)
INT or Intelligence: Strengthens your maximum Mana Points (MP), magic striking power and magic defence power
The balance between INT and STA is important and will ultimately determine how you level your character.

Mage Skills:
Mages level by using their spells to kill monsters. These skills can be levelled using the skill points gained on each level. Skill points are gained as follows:
Level: 1 to 20 2 points per character level
Level: 21 to 40 3 points per character level
Level: 41 to 60 4 points per character level
Level: 61 to 80 5 points per character level
Level: 81 to100 6 points per character level
Level: 101 to 120 7 points per character level

1st Job – Bonus Skill Point
Magician 90 points

2nd Job – Bonus Skill Point

Psykeeper 90 points
Elementor 300 points

Mage skills are mastered at level 20 and take 2 skill points per level.

Non-elemented Skills:

Mental Strike: Ranged mental attack.
Requirements: Character Level 15

Blinkpool: Allows you to teleport a short distance.
Requirements: Character Level 30, Mental Strike Level 3

Fire Skills:
Flame Ball: Strikes at the enemy with a ball of flame.
Requirements: Character Level 18, Mental Strike Level 3

Flame Geyser: Does weak damage to the enemy continuously over time with a geyser of flame.
Requirements: Character Level 25, Flame Ball Level 5

Fire strike: Damages an enemy with a fire ball. The enemy will obtain a fire elemental effect for a short time afterwards, making it weak towards water skills.
Requirements: Character Level 30, Flame Geyser Level 7

Wind Skills:
Swordwind: Ranged wind attack.
Requirements: Character Level 20, Mental Strike Level 5

Strongwind: Ranged wind attack that pushes the enemy back.
Requirements: Character Level 25, Sword Wind Level 5

Wind Cutter: A strong, ranged wind attack.
Requirements: Character Level 30, Strong Wind Level 7

Water Skills:
Ice Missile: Blasts the enemy with a missile of ice. This skill NO LONGER slows the target. That feature of the skill was removed in v9.
Requirements: Character Level 20, Mental Strike Level 3

Waterball: Water attack that damages the enemy multiple times.
Requirements: Character Level 25, Ice Missile Level 5

Water Well: Splashes the enemy with a water attack. The enemy will obtain a water elemental effect for a short time afterwards, making it weak towards electric skills.
Requirements: Character Level 30, Waterball Level 7

Electric Skills:


Earth Skills:

Stone Spike:Damages an enemy with a stone spike. Gives a chance to stun the enemy.
Requirements: Character Level 18, Mental Strike Level 2

Rockcrash: Damages the enemy with a giant stone.
Requirements: Character Level 25, Stone Spike Level 5

Rooting: Prevents an enemy from approaching.
Requirements: Character Level 30, Rockcrash Level 7

Elementing your wand or staff with the element of your skill will increase the spell’s damage. However, elementing a wand or staff and using a non-elemented skill will decrease the damage by 10%.

Elements:

Fire
Wind
Earth
Electric
Water

Monsters are typically of an element and mages, and in particular elementors, should exploit that element to increase their damage.

Fire is strong against Wind
Wind is strong against Earth
Earth is strong against Electric
Electric is strong against Water
Water is strong against Fire

Subsequently:
Fire is weak against Water
Wind is weak against Fire
Earth is weak against Wind
Electric is weak against Earth
Water is weak against Electric

Which Skills should you level?
Most people pump 10+ points into Mental Strike as it is a relatively strong skill and should keep you levelling pretty fast until 25+.
Most people will then choose to level a combination of two skills:

Fire strike + Water Well: Fire Strike gives the enemy a fire elemental effect, strengthening the attack of the water skill. This combination is strongest against fire elemented monsters.
Water Well + Lightning Shock: Water Well gives the enemy a water elemental effect, strengthening the attack of the electric skill. This combination is strongest against water elemented monsters.
Lightning Shock + Rockcrash: Lightning Shock gives the enemy an electric elemental effect, strengthening the attack of the earth skill. This combination is strongest against electric elemented monsters.

Which of these should you choose?
’elements between the level of 15 (Feferns) – 68 (Crane Machinery) shows the following (Flying monsters were not included):

Fire: 21
Wind: 21
Earth: 29
Electric: 22
Water: 15

It therefore seems most sensible to use the Fire + Water combination. You should also have adequate skill points to level a third skill of your choice.

You have reached level 60 – Now what?
Now it’s time for all that hard work to pay off – you’re going to become an elementor! A guide on how to complete the elementor job quest can be found here.

What happens when I complete the elementor job change?
Your skill points and stat points will NOT reset! If you feel you have made a mistake in either of these areas, you will need to use a restat/reskill to correct it.

Part 3: The Elementor
Congratulations! You are level 60, you have done your quest and now you are an elementor! Feel good? Cool – take 5 to prepare yourself for the road ahead.

Elementor Skills:
Elementors level by exploiting the element of their target. They use spells that are strong against that element. Damage of these spells may be increased by elementing your staff and using the masteries gained at level 70.

Elementor skills are mastered at level 10 and use 3 skill points per level.




Master Skills: Skill mastered at skill level 5

Special INT Mastery: A Skill that increases the INT stat by a maximum of 15 (when the skill is maxed)
Requirements: Master level 60
* NB Skill levels every 12 levels. Does not require skill points for increase.

Hero Skills: Skill mastered at skill level 5

Curse Mind: Reduces target’s Magic Defense by half.
Requirements: Hero level

Which Skills should you concentrate on?
It has been largely debated as to whether it is worth levelling the level 60 1v1 skills to help you get to level 65. There is little damage difference between the damage a maxed level 30 mage skill and a maxed level 60 elementor skill does (shown in this video). The level 30 mage skills cast faster and consume less MP, thus it is my recommendation that you use these skills to get to level 65! Especially if using an earth skill to level… Rock Crash does more damage than Stone Spear (at least in my hands). I know the elementor skills are pretty to look at, but in terms of usefulness, they don’t rank high. You’ll probably want to stick at cranes until you reach 65. You can use Windcutter (that you probably maxed to level as a mage) to kill the earth elemented ones pretty quickly. If you are a high INT build, you can still use a wand and shield for extra defence. Remember to element your weapon for extra damage!

At level 65 you will gain the AoE skills that you are likely to use until you retire. The skills to concentrate on are:


Burning Field and Poison Cloud are damage over time skills and have significant cool-downs which make them unsuitable for mainstream levelling. Good uses for these skills however are adding a little extra damage when AoEing wind or fire element monsters, and collecting groups of monsters for your AoE. It’s also fun to mess around with these skills in the arena.
When you gain your AoE skills, you’ll want to experiment with different styles of levelling.

If you have enough STA to tank, you will want to maximise the damage you do by exploiting the element of your target. At lower levels, most of the monsters you fight are water element (syalica – watangka), so it makes sense to AoE using the Electric Shock skill. This skill is not ranged, so if you cannot tank a few hits, it is unwise to level using it.
If you are a high INT build, you will want to learn the Windfield Hit and Run technique as you will use this forever more to level.

At level 70, you will obtain your masteries. You’ll definitely want to level the Earth, Wind and Electric masteries, and if you have extra skill points, put them in the Water and Fire masteries. Masteries add 15% extra damage to skills of that element when they are mastered, so they are definitely worth the skill points.

The 70+ AoEs are currently not worth the investment of Skill Points. Due to being unelemented they tend to do less damage than the 65 AoEs and have nasty cooldowns. Some people use them to collect monsters (especially Blizzard due it’s chance of stun).

Equipment:
Jewelry
Most elementors will concentrate on getting the following jewelry:

  • Plug earrings for defence
  • Gore necklace for HP
  • Intelli rings for more damage

Some elementors prefer Stam rings to the Intelli rings, but most will switch to Intelli rings eventually.

Sets:
Level 60: Ahes [m] & Anoos [f]
This set is pretty weak as far as Elementors are concerned. If you plan to tank, use the NPC/CW set. If you plan to kite (use the hit and run technique) use the teba/misty set for faster casting speed.
1/4: No Effect
2/4: Def +19
3/4: Def +40, Decreased MP Consumption +13%
4/4: Def +40, Decreased MP Consumption +13%, Int +10

Level 75: Myuran [m] & Myurian [f]
The level 75 Myuran/Myurian set is considered by far the best set to obtain (before you reach level 105) for levelling. If you can afford it, you might want to reduce the pieces to allow you to start using them at 65 (using reduction scrolls -10). The set gives the following bonuses:
1/4: No Effect
2/4: Def +22
3/4: Def +55, of Magic Motion Time+20%
4/4: Def +55, of Magic Motion Time+20%, Decreased MP Consumption +15%
Even elementors that do not rely on the Windfield Hit and Run technique tend to use 3 parts of this set together with a high defence suit to AoE, as decreased casting = quicker killing = faster levelling.
Upgrading this set is worth the investment – some elementors even choose to use this set beyond level 105!

Level 90: Elder [m] & Ellean [f]

This set gives a nice INT bonus, as well as providing better defence than the lower level sets.
1/4: No Effect
2/4: Def +22
3/4: Def +50, INT +7
4/4: Defence Rate +50, INT +7, Decreased MP Consumption +15%

Level 105: Shabel [m] & Shurian [f]
This is the better of the two 105 sets to use the Windfield Hit and Run technique with. The decreased casting time bonus allows for faster killing.
1/4: No Effect
2/4: Defence Rate +21
3/4: Defence Rate +48, Decreasing of Magic Motion Time+15%
4/4: Defence Rate +48, Decreasing of Magic Motion Time+15%, HP +15%

Level 105: Ellis [m] & Ellsis [f]

This is the better PvP set, thanks to the bonus block rates.
1/4: No Effect
2/4: Def +10%
3/4: Def +10%, Range Block +10%, Short Range Block +10%
4/4: Def +15%, Range Block +15%, Short Range Block +15%, +15% HP

Level 120: Nanemvis [m] & Nanemvis [f]

Good luck getting your hands on one of these sets! They are obtained by trading 10,000 red chips to the red chip merchant in Flaris. Red chips may currently only be obtained by winning guild siege events (true of Apr 2008).
4/4: Def+22%, HP+15%, Decreasing of Magic Motion Time+15%, INT+10

Green Staffs:
Unless you have got yourself a highly upgraded staff, or have easy access to level reduction scrolls, I’d recommend sticking to a staff close to your level. Of course, the awakening system gives a great opportunity to enhance the bonuses of a weapon, and you could find yourself favouring a nicely awakened blue named staff over the below-described greens. Remember that awakenings can be bad also, so don’t wrecklessly awaken your best staff if you’re not prepared to get reversions to undo it if things go wrong.

Suit Piercing: HP, DEF or ATK?
So you have this great set and want to enhance it by piercing it. But what should you add? My rule of thumb for piercing:

  • If you’re tanking, add DEF
  • If you’re kiting, add ATK
  • If you’re PvPing, add HP


Weapon Piercing *New*


With v12 came the option of piercing your staff. Weapons and shields may now be pierced with up to 10 slots. This is not an easy task, and you will need a scroll of gprotect to prevent your weapon from breaking (even going 0/1!).
Water cards: Add INT and DMMT.
Water card A: tbc
Water card B: 4 INT, 1% DMMT
Water card C: 3 INT, 1% DMMT
Water card D: 2 INT
This is probably the best option for an elementor. The DMMT allows you to cast faster and INT provides more damage.
Land cards: Add STA
Land card A: tbc
Land card B: 4 STA
Land card C: 3 STA
Land card D: 2 STA
Good for the tankers out there. More STA = more defence, allowing you to survive better.
Wind cards: Give walking speed and attack speed.
Wind card A: tbc
Wind card B: 4% run speed, 1% atk speed
Wind card C: 2% run speed, 1% atk speed
Wind card D: 2% run speed
Could be considered useful for the HnR eles out there, but in my opinion, water cards are the better option still.


Credits go to patangua.


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