Class Guide - Part 4
9. Elementalist
Elementalist
Elementalists are scholars of magic that study how the elements that make up this world are moved by the will of the Goddesses. Their ultimate goal is to emulate this divine power to understand and gain control over the 4 basic elements that make up the material world. Elementalists are masters of the elements. They have powerful offensive spells but require some time to recuperate after each cast, so support from party members is recommended.
Elementalist Attributes
Elementalist: Resistance
Not really sure how significant this is but just add since it doesn’t cost much
Fire Property: Amplify
Get this. This benefits Pyromancers even more
Ice Property: Slow
Not that important if you do not have Cryomancer. But it isn’t expensive so just add
Elementalist Skills
Electrocute (0-15/15)
Skill Description
Cooldown: 10s
Overheat: 1
Release a surge of electricity to attack enemies in front of you. Electrocute’s number of targets is doubled if used within the range of Storm Calling.
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This skill is very weak if you do not add it higher because it hits very few enemies. It does 8 instead of 4 hits if it hits a lot of enemies. It is a good filler skill, but the problem is that Elementalist’s skill points are quite limited so not all builds will be able to add Electrocute much. Taoist however benefit more from Electrocute because of “Taoist’s Storm Calling” that not only increases the damage of Lightning Property attacks, it also doubles the number of targets that can be hit by Electrocute. Hence, you not need to add Electrocute too high if you are always going to pair it with Storm Calling. Adding it higher do increases it damage unlike because whereby it only increases the number of targets.
Skill Attributes
Electrocute: Enhance
Because of its short cooldown, you will use this often and hence worth it to add.
Hail (1-15/15)
Skill Description
Cooldown: 40s
Overheat: 1
Drop chunks of ice to continuously inflict damage on enemies. Increases critical damage against enemies under the effect of [Freeze].
Hail is much stronger now with a shorter cooldown and higher damage, hitting around 18-24 times depending on how many pieces of ice falls on the enemy. Damage dealt to enemies under [Freeze] debuff is increased by [skill level] x 2% when attack lands as a critical hit. It also now does additional damage depending on the size of the enemy (Small: 150%, Medium: 100%, Large: 50%). Hail is now a pretty good AOE skill. However, due to the skill point constrains of Elementalist, it depends on players whether they want to max this skill for AOE damage, or leave it at 1 just to freeze targets. It can freeze bosses like CM and Saalus bosses.
Skill Attributes
Hail: Enhance
Definitely add this high if you are using this skill for damage.
Hail: Freeze
Gives you a 25% chance (maxed) to [Freeze] enemies. Max this for higher chance of [Freeze]
Storm Dust (0-15)
Skill Description
Cooldown: 20s
Overheat: 1
Creates a sand storm at the target area. Enemies within the skill’s range takes continuous Earth property damage
Depending on your build, some may want to max this some may not. Builds with Pyromancer should definitely max this for Storm Dust + Fireball. Others can opt to max this or other skills depending on preferences. The skill by itself has good AOE and damage with a medium cooldown.
Skill Attributes
Storm Dust: Enhance
Add this for sure if you are using it as one of your main DPS skills.
Storm Dust: Second Storm
Max this for additional damage.
Storm Dust: Slow
Can be useful to add
Fire Claw (1-15/15)
Skill Description
Cooldown: 15s
Overheat: 2
Send out a wave of fire all around to attack your enemies.
This skill is very strong when aimed properly or when it hit single targets like bosses. It does multiple hits per cast, has a short cooldown and even have 2 overheat, making it a very strong single target DPS skill. Definitely max this if you want to take down bosses easier.
Skill Attributes
Fire Claw: Enhance
Add this high since it is one of your main single target damaging skills
Elemental Essence (10/10)
Skill Description
Cooldown: 20s
Overheat: 1
Grants a buff that increases the damage bonus of property attacks when attacking an enemy’s weakness.
Gives you additional damage when enemy is weak to that property attack, up to 100%. This buff is good and has 100% uptime. The downside is that the duration is 20s so you would need to keep recasting it if you want to have its effects
Skill Atrributes
Elemental Essence: Balance
This attribute makes it such that it reduces the penalties received by enemies at the expense of reducing the Elemental Essence damage increasing effects. Get it.
Stone Curse (0-10/10)
Skill Description
Cooldown: 1m
Overheat: 1
Temporarily petrifies an enemy. The petrified enemy takes additional damage from Fire and Psychokinesis property attacks and reduced damage from other properties.
Petrifies enemies, causing them to take +100% increased damage from Fire and Psychokinesis Property attacks. Take note that enemies under this debuff will take less damage from other property attacks so make sure you do not spam your other Property attack DPS skills when the target is petrified. This can petrify CM and Saalus bosses. Higher level increases the duration of the debuff.
Skill Attributes
Stone Curse: Increased Petrification
Increase the number of targets that can be affected by skill, so max it.
Meteor (5/5)
Skill Description
Cooldown: 40s
Overheat: 1
Drop a meteor on a targeted area to inflict damage on enemies.
I mentioned in other skills that it is up to the player which skills they want to max depending on what they prefer. For this case, there is no exception you must max this. The skill does very high burst damage and has a very big AOE. It does have a pretty long casting time but this can be minimized with “Wizard: Rod Mastery” or "Chronomancer’s Quick Cast". Using Pyromancer’s Flame Ground before casting Meteor allows Meteor to do 1.3x - 1.5x the original Meteor damage.
Skill Attributes
Meteor: Enhance
Add this high. It is one of your best skills.
Meteor: Flame Ground
Get this if you have Pyromancer.
Breakdown
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Damage (5/5): It has one of the strongest skills in the Wizard tree. Meteor does huge burst AOE damage, while Fire Claw has very good single target damage
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AOE (4/5): All the skill has good AOE, while Meteor has one of the biggest AOE among Wizard skills.
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Support (2/5): Elementalist provides some CC with Hail and Stone Curse
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Utility (1/5): No utility outside of PVE
Synergy
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Pyromancer: Storm Dust + Fireball and Flame Ground + Meteor combos makes Pyromancer a very good pick for Elementalist. Stone Curse also increases the damage of Fire Property attacks.
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Chronomancer: Elementalist benefit a lot from Quick Cast. Also, Pass is very useful for Elementalists as some of their skills such as Hail and Meteor have high cooldown
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Taoist: Storm Calling combos well with Electrocute. Also, Tri Disaster Charm increase the damage of all Elementalist’s skills except Storm Dust.
Build Templates
- Pyromancer - Elementalist - Taoist
- Pyromancer - Elementalist - Onmyoji
- Pyromancer - Elementalist - Alchemist
- Cryomancer - Elementalist - Taoist
- Elementalist - Chronomancer - Taoist
Elementalist is one of the strongest damage dealing Wizard classes. It has high damage and big AOE to do very well against bosses and in CMs. Pyromancer + Elementalist is also one of the strongest pairs in the game. We are also seeing the rise of Chronomancer with Elementalist as a bossing build. Overall, Elementalist is in a good spot that can fit into many builds or do well enough as a standalone class.
10. Sage
Sage
Sages are mostly made up of either aged scholars or government officials who have gained magic powers over the years. In the case of the latter, it is presumed that Sages obtain their power from being continuously exposed to the Divine Tree while working in the government for years. Sages reach enlightenment through years of accumulated knowledge to manipulate space using magic. They specialize in manipulating the different dimensions or creating portals that can be used for traveling to known locations.
Sage Attributes
Sage: Maestro of Dimension
Increases the damage against enemies under [Slow] or [Hold] debuff by 30% (maxed) when using non-property magic attacks. Max this if you have classes that provide such debuffs. These are the skills which induces [Slow] or have slow effects that will trigger the attribute.
- Psychokino: Heavy Gravity, Gravity Pole
- Chronomancer: Slow
- Onmyoji: Greenwood Shikigami (when the skill ends, induce 5s debuff), Toyou (10% chance of inflicting [Hold])
Sage Skills
Portal (1/15)
Skill Description
Cooldown: 0s
Overheat: 1
Portal Cooldown: 30m (level 1) - 16m (level 15)
Memorize your current location or create a portal for you or your party members to be able to use. If a location is being saved, it records the coordinates of your current position before going on cooldown, you must wait for the cooldown to end before you are then able to open a portal.
The main skill of Sage and that is to create portals to places. The skill itself has zero cooldown and you can go to a specific location and save the coordinates of that location. You and your party members will be able to use it (take note that portal duration is 15s regardless of level). Each portal when opened, will have their own separate “Portal Cooldown” which is dependent on the Portal skill level. You honestly don’t really need anything higher than 1 unless you really need that extra minutes of portal cooldown. With all the attributes, you can save up to 6 locations.
Skill Attributes
Portal: Extra Slots
There are 3 of such attributes to learn so learn all 3 to increase your maximum number of slots that you can save to 6.
Micro Dimension (15/15)
Skill Description
Cooldown: 15s
Overheat: 3
Distorts the space into a small size to deal damage to enemies.
It does good damage with a short cooldown and 3 overheat. Unlike other “single target” focused skills like Featherfoot’s Kundela Slash or Shadowmancer’s Shadow Thorn, it can be properly aimed and does more AOE than those skills. It however has a longer casting time and has a delay for the second hit from “Micro Dimension: After Effects” attribute. It does have an attribute that can duplicate ally installments but at this moment it is pretty useless.
Skill Attributes
Micro Dimension: Enhance
Good to add because you will be using this pretty often due to its short cooldown.
Micro Dimension: After Effects
Basically does an extra hit to targeted enemies and enemies around you (although it doesn’t really seem to hit enemies around you). Definitely add this since it essentially doubles your damage.
Micro Dimension: Confusion
Personally I don’t find [Confusion] debuff to be that useful. You can choose to add this or don’t.
Micro Dimension: Duplicate
Quite useless because there isn’t anything worth duplicating at this moment. You can duplicate Pyromancer’s Fireball but there isn’t a point since you can cast 5 of it anyway. Not worth the extra SP cost.
Ultimate Dimension (1-15/15)
Skill Description
Cooldown: 20s
Overheat: 1
Distorts the space into a large size to deal damage to enemies.
This skill is pretty ok. Decent AOE and damage with short cooldown. It does inflict [Slow] which can trigger Sage: Maestro of Dimension. It has an attribute that increase the range of ally magic circles, but it is pretty useless at this moment.
Skill Attributes
Ultimate Dimension: Enhance
It does have a short cooldown so it is worth it to add since you might use this fairly often.
Ultimate Dimension: After Effects
Inflict [Slow] for 5s (maxed) that can help trigger Sage: Maestro of Dimension. Also does additional non-property attack. Max this.
Ultimate Dimension: Enlarged Magic Circle
As mentioned previously, not worth it and a waste of SP.
Blink (1/15)
Skill Description
Cooldown: 30s
Overheat: 2
Teleport yourself to a random location, leaving behind an apparition. The apparition remains for a period of time and receives damage from the monsters in your stead and moves along with your party members.
Creates an apparition mainly to draw aggro away from you. I don’t think you need that many points into this skill. Increasing the level of the skill will increase the duration of the apparition. You can add depending on how long you want it to last but your skill points allocation may be tight. Level 1 might just be enough for an emergency decoy.
Skill Attributes
Blink: Duration
Max this since it is free 5s of duration
Blink: Looming
You can choose to add this or not. It doubles threat value of your apparition but increase the skill cooldown by 10s.
Missile Hole (1-10/10)
Skill Description
Cooldown: 45s
Duration: 1
For a period of time, grants an effect that can minimize damage from missile attacks and magic bullet attacks for you and your party members.
This buff is very good that grants you protection from missile and magic attacks for you and your party members. It was one of the best buffs pre-Re:Build but after Re:Build, the skill was severely nerfed to only last 10s at max level. You can add 1 just for the quick protection and movement speed buff, or max it to maximize the buff uses.
Skill Attributes
Missile Hole: Escape
Increase your movement speed to 60 for 3s when you use Missile Hole. Add it for sure.
Portal Shop (1/1)
Skill Description
Cooldown: 0s
Overheat: 1
Set up a Portal Shop. By learning the Portal skill, allies can move to locations that you have saved.
The reason why people get Sage despite its not very impressive damage or support options, and that is the ability to create Portal Shops. You need to save your location with the Portal skill before you can start selling the portal services. Even if you do not intend to use this to make money (well it doesn’t exactly make a lot money, doing CMs and farming earns you more), it is good to have 1 Sage just so you can set up your own Portal Shop just to allow your own characters to use them. This is because not always will you be able to find a Portal Shop that sells the location that you want, and having a Sage just for this purpose would greatly benefit your other sub-characters.
Skill Attributes
This skill has no attributes
Dimension Compression (1-10/10)
Skill Description
Cooldown: 15s
Overheat: 1
Compresses the space around a single enemy, dealing damage. The longer the skill is charged, more damage is dealt. Nearby enemies are pulled in.
The useful thing about this skill is that it helps to gather mobs together. Although the cooldown is short, the damage isn’t that amazing for single target, considering the fact that there is a charging time included as well. It helps to gather mobs and pull nearby enemies, but it only really does damage to that specific targeted enemy. You can just put 1 for the mob gathering purpose, or max it to maximize the damage.
Skill Attributes
Dimension Compression: Enhance
Only add this if you maxed the skill for damage.
Dimension Compression: Aftermath
Grants 50% chance (maxed) to stun enemies with [Stun] for 4s. Not that significant but no harm adding.
Hole of Darkness (1-5/5)
Skill Attributes
Cooldown: 50s
Overheat: 1
Summons a hole on the ground that deals Dark-property damage. When the hole dissipates, enemies within range receive damage.
Does pretty high damage with a medium AOE. It has an attribute that allows the skill to do more damage, at the expense of higher cooldown which I personally would not prefer getting. Also inflicts a [Blind] debuff for 15s which can benefit Warlock and Shadowmancer whose skills get more damage when enemies are inflicted by [Blind].
Skill Attributes
Hole of Darkness: Enhance
Get this since the skill does good damage
Hole of Darkness: Black Hole
Make enemies disappear and take 50% more damage when they reappear. Also increase skill cooldown by 10s. I personally would not take this due to the increased cooldown. Also, it makes targets disappear and I would not be able to hit them with my other skills.
Breakdown
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Damage (3/5): The damage of the class isn’t bad but it isn’t on par with high DPS classes. Micro Dimension and Hole of Darkness has reasonably good damage.
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AOE (3/5): Sage’s skills all have pretty medium sized AOE, but cannot compete with other large AOE classes.
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Support (2/5): Missile Hole is a good short duration buff. Blink also helps to draw aggro away. This would have been much higher if Missile Hole has a higher buff duration of 100% buff uptime.
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Utility (5/5): Being able to save locations and teleport party members is a huge plus. Also, it can set up Portal Shop to sell Portal services, or even use it for your own sub characters. Definitely one of the best utility classes.
Synergy
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Psychokino: Heavy Gravity and Gravity Pole allows “Sage: Maestro of Dimension” to increase the damage of non-property skills on enemies inflicted by [Slow] by 30%. There is however, not many non-property skills to make full use of this attribute.
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Chronomancer: Sage’s attribute “Sage: Maestro of Dimension” increase the damage of non-property skills on enemies inflicted by [Slow] by 30%. There is however, not many non-property skills to make full use of this attribute and Sage is generally not a very high damaging class to begin with.
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Warlock/Shadowmancer: Hole of Darkness can inflict a 15s [Blind] which boosts most of Warlock and Shadowmancer’s skills by 30%, and allows Shadow Thorn to ignore 50% of enemy’s defense.
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Onmyoji: Greenwood Shikigami can inflict [Slow] and Toyou has a 10% chance to inflict [Hold], which can trigger “Sage: Maestro of Dimension” to increase the damage of non-property skills on enemies inflicted by [Slow] by 30%. Howling White Tiger will get this 30% damage increase together with other Sage’s skills.
Build Templates
Although it does look like Sage have synergy with a lot of classes, it isn’t a popular pick in DPS or support. The synergies are not exactly very strong and Sage don’t really have the damage to make full use of the synergy. It also does not have very good support options despite being a “Green Icon” class. Most people pick Sage solely for Portal and Portal Shop. There are often much better choices with regards to DPS and support from the Wizard tree.