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Soul Master 101
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This is for PvE only. http://i48.tinypic.com/351wec5.pngA new update calls for a new guide. I will mostly be going in depth about each of the elemental combinations, pros/cons, as well as writing a general path for TM spending. Although the majority of it will be those three, I will comment briefly on equipments and bossing tips etc. I will try to include as much personal experience as possible, hopefully making it easier for some of the newer players who're looking to try out the Soul Master class for the first time. Although I can't promise that bias will be void in this guide. I will try to be straightforward as possible, so that I won't confuse any of you. Also, even though most of this guide will encompass PvE, I will include some vague aspects of PvP. Here goes! So you're interested in creating a Soul Master? Well you've come to the right place! Soul Masters are the pure paths of the sheep class and mainly specialize in Area of Effect skills. They're the masters of the elements and upon job change, they get improved versions of the bard elemental skills. Why play as a Soul Master? They have access to many great skills that allow you to completely wreck things in game with ease. Nonetheless, they are an excellent PvE class, regardless of elemental path. |
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First I'll define some of the stats that are included in each color type if you're new to the game. -Power(Red boxing glove): It is broken down into 3 stats within. They include: Attack Power(AP), Accuracy(AC) and Dexterity(DX). None of these stats are important to this class except for AC, which is used to determining the accuracy & damage of blessings. You don't want to increase this number at all, it's a waste, so keep it at one. -Magic(Blue cane): This also is broken down into 3 stats within. They include: Mana points(MP), Magic Attack(MA) and Magic Defense(MD). All of these stats are very important to the magic class in general. You can't change the 4 in magic so this should be your highest stat in your build naturally. -Sense(Purple eye): Also in 3 categories. They include: Weight(WT), Detection Ability(DA) and Luck(LK). All of these stats are universally important to all characters in Trickster. As a magic class however, you don't need the DA for damage, but you do want a high number in sense for good weight(to carry things) and luck(so that your attacks don't miss). -Charm(Orange heart): 3 categories. They include: Hit points(HP), Defense(DP) and Hit Evasion(HV). This stat is also very important in determining your character's survivability in the game. The higher number you put in this stat, the more base weight and luck you are giving up. Quote:
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http://i50.tinypic.com/2uhtnq1.png This is the standard build that you receive on the character selection screen. However the build is not set in stone, you can change the numbers around by clicking on each color type under the numbers, except for the 4 in magic. All specific class types CAN NOT change the 4 in their type. (Ex: Buffaloes and Bunnies cannot get rid of the 4 in its power.) Also, when you change the build around, you have to re-allocate the points, you only have 10 total points to work with. There's absolutely hardly anything wrong with choosing this build graph. It's pretty solid. Works best with any of the element paths. Put all of your bonus points in MA or pure LK, as long as you have the equipment to compensate. Please don't use any hybrid stat allocations like 3MA:1LK or any other combination, the difference in growth isn't effective and you're wasting potential points for more MA or LK. Pros:
----------------------------------------------------------- http://i49.tinypic.com/2ihv4hs.png This is another one of the four possible builds you can start out with. The pros and cons for this build are pretty much the same as 1432. You just lose even more weight and luck in exchange for more HP and defensive stats. Not much of a difference, but this is recommended for the free players that don't have much or any access to Myshop at all. This build is uncommon. I recommend this build for hybrid players, meaning you have occasional access to Myshop, but still mostly rely on in game equipments. Put all of your bonus points into MA. 1423 Pure LK is also viable, just make sure you have the equipment to compensate for the loss of MA. Works best with wind/earth or fire/earth paths. Pros:
----------------------------------------------------------- http://i49.tinypic.com/11rqjib.png This build completely gives up weight and luck for the total huge gain in base HP and other defensive stats. If you choose this build, you will have BIG weight problems 99% of the time. It is not recommended for the inexperienced or poor that can't afford a Myshop pouch. Not even putting your bonus points during level up in weight will be enough. Only choose this build if you know what you are doing or super dirt poor and can handle your game play being interrupted every so often because you need to sell things and restock pots multiple times. This is a very rare and uncommon build. I definitely do not recommend this build for pure PvE, unless you have the equipments and Myshop to make up for the loss in weight and luck. You can go pure MA, HP or LK in this build. Once again, this is for experienced users who have access to heavy Myshop for luck and weight equipments. Pros:
----------------------------------------------------------- http://i47.tinypic.com/2ed007c.png This build is the most popular among Trickster's mage population for a reason. Defense and HP equipments are easily attainable in game. You can easily make up for the loss in base HP by getting a nicely compounded and refined shield for cheap. If you are just starting out, your server also determines the ease of your transition into the game economy. I also definitely recommend this build to players wanting to try out the SM class, you won't regret it! You can either choose to be pure MA or LK. Just make sure you compensate for the loss in MA or LK whichever choice you make. Pros:
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http://i47.tinypic.com/2vhsxur.png Can't decide on which elements you want? No problem, I'll sort out all the pros/cons of each path. A. First off, the popular Fire/Elec route. This is now a favored and highly possible endgame build compared to the past, where it wasn't as popular. Pros:
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Terrible_______Mediocre______Excellent My rating: I give it an overall 8, this is a very good path that I recommend. If you think that the pros seal the deal for you, then the more you should choose this route. Even though they perform poorly outside of the traditional grinding spots, they also excel in fiesta, but other element paths will do it better. Otherwise, this is not a starter friendly decision for you free players.<-1--2--3---4---5---6---7---8--9--10-> _____________________________________________ B. Next up, Water/Elec. A very deadly and highly effective build. Pros:
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Terrible_______Mediocre______Excellent My rating: I give it an overall 9, this is a very good path that I also recommend. If you think that the pros seal the deal for you, then the more you should choose this route. In addition, this is a very starter friendly path to go if you're a free player and don't spend MS on the game. Honestly, there's barely anything wrong with this path and once again, definitely recommend.<-1--2--3---4---5---6---7---8--9--10-> _____________________________________________ C. Next up, Water/Wind. The notorious wind element comes into play here. I have personally played with this build until 400. So here's my take on it- Pros:
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Terrible_______Mediocre______Excellent My rating: I give it an overall 7, this is a very good path that I also recommend for those who like to traditional grind a lot. If you think that the pros seal the deal for you, then the more you should choose this route. In addition, I give it a 7 because Chaos Tower was introduced. Up until then, I had been very successful with this combination. NEVER had a problem. The lack of a multiple target space boost didn't hurt me much at all, even though at times I wished for it. I say Chaos Tower gave it a lower score because the higher floor bosses' annoying summons will MURDER me, since Whirlwind isn't boosted. And you'll mostly be spamming all of your water skills to kill them quick, hardly any wind blades or raging storms. The final floors can get very frustrating with water/wind so I changed elements. Once again, this a very balanced build, not too many cons.<-1--2--3---4---5---6---7---8--9--10-> _____________________________________________ D. Now my personal favorite, Wind/Earth! I absolutely LOVE this combination and here's why- Pros:
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Terrible_______Mediocre______Excellent My rating: I give it an overall 9, this is a very good path that I also recommend. If you think that the pros seal the deal for you, then the more you should choose this route. This route is just awesome for traditional grinders. Even though it lacks single target skills, you'll mostly be depending on Arrow Rush, Wind blade & Raging, which isn't too bad. Once again, highly recommend for the AoE lovers.<-1--2--3---4---5---6---7---8--9--10-> _____________________________________________ E. The forgotten path, Fire/Earth. You'll hardly see anyone using it, and when you do, they're not doing it right! Pretty unpopular and the rarest out of all the paths, BUT it is VERY FUN and damaging if done right. These are not your average elements that you'd lump together since they don't compliment each other at all if you're not pure. Now that we've got Salamander's Territory, we can pretty much make these two elements connect and shine. Pros:
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Terrible_______Mediocre______Excellent My rating: I give it an overall 6 because the cons are pretty much catching up with the pros. However, this route is recommended for experienced and highly funded players to make it WORK. Even though I said that this combination has long cool downs, you'll HARDLY even notice they are on cool down because you have a lot of skills to juggle, just like wind/earth. You wouldn't even notice a big difference by the time your main AoE's, Cleaving and Earthquake are done and ready to use again. I find this build super fun to play with, Earthquake is an AMAZING skill. The jump in upgrade damage from Cleaving is huge and pretty noticeable. Second strongest AoE out of all the 5 elements, with Staff of Thunder taking 1st place. Once again, I recommend this combination to seasoned and well funded players who want to try something new, unique and fun. Or if you just want to be unique and don't care, then try it!<-1--2--3---4---5---6---7---8--9--10-> _____________________________________________ If I were to rate the elemental paths regarding their damage, ease and speed in general PvE then: 1st: Wind/Earth 2nd: Fire/Elec 3rd: Fire/Earth 4th: Water/Elec 5th: Water/Wind This is done with all the same eqs, close level range, and only in general PvE. This isn't based on the mines/traditional training areas, I'm sure no one wants to live in a mine or a creepy castle until 400. There are MUCH better options for grinding spots due to the recent major updates. |
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http://i49.tinypic.com/rjjybl.png If you're new to the mage class or the game, here's the possible element combinations you can pair up. http://asset.103.ggftw.net/wiki/to-w...strelspell.png The monsters in Trickster Online have different elemental resists. Soul Masters take advantage of those resists/vulnerabilities to maximize their damage. This area will focus on skills descriptions that aren't very clear in the ggFTW wiki or if I see that they need more description added to them, as well as briefly go into the elemental combinations again, since I've already pretty much gave you a general overview in Recommendations. You can look at all of the bard skills here and all of the soul master skills here. Important notes about the elemental seals to beginners. http://i45.tinypic.com/2lsxhzq.pnghttp://i48.tinypic.com/30rwqk7.pnghttp://i46.tinypic.com/2w3rno8.pnghttp://i50.tinypic.com/dzgdmr.pnghttp://i45.tinypic.com/2vng8pv.png In the order of water, electric, fire, earth and wind.
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http://asset.103.ggftw.net/wiki/to-w...hing_Earth.jpg Scorching Earth: An ongoing stationary AoE that you place anywhere on the floor. Has a chance to fail now. Learn and master this skill ASAP. It's the bread and butter of going Fire/Elec. http://wiki.mymmogames.net/to-w/imag...s_Blessing.jpg Salamander's Blessing: Passive buff that you can cast when fire shield is up and turns your shield into a reflective attack. Not elemental % based. Is affected by space boosts/enemy resist and will reflect damage even if it's a miss or block. Same description applies to all the other blessings, just different elemental properties. http://wiki.mymmogames.net/to-w/imag..._Territory.jpg Salamander's Territory: Sound: Similar to ghostly whisper's impact hit on monsters, on repeat. Space skill in the fire tree that reduces earth resistance. You can place it anywhere on the ground. The effect of the debuff stretches to about half to a full inch outside of the circle. This is a must get and master for fire/earth users. It will allow you to boss and train better. There's is absolutely no reason for fire/elec to get this skill, skip it completely. The look of it when casted is THE PRETTIEST & COOLEST space out of all of them. Has a large and special ring of fire surrounding the space, a perk none of the other spaces have. ------------------------------------------------------ Some electric skills I want to expand on: http://wiki.mymmogames.net/to-w/imag...esla_Field.jpg Tesla Field: An okay stationary damage over time AoE skill. It stays on the selected target and wears out when they die. It is optional for fire/elec users, the damage isn't too great. Can be a good training skill if you can somehow get the original target to leave the area it's placed on. It is a must get for water/elec users. http://wiki.mymmogames.net/to-w/imag...of_Thunder.jpg Staff of Thunder: The strongest AoE for pure sheeps. Officially the most flashiest skill in the game and a favorite for many in terms of use, damage and aesthetics. Learn and master it ASAP regardless of water or fire/elec. Has a huge range, hits 5 targets and doesn't stun. http://wiki.mymmogames.net/to-w/imag...%27s_Space.jpg Raion's Space: Sound: Like thunder shield. A space skill from the electric tree. Lowers enemy's fire resistance and you can place it anywhere on the ground. The effect of the debuff stretches to about half to a full inch outside of the circle. Fire/elec users learn and master it ASAP. This skill will allow you to boss hunt, SERIOUSLY. Water/elec users can skip this completely. Ugliest space in my opinion. ------------------------------------------------------ Some water skills that I want to expand on: http://wiki.mymmogames.net/to-w/imag..._Drip_Bomb.jpg Drip Bomb: Basic single target water skill. It is a must learn and master for water/wind users. Water/elec users can leave it at 10 to unlock Aqua Bomb. This skill becomes very useful when you get the water web passive. http://asset.103.ggftw.net/wiki/to-w.../Water_Web.jpg Water Web: A passive debuff that connects mana web and drip bomb together. So, whenever you use drip bomb now, it'll lower the enemy's DX as well. Get it regardless of wind or water/elec when you start to boss hunt. With the addition of crazy broken mobs with super fast attack speeds lately, this will prevent you from getting chain-critted/mauled to death. Aqua bomb doesn't receive the slow add-on. http://asset.103.ggftw.net/wiki/to-w...y_Shackles.jpg Icy Shackles: A protective single target skill that stun locks the target's position and disables their casting of any skills/attacks. The target under frozen state is invincible and will not receive any damage, if they receive damage, it will miss, regardless of your LK or AC. However, you can inflict status effects on the target when they are frozen(i.e. stun etc.). Wind/water should get this skill if they feel that they need 1 more water attack to help rotate their drip/shard and aqua bomb cool downs. Water/elec should get this skill if they plan to PvP. You can stop your enemy in their tracks and annoy the crap out of them if you're smart. http://wiki.mymmogames.net/to-w/imag...27s_Garden.jpg Undine's Garden: Sound: Same as Sylph's Playground. A space skill in the water tree that debuff's enemy's electric resistance. You can place it anywhere on the ground. The effect of the debuff stretches to about half to a full inch outside of the circle. Water/elec users learn and master it ASAP, it will give you more damage, upping you to OHKO levels. Water/wind users pass on this skill, unless you party with water users often. If not, skip it completely. Looks average in my opinion. Water and electric, the deadliest combination out of all the 5 total pairs. ------------------------------------------------------ Some wind skills I want to expand on: http://asset.103.ggftw.net/wiki/to-w...Playground.jpg Sylph's Playground: Sound: Similar to the sound of activation when Tornado blast is casted, just on repeat. A space skill in the wind tree that debuffs enemy's water resistance. The effect of the debuff stretches to about half to a full inch outside of the circle. Water/wind get this skill ASAP, it will allow you to boss. Water/elec can skip this. The second prettiest space in my opinion. http://asset.103.ggftw.net/wiki/to-w...ging_Storm.jpg Raging Storm: THIS SKILL. This skill has been misinterpreted and judged way too harshly in the past and still. I'll clear up the confusion on this skill and describe its REAL utility. Basically a down-graded version of Wind Blade, only hits 3 targets max and has AC in its damage formula, more or less the same radius, making it considerably weaker for a supposedly upgraded wind elemental skill. Many wind users who aren't pure judge this skill as utter garbage, BUT it's NOT. If you've never fully played wind/[insert other element here] SM until late game, they have no idea what they're talking about and its awesome supporting use. This is what you basically call a "finisher" skill now because of its lower damage compared to wind blade, but near identical cool down time, making it quite easy to rotate over and over again. You can't expect it to work the same as wind blade because it is totally different, damage and all. Nonetheless, raging storm is a finisher/supportive skill that you use immediately after if wind blade can't OHKO. If you can OHKO with wind blade then you will hardly use this skill as a wind/water, but it's still nice to carry on the wb>rs>wb spam rotation. However if you are wind/earth, you'll be abusing the living day out of this skill with the infinite loop of wind blade > raging storm > wind blade > repeat because it is the reason that wind/earth's damage is second to water/elec. Wind/water, a very balanced path with just the right amount of 1 vs 1 skills and AoEs. These two elements will take you far. ------------------------------------------------------ Some earth skills I want to expand on: http://asset.103.ggftw.net/wiki/to-w...27s_Domain.jpg Gnome's Domain: Sound: A slow drumbeat or a faint heart beat. A space skill in the earth tree that debuffs enemy's wind resistance. The effect of the debuff stretches to about half to a full inch outside of the circle. Wind/earth need to get this skill in order to boss and be even better at PvE. Fire/earth can skip this. Third prettiest space in my opinion. http://asset.103.ggftw.net/wiki/to-w...Deadly_Fen.jpg Deadly Fen: This skill is not damage over time, the only thing that stays over time is the slow effect. If mobs walk out of the brown gush, they go back to normal walking speeds. http://asset.103.ggftw.net/wiki/to-w...on_Boulder.jpg Summon Boulder: A small AoE skill that splits its damage if nearby monsters are close enough(about 1cm) to the original target, like mana ring. Most of the time, it'll be a 1 vs 1 skill, but if there are closely crunched mobs together, it'll take on a small AoE splash effect. http://asset.103.ggftw.net/wiki/to-w...lism_Cloud.jpg Botulism Cloud: A skill much like mana web, which increases DX. If you have mana web and want this skill to stack with it, you need to cast botulism first. If you do it the other way around, it'll remove the mana web's debuff. It's also said to reduce gun defense, but I'm not sure. Overall useless skill that doesn't do any damage, skip it completely if you have earth. Fire/earth is very unique and fun. It can be very powerful if you're heavily funded and experienced with mages. It can outdo wind/water if done right. |
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TM skill order for Water & Electric path:
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TM skill order for Fire & Electric:
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TM skill order for Fire & Earth:
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TM skill order for Wind & Earth:
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TM skill order for Wind & Water:
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http://i49.tinypic.com/szditz.png TADAAAA. Equipment explaining time! http://i49.tinypic.com/rsy135.png Mkay, so I'll cover both Myshop and in game equips that you should aim for, depending on builds also. But before that, I just want to let you know that Myshop and in game equipments are literally two different things, even if they go in the same slots. The stats are completely 180 if you took one of each and compared side by side. Having access to Myshop or "Myhax" will literally allow you to jump the TO social ladder in a blink of an eye. A.= Hats & Helmets slot.
B.= Sprint slot. This slot is used to equip an accessory that that allows you to walk faster in game. There are free and paid sprints.
C.= Shield slot. Choice of shields purely depend on the situation and your access to funding once again. You WILL NEED two shields at one point, one comped with LK and the other with HP, refined with DP for swapping.
-------------------------------------------------------------- D. & J.= Accessories slot. In the accessories slots, you are allowed to equip two. But, there are certain rules like: -They can be the same level if they have completely different names. (Ex: Boss ring 240 and Random ring 240.) -They can't be of the same level if they share the same identical name. (Ex: You can't equip two Random ring 240's.) -They can be the same name if they have different level brackets. (Ex: Dragon ring 30 and Dragon ring 190.)
E.= Drill slot. I consider it an equipment, since drilling is pretty much everywhere in game. The types of drills you use will literally affect your game play sometimes. There are two different types of drills: Myshop and in game. Myshop drills have REALLY good life, fast drill speeds and special perks, while in game drills are the opposite and sometimes give less TM/EXP when drilling. When choosing a drill to use you should know that Myshop drills are simply the best. Only a few in game drills can rival Myshop drills in speed, but not durability and special perks. Myshop drill features:
All in all, try to use Myshop drills as much as possible. DON'T EVER BUY THEM! You should only be getting them by events and no where else. It's such a waste of money to buy them. If you do happen to run out, which is rare, stick to the correct area specific drills for your level and depth you are using it at. Other than those points, you shouldn't get crazy drilling on a magic character, its uses are very limited and it wastes precious drill life if you can't see where you are drilling at x.x Also: This is a REALLY AWESOME guide on depth and terrain tutorial I stumbled upon when I first started and drilling was like "&^$%^*$ WAT" to me LOL. Hope it helps you :3 -------------------------------------------------------------- F.= Cape slot. All of the highest base stat capes are only available through Myshop unfortunately. However, there are some decent alternatives for the free players. Myshop users:
Free users:
-------------------------------------------------------------- G.= Face wear slot. Once again, like cloaks, the best face wear/masks for magics also come from Myshop =( Myshop Users:
-------------------------------------------------------------- H.= Headgear slot. Repeating from the previous, all of the best head gear are available through Myshop only. Very rarely will there be decent alternatives, and there were some.
-------------------------------------------------------------- I.= Pet slot. In game pets that rival some Myshop pets are actually on the rise. From what I've seen, SGI offers some pretty nice events that allow you to get them. So without further ado, here are some of the pets you should aim for: Myshop users:
-------------------------------------------------------------- K.= Weapon slot. The best weapon for mages in general come from in game only. Only a select few of the Myshop ones can be really good.
-------------------------------------------------------------- L.= Innerwear slot. Unfortunately, some of the best inner-wear comes only from spending Myshop. BUT, there is hope for the free players!
-------------------------------------------------------------- Other etc. items I didn't mention: The tail and ears! I remember when I first started playing TO I saw animal ears and tails with stats. I thought to myself, "Omg, how do I get those? Are they like super rare or something?! I want some Dx" Turns out, you can get them, without deleting your character over and over again, hoping to generate statted ears and tail LOL. You know those weird map pieces you drill up? The red ones? Yes, those. You turn those in to Driller Marky at the correct area that those maps belong to and he will give you the full map. Once you dig up the spot, you will be sent to a black market area. The NPCs there sell statted ears, tail and other etc. items some classes use. This is also the place you can forge Powerful weapons. The ears and tail lasts for 15 days and give you a nice chunk of stats for around 1m for both pieces. Pretty good investment. So aim for those when you have the money! They also sell timed weight pouches here too that stack with the duckling keychain. So if you're running a 1414 build or any build with low sense, here is the place to find weight accessories! |
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--http://i45.tinypic.com/2lsxhzq.png----http://i48.tinypic.com/30rwqk7.png Water/Electric: You should have no problems with Count and bosses below him only with Shard of the Glacier. However Tenter lion and up is where it will get tricky. You can actually use shard on Tenter even when he's in green bar and below. How? Well, bosses usually have a skill called "resistance change" that buffs up their elemental resistances every time a color of their HP bar is taken off. This can be countered if you start out with a high damage move(Shard + Thunderbolt) and then quickly use shard again. Also, having your guardian use skunk pouch on Tenter will stop him from using the resistance change skill. Post Tenter bosses will have crazy high resists, all you need to do is get Undine's Garden. It'll get rid of Queen Odinea's heavy resist to electric skills at her critical bars of HP, allowing you to kill her super fast. As for Soki, well, he's already weak to magic in the first place, so you can kill him fast with or without your space skill either way. In CT, the floor bosses have very high neutral magic resist. So you shouldn't be using AR at all. Undine's Garden + Shard will guarantee easy victories. All you need is 400 luck to hit everything in the game and you're set for your bossing life. ----------------------------------------------------------- http://i46.tinypic.com/2w3rno8.png---http://i48.tinypic.com/30rwqk7.png Fire/Electric: Bossing gets increasingly difficult when you don't have Raion's Space. Getting the space should be first priority as it will allow you to boss. As long as you have 1 attacking fire skill and Raion's Space, you are guaranteed an easier time versus having access to multiple fire skills and no space. Everything should be pretty straightforward, use space skill, set down DoT's and blast away with fire skills. Electro and Staff are only used when summons get numerous. Other than that, your main focus should be using your boosted fire skills on the boss. Same thing applies in CT, you need a minimum of 400 luck to hit everything in the game. Pretty much the same game play as water/wind bossing, except your ongoing fire DoT skill is boosted, so summons won't be a problem at all. Straight forward, nothing too complicated. ----------------------------------------------------------- http://i46.tinypic.com/2w3rno8.png-http://i50.tinypic.com/dzgdmr.png Fire/Earth: Once again, this is the worst bossing combination out of all the 5 pairs even with their correct space skill, due to lack of useful attacking earth skills with reasonable cool downs. However, you can kill most bosses with ease that some of the other magic classes can't! You should focus on landing your DoT fire moves first and then proceed to using Salamander's Territory and earth skills. You can use incinerate and dragon storm to fill in the rotation if none of your earth skills are available from cool down. Other than scorching earth and phoenix rising spam, your main source of damage comes from all of your boosted earth skills. Also the same thing with CT, you need a minimum of 400 luck to hit everything in the game. Refrain from using neutral magic at all costs, the damage is terrible. You should always have scorching earth on to clear the bosses' summons. You shouldn't spam incinerate or dragon storm when any of your earth skills are ready, every second wasted is a potential chance that can get you killed and loss in damage. Not to mention, Salamander and Earthquake is your highest damaging combo that you DO want to keep up at all times. Once you've learned all the perks to bossing and PvE on your fire/earth SM, there's nothing that you won't be able to kill easily. ----------------------------------------------------------- -http://i45.tinypic.com/2vng8pv.png--http://i50.tinypic.com/dzgdmr.png Wind/Earth: Bossing with this combination is super easy and quick. With your Gnome's Domain, the bulk of your damage will come from wind skill spamming. You will never use your earth skills to boss. Needless to say, because of really low cool downs, your damage output is second to water/elec if you were both sharing the same EQs. Bossing is pretty straightforward. In CT, all you need is you 400 luck, place down Gnome and blast away with wind skills. I usually repeat with this combination: Gnome > Whirlwind > Tornado Blast > Razor Gale > Wind Blade > Raging Storm > Wind Blade > Repeat Razor through Raging Storm > Recast Gnome + Whirlwind + Tornado Blast when it permits. Everything literally dies in less than 35 seconds. You can't go wrong with bossing on a wind character. Whoever says bossing on wind/earth SM is terrible, they have no idea what they are talking about. ----------------------------------------------------------- -http://i45.tinypic.com/2vng8pv.png--http://i45.tinypic.com/2lsxhzq.png Wind/Water: A unique route on its own. This combination pretty much gives up the ability to kill multiple mobs efficiently by specializing in strong 1 vs 1 skill spam. Wind and water alone cannot do much, so get your Sylph's Playground! It'll allow you to plow through bosses in seconds because of boosted single target water skills. Same requirements needed in CT as mentioned above, but this path has a really hard time in the last 2 floors. From experience, the lack of a boosted whirlwind that could allow you to potentially OHKO multiple mobs fast enough is what makes it so difficult at these floors. Most of the time, you will be occupied with aqua/drip bomb and shard spam. This leaves no time for you to spam wind blade or raging storm to clear out summons. That's why you MUST have whirlwind up at all times. It'll help you not worry about the summons problem, but not completely. Overall, it shines at different areas in the game. It just doesn't do so well with our current end game content areas. ----------------------------------------------------------- If I had to rate the bossing efficiency of all the elemental pairs depending on speed, damage and ease then: 1st- Water/Elec 2nd- Wind/Earth 3rd- Fire/Elec 4th- Fire/Earth 5th- Wind/Water And of course, these are determined by using all the same eqs, more or less the same levels. |
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Quester's route:
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WHAT?! I don't approve of this method at ALL. So don't ask for places where you can get plvl'ed at. I will ignore you if you do. :py18: Save your money and buy quest items instead :py21: |
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http://i45.tinypic.com/161cjd3.png 1. Wind/Earth SM bossing in CT, enjoy!
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More coming soon! |
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1. So, I'm random element/random element, what guardian should I get for my build? Your choice of guardian depends on your preference and elements. So take at a look at my guardian guide and search for your elements in the SM branch. 2. What is more important, HP or DP? What should I stack that's better? L1 |
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Thank you for taking your precious time to read my guide and bearing with my great walls of China! I hope all this information will prove useful to all of you who are interested in the Soul Master class. This guide is not set in stone, you can change my builds as much as you want to fit your preferences and situational tastes. You don't have to follow exactly what I wrote on here, but it's best if you do if you're a new player to all of TO. I've literally played all of the elements together so none of the information I have on here is misinformation/disinformation. If you don't agree with certain aspects or certain sections of my guide, that's fine. Everyone has different opinions. If you do troll in my thread and start criticizing my advice in a nasty way, I will request for those posts to be deleted and ignore you/add you to my ignore list. I tried the best to my ability to write from a balanced point of view. That is, I included all the free, new and experienced players. I don't like it when I start a game and everything is just hard to understand :py06: This is my first ever character type guide, so it'd be super appreciated if you have suggestions for me! Any positive criticism is welcomed to make this guide better =D _________________________________________________ Now for the usual rules of guide distributing:
Special thanks to:
Once again, thank you for reading and I hope you find this information helpful! _________________________________________________ Thread patch notes: 6/2/12: Finished guide and fixed the nagivation, woops 6/3/12: Fixed a ton of spelling and grammatical errors. 6/4/12: Fixed some more spelling and grammar errors. 6/6/12: Added a video to the videos section. 6/8/12: Added a tm training note in training section. 7/20/12: Changed water/elec TM build. |
Woop, yay finished writing the guide! Some parts aren't completely finished like the FAQ, Videos and Training section q-q. I will start to add some videos of my SM when I learn how to use camstudio ahhh. Nonetheless, the FAQ will remain incomplete because questions haven't been asked yet!
AND, I need a favor from any one who can help tell me where the current and popular grinding spots are from 1-400. I have stopped training for ages after I hit 400 so I haven't been updated on it D; Help would be greatly appreciated! If you find any oddly worded sentences or misspelled words please tell me!! There is nothing more unattractive than broken English ;A; Thank you. |
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After 321, you're stuck with either the higher floors at Tower of Chaos, the 2nd Closed Lot of Silent Lava or Abyss. From 1 to 60 it's just questing. |
I love this guide! Up until now I've been using Shiki's guide but I had no idea wind/earth SM can be so affective. (I thought I was pretty weak.) -_-; And I actually learned a few things from it. xD Thank you! +rep ... after I spend more reputation around. :<
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Thank you very much and I'm glad it help you =) Yes! Wind and earth is a very effective combo. |
Love this guide. There are few magic guides that cover EVERY element combo. Most of them just cover certain jobs and elements. And I've heard wind/earth is really bad, and if I do choose that path I'd regret it. This guide makes me think twice about other people's opinions. I already know it an AMAZING grinding combo. Thanks for the EXTREMELY helpful guide. I'll plus rep when I 'spread some reputation' around. As well as your other post where I still can't plus rep q____q.
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Thanks! And NEVER listen to what other people say by word of mouth, unless they have knowledgeable and logical facts to back it up that make sense. Additionally, you never know if you don't try it out for yourself =) In the end, it's what you feel that matters. Wind/Earth isn't bad at all for a SM, maybe they were talking about it through a PvP perspective? ;0; Once I put my SM videos up, there'll be no more wind/earth bad for SM D:< Oh and don't worry about the rep thing, most of the time we just forget anyways lol. :py01: |
This is a great guide I spent reading at work to pass time lol. It's neater and more detailed than my own work. :py54:
I look forward to seeing your video section for this guide and what kind of tricks you use with your soulie~ |
Thank you so much for writing this amazing guide! Shiki's guide is helpful too but it is outdated so this one is a great replacement :)
I learned so much about Wind/Earth SMs. I never knew they could be that good. I used to have a Wind/Earth SM but I switched her to Water/Electric because I wanted an easier time bossing :/ I'm currently working on a new SM though and I'm glad I haven't chosen any elements yet :) I was originally gonna go Fire/Elec but since I already have 2 other sheeps that are Fire/Elec. and my Wind/Earth Witch is frozen, it's time to try out Wind/Earth SM (cuz Earthquake's range looks freakin awesome :3) |
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Yeah, water/elec has an easier time in bossing because of the extra debuff from shard. It is a little bit smaller than cleaving, but nonetheless it has superb damage! It looks and works similar to a hybrid power's earthquake blade, just not elemental ;-; Earthquake has a spell circle like mana storm and when it hits, the monsters have red under their feet. Just wanted to give input on how it looks like, since some elements are so rare, that hardly any one has seen the actual skills(summon boulder anyone? :<). I just find it intriguing to learn about other classes' skill graphics and sounds xP @Life: Lol and thanks! |
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