Elementalist

From Soloralwiki

(Difference between revisions)
m (Mercenary as a Sub Job)
m
 
Line 49: Line 49:
=Elementalist as a Main Job=
=Elementalist as a Main Job=
-
Elemenalists are great as a main job. With both high magic potency and high max MP they'll have great stat growth in the fields that let them do what they do best; cast painful elemental spells. Tack on  sub job like wizard for additional flexibility or medic to protect the front or back lines when things get rough and you'll have a very potent mage. Characters wanting to get their magic potency stat up will find this a fast and entertaining route.
+
Elemenalists are great as a main job. With both high magic power and high max MP they'll have great stat growth in the fields that let them do what they do best; cast painful elemental spells. Tack on  sub job like wizard for additional flexibility or medic to protect the front or back lines when things get rough and you'll have a very potent mage. Characters wanting to get their magic power stat up will find this a fast and entertaining route.
=Elementalist as a Sub Job=
=Elementalist as a Sub Job=
-
The raw power of an elementalist makes a better main job then sub, but if subbed on a job that gets strong magic potency growth it will add a lot of damage potential. A wizard / elementalist or time mage / elemetalist can be quite dangerous. While at first glance it may seem like a great sub for melee jobs like Soldier or Paladin (all the melee of Soldier, all the magic of elementalist?) most melee jobs don't have the magic potency growth to keep the elementalist's spells strong.
+
The raw power of an elementalist makes a better main job then sub, but if subbed on a job that gets strong magic power growth it will add a lot of damage potential. A Wizard / Elementalist or Time Mage / Elemetalist can be quite dangerous. While at first glance it may seem like a great sub for melee jobs like Soldier or Paladin (all the melee of a Soldier, all the magic of an Elementalist?) most melee jobs don't have the magic power growth to keep the elementalist's spells strong.
 +
[[CoDT Job List|Back to List of Jobs]]
[[Category:Control of Destiny Tactics]]
[[Category:Control of Destiny Tactics]]

Current revision as of 16:19, 28 December 2006

Elementalist
Tier Second
Requirements Merchant
Weapons {{{wep}}}
Good Stats {{{gstat}}}
Bad Stats {{{bstat}}}

Contents

Job Origin Backgound

Elementalists are the basic offensive magic casters of Micras. Their powers are the result of months or years of study into the nature of the multiverse. They harness the four elemental powers of the world based on the natural and mental quintessences - water (associated with life), fire (associated with death), earth (associated with law) and wind (associated with chaos). Based on the ideology of the person they may choose to specialize in one element over all others though they have access to all four if need be. Many elementalists were trained by militaries though some manifested talents and taught themselves how to control their inner power.

Stats

  • Good stats: Magic Power, Max MP
  • Bad stats: Defense, Strength

Equip-able Weapons

  • Knives
  • Staves

Skill Tree

Abilities

  • Fire Tree
    • Level 1: Spark (magic, 10 MP, range 3) deals one-square radius fire damage
    • Level 2: Firebolt (magic, 20 MP, range 3) deals two-square radius fire damage
    • Level 3: Flare Star (magic, 45 MP, range 4) deals three-square radius fire damage
  • Water Tree
    • Level 1: Splash (magic, 10 MP, range 3) deals one-square radius water damage
    • Level 2: Crashing Wave (magic, 20 MP, range 3) deals two-square radius water damage
    • Level 3: Tsunami (magic, 45 MP, range 4) deals three-square radius water damage
  • Earth Tree
    • Level 1: Pebble (magic, 10 MP, range 3) deals one-square radius earth damage
    • Level 2: Stone Jet (magic, 20 MP, range 3) deals two-square radius earth damage
    • Level 3: Shooting Star (magic, 45 MP, range 4) deals three-square radius earth damage
  • Wind Tree
    • Level 1: Gust (magic, 10 MP, range 3) deals one-square radius wind damage
    • Level 2: Air Blast (magic, 20 MP, range 3) deals two-square radius wind damage
    • Level 3: Tornado (magic, 45 MP, range 4) deals three-square radius wind damage

Support

Reaction

Masters

Affects any magic (not abilities) with that element descriptor

  • Fire Element mastery
  • Water Element mastery
  • Earth Element mastery
  • Wind Element mastery
    • Level 1: MP cost -20%
    • Level 2: accuracy +5
    • Level 3: damage +5%

Notes

The most effective magical nuking job. Lots of raw power, not a lot of defense. Spell range is decent but not great so they'll need to be uncumfortably close to the front lines. In particular, the level 3 abilities with their huge range can be difficult to pull off without hitting yourself or an ally, but may the stars have mercy of anyone caught in the blast.

Elementalist as a Main Job

Elemenalists are great as a main job. With both high magic power and high max MP they'll have great stat growth in the fields that let them do what they do best; cast painful elemental spells. Tack on sub job like wizard for additional flexibility or medic to protect the front or back lines when things get rough and you'll have a very potent mage. Characters wanting to get their magic power stat up will find this a fast and entertaining route.

Elementalist as a Sub Job

The raw power of an elementalist makes a better main job then sub, but if subbed on a job that gets strong magic power growth it will add a lot of damage potential. A Wizard / Elementalist or Time Mage / Elemetalist can be quite dangerous. While at first glance it may seem like a great sub for melee jobs like Soldier or Paladin (all the melee of a Soldier, all the magic of an Elementalist?) most melee jobs don't have the magic power growth to keep the elementalist's spells strong.

Back to List of Jobs

Personal tools