Tuesday, June 16th, 2009 · Filed Under , , , , , , , ,

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Class_ElementorElementors are a second class for magicians and are a high damage spell casting class that uses staves to cast devastating 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. Here’s a comprehensive guide not magically made but through sweat and experience of t b u k. after the jump. All credits and praise goes to this guy. You can contact him via his flyff world messenger.

What is an Elementor?

FlyFFWorld says:

Inheriting the power of nature, the Elementor commands the

greatest force the world has ever known to pummel it’s enemy into the ground. Scholars at heart, Elementors have learnt a multitude of skills to accompany them on their journey…

Elementors are one of the underrated classes in Roika. You won’t see much elementors in the game when compared to Psykeepers. That’s too bad because while every class is unique, the Elementor may be the most unique because it has so many skills to play with meaning you’re have the most fun and the most challanging time to master them all. If you really want to feel complete, mastering a Elementor would be the greatest feat you can achieve in FlyFF.

Tbuk says:

Elementors are one of a kind. You aren’t just double clicking everything in sight to level up, but you have the largest array of skills compared to any other class to use in primarily AoE (area of effect) combat.

Elementors are, as FlyFFWorld has already said, one of the underrated classes in Roika. There is a big stereotype for Elementors, and this is in their particularly bright and laggy skills. However, when you look past this, you will see that Elementors aren’t just a disaster waiting to happen, but a class that can make the most of it’s skills and equipment on both PvM and PvP to become a great class.

An Elementor has 19 skills on its side, which gives it collectively more skills than any other class in FlyFF. This, along with cool looking staffs and armours, makes it a pretty sweet class to play. Equipment is pretty cheap, making it a great starting class to those new to FlyFF, too.

The playing style of an Elementor is close to suicidal. Elementors base

defense is the joint lowest

in the game
with Psykeepers, yet many Elementors choose to ignore this fact, and go for high-damage, low defense builds, and trust me, the damage from single spells from an Elementor is high enough off a high

defense
build.

It isn’t easy work as an Elementor, nobody said it will be, but getting an Elementors level seems that much more satisfying.

Wait! Waaait! WAIT!

Don’t get to

level 60 without completing the Red Bang quest. Start it at Luda in Flaris, he’s a weapon NPC. Just make sure this quest is completely finished before you go on. Trust me, it’s worth it.

Level 60!

Thanks to:

This guide
Screens from Mokkun

Congrats on completing the second hardest route (second to yoyo acros) to level 60! Now to get what you’ve been waiting for.

1. Blink to Darkon town, and get to the NPC with the name [Elementor Master] Horison who is just northwest of the bank with the other 7 job changed NPC’s. Talk to her, and off you go on your quest to stardom.

2. Kill 20 regular drillers. Easy job, then get back to Horison in town.

3. Get the ‘Feather of Magic Power’ from around Luias.

4. Bring this feather to a guy around Flaris Bangs called [Elementor Wise Man] Cuzrill

5. Bring this

feather again to that girl next to Tina (SM Airport, no, the in-game one xD) called Parine.

6. Now you have to go to Hoppres and collect an item called Perfume of Lilip. It drops from the air, close to the end of the furthest north path going west.

7. Bring this perfume to a girl in level 90 RM armour (>_>) called [Elementer Priest] Condram at the big tree by Nautrepies.

Talk to her, and she tells you to kill something and get it’s heart.

8. Fly down to Glaphans, and to the northwest of the Glaphan area you should find Venelguardian. It’s level 60, got 100k HP, and is a sinch. Mow it down, and make sure its heart auto-drops into your inventory.

9. Fly down to the Guardian area south of Glaphans, find [Elementor Guardian] Wendlen in the crowd of 7 others, double click her, don’t bother reading the stuff, just keep clicking next and

bang, you’re an Elementor.

Why did I have to do that Red

Bang quest again?

Well, firstly (unrelated to the red

bang bit), go to Rudvihil in Flaris town, south of the Food shop. Do that quest.

Next of all, go to Luda in Flaris town again. Do that quest. With those two done you should be close to level 62, if not, there. :P

Where to start…

At level 60! You’ve just became an elementor, you’re 1hko’ing Aibatts with firebird, and feel like God! So you should! Levelling as an elementor-build from 1-60 isn’t easy work. So good going, pat yourself on the back. ^__^

Anyway, 60-65. It isn’t fun, but everybody has to do it. Just stick to Cranes. Sylicas hit too hard and have double HP. By 64 or so, you’ll be taking out cranes in 6 casts. Nautrepies are also an option. However, watch out, they are stronger than Cranes, and captains have double HP. If you ever get bored, I’d take a trip to Nautrepies to collect the quests.

Level 65!

Congratulations. Now that bits over, it’s time to show your real potential as an Elementor. Using the newly-unlocked skill windfield, element your suit, grab some cranes, and get used to AoE. You don’t really need an FS at this time to heal. Asking nicely for a HeapUp off a nearby Assist is a good idea, but at this stage, an FS is not needed, and neither is a set beyond +3.

Pretty skill, huh? While at cranes, get used to sharing spawns, dealing with KS’ers, and how to organise your action slot.

In the meantime, I’d change your level 62 suit element to +3 electric, for the next monster, Sylica.

Levels 68-75

Level 68 is the level which you should be moving from Cranes to Sylicas. Not fun, with double HP and effectively double damage. I would recommend finding FS assists to partner with around now, or at least having buffs, and also purchasing pills. A stack of blue pills for 500k isn’t fun at all, but they are life-savers, and needed at higher levels.

Anyway, like you did at cranes, get used to the damage, starting with 3 or 4, using the level 65 skill Electric Shock against water, and gradually getting more until you feel you’ve got the best amount of monsters for you to be comfortable, but getting the best exp per hour. Grind it off, and move to Greenmongs when you feel you’re fine tanking them. They’re water element like Sylicas, so no need to get new equipment.

It’s quite simple after this. Just keep going to the monster 1 level up with a suit elemented for it, a 62 one is fine, and keep your aim for 75.

Level 75!

Note: Now’s around the time where, if you’ve got the money, you should go for a +5 set. The 3/4 Myuran/Myurian set should be top priority, then the 71 blue or 75 green suit +5′ed.

Awesome! You’re 75! Time to put on the awesome-looking H Staff and -20% casting off the Myuran/Myurian set, you’re badass!

Now… we should now be at Mushpoies. If you can afford a second H Staff, element your current one with electric. It’ll be useful for these and Watangkas. Anyway. Keep this level at regular Mushpoies, then at 76 (possibly 77), forget Irens, off to Watangkas we go.

Meep, it’s Sylicas all over again. Now’s around the time you will need an RM. Just don’t bother going without one, you will end up losing exp, trust me. Anyway, as it was with Sylicas, with your 3/4 Myruran/Myurian set and an electric elemented 71/75 suit, get used to Watangkas (I can reccomend the North/North-West small’s spawn), and gradually collect more, and again, just grind it off.

Where to go from now…

Okay, we’ve got 3 choices here.

Antiqueries

Blue Roaches

Green Trillipies

Pros and Cons of each monster:

Antiqueries

Pros:

  • Good
    spawn
  • Elemental advantage with windfield
  • No 70+ RM needed, any RM in your range will do
  • Much more easy to access

Cons:

  • Less EXP per
    monster

Blue Roaches

Pros:

  • Good
    spawn
  • Nearly double EXP per
    monster
    as compared to Antiquerys
  • 2/3 of the room is aggro, so you will collect much faster

Cons:

  • No elemental advantage
  • Higher crit rate compared to Antiquerys
  • A level 70+ RM is needed
  • Hard to find an empty
    spawn
    on some more populated clusters
  • Harder to access, needs to be glitched in, so you’re screwed if your RM gets aggroed whilst training (however, if you tell them to stay in the hallway closeby and you run to them, they are 99% safe [some stupid blues glitch and aggro sometimes]).


Green Trillipies

Pros:

  • Good
    spawn
  • Nearly double EXP per
    monster
    as compared to Antiquerys
  • Elemental advantage with windfield
  • You have a 99% chance of finding an empty
    spawn
    , all of the 1v1′ers are back at Pinkies/Blues

Cons:

  • Hazard trillipies hit ~4x as much as normals, crits even worse, and you will end up having to tank one every now and again, since they ‘guard’ the normal spawns, and you’ll soon get fed up of running from them.
  • Literally at the back of mines, very hard to access if you cannot roof glitch, and is still time-consuming then
  • A level 70+ RM is needed

What I’d say? If you can find a <70 RM in your range who wants to partner, go to Antiquerys. If you get the chance with a 70+ RM, go to Blues, and if you can both roof glitch and are planning to spend a long time training, stock up, and go to Trillipys. However, levelling at Trillipys is hard work, and the constant dodging/running away from hazards can get annoying.

At 125 sta capped, I could tank the whole Blues room with considerable ease at level 83. So I’d highly reccomend Blues over Trillipies in mines if you have a similar build.

Green Trillipes:

‘Hard work pays off’

This is the spawn from above:

The actual spawn in-game, with the entrance at the area out of view:

As you can see from the

Hazards, it’s pretty tough to

level
here. However, with a bit of patience and getting-used-to, you’ll be fine.

Okay, basically, your RM should stay in the middle at all times, or else they will get aggro’ed easily. You as an elementor, however, have the job of dodging those

Hazards (which would have the same attack power as a Giant Antiquery) and collecting the good monsters it is guarding.

The answer? Either sneak into collecting the monsters while the Hazard is at another part of the spawn, or if worst comes to worst, blinkpool into the corner of the spawn, collect, then blinkpool out. Keep watching out for the Hazards, though. One nasty crit off those along with tanking 5 or so regulars is going to result in death. If you do get one of these to aggro you, Windfield them and run, unless you’re happy to tank it at higher

level AoE’ing at the area.

The actual killing should take place in the RM’s range, and you need to make sure your AoE won’t collect a Hazard or more un-wanted extra monsters.

Damage at

level
82, mastered Assist buffs, SF, but no GT or LinkAttack.

Few tips:

  • If a Hazard aggros you and you’re prepared to tank it, run into it’s spawn and grab the other monsters before you move on
  • Tell your
    RM
    this. ‘Don’t follow me, SF when I come to you then begin healing, stay on this spot (middle of the area) at all times.’
——————————————————-

Antiqueries:

‘Joy to the great outdoors’

Okay, there’s only one spawn you should bother with here, and that is the normal spawn…

…here. The other spawns are pretty suckish. This spawn is tightly packed, and respawns pretty fast.

The levelling style is pretty simple here. Purely running to get all the trees, with either HotAir or some other collecting spell, and Windfield. If you’re having troubles tanking, just run a bit back and carry on, taking advantage of Windfield’s walking-speed reducing effect.

Damage at

level
81, mastered assist buffs, but no SF, GT, or LinkAttack.

(Don’t let the lower

damage compared to Trillis in these pics put you off, the

damage
raw is relatively the same, I just was at different levels/buff conditions at the time. Put it this way, at level 84, with link and SF, I had 5.7k’s on Trilli’s, and 5.6k’s on Antiqueries).

Couple of tips:

  • There are massive trees for scenery in this area. Don’t go into the top of these and start to AoE, you won’t see a thing, and lots of Antiqueries get stuck up here
  • Don’t share your spawn. You’ll be moving everywhere, using the whole spawn. Don’t go into someone elses spawn, don’t let anybody else enter if you can
  • Lots of blues drop here. If you want quick cash, bring an GB FC party with you.
    Level
    83 suits have dropped for me at the normals
——————————————————-

Blue Roaches:

‘Spawn heaven’

Probably the best spawn you get for a long time. They are located just after the first door in the mines, and require this door either being opened or glitched, or just roof glitching in.

The idea to levelling here is basically, unglitch any monsters which are stuck in the carts and can’t move with lightning shock, place your

RM in either of the halls, fairly far in, collect the blues, and run back to your

RM
and kill. As with trillipies,
your

RM
does not move from the hall.

If you feel you aren’t taking enough and the spawn isn’t coming, open a larva egg. Roughly 3 larvae exp = the exp of one roach, and they are neutral element.

Blue roaches are wind element, and the two skills you should use are Windfield or Lightning Shock, with Burningfield as your ’secondary’

attack. The

attack
sequence should go: 3 action slotted primary attacks, Burningfield, primary attacks, Burningfield, and so on. Even with a wind elemented staff, my Burningfield hits up to 3 2.8k’s, which is great for large groups while you’re hit and running (possibly).

Tips~:

  • Don’t underestimate larvas. They’ll hit usually harder than the normal roaches if you have a fire suit
  • If there’s someone AoE spamming on that big rock south of the pool, screeny them, report it if you can, and get a new spawn since they’ll just screw it up
  • If there’s any queen roaches in the room, find another server

Luias:
Recommended


levels: 87-88

‘Get the quests, and out’

As the title suggests, Luias aren’t recommended by any standard, when you have Antiqueries below, and Gonguries above. The spawn is small and spread out, and the element is arguably the worst an Elementor quitting the mines would want to come across.

Luias are fire element, which isn’t ideal for your (probably) wind-upgraded equipment, and with Windfield being weak against them. The best idea is to either go in with a +3 water suit, or any good upgrade suit close to your other set parts with a neutral or no element to fire, and any old staff should do, as long as it isn’t wind elemented. Skills you should use are either Earthquake or Lightning Shock, throwing in a Poison Rain every now and again.

It’s not the best training here, but as said in the sub title, all you need are the 60 Luchests, and your best plan is to get out of there, and either go back to Antiqueries, and move on to Gonguries.

Best spot are the smalls and regulars in this area:

Gonguries:
Recommended


levels: 87-89

‘On the road to 90′

As I’m typing this, I’m in this exact situation. You should start AoE’ing Gonguries at level 87, or 86 if you’re really having a hard time at Antiqueries or mines.

I’ll be honest here. I’ve AoE’d these monsters for over 80%, and the

spawn is

close
to abysmal. There are so many glitches, trapped monsters and badly positioned rocks. HOWEVER. This is where Elementors are awesome! We can get into the main grill where the small Gonguries glitch, and we can get them out!

It works like this. On the grill to the east of the small’s at the mountain (can’t miss it)… run to here, and blinkpool at the spot shown. You should blinkpool directly into the pit, and, because your healer can’t get into here, be careful. If you’re not comfortable with AoE’ing however many are there solo, just pick some out, run them to a corner of the pit and AoE. Repeat until they’re all out. After a while, a few drop in. I’d recommend going in and unglitching them when 3 of them are in there.

While we’re here, the

spawn around this area is where you should AoE in your entirety here. The smalls are the best

spawn
, and there are a lot of them when unglitched. The
mountain in the middle of it all is annoying, but around the lake, down the path and

close
to the pit are nice spawns, and they respawn fast.

However, exp isn’t fun here. At 87-90, the Elementor has basically nowhere they can efficiently level, and here is probably the most testing period for an Elementor. For a pointer, I can efficiently AoE 5-6 of these Gonguries, and get 0.04% off each in a full adv contri with one partner. Not very fun considering collection time. I’m writing this at level 88, I know how bad it is. However, with a bit of motivation, anything can be done. You know you want that Angels

Staff and possibly Elder/Ellean set. ^_^

Best

spawn is the smalls that are around the mountain and lake, as shown:

Shuhammas
Recommended


levels: 90-93

‘You can tank them? Take more’

Now is about the time where I found

hit and run the best tactic. The spawns around the tunnel are the best by far, and you’re better off killing 10 in a minute than tanking 5 in 45 seconds.

If you’re at level 91 or so, go to the small

spawn in the no-fly area. If it’s your first time, start with ~5 shus, and practice hit and run. As you gradually get more used to it, grab a few more next aoe, and so on until you hit your limit. There’s a large section on

hit and run
in the guide.

At 92, I’d head south to the captains area. Same thing, start small, and off you go.

Kerns
Recommended


levels: 90-97

‘*turns suicide button on*’

Element sucks, but is a very nice place for

hit and run.

The

spawn is fantastic. There are lots of ‘em, and they’re densely packed. Nearly none are glitched, and respawn times are good. If there’s one problem, it’s the giant, but all you need to do is find another spawn/server, job done.

The elements you can choose from on your

staff are earth and electric, as fire is strong against wind. I’d reccomend earth, due to it’s range being around the target and electric is self target, but if you’re more of a tanking-kind, either will do. Poisonrain is also a great skill here.

Earth/electric, or


Water?:
Depends. Just get out to kerns with

water and earth/elec (dependent on what I’ve said last paragraph) staffs, check your kill speed with both, constant earthquake/electric shock with your earth/elec

staff
, and juggling earthquake and poisonrain with your

water

staff
. Which kills faster? Job done.

At lower

levels, element your best defense suits

water
. At 93, I’m taking ~450’s off the smalls in a +8, 14% def +water set. Seems alot, but remember that I’m high int and use int rings, and my kill speed is good.

The main attack you should use is earthquake/electric shock. As kerns are fire, windfield them once or twice at the start, and the majority of slowed monsters is fine to live. Abuse your action slot, job done. Gogo high level 9x’s.

Glaphans
Reccomended


levels: 95-103

‘Getting there!’

The reccomended levels bit says 95… it’s really varied for elems when to go to glaphs, probably a range of… 3-5

levels? Most are there 95. Kerns are often recommended at low 9x due to better spawns, less glitcher spawns, and lower

levels
which goes with higher damage (thanks Kyhmeira).

The spawns you should be working on are the spots in range of me on this map:

The captains aren’t really the best to aoe. They’re pretty isolated, and they have pretty small groups. The large regs/smalls group is the best spot.

Anyway, lets go on. Basically, these are

hit and run for the low/mid 9x’s, but by the time they become pretty easy to take/kill, you’re fine to save time and just tank it out.

For low 9x, expect your damage to be low. I’m talking about ~3k’s at 92, and this is with high int. With glaphans having upwards of 60k HP, they’re a hard cookie to crack. However, as

levels progress, damage reduction becomes less and less significant, and very soon, you’ll breeze past the 5, 6, maybe 7k mark with Windfield, and Burningfields (if you use them) hitting 2.5k or so per DoT.

Wind or


Fire element

staff? As with kerns, it’s simple. With the new re-elementing function, just get an Angels

Staff
, element wind, try out your kill speed just with Windfield. Get it fire elemented, try out kill speed with Windfield and Burningfield mixed. I myself prefer the two together, mainly for the satisfaction of constant damage popping up over the glaphans heads. xD

As you get higher up, the exp on these will start to suck. You’re tanking easily, getting barely enough mobs, and your damage isn’t up to standard, especially if you’re still hybrid by now. But meh, this is how it is for all classes. It’s a bit like the Mushpoie->Watangka situation now. Glaphs too easy, chimes/bears too hard. Just gotta work through it. You’re so

close now!

Chimeradons onwards:

Well, simple. I’m not going in-depth whatsoever because by now, you should know your character enough to take these, and I’ve never, ever trained there. All I can say is, by now you should have the build that suits you, be it a sturdy hybrid to tank the masses, or insane int to

hit and run everything in sight for upwards of 10k damage.

Well, yeah. The mobs have rage, you’ll either be very

close or have passed 105 by now, it’s down to you. You’ll have surpassed the things I’ve said in the guide, and you’ll have everything from your equipment to your levelling method decided solely from your personal conditions.

Please click here for the continuation of the guide: http://www.flyffworld.com/forums/t43049/?garpg=7

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