Saleana : http://www.freedompl...eana-pve-guide/
Disclaimer: All information stated in this guide is based on what I have researched, tested, experienced and compiled with the Elemental Lord classes, any misconceptions or additional information, please do tell me about it.
This guide is not meant to be followed in Toto, but it is to aid players and give them more insights about the Elemental Lords. The template builds below are based more on my own gameplay and preference, whether you follow it or not it is your decision.
Skills are separated according to priority, core skills being the must max or kept at high level skills and optional skills are dependent on preference (either max learned at whatever level or just prereq your call), and finally an explanation on the skills not usually learned or used in PVE. There would usually be excess SP when you follow it exactly, I don't max it all out if I dont have anything left important to learn, so they would be filled to your discretion.
Saleana and Elestra
"Ravaging the battlefield with raging flames and icy gusts, leaving no trace of life behind"
Elemental Lord is a sorceress specialization wherein she learns her advanced spells of the fire and ice element, she slows enemies down with freeze and frostbite, then roasts her enemies alive, or bring them all to an icy cold grave.
Elemental Lords have high damaging capability and in general have wide AOE and long range spells, but can also do well in melee combat, with shields to raise their super armor (lowers chances of being interrupted from spellcasting) but minimal skill mobility, and of course the general weakness of sorceress, low base hp pool and manual dodging ability.
The Roles of the Elemental Lord
Elemental Lord holds 2 roles, a Ravager (magic damage dealing), and a Saboteur (debuff applying)
Elemental Lord can do damage with either element, Fire still having an advantage over Ice in terms of raw power, but some spells are channeling in nature. Ice favors fast casting and very short CD, and can slow opponents.
Elemental Lords holds 3 debuffs: mainly burn, freeze and frostbite. Burn deals damage over time depending on the skill that inflicted it, which ticks every 2 seconds, Burn also triggers Saleana's passive Burning Hand which inflicts more damage with fire spells on her enemies. Freeze can halt some enemies and make enemies take more of your original damage (explained in more detail later), and trigger's Elestra's Frost Mastery, which inflicts more damage with ice spells on her enemies. Frostbite slows enemy movement by 30% lasting 5 seconds. Phoenix storm spell harbors an elemental resistance reduction debuff, which lowers target elemental resistances by 20%.
The Introduction to the Sub-specializations of the Elemental Lord
" The Fury of Fire, never quenched, burns brightly with pride and power, with it bears ultimate desolation "
Elemental Lord who deepens her mastery of the fire element, burning enemies into a crisp with the fury of flames. She leans more on the fire tree, she gets the burning hand passive which further improves the overall destructive ability of fire magic, and further gets the passive enhancements of the fire skills which boosts their overall destructive potential. She takes the role of Main Ravager in a party, with a partial support role.
Proposed Skill Build
This skill build template focuses on the fire spells making full use of the burning hand passive. The overleveled skills are my preferred skills to have tech accessories (if you plan to use them but they're one of the best accessories to obtain at this point in time)
Usually just all maxed out, but the critical passives there would be the increase max HP passive and the MP recovery passive. The increase max MP passive would be optional.
Fireball (With Class Mastery 2 Passive)
One of your main damaging spells, with an almost unlimited range and low CD. The drawback is the almost 3 seconds charging time and aiming at a distance is not actually an easy thing to do. The EX passive gives a lingering effect on the skill, any target can still get hit so long as the explosion animation is still there and gives more damage to the skill, Also enables the 3-way Fireball when you release it with right click, which does slightly more damage than single fireball if you manage to aim all 3 balls at the target and they all get a crit hit, aiming 3-way at a target requires more often than not point-blank range (unless its a huge one). This skill is a priority for weapon costume skill or technique accessory and cash skill plate.
With the Class Mastery II Passive you can instantly cast a fully charged Fireball EX which is triggered by 2 skills, Flame Spark and Phoenix Storm. Phoenix Storm however will reset the CD of the instant, so its best you trigger it first with flame spark before triggering it with phoenix storm. Usually you need to do this point blank, as Phoenix Storm has to hit a target to reset the CD.
Adds 50% of the fire spell hit that triggered it. It has an activation rate of 20%, but can be raised to 50% if you wear Burning Hand activation rate skill heraldry plate (the damage increase option of this plate doesnt appeal much since you only have 20% activation rate). Shown as a fire attribute damage with a damage duplicator (+) sign. Currently does not affect the awakening skills Flame Burst and Meteor Call.
Also one of your main damaging spells but needs positioning especially with smaller mobs or if you want to get the most out of this skill. The best way is usually to cast it midway of your target and not directly in front so it can receive the summoning, rolling and final explosive hit. But still your priority here is to let the target receive the explosion hit, as that does 90% of the board damage or pretty much more than half of the skill's output.
Class Mastery I
Directly adds 50% intellect, this makes intellect options for sorceress give better output than choosing matk options for heraldries or talismans (well critical rate is the priority but if you got spares then int will your next option if not FD)
Your primary debuffing skill which is also best used at point blank range to get all 3 birds to hit your target, also does elemental resist reduction by 20%. Also your trigger for Class Mastery II.
Usually used as a mob clearing spell, but also does a lot of damage if you can manage to get all or most of the hits on your target. You can blink out anytime within the channeling phase if the situation calls it. Its best you encircle your target to the most out of the hits, as you tend to lose some of them if you overlap the burn spots. Your preferred skill to tech in the tech earring roster of skills.
Firewall (with Awakening Passive)
Awakened Firewall is the new fast mob clearing spell for Saleana, turned into an instacast spell but still retaining the forward flames of the EX Passive, one of the most used spells as it also lets you gain fever bubbles. also a good option for a tech ring since this spell is used almost every off cd.
Ignite (with Awakening Passive)
If firewall didnt kill them yet ignite will more or less finish the job of mob clearing, with its hastened casting time, using it even on bosses aint so bad now, also doubled the output. Also a spell to get fever bubbles from. Using a tech accessory is a nice option, since you only have fireball and ignite to choose from and if you are already using a cash weapon with a +1 skill effect more of less ignite will be your only choice in that roster of skills to choose from when making a tech necklace.
Meteor Call (Awakening Active)
Requires you to be at a distance to get this spell to hit, with lava damage after the falling meteor hit. Not very impressive and usually used as a filler unless you have fever bubbles ready. Normal Meteor Call and Fever Meteor Call do not share CD.
Flame Burst (Awakening Active)
(Yes this has the same skill name as the Sorceress skill Flame Burst) AOE of this skill is very small, requires you to be in close contact with the target to hit, also bugged since this spell ends up doing nothing sometimes especially when moving. Also a filler spell unless you have fever bubbles ready. Normal Flame Burst and Fever Flame Burst do not share CD. more often than not this spell isnt used as much unless you can stay in close contact with your target most of the time.
Firewall and Ignite are your skills to gather fever bubbles (only 50% chance, which is kinda weird since this is the only bubble system implemented with a chance to get bubbles), maximum of 3. You can activate both Fever Meteor Call and Fever Flame Burst with bubbles gained and consumes 1 bubble, both fever skills casts the spell 3 times in a row for only 5 sec CD. Fever Meteor Call throws 3 meteors in a triangular fashion, so need to aim at the center, anyway large enemies will take almost all of it. while Fever Flame Burst explodes 3 times.
Adds a buff of 20% fire elemental attack with every hit of the fire spells. duration of 5 sec, duration doesnt matter much but more often than not better use a filler before using any of the big skills to get this passive to pump the damage.
Used mostly for added SA and damage reduction, there is a duration of only 20 sec and a CD of 30 sec, there is a 10 sec period of you not having this active. If you do well in dodging you would usually forget about this casting this skill. The SA increase compared to the previous shields has been lowered but its still better than none.
One of the triggers for Class Mastery II. Maximum level is not needed, but since this skill is used often, max level is also a consideration.
With high levels (optional, 1 is enough for debuff purposes) can be used to kill mobs out. Downside of the spell is the lengthy channeling phase but the range, damage and aoe makes up for it. Usually the explosion part is triggered early during boss battles as you will use this as a combo starter to debuff the target before using your main damaging spells.
For slow debuff if the target is vulnerable. You may opt to remove this and add points elsewhere.
Powerful but with a downside of a very long cd and a long channeling phase, this spell is usually used for risky situations or when you need to tank some damage, as this spell will reduce incoming damage while channeling.
Wheeling Staff and Shockwave
When you need to push things. As Saleana's skill base does not have much pushing effects.
This is under the sorceress tree spells, your basic fire spell, best filler choice to get the 45 sp requirements since you'd be concentrating on fire anyway.
Other skills are just fillers to achieve the sp requirements. The Main Ice tree is not learned for reasons that Ice in general has little damage compared to fire. The Frostbite debuff will be provided by frost wind most of the time. Although if you want to maximize the sp left, Frozen Spikes would be the best filler for Saleana, with its pretty high output.
Skill Plate Choices:
Burning Hand - +30% activation chance (a priority plate since this affects all fire skills)
Flame Road - 20% damage
Rolling Lava - 20% damage
Fireball - 20% damage
Ignite - 20% damage if you tend to use this often
Inferno - 20% damage if you tend to use this often
Firewall - 20% damage if you like to plate this skill
Burning Hand Analysis
The current burning hand deals damage based on the hit that activated it, it is at a constant 50% damage and 20% activation rate. The cd is 0, which means only the activation rate dictates the frequency of the skill triggering with every hit. Test results show that the activation rate plate of 30% for burning hand is an additive increase, which brings it to a 50% chance with every hit dealt. However Burning hand will not show like the usual crit hits (but will show with a plus sign) nor will it be counted under your hit counts ( ex, inferno EX deals 16 hits total, it will still show 16 hit counts even if burning hand activated as much as 5 times)
Inferno EX testing, normal hit count 16 done on Cerberus, i used 0 durability weapons so i can see which is the burning hand damage (80% only of the normal hit) and which is the normal hits.
(needs to be viewed in slow motion for easier counting of actual hits. sorry don't know how to edit it to skip dodging parts) The video was taken before the update of adding a plus sign to burning hand hits.
Inferno EX with burning hand 20% activation = 19-22 hits
Inferno EX with burning hand 50% activation = 27-30 hits
Mechanism of Burning Hand
Burning Hand is considered as Damage Duplicator. As indicated by the name, it "duplicates" the hit in accordance to how it triggers and the % of damage it will take. Burning Hand needs the target to be burned, however Burning Hand as dictated by the skill is only 20% activation (50% with plate), damage a constant 50%. These Damage Duplicator skill hits are represented with a (+) sign along with the hit, Burning Hand is shown as red.
These Damage Duplicator skills cannot be boosted by any other means. In others words Burning Hand will always do 50%. Any damage boosting mechanic will not affect the percentages in any way. However they get an indirect boost, when the original damage is boosted by x2 or x3, Burning Hand will still get 50% of the boosted original hit.
Do note however Damage duplicators are also affected by critical rate and critical damage.
General Gameplay Overview
Saleana is mostly a melee magic user, as to get the most of of her spells she will stay close to her target. The best combo of Saleana is to start by using inferno to reduce critical resistance, then use flame spark, fireball instant, phoenix storm to reset fireball (note phoenix has to hit the target to get the reset), then fireball instant again, then your choice of rolling lava then use the normal fireball or Flame Road or use the firewall ignite combo then if you have fever bubbles use fever mode meteor call or flame burst. Other spells usually are fillers while you are unable to use the combo.
Stat Enhancement Plates
- Intellect, Wind, Magician, Health, Life Vitality, Fatal as main options
- Ultimate if you have a bit of FD, Limitation for Crit Damage
- 3rd stat will depend on how you build your char, Crit 3rd stat for added crit rate or Int 3rd stat will provide more offense. FD if you have lots of money.
- Intellect and Magician is best for the 200% slot (or Ultimate if you want), then your choice with Fatal, Wind, Health, Life Vitality, Iron Wall, Limitation and/or Tent with where you want to place them.
- Armor, Earring and Necklace Stat Jade Choices:
- we only use Intellect jades with the jade unification system. the secondary stat either vit and hp for more survivability or critical and critical damage for more output.
- Weapon and Ring Jade Choice:
- Fire Jade is the only jade being used by Saleana, being fire elemental, she will concentrate on raising fire attack stat apart from base magic attack.
Edited by Vaahneon, 11 April 2017 - 05:10 PM.