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Planty's Soul Master Guide. [WIP]

Soul Master Sheep Elements Stuffs

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#1
iMinni

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Planty's One Stop Soul Master Guide.

 

Here you'll find the following:

 

Builds

Element Combinations

Skill guides

Weapon compounding guides

And leveling guides

 

 

 

//Insert cunning lines here.//


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#2
iMinni

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Section One: Builds

 

The most common build for Soul Masters is: 1432

 

1 point for Power

4 points for Magic

3 points for Sense

2 points for Charm

 

This build is the default base build for most magic types.

It is fairly easy to use and you can add your points in whichever category you'd like.

Though, if you're a Soul Master you need more HP then anything.

With this build I suggest putting all your points into HP unless you can compound enough HP to survive.

 

The next common would be: 1423

 

1 Power

4 Magic

2 Sense

3 Charm

 

This build is another easy to use build for magic types. 

With this you can either go pure LK or pure HP.

Soul Masters are a tough class because you MUST balance MA/LK/HP.

You will also need a little bit of AC for your Blessings.

 

Next would be what my experimental Soul Master is: 1414

 

1 Power

4 Magic

1 Sense

4 Charm

 

This isn't an easy build because you lack weight as well as LK.

For this build I suggest going pure HP to level 100 then go to pure LK.

For this one you won't need as much HP but you will need help of LK equips.

 

Lastly the glass cannon: 1441

 

1 Power

4 Magic

4 Sense

1 Charm

 

This is called the glass cannon because it lacks HP severely.

This is what my main Soul Master is.

This build is difficult unless you can compound in a LOT of HP.

For this one I suggest going pure HP.


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#3
iMinni

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Elemental Combinations

 

Soul Masters are the pure 3rd jobs of Sheeps.

This means that they continue in the path of elements.

Soul Masters get enhanced elemental attacks as well as defenses.

 

The Combinations with 3rd Job skills are:

 

Fire/Electric

 

This is good for PvP/PvM/PvB.

Fire/Electric has an array of 1v1 skills and AoE skills which makes it an easy and favored combination

 

Skills:

 

Salamander's Territory

Raion's Space

 

Salamander's Blessing

Raion's Blessing

 

Dragon Storm

Staff of Thunder

 

Electric/Water

 

This is a good combination of PvP/PvB

Electric has a few AoE skills while Water has deadly 1v1 skills.

This is a very powerful combination if handled correctly.

 

Skills:

 

Raion's Space

Undine's Garden

 

Raion's Blessing

Undine's Blessing

 

Staff of Thunder

Aqua Bomb

 

Water/Wind

 

This is good for quick killing and PvB/PvM

Wind has quick AoE's that make killing mobs go fast.

Water has strong 1v1 attacks that pack a punch.

 

Skills:

 

Undine's Garden

Sylph's Playground

 

Undine's Blessing

Sylph's Blessing

 

Aqua Bomb

Raging Storm

 

Wind/Earth

 

This is my personal favorite.

Wind has quick killing AoE's while Earth has strong and powerful AoE's.

This combination is full of AoE's. Its a good combination for PvM/PvP/PvB.

 

Skills:

 

Sylph's Playground

Gnome's Domain

 

Sylph's Blessing

Gnome's Blessing

 

Raging Storm

Earthquake

 

Earth/Fire

 

This is another combination filled with AoE's and strong attacks.

This is good for PvM/PvP/PvB

 

Skills:

 

Gnome's Domain

Salamander's Territory

 

Gnome's Blessing

Salamander's Blessing

 

Earthquake

Dragon Storm

 

-----

And lastly there is Dimensional Rift.

This skill any Soul Master can learn no matter the elements.


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#4
iMinni

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Skill Guides

 

Right from getting third job I suggest getting your two attacking skills.

Then your 'domain' that will affect the other element you have.

(This is because only one 'domain' skill affects one of your elements. The other is basically useless.)

Next your two blessings.

And finally Dimensional Rift and the other 'domain' skill.

 

I use the word 'domain' because I'm used to having my Wind/Earth Soul Master who has Gnome's 'Domain'.

 

I'm not the best with skill builds so I'm going to link one I followed for my Fire/Earth Soul Master.

 

Click

 

This is also a really great and useful guide to use.


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#5
iMinni

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Weapon and Compounding

 

This is where I'm still messing around with my stats even on my main account.

So I found a guide for this....

Once I finish my goal stats I'll share my own experiences....

 

Guide


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#6
iMinni

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Base Leveling.

 

The all feared leveling guide.

I hate doing these cause I'm not the best at it. xD;.

Other guide: Here

 

1-190

 

Quest.

Episode Quests

Chaos Tower.

Fiesta

120+

Mine Party Quests

 

190-300

 

Chaos Tower

Mine Party Quests

Fiesta

Episode Quests

(i.e. Guardian + Episode 6) <-Lvl200+

 

300+

 

Chaos Tower Grinding

Shadow World Daily Quests

Fiesta

 

TM Leveling

 

Fiesta

Episode Quests

Chaos Tower

Afk Drilling

 

(( This is really crappy....Sorry... ))

 

Another Option is grinding at Kerberos in Blood Trial 1

As well as the Bats at Blood Trial 2

 

For the Kerbs you MUST have 800+ MA for you to ohko them.

If not they will explode and kill you.

The 800+ MA also goes for the Bats. Only they don't explode.


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#7
iMinni

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And done. 
If anyone wants to add on, please do.

I'm not an expert, but I see that we severely needed a Soul Master guide....
 


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#8
Lazz

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So I'm currently a 1441 Fire/Elec Sheep planning to be an SM... I pumped Pure MA and I was wondering why Pure HP was better. I feel like I have enough HP from a good shield comp and other equips



#9
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In the skills section, I think you should mention that an elemental combination should only learn one 'space skill' (i.e. Water/Elec should only get Undine's Garden; Wind/Earth should only get Gnome's Domain, etc.)


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#10
Applecheese

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Just as a visual aspect, I feel like centering everything makes it kind of redundant for emphasis

and the text color is kind of hard to read for sad children like me with bad eyes


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#11
Tokaru

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So I'm currently a 1441 Fire/Elec Sheep planning to be an SM... I pumped Pure MA and I was wondering why Pure HP was better. I feel like I have enough HP from a good shield comp and other equips

Well The reason why for a SM ( I would guess) is because you will have no buffs that will contribute to your defense, for example Shield of Heaven (which is why 1441 is very common for Priests, Light Wizards, and Light Witches). For any light using Magic type, their MA is their HP. Its the late of defensive skills for a SM. 


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#12
Applecheese

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Well The reason why for a SM ( I would guess) is because you will have no buffs that will contribute to your defense, for example Shield of Heaven (which is why 1441 is very common for Priests, Light Wizards, and Light Witches). For any light using Magic type, their MA is their HP. Its the late of defensive skills for a SM. 

 

You get blessings though, it's like ghetto SoH isn't it or something because I remember the formula being different idk

xD

When I had a Soul Master back in eTO, I went 1441 and I had blessings on most of the time to minimize damage impacted on me because it'd poop the damage I'd take to them until it runs out

or something like that


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#13
Tokaru

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You get blessings though, it's like ghetto SoH isn't it or something because I remember the formula being different idk

xD

When I had a Soul Master back in eTO, I went 1441 and I had blessings on most of the time to minimize damage impacted on me because it'd poop the damage I'd take to them until it runs out

or something like that

LOL Ghetto SoH LMAO


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#14
iMinni

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So I'm currently a 1441 Fire/Elec Sheep planning to be an SM... I pumped Pure MA and I was wondering why Pure HP was better. I feel like I have enough HP from a good shield comp and other equips

 

The reason you go pure HP instead of MA or even go pure LK is because you'll need at least 20k HP to survive. Also that Blessings work with a AC/LK ration. The only real reason you need MA is for attacks. You can always go pure HP till a certain lvl then switch to pure LK.

But you can easily comp MA and LK into equips. HP is only really good in Shields and an accessory. So you'll need extra HP.

This also depends on what you want to do. PvP. PvM or Boss hunt.


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#15
iMinni

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In the skills section, I think you should mention that an elemental combination should only learn one 'space skill' (i.e. Water/Elec should only get Undine's Garden; Wind/Earth should only get Gnome's Domain, etc.)

 

I've seen a lot of people get both...Mostly to show off though. Cause they're pretty. c:

But I'll fix it up. xD.


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#16
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I've seen a lot of people get both...Mostly to show off though. Cause they're pretty. c:

But I'll fix it up. xD.

 

If that's the case, at least note that the other one could be learned, but much, much later on when you've got more TM points than you can use. XD


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#17
Terrible

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i think attr also helps with blessing dmg (ex. higher attr % higher blessing dmg)


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#18
iMinni

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i think attr also helps with blessing dmg (ex. higher attr % higher blessing dmg)

 

Blessings Formula:

 

(AC + LK) x Multiplier


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#19
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Blessings Formula:

 

(AC + LK) x Multiplier

 

yes i know that but i've tested it in game and i think it does help w/ the blessing dmg + considering that attr and elemental boost add addition dmg to skills and such


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#20
Vitalic

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Wind/Earth is good for PvP? ... Alright

It'd probably do you good to name the pros and cons of each element pair. You pretty much just skimmed through the combinations, saying "this is good", "this element has aoe this element has 1v1". Well which pair is the best grinder/pvper? How is someone supposed to choose the perfect SM for bossing if you named all of them good for PvB? Someone could end up picking slow earth/fire instead of wind/earth due to lack of explanations.
Or you can post almora's guide one more time...lol

Just a suggestion anyways, it bothered me enough to point it out in a post. Also

Just as a visual aspect, I feel like centering everything makes it kind of redundant for emphasis
and the text color is kind of hard to read for sad children like me with bad eyes


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Hn. me or ely ? ?





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