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 Post subject: Elemental Guide
PostPosted: Sun Dec 09, 2007 2:26 pm 
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Location: Upstate NY
Elemental Guide

I. Introduction
Playing kol I always loved reading guides for my characters and what skills I could get. Now that TH has been in beta for more than a month and no one has written a guide I figured I would try to do it. I am exclusively an elemental hero and so I am a bit out of touch with low-level elemental stuff, so I am open to all criticism and comments that people have for me. In this guide I am assuming that players will have all elemental skills and will have a fair amount of chips to spend on items. This guide also has many spoilers in it so read at your own discretion. All the items that I talk about below can be found on the wiki for more information and drop locations.

II. Spellslinging
Talking to other elementals I have seen than many of them don’t use spellslinging. At first I used the ethereal club attack and heal method for awhile, however I realized that I could not get all my adventures in each day because this took a lot of real life time. Spellslinging is much less time consuming.

Spellslinging involves using low level spells mostly Ice bolt to deal as much damage as possible for the least amount of mana possible. The trick is to max out the damage of icebolt, which is 40, and reduce its mana cost to 1. The items you will need for this are the weapon pandimensional scepter, and the talisman thunder in a bottle. Hopefully you can do 40 damage every time with icebolt now. If you can’t then you will want to wear as much +intellect or +spell damage as possible. The skeptic sandals provide a very nice 20% boost if you need it. Tab farming is very helpful with spellsinging. By merely hitting tab, enter, tab enter over and over you can repeatedly cast the same spell over and over again in very little time. The one problem with spellslinging is that if you don’t have enough mana it is fairly easy run out. Thunder in a Bottle should help but anything that is +PP per turn is good. These would include the hero’s cape, the Lexura Infinides D-8, and the lover’s locket. This gives +15 mana per turn and even on lvl 33 in the pit that is plenty. Remember that you gain back all your mana when you gain a level. In the worst case scenario if you are gonna rest at least use a sleeping draught and rest twice to regain all your mana.

III. Fire Shield
Spellslinging is fine but with harder enemies it does not do enough damage for me to sustain fighting for awhile. Fire shield is another strategy I use with spellslinging to maximize damage per turn. This involves pumping up your damage absorption and power from equipment so that you get hit but for very little damage. Fire shield does damage to the opponent every time it hits you. This damage maxes isnt very much, 20 at lvl 32, I believe but along with spellslinging it is more than enough. The main item you will want is the Aegis Flux Incapacitor. I tried to keep donation items out of this but this item is just too good to pass up. It does your level in damage absorption, 20% resistance to all elements, and 5 damage every time a monster hits you. Because you are going to be getting hit a lot, you might find that you are running low on hp. Lifeblood manipulation is a huge help as it puts you to practically to full health for only 20 PP, 18 with Thunder Tali.

IV. Conclusion
I hope this guide will help everyone and raise elemental hero spirits a bit. Seeing as about 75% of all players are gadgeteers we need something to pump us up. Please send make comments on this guide and thanks for reading.

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PostPosted: Sun Dec 09, 2007 3:54 pm 
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I feel so tempted to make a psion guide right now... but that would seem like I'm copying you. So I'll wait a few days. :P

And I disagree on the 'most people are gadgeteers'. Most people are either gadgeteers or psions.

And psions are awful. :roll:

I suspect that a lot more people start off as a psion and then transmogrify into a gadgeteer, after hearing all the praises that are sung about them. Or something.

But maybe I'm just being pessimistic.


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PostPosted: Sun Dec 09, 2007 4:35 pm 
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It was probably just the chat I was in but it seemed like about 6 out of the 8 people in chat with me were gadgeteers. I am not entirely sure on the numbers maybe Ryme knows.


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PostPosted: Sun Dec 09, 2007 5:22 pm 
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Sporty - was that post sparked by our short discussion in chat?


Just so people know - a decked out lvl 10+ elemental never needs to use spells. I don't use any, I just attack, and then after 25 ish monsters at the pit I have to use lifeblood to heal.


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PostPosted: Sun Dec 09, 2007 5:45 pm 
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Yes neo for the most part. True a elemental could just attack but you have to be true to yourself and embrace the spells.

Just kidding it is up to you really, but I enjoy spellslinging much more than straight up attacking.


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PostPosted: Sun Dec 09, 2007 6:25 pm 
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i'm really quite fond of being an elemental. i usually use spells just because i think that its kind of what an elemental should do. you know, capture the power of nature and use it on my foes type of thing.

i do run down on MP pretty quickly, but i find that with the hero's cape and the ethereal club equipped i can use a spell and then finish whatever i'm fighting off with my club without losing more than a few MP points at a time.


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PostPosted: Sun Dec 09, 2007 8:29 pm 
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I would totally make a Psion guide, but I've been so busy lately... I love the class.

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PostPosted: Sun Dec 09, 2007 11:37 pm 
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With 15 PP up for grabs every turn, and an almost full heal available for 20 PP, Elementals are sitting pretty for any combat.

Basically, the same set-up works for Elementals and Psions, except that for Psions, healing is a more costly prospect.

1) Cape
2) Locket
3) Lexura Infinides D-8
4) Pandimensional Scepter / Ethereal Club

Hammer away with low-level cheap spells with the scepter equipped. When PP runs down to, say, half, heal and switch to the club for some straight beat-down. When PP is full again, heal a bit more if needed and switch back to spellslinging. Or equip a Scottish Necklace when you're using the club to lessen the need for healing.

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PostPosted: Sun Dec 09, 2007 11:52 pm 
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Or equip an Eye, and you can skip the Club entirely.

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PostPosted: Mon Dec 10, 2007 3:04 pm 
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I don't believe this is a bug, but you can equip both the Lover's Locket AND the Lover's Locket- Right Half for 4 pp a turn.

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