Dismiss Notice
Wynncraft, the Minecraft MMORPG. Play it now on your Minecraft client at (IP): play.wynncraft.com. No mods required! Click here for more info...

Guide Choosing A Gavel Element "subclass"

Discussion in 'Wynncraft' started by GoldenDuck, Jan 8, 2016.

Thread Status:
Not open for further replies.
  1. GoldenDuck

    GoldenDuck Quack, quack, quack VIP+

    Messages:
    38
    Likes Received:
    93
    Trophy Points:
    49
    Minecraft:
    I don't think that anyone has posted anything like this so I just went ahead and made a guide about how each element affects each class. I first want to say that I won't be posting that much new information but this is more of a combination of information found in various places.

    Firstly, Gavel skill builds are different from pre-Gavel skill builds. Before Gavel you would only invest in one or two categories and would insure to not waste a single skillpoint elsewhere. Now with armor and weapons requiring minimum stats, very few people will have the exact same build. With Gavel, you will want to focus on a few elements, but also might want some skillpoints in other stats as well due to the fact that water weapons sometimes may require earth points. Also, some people want specific endgame armor that benefits their build but also requires high amounts of all stats.

    I would also like to say this and this has been said many times, don't put skillpoints into a category (or reset your skillpoints) just to use one item.

    PART I: Each Subclass's Advantages and Disadvantages

    Screen Shot 2016-01-06 at 4.05.16 PM.png Earth:
    The Earth element has a slow firing attack that is hard hitting. The Archer already has a slow and hard-hitting attack so this is good for players who like that aspect of the Archer class. With this element, you could deal MASSIVE damage in one hit, but with the risk of missing and having to wait to shoot again. Bomb Arrow does Earth elemental damage, so if you like that spell, this skill makes it even better!

    Screen Shot 2016-01-06 at 4.07.58 PM.png Thunder:
    The Thunder element usually has a fast firing attack that deals little damage per hit. This element would be good if you dislike the slow attack speed of the pre-Gavel Archer and want to be able to hit fast. This skill also buffs Arrow Storm's damage for Grades II and III which is a great midrange/high-damage spell that keeps enemies at bay. If you want to do even more damage with that spell, this skill does just that!​

    Screen Shot 2016-01-06 at 4.06.27 PM.png Water:
    The Water Element usually decreases spell cost, increases spell damage and gives lots of mana-related buffs. The Archer class has the highest costing spells (except for Vanish's losing mana as you're vanished) and this element allows you to fix that. However, this comes at a cost. Your weapons don't do as much damage as many of the other elements. This element also makes the Arrow Shield spell do even more damage so you can get enemies far away and hurt them even more!​

    Screen Shot 2016-01-06 at 4.05.57 PM.png Fire:
    The Fire Element is usually a slow-moving, slow-attacking element that gives you lots of defense and health buffs. This element could help counter the low base defense of the Archer (+40% damage taken) allowing the Archer to take a few more hits before dying. This element could be really useful to the right player since it can increase the damage of two spells! It gives an increase to Arrow Storm and an increase to Bomb Arrow, an Archers two highest damaging spells that are used to attack.​

    Screen Shot 2016-01-06 at 4.07.14 PM.png *Air:
    The Air Element is a low damaging element that makes you move at much higher speeds and sometimes gives you a faster Soul Point regeneration speed. This element is probably one of the most useful for the Archer because it increases the chance to take ZERO damage from an attack. With the Archer's low-defense rating, this element can allow the Archer to completely avoid many attacks that would normally be a one-hit. As a bonus, this skill increases the damage of two spells: Escape Grade III and Arrow Shield Grades II and III.​
    Screen Shot 2016-01-06 at 4.05.16 PM.png Earth:
    The Earth element has a slow firing attack that is hard hitting. The Warrior has a relatively low base attack speed and pre-Gavel spears did low damage. This element could allow a Warrior to do lots of damage in just one hit. However, this means that the hits will have a larger delay. Also, this element increases the damage for two of the Warrior's spells: Bash and Uppercut which are the two highest damaging spells for the Warrior.​

    Screen Shot 2016-01-06 at 4.07.58 PM.png Thunder:
    The Thunder element usually has a fast firing attack that deals little damage per hit. This element could allow the Warrior to counter the relatively low base attack speed and start spamming enemies with small amounts of damage with every click. This element also increases the damage for Uppercut, which is one of the most used spells for Warriors. If you enjoy that spell, you can make it more powerful with the Thunder element.
    Screen Shot 2016-01-06 at 4.06.27 PM.png Water:
    The Water Element usually decreases spell cost, increases spell damage and gives lots of mana-related buffs. The Warrior has some very useful spells with a cheap mana cost for them and this element would allow them to be even cheaper, do more damage, and have better mana buffs such as mana steal and mana regeneration. However, one drawback of this element is that it is the only element that is not used in any of Warrior's spells.​

    Screen Shot 2016-01-06 at 4.05.57 PM.png *Fire:
    The Fire Element is usually a slow-moving, slow-attacking element that gives you lots of defense and health buffs. This goes along nicely with the Warrior's already -20% damage taken (20% extra defense). This helps turn the already high-defense Warrior a really strong tank! To cap it off, this element is can increase the damage output of two of Warrior's spells: Charge Grades II and III and War Scream Grades II and III. The drawbacks of this element are that it decreases Warrior's movement speed and doesn't output that much damage.​

    Screen Shot 2016-01-06 at 4.07.14 PM.png Air:
    The Air Element is a low damaging element that makes you move at much higher speeds and sometimes gives you a faster Soul Point regeneration speed. This element with can help the Warrior travel faster and better dodge attacks due to its speed increase while also giving them a chance to take ZERO damage from a hit. However, this element does not do high damage or increase health. This element also increases the damage output of War Scream.​
    Screen Shot 2016-01-06 at 4.05.16 PM.png Earth:
    The Earth element has a slow firing attack that is hard hitting. This can allow the Mage who already has very low weapon damage to do more damage in each hit at the cost of a longer delay between hits. Mages may find this element useful if they prefer to use their basic attack instead of spells since this element tends to increase basic attack damage and decrease spell damage. This element also increases the damage done by Meteor allowing for Mages to have a high basic attack and a high damaging Meteor.​

    Screen Shot 2016-01-06 at 4.07.58 PM.png Thunder:
    The Thunder element usually has a fast firing attack that deals little damage per hit. This benefits the Mage because Mages have a basic attack with a relatively large AoE and if they can hit fast then this could make an impenetrable wall. The downside of this would be that each hit does less damage so you need to get more hits on mobs if you want to do significant damage to them. Also, this element buffs the damage done with Teleport Grades II and III so if you like teleport, you may like Thunder.​

    Screen Shot 2016-01-06 at 4.06.27 PM.png *Water:
    The Water Element usually decreases spell cost, increases spell damage and gives lots of mana-related buffs. As you might already be able to tell, this element is great with Mage. Since Mage has the least basic attack damage of all the classes, Mage needs to use its spells to keep up. With all the buffs to spell damage, decreases in spell cost, and Mana related effects that this element gives, it is the best element to use with Mage. To top it off, it also buffs the healing done with Mage's Heal and buffs the damage done with Mage's Ice Snake.​

    Screen Shot 2016-01-06 at 4.05.57 PM.png Fire:
    The Fire Element is usually a slow-moving, slow-attacking element that gives you lots of defense and health buffs. This allows the low damaging Mage to be able to survive long enough to more easily kill enemies. However, with the slow movement speed, it can be hard to avoid hits all together without using Teleport. This element also is great for Mages since it buffs the Meteor spell. This means that Fire increases defense and increases Meteor damage!​

    Screen Shot 2016-01-06 at 4.07.14 PM.png Air:
    The Air Element is a low damaging element that makes you move at much higher speeds and sometimes gives you a faster Soul Point regeneration speed. The speed is a good buff to any class but Air has a few interesting features with Mage. If you take the zero damage you are still at full health, but when you do take damage you use Heal. If you use Fire instead, you would always take damage when you got hit. One bug drawback to Air for Mages is that it doesn't buff a single spell.​
    Screen Shot 2016-01-06 at 4.05.16 PM.png Earth:
    The Earth element has a slow firing attack that is hard hitting. This allows the high damaging Assassin to do even more damage per hit! The big drawback is that with this element your attack speed is decreased. This element can be very useful to Assassins who like to use their basic attack more often than spells since Earth items usually decrease spell damage. Also, the Earth element boosts the damage done with Smoke Bomb.​

    Screen Shot 2016-01-06 at 4.07.58 PM.png *Thunder:
    The Thunder element usually has a fast firing attack that deals little damage per hit. This element is really good for Assassins because Assassins are about dealing damage quickly through multiple, fast hits. Weapons with this element can have some of the highest attack speeds in the game and Thunder items often have a positive version of the ID, Attack Speed Tier. To make this element even better for Assassins, it buffs the damage done with both all three Grades of the spells Spin Attack Multihits.​

    Screen Shot 2016-01-06 at 4.06.27 PM.png Water:
    The Water Element usually decreases spell cost, increases spell damage and gives lots of mana-related buffs. This element is great for the Assassins that love to spam their spell since it makes doing that much easier. With high Mana Steal and Smoke Bomb, an Assassin might never run out of mana. However, items with this element usually decrease basic attack damage meaning that you will need to use your spells. As a bonus, this element increases the damage output of Multihits.​

    Screen Shot 2016-01-06 at 4.05.57 PM.png Fire:
    The Fire Element is usually a slow-moving, slow-attacking element that gives you lots of defense and health buffs. This could give the already high-damaging Assassin really good defense and high health. However, the Fire element tends to have negative Walk Speed IDs meaning that the Assassin would really have no good way of moving without a horse. Also, this element does not buff any of Assassin's spells.​

    Screen Shot 2016-01-06 at 4.07.14 PM.png Air:
    The Air Element is a low damaging element that makes you move at much higher speeds and sometimes gives you a faster Soul Point regeneration speed. This would allow the slow-moving (unvanished) Assassin a better way of moving around the map, and make it better at dodging attacks. This element buffs to damage done with the Smoke Bomb spell, the Assassin's only long ranged spell.​

    PART II: Which Elements Should not be Combined

    As you probably already know, some elements buff certain stats, while others decrease those same stats. One example of this is Fire decreases movement speed while Air increases movement speed. This means that unless you don't care about your movement speed, Fire should not be combined with Air.

    Here is a chart of the elements that do and don't go well together for most cases:

    Screen Shot 2016-01-08 at 6.31.26 PM.png

    Earth and Thunder do not go well together because Thunder is fast attacking and Earth is slow attacking.

    Earth and Water do not go well together because Earth decreases Spell Damage and Water increases Spell Damage.

    Fire and Air do not go well together since Fire decreases speed and Air increases speed.

    Just because two elements you wanted to use are listed above as "not going well together" doesn't mean you can't use them. All that I'm saying is that you may find some conflicting IDs that cancel each other out on your items.

    PART III: Powders (will add after the Powder update)

    PART IV: Other Resources

    In this part you will find various charts that you may find useful. If you have any ideas of charts that should be added either tell me about your idea and I may add it.

    ----------------------------------------------------------------------​

    IDs that tend to show up with each element:

    This section shows which IDs tend to show up on weapons with the same element. This is not absolute or complete. If you have anything to add to this please let me know.

    Increase
    Decrease

    Stat Effects
    XP Bonus

    Loot Bonus
    Thorns
    Reflection


    Stat effects

    Strength
    Melee Damage
    Stealing

    Spell Damage
    Dexterity
    Attack Tier
    Poison
    Life Steal

    Sometimes negative Spell Damage and sometimes negative Melee Damage
    Intelligence
    Spell Damage
    Mana Steal
    Mana Regen

    Melee Damage
    Defense
    Explosion
    Health Bonus
    Health Regen
    Life Steal


    Speed
    Agility
    Speed
    Soul Point Regen

    Defense

    ----------------------------------------------------------------------​

    I hope everyone likes the guide, this guide was not designed for players who know what they want to do or are experts with the element system, but more for newer players or lower level players. If anyone has any corrections or suggestions please comment it.
     
    Last edited: Jan 9, 2016
  2. (Meric)

    (Meric) No longer edgy

    Messages:
    3,194
    Likes Received:
    2,753
    Trophy Points:
    149
    Guild:
    Minecraft:
    Interesting guide. Helpful for newbies
     
  3. Taf

    Taf Legendary Adventurer HERO

    Messages:
    2,161
    Likes Received:
    2,948
    Trophy Points:
    209
    Minecraft:
    Air makes you hit fast too, anyway great guide! really helpful and well made
     
  4. Tyralion

    Tyralion Knights in the Tiger Skin VIP

    Messages:
    505
    Likes Received:
    1,137
    Trophy Points:
    91
    Minecraft:
    That's a great guide, really helpful for those who have no friggin' idea how elements work with each other. Also great structure, as a perfectionist, I adore the way the guide was divided into different segments!
    If I were IGN, I would give this guide 10/10
     
  5. Selvut283

    Selvut283 Circadian rhythm stuck on Tokyo time ♪ Music Item Team GM CHAMPION

    Messages:
    7,040
    Likes Received:
    21,892
    Trophy Points:
    217
    Creator Karma:
    Guild:
    Minecraft:
    Investing in elements does not affect your stats aside from how skill points say they affect it, except in the case of the Strength stat; having higher Strength makes you deal more Poison damage(it gives the same percentage boost to poison as it does to Earth and Neutral damage).

    Putting in higher strength doesn't directly reduce your spell damage. The way that works is like this:

    There are actually two modifiers to your spells. There's the basic one everyone knows. For instance, everyone knows Meteor inflicts 400% damage based on your weapon's damage...but by that logic, slower weapons, since they deal more damage, would inflict higher spell damage, right? Spells from fast weapons would be pathetically weak! But they aren't, because there's a second, hidden modifier on your weapon based on its attack speed!

    I won't give specific values, but the higher your attack speed is, the bigger the secondary multiplier is. So, slower weapons get a much smaller modifier, making their spells overall weaker. In addition, many earth items focus on boosting your basic attack at the cost of negative spell damage ID's, but this isn't a universal thing. Earth/Water can be perfectly viable if you find the right items. I mean, look at the endgame; there's a set of gem-named unique armors based entirely around Earth/Water builds.

    To the Earth/Thunder being unviable, that's completely incorrect. Since Thunder seems to be a stand-in for the evil element, it often has a lot of poison effects, as do Earth weapons. Both of them mostly veer towards increasing the damage of your basic attack(strength by direct boosts, dexterity by way of critical hits) but ID's tend towards just straight-up boosts. Both are offensive, but since Strength boosts poison and many items that involve Thunder have poison(Cancer, anyone?), combining them is a great way to really rack up the damage.

    Fire and Air not going together?! Where do you get off, buddy, where are you getting your information? That's only the tankiest build in the game!! Agility making it so attacks miss often, and Defense hampering the hits that do get through! While I will admit that if you're going for the SPEED aspect of Air then Fire/Air generally isn't the best, it's amazing for tanks. It can certainly be tricky though, since a lot of items that give good defense boosts require stats other than Agility, meaning you may end up with a Tri-Element build...

    ...but then again, Tri-element builds can be even more devastating than Dual-element builds if done right!
     
  6. captainganon

    captainganon God of k | Derpalope VIP+

    Messages:
    11,320
    Likes Received:
    33,307
    Trophy Points:
    229
    Minecraft:
    C'mon man this isn't one of your Rapid! quests why you gotta put this fortress of text here.

    Now I gotta read it all...
     
  7. 01100110111

    01100110111 wings of ice VIP+

    Messages:
    143
    Likes Received:
    1,561
    Trophy Points:
    75
    Minecraft:
    Great guide! As a new player, I'm going to be consulting this guide a lot. c: Also, not really important, but the roman numeral for the number four is IV, not IIII. XD
     
  8. jpmrocks

    jpmrocks A Lone Wanderer

    Messages:
    971
    Likes Received:
    1,150
    Trophy Points:
    125
    Minecraft:
    It looks neat, but I enjoy using Neutral only stuff
     
  9. Killerfish

    Killerfish Procrastinating Artist HERO

    Messages:
    656
    Likes Received:
    2,172
    Trophy Points:
    148
    Minecraft:
    Why didn't I see this post before
     
    Yamipanda likes this.
  10. Selvut283

    Selvut283 Circadian rhythm stuck on Tokyo time ♪ Music Item Team GM CHAMPION

    Messages:
    7,040
    Likes Received:
    21,892
    Trophy Points:
    217
    Creator Karma:
    Guild:
    Minecraft:
    Closed, due to necroposting.
     
Thread Status:
Not open for further replies.