@
starmates
There are two aspects to consider when picking an element.
- Take as little chip damage as possible by resisting the most casters
- Avoid the chance of a one-shot crit from a super-effective caster bolt or boss slash
I wrote more specifically about the element choices for the Golem Workshop
here (the inspiration for the training build linked in Maki's guide).
In the Forbidden Portal, Fire is the best element. Fire and Water are both only weak to one mage, while fire has more resistances (two mages and a boss vs just a boss for water). This
sheet helps show that (also linked in Maki's farming build for the Portal). Fire is also good in the Workshop, with no caster weaknesses and only one boss weakness.
For a fighter, that's really it and Fire is probably the best element. The chip damage from casters is a concern and a crit bolt can one-shot you. You fight way more casters than bosses, so caster resists are what you need.
For a mage, it's slightly more complicated. If you would like to use the same team for both the Portal and the Workshop, Wind comes back into consideration. The mage build has more VIT, and so while at near full health, can survive a super-effective caster bolt crit. (The fighter does not have enough VIT for this.) However, a super effective boss slash crit is always a KO. Fire is weak to a boss in the Workshop, and so risks a one-shot there. The downside to Wind though is that it is weak to two different mages in the Portal and so will take more chip damage in that zone. In short, Fire risks a one-shot, Wind takes more average damage. I would pick Wind, Maki's guide prefers Fire. Both are very reasonable choices.
Lastly, despite all I wrote and all the thought I have put into this, it really does not matter. I use Plague for my team, in both the Portal and Workshop. If you look at Plague on Amayai's sheet linked above, it's labeled as "don't even try" for the Portal and "HA! don't try." for the Workshop; it is literally the worst element I could use. But, it still works just fine. With a dedicated healer in the team and most fights ending before the enemies get to attack, the risk is really quite low.
TLDR:
- The element is a very minor optimization in these builds.
- Fire for a fighter in either or both of the Portal and the Workshop. (Nature is an equivalent alternative for a fighter in just the Workshop.)
- Fire for a mage in the Portal. Fire or Wind for a mage in both the Portal and the Workshop. (Earth, Wind, or Ice for a mage in just the Workshop.)