Hmm, sacriers and such are nice but what about the magicky ranged cla-
It's time to talk about IOPS. IOPS are BIG MEN. IOPS do a LOT OF DAMAGE. IOPS DON'T HAVE ANY EYE PUPILS.
HMMM.
It's time to talk about IOPS.
time
Let's talk about Xelor's Hourglass!
With Xelor's Hourglass,
it's party time all the time.Xelor is a class so fast that some of your speed actually rubs off on your teammates. All you have to do is bludgeon them with a clock! funkatronic!
Anyways, Water Xelor is basically the Final Fantasy Tactics time mage, except a little less stupidly broken in the sense that you can't just cast stop on a group of 5 enemies from 3 paces away. Specifically, the spells take AP from enemies or give it to allies. Note that most monsters have only a couple more AP than they need. Watch out, though, because if you drain a lot of AP from an enemy at once they develop a resistance to it for the next turn or two.
The odd skill out from water is Sinistro, which summons a turret that casts Frostbite on nearby enemies for 3 turns. It can be pretty great if you get some control and CMC to build walls of damage that enemies have to walk around, but it runs into issues otherwise in that it doesn't inerit your water bonus damage.
Watch out with Time Control: It actually just causes the first ally you cast it on to steal any AP bonuses you try to give to other players. It's a bit more affordable than Sandglass and has better range, but you always have to be careful about that focus status.
I don't think pure air Xelor is really a viable build, but there are three notable skills that you should consider:
Aging synergizes well with fire for mad damage.
Tempus Fugit is a short teleport. It doesn't get much better if you train it, but it's good to have on your hotbar for going fast and as a lock breaker since you get no push spells at all.
Punishment is the most powerful spell you can have. It deals stupid damage at long range without line of sight. Downside is you have to be on the dial and targeting anywhere but an hour cell will break the hour cell you're standing on. It's totally capable of turning you into artillery, but it can also get you into bad situations if you're not careful.
Fire's all about crushing: Tick lets you burn initiative to trigger aging several times at once for rad single target damage, while tock lets you expand your radius of crushing to break up crowds. Other than different cost/damage and area of effect, they're mostly the same. Except Hydrand. All you need to know about Hydrand is don't get it.
Core stats are AP. Get AP. Use your level 30 restat to put all your points into AP. Xelor's the name, so speed is
obviously your game.
One extra AP is enough to combo Aging with Hand, +2 AP lets you get Aging plus Temporal Dus, and 3 AP lets you triple cast Frostbite.
Range and MP are also decent for most builds, and control+CMC are good if you just want to flood the arena with Sinistros.
A Xelor can actually effectively have 10 (up to 12 if you're lucky) AP by level 30 with the gobball set+satisfaction ring and maxing Rollback for a 90% (9 tries at 20% each) chance of a free AP every turn.
As for the specialties:
Xelor's Dial: The dial lets you teleport and gives you a power boost, but restricts where you can move without it collapsing. Required for a couple air spells.
Timekeeper: Not terribly uselful before you max it, but at level 9 it suddenly become REALLY GOOD. Consider maxing this before Dial since using it a lot gives your dial an effectively infinite lifespan regardless of charges.
Mummification: A resurrection spell, like the eniripsa/lumino one, except the target starts at your current health and drops to 1 instead of starting at 1. Okayish support but not a priority.
Devotion: Converts your MP into AP. Like Timekeeper, it's meh up to level 8 then suddenly AMAZING.
Desynchronization: Good if you're using any spells that rely heavily on tick and tock. The most obvious purpose of maxing it is being able to fire a tock Temporal Dust at all enemies at once on the first turn.
Temporal Waves: Important component of GETTING HUGE for Aging combo Xelor. Also useful for water Xelors roughly half the time.
Master of Time: Really good for water spells and Sinistro. Otherwise, eh.
Time Theft: Synergizes stupidly well with Master of Time and the water tree. Master this first if you always play support because it also boosts accelerator.
Temporal Prism: THE POWER OF CRUSHING. As long as you cast at least one spell every turn, you can build stacks of damage up to 100% bonus. Very good for fire, even better for tri-elemental.
Rollback: Free AP from the government! If you aren't 100% sure what to get, just get this. It's pretty good for just about anyone.