What elements you go with is entirely up to you, and comes down to preference.
The typical team setup is Tank (Water (makes absorbtion shields that can protect any teammate/heal them, buffs its own phys mitigation with its base attack, eventually (lv65) gets ability to buff whole teams mit. and quickness) or Earth (makes enemies focus on it only, lowers enemy stats, sets weak hp drain on enemies, buffs own defences) for a Physical tank, Shadow (all absorbtion of hp all the time, lv70 move finally gives it mild ability to lower enemy stats) is the most common for a Magical tank, though Light (all about that party healing)) is sometimes used,
Healer or Buffer (Light (as mentioned, is all healing all the time) or water (again, absorbtion shields and buffs team at lv65))
and
Attacker (Fire (stronger when many enemies on the field, spread-damage that multiplies using that- fewer enemies mean the attacks to less) or Air (focused single target damage, with higher chance than fire to inflict damaging debuffs to help it))
Water, Earth, and Air are Physical elements
Light, Shadow, and Fire are Magical
Tanks can be Proffed with HP, offense, or Agi, depending on player style and pet stats
Healers, Buffers, and Attackers are usually Proffed with offense and Dexterity
This is relevant when picking gear, eg, (Water = phys element = gear should boost Str) + (Tank = gear should boost agi) = Assassin (Str/Agi) equipment
(the only thing that might determine one pet over another as being Tank is which one has the highest HP of the bunch, honestly) |