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Build Suggestion: Magic staff fighter build

Discussion in 'Mage' started by Kaisyl, Nov 9, 2018.

  1. Kaisyl

    Kaisyl Elite Member Elite Member

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    The monk is a staff user that focuses on using a series of fast attacks before ending it in a final strong attack. For this build, it means you need to prorate physically before using a magic based finisher combo, especially because of the MATK drop due to knux sub.

    Notes:
    * Shell Break should be the main damaging skill for physical DPS due to the 30% pierce innate to the skill
    * Storm + Blast together do not even come close to the damage finale is capable of outputting but it is safer in that the damage is constant.
    * The damage from Rush and Chariot are nice but the reason to max those two skills should be for their secondary effects rather than the damage.
    * Magic Burst is horrible for damage and utility due to the need of using magic skills before. it is possible to make a build centered around this skill as a burst damage skill but Magic Finale does this role better. It may be suitable for solo situations where the boss has many add mobs and finale is constantly interrupted.

    Suggested Status Focus:
    - STR: May be chosen as the remainder stat
    - INT: Focus Stat {Your main stat}
    - DEX: 40% of INT, cap when 1k CSPD reached {For CSPD}
    - VIT: 30 {Survival}
    - AGI: May be chosen as the remainder stat
    - CRT: 60 {To actually hit stuff with physical skills}

    Combos suggestions:
    1) Impact > Magic: Finale (Swift) {Your main burst damage combo; 10 MP}
    Ensures that finale has a motion speed boost which is critical because finale has a stupid long animation time before and after casting which is detrimental in boss fights as well as when mobbing.

    This is your finisher combo and should be used as such. In party fights you may spam it if you have a way to reduce the agro and even then, spending so much time locked down isn't good on higher difficulty bosses.

    2) Magic: Wall > Impact (Save) > Chakra (Swift) > Bless (Swift) {1 MP}
    A party buffer combo. Restores 1 MP bar, grants AMPR, Reduces incoming damage by 50% (+based on party VIT?) one time and restores HP. In solo fights, it can help against bosses prone to knockback otherwise, you need to find opportune time to cast the combo or just shorten it by removing bless and smiting Chakra.

    3) Magic Storm > Magic Blast (Swift) {7 MP}
    A combo which draws in weak enemies and blows them all into oblivion. Good against bosses that like to bring help. Combo is short enough such that lock down is not too prevalent but it requires an elemental advantage to deal boosted damage.

    4) Magic Arrows > Magic Burst (Save) > Chariot (Swift) {1 MP}
    An oh **** combo. Knocks back the boss, inflicts fear and does minor dps. Use only as a last resort, do not use against hero potum.

    5) Holy Fist > Rush (Save) > Shellbreak (Smite) > Earth Bind (Swift) {1MP ~ (-3MP)}
    Physical Proration, armor break, stop and MP recovery (3 bars) in one combo. Not countered by bosses either and heals HP. Also spam-able.

    6) Sonic Wave > Chariot (save) > Magic Burst (Swift) {1 MP}
    Another oh **** combo. Use this against fast moving bosses that don't react to tumble.

    7) Magic Arrows > Chakra (Save) > Bless (Swift) > Gloria (Swift) {0 MP}
    Variant of combo #2, provides more defense.

    8) Magic Javelin > Magic Storm (Smite) > Magic Impact (Consec) > Magic Blast (Smite) {10 MP}
    A magic based DPS combo. The proration is bad so it need substantial proration before using. It is intended as a finisher combo.

    9) Smash > Shell Break (Save) > Sonic Wave (Swift) > Bash (Swift) {1 MP}
    A how to get yourself killed on post lv50 bosses combo. Seriously, most bosses beyond lv50 have some build in mechanic to counter flinch, tumble and/or stun. This combo uses all three. Do not use this beyond tier 2.
    *Also annoys the team by making the bosses guard a lot or evade a lot.

    10) Impact > Magic Burst (Swift) {5 MP}
    A fast finisher, deals low but consistent damage when used after a magic dps combo.

    11) Magic Arrows > Magic Storm (Save) > Impact (Consec) > Rush (Smite) {1 MP}
    Deals large physical damage after substantial magical proration. Good against approaching enemies. Requires a physical damage focus in which remaining stat points go towards the STR stat. Suggested by RyeUshio as a modification of the tier 3 storm kicker combo.

    12) Magic Arrows > Magic Storm (Save) > Impact (Consec) > Magic Blast (Smite) {1 MP}
    A variant of combo #11 but useful for boss add mobs only.

    Self use skills
    *{Heal; 3 MP}: Good to restore HP without revita. Not necessary.
    *{Recovery; 2 MP}: Free vaccine. Not necessary.
    *{Brave Aura; 4 MP}: Boost team attack, team players mainly benefit from this otherwise, not worth it.
    *{Quick Motion; 6 MP}; Boost team attack speed, team players mainly benefit from this otherwise, not worth it.

    Passives
    *HP Boost
    *MP Boost
    *Play Dead: Reduce wait time to revive, optional
     
    Last edited: Jan 11, 2019
  2. Lucifere

    Lucifere Angel of Rebellion Elite Member

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    More likely a staff fu lol
     
  3. Kaisyl

    Kaisyl Elite Member Elite Member

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    Staff fu focuses on STR, this is on INT.
     
  4. Aka Kuro

    Aka Kuro Well-Known Member

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    Chariot dmg will be too low if go this stat. Getting not enough chariot dmg even with s=i type (Chariot 200k, Fin first hit 400k). That's matter b4 talking abt burst dmg

    Agi 100 really enough? haven't tried so hard to say, but will be a waste if eva is too low in most cases.

    Also, it maybe too early to talk about 4th or even 5th stat at this stage.

    p.s.Give a test video if u really wnt to proof ur suggestion work.
     
  5. Kaisyl

    Kaisyl Elite Member Elite Member

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    Finale is the main damage dealing skill of this build not Chariot. Chariot is only in cases where the boss is moving around the map too fast (eg: Goovua? The Akaku? Desert Boss) or can be used alongside burst for an AoE fear knockback, eg:

    Holy Fist > Chariot (Save) > Magic Burst (Swift)

    This is not a damage dealing focused build but instead a more DPS/Support build which means the damage of chariot is not so important as much as getting the attacks and skills off as quickly as possible. When I tried this build, I went the route of using rush instead for phys proration and motion speed however, the speed bonus wasn't good enough to warrent using a smited finale in solo situations (Which is what you can do with this build, you can solo almost all bosses because of the diversity).

    As for videos, check the link in my signature, the bosses are at normal difficultly though and I have since then respec'd to shield mage for a more supportive role and to be able to tank in case the main tank dies.
     
  6. Lenwok

    Lenwok Elite Member Elite Member

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  7. Aka Kuro

    Aka Kuro Well-Known Member

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    Seems that android version cnt see the signature, sry 4 thst comment. The build is fine but seems to be too focus on finale for me, just personal preference. Although it's a test char, matk crt gear maybe worth a try for high eva boss (pretty useful even for normal shield mage like me)
     
  8. RyeUshio

    RyeUshio The Blue Bull Super Likable Elite Member Epic Member

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    Magic : Arrows > Storm(save) > Impact(cons) > Rush(smite)

    Your finale/magic combo is already given, but give this combo a few moments of your thought @Grimsol

    Just maybe in the future, during end game, you might want to transform this build to int/str. It’s the predecessor, storm kicker.

    The 100mp combo. Storm taking advantage of chain cast, thus it will be casted faster. The combo is best use on a melee range.

    Subsequently, you can interchange rush and chariot depending on your need, just give the latter a 100mp skill as combo ender.

    Magic warrior mastery should extend its weapon limit to knux, and just like md’s matk cope, it’ll be atk for knux. Just to bring the 15% atk penalty of knux sub to a good 5%.

    Maybe not, or perhaps another passive skill to satisfy this condition will open up in the future.

    ^_^
     
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  9. XDuskX

    XDuskX Well-Known Member

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    I suggest that since you added bless to the build, if you are in pty with another mage do ask if they have bless and how much it heals. Your build may not have enough matk to make a high healing bless like a full dps or dps/support mage and it can get a bit annoying when the higher one(if there's a big difference) gets canceled too often.
     
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  10. Kaisyl

    Kaisyl Elite Member Elite Member

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    It most definitely would not have enough MATK compared to other mage builds. Your suggestion works, I'll put it in the notes.

    Maybe change the magic arrows to a disable skill like sonic wave so you can get the time to drop storm. On ailment sensitive bosses, this could change to holy fist.

    In clutch situations, which this build specializes in, you DON'T want to use too much save combos which would be better used for getting a quick MP charge off anyways.

    Going: Impact > Rush (Smite) > Holy Fist (consec) is nice, fast and gives you motion speed boost for Finale or even to get some physical damage off.

    I wish there was a monk skill tree for staff/Knux to negate the -MATK like you said or even boost MATK but that's a dream for now z.z
     
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  11. RyeUshio

    RyeUshio The Blue Bull Super Likable Elite Member Epic Member

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    I suggested magic arrow as opener to push the proration further in favor of rush, plus the minimal mp usage.

    The disabling would need to come from a separate combo.

    Also I didn’t chose impact opener because I was reserving it for finale.

    We will wait for that passive skill. It will happen eventually since md sub passive is already here.

    ^_^
     
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  12. Kaisyl

    Kaisyl Elite Member Elite Member

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    Updated, still editing.
     
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  13. XDuskX

    XDuskX Well-Known Member

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    Oh if you want a good self-heal combo I suggest getting blood bite from dark magic skill tree. It heals based on your level so at lv150 it'd heal 1.5k HP. Combo it with earthbind>blood bite(swift) and you have a nice self heal (with stop in it).
     
  14. Kaisyl

    Kaisyl Elite Member Elite Member

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    Both of the two skills need to be swift tagged as they have slow animations which are deadly in close range. With 1k ATK (Or around that) Bloody bite won't do that much healing unless maxed which is not very efficient as you will be at range (8m) most of the time.

    Getting mini heal would be more efficient in that regard
     
  15. Yunan

    Yunan Not Enough Salt Elite Member

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    My pure tank with 500 atk can still get 2k to 3k damage(it was on don yeti though) with bloody bite, lvl 10 bloody bite with its 100% HP heal conversion capped at 1.7k might be worth it. Btw how much does mini heal recovers the HP again? I thought it got even longer animation that bloody bite? Plus its not comboable
     
  16. Bago2

    Bago2 Well-Known Member

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    totally agree on what rye bud said... dang i miss my storm kicker TT..
     
  17. Kaisyl

    Kaisyl Elite Member Elite Member

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    Yes but well lemme just do a comparison @5k HP
    Bloody Bite
    +High healing power
    +Can heal 1.5kHP when successful
    -Requires target to be hit
    -Close Range
    -Low motion speed

    Mini Heal
    +Low healing power 300 + 10% HP (800 HP)
    +No range lock
    -Non-comboable
    -Has a cast time 0.5s @ 1kcspd
     
  18. XDuskX

    XDuskX Well-Known Member

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    At lv6 it heals still based on the lvl of the character using it. The character is lvl 170 so I'm healing 1.7k with it. Earthbind is not terribly slow like bash so it can be used. Earthbind also seems to heal based on HP(heals me about 450ish at lv5 with 9k HP, was previously healing less when I had less maxhp). So combining them heals over 2k at cap lvl if you aren't a glass canon. Bloody bite also does not heal based on damage dealt but rather your character's lvl.

    Mini heal isn't worth the investment and is better to go straight for heal at that point. Bless with a high enough matk is better than mini heal.
     
  19. XDuskX

    XDuskX Well-Known Member

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    Oh and if I'm not mistaken bloody bite has a range of 5m so you can combo it with something else instead. Besides, the range shouldn't concern you that much as you are using a semi close range character with other close range combos. The only ranged physical skill the knuckles skill tree has is chariot.
     
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  20. Yunan

    Yunan Not Enough Salt Elite Member

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    Bloody bite does heal a part of the damage dealt, its just that its also capped depends on your level. At level 6 you'd only heal 60% of the damage dealt if its lower than 1.7k damage. If you put bloody bite with save tag for example, lvl 6 and lvl 10 would make difference
     
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