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Arrow Mage Finale Build (Lvl. 155 CAP)

Discussion in 'Mage' started by Kotodoki, Jun 10, 2018.

  1. Kotodoki

    Kotodoki Well-Known Member

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    Kotodoki
    FAST SPAMMING - RANK HOGGING - MP FRIENDLY

    WARNING: SO MUCH AGGRO XD

    Before I share my build, I want to talk about how it got here. I started playing Toram about a year ago, and I joined the forums finding for the right class that would deal insane damage. So, I came across Egg's Extreme Arrow Mage Build http://toramonline.com/index.php?threads/eggs-extreme-pewpew-arrow-mage-build-lv-140.19702/, copied and pasted it into my character. It was fun (having to die because of too much aggro), and now that level 4 skills came out, I had to use a notebook of oblivion to remove storm and other skills to create space for finale, and more essential skills. Since Sir Egg hasn't updated his build, and since no one posted a thread about their own build, I thought 'Why not show mine?' I'm open to suggestions and corrections for improvements :)

    Since CSPD doesn't affect Finale, I prefer to use VIT instead of DEX for survivability since the current bosses do comparatively more damage. You don't have to use Iconos, just use Vita Plus III and Lyark Tranquilizer (+2500 HP), and Ifrid is optional because the build can be MP friendly with 200 MP combos and quick draw. The build also makes use of Paralysis Shot which gives + 10% Stability at Lvl 10. So, Staff (60%) + Para Shot (10%) + Devil's Hood (7%) + 100/2 =88.5% Total Stability.


    Weapon: Staff + Arrow

    Level: 155
    Stats: INT 255 & 157 VIT
    Skills:
    Basic Skills = Black
    Important Skills = Red
    Optional Skills = Purple
    MAGIC SKILL TREE :
    Arrows 5
    Javelin 5
    Lance 5
    Impact 7
    Finale 10

    Magic Mastery 10
    MP Charge 10
    Chain Cast 5
    Power Wave 5
    Maximizer 10
    SHOT SKILL TREE :
    Power Shot 5
    Moeba Shot 5
    Paralysis Shot 10
    Smoke Dust 5
    Arm Break 1
    Bullseye 1 (Combo Filler)
    Shot Mastery 5
    Long Range 5 (Does not affect finale)
    Quick Draw 10 (You don't really need this since you could use maximizer to replenish mp, only works well when spamming long, low mp combos)
    Sneak Attack 10 (Recommended since finale at lvl 10 generates 1900 aggro)

    SURVIVAL SKILL TREE :
    Safe Rest 5
    HP Boost 10 (Recommended for more HP)
    Short Rest 5
    MP Boost 10

    PRIEST SKILL TREE :
    Holy Fist 1

    SUPPORT SKILL TREE :
    Life Recovery 5
    Brave Aura 10 (Recommended for more atk on yourself and other pt members, plus support rank!)

    BATTLE SKILL TREE :
    Magic UP 10
    Concentrate 5
    Desperate Resist 5
    Increased Energy 10

    HALBERD SKILL TREE :
    Quick Aura 1


    Total SP : 206 (10 Remaining if you got the emblems)


    COMBOS :
    The good thing about arrow mages is you can experiment different combos because of its skill set and you don't get bored using IMPACT FINALE all the time. So I added a few combos, each can be used for different bosses - low mp, long high damaging combos that could be used for slow or stationary bosses with high magic resistance such as York, Iconos,and Demon's gate, and high mp, short combos used for annoying bosses that flinch a lot like Tyrant, Boss Roga, Mozto, Etc.


    FAST SPAMMING 200MP FINALE OP AWESOME COMBO XD

    Moeba Shot > Arm Break (save) > Quick Aura (swift) > Paralysis Shot (cons) > Impact (cons) > Finale (smite) > Holy Fist (cons)
    + 10% stability with para buff and solo proration because of physical attacks. You could replace replace Quick Aura with Bullseye (cons) or Reflex (cons) if you don't like the -HP
    MP : 200


    IMPACT FINALE BUT MADE BETTER
    Impact > Finale (Smite) > MP Charge (swift) > Maximizer(Save) > Paralysis Shot (Swift)
    + 10% stability with para buff when you repeat the combo
    MP : 1000 , 700
    (If repeated twice)

    SNEAK ATTACK COMBOS
    Moeba Shot > Arm Break (save) > Sneak Attack (cons) > Paralysis Shot (cons) > Impact (cons) > Finale (smite) > Holy Fist (cons)
    MP : 400

    Sneak Attack > Impact (cons) > Finale (Smite) > MP Charge (swift) > Maximizer(Save)
    MP : 1300

    You could add Paralysis shot (swift) after maximizer

    -will add more combos soon-


    EQUIPMENTS

    Weapons :
    Staff @190+, Refine to +S
    Stats : INT +7% , MATK +7% , INT +14
    Queen Staff
    Stats : MAXMP + 1000, MATK 10%, CSPD -9999(Does not affect Finale), MATK UP (INT), MATK DOWN (VIT)
    Element does not work on finale, although DMG to element does

    Xtal :
    ♢Grecia

    ♢Mozto Machina
    ♢Imitacia


    Sub-Weapons :

    Chimera Arrow
    Stats : MP+300 , Critical Rate +6 , Max HP -9%
    Armor :
    Any Player Crafted Armor
    Stats : INT + 7% , MATK + 7% or INT + 7% , MATK + 7% , Aggro - 10%
    Xtal :
    ♢Guignol
    ♢York
    or
    ♢Ifrid

    Additional Gear :
    Ribbon Hairband
    Stats : INT +6% , AGI +4% , Stability +5% , Aggro - 20%
    Devil's Hood
    Stats : MATK
    +5% , Stability +7%, Magic Pierce +6%, Aggro +8%
    Tyrant Grievance
    Stats : MATK +6% , Int +3 , Mag Resistance +5% , Magic Barrier +500
    Xtal :
    ♢Ancient Empress ll
    ♢Guignol

    Special Gear :
    Magic Talisman IV
    Stats : INT + 8, MP+500
    Machina Ring (2 slotted and extremely cheap)
    Stats :
    Ailment Resistance -10%, MP +300
    Xtal :
    ♢Guignol
    ♢York
    ♢Granny
    ♢Lalvada


    SOME VIDEOS:


    Please comment what you think below :) Thanks!



     
    Last edited: Jun 13, 2018
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  2. Kotodoki

    Kotodoki Well-Known Member

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    Reserved
     
  3. BK

    BK The Best Elite Burger Known To Mankind Staff Member MODERATOR Elite Member Epic Member

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    Imo, needs 2k mp, faster combos, even impact finale charge maximizer is slow, more hp+resistance since ur locked into place for 11secs, for finale imo speed is much better, in 14secs 2 finales can already be used, depending on proration thats around 2.1m dmg done in 14secs
     
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  4. kucingHD

    kucingHD Well-Known Member

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    Mind i share my thought?
    - You sure have to cast your 2mp combo on the right place while doin miniboss run because impact can hit any 3D models around you(...while you stuck for 3-4secs doin arrow skill part).
    For basic finale combo, mage can just move 30m away from miniboss to find safe place to do impact then go back to 12m to continue with finale, but this 2mp can't.

    - i prefer impact-finale-h.fist for basic 10mp combo because sometimes you need to move right after finale animation is done(...to prevent some spike,bullet or any other random targeting AoE from boss or even some linear attack because tank changes boss direction to you). Then you can use mp charge-max manually.

    - 2mp combo takes more time to work, not good for nightmare or ultimate boss because tank can't interrupt boss attack frequently due to flinch/tumble resistance (...and random party even worst spaming 1mp combo with HH/impact on it so when tank need to flinch/tumble in order to save buddies the boss is already in resistance state), Rip everyone.

    - where is ECB xtall?? that -5%aggro is my fav.

    - at the end i still prefer 'i do my job and do not die, then let other finish the rest' (...10mp finale combo - MP charge - maximizer)
     
    Last edited: Jun 10, 2018
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  5. Kotodoki

    Kotodoki Well-Known Member

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    True, but not everyone has queen staff or 3k+ matk to consistently do 1m dmg. And its hard to prorate if you're grouped with 2-3 other mages. In the end, after the double finale(if both casted sucessfully), you'll end up mp charging.
     
  6. Kotodoki

    Kotodoki Well-Known Member

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    Yep, you're definitely right. It's all about preference, you can switch up the combos to your playstyle and the 2mp combo is definitely not meant for every boss/mini boss. The good thing about this build is you can use the 10mp combo or other combos which mazimize your shot skills for more dmg.
     
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  7. BK

    BK The Best Elite Burger Known To Mankind Staff Member MODERATOR Elite Member Epic Member

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    Mhm, but 3.4k matk is doable even with spirits tear, so is 2k mp, and party composition, i wouldnt use a mage if there are more than 2mages, and yep after those 2 finales u manual charge and maximizer to output another 2 finales, whats boring about combos is most ppl just use 1 combo, and im not tlking about how they can just replace another skill with another skill in the same combo because that is boring, games like this with the whole combo system is more funner with rotations, what i mean by rotations is like,
    combo: impact, finale smite, godspeed wield con,
    Combo: impact, finale, smite, godspeed wield con,
    Manual: mp charge, maximizer,
    Combo: bless, sneak save, quick aura swift, impact con, finale smite, godspeed wield con,
    Combo: impact, finale smite, godspeed wield con.
    Imo this is better and more fun than just spamming impact, finale smite, mp charge swift, maximizer swift (or manual maximizer since a combo'd maximizer doesnt activate if u mp charge on 2mp or less due to the delay in the mp regain on charge)
     
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  8. Kotodoki

    Kotodoki Well-Known Member

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    Exactly my point haha. I never recommended impact finale maximizer, I stated above that its a boring combo. Arrow mage is versatile and can use many different combos, and thats why I chose to share this build. Its already been proven that mages could deal the most damage with arrow as sub. In the end, its all about preference. Thanks for sharing your thoughts tho, thinking of adding gsw to the build since I still have 10 skill points left.
     
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  9. BK

    BK The Best Elite Burger Known To Mankind Staff Member MODERATOR Elite Member Epic Member

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    Arrow mages dnt really deal the most dmg out of the 3 because it heavily depends on matk, arrow skills probs only make up no more than 3% of ur dps but any type of mage who has higher matk or element dmg to element will most probs be doing more than 10% dmg, imo an arrow mage isnt a dps mage, three more of a utility mage, but then again i wouldnt call a shield or dagger mage a dps mage, because most are using 1 magic dmging skill, me too, thats why i dnt call myself a dps mage, but back to the which of the 3 mages deals higher dmg, they can all out dps each other, ive outdpsed many arrowmages myself and i was expecting to lose since i went the more tanky route, didnt use element whilst they did, but idm losing, party is team play, this is when storm was our best dmging skill, i will always say that all 3 mages can beat each other which means there is no real #1 for dps
     
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  10. [Draco]

    [Draco] Well-Known Member

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    Mages cant help proration miss miss so is ok if just spam finales.. But mages that spam phisic skills like hell pls...atleast dont destroy your pt proration when you can easy cast imp finale without affect your pt dmg and cast manually mp charge and maximize in safety place. Just my opinion^~^
     
  11. BLCY

    BLCY Well-Known Member

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    Try using the Fake Hit :3
     
  12. Xeleso

    Xeleso Member

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    imma use this
     
    Last edited: Jun 11, 2018
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  13. Suondei

    Suondei Well-Known Member

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    10. So, Staff (60%) + Para Shot (10%) + Devil's Hood (7%) + 100/2 =88.5% Total Stability.

    Where we got thay extra stability? %77 we already have. Idk about rest %11,5

    I've an arrow mage too with kinda different build sometimes i end with sneak atk changing my combos from boss to boss(cons)
     
  14. Kotodoki

    Kotodoki Well-Known Member

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    Magic Skill Stability = (100 + Stability of gears)/2
    so 100 + 60 + 10 + 7 = 177
    177/2 =88.5% Total Stability.

    Yeah, the point of this build is not to stick with the same IMPACT FINALE COMBO most mages use nowadays, and switch from different combos while utilizing shot skills to deal more dmg. Its pretty versatile :)
     
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  15. XDuskX

    XDuskX Well-Known Member

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    Just to point out for clarification for you, magic tali IV is +8 int flat not +8% int. I'm guessing a typo or mistake that went unnoticed.
     
  16. XDuskX

    XDuskX Well-Known Member

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    Mentioning this to help with the list of usable equipment and xtals.

    -Additional gear. There are many usable ones here. I'll list a few. Nightcap, 500mp and 500 cspd. Fairy Hat, 4%matk and agi, 800hp and -15% aggro. Beak mask, 300cspd 4%matk. Devils horns (best used with agi), 5% matk 666hp 20% dodge and matk up by agi - obtainable from Halloween event. Devil's hood, 5% matk 6% magic pierce 7% stability +8%aggro(use with -% aggro gear). Also usable is tyrant grievance. Xtals: Ancient empress upgrade, Chocolate ooze upgrade, York xtal, aranea(idk spelling for it), Neuroth upgrade.
    -Staffs. Mainly needed is a neutral staff +D/C/B stats 7% int&matk and +10-14int 1-2s. Next would be staffs with element, 11-14% DMG to element and 4-7% matk +D/C/B. This is if the person also doesn't have queen staff.
    Xtals: imiticia, evil crystal beast, grecia, demon gate upgrade. If 2s, I suggest Imiticia/Motzo + Evil crystal beast/Grecia (5% matk 200mp, 4%matk 3% magic pierce, grecia - 6%matk 3%magic pierce).
    -Special talismans. Philosophy ring 1-2s, 300mp 3%int and 30% cspd. Magic talisman IV 1-2s, 500mp +8int.
    Xtals: York, Neuroth upgrade, ooze upgrade, viscum upgrade

    Cspd is useful for other mage skills, just not finale. My mage still uses cspd for her other skills like heal and bless. So for me, unless I'm sure that my heal and bless are not needed and I can just focus on spamming a finale combo then I can't use queen staff and would still need a decent amount of cspd.
     
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  17. Kotodoki

    Kotodoki Well-Known Member

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    Thanks for letting me know ^^
     
  18. regiav02

    regiav02 Member

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    Wow .. nice build ... Same as my build ..
     
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  19. Ari999

    Ari999 Well-Known Member

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    Shame on you Koto! Stealing someone else's build
     
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  20. Kotodoki

    Kotodoki Well-Known Member

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    PSHHHH HAHAHHAHHA
     

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