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Complete (concise) Guide to Raising Pets

Discussion in 'Pet/Taming' started by Sente Nelson, Jan 20, 2018.

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  1. Sente Nelson

    Sente Nelson Well-Known Member

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    The Complete Guide to Raising Pets

    I know I've already made several pet guide threads on various pet subjects, but this time I want to make one that walks people through from start to finish.

    Step 1: Knowing the Variables
    Your pet's weapon determines its stat distribution and range. But when making a dps pet, there are really only a few weapons to even consider.

    Bowgun:
    +4 Atk per DEX

    Staff:
    Magic Device:
    Knuckles:
    +4 MAtk per INT

    Potential is how the pet's stats will raise as it levels up. Your pet automatically gets 1% of its potential added to its stats every level. So if your pet has a VIT Potential of 300, then it'll gain at least 3 VIT per level.
    A pet's type just determines its starting Potential.

    Magic Attack is highest INT
    Accurate is highest DEX
    Physical Defense is highest VIT
    Genius is highest stats overall

    Skill Boost, we THINK, gives your pet a greater chance of getting Lv5 skills to start off with. We're still not sure, though.

    Nature determines how pets behave in battle, and we think that some may even apply damage boosts and damage reductions.

    So far, all we know for sure is that
    > Steady
    > Sturdy
    > Sly
    > and Justice
    All dodge all red aoe's. These natures are coveted, at least to begin with, because these are the only pets that don't get insta-wrecked in boss fights.

    Each role requires different skills. And, during the first generation, all 3 of your skills will be side-by-side.

    To avoid starting off in too much detail, let me give you a quick summary.

    Top left corner:
    Physical skills

    Top right corner:
    Magic skills

    Bottom right corner:
    Status ailment skills

    Bottom left corner:
    Stunner skills

    Sides:
    Healing skills

    Top, bottom, and center sides:
    Buff skills

    There's a lot of debate over what Power does, if anything at all. Coryn Club claims that it raises Atk and MAtk by 1 per Power, much the same as how Weapon Attack affects players' stats.

    Different pets have different elements.
    Fire beats Earth (+25%dmg)
    Earth beats Wind (+25%dmg)
    Wind beats Water (+25%dmg)
    Water beats Fire (+25%dmg)

    Light and Dark beat each other.

    Players are allowed to make skill combos, in which they can use (Swift) for speed, and (Smite) for damage.

    The devs tried to give pets something similar by giving them different attack patterns. A 100% attack pattern will be fast and weak, like (Swift). Great for support skills that don't rely on damage.
    A 500% attack pattern will be slow and strong, like (Smite). Great for getting the most damage out of your pet's limited MP.

    Oh, speaking of which, lets start with a max MP of only 1,000 ):

    Step 2: Planning and leveling
    There's a lot to accomplish to make an ideal pet. And there are different goals at each generation. I won't necessarily go in order.
    Your final pet should have exactly the build you want it to have.

    Bow for weapon
    Defense Type
    Full VIT
    Steady, Sly, Sturdy, or Justice nature
    High aggro skills

    Weapon doesn't matter
    Defense Type
    Full VIT
    Pet with low Damage%Patterns for quick support skill cast
    Timid Nature
    Support skills

    Bowgun for weapon
    Accurate Type
    Full DEX
    Pet with high Damage%Pattern for high damage, as well as superior element, preferably.
    Raging Blow and HP Absorb inherited
    Steady/Sturdy/Sly/Justice nature.

    Staff, md, or Knuckles for weapon
    Magic Attack Type
    Full INT
    Pet with high Damage%Pattern for high damage, as well as superior element, preferably.
    Steady/Sturdy/Sly/Justice nature.
    Magic Lance and HP Absorb Inherited.
    One person found that their pet did more damage with Intelligent Nature than otherwise.

    When disciplining pets, there are two free options.
    Easy, which is 80% for +2 and 20% for +1
    (2*0.8+1*0.2=1.8)
    Hard, which is 60% for +3, 40% for +0
    (3*0.6=1.8)

    If you choose either of these, your pet will lose 40% of its potential.

    What you really want to do, then, is feed your pet "High Quality Pet Food" for 3k each until it gets the "+50% Discipline Bonus."
    With this bonus, then, your 60% success rate becomes 110% success rate. And you can get a full +3 potential per training. Much better than 1.8.

    By the semi-final gen, you need:

    The two pets you're fusing need to have the Lv10 skills you want your final pet to inherit

    You want your final pet to have the perfect weapon, perfect type, and perfect nature, the perfect w/t/n...

    But, unfortunately, these three things are the hardest to control. Because, out of the 2 weapons + 2 types + 2 natures available when fusing two pets, you can only choose 1 to guarantee the inheritance of.
    So, at worst, you can only have something like:
    + / +
    + / -
    + / +
    And still be able to guarantee +++ for your final pet. You need at least 5/6 perfect. So save your perfect w/t/n pets for the semi-final generation.

    When you fuse two pets together, the resulting pet gets 10% of each parent's Potential (and only Potential) added to its own, for an average 20% boost.

    At most, you can only get a 25% boost to your potential, but it takes a TON more effort. Example:
    F1(1.0x); F1(1.0x); F1(1.0x); F1(1.0x) ...
    F2(1.2x); F2(1.2x) ...
    F3(1.24x) ... F3(1.24x)
    F4(1.25)

    This is because 1.24 /10 is counted as 0.124. From two pets, then, that's an extra 0.248x potential, for about an extra 25%.

    Long story short:
    You have to max level 1 pet for +0% Pot
    You have to max level 3 pets for +20% Pot
    You have to max level 5 pets for +22% Pot
    You have to max level 7 pets for +24% Pot
    You have to max level 15 pets for +25% Pot

    Needless to say, you don't need to obsess over this. Every 1% pot only amounts to 4.5INT/DEX, for only 18 more Atk/Matk. It's not worth it. And since you'll already be maxing 3 pets for the sake of fusioning for the sake of inheriting skills, you'll already get that 20% more potential.

    That being said, though, do make sure that the pets in your semi-final generation have the training you want in your final generation, because 10% of it will be passed on d(^_^o)

    ALSO:
    When it comes to having 5/6 w/t/n as discussed before, do try to make sure that both pets are of the right type. Because Type affect Potential.

    Overall, the pet you take into your semi-final generation should have at least 2/3 perfect w/t/n, and start with Lv4 or Lv5 of the skill you want to inherit... You'll probably need a TON of strays d(^_^o)

    Long story short: Get the RNG bull**** out of the way early.
    You'll need:

    > The end goal for your final pet is to inherit the optimal skills, and to inherit them at Lv10
    > Skills cannot be leveled up once inherited. They must be leveled to Lv10 by the pet that originally learned the skill.
    > No matter which meta skill you're going for, you'll only have, at most, a 25% chance of getting it. So you want to knock out the RNG bull**** in the first generation, otherwise you may never get your skill d(^_^o)
    > Every time a skill levels up, it requires twice as much exp to level up again. So taking a Lv1 skill to Lv10 would take 16x longer than taking a Lv5 skill to Lv10... And believe me, leveling up skills is BRUTALLY time-consuming even from Lv5 >_<
    > Even though there's only a 25% chance of getting your preferred skill in the first place, there's then only a 20% chance that it'll land at Lv.5. So 1/4 * 1/5 = you'll have to tame an average of 20 pets to start at Lv5 with the skill you want.

    Element can give your pet +25% damage against certain bosses.
    Damage%Pattern is your pet's damage multiplier.
    Planet Head, for example, with Light Element and a 480% attack pattern, deals 6x damage against Dark bosses.

    As of right now, we know that Glow Ray has the highest Damage%Pattern at 501%, water element;
    Planet Head comes in second as 480% Light;
    Stone comes in third at 469% Earth
    Ghost Potum comes in fourth at 400% Dark
    As far as we know... We've yet to discipline every kind of pet to check x.x

    But yeah... Element and Damage%Pattern are carried with a pet's appearance. So whichever pet you pick to be your "Main" pet, determines the Element and Damage%Pattern you'll be stuck with.

    For reference, stray pets all have a max 300% attack pattern and are neutral element.

    If Power really acts like Weapon Attack, and if it can truly be stacked up to 9,999, then it would be theoretically possible to make a pet with 10k Matk; 30k HP... However, we ran some calculations, and even with a speedy bot running 24/7, it would take a full week to tame 10,000 pets, and even longer to fuse them all xD

    That being said, though, your Power Pet is going to be Lv1. The max level of a new pet is equal to the average of its parents' CURRENT levels, + 1... So if you fuse together 10,000 Lv1 pets, the resulting pet is going to have a max-level of 2 xD

    And, when fused into your "Main," it's going to cut your main pet's max level in half too. So if your main pet's max level is 140, it'll drop to 72. If it's 72, it'll drop to 38; a much-easier drop to recover from.... Long story short, you want to take this hit as soon as possible too.

    The in-between generations are pretty much just for leveling up.
    > The two pets you'll end up fusing will be your ''Main" pet, with Lv10 skill, Element, and Damage%Pattern; and your "Semi-final" pet, with Lv10 skill and at least 2/3 good w/t/n.
    > No matter how many fusions you go through between now and then, you'll always be inheriting your "main" pet's appearance and skill.
    > Everything else about the other pets, besides their level, will essentially be deleted.

    To level up, you're going to want Blast Flare.
    Pets can only get exp from monsters which they, themselves, have attacked... I.e., if you storm a bunch of mobs, your pet won't get exp from any of them.

    For this reason, you typically have to go to bosses and/or minibosses to level up your pets... And, normally, because your pet only targets one at a time, it only hits one at a time, and can only get EXP from one at a time... Blast Flare, however, allows your pet to hit a whole group of minibosses, so you can exploit the spawn-glitch to give your pet exp from 20 minibosses at a time.

    Using this strategy, then, you'll want to have:
    1 low-aggro player as a spawner, creating a constant stream of minobosses
    1 high-aggro player as a tank to keep them all together
    1 area of effect dps player to kill them all.

    This theoretically means you only have 1/3rd the dps players as otherwise, but that your pet can get exp from up to 20 bosses at once. This becomes a godsend if leveling pets up past Lv100, but can be hard to form a party that can pull it off.

    The more Affinity your pet has for you, the faster it'll level up. At 100% Affinity, it gets 10x exp from everything.

    After feeding your pet "High Quality Pet Food" for 3k each, it may get the +50% EXP bonus. This means that, for 8 hours, it can get 15x EXP rather than 10x EXP.

    Try to always have as many pets out and going hungry as possible so that you can feed them as often as possible... Then, whenever a pet gets +50% EXP bonus, put it in hibernation to save for when you're ready for it.

    Although pets can get as much as 15x exp from anything they attack, there's still a penalty if a boss/miniboss has too much of a level difference with your pet. That range is 10 levels. So if your pet is Lv70, then it can fight any boss between Lv60 and Lv80 without penalty.

    Step 3: Ideal players
    Bows get a buff on the skills Pet Heal and Pet MP Heal. It reduces their charge time significantly.

    Combos:
    1. Moeba Shot
    2. Smoke Dust (save)
    3. Pet MP Heal (Swift)(500-300=200)
    4. Sneak Attack (cons.)
    5. Impact (cons.)
    6. Snipe (Smite) (200-200=0)
    7. ??? (Cons)
    > (For dps + Pet skills)

    1. Pet Heal
    2. Impact (save)
    3. Snipe (Smite)
    4. ??? (Cons)
    > (For healing pet + 90% Snipe)
    Mages also get a slight buff towards Pet MP Heal, reducing charge time.

    Combos:
    1. Gatling Dagger
    2. Sneak Attack (save)
    3. Magic Javelin (Swift) (400-200)
    4. Pet MP Heal (cons.)
    5. Impact (cons.)
    6. Storm (Smite) (200-200)
    7. ??? (Cons.)
    1. Shield Bash
    2. Guardian (save)
    3. Magic Javelin (cons.)
    4. Pet MP Heal (Swift) (600-300)
    5. Impact (cons.)
    6. Storm (Smite) (300-200)
    7. 1mp (Swift) (100-100)
    > (For DPS + Pet Skills)

    1. Pet Heal
    2. Impact (save)
    3. Storm (Smite)
    4. ??? (Cons)
    > (For Pet Heal + 90% Storm)
    Not many support skills are even combo-able to begin with. They're literally just "Lol spend 1800mp to give yourself auras lol have fun charging after this 2min battle oh btw don't get hit or you'll have to start all over."
    Hence why nobody plays Supports.

    Support builds vary drastically, but here are a few combos that works for everyone if you're a pet tamer:

    1. Bless
    2. Pet MP Heal (save)
    3. Pet Heal (Swift) (300-100)
    4. Aegis (Smite) (200-200)

    1. Bless
    2. Sneak Attack (save)
    3. Pet MP Heal (Swift) (400-300)
    4. Pet Heal (Swift) (100-100)
    (5.Aegis(cons))
    (6.Protection(cons))
    (7.Guardian(cons))
    1. Pet Heal
    2. Pet MP Heal (save)
    3. Sneak Attack (Swift)(300-200)
    4. Power Shot (Swift)(100-100)
    For when you're not already enough of an over-achiever. Here's my mini-guide to the Stay-At-Home Tank/Pet Tamer.

    Opener:
    1. Shield Cannon
    2. Guardian (save)
    3. Aegis (Swift) (600-100)
    4. Protection (Swift) (500-100)
    5. Sanctuary (Swift) (400-400)
    > First Attack
    > Gain huge aggro
    > Reduce damage of those around you
    > +15% damage resist
    > Sanctuary

    Closer:
    1. Perfect Defense
    2. Impact (save)
    3. Sanctuary (Swift) (200-200)
    4. Magic Javelin (save)
    5. Pet Heal (Swift) (200-100)
    6. Shield Bash (Swift) (100-100)
    7. Pet MP Heal (cons)

    ^ This combo blocks damage, heals you, tumbles the boss long enough for you to refresh Sanctuary, flinches him in the middle of his next attack, and, with any luck, stuns him for long enough to start the whole process over.
     
    Last edited: Jan 20, 2018
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  2. ioroi

    ioroi Well-Known Member

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    Thanks for the guide ..
    Helped me alot
     
  3. Xiavu

    Xiavu Lurking Overlord of LOVE[L.O.L.] Elite Member Epic Member

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    All that is left now is a pokedex for toram that have useful tidbits of info from the ones who owns them like
    Manticore
    Attack pattern:
    200% neutral
    300% magic
    300% physical
    Remarks: decent attacker, can do both kinds of attacks, status like flinch seems more effective for this pet since it usually connects. Just a regular run of the mill pet.

    Planet Head
    Attack pattern
    200% neutral
    300% neutral
    480% magic
    Remarks: can only do physical normal attacks in close range. Making it a problem if you dont cast mp charge often to charge it. Must not rely on pet ampr to recharge. Magic lance level 10 fully recommended to be the one sole skill to use/inherited.

    This 2 pets i have experienced on using. Im still testing out stone as a pet and it looks promising.

    Stone
    Attack pattern
    165% neutral
    300% magic able
    460% magic able(not confirmed if magic exclusive)
    Remarks: can only do physical attacks range is weapon dependent. Very nimble, great aggro generator. It is the only pet that have dash attack, expect it to be all over the map dodging aoe. Caution on your position.

    Edit:correct the info about normal attack of stone.
     
    Last edited: Jan 21, 2018
  4. Xiavu

    Xiavu Lurking Overlord of LOVE[L.O.L.] Elite Member Epic Member

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    My usual party structure, since nobody wants to party with a leaching pet is this:

    1) main dps (still working on play dead)
    2) pet(the leech)
    3) tank char from your account (partner) must have 1st aid lvl10
    4) random merc(helps proration)

    Unless you be tanking yourself it is advisable to have a merc that tanks. Having a partner that tanks helps reduce the cost of revitas since you be grinding most of the time for your pets and your infinite number of sacrificial pets. (I always do potless grind on ms these days and i have 1 stack of revita that i have for back up since 2 months ago) my goal is simple, merc takes the aggro and wasted. Quick kick and accompany it will be back tanking again with full hp! No revs needed!(i have it always as a shortcut on my sidebar)
     
  5. Arkiel

    Arkiel Well-Known Member

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    Nice guide! Just started with this pet system and yup it revives my interest in playing toram (stopped playing for a year or 2 now). Currently have a Planet head pet and though I'm still a bit confused on the fusing part I think I will be able to get what I want. Right now I'm at the 1st part which is leveling the skills of my pet. Luckily I was able to get a magic lance level 4. Currently using my storm mage to level up the skill, and gooood this is really tedious and makes me more motivated to get what I want! Do you guys have any suggestions on the fastest ways I can level up the skill level? Any inputs will surely be appreciated!

    Again thank you for the guide, you're awesome!
     
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  6. Sente Nelson

    Sente Nelson Well-Known Member

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    The pet has to solo mobs. It gets no exp from mobs it never attacks xD That's why Blast Flare is so great~
     
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  7. pettanko

    pettanko Member

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  8. Sente Nelson

    Sente Nelson Well-Known Member

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    BONUS: Review of Process
    Skipping all of the tedious reasons behind everything, let's just review exactly what you have to do to get your perfect pet.

    > Skills cannot be leveled up after being inherited. You must level them to Lv10 on the pet that originally learned them.
    > Your life will be easy if you start with Skill Level5, ok if you start with Lv4, and exponentially more hellish if you start at Lv3 or lower.
    > No matter which skill you're going for on the outer ring, you have a 25% chance of getting it.
    When you pick a skill, and it has 4 skills around it, each of those skills has a 25% chance of getting picked.
    If you're going for a skill in the corner, you have a 50% chance of getting a skill adjacent to that skill, each of which has a 50% chance of giving you the corner skill. 50%*50%=25%
    > From there, there's only a 20% chance that it'll be Lv5
    > 1/4 * 1/5 = 1/20
    > You'll have to tame an average of 20 pets just to get one that starts with a good skill Lv5.
    > If you only plan to have 1 generation (max level 1 pet), this pet must also be 3/3 w/t/n.
    > If you only plan to have 2 generations (max level 3 pets), this pet must also be at least 2/3 w/t/n
    > If you plan to have 3 generations (max level 5 pets), it must be at least 1/3 w/t/n
    > If you plan to have 4 generations (max level 7 pets), it can be 0/3 w/t/n
    > Skill cannot leveled up once inherited.
    > Pets only get exp from things they attack.
    > For some reason, skill exp is only based on how many things have died. Because of this, allowing the pet to solo-kill weak mobs seems to be the fastest way to level skills up
    > Skills must actually be turned on in order to recieve exp
    > When fusing two pets, the max level of the child pet is determined by the CURRENT LEVEL of the parents. To be specific,
    [(Current Level + Current Level) / 2]+1
    So 10+20 = 15+1 = 16
    > Always max level before fusion... Or, at least get to whatever level you're comfortable with.
    > Save your highest w/t/n strays for last
    > Save a 2/3+ Lv10 Skill pet for very last.
    Even if a pet doesn't start off with 3/3 weap/type/nature, it can be made 3/3 through fusions.
    You can always add at least one weapon, type, or nature per fusion, so long as the pet you're feeding to your new pet has all of the same good w/t/n as your main pet, plus at least one more.

    Example: Starting with 0/3; 1/3; 2/3; and 3/3
    - / -
    - / -
    - / +
    = - - +

    - / -
    - / +
    + / +
    = - + +

    - / +
    + / +
    + / +
    = + + +

    Plan your fusions so that you're never gambling.
     
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  9. Sente Nelson

    Sente Nelson Well-Known Member

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    I've been wondering that myself x_x I have no idea tbh...
     
  10. Arkiel

    Arkiel Well-Known Member

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    I see, maybe I'll scrap this one and get a new one. Also my planet head doesn't seem to use magic skill. Is there any prerequisite for them to use the skill? (Yup I've been MP healing him but still continues to use normal attack). I have also setup his atk pattern. The only thing I can think of is because his weapon is a bow and not staff or MD? This pet system is really confusing haha!
     
  11. Xiavu

    Xiavu Lurking Overlord of LOVE[L.O.L.] Elite Member Epic Member

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    First, your pet must have a skill to use. Then it have to be an active nature pet, if your pet is gentle, or timid it will only use support skills and never an attack skill. Magic based pet have only small room for error concerning about weapon and not that significant of a diffrence compared to physical skills that have to be quite specific (specially if you are planning to have a bg on your pet, for maxing physical damage) altho it is quite advisable to use 1 of 3 magic based weapon for best results.
     
  12. Arkiel

    Arkiel Well-Known Member

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    My pet's nature is Justice. I'll attach a screenshot. Pet is such a pain but I'm the type of person that will not stop until I get what I want! HAHA

    [​IMG]
     
  13. Arkiel

    Arkiel Well-Known Member

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    It did now use Magic lance, I guess you would need to level it up first at least at lvl 20. Thank you guys :)
     
  14. Xiavu

    Xiavu Lurking Overlord of LOVE[L.O.L.] Elite Member Epic Member

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    Odd, planet heads use those skill without problem. Even if the weapon is a bow. Odd thing about them tho is whatever weapon they have they only do physical close range normal attacks on mine, i guess it was weapon based afterall
     
  15. Arkiel

    Arkiel Well-Known Member

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    It now did use magic lance but he seems to to be super moody about using it. I need to at least mp heal him twice before he is convinced that I want him to use it! LOL
     
  16. Arkiel

    Arkiel Well-Known Member

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    one more question guys, my main is currently at level 145. But the stray pets that comes to my house are level 1. What am I doing wrong again?

    Screenshot_20180122-092642.png
     
  17. Xiavu

    Xiavu Lurking Overlord of LOVE[L.O.L.] Elite Member Epic Member

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    That maybe just your very first pet. Just shoo it off and wait for another one to come. It would be at least level 140 this time
     
  18. Xiavu

    Xiavu Lurking Overlord of LOVE[L.O.L.] Elite Member Epic Member

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    Normally pets cycle their attack like this:
    Normal Attack-Skill-Normal Attack-Skill
    If you set your skill to 480% it does take time before your pet use it. It does come out with higher damage tho.(maybe charging up a lot of boogers) Mp charging him once every skill is quite enuf, you just have wait to blow his load.
     
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  19. Arkiel

    Arkiel Well-Known Member

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    awesome! thank
    awesome! thanks bro you've been a great help!
     
  20. Lenwok

    Lenwok Elite Member Elite Member

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    Nice guide. One observation I had, was that a swifted pet MP charge skill isn't significantly (or even at all) faster than a con pet MP charge. I can't retest that theory right now though as I'm work...

    A sleeker pet double-DPS combo could use save tag against the Pet MP Charge skill like this for a (modest) 130% snipe (with extra stability):
    Moeba -> Pet MP (save) -> Para shot (con) -> Impact (con) -> Snipe (smite) -> holy fist (con)
     

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