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The Mage that Does Everything

Discussion in 'Mage' started by Sente Nelson, Dec 16, 2017.

  1. Sente Nelson

    Sente Nelson Well-Known Member

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    Sente
    Back before I reset my stats, my mage was a Luck mage. And I gave it a bunch of seemingly helpful abilities that I thought could make me useful in boss battles. After resetting my stats, by complete accident, I now often take #1 rank in Attacker, Tank, and Support, all at once, even when playing with other Lv140 players, even without xtals... I've been accused of cheating and hacking, so here, my guide to make the mage that can do everything x_x

    It gets pretty advanced though, just a warning. I've spent a lot of time optimizing it.

    Always: 255 INT

    For farming bosses: 117 MTL (+47% ailment resistance)

    For farming material: 117 Luck (+47% drop rate)

    For crafting stuff: 117 TEC (+47% success rate when crafting and synthesizing. Allows you to make great staves and md's for money) (Also will give you +117MP)

    Please, if you go for this build, do NOT invest in DEX. Extra Cast Speed won't help you in this build, and I'll explain why.

    Because this build is supposed to do everything, from dps to breaking to reviving dead teammates, there needs to be a large focus on MP and MP consumption.

    (Magic Arrow Lv.5+)
    -> (Magic Javelin Lv5+) -> (Magic Lances Lv.5) -> (Impact Lv.10)
    -> (Magic Wall Lv.5) -> (Magic Blast Lv.5) -> (Storm Lv.10)

    (Magic Mastery Lv.10)

    (MP Charge Lv.5+) -> (Chain Cast Lv.10) -> (Power Wave Lv0+ if you need ampr)
    (Bow Mastery Lv.5)
    -> (Sneak Attack Lv.1)
    -> (Long Range Damage Lv.10) -> (Quickdraw Lv.0+ to conserve MP)
    (Shield Mastery Lv.5) -> (Shield Bash Lv.1)
    (First Aid Lv0+)
    (Bless Lv.1+) -> (Gloria Lv.0+) -> (Enhance Bless Lv.0+)
    (Play Dead Lv.10)

    (Natural MP Regen Lv.0-5)
    -> (Max MP Lv.0+)
    -> (Sober Analysis (regain MP during battle) Lv.0+)

    These can all wait until the very end since they're not really part of the core requirement.

    Personally, between my skills and my gear, I have 1,800 MP, each combo of mine costs an average of 050MP, and I recover 100MP every 30 seconds. Personally, I'm able to cast First Aid 5 times for 1,500MP, taking off 50% + 10sec each First Aid. Anyone can come back to life immediately after 3 First Aids from me. And whenever I die, I'm only out for an average of 50sec, and then my First Aid cost is reset again.
    1 First Aid:
    Total MP cost: 100
    Time -50% -10sec
    (300sec->140sec)

    2 First Aids:
    Total MP cost: 200+100=300
    Time -75% -15sec
    (300sec->60sec)

    3 First Aids:
    Total MP cost: 300+200+100=600
    Time -87.5% - 22.5sec
    (300sec->20sec)

    4 First Aids:
    Total MP cost: 1,000
    (20sec->0sec)

    5 First Aids:
    Total MP cost: 1,500

    The cost of First Aid resets to 100MP after you die and revive. So if you have Play Dead (automatic 300sec->140sec for yourself), you might actually find benefit in dying. Because, at most, you can only give First Aid 5 times (max -250% -50sec) per life without charging up.

    > (save) postpones the cost of a skill. So it'll cost 0MP at first, but its cost will be added to the last skill in your combo, IF the last skill in your combo is activated.
    > Whatever MP the skill would cost, it puts that much MP in, "The Bank," for you to draw from throughout the rest of your combo. So if you use (save) on a 500MP skill, it postpones the cost of 500MP, and gives you an additional 500MP to work with.
    > Reduces the damage of the skill by 80%
    > Reduces the damage of the following 3 skills by 60%, 40%, and 20%
    > Reduces MP cost of a skill by Combo Slot# - 1
    > If you use (cons.) on the 7th skill in your combo, then it'll cost 600MP less than usual.
    > Can be used to cancel out the MP from your (save)'d skill. I.e., your 7th skill's cost may be 100+500-600=0
    > The more MP cost it reduces, the more it reduces the skill's damage.
    > Increase skill's damage by 50%
    > Decrease next skill's damage by 50%
    > If there is no next skill, doubles the MP cost of its own skill.
    > No, it cannot be used to turn a 300MP Charge into a 600MP Charge. I tried :p
    > Skill takes less time to cast

    To conserve MP, you want a 100MP combo

    > This can be as low as Lv5
    > With Chain Cast, which you should have, this skill dramatically reduces the charge time of the next magic skill.
    > It only costs 1MP. This will be a 1MP combo.
    > This can be as low as Lv1
    > Only costs 1 Skill Point because you should already have Bow Mastery Lv5, Long Range Lv10, Quickdraw Lv10. So this skill should be readily available to you already.
    > it costs mages 400MP to cast (it costs Archers 200MP, as their perk on this skill). This means you have 400MP to work with in your combo).
    > This can be as low as Lv5
    > Between (Swift) and Magic Arrows, this skill will activate almost instantly as soon as the boss is within 8m of you.
    > Flinches the boss
    > Costs 200MP out of your available 400
    > First space between (save) and Storm (60% damage reduction)
    This space can be given to just about anything, really. I just prefer Bless because it takes the perfect amount of time to cast, allows my teammates to heal up, and steals Support rank 99% of the time :p Costs 1SP, but once you get #1 Support 1000 times, you get an emblem that gives you 1SP back, hehe~
    > 2nd space between (save) and Storm (40% damage reduction. But it does no damage anyway so this doesn't matter~)
    > This skill can be as low as Lv.1
    > By the time Bless is over, the boss will have recovered from its flinch, and will be charging up or initiating an attack. Impact will tumble it immediately, not only putting it down for longer, but also wasting the time it took for the boss to charge it's attack. Extra 3sec downtime for the last-minute interruption :p
    > This skill must be Lv10. It has to be at least Lv7 in order to activate in a timely manner, and it has to be Lv10 for maximum chance of Tumble
    > Lowers the cost of Storm from 400MP to 200MP
    > 3rd spot between (save) and Storm (20% damage reduction)
    > Storm is the strongest skill that mages have
    > (Smite) makes it 50% stronger
    > 4 spaces away from (save), so no damage reduction
    > Uses your last 200MP available
    > Takes a good time to cast
    > Make this Lv10 lol
    > Stuns the boss for 5 seconds, so long as the boss isn't resistant to Stun
    > Stun has a 30sec cooldown timer ):
    > MP cost = 100+400-600=0
    > Shield Cannon costs 5SP more, an can stun the boss from a distance without penalty. Costs 200MP though so you might not use it in many other combos

    If you want to try out this build without a shield, replace Shield Bash with Magic Wall. Magic Wall takes longer to cast, and whereas Shield Bash stuns the boss for 5sec every 30sec (every 4th combo), Magic Wall's Knockback effect wastes about 1.5sec of the boss's time every single combo, IF and ONLY IF you have aggro. This will give you time to run back and activate your next combo every single time, and you'll be able to cast Javelin before the boss can charge up any aoe's.
    MP cost = 200+400-600=0

    This combo is OP for three reasons:

    1. It's segmented.
    > (Magic Arrow / Sneak Attack) can be activated from as far as 12m away.
    > (Javelin / Bless / Impact) will not activate until you're within 8m of the boss.
    > (Storm) will not activate until the boss is within 8m of you again
    > (Shield Bash) won't activate until the boss is within 2m of you

    This means that you can basically run around in the middle of your combo. If a boss happens to aoe snipe you from across the map (I'm looking at you, Jeila <_<), your Magic Arrow and Sneak Attack will be done after about 2sec, and you can move out of the way in order to activate the rest of your combo.


    2. Javelin / Bless / Impact / Storm / Shield Bash can be activated almost immediately afterwards, and keeps the boss down for about 13-15 seconds in just one combo.


    3. This combo takes almost exactly 8sec to cycle through, meaning that, if you activate this combo back to back to back, the boss's resistance to Flinch and Tumble will be gone, allowing you to make maximum use of these interruptions


    4. Because the combo ends in Stun, you have 5 free seconds to do whatever you want. 5 free seconds for your character to do Magic Arrow and Sneak Attack again so that Flinch is ready as soon as the boss tries to get up :p


    Your first two combos will keep the boss down for the first 21 seconds straight and provide plenty of opportunities to break its parts. All combos after that, then, will keep the boss down for 2/3rds of the battle :p

    Sometimes a boss is about to do something that will kill everyone, and you want to stop them however you can. And there are four good options for a spam breaker combo:
    > Impact is the quickest of the three skills
    > A lot of players have Flinch, but not many have Tumble, so Impact is more likely to be effective
    > MP cost = 200MP
    Impact = 200MP
    Javelin(cons.) = (200/2)-100=0
    SB = 100-200=0
    > Takes longer to cast
    > Can be cast from a safe distance
    > Segmented, so you can run around after Javelin is cast
    > MP cost = 200MP
    > Quick
    > MP cost = 100MP (I think)
    Shield Bash = 100MP
    Impact(save) = 0MP (provides 200)
    Javelin(cons.) = [(200+200)/2]-200=0 (I think)
    1. Shield Bash (MP cost = 100MP)
    2. Javelin (save) (-80%) (MP cost = 0-200= -200)
    3. Impact (cons.) (-60%) (MP cost = 200-200=0)
    4. Storm (Smite) (+50%-40%) (MP cost = 400/2=200)
    5. Magic Arrow (cons.) (-20%) (MP cost = 100+200-400=0)

    This will make full use of your remaining 8CP. Starts by spamming breaker skills, then gives you a 110% Storm, then ends by providing you with Chain Cast so that you can activate your next combo or MP Charge quicker, all for just 100-200+200=100MP.

    High Atk
    +5% INT
    +5% MAtk
    +500MP
    +18% Physical Resistance (so you stay alive longer) (This is especially important if you use Scrader xtals)
    Untradeable
    +7,000HP
    +3% Dmg to Fire monsters
    -70% Fire Resistance

    I wouldn't worry too much about the lack of resistance there. You'll rarely be getting hit anyway ;3 So far the only boss I've ever had trouble tanking was Iconos, and that's only because he does constant flinching and knockbacks -_-

    Untradeable
    +500 MP
    +500 CSpd
    +1000 physical barrier
    Costs 20k on cb
    +6 INT
    +400 MP

    Alternatively, if you want something cheaper:

    Philosopher's Ring:
    INT+3% (+7.65INT)
    Cast Speed +30%
    +300MP
     
    Last edited: Dec 16, 2017
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  2. Sente Nelson

    Sente Nelson Well-Known Member

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    I nicknamed this character the Angry Policemen. Because he's like,

    Me: "Get on the ground!" *Javelin*
    Boss: Errrr...... Er... *Starts to get up*
    Me: I said get on the ground! 0:< *Impact*
    Boss: But your teammates are attacking me! D':
    Me: STOP RESISTING!! D:< *Shield Bash*
     
    • Funny Funny x 6
  3. Hiame

    Hiame Bootleg Dual Wielder || Virtual Creator Super Likable

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    Good Question...
    YOUR HEALS ARE JUST~<3
    Bump, shouldn't this go in mage discussion tho?
     
  4. dongocanh.ntp

    dongocanh.ntp Well-Known Member

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    How do you calculate those stats like: MTL; LUK; TECH??
     
  5. Sente Nelson

    Sente Nelson Well-Known Member

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    255 of those stats = 100% (always). So every 2.5 stats gives 1%

    It's complicated to calculate some totals though. Like, crit rate is already 25%, I think, so 255 CRIT really only adds 75% to your CRT rate (I think)

    I know that blacksmiths already have some success as well but idk how much. I just know that 117 TEC increases the success rate by 47% of all that remains. In other words, stuff fails 47% less often :3
     
  6. mayam

    mayam Elite Member Elite Member Epic Member

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    117 MTL only gives 34% ailment resistance not 47, also neither is 117LUK equal to 47% drop rate in fact more like less than 17% drop rate.
    Also I doubt this build can tank new bosses or anything than can not be flinch/tumble/stunned. You should add an option for 117VIT to allow that.
    About play dead/first aid... Okay I rather invest into something that prevents me dying in the first place as death count affects rank reward in boss battles.
     
  7. Jbazt

    Jbazt Into the Forsaken Realm of Consciousness Elite Member

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    I think this build talking about normal/hard modes? Coz in my opinion altho build can work on normal modes, many do struggle in harder mode which should be the main goal of any roles. And soon new boss/mini boss will be more harder to kill, hiiting hard, annoying, high flee rate. You wouldn't want to be useless when that meta came.
     
  8. Sente Nelson

    Sente Nelson Well-Known Member

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    Really? 117 Luck gives <17% drop rate? x.x

    And yeah, on bosses that can't be flinched immediately, you do have to switch to no break combos.
     
  9. Suondei

    Suondei Well-Known Member

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    I prefer vit for tanking (+hp+def) than mtl
    And also 117 luck=%11,7 drop rate i think

    Idk how u get atker rank tho. I think, not good pt members.
    Still good build with it's price, good for farming stuff too and for farming+lvling.

    And also this build needs vulcan staff too(boss drop) elemental always good ^^ i prefer player made staff cuz %10 more dmg than anniv staff.
     
  10. Sente Nelson

    Sente Nelson Well-Known Member

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    I get Atk rank because my teammates keep dying lol. They're so squishy :3 Especially in Jeila, oy vey... I literally used to drop 1,500 MP healing 3 people and would still get attacker rank x.x
     
  11. Sente Nelson

    Sente Nelson Well-Known Member

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    And yeah, if you can afford to, you can trade out some MP items for DPS items~ You usually only need a spare 300MP for first aids anyway
     
  12. Akali097

    Akali097 Well-Known Member

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    Why not DEX? Extra MATK and CSPD won't hurt anyone, and you won't need more CSPD from Additional Equipments. Plus that CSPD from DEX'll only go higher and higher as level cap increases and Stat Points available increases. On that note, slotted Philosopher's Rings are not only cheap, it also takes advantage of innate CSPD that only increases over time. Also, the INT bonus is basically the same anyway, and the slot gives more options, like extra 250 MP, or more INT or MATK. And not really a good idea to skip Battle Skills IMO, since the bonuses only go higher and higher as player level and cap increases. Plus a powerful Bless would keep any good player alive, along with Defender/Attacker Mercenary or Partner, and Pets.

    For MP issues, 3 seconds isn't that long, just have to know when is a good time to charge up.
     
    Last edited: Dec 17, 2017
  13. Suondei

    Suondei Well-Known Member

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    Yeah u r right about it but I don't think it's good...
    Actually i hate it when my party membs die, if they're dying why we're farming why they're farming the boss, it makes killing the boss longer and longer. And for me, a party should have tank+2 physical dps+mage. I don't think my job is reviving ppl as a mage, they should take care of themselves.

    As a result that's ur playstyle i have respect ofc. Your build is tanky mage. I still prefer int+vit mage for tanky build and can go dex ofc.

    About equipment giving full vit gives 3k+ hp +survival skills it'll be over 5k if we want a cheap build i like this equipments more
    Wep: vulcan/bexiz staffs and can start with a so cheap a bit outdated staff with stats it won't be expensive (can get anniv V too but .... Now not available to craft)
    Shield/dagger: event shield which gives +30 matk or can choose dagger too new +1k hp dagger for tankyness
    Arm: im7+slot arm isn't so expensive
    Additional: if we went vit we need cspd so nightcap again ns is so cheap
    Special: philo ring + slot, it's less then 50k

    And about xtals can go with mp+250

    This build costs less than 1m with a bit farming, after gaining more money can upgrade equipment
     

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