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Another newbie question.

Discussion in 'Toram Online General Discussions' started by Dhal, Apr 19, 2018.

  1. Dhal

    Dhal Well-Known Member

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    Is there a thread somewhere that gives the best suggestions for combo's?
    I've been playing a mage and a katana and archer class and I can't seem to figure out some really good combos...
    I get confused with how I should be setting them up.
    I don't have no combos set for my katana and I've only got 1 for my mage which is storm and impact as for my archer she's just got bullseye,swift,PowerShot.
    Cuz I am a newbie lol, But I would like to know of how i should set my combos up and which skills i should be using but I can't seem to find a thread that tells me which skills and combo skills I should have set up for the class I'm playing to best benefit the character I'm currently playing.
    Anyone have a link or know of some combo and how I should set them up?
    Thanks so much
     
  2. ajop/chise h.

    ajop/chise h. Well-Known Member

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    IGN:
    Ajop/Chise h./Miss-ing
    First thing to do is to increase your cp. Thats done by using a combo over and over again.
    Typical combo parts:
    An opener, a save bank, fillers, smite dps, and a closer.
    basically is the skill you want to open your combo with. Mostly an instant 1 mp skill like moeba, reflex etc. If youre running archer and you want to avoid aggro sneak attack is a good opener (2 mp).
    A high mp skill. This will supply the mana needed for your whole combo (aside from the mp used in the opener) use save tag for this as skill effect. But remember that save tag decreases the damage of up to next 3 skill. So the saved skill will have -80% damage. Skill after that -60% and -40% and -20% for the 3rd skill after that. Also you need to use all the mp saved or the remains will be doubled.
    Basically the skills you put after save tag up to you how many you put but for a penalty free dps skill i put 3 of this guys. Use consecutive tags for them but learn to count first.
    Opener=0
    Save=1
    Filler1=2
    Filler2=3
    And so on.
    That means you can use a 2mp skill or less for filler1 if youre using consecutive effect. 3mp or less for filler 2.
    Or spend some "saved mana" and use other effects. Up to you how you budget your mana.
    Note: cons tag reduces damage of the skill.
    Well depends on what skills you have. Im a bow user so snipe/cross fire is placed here. Chariot, buster blade etc basically youre favorite damaging skill. Use smite tag (+50% damage but reduces the damage of the skill after the smitted skill)
    Note: there needs to be a skill after this smitted part or else it will double the mp consumption of the smitted skill.
    A skill used to prevent the negative effect of smite. Any fast skill. Put cons effect.
     
  3. ajop/chise h.

    ajop/chise h. Well-Known Member

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    IGN:
    Ajop/Chise h./Miss-ing
    Some combo you can use (shot skills mainly, just derive the pattern of the combo and make your own)
    Impact-snipe/crossfire(smite)-kick/holy fist/moeba(cons)
    Mp cost= 4
    Damage= 150% snipe/cross fire
    Opener skill-impactz(save)-dps here (smite)-closer here.
    Mp cost=1 if dps skill is 4 mp.
    Damage=90% dps skill.
    Opener-save bank(save)[-80%]-filler 1 (cons if it uses mana/ swift if its quick aura)[-60%]-filler 2 (cons)[-40%]-filler3 (cons)[-20%]-dps skill (smite)- closer.
    Mp cost= depends on the opener
    Damage=150%
    Personal combos against hanami chapter 3 boss...which is a pain.
    Sneak attack-arm break (save)-decoy shot(swift)-warcry(swift)
    Moeba-impact(save)-snipe(smite)-kick(cons)
    Impact-crossfire(smite)-kick (cons)
    It has high mana consuption but decoy solves it. Hope it helped.
     
  4. Nox

    Nox Member

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    Rixal
    Go to Toram Online Class Discussions, look at the class you want to know..
    There are some builds there, where you can learn what combo they use..
     
  5. Icevist

    Icevist Well-Known Member

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    Hmm the current popular combo setup is save-smite for Low mp cost and amplify damage for 1 or 2 main skill. Understand how to setup will help in future :D

    Save
    Mp cost of tagged skill will be deposited for next skill(s), there will be damage penalty. And if there is mp left after combo finish, there will be mp penalty.

    Smite
    +50% damage of tagged skill and -50% damage of next skill, if there is no next skill, mp cost of tagged skill will doubled

    Consecutive
    Reduce mp cost and damage base on combo count, -100mp -10% damage on first, -200mp -20% damage on second... Etc

    Examples:
    Magic:arrow> Impact(save) > Storm (smite)> holy fist (consecutive)

    Magic: arrow -- combo starter, no effect, cost 1mp
    Impact (save) -- deposit 2mp (mp cost of Impact), Impact damage -80% by save, cost 0mp
    Storm (smite) -- mp cost -50% by Impact, used 2mp from save, Storm damage -60% by save and +50% by smite, result -10%, cost 0mp
    holy fist (consecutive) -- mp cost -3 by consecutive, (holy fist only cost 1mp so -1mp only) holy fist damage -40% by save, -50% by smite and -30% by consecutive, result -90%( the minimum damage is 10%) , cost 0mp

    * there is no mp left from save, so there is no mp penalty
    * holy fist here act as an ender of smite, to avoid mp penalty, if this combo is cast far from target, holy fist will not activate until you get close to target
     

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