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Tier 5 Skill Predictions and Discussions

Discussion in 'Toram Online General Discussions' started by LapizLazuli07, Mar 26, 2021.

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  1. LapizLazuli07

    LapizLazuli07 Well-Known Member

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    So we are getting Tier 5 Skills soon and I heard that they were going to be Passives. I wanna hear what predictions you have in mind or at least what you're hoping for to happen in each skill tree.

    I care about Magic Tree cause im a Burst Mage so Id start

    Finale Path Tier 5 Skill: Gives Finale an Element
    I know it's a stretch but if this does happen this will be the new meta. A 3000 Skill Constant with no accuracy check and srd/lrd, dte, element, and easy access to crit due to Weakness ailment. The party composition may become 1 Tank, 1 OHS MD (for 15sec weaken), and 2 Int Str Crit Element Finale Mage. At this point its long animation and cast time would be worth it for me.

    Burst Path Tier 5 Skill: Reduce Burst Base Cast Time
    One of the things that limits the availability of Magic Burst is its cast time and immense CSPD requirement. Due to this, if you want to spam burst and do instacast all the time you have to rely on High Cycle and other auras at all times. If this Cast time is reduced, I would love to be able to instant cast without relying on High Cycle.

    MP Charge T5 Skill: Idk Maybe something that would make Maximizer actually fill up the entire MP bar from 0 rather than 15mp on staff non combo....
     
  2. UfuLamb

    UfuLamb Well-Known Member

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    Blade
    Berserk path
    Increase blade skills damage with low HP while berserk is active
    Rampage
    Increase motion speed for a few seconds everytime you are hit or successful evade
    Buster
    Slowly restore hp and mp until buff ends
    Meteor
    Idk maybe add pierce or dmg increase on certain conditions
     
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  3. XGunZx

    XGunZx Well-Known Member

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    i think its going to be max mp limit break (like 3k of mp)
    not increase of max mp, but let you reach 2k+ mp
     
    Last edited: Mar 26, 2021
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  4. PutuKarma

    PutuKarma Well-Known Member

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    I would really love for them to make tier 5 weapon skills to be passives.
    Tho
    IF aso don't actually want to repeat the same mistake again (releasing finale OP, nerfing it, nerfing it, nerfing it, and then buff it since everyone complaining), it would be better to make the skill itself still maintain the neutral element in it but make the skill can get an extra DTE+% depending on the element of the staff. Giving finale access to element is like telling people, "hey you, you know magic burst? now finale will have trait like that with much more simple mechanic and much more damage compared to burst itself. Oh right, ofc you gotta take care of yourself when casting in that 3 seconds."
    Three seconds isn't that long tbh with how much damage you can dealt now (before T5 release). And if you asking for the skill to be able to change element i'm sure it will increase the DPS by at least 50%. You know that Finale didn't need much CSPD, so with it able to change element people will going to scrap INT-DEX build and make INT-STR build. IT IS INDEED GOOD, tho you wont see people use magic burst again, especially if magic burst T5 passive is just cast time decrease.

    Ah, sorry if i ended up making this an argument. In the end it is just our assumption on the next tier skills so it won't benefit anyone to pointing out anyone mistake (but still i can't stop to say your prediction is ridiculous since i myself hate finale with how easy finale requirement is)
     
  5. kucingHD

    kucingHD Well-Known Member

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    magic :
    - finale gain small chance to break random part if main hit hits critical while breaking point exposed, md extra chance.
    - burst staff/md deal extra damage% if element matches, md reduce base cast time.
    - maximizer gain extra weapon atk%, critical rate and 100% additional magic for 20s after used, md twice buff same duration(weapon lock).

    bow :
    - snipe increase constant, increase multiplier depend on how many debuff opponent has at the time. bowgun gets more.
    - long range gain more bonus for LRD type of skills.
    - sneak attack gives extra weapon atk% and accuracy% while active(weapon lock).

    knuckle :
    - rush increase constant, gain perfect aim if paired with armor break.
    - strong case gives extra passive weapon atk%, ampr and critical rate, increase aggravate activation chance.
    - strong case gain extra chance to armor break, increase aggravate dmg by A LOT more(weapon lock).

    blade :
    - rampage gain 100% addition melee, gain extra weapon atk%, THS twice additional melee while active.
    - sword tempest gain larger AoE, increase multiplier, small chance to inflict stun if successfully suck opponent.
    - warcry twice base buff, halved duration(weapon lock).

    katana : (already perfect)
    - (OG garyou should still has huge crt penalty), garyou minimize crt penalty, becomes unsheathe type if max stack and both skills max level.
    - sukuchi does something else, 100 accuracy maybe. just as OP as slide is.
    - bushido gain more accuracy and passive weapon atk%(weapon lock).

    halberd :
    - dragon tooth gain a huge constant but reduce Def/Mdef to 0 while active.
    - punishing ray gain extra multiplier for hb skills while buff active.
    - critical spear gives extra passive weapon atk%, critical rate% and critical damage%(weapon lock).
     
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  6. Rizer phoenix

    Rizer phoenix Well-Known Member

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    For finale, this would be very nice.
    Plus it would actually (make sense and) motivate players to carry around multiple staves than just 1 neutral staff xD
    But as mentioned below..
    That would be too OP..surely aso would have to nerf it again to somehow 'balance' it (n we know their sense of balance is very different from ours)

    An alternate to OP-ness might be a skill that gives random element to a skill...BUT..is based on rng..
    Though..knowing aso n rng..we'd most likely be stuck with the same element as boss -W-*)
    So thats out xD

    What would be nice is if we got something like Kairiki that would boost matk n perhaps magic pierce..
    So..either give us elemental finale based on stave..or give us booster skill like Kairiki for mages -w-)/!

    ..thats actually a good idea
    Allowing players to break mp limit for a set time.
    But...hate to say it..'Assobimo' :v
    They'll pull something like :
    'Free 3k mp upon usage of skill! buuuuuuuut...your mp bar becomes zero when time runs out (which aint much anyway lol!) n you need to fill it up again :b'
    Thats more of a downside than good @-@) giving enemy opportunity to strike while we charge -w-; )
     
  7. The Brahmnic Boy

    The Brahmnic Boy Well-Known Member

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    I wrote this weeks ago on a different post. Time to share here.
    I think it's perfectly balanced :
    • No ridiculously overpowered skill - Only a buff to Shellbreak, and only works when you are fighting against High DEF bosses.
      • Let's reclaim the title of Breaker!
    • Against low DEF bosses with High HP, Knuckles is still weak.
    • Against High Resistance and low def bosses, Finale is good because of its high constant.
    • Against low Resistance and High DEF bosses, Sat arrow and Dragon Tooth are good.
    • Against High Resistance AND High Def bosses (which Asobimo should really bring), Shell break is a Beast.
    • Also, Shell break is Meele with no Iframe - so there's risk involved.
    • Aura Flow doesn't do anything but make Rush a little more safer to use, within SRD limits.
    • More movement speed means less AOE can hit unluckily, and more motion speed on Tier 1 skill heavily helps them.
    • Aura Hardening gives the much needed boost in ATK, however only lasts for 30 seconds and is lost if you get hit.
    • No Iframe - but a feature to protect against instant death - also makes Knuckles a more unique class with unique mechanics so that it stands out.
    • Consecutive Fractionals/ attacks can still kill you – but one single fatal won't anymore.
     
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  8. Kaisyl

    Kaisyl Elite Member Elite Member

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    Skill changes:
    - Sober analysis now restores mp according to aspd and ampr. (Akin to decoy shot)

    - Decoy shot no longer restores mp based on ampr, now has a chance to duplicate all shot skills.

    - During casting of finale, if a shield is equipped, guard mechanic is set to automatic.



    T5 skills:
    Blade
    - Sword saint passive: Passive buff whilst sword equipped to prc and cdmg.
    - Persistent blade: A slow decaying sword attack that attacks multiple times during duration
    - Sword wave: Send out a shockwave towards the enemy

    Shot
    - Sniper's Mark: If target is hit with snipe, cuts flee. By a percentage.
    - Hide: Become invisible and remove all agro. Removed when attacking.
    - Knockback Shot: Shoot an arrow which knocks back the target (not the best auggestion).

    Magic
    - Arcanic Pool: After Maximizer, continuously restore MP.
    - Chantless: Instead of standing and casting, player is now able to move by walking whilst channeling magical energy. Not applicable for finale.
    - Guardian Circle: Automatically restores guardian beam charges, guardian beam now attacks enemies that target allies.

    Martial
    - Convergence: Converts MATK into ATK whilst chakra is in effect. Continously restore MP based on ampr and cspd.
    - Martial Constitution: Every martial skill used increases physical pierce and ailment resistence for a set duration.
    - Martial Path: Bonuses to all martial skills and martial ailment rates.
     
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  9. LapizLazuli07

    LapizLazuli07 Well-Known Member

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    Yes actually Im worried about this too since I am a Burst Mage, and everytime Finale is buffed, Burst is at very heavy risk of getting powercreeped. With every Finale buff, it is becoming more and more difficult to justify the immense cost of a Burst Mage.
    However we still can't deny the fact that indeed, while Finale is strong for its budget, it is still easily overshadowed by many physical classes.

    I still have good hope for Magic Classes. If Ninja skills is good for Staff then I might stay being a Burst Mage.

    btw I thought Finale would have element cuz I saw in the Pillow boss something that looked like a Fire Finale. It's definitely just the Devs recycling their animations and game resources, but to me, it looks like they have such a thing in their parts bin. I wonder if they will use it.

    For now all we can do is Speculate and hope for something Good yeah :)
     
  10. LapizLazuli07

    LapizLazuli07 Well-Known Member

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    Yeah, element but RNG might actually make more sense but that just adds another layer of RNG to Crit Finale it's too funny Hahahahhaha
    but hey it's probably more balanced

    Also we got Prayer for Mage
    just that it works more like War Cry than Kairiki
    but another Matk buff would definitely be welcome :D
     
  11. Balugbog056

    Balugbog056 Well-Known Member

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    i know there's a lot rebalance thing needed in this game but of things here is absurb skill adjustment
     
  12. The Brahmnic Boy

    The Brahmnic Boy Well-Known Member

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    Yeah, perhaps we can make it a bit softer.
    • The Movement speed increase on Aura Flow seems a bit too much, and we can remove it to keep only the Rush Range increase and the 50% motion speed on all tier 0-1 skills.
      • Perhaps even the Rush is overpowered, so instead of that we could keep Rush as it is and make Triple Kick into a Normal Proration attack with each hit dealing separate Proration.
    • Aura Concentration seems fine, but perhaps the Cap shouldn't be unlimited but limited to like, +15 Multiplier and +1500 constant Maximum increase in Shell break.
    • Aura Hardening also, maybe don't keep the MATK affects ATK thing but rather only give the extra life bar, because people will definitely exploit the Chakra thing to get 10,000 ATK or something.
     
  13. Red_Fox

    Red_Fox Internet Pirate Super Likable Elite Member Epic Member

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    isn't that already the case?
    cspd would be more fitting, it's a mind skill.
     
  14. Kaisyl

    Kaisyl Elite Member Elite Member

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    From what I understand, you need to manually, through settings, enable the auto guard for finale to auto guard with shield during casting. Then again, it's been a long time since I used a shield mage so I could be wrong.

    CSPD/ASPD, ANY of the two works as long as we get a fair mp regen for everyone in the game that doesn't require going through the shot skill tree.
     
  15. LapizLazuli07

    LapizLazuli07 Well-Known Member

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    Guys imagine if Decoy T5 is going to be that Decoy walks in order to always be in range of boss/always chasing boss

    HAHAHAHHAHAAHA

    Let's break the skill even further
     
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  16. AnnXYZ

    AnnXYZ Well-Known Member

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    For magic skills :
    Finale branch : [Arcane Blood] : Finale consumes all of your mana. For each additional bar of mana it consumes (works exactly the same as Arcane Strike), increase damage by 15% (for staff) or reduce its casting time by 15% (for MD).
    Burst branch : [Ultimate Burst] : Add 1 stack of every time you use 1 bar of MP from T1 - T3 Magic skill tree. When using Magic : Burst, the stack is consumed, adding additional burst of magic that deals magic damage with (skill_lv*8%) skill constant and multiplier of Magic : Burst (always neutral, placed, damage based on magic proration, deals no proration). Give target Weaken ailment for (number of stacks) seconds. Target gains immunity to weaken for (number of stacks) seconds after dealing ailment. Max 10 stacks.
    Maximizer branch : [Mana Extremity] : Add 500 max MP. It's now possible to surpass the MP limit up to 3K. Increase the damage of every skill that deals magic damage by 8% for every MP bar over 2K max MP used.
     
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  17. PutuKarma

    PutuKarma Well-Known Member

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    **** that's actually dope. Hope suzuki see this post and implement that, tho i wonder if it will make people rage instead since it seems will decreasing the skill damage for impact>finale :rolleyes:
     
    Last edited: Apr 2, 2021
  18. repp730162

    repp730162 Active Member

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    How about Ktn

    Iaijutsu: Increase your damage and motion speed even further if you use the katana main without sub and break the limit of tenryu motions.

    Yatagarasu: Skill that allows hiding in the enemy's shadow (i-frame) after the duration expires you come out of the shadow and deal more damage based on% of enemy's remaining HP, every time you use garyou increases the damage of this skill (max 2 stack garyou)

    High counter: every time you use zantei, magadachi or bouncing blades at the right time, deal additional damage based on your level and buff next skill damage by 20%

    Just for fun, sorry im bad with english :3
     
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  19. Rydalis Darx

    Rydalis Darx Well-Known Member

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    Values are irrelevant since it would take too long to find the most balanced values.

    Magic
    _________
    Elemental Augment - When using Magic skills, the damage bonus from having an effective element increases.
    Double Cast - When using skills that have a Cast Time, there is a chance of the skill being used again without charging or using MP. The chance is doubled if you use a Magic Device. The second cast is not effected by combo tags.
    Mana Sink - When using MP Charge or Maximizer, you can restore MP above 2000. While you are above 2000 MP, you will not gain any MP from attacks until you fall below 2000 MP. You can hold up to 3000 MP total.
     
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  20. AnnXYZ

    AnnXYZ Well-Known Member

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    Impact>Finale would be pointelss though, since no matter what your MP will still be zero at the end.
    Edit: typo
     
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