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Main Weapon Skill Issues Thread

Discussion in 'Toram Online General Discussions' started by Kaisyl, Jul 14, 2021.

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  1. Kaisyl

    Kaisyl Elite Member Elite Member

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    Just a thread with listing of all skill issues.

    BLADE
    - Hard Hit: Flinch Ailment boss reactive
    - Astute: None
    - Trigger Slash: None
    - Rampage: Issue of last three hits offset by regislet, last three hits induce motion lock
    - Meteor Breaker: None
    - Sonic Blade: None
    - Spiral Air: Low duration of CDMG buff, no critical so useless in high difficulty, proration effect significantly reduces skill usefulness for damage boost.
    - Sword Tempest: None
    - Buster Blade: None, healing is useless for non-tanks
    - Sword Mastery: None
    - Quick Slash: None
    - Sword Techniques: None
    - War Cry: None with skill itself, support rank boost needs systemic re-evaluation.
    - Berserk: None
    - Swift Attack: Dual Sword Tumble Ailment boss reactive

    SHOT
    - Power Shot: None, Note: Only skill in game which has a ASPD modifiable channeling time.
    - Bullseye: None
    - Arrow Rain: Proration effect significantly reduces skill usefulness for over time damage.
    - Snipe: Extreme range benefit with high damage and guaranteed ailment for bow, bowgun critical penalty, abysmal ailment rate compared to no bowgun/bow sub arrow user
    - Crossfire: Able to charge and attack normally from range with no penalties, guarantees burst damage on top of burst damage (see later)
    - Moeba Shot: Dual element, burst damage effect on initial ailment application, bowgun abysmal ailment rate compared to no bowgun/bow sub arrow user. Some Bosses love ailment.
    - Paralysis Shot: Dual element, burst damage effect on initial ailment application, bowgun abysmal ailment rate compared to no bowgun/bow sub arrow user. Some Bosses love ailment.
    - Smoke Dust: Dual element, burst damage effect on initial ailment application, bowgun abysmal ailment rate compared to no bowgun/bow sub arrow user. Some Bosses love ailment.
    - Arm Break: Dual element, burst damage effect on initial ailment application, bowgun abysmal ailment rate compared to no bowgun/bow sub arrow user. Some Bosses love ailment.
    - Shot Mastery: None
    - Sneak Attack: Useless compared to -AGGRO equipment/food/good tank. Useless forever when solo.
    - Long Range: None
    - Quick Draw: For its level, the MP regen outclasses all other weapon types except for magic with MP Charge and that's only due to it's random nature.
    - Decoy Shot: MP regenerative effect too overpowered for a ranged weapon user. Despite being general use skill, due to immobile nature, greatly favors ranged weapons (bow, bowgun, magic device)
    - Fatal Shot: Complete garbage. No point extending break time when it is possible to just break the boss again, shot tree only has one break skill, motion speed is slower than Magic: Finale when on swift tag, even slower without. Break times are generally short unless stun break is applied.

    MAGIC
    - Magic Arrows: None
    - Magic Javelin: Slow Motion Speed
    - Magic Lances: Damage not worth using, stop ailment has a 1 minute cooldown.
    - Magic Impact: None
    - Magic Finale: Only truly useable by shield users later in the game due to auto guard whilst casting.
    - Magic Wall: Range is abysmal for staff user, knockback is useless against most bosses, requires lv10 or else is useless as some monsters hit right through it.
    - Magic Blast: Too long cast time. Not truly combo-able with Magic Arrows due to range discrepancy.
    - Magic Storm: Low continuous damage, suction effect is infrequent, most enemies just walk away.
    - Magic Burst: Magic Stacking effect is useless for main magic users who aim for high CSPD
    - Magic Mastery: None
    - MP Charge: None
    - Chain Cast: None
    - Power Wave: None
    - Maximizer: Terrible design, skill should default to MP charge channeling time and alter the functionality of MP Charge
    - Magic Guardian Beam: Useless in party, 10 charges is too little, knockback does not worth on most/all? bosses, slow animation.

    MARTIAL (oh boy)
    - Smash: Bosses might kill team for using.
    - Bash: Bosses might kill team for using.
    - Shell Break: Abysmal ailment rate
    - Heavy Smash: Close ranged, terribly slow animation.
    - Chariot: High MP Cost, slow animation. Bosses might kill team for using. Fear ailment near useless for bosses.
    - Sonic Wave: Bosses might kill team for using.
    - Earthbind: Slow animation.
    - Triple Kick: Useless compared to rush.
    - Rush: Slow animation for the range.
    - Martial Mastery: None
    - Martial Discipline: ASPD bonus useless for AGI MAIN weapon.
    - Chakra: Has a cast time. Lost when hit. Has a cast time. Slow animation. Lost when hit. Halves damage yet fractional attacks still one-shot most users in game. Restores MP yet costs 2 MP and has a cast time. Lost when hit and has a cast time.
    - Aggravate: Additional attack is abysmal, AMPR bonus is useless forever (only +5, some in game avatars can provide this)
    - Strong Chase Attack: Guard break chance is useless, clashes with shell break and so destroys MP regen, ailment duration is relatively short for it's effective chance
    - Slide: Accuracy is useless for any boss beyond the hard difficulty.

    Dual Sword
    - Dual Sword Mastery: None
    - Twin Slash: None
    - Spinning Slash: None
    - Phantom Slash: None
    - Cross Parry: Proration effect makes using guard effect detrimental to damage.
    - Charging Slash: Proration effect makes using as a distance closer useless.
    - Shadowstep: None
    - Shining Cross: None
    - Reflex: None
    - Flash Blast: Proration effect makes using as chip damage for evading useless
    - Storm Reaper: None
    - Dual Sword Control: None
    - Godspeed: None
    - Saber Aura: Uncomboable.

    Crusher(the oh boy continues!)
    - Forefist Punch: Extreme MP cost, abysmal damage.
    - Goliath Punch: Loses charge, no invincibility during use, no escape unless comboed skill placed. Most bosses use self-centered spikes or self spawned waves or self centered AOEs which are slow. Slow to charge to max. Does not recharge after falling to zero. Extreme MP cost. Charge falls to 1 if player receives lethargy ailment.
    - Godhand: Does not block fractionals, requires getting hit to boost Goliath Punch. Requires knuckle as main weapon, knuckles uses AGI for ATK boost. AGI boosts flee. Proration effect reduces damage bonus.
    - Breathwork: Idiot healing cooldown with no idicator, requires spending +15 skill points additionally at minimum for MP cost halving effect.
    - Floating Kick: The pre-animation before kick is useless for dodging attacks, most boss attacks are self centered or the kick places you just in front of a ready to attack boss. Proration effect makes this skill useless for distance closing. critical damage effect lost when equipped for it via equipment.
    - Combination: None
    - Annihilator: Supreme Extremo MP Cost, not useable for repeat boss farming. Most boss drops are RNG hence why re-use is important. No known effect for non-knuckle main.

    HALBERD
    - Flash Stab: None
    - Cannon Spear: Useless compared to Dragon Tooth as a ranged skill
    - Dragon Tail: Proration effect reduces usability of skill.
    - Dive Impact: None
    - Dragon Tooth: NONE
    - Deadly Spear: Proration effect reduces damage from main physical damaging skills
    - Strike Stab: None
    - Punish Ray: Not worth using in team with effective mage.
    - Chronos Drive: Idiot MP Regen CAP, no AMPR scaling.
    - Halberd Mastery: None
    - Critical Spear: None
    - Quick Aura: None
    - War Cry Of Struggle: MP Generation is slow and small
    - Godspeed Wield: None
    - Buster Lance: Not viable as chip damage due to range - damage depreciation and proration effect

    MONONOFU
    - Issen: Slow animation, not used after obtaining Tenryu Ransei.
    - Pulse Blade: Not used after obtaining Tenryu Ransei.
    - Triple Thrust: Proration offsets damage bonus, bad for boosting damage immediately.
    - Hasso Happa: Limited applicability for bosses, most are solo.
    - Tenryu Ransei: Shockingly, none other than extreme proration effect.
    - Garyou Tensei: None
    - Pommel Strike: Bosses may kill team if stunned.
    - Magadachi: None
    - Zantei Settetsu: None
    - Bushido: None
    - Shukuchi: None
    - Two-Handed: Requires mechanic to unequip sub weapon mid-battle
    - Meikyo Shisui: Effect should be lost when using an attacking skill not for any skill
    - Kairiki Ranshin: None
    - Bouncing Blade: Not useful with manual guard, already numerous counter skills and the proration effect it does.

    BAREHAND
    - Entire Skill Tree: Requires MP, uses Qi. Cannot use without MP, cannot use without Qi. Doubly useless beyond tanking. Other roles tank more efficiently.

    -----------------------------------------

    This is just the main weapon skill trees. Most of these issues come from the terrible proration the game has and the boss in general just hating on non-shot ailments.
     
    Last edited: Jul 14, 2021
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  2. VangNir

    VangNir Well-Known Member

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    We need buff for storm farmer.
    Tier 5 magic skill with effect just like sword techniques (increase 20% magic skill damage) would be great
     
  3. XGunZx

    XGunZx Well-Known Member

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    the suction is only on the first hit on each enemy i think
     
  4. Kaisyl

    Kaisyl Elite Member Elite Member

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    Nah it's repeated, the radius (for staff) is very small and the suction itself means they can just walk away.
     
  5. Spanish Bread

    Spanish Bread Well-Known Member

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    I really don't get why knuckle is designed that way. IMO it should be AMPR king disregarding Decoy and buffs, just below DW if they're gonna put that high MP requirement on skills.
    While also Sub Support/Priest tree is also almost obselete due to pots and food giving just way too much. Never have I seen an MMO where a support class becomes an option due to this kind of design.
     
  6. Kaisyl

    Kaisyl Elite Member Elite Member

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    They intentionally designed support skills like that and I have some beef with some of the sub skill trees too. The problem is that the game is too beneficial playing fully disregarding defenses. There's literally no point upgrade armor beyond Adventurer's garb because of how stupid the design is right now. Tanks can probably go no def/mdef and just wing it on max guard power and guard rate with Perfect defense spam at the ready for aggro and 0 dmg.

    Whether or not knux should be AMPR king is debateable. What they really should have done for a game like this was organize the skills so that each main weapon skill tree offers something to the main weapon of the user whilst general skills like decoy should could be tossed into the assassin skill tree or something. That's just my opinion. But Bow/Arrow is broken.

    Pots don't give too much in this game, defensive play just isn't worth it.
     
  7. Azin.

    Azin. Brawler Enthusiast Elite Member

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    just rework martial skills overall tbh. the interruption are useless now since bosses are sensitive as fck
    an agi base weapon that has small atk/stat ratio (._.)
    less aspd gain through skill
    crusher skill is just a bandaid fix for the years of bleeding of knux and yet they cant still fix knux overall
     
  8. Kaisyl

    Kaisyl Elite Member Elite Member

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    Looking at this, proration is the issue why there is such a complete lack of build diversity.

    You can't setup multi-skill combos or you completely destroy proration which means you need to setup for single big damage skill.
     
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