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Esri's Dual Wield Build Guide

Discussion in 'Toram Online Class Discussions' started by Mugami, Nov 26, 2015.

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  1. Mugami

    Mugami Well-Known Member

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    Okay so it's been about a month now of letting my guild members get the best out of their DWs and I'm starting to feel bad that no one has made a good guide for them yet. (Except Khia's.) I'm feeling generous today, so to help out those who need it I'll post the early and mid game build details. I did 15 test builds and wasted like 340k. lol.

    Here you go:
    Dual Weild Guide
    Posted on November 2, 2015 by Mugami
    QuickMemo _2016-01-06-21-34-13~2.jpg
    QuickMemo _2016-01-06-21-33-55~2.jpg
    *These negatives are removed with DW Mastery.
    Add both charts together to get total, then divide by 200. Finally, multiply by the #of stat points you put into each.
    Example:
    You want to see what 100 points in Int will give you.
    Add both columns:
    MAtk 600
    Max MP 20
    MDef 20
    Since this is for 200 points in Int. Just divide by 2.
    300/10/10 is what 100 int gives you.
    __________________________________________

    As it stands, there are two base build options which stand out. For this I will be showing endgame stats:

    Magiknight build
    ________________________________________
    200 int/200dex (60 agility)

    +20 mp, +450 Atk, +800 MAtk,
    MDef +20, +120 hit,
    +220 aspd, +620 cspd, +100 flee
    ________________________________________

    This build is one of the fastest spellcasters in the game with mid range dps. Frankly, this build is the dual sword equivalent to a breaker mage. It has a much better HIT but has a Wall range no better than a staff mage. These guys are the best farmers in the game with a much lower chance to flinch due to its farming combo. And while they may have a lower dps, they are nonetheless a good build.

    Skills for Early Game
    ________________________________________
    Magic Lvl3
    Charge 1, Arrow 5, Wall 10, Blast 5

    Dual Sword lvl2
    Dual Mastery 5, Twin Slash 5, Spinning Slash 1, Control 5, Godspeed 1

    Survival lvl2
    Safe Rest 5, hp boost 10

    Mid-Game Skills (lvl66) 87
    ________________________________________
    Magic Lvl3
    Charge 5, Chain Cast 2, Arrow 5, Wall 10, Blast 5

    Dual Sword lvl2
    Dual Mastery 5, Twin Slash 5, Spinning Slash 5, Control 10, Godspeed 5

    Survival lvl2
    Safe Rest 5, hp boost 10, Short rest 5, Mp boost 10

    Late Game Skills (lvl100) 121
    ________________________________________
    Magic Lvl3
    Charge 5, Chain Cast 5, Arrow 5, Wall 10, Blast 10

    Dual Sword lvl2
    Dual Mastery 5, Twin Slash 5, Spinning Slash 5, Control 10, Godspeed 5,
    Cross Slash 1

    Survival lvl2
    Safe Rest 5, hp boost 10, Short rest 5, Mp boost 10

    Priest lvl2
    Bless 5, Gloria 5, Holy Fist 10, Holy Light 5
    ________________________________________

    A few notes:
    As you can see, by late game the class undergoes a paradigm shift with the addition of priest skills. Depending on how you want to play the character (close range or long range, more often)
    You can choose to forgo some points, here & there, to free up the points necessary to take priest skills after lvl 32. If you want to play more close range; it will look like this for Midgame:

    Magic Lvl3
    Charge 1, Arrow 5, Wall 10, Blast 5

    Dual Sword lvl2
    Dual Mastery 5, Twin Slash 5, Spinning Slash 5, Control 10, Godspeed 5, Cross Parry 1

    Survival lvl2
    Safe Rest 5, hp boost 10, Short rest 5, Sober 5

    Priest lvl2
    Holy Fist 10

    Do note that you must take the 5 ranks in Sober. These will be the points you will miss in Late game build. However, as a more close range player, you won’t miss them too much until you move to long range where you will be slower than the original build. This is the breaker version of the class with your main combo being:

    Cross Parry>Holy Fist©>Twin Slash©>Spin Slash©
    Cost: 100mp

    *****************************************

    The Musashi build
    ________________________________________
    200dex/200agi (60 crit)

    +600 atk, +200 matk, +120 hit,
    +420 aspd, +698 cspd, +400 flee
    +25% Crit rate
    ________________________________________
    This build, at first glance, appears to have only mid range dps. That would be dead wrong. This build will crit often and parry constantly. The damage comes from the secondary attacks and parry counterattacks.

    This build is hard to hit. Most monsters will miss you. You rarely miss.

    This build is insane and I love it. The mp regen is on par with a knuck. And the damage is similar to breaker mage. Spinning Slash is your aoe. It has 4m radius just like an md and it’s great.

    Skills for Early Game (lvl32)
    ________________________________________
    Dual Sword lvl2
    Dual Mastery 5, Twin Slash 5, Spinning Slash 1, Cross Parry 1, Control 10, Godspeed 1

    Survival lvl2
    Safe Rest 5, hp boost 10, Short Rest 5, Sober Analysis 1

    Blade Skills lvl1
    Hard hit 1

    Magic Skills lvl1
    Charge 1

    Knight Skills lvl2
    Assault 5, Parry 2
    ________________________________________

    Mid-game (lvl66)
    ________________________________________
    Dual Sword lvl2
    Dual Mastery 10, Twin Slash 5, Spinning Slash 10, Cross Parry 1, Control 10, Godspeed 10

    Survival lvl2
    Safe Rest 5, hp boost 10, Short Rest 5, Sober Analysis 10

    Blade Skills lvl1
    Hard hit 1

    Magic Skills lvl1
    Charge 1

    Knight Skills lvl2
    Assault 5, Parry 4

    Control is by far the most amazing ability of the dual tree, adding +50 aspd per rank, for a total of +500 aspd at 10.

    I was at a loss for several hours over whether battle/sword skills or an armor mastery would be better. While they both have advantages, with a lvl cap of 66, it is advised to avoid an armor mastery. The reason being; light armor would increase counterattacks but lowers your already very low Def and MDef, while heavy increases your Gaurd and raises those two it also halves the Aspd to a class which relies so very heavily on it. For now, battle skills and sword boosts (Sword Mastery, Quickslash, and Sword Techniques) seem the safest option. At least until lvl 75. After 75, an armor mastery choice will become more important. Right now, it isnt.

    So there you have it. Any questions: feel free to ask. I'm Esri, Mugs, and JesusX ingame.

    And if you use my builds; call them Musashi and Magiknight. I'll be quite happy to see it. (n_n)
    And it will separate this a that know how to use a dw versus those that don't.
     
    Last edited: Jan 8, 2016
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  2. Islandi

    Islandi Well-Known Member

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    @Mugami
    Awesome guide you have written here!

    I have experimented with the Musashi build with Dex:Agi = 1:1 but until level 40. I keep missing a lot, but maybe because my level and Dex (accuracy rate) are low. I'm also concerned about the aoe skill Spinning Slash. It's damage seems very low and most players use it as a mob luring tactic instead. When we reach mid to late game, will its damage output be decent enough?

    As of now my Musashi build is in the backbenches waiting for me to finish building my other characters to decent performance. I have also thought of the Magiknight build but haven't get down to starting.

    For Magiknight build, I'd prefer Wall 5, Blast 5, Storm 10 in magic skills for mid to late game build. Reason being, with Chain Cast 5, the cast time needed for Storm is less than 0.7 seconds compared to Blast which has a longer cast time. Maybe for those who want to inflict status ailments (eg Freeze, Ignition), stick with Blast.

    I'd think Magiknight build (be it DW or 1H) will be a very strong build late game, with elemental swords + magic + mixing p.atk with m.atk to optimise damage dropoff.
     
    Last edited: Nov 26, 2015
  3. Mugami

    Mugami Well-Known Member

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    you're probably right about late game. this guide was originally written before lvl3 mage skills came out.

    As for Spin Slash, with both dw and sword boost skills maxed, Spin Slash does a total of about 3k to shell masks in Nisel. Comparatively, if you consider the lower no cost and instant cast, 2 Spin Slashs out farm 1 wall and a total of 8 can be casted in spam to farm more (because you can move) and deal more damage in the same time as a mage wall runs out. Ultimately, mages should look for DWs to party with when an enemy can break, like shell masks. A dw can watch for the wall to come down, run to the mage, Spin Slash to take mage's aggro and allow the mage to cast without worry of finch or tumble. I use this method religiously when I'm using multiple accounts at once. Mage uses less mp because he won't flinch or tumble and lose the spell.

    By my projections, Spin Slash will do around 8k when maxed, boosts are maxed, Battle skill boosts maxed and we hit lvl 100. Tho that may seem low, remember it's only 100mp and is an instant cast that can be comboed with the sword aoes (sonic blade and spiral air) with consecutive for a total of 300mp and dealing a nice amount of damage (14k) or with smite for a ludicrous damage but high mp cost.
     
  4. Islandi

    Islandi Well-Known Member

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    Actually with lv3 magic skill Impact, Mages don't have to worry much about Flinch or Tumble since at lv7 and above, Impact is instant cast. The only time mages need cover from DW is for long casts like Blast and Lance. Mages can use combo Impact > Storm (smite) > Wall (consec)> MP Charge (swift) for double effect of DPS and self-defend. DW can clear the surrounding mob outside the spells' arc. The mage should be relatively save with Impact's Tumble effect (2m range), Storm's 6m radius (from target) and Wall's 2m radius (for staff) - 4m (for M.D) around caster.

    For MagiKnight build, if we chain magic skills with DW's physical skills, both types of aoe can do well together. If damage dropoff works, it'll be even greater.
    Example:
    Impact > Spinning Slash > Storm > Holy Fist / Wall
    Tumble > D.O.T DPS + Knockback > D.O.T DPS > Burst DPS / D.O.T DPS + Knockback

    Or:
    Spinning Slash > Storm (smite)> Holy Fist / Wall (consec)
    D.O.T DPS + Knockback > D.O.T DPS > Burst DPS / D.O.T DPS + Knockback

    Notice that I alternate between physical and magic attacks. This is only theoretical since I don't know whether damage dropoff works in this case yet.
     
    Last edited: Nov 27, 2015
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  5. KereHore

    KereHore Well-Known Member

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    :D man...u are awesome to share this buil, i do had DS ( still at 67 now )

    my build is full dex,
    With
    10 dual mastery
    10 Good Speed
    10 Dual conttol
    5 HH / 10 Astute / 10 Trig S /10 Dual slash

    5 sword mas / 5 quickslash /10 sword tech
    5 atck up / 5 smash / 10 crit up
    with this build i do had fun for bos/maze/ordinary hunting ( i will do reset skill to make 0 dual slash )

    still not experience lv 3 sword skill

    i will soon share my build after finish with my AR build
     
  6. Islandi

    Islandi Well-Known Member

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    @Mugami Can you share how you build your stats as you level up? Do you add 1 INT = 1 DEX or Full DEX then INT?
     
  7. Mugami

    Mugami Well-Known Member

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    Begin with dex1/agi1 (or 1int/dex1 for magi) until lvl 30.
    Hold points until lvl40.
    At lvl40, 20crit.
    From lvl41 & every odd number thereafter, dex1/agi1.
    *From lvl42 & every even number until lvl60, crit2. (crit40)
    Now back to dex1/agi1.
    Repeat asterisk (*) step for even levels between lvl100-120.

    You don't want more than 60crit for endgame, because it takes away from you being able to finish Dex & Agi, which is needed maximum dps potential (Dex200/Agi200) by lvl200.
    And while it seems like my stat distribution is a little convoluted; its on the damage balance point between stat dps and crit dps.

    Anyways, always keep dex and agi the same. Look at the "Base 100 Stats" above for reference. If you lean one way or the other you lose out. The balance points of the Musashi and Magiknight classes are 1/1.
     
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  8. Islandi

    Islandi Well-Known Member

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    So it's the same stat build-up for MagiKnight, Dex/Int + (50 Agi)?
     
  9. Mugami

    Mugami Well-Known Member

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    yes.
    Musashi is Dex200/Agi200/Crit60.
    Magiknight is Int200/Dex200/Agi60
     
  10. Islandi

    Islandi Well-Known Member

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    @Mugami Thanks! I hope both builds perform to my expectations.
    I will also adapt the MagiKnight to 1H version and see if it works.
     
    Last edited: Nov 27, 2015
  11. Mugami

    Mugami Well-Known Member

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    Most classes have lower accuracy than a DW. Theirs is pretty high.
    As for Dodge/Eva/Guard: That's a challenge for any low lvl char. But Accuracy beats Dodge, which they have. Crits always beat Dodge and have the same % chance to overcome Eva and Guard at 2:1.

    This has got to be on forum somewhere but I'll show it for continuity and convenience:
    1.) Attack is decided as normal or crit
    2.) If normal; accuracy (hit) vs flee (dodge). Higher number wins out (a randomized number is in play here as well). A crit bypasses this step.
    If attack fails it says "Miss".
    3.) The hit is resolved vs Eva/Guard Rate.
    The higher percent wins (crit % is +1% per 2 stat points). (Again, there is a randomized number in play here, as well.)
    If attack fails; it says "Evasion/Guard".


    So the notion of a high accuracy+crit build being low, is merely due to your reference at high lvls, then coming back to a low lvl char. Its not a problem in the class.

    As for damage, like I said the stat points are distributed to stay with the optimum dps range. The "optimum dps" range is based on DoT average. So while base dps is slightly lower, crit % causes the total to be higher over time. But only if within 1:4 with base stats. This Optimum yields 30% higher damage than pure stat dps vs mons without Eva/gaurd and 40% vs mons with 50% Eva/Guard Rate, from lvl40+.
     
    Last edited: Nov 27, 2015
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  12. Islandi

    Islandi Well-Known Member

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    @Mugami There's a few more skills I need a check with you.

    1. I'm not sure whether Parry from the Knight skill tree is still buggy, but it seems it doesn't proc at all even at skill lv5. I didn't see any notification popping up.

    2. I observed you didn't list Def Up and Dodge Up from the Battle Skill tree. Do you recommend adding those? These skills look compatible with the Musashi build as it boosts defence and enhances the dodge rate. Even when I maxed Twin Slash, there's still more than 10SP left over. What pokes me to enquire is that my Mushashi build's evasion doesn't seem to proc at all, even at char lv65 with light armor and FW Cape. Something must be missing.
     
    Last edited: Dec 6, 2015
  13. Mugami

    Mugami Well-Known Member

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    Yes. Since you have a hint of one of the five late game builds for musashi:
    Swashbuckler build (part of it)
    Reflex 10
    Def Up 5, Eva Up 10
    Light armor mastery 10
    Parry 10

    And use aqua garb. Eva 10%

    I can run a few tests on Parry. I don't think someone has covered it. But it's always worked for me. Probably every 2 or 3 evas I'll parry. So about once every 10 attacks I'll parry. Which is a dizzying in farming.

    Correct me if I'm wrong.
     
  14. Islandi

    Islandi Well-Known Member

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    Hmmm... maybe my Mushashi didn't have a chance to evade and parry given the low level mobs @ lv27-30 (shell masks, normal skeles). I'll go to other maps to try out with the higher level mobs (lv35 & above).

    Edit: At char lv 52, evasion procs only 1 or 2 times when I'm fighting the mini boss Miracle Potum (lv42) a couple of times.
    My gears:
    • Light Aqua Garb - Eva+10%
    • FW Cape - Agi+5, Dodge+5%, Eva rate +5%, ASPD+5%
    • Speed Talisman II - Agi+4
    Currently I have not learnt Light Armor Mastery and Dodge Up yet. From experience, Light Armor Mastery significantly improves evasion proc rate even at low char level of 30 without adding Agi stat.

    Example: My lv30-40 1H full Dex (with Mirror Shield, Eva+10% + Light Ooze Armor) fighting mobs of normal skeles & rutiros.
    *This was 1-2 months ago.
     
    Last edited: Dec 7, 2015
  15. Mugami

    Mugami Well-Known Member

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    Light armor mastery is Eva +1-2% per rank. (I'll do the actual calc sometime.)
    Eva Up is +1% per rank per 40lvls.
    Reflex I've yet to determine.
    So yes, 35 points is doable at about lvl 10 if all emblems are achieved thus far. For me it'd be lvl 12, I think, or 13.

    But yeah, that's where your procs are. Those skills.
     
  16. Sicario

    Sicario New Member

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    Hey Mugami does the benefit of sword mastery and sword techniques apply to sup-weapons?
     
  17. TheShadow

    TheShadow Well-Known Member

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    Two questons for @Mugami

    1) Would an agi/luk variation of your mushashi build (agi/dex) work? I wanna here pros and cons.
    2) Can you post a video on parry's activation? Does it activate similarly to guard and evade (as in shows the word "parry" when activated)?
     
  18. Mugami

    Mugami Well-Known Member

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    They would only apply for 1h swords for dual weilders.

    Daggers have their own tree for this.

    MDs on subs gain nothing from blade boost skills.
     
  19. Mugami

    Mugami Well-Known Member

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    I no longer have a parrying musashi. I tossed it for a slightly different build. So I went help for that one.

    An agi/luck
    Pros:
    Fast Aspd
    Better drops
    Parry more often

    Cons:
    Very low damage
    Low crit rate
     
  20. TheShadow

    TheShadow Well-Known Member

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    Thx for the reply^^

    In your opinion, can I make up for low crit rate with astute?
    From a battling perspective will luck also improve my evasion as well or anything else?
     
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