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Fastest, hardest ways to farm minibosses

Discussion in 'Toram Online Game Guides' started by Sente Nelson, Feb 2, 2018.

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  1. Sente Nelson

    Sente Nelson Well-Known Member

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    IGN:
    Sente
    Don’t read these, they’re old news. I’m only listing them out to show the evolution of the strategy.

    When you don’t have any Area of Effect, the traditional way to farm anything is to farm them one a time.

    Each player in a party spawns only 1 miniboss each, that only he or she can see, until the miniboss is provoked. Once provoked, the miniboss will appear to all party members.

    If each party member provokes their personal miniboss, then, the party can then fight 4 minibosses at once... If the members of the party are using Storm, Hasso, or any other Area of Effect skills, the dps these skills will become x4, making them much more effective than any single-target skill in the game.

    However, this complicates things for the tank... No longer can the tank use things like Javelin, Shield Bash, or Power Shot to keep the bosses in permanent stunlock, no... When facing 3 bosses, locking down only one will get you killed... So, to tank multiple minibosses at a time, the best tanks will use the combo:

    Staff
    1. Perfect Defense
    2. Impact (save)
    3. Sanctuary (Swift)

    > Perfect Defense will mitigate damage and heal the tank for 10% of their HP
    > Impact is quick and, with staff, it will Tumble all nearby mobs and minibosses within 3m, so long as they have not been tumbled within the last 10 seconds.
    > (save) saves you 200MP, and provides an extra 200MP for you to use.
    > Sanctuary (Swift), coming after Impact, costs 200MP (200-200=0), and offers a quick refresh to the tank’s Sanctuary effect
    > The combo as a whole is quick enough to allow the tank to move around a bit before the next attacks come in.

    And that’s pretty much all there is to it. 4 lures, 3dps, and a tank with staff and Impact, for 4x the dps as otherwise.

    The more the merrier, right? However, one tank can only tank so much, and that number appears to be 12 Odelons.

    The strategy is this. Rather than having 4 minibosses and 3 dps, you have 2 dps and 1 lurer, who constantly respawns minibosses until there are 12.

    You can do this simply by waiting for the tank to take aggro, then hopping back and forth from guild bar so that another miniboss await you.

    1 tank, 3 dps, 4 minibosses:

    4 bosses
    x 3 dps
    x 4 bags
    = 48x the drops as compared to a 1v1.

    1 tank, 2 dps, 1 lurer, 12 minibosses:

    12 bosses
    x 2 dps
    x 3.5 bags
    = 84x the drops as compared to a 1v1
    (It’s considered 3.5 bags because the lurer will spend half of their time loading and in guild bar, so they’ll only be present for about half the kills...)

    From the lurer’s point of view:

    4 bosses
    x 3 dps
    x 1 bag
    = 12x drops

    12 bosses
    x 2 dps
    x 0.5 bags
    = 12x drops

    So the lurer actually gets about the same drops either way, but this job should still be spread around!

    I mentioned before that 1 tank can only hold down about 12 Odelons... But two tanks can hold down literally infinite.

    It’s complicated, and you need a pretty precise team comp.

    Long story short:
    Staff + Impact = 100% aoe Tumble
    Md + Magic Blast = 100% aoe Flinch
    Flinch + Tumble + Timing = infinite aoe stunlock

    But, again, you need a specific team comp:
    This may sound counter-intuitive... A high-aggro dps... But this is what you need.

    This mage’s job will be twofold: Use Impact once every 10sec on the clock, and to provide the aoe dps for the team.

    It needs high aggro so that the Odes stay close to it for Impact purposes, since Impact has such small range.

    Combo:
    Any combo that casts Impact and Storm once every 10sec. I’m still testing combos to find the meta.

    Problem:
    The only problem is just how to maintain your MP... And there are a number of ways to do so:
    > Quickdraw Lv10: 1mp skills/combos basically cost 50% less
    > Sober Analysis: You regen MP slowly, even during battle
    > Ally with Mana Recharge skill: Your allies won’t be of much help with dps anyway, so they may as well help you regain MP
    Magic Blast flinch rate = 5%*Level + 50% if using md.
    Lv10 = 100%
    Lv9 = 95%
    Etc.

    > The Magic Device must be Neutral in order to inflict Flinch. If it has an element to it, it won’t flinch anything.

    This player will also want to have Mana Recharge support skill Lv10... this skill provides in-battle MP recharge to all allies within 8m, at the expense of your own ATK/Matk, and lasts for 15min, or until you get hit.

    > You never want to get hit. Use aggro-reducing items and/or skills so that you never get hit or take aggro. Taking aggro = loss of support skill and coming out of range of Impact = loss of stunlock.

    Potential combo:
    1. Magic Arrows
    2. Sneak Attack (save400)
    3. Magic Blast (Swift)(400-300=100)
    4. ???

    The use of Chain Cast and (Swift) combined would hopefully make MB’s charge time more manageable, and the use of Sneak Attack would drop your aggro to 0 for the next [Lv#] skills.

    Remember, though, it needs to be a combo that lasts for almost exactly 10sec, and that is perfectly in-sync with your dps’s combo. Again, I haven’t tested combos yet to work out the exact timings, but this gives you an idea of the requirements.
    When a miniboss deals literally 0 damage to you, you won’t exactly be in a rush to finish it quickly ;3

    Infinite bosses
    x 0.0001 dps
    x 3 bags
    = infinite drops

    When you gain the ability to tank an infinite number of Odes at once, the rate of damage becomes irrelevant. The odes are going to die, and you are going to get the drops :) All that really matters at that point is the rate at which you lure the Odes, because 1 lure = 1 kill.

    Luring is pretty simple. You need one item: Bloom of Peace, a staff dropped by Granny, at Abyss of No Return Area 3, that grants you -100% aggro.
    You hit an ode, wait for either your dps mage to cast Sanctuary or for your md mage to use Sneak Attack, and the new Ode will immediately run to the killzone... then you just repeat the process over and over again :)

    I have tested this. I happen to have a staff tank, with the skills:
    Lv10 Quickdraw
    Lv10 Sober Analysis
    Lv10 Mana Recharge (Star Gem)

    I used the equips:
    2nd Ann. Staff V (+500MP)
    Twilight Dress (+500MP)
    Nightcap (+500MP)
    Dark Fighter’s Bangle (+400MP)

    I used the combo:
    1. Magic Javelin
    2. Sanctuary (save400)
    3. Impact (Smite)(400-200x2=0)

    This combo provided the perfect timegap between Flinch and Tumble, while also allowing me to practice my timing. Using this setup, I was able to keep an Ode in a permanent stunlock using only Flinch and Tumble, without ever dropping below 1800MP. So yes, it works, it’s just really really precise ;3

    Q: But Sente, what if one of the breaker mages disconnects, and the Odes escape stunlock?!
    RUUUUUUUUUUNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN

    Q: But Sente, what if the influx of Odelon xtals crashes the market?!
    There will always be a market for Odelon xtals.

    > There are 6 elements
    > 6 meta katana gearsets
    > Each includes custom gear, custom armor
    > 6 situations x 2 customizables = 12 Odelons per katana player

    The price of Odelon will never drop below 1m, no matter what.
     
  2. ajop/chise h.

    ajop/chise h. Well-Known Member

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    Ajop/Chise h./Miss-ing
    "tank logged off"
     
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  3. yhatch

    yhatch Member

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    Hahahaha XD
     
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