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[Guide] Priest lv180

Discussion in 'Mage' started by Kaisyl, Feb 22, 2019.

  1. Kaisyl

    Kaisyl Elite Member Elite Member

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    Priest is an archetype commonly present in mmorpgs. They are responsible for mainly protecting the party from the backlined rather than the front lines in which the tank would be responsible. Usually, in mmorpgs, priest archetypes are generally very squishy as they opt to maximize on magic power to perform better in healing. In Toram Online, that is a fatal mistake that would come to bite you in the derriere later on.

    In Toram, due to the free nature in which any weapon user can use any skill, you find it such that you can use a bow with healing skills or a staff with martial skills. As for the effectiveness, that would be your imagination entirely.

    For the purpose of this build, we will assume a main weapon of staff and a sub equip of shield. You must also be aware of the healing skills in the game:
    1) Bless: INT based, bonus with staff
    2) Mini Heal: Target HP based, also shortens revive time a little.
    3) Heal: Target HP based, shortens revive time.
    4) Life Aura: VIT based.

    Status Build
    STR/CRT: You have no need for this. Magic critical is unnecessary for a support role purely because the effort it would take to obtain it would diminish your survivability.

    INT: Highly recommended stat. Bless gains a boost in healing power as well as your magic skills deal more damage and your magic defense rises. It is the core stat of the priest.

    DEX: Boosts cast speed and increase magic power a little. Not recommended due to the fact you can obtain cast speed from equipment very easily in game and focus on other status. If you do decide to take Dex, it is recommended to stop assigning points once 1000 cast speed is obtained (It takes a significant amount, so be warned.)
    The magic power bonus from DEX is not very significant to warrant putting points into the stat either.

    VIT: Recommended stat. Boosts HP and physical defense. Grants survivability and combined with the INT stat, your only worry would be fractional based attacks (Attacks based on HP). Boosts the healing power of life aura as well.

    AGI: Not recommended. You don't need attack speed, flee only works for physical attacks which are that effective with an INT/VIT allocation. It's only use are for auras which would have more benefit from DEX owing to the reduction in cast speed and is ineffective against magic attacks which would be more common in boss AoEs.

    TEC: Only for Crafters. Grants 1 MP per assigned point. No further benefit to non-crafters, MP is obtained more easily from the Survival skill tree.

    LUK: Boosts drop rate, good for continuous farming. No further benefit to non-farmers. Ok to use as personal stat if you wish for your farmer to adopt a more supporter based role.

    MTL: Reduces the chance of receiving ailments (stop, slow, ignite, poison, freeze, paralyze) and disabilities (flinch, tumble, stun, knock back). Highly recommended stat as bosses tend to inflict rather nasty ailments such as Mana explosion which is extremely fatal builds that maintain high MP. THIS DOES NOT PREVENT MAGIC FLINCH (Caused by getting hit by an attack that would not inflict an ailment or disability.)

    Stat allocation suggestion
    INT Max:100 VIT:Rest MTL

    Grants significant magic power, boosts HP+DEF+MDF and prevents all ailments + disabilities.

    Skill trees
    1) Magic
    Your main skill tree. Magic skills gain power only from MATK and if the lv180 spell burst passive is obtained, from Critical damage.
    Magic skills can inflict magic flinch if you are hit by an attack that would not cause an ailment or disability.
    For priest, recommended skills are:
    A) Magic Arrows: Mainly for chain cast. Ok to leave at lv5.

    B) Magic Javalin: Good for bosses that have resistance reduction with status ailment. Ok to Max but can leave at lv5.

    C) Magic Lances: Mainly for the stop ailment. Ok to leave at lv5.

    D) Magic Impact: Havles the MP cost of any skill except first aid. Must be leveled to 7 for instant cast.

    E) Magic Finale: The strongest magic skill in the game. Effective damage is only if the target remains within 0.5m for 0.5s after the casting has finished. Cast time isn't affected by DEX but by skill level so it is necessary to Max.

    F) Magic Wall: Create a wall with a 2m radius around you. Knock back frequency affected by skill level. Great for bosses that spawn a lot of adds like Aranea but at the same time, the radius is too small to be effective against most monsters. Maxing this skill is optional.

    G) Magic Blast: Works the same as Magic Javalin with the exception being that this skill has a cast time and it is an AoE. Inflicts ailment based on staff element. Useful only for the AoE ailment which is not useful against any boss in the game at the moment. Leave at lv5 unless you have skill points to spare.

    H) Magic Storm: The Best Magic DPS skill for priests as well as the best farming skill for low level or weak monsters. Duration of the storm increases as the skill levels up. Maxing is optional.

    I) Magic Burst: Strongest magic DPS skill. Requires that precursor magic skills be used before casting else the cast time for this skill would be long.
    Cast time when no magic skills used prior: 1000cspd: 4 seconds, 500cspd: 6 seconds, 2500cspd: 2 seconds.
    Each magic skill used as a precursor shortens cast time by 1 second.

    J) Magic Mastery: Optional, Can boost healing power of bless a little if taken.

    K) MP Charge: Restores 300 MP, Must Max this skill for the skill Maximizer later.

    L) Chain Cast: Cut the cast time (or animation time) of the Magic tree skill (excluding Magic: Finale, MP Charge and Maximizer) by Skill level * 5%. Activates when Magic: Arrows is used and is only valid for one magic skill. It is consumed when Magic Finale is used.

    M) Power Wave: Reduce normal attack power, grants normal attack power range. Attack range is 9m for staff at lv5. Maxing is optional.

    N) Maximizer: Restore 1500MP when used, No cast time when at lv10 after MP Charge is used.

    2) Priest Skill Tree
    A) Bless + Advanced Bless: AOE heal with no range lock. The power is low but it is effective over time. For staff, the power increases with INT and MATK.

    B) Gloria: AoE defense and guard rate boost with no range lock.

    C) Holy Fist: A physical skill that gains power from ATK and MATK. Not recommended to Max as it is close range but it is useful for being a combo closer due to it's fast execution and low MP cost.

    D) Holy light: Garbage.

    E) Ether Barrier: Prevents Magic Flinch and normal Flinch. 5 second fixed duration. Magic power reduction is lessened with skill level.

    3) Shield skill tree
    A) Shield Mastery: Only as a precursor for Force shield and magic shield. Attack speed is useless for priests so this skill does not have to be maxed.

    B) Shield Bash + Shield Cannon: Optional but provide the ability to stun bosses, Shield Cannon is especially useful because of it's long range.

    C) Force Shield + Magic Shield: Grants +50 HP per skill level in either skill, boosts physical and magical resistance by 1% per skill level respectively and provide a flat amount of defense and magic defense. Very useful passives for priests.

    D) Aegis: Increases magic resistance, lowers physical resistance. Recommended to be maxed if it must be used together with protection effectively.

    E) Protection: Increases physical resistance, lowers magic resistance. Recommended to be maxed to be used effectively with Aegis.

    F) Guardian: A priest's main role is back line support for the party. The only reason this skill should and would be used is if the tank is dying constantly (unlike other mmorpgs, in Toram you can't be blamed for this) or to provide AMPR and damage reduction support for the party if the tank is stable.
    If guardian is used due to team incompetence, you really should leave lest they start relying on you to tank (you can but I dps leaves guardian range, they die and you get blamed.)

    4) Support skill tree
    A) Mini heal: Purely a precursor skill. Healing is insignificant compared to bless and revive time reduction is only 10 seconds at Max level.

    B) Recovery: Remove 1 status ailment (not disability) and if successful recover MP.
    Status ailments: Ignite, Freeze, Paralyze, Dizzy, Overdrive, Mana Explosion, Slow, Stop
    Disabilities: Flinch, Tum let Stun, Knock back, Suction

    C) Sanctuary: Placement AoE damage reduction. Only effective at Max level due most fractional attacks dealing 10% HP damage. Is comboable and has good synergy with the skill Magic Wall.

    D) Heal: Most powerful single target heal in the game. Based solely on target HP, will heal 3000+portion of target HP. Recommended to Max but currently has limited applications due to auto potions.

    E) All Aura skills: If you have skill points to spare, prioritize Brave aura. Life Aura is risky to use due to it's negative effect which reduces defensive capacity.

    F) First aid: Your team shouldn't be dying in the first place. If they are, let them reduce the length of their absurdly long combos or you just leave the party. At Max level this passive doubles the effect of first aid.

    5) Optional skill trees
    A) Knight: Only for the skill perfect defense. If you can use perfect defense, it is recommended that you move from the spot of the the AoE or leave the melee range.

    B) Martial: Useful for the melee range disabilities it provides. Chakra is obtainable for 20 skill points but is lost when anyone is hit once and heals 50MP with every use.

    C) Blade: Only useful for Warcry which is a no range lock AoE attack buff and fear ailment remover.

    D) Shot: Mainly for Quick Draw, decoy shot can be taken but it's effect is reduced due to low attack speed and it's melee range lock. Quick draw allows you to restore 1MPbar quickly which can let you use a fast 1MP combo.

    E) Halberd: For God speed wield. Your motion speed goes up but your resistances fall by a lot. Useful if the boss does not have a lot of AoEs.

    F) Hunter: Useful has a placement defense mechanic, useless when the boss AoEs a lot.

    G) Dark Power: Only regretless and demon claw are useless. Regretless because it kills you and demon claw because it requires you be at low HP. All other skills are useful and red tear's bleed effect is useless against priests who are magic based.

    H) Survival: Highly recommended for the passive skills HP Boost and MP boost.

    I) Battle: Only if no other alternative is present. Useful for the lv180 passive super grip. You shouldn't be dying so it won't have much use.

    Example combos
    1) Magic Arrows > Shield Cannon(save) > Bless (Swift) > Gloria (swift)

    2) Impact > Finale (smite) > Bless

    3) Magic Wall > Impact (save) > Sanctuary (swift)

    Create combos based on necessity. It is not practical to post all possible combo types here due to the high number of variation.

    Notes:
    N/A
     
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  2. Kaisyl

    Kaisyl Elite Member Elite Member

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    Reserved.
     
  3. Kaisyl

    Kaisyl Elite Member Elite Member

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    Reserved duplexo
     
  4. Kertes

    Kertes Member

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    Could you please also indicate the minimum recommended skill points to invest on other skills (i.e. priest skills and other magic and support skills, etc). Thanks!
     
  5. Shivael

    Shivael Well-Known Member

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    kay as fellow Priest user...

    Recovery u need at minimal lv 6 for the buff duration about 20 sec to prevent to kiraiki (?) user burn themself lul
    (just use this skill right of bat when commencing fight)

    and dont forget to prioritize maxing Play Dead because u need to be able to resurrect faster than anyone.., (in case you died)
    which reduce the time to resu time by half (150 sec)

    Aura Prioritize goes as follow :
    1. Mana Regen Aura - Its basically the best buff in the game.., really good for the dps maintain their mp (and its scale with caster int)
    2. Brave Aura - u know how its work
    3. CSPD Buff - kinda forgot how much, but if im not mistaken it increase the cspd about 1500 ish at lv 10
    4. ASPD Buff - same as cspd buff

    Heal skill still need casting time (which i hate about this game) - thats why cspd aura still better priority and increase dex over vit still consider better option if u have enough hp already.....

    and dont ever bother using Life Aura, its do more harm than good..,
    why (?) because this skill make most of Red zone attack become fatal attack toward caster.., never properly written in game description..
    but i already do test it myself.., which is suck...
     
  6. Debachi

    Debachi Member

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    The reason life aura makes all damage fatal is cause it increases all damage taken by 3x at max. This includes fracs. Even though it says it decreases defense it doesn't actually. On a side note mana recharge also decreases damage done by 25% at max even though it says just attack decrease. Since its a separate multiplier its applied after all your other damage bonuses.
     
  7. Kertes

    Kertes Member

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    Thanks! How much should I invest into Mini Heal?
     
  8. Yunan

    Yunan Not Enough Salt Elite Member

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    One thing I dont like about bless is if you use wcos, it messes up your HP management
     

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