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How to Save Skill Points; Make Hybrids (expensive)

Discussion in 'Toram Online Game Guides' started by Sente Nelson, Dec 31, 2017.

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  1. Sente Nelson

    Sente Nelson Well-Known Member

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    To get all the skills you need to be an effective hybrid, you first need a lot of Skill Points
    Everyone knows about this. You wait until the EXP boost weekend to start boss farming, and use all of your +% EXP books on the bosses that are boosted. That way, rather than getting x2 out of a book, you get x4 out of a book.

    Think of it this way. Would you rather use a book while farming bosses, or while farming colons?... Obviously while farming bosses. You want to save your books for whichever battles give you the most EXP/minute. So save them for the bosses boosted during EXP boost weekend.
    First of all, Consecutive Play Time. Consecutive Play Time emblems are emblems you get for not having a life. For every hour straight you play, you get +1 Skill Point. So, you play for 8 hours straight? You get +8 Skill Points.

    I don't know how far up this goes... I can only go for 7 hours before my iPad crashes... But it's definitely a must if you want to make a hybrid.

    Next, then, there are the rank emblems. The emblems you get for getting #1 Attacker, #1 Tank, etc., x number of times... After 10 each, you get +4 skill points. After 100 each, +20 stat points. After 1,000 each, +4 skill points again... And presumably +20 stat points at 10,000 each; those emblems do exist, but I haven't gotten there yet.

    For these, simply carry people through easy bosses, or make an alt.

    There are probably more that I'm forgetting, but these are the only ones that are really a challenge to get. To my knowledge, at least.
    Star Gems work as such:
    > They allow you to use skills without spending SP to unlock them
    > They're expensive af
    > 10 Stage1 star gems = 1 Stage2 star gem... I.e., it takes 10 Magic Arrows to make 1 Magic Blast. So Lv10 Magic Blast would cost at least 40m ((400k * 10 Magic Arrow) * 10 to max)
    > Star gems cost points based on their level.... So not only do Stage2 star gems cost 40m+ to max, but you could only ever have two of them, as opposed to four Stage1 star gems

    So let's look at Impact vs. First Aid, for example. Impact costs 15 skill points to get to, +1sp to unlock itself, +1sp per level.
    So if you were to spend 40m+ to make a Lv1 Impact star gem, you would save yourself 16sp... But it would cost you 75% of your star gem slots.
    First Aid, by contrast, could save you 10sp, for only 25% of your star gem slots. Half the savings, but for 1/3rd the cost.

    It's also important to remember that some star gems can be used to save sp on all of your characters, and some cannot... First Aid, for example, will save you 10sp on all characters, while Magic Mastery will only save you 10sp on your mages.

    Theoretically speaking, the best Star Gems to have are:
    MP Charge (always)
    First Aid
    Play Dead (both in case of hard boss battles)
    EXP Gain UP (for when you or a friend are leveling up)
    Drop Rate UP (for farming)
    Sneak Attack (for avoiding aggro (saves 6-15sp))
    Before you go off spending your skill points on a skill that you think you might need, understand all of your options. Let me give you a few examples of skill trees which do similar things to one another, which you might not have known about:

    1. Sneak Attack & Quickdraw vs. Guardian & Sober Analysis

    Sneak Attack and Quickdraw
    > Cost between 21-35
    > Gives you Sneak Attack (400mp deflects aggro)
    > Gives you Quickdraw (gives back average of 50mp every time you use mp)
    > Long Range buff increases the damage of skills that can activate from 8+m away by 30%, but it doesn't work for all magic skills (it doesn't work for Storm or Javelin)

    Shield and Sober Analysis:
    > 20sp for Guardian (600mp, reduce party damage taken, increase your aggro, and can only be activated sith a shield)
    > 10sp for Sober Analysis (slowly regain MP during battle)

    These two options cost about the same. One allows you to turn away aggro and get a refund on MP, the other one grabs aggro, reduces damage, gives you an extra 200mp after (save), and slowly recharges your mp naturally over time.

    So if you're a crazy dps, using MP for every skill and gulping down 1,000mp a second, then Sneak Attack / Quickdraw would be the way to go... If you're a tank who uses a 20sec-long 1mp combo, though, Guardian / Sober Analysis might give you the most utility and recover more MP for you~


    2. Magic Javelin vs. Magic Blast
    Both Magic Javelin and Magic Blast have the ability to cause status ailments... The difference is that Javelin costs 2mp and only attacks one target, whereas Magic Blast is aoe and costs 300mp

    If you're looking to be a typical one-boss-at-a-time mage, then, Javelin might be best. It would give you an extra 1mp to work with in each combo. Or, if you're some kind of crazy mage/tank person who tanks 10 Odelon Machhinas at once, you might want to invest in Magic Blast instead... Magic Blast can cause status ailments, including Dizziness (boss takes 25% more damage), to all enemies it hits, making it the better skill for causing status ailments.

    Overall, just skim through the entire catalog of skills before you pick which ones to invest in. Chances are, there may already be a better skill out there for you~

    Different existing builds are better for different hybrids
    (Under Construction)
    (Also apparently Support skills can't be used in combos so I'll have to rework those builds after I get some sleep x_x)
    When you equip a bowgun, you can equip a shield as the secondary weapon, and become a tank.

    You should already have Magic Javelin Lv.5 and Impact Lv.7. Go ahead and max those.
    Drop another 15sp on Shield Bash or 20sp on Shield Cannon as well.

    Combo:
    1. Moeba
    2. Smoke (save)
    3. Javelin (cons.) >Flinch<
    4. Arrow Rain (Smite)
    5. Impact (cons.) >Tumble<
    6. Snipe (Smite)
    7. Shield Bash (cons.) >Stun<

    This combo will provide for ultimate stunlock. For some reason, you cannot tumble immediately after a stun, nor flinch immediately after a stun or tumble. So you have to time things so that the boss recovers before the next interruption. Arrow Rain is quick, as is Flinch. Snipe has a charge time, as does Tumble. So all interruptions will be available as soon as the boss gets up from the last one, putting them into stunlock Hell while you and your teammates deal damage d(^_^o) And, even if they haven't recovered yet, because of the order of your skills, the next skill will always override the last anyway.

    Snipers are especially good at this, first of all, because it only costs 23 more skill points for them to max this build, and second of all, because full DEX = high Cast Speed

    *Disclaimer: Because you won't be using an arrow, you'll have to rely on your bowgun for elemental support... Also, Magic Javelin only Flinches when you're without an element.

    And for gear, personally, I use Black Knight Shield, Forest Vestidus, and Agios Helmet, for a total of 45% Dark Resist, +3000HP, +39% Aggro, and +50 Accuracy.... But I only ever farm Dark bosses, so that's just me :3
    Mages are almost exactly the same story as Snipers, so I'm just going to list out the combos (to get around the character limit).
    1. Magic Arrow
    2. Sneak Attack (Lv.1)(save)(saves 400MP)
    3. Javelina(cons.) >Flinch<
    4. Magic Lances(cons.)
    5. Impact(cons.) >Tumble<
    6. Storm(Smite)
    7. Shield Cannon(cons.) >Stun<
    So far this combo works best on Odelon, but I'll show you anyway.

    Stats: 255INT, 127DEX (full dps)

    1. Magic Arrow
    2. Guardian (save)
    3. Magic Blast (cons.) >Flinch or otherwise<
    4. Magic Lances (Swift)
    5. impact (cons.) >Tumble<
    6. Storm (Smite)
    7. Shield Bash (cons.) >Stun<

    Effects:
    1. Speeds up cast speed of next magic skill (Magic Blast)
    2. Gives you 600mp to work with, takes aggro, and reduces damage of all party members
    3. Costs 1mp (600-100=500), but inflicts ailments on all surrounding enemies. Neutral = Flinch, Light = Dizzy (targets take 25% more damage), Dark = Lethargy (targets deal less damage).
    4. Magic Lances will take time to actually attack, and when they do, they'll stop your enemy right as it's in your storm, giving you 5 seconds of freedom to fall back and start your next combo. (500-300=200)
    5. Tumbles enemies. The flinch/tumble combo keeps the bosses down this entire time.
    6. DPS and the can't go anywhere unless you get close enough for it to activate a skill. (400/2-200=0)
    7. Stuns the target the first time it gets too close... Usually what this means is that it'll be trapped in your storm on the second combo as well.

    Guardian also gives you access to Aegis and Protection, which cost 0mp with a shield, and which provide 1.5% resistance per level for 5 minutes.

    The reason why all of these builds use 1mp combos is because it costs 15sp to gain 400MP and another 10+sp to get Quickdraw.. So if you reduce your MP consumption, it makes it a lot easier to build a hybrid.
     
    Last edited: Jan 2, 2018
  2. mayam

    mayam Elite Member Elite Member Epic Member

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    You can not add immunity or magic barrier (all support skills except sanctuary are uncomboable) in a combo and also its not 100% ailment resistance it is more like 50% which also does not stack with the ailment resistance% stat or MTL. I have said this before and saying it again. Please try out a combo before posting it.

    Dex gives cspd but what about it? You are not using any skills that get affected by cspd.

    Skill after arrows is wall which can also be obtained directly as a star gem. You need 10 magic wall gems to create a lvl1 magic blast gem
     
  3. Sente Nelson

    Sente Nelson Well-Known Member

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    Ah, I didn't know they were uncomboable o_O I'll delete this thread and repost when I get the combos and methods cleared up then
     
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