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Magic Gunner Help

Discussion in 'Toram Online Class Discussions' started by Misneach, Jun 6, 2020.

  1. Kaisyl

    Kaisyl Elite Member Elite Member

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    Welcome to toram dude

    Magic gunner is a rather difficult build to make but not impossible. As a magic gunner, your specialty is consistent magic bombardment without needing any cooldown. As magic gunners tend to have high atk growth from Dex, their physical attacks can act as proration for their magic attacks.

    Main skills of magic gunner are cross fire for burst Phys DMG, snipe for high rate dps, burst for magic dps. Burst magic damage can come from magic finale but it is risky and in between spamming burst, you simply won't really use it much when you maximize your cast speed.

    Magic builds in general need lv180 for mirage evasion to dodge whilst casting otherwise bosses like venena are gonna give you a bad time. Imperial magic combos become available with lv4 wizard skills, Imperial Ray which detonates a blast on the target for each magic attack that is successful on the target. Imperial Ray hasn't been extensively tested yet but on a high CSPD build, it has serious potential.

    Magic gunner has a serious drawback compared to phys Phys dps and magic dps. For Phys dps, that would be significant critical damage which for magic gunners, they rely on manipulating enemy proration instead for damage boost either physical or magical. For magic dps, it lacks the magic focus which staves can achieve quite easily with innate magic bonuses to staves. Later on, as skill constants become lesser significant, this difference becomes minor however.

    Overall, it plays more like a mage with a gun than a gunner using magic and compared to pure magic device or mage brawler, it doesn't offer any significance for the effort required. Proration is a nightmare to manage in a party setting meaning you either go solo and maximize your role on your own or switch roles depending on party and just be subpar at both.

    For farming, you want Maximiser and decoy shot. Decoy for boss setting, Maximiser for mobbing. Resonance is used when you need a quick burst of MP rather than a casual need, or, for RNG CSPD boost.

    For CSPD, you need high cycle from the support tree as well as you need brave aura for Ark and MATK boost.

    Equipment is a focus of both ATK & MATK, CSPD and CRT, not so much CDMG because of potential limitations. You also may want to take spell burst for magic crit damage boost.

    Good luck!~
     
  2. FrostHydra97

    FrostHydra97 Well-Known Member

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    Thanks for your opinion and suggestion.

    Well, after thinking a few more times, for now i decided to choose CF + Snipe + Finale + Imperial Ray + Brave Aura + Spell Burst build, and give up Magic: Burst, GSW, Satellite Arrow, High Cycle, and even Magic: Storm. I reached this conclusion due to several reasons, though there are still some wondering left:

    - Magic: Burst is indeed good, but it requires so much CSPD for best performance, and I believe another of its advantage over Finale is the element. As my budget is too low, I'm unable to afford all necessary elemental main weapons or enough CSPD for burst build. Perhaps I might be able to overcome the element problem by using arrow, but then I'll lose the benefit of having MD sub on some skills, especially MP Charge, Maximizer, Resonance (without MD, Maximizer will be horrible, and Resonance will be unusable).
    - Also, if I want to have all 5 of Magic: Burst, Spell Burst, Imperial Ray, Brave Aura, and High Cycle, aside from leaving only 1 point on Finale, I'd need to give up the entire Halberd speed buffs and almost one more max level skill (either Snipe, Decoy Shot, Maximizer, or Mirage Evasion).
    - No GSW. I'm too afraid to die. Evading isn't that easy to truly master, and not everything is evade-able. Quick Aura is enough. A hell lot slower, but just enough.
    ...or maybe I can try to get as much ASPD as possible? High ASPD also increase motion speed, though not much.
    - The 50% physical pierce of Satellite Arrow is really good, and its damage is also 3 times higher than Snipe, but it costs way more SP than Snipe, and it's so situational. Therefore, I guess I should give up the entire Hunter Skill tree so I can choose to have other skills. No more Sat Arrow with this.
    - Imperial Ray still seems like a nice magic damage boost to me, so I kinda want to have it nomatterwhat. I might need more CSPD, though...
    - I'm still wondering should I get more ASPD or CSPD, choosing between Quick Aura and High Cycle. About High Cycle, though, the massive amount of AMPR reduction kinda bug me, since I'd need to rely more on MP Charge and Maximizer for MP because Decoy Shot's effectiveness on recovering MP is drastically reduced by the High Cycle. Maybe I can just remove Decoy Shot from the build, since its only purpose is to recover MP through its attacks and to slightly increase CF's damage. Though, "slightly" still means there is extra damage.
    - As how the new Spell Burst works, pumping more crit rate and crit dmg is not that bad of a choice anymore. Although the crit rate of magic is still not that high, at least the damage is much better than before, and I'll also not lose too much crit dmg for my physical side. Though, there's a few small downsides: Only Imperial Ray will get the most benefit from this, and if I were to use Finale instead of Burst, the not-so-high chance to crit seems kinda... low... Yeah, but... As I said, if i were to use Magic: Burst build instead of Finale, it's gonna cost a lot, both money and SP. Well... maybe I can use Imperial + 1 other Magic combo as a substitute for Burst combo for magic dps.
    - If I were to not get High Cycle, there's also a choice to use Stargem for Brave Aura instead of spending SP for it. But the huge problem is the price of the Stargem. It's wayyyyy too high, so this is a terrible choice (unless I have so much money that spending a few hundreds of millions is not a big deal, which will never gonna happen).

    At the very least I guess I have narrowed down my build path now, but I'm still open for more suggestions.

    And once again, thanks a lot for your opinion and suggestion.
     
  3. VangNir

    VangNir Well-Known Member

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    VangNir
    What about elemental slash? You can spam that while waiting cf charge.
     
  4. Kaisyl

    Kaisyl Elite Member Elite Member

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    .
    For Imperial Ray, combos for magic gun may be:

    Bullseye > Imperial Ray (save) > Magic Lance's (Smite) > Moeba Shot (swift)

    - 2MP combo with 90% Magic Lance detonation combo.
    - Lengthy cast time.

    Impact > Imperial Ray (save) > Javelin (Swift)

    - Fast executing detonation combo for 2 MP.
    - Minimal cast time but uses impact as the starter

    Pre lv4 magic fall off hard but with enough INT, they can do some damage. The above are just two combos for Imperial Ray in which you can use it for magic proration before unleashing crossfire.

    Since you have halberd skills for ASPD and motion speed, all you need is something for CSPD. Using items isn't a bad thing to do. In fact, a lot of players use items for ASPD, CSPD, ATK and MATK boost. The best mag gun additional is yashiro dad mask, so see if you can secure one of those off the board. Best armor is heaven feather garb (NPC/Boss), weapon has to be player made can probably slap a kuzto, neo maton or any thing which assists in Phys and magic (1 slot) and the special is machina ring but the two xtals need to be Venena and something which boosts ATK and MATK or critical. Armor xtal I actually can't remember and the player weapon stats need to be DEX%, MATK%, CSPD%, CRT and/or CDMG. Not ATK, the benefits of ATK% are outweighed by DEX%.

    All in all, good luck.
     
    Last edited: Jun 28, 2020
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  5. FrostHydra97

    FrostHydra97 Well-Known Member

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    I have limited amount of SP so...
     

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