1. Welcome to the Toram Online Forums. Please make sure to read our rules and be friendly to all our members.
    Click here to read the rules before posting.
    Dismiss Notice

Rating of all magic skills

Discussion in 'Toram Online General Discussions' started by Kaisyl, Apr 29, 2022.

Thread Status:
Not open for further replies.
  1. Kaisyl

    Kaisyl Elite Member Elite Member

    Joined:
    Sep 20, 2015
    Messages:
    1,737
    Likes Received:
    459
    Skills are rated to the level they are gained at as well as their general use.

    1) Magic: Arrows
    Magic Arrows is the first magic skill every aspiring toram magician gets. It also introduces players to the magic flinch system which doesn't really go away until level 240 in which the player can learn level 5 (tier 5) skills.

    For the skill cost, its damage is very high but the fact that it requires case time and has a significant after-cast time animation before it is even used reduces the usefulness of it being placed mid-combo.

    The use of chain cast with this skill is reduced as it is removed by MP Charge, Impact and Maximizer.

    Overall, it's a great skill, 4/5 with the lost of score stemming from the after-cast animation which is a hidden cast time compounded upon the already significant cast time.

    2) Magic: Javelin
    It is a skill which allows aspiring mages to apply element specific debuff to a single target. Whilst this is good, the problem here is that this skill has an extremely long animation time.
    This animation time makes it very impractical to use this skill mid-combo unless the chain-cast buff is active from magic arrows. Debuffs in toram as they are, at the time of this post, are incredibly useless the enemy has some mechanic which makes it so that additional damage is dealt when ailment is active. (See Crystal Titan and the Freeze ailment).
    Ailment duration is also incredibly short and most of the time expires before another magic skill can be used to take advantage of the applied ailment.
    Skill is lacking. 3/5, points lost due to animation time and ailment duration.

    3) Magic: Wall
    Wall pushes back enemies at specific intervals with no ailment cooldown. It is however, useless against most enemies in the game in that almost all enemies are capable of hitting from outside the radius of wall and as such remain unaffected by it, enemies not targeting the user are unaffected by the knockback effect and most bosses in game are immune to it.
    The enemies that are affected receive continuous interruption to their attacks so it is worth it in those specific instances.
    Very bad skill. 2/5, points lost for the general uselessness of the skill in nearly every scenario.

    4) Magic: Blast
    Blast is the AoE upgrade to Magic: Javelin with a very long cast time and good damage. It is impossible to use this skill as a regular DPS skill in the early game and in the late game (level 240) it falls off hard when Magic: Crash comes into play.
    Other than it's only true downside being it's extremely long cast time (4 seconds), it's still a very solid skill. 4/5

    5) Magic: Lances
    This magic takes a while to fully unleash all of its damage allowing the mage to setup other magics during its release. It has significant damage but the attached stop ailment is completely useless in that it has a 50 second cooldown and is almost completely ineffective against most bosses which sometimes do their coded movement pattern and rapidly traverse the map.
    For it's intended purpose at stopping a single target, it fails miserably as the stop duration is too short to take advantage of with magic but it does provide nice chip damage which is over shadowed later on.
    It's a placeholder skill, 3/5, points lost due to useless stop ailment and non-use later on.

    6) Magic: Impact
    Halves cost of anything, stupid fast execution (level 7), can be used from anywhere in the map, as long as there is a target. It's damage is actually pretty good (non-consec use) given that it already has all those effects.
    Solid 5/5

    7) Magic: Storm
    It's a very good farming skill and damage dealing skill if the target is stationary or very slow. It's suction effect isn't very useful as it does not disrupt attacks nor does it truly hold the pulled in enemies at its core.
    4/5, point lost for the useless suction effect.

    8) Magic: Burst
    This skill has a base 8 second cast time which is reduced based on the number of magic tree magic skills used. Magic skills are slow. The damage of this skill is reliant on magic proration which means that after getting the required number of magic skills, you then have to spend additional time prorating the target, then the damage of the skill itself requires a specific elemental gear setup which can be quite expensive to make viable and is grossly overshadowed by nearly any other damage skill at the same skill tree level (tier) and even within its own skill tree.
    It also has a long after cast animation time.
    You need 7800 CSPD to make this skill instant cast after using one magic skill.
    4/5, Point can only be taken for its currently ridiculous equipment requirement.

    9) Magic: Finale
    Very long pre-cast animation, very long post-cast animation, 3 second cast time, only useable for slow/stationary targets. Does absolutely massive damage which completely overshadows every other skill in the magic skill tree and even the level 5 skills to some extent. It's use is absolute for the targets it is intended for (slow/static), has no setup requirement and with mage rapid recovery thanks to maximizer, it can function as a DPS skill.
    5/5, point lost for long cast time which leaves user very vulnerable, point gained for it's design fitting perfectly for use.

    10) Magic: Cannon
    No initial cost, good for adding burst damage on release. Rate affected by magic skill use, magic skills are slow. Most fights are finished before charge completes reducing the useability of the skill.
    4/5, point lost for skill charge time.

    11) Magic: Crash
    Low cast time, repetitive AoE application of Armor break and Dizzy ailment. Very good farming skill as well. Damage is overshadowed by Magic: Finale but the application of ailments appear to be its intended purpose in long battles rather than outright damage.
    5/5, magic skill.

    12) Chronos Shift
    Re-uses magic skill, has a very long animation time. Very effective in farming situations.
    Nothing really ruins this skill, 5/5

    13) Magic Mastery
    The MATK Bonus is kinda crap being only 3% but the WATK bonus is really good. 5/5

    14) MP Charge
    Rapidly restore a small amount of MP. It's really good for the level obtained. 5/5

    15) Chain Cast
    The effect is lost with MP Charge/Maximizer/Impact so it's more useful for magic warriors than mages who can add non-magic skill tree skills in combo. Magic: Arrows is not very useful inside of combos due to cast time and post-cast time animation and the boost does not really help as magic skills have either too long cast times, too long animation times or if used before impact, is wasted.
    2/5, points lost for uselessness for pure mages, consumption on MP charge/maximizer/impact and the boost itself not really helping with innate mage problems.

    16) Power Wave
    Extends attack range but reduces normal attack damage. Normal attack damage is pitiful to begin with. 5/5, no points can be taken from this skill.

    17) Maximizer
    A 10 second cast time skill despite when using MP Charge prior, it becomes instant. Basically, it punishes the mage for using as is despite providing the same effect. The design of this skill is terrible.
    Points lost for design and extreme cast time, 3/5

    18) Rapid Charge
    Gives magic pierce and MATK for simply recharging MP. 5/5

    19) Enchanted Barriers
    Removes the possibility of receiving magic flinch during cast, infinite buff duration, 5/5

    20) Magic: Guardian Beam
    Only releases beams when targeted, long animation, only 10 beams granted at max level, some enemies immune to knockback, great for clearing stragler monsters after magic skill expires. Points lost for target requirement, animation time and limited beam count. 2/5.

    21) Entire Wizard skill tree
    Lightening is low damage and affects proration, blizzard damage is very low, Meteor always misses without regislet, Imperial ray damage is rather lacking for a level 215 skill, Stone barrier only saves 2500 HP, Mana Crystal can only be spawned one at a time, Advanced familiar can be flinched, has very infrequent cast rate and can run away, regular familiar grants MP bonus after taking MP to use and grants MATK (very smol) and Additional magic on normal attack which mages rarely use thanks to MP Charge/Maximizer.

    Overall rating of skill tree is -3/5, point lost for every single skill in the skill tree.
     
  2. Unetéro Kenora

    Unetéro Kenora Well-Known Member

    Joined:
    Dec 29, 2016
    Messages:
    340
    Likes Received:
    90
    IGN:
    Kenetero
    mage would be so much better if those status ailments actually worked for once. Being able to guarantee your skills will hit with relative safety after using a movement impairing ailment or silence/bleed? that would fit the class quite well, but nah, all bosses ignore most ailments completely because (???)

    Imo. what mages need to not suck is those two things: either Fully functional ailments on bosses (should function already), or some movement skill to better avoid the lightspeed fast bosses. for the movement, I was thinking of a Blink skill; has more range than normal evasions, 3 uses stacked, regenerating 1 stack every 3 seconds. Bowgun got it's edgy gun'n run so why not teleportation for them mages-
     
  3. Kaisyl

    Kaisyl Elite Member Elite Member

    Joined:
    Sep 20, 2015
    Messages:
    1,737
    Likes Received:
    459
    They need is greatly boosted durations on ailments (30 second durations minimum) and a few design changes, this is especially true in the case of Maximizer.

    You can argue that mages have enough escape skills in the form of knock back (lol) or shields (stone barrier is garbage, Ether barrier is garbage, healing doesn't really make sense with auto item)

    ...

    Mages need help.
     
    • Winner Winner x 3
    • Like Like x 1
  4. Patrona

    Patrona Well-Known Member

    Joined:
    Jul 20, 2018
    Messages:
    323
    Likes Received:
    86
    IGN:
    Patrona
    anyone know the formula for the magic pierce gain on rapid charge?
     
  5. Balugbog056

    Balugbog056 Well-Known Member

    Joined:
    Nov 23, 2019
    Messages:
    411
    Likes Received:
    145
    IGN:
    Butz'
    (mp restore/50)+current mpierce = cap at 50%
     
    • Like Like x 2
Thread Status:
Not open for further replies.

Share This Page