Shiro: Unlimited DPS Mage

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Magic Skill Tree 1
Image-1

Magic Skills are skills/spells for “mages” and are commonly used with staves or magic devices . Magic skills are characterized with being very useful in a variety of situations, but often has a long cast time, or start up.

Like Brawler skills for knuckles, magic skills can be used with any weapon, but without a staff or a magic device equipped, the damage will be reduced and/or it will take longer to cast.

The most widely used skills in the magic skill tree are MP Charge (the only skill in the game that can be used to quickly recover MP without needing to attack an enemy) and Magic: Impact, for it halves the MP cost of the next move used.

Skills Edit

Courtesy of  Argo’s   Skill Tree Guide

Lv.1 Magic Skills Edit

  • Magic - Arrows

    Magic: Arrows being used on the Boss Colon.

    Magic: Arrows – (MP Needed: 100) No Weapon Restrictions – The first skill in the Magic Skill book. This spell casts a “Cast Circle” in front of you that shoots small magic arrows like an automatic turret. The amount of arrows fired increase as the skill levels up.

  • Magic - Javalin

    Magic: Javelin being casted on the Excavated Golem Boss.

    Magic: Javelin – (MP Needed: 200) No Weapon Restrictions – The first skill that is on the top row of where it stems from Magic: Arrows. This spell casts a large magic javelin to drop apon the target. You have a chance to inflict a status ailment. The status ailment depends on the element.
    Stems from Magic: Arrows

  • 2B Magic - Wall

    Magic: Wall activated Knockback against Golden Coryn Mini Boss.

    Magic: Wall – (MP Needed: 200) No Weapon Restrictions – The first skill that is on the bottom row of where it stems from ​Magic: Arrows. This spell casts a magic circle around you that forms at your feet and acts like a wall.. It deals damage and will knockback enemies.
    Stems from Magic: Arrows.


  • 0A Magic - Mastery

    Magic: Mastery – Restricted for Staff/Magic Devices – This skill is located under Magic: Arrows. Get more efficient at using Staffs and Magic Devices. ATK of Staffs and Magic Devices increases.


  • 0B MP Charge

    MP Charge being used to recover mana during the battle against the Minotaur Boss.

    MP Charge – No Weapon Restrictions  This skill is at the far bottom of the skill book. This spell restores MP by charging magic power. The charging time reduces as the skill levels up.

Lv.2 Magic Skills Edit


  • 3A Magic - Lances

    Magic: Lances casted upon the Minotaur Boss.

    Magic: Lances – (MP Needed: 300) No Weapon Restrictions This spell shoots magic lances one after another. The lances increase in damage as the skill levels up.
    Stems from Magic: Javelin.’

  • Magic: Blast – (MP Needed: 300) No Weapon Restrictions – Set off a blast by concentrating magic power. You have a chance to inflict a status ailment. The status ailment depends on the element.
    Stems from Magic: Wall.

  


  • 01 Chain Cast

    Chain Cast No Weapon Restrictions  Efficiently cast magic. The cast speed of the magic skill used after “Magic: Arrow” increases.
    Stems from MP Charge.

Lv.3 Magic Skills Edit

  • Magic: Impact(MP Needed: 200) No Weapon – Attack enemies around you with a shock wave. Halves MP cost of the next skill. The effect will become weak if you consecutively use this skill.

Stems from Magic: Lances.

    • This skill becomes faster the more points you put into it.
    • At Magic: Impact level 7, the skill becomes an instant-cast skill.
  • Magic: Storm(MP Needed: 400) No Weapon Restrictions – A magic to generate a storm. Enemies will be sucked into it. Strong monsters may not be sucked into it.
    Stems from Magic: Wall.
    • Using Magic Devices can widen the range of Magic: Storm.
  • Power WaveNo Weapon Restrictions – Widens the range of normal attacks. You can attack from further than the weapon range. Reduces damage except when Staffs and Magic Devices are equipped into 1st slot.
    Stems from Chain Cast.

Skill Names Edit

Unique to magic skills is when the weapon equipped has a different element, it not only has a different animation, but also has a different name when used (although the shortcut button remains unchanged). Also, the status ailments of both Magic: Javelin and Magic: Blast can change.

Element Magic: Arrows Magic: Wall Magic: Javelin Magic: Lances Magic: Blast
WaterWater ArrowsAqua ScreenIce JavelinIcicleAbsolute Zero
FireFire ArrowsFire WallFire JavelinVulcanExplosion
EarthEarth ArrowsEarthquakeRock JavelinRock CannonGeo Impact
WindWind ArrowsGale ZoneWind JavelinWind ThrustAero Blast
LightLight ArrowsHoly Wall*Holy JavelinVanishmentShining Blast
DarkDark ArrowsEvil GateDark JavelinEclipseEvil Blast

*Holy Wall used to be named Sanctuary, which has been changed due to a support skill of similar name.

Status Ailments Edit

All elements except fire cause Magic: Javelin & Magic: Blast to give Flinch, interrupting the target’s current move and causing a 1 second stun. Fire inflicts the status ailment Ignite, which will quickly deplete a set percentage of the target’s health.

Retrieved from ” http://toram.wikia.com/wiki/Magic_Skills?oldid=7205 “


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Shiro: Unlimited DPS Mage

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About

My Rating :star: :star: :star: :star: :star:
What I LikeDPS, Speed, High survivability
DislikeExpensive, High Aggro

Shiro the DPS Mage

Shiro is very similar to Mika and these will look pretty close. Mika is aggressive for a tank, while Shiro is tanky for a DPS. But unlike Mika, she doesn’t use support skills, doesn’t use heavy health stuff, and will do much higher damage.

~~~

Current Stats

She’s dps, so int>dex shouldn’t surpirse anyone. With high matk, that cspd is crazy, spells are casted in no time!! Her MP is no joke either, especially with a 100mp combo that can fire endlessly.

Current Skills +

Knuckles skills are important for mid range combat and pro;#-^+*] (can’t spell. Mixing damage physical/magical basically) shell break is great for MP and the other 2 are still useful.

Bow skills aren’t to be used besides quickdraw. Nothing like 100mp recover chances on a 100mp combo to keep the damage endless.

Magic skills are the duh, Storm, Impact, and Charge all Vital, Arrows at 10 is also a good idea. Staff mastery for more matk is also good. (Doing that next)

Shield skills are like, really good. Cannon is long range and stuns. That’s like all there is to it but it’s lovely.

Survival skills give you HP and MP so they end up good. 300 mp can be a dozen more combos for you, and 1k hp on a not heavy hp build is good

Heavy armor skills are also good, I hear guard rate and power both going up is good for living. Will be helpful and added to later.

You usually want to start or end a combo with Holy Fist. It’s like, really good.

Current Equips

I’m not even gonna lie, if I recommend the equips I use for her, I’ll sound like an elitist prick. Mine are worth many million spina, and I’ll show and tell them for something to build to, but they are by no means required. I play mage a lot, I invest heavily into their gear set.

So what the heck is that super refined, xtal covered stuff? (Shield is new, refining later)

That is a:

Int and MATK +7% Int +13 Staff with Imitacia and working for ECB.

Black Knight Shield with high guard power and rate +25% neutral resist

Int and MATK +7% Armor with Iconos AND Jade Raptor

Monocle with Empress 2 AND Chocolate Ooze

Philosopher’s Ring slotted, waiting for a better matk xtal to put in and give second slot for.

All refined for highest current potential

The ACTUAL recommend that’s affordable is:

Matk/int buff staff that you can afford, xtal to aim for is Imitacia for 1 slot.

int/matk armor, slot for HP buff like Roga to help survive

Shield that has decent guard and guard power, as well as an HP buff.

Hat that buffs matk or int in a good way

ring that buffs int/matk, preferably the int+6talisman III

COMBOS

(These are important)

Smash > Shell Break (save) > Shield Cannon (cons) > Arrows (smite) > Impact (cons) > Storm (smite) > Holy Fist (cons)

Short-ranged, good self proliferate or whatever it’s called omg I dun care, I know what it is so bleh.

Arrows > Javelin (save) > Shield Cannon (cons) > Impact (cons) > Storm (smite) > Holy Fist (cons)

I prefer this one cuz long range and works perfectly in a pt where I’m not tanking.

Holy Fist > Arrows (smite) > Impact (cons) > Storm (smite) > Shield Cannon (cons)

Whichever you prefer, this is strong a second combo, heavy damage but isn’t too spammy.

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hi

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0 Reply May 24

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