![]() ![]() Good (Can perform well enough without complement) Garbage (Too poorly performing in that category) * The best defensive ability comes as a combination of the effort needed, the strength and the rate of such. * Defense can come in all forms be it in simple guarding and evading, using special magic skills or even offensively by locking down the enemy. * Your goal, if you are an attacker or solo player, is to achieve the highest possible DPS rather than the largest possible damage.ĭefensive ability: Skills devoted to offsetting damage innate to that weapon alone and not sub skill trees like buff and assist. ![]() ![]() 100,000 damage per second and 1,000,000 Damage per 10 seconds is the same DPS ability. * Rarely is DPS understood as for what it should be and that is damage per second. This refers to the rate and not the highest damage possible as rate is far more important than compared to just unleashing one big attack every 5 minutes. In Toram, this is a constant struggle owing to the large number of useful skills and limited skill points.ĭamage Rating: The amount of damage in the least amount of time. * Proper synergy can even boost the overall efficiency of your build by allowing you to perform in more situations but to achieve diversity, you often have to sacrifice skill point efficiency. Using martial skills with a magic user for example isn't very efficient as it tends to take away from both physical and magical rather than benefit the two. * Synergy with your sub skill trees are important. Eg: being able to focus on physical attack or magical attack without crippling the other significantly. Synergy: How easily it is for the main weapon to use skills from other main weapon skills without too much hassle. * Take skills that provide more overall benefit rather than situational benefit. * Improved by taking only the skills you will be using in a combo rather than taking all skills in a skill tree you may or may not use. With good skill point efficiency, it becomes easily to adopt complement skill trees. Skill point efficiency: How many skills are actually useful in the end game, eg: for shot skills, the ailment skills don't see much use for their ailment ability and are used as 'save tag skills' instead. * Having a higher mana control enables more skills to be used before having to stop and recharge via normal attacks or otherwise. * Improved by using skills and from the magic and shot skill trees to improve efficiency and AMPR. Eg: Creating low MP cost skills which deal high damage without affecting proration greatly or having high AMPR to offset high combo MP cost. Mana control: How easy it is to create combos to efficiently use skills. Eg: you can use the blade tree skill warcry with any other main weapon. Skill trees that won't be included are survival (because it provides universal benefits), Production skills (they are for crafter's/tamers but tamer tree is a bit of special case), battle skills (benefit is offset by skill points.)įirst thing to note is that main weapons is that their skill tree provides a skills that would be effective if used with that particular weapon but not always. A small guide on main weapons and skills that complement them. ![]()
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