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[[Category:Arch Mage]]
[[Category:Arch Mage]]
== Introduction ==
== Introduction ==
The main purpose of this guide is to provide information on the gear progression for Soul Vulcan Strike-focused Arch Mages. However, as the gear and concepts are similar across different builds, this should also be helpful for other Arch Mage builds as well as other Magic Damage classes like Soul Ascetic and Elemental Master. Please feel free to reach out to me (IGN: Choi) for any questions or feedback!
The main purpose of this guide is to provide information on the gear progression for Soul Vulcan Strike-focused Arch Mages. This guide should be read in tandem with [[Choi's Guide To Magic]] which provides more general information about magic classes. However, as the gear and concepts are similar across different builds, this guide should also be helpful for other magic builds. Please feel free to reach out to me (IGN: Choi or Tokki) for any questions or feedback!


Also, I wanted to say thank you to everyone who has helped me, as I learned and continue to learn AM!
Also, I wanted to say thank you to everyone who has helped me, as I learned and continue to learn AM!
<big><span style="color:#871b1b">Last updated: March 31st, 2026</span></big><br>


== Notes ==
== Notes ==
The Soul Vulcan Strike build has a very fluid progression that will allow the user to be strong throughout all parts of the game. Among the Arch Mage skills, Soul Vulcan Strike has the shortest Fixed Cast Time at 1s. Along with its short cooldown, high damage, and 11 x 11 AoE, Soul Vulcan Strike is a very effective ability for leveling and farming. Additionally, with the Warlock Telekenesis Intense skill providing a 3x damage buff for ghost damage, the Soul Vulcan Strike scales very well into the late game allowing you to MVP even the toughest MVPs.  
The Soul Vulcan Strike build has a very fluid progression that will allow the user to be strong throughout all parts of the game. Among the Arch Mage skills, Soul Vulcan Strike has the shortest Fixed Cast Time at 1s. Along with its short cooldown, its high damage and 11 x 11 AoE make Soul Vulcan Strike a very effective ability for leveling and farming. Additionally, with the Warlock Telekenesis Intense skill providing a 3x damage buff for ghost damage, Soul Vulcan Strike scales very well into the late game allowing you to MVP even the toughest MVPs.  


However, due to the nature of Dim Glacier Weapons providing large damage bonuses to specific abilities and the strength of specific elemental MVP cards, you will be mostly gated to having Soul Vulcan Strike as your main magic damage ability. As such, you will be weaker against [https://muhro.eu/flux/?module=monster&action=index&name=&mvp=yes&size=-1&race=-1&element=Neutral&p=1 Neutral], [https://muhro.eu/flux/?module=monster&action=index&name=&mvp=yes&size=-1&race=-1&element=Holy Holy], [https://muhro.eu/flux/?module=monster&action=index&name=&mvp=yes&size=-1&race=-1&element=Poison Poison], and [https://muhro.eu/flux/?module=monster&action=index&name=&mvp=yes&size=-1&race=-1&element=Dark&p=1 Shadow] Elemental MvPs and mobs (The main one to note here is Betelgeuse). Even so, you will still be a highly effective MVPer!  
However, due to the nature of Dim Glacier Weapons providing large damage bonuses to specific abilities and the strength of specific elemental MVP cards, you will be mostly gated to having Soul Vulcan Strike as your main magic damage ability. As such, you will be weaker against [https://muhro.eu/flux/?module=monster&action=index&name=&mvp=yes&size=-1&race=-1&element=Neutral&p=1 Neutral], [https://muhro.eu/flux/?module=monster&action=index&name=&mvp=yes&size=-1&race=-1&element=Holy Holy], [https://muhro.eu/flux/?module=monster&action=index&name=&mvp=yes&size=-1&race=-1&element=Poison Poison], and [https://muhro.eu/flux/?module=monster&action=index&name=&mvp=yes&size=-1&race=-1&element=Dark&p=1 Shadow] Elemental MvPs and mobs (The main ones to note here is Betelgeuse and Jabberwocky). Even so, you will still be a highly effective MVPer!  


For other classes and builds, the gear progression and concepts should be fairly similar other than a change in weapon and gear.
For other classes and builds, the gear progression and concepts should be fairly similar other than a change in weapon and gear


== Relevant Skills ==
== Relevant Skills ==
* {{#skill:5220}}: Soul Vulcan Strike is your bread-and-butter ability. The formula for Soul Vulcan Strike is MATK (((250 * Skill Level) + (15 * SPL)) * (Base Level/100))%.
* {{#skill:5220}}: Your bread-and-butter ability. The formula for Soul Vulcan Strike is MATK (((250 * Skill Level) + (3 * SPL)) * (Base Level/100))%.
* {{#skill:5217}}: Mystery Illusion will be your secondary ability due to the enchantment on your Dim Glacier Weapon. It also pairs well with Soul Vulcan Strike as Mystery Illusion does Shadow Property damage which is effective against holy and not resisted by Neutral.
* {{#skill:5217}}: Your secondary ability due to the enchantment on your Dim Glacier Weapon. It also pairs well with Soul Vulcan Strike as Mystery Illusion does Shadow Property damage which is effective against holy and not resisted by Neutral.
* {{#skill:5012}}: Telekinesis Intense provides a 3x Ghost Magic Damage and 50% Variable Cast Time Reduction Buff for 1 minute or until death. However, it has a 5-minute cooldown, so use it wisely, but don't be frugal about it!
* {{#skill:5012}}: Provides a 3x Ghost Magic Damage and 50% Variable Cast Time Reduction Buff for 1 minute or until death. However, it has a 5-minute cooldown, so use it wisely, but don't be frugal about it!
* {{#skill:366}}: Mystical Amplication provides a 1.5x Matk buff. It has no cooldown, so you should always try to keep it up!
* {{#skill:366}}: Provides a 1.5x Matk buff. It has no cooldown, so you should always try to keep it up!
* {{#skill:2206}}: Recognized Spell provides a buff that lets you do the maximum damage. It's a great overall buff and also allows you to test different gear effectively.  
* {{#skill:2206}}: Provides a buff that lets you do the maximum damage. It's a great overall buff and also allows you to test different gear effectively.  
* {{#skill:2210}}: Drain Life has a 90% chance to absorb 40% of the damage you do with this skill. It should basically full heal you when you use it on a mob.
* {{#skill:2210}}: A damaging ability with a 90% chance to absorb 40% of the damage you do with this skill. It should basically full heal you when you use it on a mob.  
* {{#skill:5216}}: Rain of Crystal is a water elemental 13x13 AoE skill that hits targets around you. Very useful for farming.  
* {{#skill:2213}} AKA {{#skill:2231}} and {{#skill:2230}}: A large AoE skill that provides decent damage. However, it's main use is that it applies a 50% elemental resist decrease debuff for 20s to targets hit by it. However, rather than casting the actual ability, most Arch Mages opt to using Reading Spell Book with {{#item:100073}} and using Release to cast it to avoid any cast time.
* {{#skill:2213}} AKA {{#skill:2231}} and {{#skill:2230}}: Comet is a large AoE skill that provides decent damage. However, it's main use is that it applies a 50% elemental resist decrease debuff for 20s to targets hit by it. However, rather than casting the actual ability, most Arch Mages opt to using Reading Spell Book with {{#item:100073}} and using Release to cast it to avoid any cast time.  
 
While Soul Vulcan Strike will be your main ability, you should also utilize the rest of an Arch Mage's kit, particularly the AoE Ground Skills. Play around with the different abilities to see which you prefer. These are the abilities I use though!
* {{#skill:5232}}: Provides a buff or different effect to many of your skills. Different levels of Climax will provide different effects. I tend to use Level 3 Climax when trying to do the most damage. On weaker maps, I will use Climax 2. Read through the abilities that you plan on using to understand the effects.
* {{#skill:5222}}: A fire elemental 9x9 ground skill that does significant damage.
* {{#skill:5218}}: An earth elemental ground skill that summons rocks in a 9x9 area. The area of effect is a bit bigger than 9x9 because the rocks have their own aoe as well.
* {{#skill:5216}}: A water elemental 13x13 AoE skill that hits targets around you. One of your biggest AoEs.
* {{#skill:5215}}: A wind elemental 11x11 AoE skill that hits targets around you.
* {{#skill:5227}}: A wind elemental 9x9 ground skill.
* {{#skill:5229}}: A fire elemental 9x9 ground skill.
* {{#skill:5230}}: A powerful neutral elemental 11x11 ground skill. It benefits from the bonus from {{#item:300375}}. However, the skill will require a large skill point investment and costs AP which is hard to recover for the SVS build.
 
== Stats and Traits ==
Generally, Stats should be based on what best suits you. As such, I won't provide my exact Stat distribution, as you should update yours accordingly. Instead, I'll provide my priority and the benefits of each Stat:
# '''Int:''' Provides the highest bonus in StatusMATK. It also provides the second-highest reduction in Variable Cast Time.
# '''Dex:''' Provides the third-highest bonus in StatusMATK. It also provides the highest reduction in Variable Cast Time from stats. Early on, you will want a lot of Dex, as your gear may not provide the VCT reduction you need. Later on, it will be a lower priority. However, I tend to keep a lot of dex in my full build, as I don't always use my full build in lieu of item drop rate gear.
# '''Vit:''' Provides a lot of tankiness through HP, SoftDEF, and SoftMDEF.
# '''Agi:''' Provides some additional tankiness by providing FLEE, and the ATKSPD improves DPS by reducing Cast animation.
# '''Str:''' Provides additional weight capacity which will help for farming.
# '''Luk:''' Provides the second-highest bonus in StatusMATK. However, I use more Dex than Luk because of the cast time reduction.  


Your other Arch Mage skills are still powerful, so feel free to use what you would like!
Traits are additional stats that provide bonuses for fourth classes. Traits are bit more straightforward:
# '''SPL (110):''' Provides the highest bonus in S.MATK and your abilities will additionally scale off SPL.
# '''CON (100-110):''' Provides the second-highest bonus in S.MATK.
# '''WIS (50-82):''' Provides Magical Resistance which I prioritize over Physical Resistance, as you will have a lot of Flee for physical damage. 
# '''STA (0-32):''' Provides Physical Resistance.


== Gear Progression ==
== Gear Progression ==
[[Yvonne's Guide]] has a very useful section for Gear Progression and Useful Cards, so please check that out! The information I will provide for Gear Progression will be more specific to Magic Damage Classes, particularly SVS Build Arch Mages.  
The information I will provide for Gear Progression will be more specific to Magic Damage Classes, particularly SVS Build Arch Mages. As you read through, you can look at the [[Choi's_Guide_To_Magic#Magic_Gear_Progression|Magic Gear Progression Table on my Guide to Magic]]. This table will have links that will guide you to the relevant pages.  


It may be tempting starting out to want to rush your end-game gear. However, I do not recommend doing this and instead recommend improving your gear gradually, so you can farm more effectively.  
It may be tempting starting out to want to rush your end-game gear. However, I do not recommend doing this and instead recommend improving your gear gradually, so you can farm more effectively.  
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Moving forward, your main priority is to see where you can reduce your fixed cast time, and your second priority will be increasing your damage output (for now). <br> Abilities will have a specific Fixed Cast Time and Variable Cast Time. For Soul Vulcan Strike your fixed cast time is 1s and your Variable Cast time is 3s. <br>
Moving forward, your main priority is to see where you can reduce your fixed cast time, and your second priority will be increasing your damage output (for now). <br> Abilities will have a specific Fixed Cast Time and Variable Cast Time. For Soul Vulcan Strike your fixed cast time is 1s and your Variable Cast time is 3s. <br>
Fixed Cast Time can be reduced by equipment (Most often through Shoes, Costume Enchant Stones, Accessories, and Higher Level Headgear).<br>
Fixed Cast Time can be reduced by equipment (Most often through Shoes, Costume Enchant Stones, Accessories, and Higher Level Headgear).<br>
Variable Cast Time can be reduced by gear (all types of gear) and stats. The formula for Variable Cast Time is (((Int + (Dex*2))/530) * Bonus VCT from gear). <br>
Variable Cast Time can be reduced by gear (all types of gear) and stats. The formula to calculate your Variable Cast Time Reduction is 1 -((1-((Int + (Dex*2))/530)) * (1 - Bonus VCT from gear)). <br>
For now, just assume that your VCT will come in time and go full int and dex for your stats.  
For now, just assume that your VCT will come in time and go full int and dex for your stats.  


At Level 150, you can start using {{#item:470021}}, which can be obtained after completing the [[17.1_Illusion| 17.1 Questline]] from the [[Grace_Set| Sentinel NPC]]. The boots are the easiest way to obtain some Fixed Cast Reduction, providing .5s at Refine Level 7.<br>
At Level 150, you can start using {{#item:470021}}, which can be obtained after completing the [[17.1_Illusion| 17.1 Questline]] from the [[Grace_Set| Sentinel NPC]]. The boots are the easiest way to obtain some Fixed Cast Reduction, providing .5s at Refine Level 7. You can get the {{#item:100130}} to upgrade your grace gear.<br>
At Level 170, you will have access to the [[Illusion_of_Labyrinth_Equipment| Illusion of Labyrinth and its related equipment]]. The Illusion Morpheus Set will provide a good boost in damage, and a +9 {{#item:19428}} will give you Skill Cast Interruption Protection. <br>
At Level 170, you will have access to the [[Illusion_of_Labyrinth_Equipment| Illusion of Labyrinth and its related equipment]]. The Illusion Morpheus Set will provide a good boost in damage, and a +9 {{#item:19428}} will give you Skill Cast Interruption Protection. For all Illusion dungeon gear (except accessories), you can get refinement boxes like {{#item:100423}} from the monsters in the dungeons. <br>
Lastly, the Advanced Paradise Equipment does not provide a Middle or Lower Headgear, so getting middle and lower headgears will provide an easy upgrade.  
Lastly, the Advanced Paradise Equipment does not provide a Middle or Lower Headgear, so getting middle and lower headgears will provide an easy upgrade.  


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| Lower || {{#item:420003}} ||
| Lower || {{#item:420003}} ||
|-
|-
| Armor || {{#item:450186}} or +7 to +9 {{#item:450110}} || Crimson Bolt is a good secondary ability while you level.  
| Armor || {{#item:450186}} or +7 to +9 {{#item:450110}} || Crimson Rock is a good secondary ability while you level.  
|-
|-
| Weapon || {{#item:550030}}, {{#item:26109}} or {{#item:2039}} ||
| Weapon || +7 to +11 {{#item:550030}}, +7 to +9 {{#item:2051}}, or +8 to +10 {{#item:2039}} || The benefit of the illusion weapons is the card slots. Early on, I recommend {{#item:300442}} or {{#item:300265}} as cheaper card options.
|-
|-
| Shield || N/A || The Two Handed Mastery Passive provides +20 S.Matk, so use Two Handed for now.  
| Shield || N/A || The Two Handed Mastery Passive provides +20 S.Matk, so use Two Handed for now.  
|-
|-
| Garment || +9 to +11 {{#item:20948}} || You can use {{#item:29001}} {{#item:29001}} depending on how long you plan on staying on Illusion Morpheus Shawl. Make it +11 if you decide to enchant it.  
| Garment || +9 to +11 {{#item:20948}} <br> +7 or +9 {{#item: 480019}}|| You can use {{#item:29001}} {{#item:29001}} depending on how long you plan on staying on Illusion Morpheus Shawl. Make it +11 if you decide to enchant it.  
|-
|-
| Shoe || +7 to +9 {{#item:470021}} ||
| Shoe || +7 to +9 {{#item:470021}} ||
|-
|-
| Accessory (Right) || {{#item:32238}} or {{#item:490020}} || Use the Grace Ring if you're using the Grace Robe.
| Accessory (Right) || {{#item:32238}} or {{#item:490020}} || Use the Grace Ring if you're using the Grace set.
|-
|-
| Accessory (Left) || {{#item:32239}} ||
| Accessory (Left) || {{#item:32239}} ||
|}
|}


Zeny Tip: Illusion of Underwater 2 and Illusion of Labyrinth are great places to farm zeny starting out, and you'll be able to get {{#item:100425}} and {{#item:100423}} to upgrade your gear or to make Safe to Refine tickets!  
Zeny Tip: Illusion of Underwater 2 and Illusion of Labyrinth are great places to farm zeny starting out, and you'll be able to get {{#item:100425}} and {{#item:100423}} to upgrade your gear or to make Safe to Refine tickets!


=== Phase Two ===
=== Phase Two ===
1s Fixed Cast Reduction is what you need. However, 1.5s is better since most of your other skills (Mystery Illusion, Rain of Crystal, etc.) have 1.5s Fixed Cast. It's up to you to decide whether you want to upgrade to 1.5s by getting the {{#item:470088}} with the {{#item:310602}} or whether you want to sit on the {{#item:470021}} until Phase Three.
1s Fixed Cast Reduction is what you need. However, 1.5s is better since most of your other skills (Mystery Illusion, Rain of Crystal, etc.) have 1.5s Fixed Cast. It's up to you to decide whether you want to upgrade to 1.5s by getting the {{#item:470088}} with the {{#item:310602}} or whether you want to sit on the {{#item:470021}} until Phase Three.
* For Soul Ascetics and Elemental Masters, go for the Gray Wolf Boots; the 1s Fixed Cast Reduction is necessary for you.


The [[Brilliant_Light_Accessories| Brilliant]]/[[Sinful_Accessories| Sinful]] Sapphire Accessory Pairs give a good amount of damage and provide .2s and .3s FCT reduction respectively. With the {{#item:25170}} that gives .3s FCT reduction, you'll have a total of 1s or 1.1s FCT reduction. Additionally, you can get a {{#item:1000614}} for .5s FCT reduction. I do not recommend getting a {{#item:25067}}; it's too expensive, and you'll already have enough FCT!<br>
The [[Brilliant_Light_Accessories| Brilliant]]/[[Sinful_Accessories| Sinful]] Sapphire Accessory Pairs give a good amount of damage and provide .2s and .3s FCT reduction respectively. With the {{#item:25170}} that gives .3s FCT reduction, you'll have a total of 1s or 1.1s FCT reduction. Additionally, you can get a {{#item:1000614}} for .5s FCT reduction. I do not recommend getting a {{#item:25067}}if it's too expensive, as you'll already have enough FCT!<br>
Moving forward, we're just working on damage; let's up those numbers!!  
Moving forward, we're just working on damage; let's up those numbers!!  
Between the {{#item:450178}} and the {{#item:450207}}, both options are great. {{#item:450178}} provides more damage and {{#item:450207}} provides more tankiness. Generally, {{#item:450207}} will be cheaper, as you can buy the necessary enchantment stones from other players. However, this requires other players to have and be willing to sell those stones, which may not always be the case. {{#item:450178}}, however, requires farming of {{#item:1000405}} which may be grindier but more reliable. My recommendation if you plan on going the snow flower route is to make sure that the stones you need for the {{#item:450207}} are available.
The Vesper Headgear is time-gated, requiring mysterious ores from a 24hr cooldown instance. You can try to farm these if you would like or buy these from a vendor.


{| class="wikitable"
{| class="wikitable"
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! Type !! Item !! Notes
! Type !! Item !! Notes
|-
|-
| Upper || +9 to +11 {{#item:400154}}|| [[Equipment_Crafting#Orbs_of_Survival.2C_Survival_Circlet.2C_Heart_Wings_Hairband.2C_Rosary.27s_Necklace.2C_Drooping_Gunslinger| To Craft]] and [[Various_Headgears_Reform#Survival_Circlet| To Reform]]
| Upper || +9 to +11 {{#item:400154}} or +9 {{#item:400111}}|| [[Equipment_Crafting#Orbs_of_Survival.2C_Survival_Circlet.2C_Heart_Wings_Hairband.2C_Rosary.27s_Necklace.2C_Drooping_Gunslinger| To Craft]] and [[Various_Headgears_Reform#Survival_Circlet| To Reform the Survival Circlet]]. [[Equipment_Crafting#EXP_Advisor,_Vesper_Headgear|To Craft the Vesper Helmet]]
|-
|-
| Middle || {{#item:410017}} or {{#item:410092}} || Unslotted versions are fine if you don't have a card to use.  
| Middle || {{#item:410017}} or {{#item:410092}} || Unslotted versions are fine if you don't have a card to use.  
|-
|-
| Lower || {{#item:420066}}|| [[Equipment_Crafting#Orbs_of_Survival.2C_Survival_Circlet.2C_Heart_Wings_Hairband.2C_Rosary.27s_Necklace.2C_Drooping_Gunslinger| To Craft]] and [[Various_Headgears_Reform#Orbs_of_Survival| To Reform]]
| Lower || {{#item:420066}} <br> {{#item:420022}} <br> {{#item:420003}} || OoS: [[Equipment_Crafting#Orbs_of_Survival.2C_Survival_Circlet.2C_Heart_Wings_Hairband.2C_Rosary.27s_Necklace.2C_Drooping_Gunslinger| To Craft]] and [[Various_Headgears_Reform#Orbs_of_Survival| To Reform]]. Use OoS if you're using Survival Circlet. <br> YL: {{#item:311081}} or {{#item:310985}}, {{#item:4814}} or {{#item:310989}}, {{#item:4712}}. Use Young Leaf if you are using Vesper Helm. Any Young Leaf is fine; it's the enchants that matter.<br> Alternatively, you can continue to use CD in mouth combo for a while.
|-
|-
| Armor || +9 to +11 {{#item:450178}} || {{#item:310532}}{{#item:310510}}{{#item:310507}} [[Gray_Wolf_Equipment#Gray_Wolf_Armor_Enchantments| Gray Wolf Gear can be obtained after completing Episode 18]]
| Armor || +9 to +11 {{#item:450178}} <br> +9 to +11 {{#item:450207}} <br> +9 to +11 {{#item:450265}} || GW: {{#item:310532}}{{#item:310510}}{{#item:310507}}. [[Gray_Wolf_Equipment#Gray_Wolf_Armor_Enchantments| Gray Wolf Gear can be obtained after completing Episode 18 ]]  
SF: {{#item:1000717}} or {{#item:1000718}}, {{#item:1000721}}, {{#item:1000773}}. [[Issgard_Equipment#Enchantment_Snow_Flower| Snow Flower gear can be obtained after completing Episode 19 ]]. Only get Snow Flower if the related Ice Flower Magic Stones are easily obtainable (available in vend). <br> Glacier: {{#item:312066}}, {{#item:312063}} or {{#item:312067}}, {{#item:312059}}. [[20_The_Immortal| Glacier gear can be obtained after completing Episode 20 ]].
|-
|-
| Weapon || +9 {{#item:640033}} || {{#item:311353}}{{#item:311351}}{{#item:311349}}{{#item:311343}} '''Just buy this from a seller!'''
| Weapon || +9 {{#item:640033}} || {{#item:311353}}{{#item:311351}}{{#item:311349}}{{#item:311343}} '''Just buy this from a seller!'''
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| Garment || +9 or +11 {{#item:20948}} || You can use {{#item:29001}} {{#item:29001}} depending on how long you plan on staying on Illusion Morpheus Shawl. Make it +11 if you decide to enchant it.  
| Garment || +9 or +11 {{#item:20948}} || You can use {{#item:29001}} {{#item:29001}} depending on how long you plan on staying on Illusion Morpheus Shawl. Make it +11 if you decide to enchant it.  
|-
|-
| Shoe || +9 {{#item:470021}} or +7 {{#item:470088}} || {{#item:310602}} if Gray Wolf
| Shoe || +9 {{#item:470021}} <br> +7 {{#item:470088}} <br> +7 {{#item:450268}} || <br> GW: {{#item:310602}} <br> Glacier: {{#item:312076}}
|-
|-
| Accessory (Right) || {{#item:490064}} or {{#item:490052}} || [[Brilliant_Light_Enchantment| For Brilliant Enchants: Any Happiness, Any Destructive Evil]]. [[Sinful_Enchantment| For Sinful Enchants: Any Horror, Any Dragon Scale]]. I recommend at least level 3 for both.  
| Accessory (Right) || {{#item:490064}} <br> {{#item:490052}} || [[Brilliant_Light_Enchantment| For Brilliant Enchants: Any Happiness, Any Destructive Evil]]. <br> [[Sinful_Enchantment| For Sinful Enchants: Any Horror, Any Dragon Scale]]. I recommend at least level 3 for both.  
|-
|-
| Accessory (Left) || {{#item:490065}} or {{#item:490053}} || [[Brilliant_Light_Enchantment| For Brilliant Enchants: Any Happiness, Any Destructive Evil]]. [[Sinful_Enchantment| For Sinful Enchants: Any Horror, Any Dragon Scale]]. I recommend at least level 3 for both.
| Accessory (Left) || {{#item:490065}} <br> {{#item:490053}} || [[Brilliant_Light_Enchantment| For Brilliant Enchants: Any Happiness, Any Destructive Evil]]. <br> [[Sinful_Enchantment| For Sinful Enchants: Any Horror, Any Dragon Scale]]. I recommend at least level 3 for both.
|}
|}


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# Garment and Shoes.  
# Garment and Shoes.  


Zeny Tip: Thanatos 11 and 12 are great places to farm at this point and in general, and you'll be able to farm the materials for your accessories. {{#item:12710}} will help tremendously to prevent the {{#skill:30}} debuff effect.
Zeny Tip: Thanatos 11 and 12 are great places to farm at this point and in general, and you'll be able to farm the materials for your accessories. {{#item:12710}} will help tremendously to prevent the {{#skill:30}} debuff effect.


=== Phase Three ===
=== Phase Three ===
You can sit pretty comfortably on the Phase Two gears for a while. The best spots to upgrade are probably the Garment and Shoes if you're still on Grace. Now would be a good time to start farming your [[Shadow_Gear#Master_Shadow_Gear| Master Shadow gear]] as well!
You can sit pretty comfortably on the Phase Two gears for a while. The best spots to upgrade are probably the Garment and Shoes if you're still on Grace. Now would be a good time to start farming your [[Shadow_Gear|Shadow gear]] as well!


Dim Glacier Weapons are a great place to start dipping your toes into the [[Grade_Enhancing| painful world of item grading]]! Luckily, the {{#item:101637}} helps ease you in. [[Issgard_Equipment|Dim Glacier and Snow equipment can be obtained after completing Episode 19]]. The Dim Glacier Staff is much stronger initially, but the s.matk you gain from {{#skill:5228}} will lose value as you gain more s.matk.
Dim Glacier Weapons are a great place to start dipping your toes into the [[Grade_Enhancing| painful world of item grading]]! Luckily, the {{#item:101637}} helps ease you in. [[Issgard_Equipment|Dim Glacier and Snow equipment can be obtained after completing Episode 19]].
I highly recommend the Dim Glacier Wand over the Dim Glacier Staff. The Dim Glacier Staff is stronger initially, but the s.matk you gain from {{#skill:5228}} will lose value as you gain more s.matk.
* For other magic classes, the main difference here is going to be in the weapon you use.
* For other magic classes, the main difference here is going to be in the weapon you use.


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! Type !! Item !! Notes
! Type !! Item !! Notes
|-
|-
| Upper || +9 to +11 {{#item:400154}} ||  
| Upper || +9 to +11 {{#item:400154}} or +9 {{#item:400111}}|| [[Equipment_Crafting#Orbs_of_Survival.2C_Survival_Circlet.2C_Heart_Wings_Hairband.2C_Rosary.27s_Necklace.2C_Drooping_Gunslinger| To Craft]] and [[Various_Headgears_Reform#Survival_Circlet| To Reform the Survival Circlet]]. [[Equipment_Crafting#EXP_Advisor,_Vesper_Headgear|To Craft the Vesper Helmet]]
|-
|-
| Middle || {{#item:410017}} or {{#item:410080}} ||
| Middle || {{#item:410017}} or {{#item:410080}} || Deep Blue Sunglasses provides a lot of VCT reduction you may need with the Convertible Magical Wing. Battle Processor provides more damage.
|-
|-
| Lower || {{#item:420066}} ||  
| Lower || {{#item:420066}} <br> {{#item:420022}} || OoS: [[Equipment_Crafting#Orbs_of_Survival.2C_Survival_Circlet.2C_Heart_Wings_Hairband.2C_Rosary.27s_Necklace.2C_Drooping_Gunslinger| To Craft]] and [[Various_Headgears_Reform#Orbs_of_Survival| To Reform]]. Use OoS if you're using Survival Circlet. <br> YL: {{#item:311081}} or {{#item:310985}}, {{#item:4814}} or {{#item:310989}}, {{#item:4712}}. Use Young Leaf if you are using Vesper Helm. Any Young Leaf is fine; it's the enchants that matter.
|-
|-
| Armor || +11 {{#item:450178}} || {{#item:310532}}{{#item:310510}}{{#item:310507}}
| Armor || +11 {{#item:450178}} <br> +9 to +11 {{#item:450207}} <br> +9 to +11 {{#item:450265}}|| GW: {{#item:310532}}{{#item:310510}}{{#item:310507}} <br> SF: {{#item:1000717}} or {{#item:1000718}}, {{#item:1000721}}, {{#item:1000773}} <br> Glacier: {{#item:312066}}, {{#item:312063}} or {{#item:312067}}, {{#item:312059}}
|-
|-
| Weapon || +12 [A]{{#item:640034}} or +12[A] {{#item:550089}} || {{#item:311458}}{{#item:311294}}{{#item:311294}}
| Weapon || +12[A] {{#item:550089}} || {{#item:311458}}{{#item:311294}}{{#item:311294}}
|-
|-
| Shield || +10 {{#item:460018}} || {{#item:29001}} {{#item:29001}} Use the shield if you're using a One-Handed weapon.  
| Shield || +11 {{#item:460018}} <br> +10 {{#item:460040}} || ISG: {{#item:29001}} {{#item:29001}} <br> Glacier: Your choice on the enchants for the Glacier Guard. <br> Switch to shield if you're using a One-Handed weapon.  
|-
|-
| Garment || +11 {{#item:480125}} || Please see below notes for more information on the convertible Wing
| Garment || +11 {{#item:480125}} <br> +9 or +10 {{#item:450267}} || CMW: Please see below notes for more information on the convertible Wing <br> Glacier: {{#item:312070}} for Slot 2
|-
|-
| Shoe || +7 to +9 [C] {{#item:470204}} || Start on the Dim Glacier Weapon until you have the 30 {{#item:1001033}} [[Equipment_Crafting#Pirate_Captain's_Coat,_Moan_of_Corruption,_Crown_of_Beelzebub| to craft it]]
| Shoe || +7 to +9 [C] {{#item:470204}} || Start on the Dim Glacier Weapon until you have the 30 {{#item:1001033}} [[Equipment_Crafting#Pirate_Captain's_Coat,_Moan_of_Corruption,_Crown_of_Beelzebub| to craft it]]
|-
|-
| Accessory (Right) || {{#item:490064}} or {{#item:490052}} ||  
| Accessory (Right) || {{#item:490064}} <br> {{#item:490052}} || [[Brilliant_Light_Enchantment| For Brilliant Enchants: Any Happiness, Any Destructive Evil]]. <br> [[Sinful_Enchantment| For Sinful Enchants: Any Horror, Any Dragon Scale]]. I recommend at least level 3 for both.
|-
|-
| Accessory (Left) || {{#item:490065}} or {{#item:490053}} ||
| Accessory (Left) || {{#item:490065}} <br> {{#item:490053}} || [[Brilliant_Light_Enchantment| For Brilliant Enchants: Any Happiness, Any Destructive Evil]]. <br> [[Sinful_Enchantment| For Sinful Enchants: Any Horror, Any Dragon Scale]]. I recommend at least level 3 for both.
|}
|}


Line 149: Line 178:
* You can use Safe to Refine Tickets on {{#item:20732}}, {{#item:20733}}, {{#item:16030}}, and {{#item:480125}}
* You can use Safe to Refine Tickets on {{#item:20732}}, {{#item:20733}}, {{#item:16030}}, and {{#item:480125}}


Zeny Tip: You should be able to farm comfortably at Clock Tower Basement and Niflheim 2 now, and they'll provide a lot of great end-game material as well. As mentioned, now would be a great time to work on your shadow gear, as both those maps provide {{#item:25729}.
As mentioned, now would be a great time to work on your shadow gear, particularly your {{#item:24665}} and {{#item:24668}}!
 
Zeny Tip: [[Rudus|Rudus F4]] and [[Niflheim|Niflheim Dungeon F1]] will be great places to farm Zelunium and Shadowdecon until you're strong enough to farm in [[Niflheim|Niflheim Dungeon F2]] and [[Clock Tower Unknown Basement|Clock Tower Basement]]


=== Phase Four ===
=== Phase Four ===
We're almost at End Game. Time to make some of the tougher gears. You can skip to Phase Five if you think you can comfortably get the Equipment from Constellation Tower (Hard).  
We're almost at End Game. Time to make some of the tougher gears. You can skip to Phase Five if you think you can comfortably get the Equipment from Constellation Tower (Hard), Alice Twisted Madness (Hard), Depth 1 and 2, and Hall of Life.  


Note: The Vesper Headgear is time-gated, requiring mysterious ores from a 24hr cooldown instance. I recommend going ahead and farming these daily with some friends before you get to Phase Four.
Please keep in mind that {{#item:480125}} provides a lot of VCT reduction which you may need as part of your build.  


{| class="wikitable"
{| class="wikitable"
Line 167: Line 198:
| Lower || {{#item:420022}} || {{#item:311081}} or {{#item:310985}}, {{#item:4814}} or {{#item:310989}}, {{#item:4712}}. Do not change to Young Leaf until you switch to the Vesper Headgear. Any Young Leaf is fine; it's the enchants that matter.  
| Lower || {{#item:420022}} || {{#item:311081}} or {{#item:310985}}, {{#item:4814}} or {{#item:310989}}, {{#item:4712}}. Do not change to Young Leaf until you switch to the Vesper Headgear. Any Young Leaf is fine; it's the enchants that matter.  
|-
|-
| Armor || +11 {{#item:450178}} || {{#item:310532}}{{#item:310510}}{{#item:310507}}
| Armor || +11 {{#item:450178}} <br> +9 to +11 {{#item:450207}} <br> +9 to +11 {{#item:450265}} || GW: {{#item:310532}}{{#item:310510}}{{#item:310507}} <br> SF: {{#item:1000717}} or {{#item:1000718}}, {{#item:1000721}}, {{#item:1000773}} <br> Glacier: {{#item:312066}}, {{#item:312063}} or {{#item:312067}}, {{#item:312059}}
|-
|-
| Weapon || +12 [A]{{#item:640034}} or +12 [A] {{#item:550089}} || {{#item:311458}}{{#item:311294}}{{#item:311294}}
| Weapon || +12 [A] {{#item:550089}} || {{#item:311458}}{{#item:311294}}{{#item:311294}}
|-
|-
| Shield || +11 {{#item:460018}} || {{#item:29001}} {{#item:29001}} Use the shield if you're using a One-Handed weapon.  
| Shield || +11 {{#item:460018}} or <br> +10 or +11 [C] {{#item:460040}} || ISG: {{#item:29001}} {{#item:29001}} <br> Glacier: Your choice on the enchants for the Glacier Guard.
|-
|-
| Garment || +11 {{#item:480125}} ||
| Garment || +11 to +12 {{#item:480125}} <br> +11 [A] {{#item:480233}} <br> +11 [A] {{#item:480284}} || <br> DRM: {{#item:310925}}{{#item:4714}} Second Slot Enchant is your choice. <br> Dim: {{#item:312157}}, {{#item:312156}}, {{#item:312136}}
|-
|-
| Shoe || +12 [A] {{#item:470204}} ||
| Shoe || +12 [A] {{#item:470204}} ||
Line 181: Line 212:
| Accessory (Left) || {{#item:490307}} || {{#item:311958}}{{#item:311998}} Second Slot Enchant is your choice. Best is {{#item:311943}} but it's a .05% chance.
| Accessory (Left) || {{#item:490307}} || {{#item:311958}}{{#item:311998}} Second Slot Enchant is your choice. Best is {{#item:311943}} but it's a .05% chance.
|}
|}
{{#item:490052}} and {{#item:490053}} will still be useful to have while working on Phase 5 due to its race modifiers against dragon which will be very strong against Betelgeuse and Jabberwocky.
<big><span style="color:#871b1b">Gaebolg and Yorscalp Gear</span></big><br>
[[21_Age_of_Heroes#Equipment|Gaebolg and Yorscalp Gear]] are both powerful gears that will provide an increase in damage from Phase 4 (especially Yorscalp). However, due to the high cost of resources, high reputation costs, and the difficult mvps/instances needed to create and enchant these gears, I do not currently recommend them as an intermediate step between Phases 4 and 5. Instead, I recommend that you go directly to Phase 5.


=== Phase Five ===
=== Phase Five ===
AKA the final phase. I was considering combining Phase Four with Phase Five, but Phase Five is essentially gated by the Gear that you get from Constellation Tower.  
Phase Five revolves around the gear you get from Constellation Tower, Alice Twisted Madness, and Biosphere Depths and Depths 2.
The Enchants on the Stellar Spell Seal provide a large boost in VCT reduction that you'll need after losing the Convertible Magical Wing and Wolf Robe. I don't recommend switching out of the Convertible Magical Wing until you get the Stellar Spell Seal fully enchanted and upgraded.  
The Enchants on the Stellar Spell Seal provide a large boost in VCT reduction that you may need after losing the Convertible Magical Wing and Wolf Robe, so I would prioritize this if you are having trouble with VCT.
 
Standalone, {{#item:450284}} is the better armor, particularly against bosses. However, you will still likely need {{#item:450173}} before being able to farm Biosphere Depths effectively. Additionally, {{#item:450173}} will be stronger with the rest of the Hall of Life gear.
 
The Items from Alice Twisted Madness can provide S.Matk and Magic Damage with Element or provide a lot of VCT Reduction. You should get enchants according to the amount of VCT reduction you need for your build.  
 
I recommend sticking with Dim/Vesper over TDRC/Time Gap, as the investment might not be worthwhile since Yorscalp/Wepawet will be better for two handed builds. However, if you think you need the upgrade ahead of Phase Six, go for it!
 
{{#item:400724}} is much stronger than {{#item:400111}} with the proc on {{#item:313427}}. Otherwise, {{#item:400111}} is stronger.
 
Dependent on market prices of material and parties, you may be able to skip {{#item:480233}} and work on {{#item:480351}} and {{#item:490485}}.


{| class="wikitable"
{| class="wikitable"
Line 191: Line 237:
! Type !! Item !! Notes
! Type !! Item !! Notes
|-
|-
| Upper || +11 to +12  [A]{{#item:400111}} ||  
| Upper || +11 to +12  [A]{{#item:400111}} <br> +12  [A]{{#item:400535}} <br> +12 [A]{{#item:400724}} || <br> TD: {{#item:4714}},  {{#item:312700}} or {{#item:312718}} or {{#item:312709}}, {{#item:312759}} <br> Yorscalp: {{#item:4714}}, {{#item:313413}} or {{#item:313417}} or {{#item:313421}}, {{#item:313427}}
|-
|-
| Middle || {{#item:410017}} or {{#item:410080}} ||
| Middle || {{#item:410233}} ||
|-
|-
| Lower || {{#item:420022}} || {{#item:311081}} or {{#item:310985}}, {{#item:4814}} or {{#item:310989}}, {{#item:4712}}
| Lower || {{#item:420213}} ||
|-
|-
| Armor || +11 to +12 [A]{{#item:450173}} || {{#item:310688}},{{#item:310738}} or {{#item:310744}}, {{#item:4714}}
| Armor || +12 [A]{{#item:450173}} <br> +11 to +12 [A]{{#item:450284}} || Nebula: {{#item:310688}},{{#item:310738}} or {{#item:310744}}, {{#item:4714}} <br> Depth: {{#item:312374}}, {{#item:312364}}, {{#item:312359}}
|-
|-
| Weapon || +12 [A]{{#item:640034}} or +12 [A] {{#item:550089}} || {{#item:311458}}{{#item:311294}}{{#item:311294}}
| Weapon || +12 [A] {{#item:550089}} <br> +12 [A] {{#item:640054}} || Dim: {{#item:311458}}{{#item:311294}}{{#item:311294}} <br> Time Gap: For the Time Gap Weapon, use the enchant you prefer.
|-
|-
| Shield || +11 {{#item:460018}} || {{#item:29001}} {{#item:29001}} Use the shield if you're using a One-Handed weapon.  
| Shield || +9 to +12 [A] {{#item:460020}} <br> +10 to +12  [C] {{#item:460040}} || MB: {{#item:310856}}, {{#item:310860}}, or {{#item:310872}}. <br> Glacier: Your choice on the enchants for the Glacier Guard. <br> With the Time Gap Weapons, you will not be able to use a shield.
|-
|-
| Garment || +11 [A] {{#item:480233}} || {{#item:310925}}{{#item:4714}} Second Slot Enchant is your choice.
| Garment || +11 [A] {{#item:480233}} || {{#item:310925}}{{#item:4714}} Second Slot Enchant is your choice.
Line 207: Line 253:
| Shoe || +12 [A] {{#item:470204}} ||
| Shoe || +12 [A] {{#item:470204}} ||
|-
|-
| Accessory (Right) || {{#item:490136}} || {{#item:310711}}{{#item:310711}}
| Accessory (Right) || {{#item:490136}} || SSS: {{#item:310711}}{{#item:310711}}{{#item:313038}}
|-
| Accessory (Left) || {{#item:490307}} || {{#item:311958}}{{#item:311998}} Second Slot Enchant is your choice. Best is {{#item:311943}} but it's a .05% chance.
|}
 
In terms of Priority I would recommend:
# {{#item:450173}} and {{#item:490136}} with the {{#item:310711}}{{#item:310711}} enchants
# {{#item:410233}} and {{#item:420213}}
# {{#item:490136}} with the {{#item:313038}} enchant
 
=== Phase Six ===
AKA the final phase. Phase Six involves the toughest gear to get from Hall of Life and Chapter 1.
 
The choice between {{#item:640067}} vs. {{#item:550089}} will depend on you. The {{#item:640067}} has significantly stronger dps. However, {{#item:550089}} allows better survivability since it allows the use of a shield, and it provides other stats you may need such as ACD, ASPD, etc. As such, I kept it there for one handed enjoyers.
 
{{#item:400724}} is much stronger than {{#item:400111}} with the proc on {{#item:313427}}. Otherwise, {{#item:400111}} is stronger.
 
For the enchants on {{#item:400724}}, the level 4 enchants are very difficult to get, so most players settle for the level 3 enchant. Don't let me stop you though!
 
Shout out to Aewu for helping me with this section!
 
{| class="wikitable"
|+ Phase 6 Gear
|-
! Type !! Item !! Notes
|-
| Upper || +11 to +12  [A]{{#item:400111}} <br> +12 [A]{{#item:400724}} || <br> Yorscalp: {{#item:4714}}, {{#item:313412}} or {{#item:313415}} or {{#item:313420}}, {{#item:313427}}
|-
| Middle || {{#item:410233}} ||
|-
| Lower || {{#item:420213}} ||
|-
| Armor || +12 [A]{{#item:450173}} || {{#item:310688}},{{#item:310738}} or {{#item:310744}}, {{#item:4714}}
|-
|-
| Accessory (Left) || {{#item:490307}} || {{#item:311958}}{{#item:311998}} Second Slot Enchant is your choice. Best is {{#item:311943}}
| Weapon || +12 [A]{{#item:550089}} <br> +12 [A]{{#item:640067}} || Dim: {{#item:311458}}{{#item:311294}}{{#item:311294}} <br> Wepawet: Most useful will be Magic Damage of Ghost, MATK%, or VCT (as necessary for your build).
|-
| Shield || +9 to +12 [A] {{#item:460020}} <br> +10 to +12  [C] {{#item:460040}} <br>|| MB: {{#item:310856}}, {{#item:310860}}, or {{#item:310872}}. <br> Glacier: Your choice on the enchants for the Glacier Guard. <br> With Wepawet, you can't use shield.
|-
| Garment || +11 to +12 [A] {{#item:480351}} || {{#item:312518}}, {{#item:312558}}, {{#item:313018}}
|-
| Shoe || +12 [A] {{#item:470338}} || {{#item:313926}}, Your choice for Slot 3 and 4
|-
| Accessory (Right) || {{#item:490136}} || SSS: {{#item:310711}}{{#item:310711}}{{#item:313038}}
|-
| Accessory (Left) || {{#item:490485}} || {{#item:312981}}, {{#item:312996}}
|}
|}


For pure damage, {{#item:490304}} is better than {{#item:490136}} due to the power of the Second Slot Enchant. However, the Second Slot Enchant is limited to two races (unless you get the normal/boss enchant). Additionally, the Stellar Seal gives 30% variable cast reduction from a single accessory which is very powerful.  
In terms of Priority I would recommend:
# {{#item:480351}} and {{#item:490485}}
# {{#item:400724}}, {{#item:640067}}, and {{#item:470338}}
 
After completing Phase 6 for gear, you can work on Special Master Shadow Gear if you decide to go that route for shadow gear.


{{#item:490052}} and {{#item:490053}} will still be useful to have due to its race modifiers against dragon which will be very strong against Betelgeuse.
== Misc ==
=== Shadow Gear ===
For more information on Magic Shadow Gear, please check out the [[Choi's_Guide_To_Magic#Shadow_Gear|Shadow Gear section on the Guide to Magic]].


=== Misc ===
Some great options for mixed Blue Shadow Gear are:
[[Shadow_Gear|Shadow Gear]]: the [[Shadow_Gear#Master_Shadow_Gear| Master Shadow Gear]] provides the greatest damage boost for magic classes. Especially those that primarily focus on one ability, as [[Shadow_Enchanting#Master_Shadow_Gear_Enchanting| the enchants will increase the damage for one ability]]. <br>
* Armor: {{#item:24883}}
[[Costume_Enchants_(Fashion_Points)#Enchant_Stones| Costume Stones]]: The Arch Bishop ({{#item:1000857}}, {{#item:1000859}}, and {{#item:25709}}/{{#item:1000019}}) Combo provides the largest Magic Damage increase. <br>
* Weapon: {{#item:24753}}
[[Pet_System|Cute Pets]]: {{#item:9122}} or {{#item:9134}} are good choices.  
* Shield: {{#item:24754}}
* Shoes: {{#item:24884}}
* Earring: {{#item:24665}}
* Pendant: {{#item:24668}}
 
For Special Master Shadow Gear:
* Armor: {{#item:24997}}/{{#item:24993}}
* Weapon: {{#item:24792}}
* Shield: {{#item:24793}}
* Shoes: {{#item:24998}}/{{#item:24994}}
* Earring: {{#item:24999}}/{{#item:24995}}
* Pendant: {{#item:1270000}}/{{#item:24996}}
 
=== Costume Stones and Pets ===
[[Costume_Enchants_(Fashion_Points)#Enchant_Stones| Costume Stones]]: <br>
* Arch Mage Combo: {{#item: 1001787}}, {{#item: 1000613}}, {{#item: 1000614}}, {{#item: 1000615}}<br>
* Arch Bishop Combo: {{#item:1000857}}, {{#item:1000859}}, and {{#item:25709}}/{{#item:1000019}} <br><br>
 
[[Pet_System|Cute Pets]]: {{#item:9122}}, {{#item:9134}}, and Icewind Egg (9147) are good choices.
 
=== Cards ===
You can find a list of cards to use in my [[Choi's_Guide_To_Magic#Cards|Guide to Magic]].
{| class="wikitable"
{| class="wikitable"
|+ Cards
|+ Cards
Line 229: Line 344:
| Middle || {{#item:4598}} or {{#item:4169}} || Depends on how much VCT you need
| Middle || {{#item:4598}} or {{#item:4169}} || Depends on how much VCT you need
|-
|-
| Armor || {{#item:4392}} or {{#item:300376}} || {{#item:4392}} Pairs with {{#item:300269}}
| Armor || {{#item:4392}}, {{#item:300665}}, {{#item:300529}}, {{#item:300376}}, or {{#item:300308}} || {{#item:300529}} Pairs with {{#item:300521}}.{{#item:4392}} Pairs with {{#item:300269}}, {{#item:300665}} pairs with {{#item: 300662}} and {{#item:300660}}
|-
|-
| Weapon || {{#item:27384}} ||
| Weapon || {{#item:27384}}, {{#item: 300662}} and {{#item:300660}}, {{#item:300520}} and {{#item:300507}}, or {{#item:300455}} || {{#item:300455}} Pairs with {{#item:300458}}. {{#item:300520}} and {{#item:300507}} should be used with two handed staffs.
|-
|-
| Shield || {{#item:27385}} ||
| Shield || {{#item:27385}} or {{#item:300379}} || {{#item:300379}} should be used on a +12 shield
|-
|-
| Garment || {{#item:300269}} or {{#item:300375}} ||
| Garment || {{#item:300269}}, {{#item:300521}}, {{#item:300375}}, {{#item:300424}}, or {{#item:300372}} ||  
|-
|-
| Shoe || {{#item:4658}} ||
| Shoe || {{#item:4658}} or {{#item:300458}} || {{#item:300455}} Pairs with {{#item:300458}}
|-
|-
| Accessory (Right) || {{#item:4577}} ||  
| Accessory (Right) || {{#item:300470}}, {{#item:4577}}, {{#item:4040}}|| {{#item:4040}} allows the use of teleport!
|-
|-
| Accessory (Left) || {{#item:300370}} ||  
| Accessory (Left) || {{#item:300370}} ||  
|}
|}


== Damage Calculations and Diminishing Returns ==
For other classes or builds, [[Madame_Celery's_Guide_to_MuhRO#Card_List|Celery's guide has a great list of relevant cards]].
The formula for Soul Vulcan Strike is MATK (((250 * Skill Level) + (15 * SPL)) * (Base Level/100))%. Afterwards, all modifiers applied on your ability's damage is multiplicative. Other than the specific skill's formula, the behavior for the modifiers are similar for all magic damage abilities.  
 
* Spell Magic Attack (S.MATK): Final status magic attack and final equipment magic attack increases by %. This is increased by your equipment but also the SPL and CON from your traits.  
== Crimson Arrow Build ==  
* Skill Damage Modifier: Modifiers to a specific skill's damage. e.g. the {{#item:311294}} enchant on your Dim Glacier Weapon.  
 
* Skill Element Modifier: Modifiers to your magical damage with a specific element. e.g. the {{#item:311458}} enchant on your Dim Glacier Weapon.
{{#skill:5235}} Build is a very powerful build that provides both great damage and supportive abilities, and it thrives in party settings with multiple DPS. This build is especially useful for difficult bosses like {{#linkmob:20994}} and {{#linkmob:22174}}. With Comet and All Bloom, you can increase the overall output of your party's damage by a significant amount, especially if they are using fire element. However, I don't recommend this build for general farming due to Crimson Arrow's small AOE and its reliance on {{#item:640049}} limiting the use of shields. Generally, most concepts from the SVS build will carry over in this build. However, here are some additional details to help you with the build:
* Element Modifier: Modifiers to your magical damage against a specific element. e.g. {{#item:27108}}
 
* Race Modifier: Modifiers to your magical damage against a specific race. e.g. {{#item:310246}}
While the SVS build relies heavily on its ground skills for DPS, the Crimson Arrow build does not. As such, the Crimson Arrow build does not incur a DPS loss from the damage loss on Climax 4 All Bloom and benefits from the Fire bonus.
* Size Modifier: Modifiers to your magical damage against a specific size. e.g. {{#item:27384}}
 
* Class Modifier: Modifiers to your magical damage against a specific class (Boss or Normal). e.g. {{#item:311943}} and {{#item:311942}}
* {{#skill:5235}}: Your main damage ability. Crimson Arrow is a very powerful fire element ability with a low cooldown. It provides a lot of DPS but a small AoE making it ideal for instances with high hp bosses.  
You can check your total modifiers through the command @bs in game.
* {{#skill:5222}}: All Bloom with {{#skill:5232}} level 4 provides a massive debuff on all targets within range that increases damage taken by fire element by 100% for 30 seconds.  
* {{#skill:2213}} AKA {{#skill:2231}} and {{#skill:2230}}: A large AoE skill that provides decent damage. However, it's main use is that it applies a 50% elemental resist decrease debuff for 20s to targets hit by it. However, rather than casting the actual ability, most Arch Mages opt to using Reading Spell Book with {{#item:100073}} and using Release to cast it to avoid any cast time.  
 
In a party setting, you will want to ensure that the debuffs are constantly applied on the boss by casting Climax 4 All Bloom and Comet on it every 20 seconds. During that time, you will want to DPS it using Crimson Arrow.
 
Crimson Arrow is a pretty expensive build because it has a lot of requirements to maximize dps. {{#skill:5235}} has a 1.5s FCT, .3s cooldown, and a .5s aftercast delay. To maximize your casts per second, your goal should be to get 1.5s fixed cast reduction, 100% VCT reduction, and at least 40% ACD reduction and 185 ASPD. Additionally, you can opt to get 100% VCT through stats. [[Choi's_Guide_To_Magic#Stats_and_Traits|More information on VCT, ACD, and ASPD requirements can be found in the Guide to Magic]].
 
{| class="wikitable"
|+ Crimson Arrow Phase Five Gear
|-
! Type !! Item !! Notes
|-
| Upper || +12  [A]{{#item:400535}} || {{#item:4714}}, {{#item:312718}} or {{#item:312700}}, {{#item:312759}}
|-
| Middle || {{#item:410233}} || VCT or ACD Reduction Enchants.
|-
| Lower || {{#item:420213}} ||
|-
| Armor || +12 [A]{{#item:450173}} <br> +11 to +12 [A]{{#item:450284}} || Nebula: {{#item:310688}},{{#item:310738}} or {{#item:310744}}, {{#item:4714}} <br> Depth: {{#item:312374}}, {{#item:312364}}, {{#item:312359}}
|-
| Weapon || +12 [A] {{#item:640049}} || For Rigel: {{#item:312800}}, {{#item:311934}}. For Betel: {{#item:312800}}, {{#item:311928}}
|-
| Garment || +11 [A] {{#item:480233}} <br> +11 [A] {{#item:480284}} || DRM: {{#item:310925}}{{#item:4714}} Second Slot Enchant is your choice. <br> Dim: {{#item:312157}}, {{#item:312156}},
|-
| Shoe || +12 [A] {{#item:470204}} ||
|-
| Accessory (Right) || {{#item:490136}} || SSS: {{#item:310711}}{{#item:310711}}{{#item:313038}}
|-
| Accessory (Left) || {{#item:490307}} || <br> {{#item:311958}}, {{#item:311998}}. For Rigel: {{#item:311934}}. For Betel: {{#item:311929}}
|}
<br>
The Gear in Phase Five is assuming that you are using this build for Rigel and Betel. The Gear in Phase Six is the final end game gear.
 
Overall, {{#item:640064}} is the stronger DPS build and focuses on Climax 3. {{#item:400724}} will provide more dps with the {{#item:313427}} proc. Otherwise, {{#item:400981}} is stronger.<br>
{{#item:400535}}/{{#item:640049}} is the stronger Crimson Arrow focused build and focuses on Climax 4.<br>
 
<br>
{| class="wikitable"
|+ Crimson Arrow Phase Six Gear
|-
! Type !! Item !! Notes
|-
| Upper || +12 [A]{{#item:400535}} <br> +12[A]{{#item:400981}} <br> +12[A]{{#item:400724}} || TDRC: {{#item:4714}}, {{#item:312718}} or {{#item:312700}}, {{#item:312759}} <br> Frontier: {{#item:4714}}, {{#item:312718}} or {{#item:312700}}, {{#item:312759}} <br> Yorscalp: {{#item:4714}}, {{#item:313412}} or {{#item:313415}} or {{#item:313420}}, {{#item:313427}}
|-
| Middle || {{#item:410233}} || VCT or ACD Reduction Enchants.  
|-
| Lower || {{#item:420213}} ||
|-
| Armor || +12 [A]{{#item:450173}} || {{#item:310688}},{{#item:310738}} or {{#item:310744}}, {{#item:4714}}
|-
| Weapon || +12 [A]{{#item:640049}} <br> +12 [A]{{#item:640064}} || Time Dim: Use the Enchant you prefer <br> FAC: Most useful will be Magic Damage of fire or earth, MATK%, or VCT (as necessary for your build).
|-
| Garment || +11 to +12 [A] {{#item:480351}} || {{#item:312518}}, {{#item:312558}}, {{#item:313018}}
|-
| Shoe || +12 [A] {{#item:470337}} || {{#item:313920}}, Your choice for Slot 3 and 4
|-
| Accessory (Right) || {{#item:490136}} || SSS: {{#item:310711}}{{#item:310711}}{{#item:313038}}
|-
| Accessory (Left) || {{#item:490485}} || {{#item:312981}}, {{#item:312996}}
|}


The formula can then further be broken out for Soul Vulcan Strike to say S.Matk ((MATK * (1+ MATK%))(((250 * Skill Level) + (15 * SPL)) * (Base Level/100))% * (1 + Skill Damage Modifier) * (1 + Skill Element Modifier) * (1 + Element Modifier) * (1 + Race Modifier) * (1 + Size Modifier) * (1 + Class Modifier)).
<big>
'''Cards'''</big>


The main takeaway is that the modifiers that you add are multiplicative with one another, so when thinking about gears and cards, you should consider two important concepts:  
You can find a list of cards to use in the [[Choi's_Guide_To_Magic#Cards|Guide to Magic]].
* Each additional increase in a specific modifier provides less benefits the more of that modifier you already have.
{| class="wikitable"
* Spreading out your modifiers is more beneficial than indexing into one modifier.
|+ Cards
|-
! Type !! Item !! Notes
|-
| Upper || {{#item:4599}}, {{#item:300456}} {{#item:4366}} ||
|-
| Middle || {{#item:27396}} or {{#item:4169}} ||
|-
| Armor || {{#item:300376}}, {{#item:300529}}, {{#item:300665}} || {{#item:300529}} Pairs with {{#item:300521}}. {{#item:300665}} pairs with {{#item: 300662}} and {{#item:300660}}
|-
| Weapon || {{#item: 300662}} and {{#item:300660}}, {{#item:300520}} and {{#item:300507}}, or {{#item:300455}} || {{#item:300455}} Pairs with {{#item:300458}}
|-
| Garment || {{#item:300521}}, {{#item:300424}} or {{#item:4657}} ||
|-
| Shoe || {{#item:4658}}, {{#item:300458}}, or {{#item:300179}} || {{#item:300455}} Pairs with {{#item:300458}}
|-
| Accessory (Right) || {{#item:300469}} or {{#item:300268}} ||
|-
| Accessory (Left) || {{#item:300216}} ||
|}


To put this into a relevant example, {{#item:300265}} and {{#item:27384}} on a +12 staff provides 30% Skill Element Modifier or 20% Size modifier, respectively.
<big>
For this example, if you already have a 50% Size Modifier, the {{#item:27384}} will provide more benefit than {{#item:300265}} once you already have 130% additional damage with element:
'''Costume Stones'''</big><br>
* {{#item:300265}}: (2.3 + .3) * (1.5) = 3.9
Some additional useful Costume Stones for CA AM are: {{#item:1002405}}, {{#item:1002408}}, {{#item:1002409}}, and {{#item:1002410}}
* {{#item:27384}}: (2.3) * (1.5 + .2) = 3.91
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