Choi's SVS Arch Mage Guide
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 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!
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, 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 Neutral, Holy, Poison, and 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
Relevant Skills
- Soul Vulcan Strike: Your bread-and-butter ability. The formula for Soul Vulcan Strike is MATK (((250 * Skill Level) + (3 * SPL)) * (Base Level/100))%.
- Mystery Illusion: 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.
- 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!
- Mystical Amplification: Provides a 1.5x Matk buff. It has no cooldown, so you should always try to keep it up!
- 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.
- Drain Life: 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.
- Comet AKA Reading Spell Book and Release: 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 Spell Book (Comet) (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!
- Climax: 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.
- All Bloom: A fire elemental 9x9 ground skill that does significant damage.
- Violent Quake: 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.
- Rain of Crystal: A water elemental 13x13 AoE skill that hits targets around you. One of your biggest AoEs.
- Destructive Hurricane: A wind elemental 11x11 AoE skill that hits targets around you.
- Tornado Storm: A wind elemental 9x9 ground skill.
- Floral Flare Road: A fire elemental 9x9 ground skill.
- Astral Strike: A powerful neutral elemental 11x11 ground skill. It benefits from the bonus from One Eye Dollocaris Card (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.
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
Madame Celery's Guide to MuhRO 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. As you read through, you can look at the 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.
Phase Eden
At Level 100, you can talk with Labraham and Louis at @go Eden to get your Advanced Paradise Gear. These gears will require Old Pick (7318) , Blue Hair (1034) , and Elastic Band (7200) .
Additionally, you can talk with Lucy in the same room to receive your Advanced Paradise Shadow Gear by renting it for 20 Eden Coins for 3 days or buying the set permanently for 230 in total.
Phase One
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).
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.
Fixed Cast Time can be reduced by equipment (Most often through Shoes, Costume Enchant Stones, Accessories, and Higher Level Headgear).
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)).
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 Grace Magic Boots [1] (470021) , which can be obtained after completing the 17.1 Questline from the Sentinel NPC. The boots are the easiest way to obtain some Fixed Cast Reduction, providing .5s at Refine Level 7.
At Level 170, you will have access to the Illusion of Labyrinth and its related equipment. The Illusion Morpheus Set will provide a good boost in damage, and a +9 Illusion Morpheus's Hood [1] (19428) will give you Skill Cast Interruption Protection.
Lastly, the Advanced Paradise Equipment does not provide a Middle or Lower Headgear, so getting middle and lower headgears will provide an easy upgrade.
Type | Item | Notes |
---|---|---|
Upper | +9 to +11 Illusion Morpheus's Hood [1] (19428) | You can use Rune of Intellect Lv2 (29001) Rune of Intellect Lv2 (29001) depending on how long you plan on staying on Illusion Morpheus Hood. Make it +11 if you decide to enchant it. |
Middle | Cor Core Booster (410091) or Cor Core Booster [1] (410092) | Depending on if you have a card or not. |
Lower | CD in Mouth (420003) | |
Armor | Advanced Paradise Robe (450186) or +7 to +9 Grace Crimson Robe [1] (450110) | Crimson Bolt is a good secondary ability while you level. |
Weapon | +7 to +11 Illusion Thorny Staff of Darkness [2] (550030) , +7 to +9 Illusion Survivor's Staff [2] (2051) , or +8 to +10 Illusion Wizardry Staff [2] (2039) | |
Shield | N/A | The Two Handed Mastery Passive provides +20 S.Matk, so use Two Handed for now. |
Garment | +9 to +11 Illusion Morpheus's Shawl [1] (20948) +7 or +9 Grace Magic Manteau [1] (480019) |
You can use Rune of Intellect Lv2 (29001) Rune of Intellect Lv2 (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 Grace Magic Boots [1] (470021) | |
Accessory (Right) | Illusion Morpheus's Ring [1] (32238) or Grace Magic Ring [1] (490020) | Use the Grace Ring if you're using the Grace set. |
Accessory (Left) | Illusion Morpheus's Bracelet [1] (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 Underwater Refinement Box (100425) and Labyrinth Refinement Box (100423) to upgrade your gear or to make Safe to Refine tickets!
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 Gray Wolf Shoes [1] (470088) with the Wolf Orb (Fixed Casting) Lv.3 (310602) or whether you want to sit on the Grace Magic Boots [1] (470021) until Phase Three.
The Brilliant/ Sinful Sapphire Accessory Pairs give a good amount of damage and provide .2s and .3s FCT reduction respectively. With the Minor Casting Stone (Garment) (25170) that gives .3s FCT reduction, you'll have a total of 1s or 1.1s FCT reduction. Additionally, you can get a Warlock Stone (1000614) for .5s FCT reduction. I do not recommend getting a Cast Stone (Garment) (25067) if it's too expensive, as you'll already have enough FCT!
Moving forward, we're just working on damage; let's up those numbers!!
Between the Gray Wolf Robe [1] (450178) and the Snow Flower Robe [1] (450207) , both options are great. Gray Wolf Robe [1] (450178) provides more damage and Snow Flower Robe [1] (450207) provides more tankiness. Generally, Snow Flower Robe [1] (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. Gray Wolf Robe [1] (450178) , however, requires farming of Amethyst Fragment (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 Snow Flower Robe [1] (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.
In terms of Priority:
- Weapon, Accessories, Minor Cast Stone
- Armor and Headgears
- 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. Guyak Pudding (12710) will help tremendously to prevent the Decrease Agility debuff effect.
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 as well!
Dim Glacier Weapons are a great place to start dipping your toes into the painful world of item grading! Luckily, the Dim Glacier Reinforcement Device (101637) helps ease you in. 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 Two-Handed Staff Mastery 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.
To craft the Convertible Magical Wing [1] (480125) , you'll need a +7 Supplement Part VIT [1] (20732) , a +7 Upgrade Part - Engine [1] (20733) , a +7 Pile Bunker S [1] (16030) , 5 Opal (727) , and 3 Repair Robot Turbo Card (27015) .
- The Supplement Part VIT [1] (20732) and Upgrade Part - Engine [1] (20733) can be bought from the Mass Charleston npc with Charleston Component (6752) which are farmed in the Charleston Crisis instance or exchanged for instance coins. They are also a random drop from the MVP in the Charleston Crisis
- The Pile Bunker S [1] (16030) require 300 Dented Iron Plate (6751) , 1 Pile Bunker (1549) , and 15 Broken Engine (6750) , and will be exchanged with the Mass Charleston npc.
- The Pile Bunker (1549) requires 200 Steel (999) , 30 Flexible Tube (7325) , and a Brocca (1415) . The Pile Bunker (1549) can be exchanged with the Gomer npc in Yuno with a mechanic class.
- You need Episode 15 done (you can use a clear ticket)
- You can use Safe to Refine Tickets on Supplement Part VIT [1] (20732) , Upgrade Part - Engine [1] (20733) , Pile Bunker S [1] (16030) , and Convertible Magical Wing [1] (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 Shadowdecon (25729) .
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), Alice Twisted Madness (Hard) and Depth 1 and 2.
Phase Five
AKA the final phase. 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 Engraved Soul Purification Rune Robe [1] (450284) is the better armor, particularly against bosses. However, you will still likely need Nebula Robe of Spell [1] (450173) before being able to farm Biosphere Depths effectively.
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.
For pure damage, Temple Rune Ring [1] (490304) is better than Stellar Spell Seal [1] (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.
Sinful Sapphire Ring [1] (490052) and Sinful Sapphire Necklace [1] (490053) will still be useful to have due to its race modifiers against dragon which will be very strong against Betelgeuse and Jabberwocky.
Misc
Shadow Gear
For more information on Magic Shadow Gear, please check out the Shadow Gear section on the Guide to Magic.
Some great options for mixed Blue Shadow Gear are:
- Armor: Full Spell Shadow Armor (24883)
- Weapon: Magical Spell Shadow Weapon (24753)
- Shield: Magical Spell Shadow Shield (24754)
- Shoes: Full Spell Shadow Shoes (24884)
- Earring: Full Tempest Shadow Earring (24665)
- Pendant: Full Tempest Shadow Pendant (24668)
Costume Stones and Pets
- Arch Mage Combo: Arch Mage Stone (Garment) (1001787) , Warlock Stone (Top) (1000613) , Warlock Stone (1000614) , Warlock Stone (Low) (1000615)
- Arch Bishop Combo: Arch Bishop Stone (Top) (1000857) , Arch Bishop Stone (Low) (1000859) , and Archbishop Stone (Garment) (25709) / Archbishop Stone II (Garment) (1000019)
Cute Pets: Gloom Under Night Egg (9122) , White Knight Egg (9134) , and Icewind Egg (9147) are good choices.
Cards
You can find a list of cards to use in my Guide to Magic.
Type | Item | Notes |
---|---|---|
Upper | Lichtern Green Card (4598) or Katrinn Card (4366) | Depends on how much VCT you need |
Middle | Lichtern Green Card (4598) or Dark Illusion Card (4169) | Depends on how much VCT you need |
Armor | Observation Card (4392) , Two Eyes Dollocaris Card (300376) , or Meyer Lugenburg Card (300308) | Observation Card (4392) Pairs with Eldest Card (300269) |
Weapon | Mutating White Knight Card (27384) or Copo Card (300455) | Copo Card (300455) Pairs with Icewind Card (300458) |
Shield | Mutating Khalitzburg Card (27385) or Modified Senior Rgan Card (300379) | Modified Senior Rgan Card (300379) should be used on a +12 shield |
Garment | Eldest Card (300269) , One Eye Dollocaris Card (300375) , or Friedrich S. Heine Card (300424) | |
Shoe | Nightmare Verit Card (4658) or Icewind Card (300458) | Copo Card (300455) Pairs with Icewind Card (300458) |
Accessory (Right) | Icebear Card (300470) , Elvira Card (4577) , Creamy Card (4040) | Creamy Card (4040) allows the use of teleport! |
Accessory (Left) | Wasted Intermediate Rgan Card (300370) |
For other classes or builds, Celery's guide has a great list of relevant cards.