Choi's SVS Arch Mage Guide

Revision as of 22:03, 14 August 2023 by Choi (talk | contribs) (Created page with "== 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! == Notes == The Soul Vulcan Strike build has a v...")
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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!

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.

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 one to note here is Betelgeuse). 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

  • 5220.png Soul Vulcan Strike: Soul Vulcan Strike is your bread-and-butter ability.
  • 5217.png Mystery Illusion: 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.
  • 5012.png Telekinesis Intense: 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!
  • 366.png Mystical Amplification: Mystical Amplication provides a 1.5x Matk buff. It has no cooldown, so you should always try to keep it up!
  • 2206.png Recognized Spell: 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.
  • 2210.png Drain Life: 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.
  • 5216.png Rain of Crystal: Rain of Crystal is a water elemental 13x13 AoE skill that hits targets around you. Very useful for farming.
  • 2213.png Comet AKA 2231.png Reading Spell Book and 2230.png Release: 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 100073.png Spell Book (Comet) (100073) and using Release to cast it to avoid any cast time.

Your other Arch Mage skills are still powerful, so feel free to use what you would like!

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.

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 7318.png Old Pick (7318) , 1034.png Blue Hair (1034) , and 7200.png 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 Template:Item:25223 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. 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 for Variable Cast Time is (((Int + (Dex*2))/530) * 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 470021.png Grace Magic Boots [1] (470021) , which can be obtained after completing the [Questline] from the [NPC]. The boots is the easiest way to obtain some Fixed Cast Reduction, providing .5s at Refine Level 7. At Level 170, you will have access to the [of Labyrinth and its related equipment]. The Illusion Morpheus Set will provide a good boost in damage, and a +9 Illusion Morpheus Hood will give you Skill Cast Interruption. Lastly, the Advanced Paradise Equipment does not provide a Middle or Lower Headgear, so adding these will provide an easy upgrade.

Phase 1 Gear
Type Item Notes
Upper +9 to +11 Example
Middle Example Example
Lower Example Example
Armor Example Example
Weapon Example Example
Shield N/A The Two Handed Mastery Passive provides +20 S.Matk, so use Two Handed for now.
Garment +9 or +11 Example
Shoe Example Example
Accessory (Right) Example Example
Accessory (Left) Example Example

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 Boots with the Fixed Cast Reduction or whether you want to sit on the Grace Magic Boots until Phase Three. The Brilliant/Sinful Saphire Accessory Pairs give a good amount damage and provide .2s and .3s FCT reduction respectively. With the Minor Cast Stone (Garment) that gives .3s FCT reduction, you'll have a total of 1s or 1.1s FCT reduction. Moving forward, we're just working on damage; let's up those numbers!!

Phase 2 Gear
Type Item Notes
Upper Example Example
Middle Example Example
Lower Example Example
Armor Example Example
Weapon Example Example
Shield N/A Example
Garment Example Example
Shoe Example Example
Accessory (Right) Example Example
Accessory (Left) Example Example

In terms of Priority:

  1. Weapon, Accessories, Minor Cast Stone
  2. Headgears and Garment
  3. Armor and Shoes.

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 Master Shadow gear as well!

Phase 1 Gear
Type Item Notes
Upper Example Example
Middle Example Example
Lower Example Example
Armor Example Example
Weapon Example Example
Shield N/A Example
Garment Example Example
Shoe Example Example
Accessory (Right) Example Example
Accessory (Left) Example Example

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).

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.

Phase 1 Gear
Type Item Notes
Upper Example Example
Middle Example Example
Lower Example Example
Armor Example Example
Weapon Example Example
Shield N/A Example
Garment Example Example
Shoe Example Example
Accessory (Right) Example Example
Accessory (Left) Example Example

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. 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.

Phase 1 Gear
Type Item Notes
Upper Example Example
Middle Example Example
Lower Example Example
Armor Example Example
Weapon Example Example
Shield N/A Example
Garment Example Example
Shoe Example Example
Accessory (Right) Example Example
Accessory (Left) Example Example

Misc

Shadow Gear: the Master Shadow Gear provides the greatest damage boost for magic classes. Especially those that primarily focus on one ability, as the enchants will increase the damage for one ability. Costumes: The Arch Bishop (Top, Lower, and Garment) Combo provides the largest Magic Damage increase.

Cards
Type Item Notes
Upper Lichtern Green or Katrinn Example
Middle Lichtern Green or Dark Illusion Example
Armor Observation Pairs with the Eldest
Weapon Regenschirm Scientist or Mutated White Knight Mutated White Knight if you're using a shield
Shield Mutated Khalitzburg
Garment Eldest or One Eyed Dollocaris One Eyed Dollocaris is better with Level 2 +12 Garment
Shoe Nightmare Verit
Accessory (Right) Example Example
Accessory (Left) Example Example