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) 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, 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
Soul Vulcan Strike: 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))%.
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.
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!
Mystical Amplification: Mystical Amplication provides a 1.5x Matk buff. It has no cooldown, so you should always try to keep it up!
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.
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.
Rain of Crystal: Rain of Crystal is a water elemental 13x13 AoE skill that hits targets around you. Very useful for farming.
Comet AKA
Reading Spell Book and
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
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 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 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 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 ![]() |
You can use ![]() ![]() |
Middle | ![]() ![]() |
Depending on if you have a card or not. |
Lower | ![]() |
|
Armor | ![]() ![]() |
Crimson Bolt is a good secondary ability while you level. |
Weapon | ![]() ![]() |
|
Shield | N/A | The Two Handed Mastery Passive provides +20 S.Matk, so use Two Handed for now. |
Garment | +9 to +11 ![]() |
You can use ![]() ![]() |
Shoe | +7 to +9 ![]() |
|
Accessory (Right) | ![]() ![]() |
Use the Grace Ring if you're using the Grace Robe. |
Accessory (Left) | ![]() |
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.
- For Soul Ascetics and Elemental Masters, go for the Gray Wolf Boots; the 1s Fixed Cast Reduction is necessary for you.
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) ; it's too expensive, and you'll already have enough FCT!
Moving forward, we're just working on damage; let's up those numbers!!
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 Master 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. The Dim Glacier Staff is much 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 {{#item: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).
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.
Type | Item | Notes |
---|---|---|
Upper | +11 to +12 [A]![]() |
|
Middle | ![]() ![]() |
|
Lower | ![]() |
![]() ![]() ![]() ![]() ![]() |
Armor | +11 ![]() |
![]() ![]() ![]() |
Weapon | +12 [A]![]() ![]() |
![]() ![]() ![]() |
Shield | +11 ![]() |
![]() ![]() |
Garment | +11 ![]() |
|
Shoe | +12 [A] ![]() |
|
Accessory (Right) | ![]() |
![]() ![]() ![]() |
Accessory (Left) | ![]() |
![]() ![]() ![]() |
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.
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.
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.
Costume Stones: The Arch Bishop ( Arch Bishop Stone (Top) (1000857) ,
Arch Bishop Stone (Low) (1000859) , and
Archbishop Stone (Garment) (25709) /
Archbishop Stone II (Garment) (1000019) ) Combo provides the largest Magic Damage increase.
Cute Pets: Gloom Under Night Egg (9122) or
White Knight Egg (9134) are good choices.
Type | Item | Notes |
---|---|---|
Upper | ![]() ![]() |
Depends on how much VCT you need |
Middle | ![]() ![]() |
Depends on how much VCT you need |
Armor | ![]() ![]() |
![]() ![]() |
Weapon | ![]() |
|
Shield | ![]() |
|
Garment | ![]() ![]() |
|
Shoe | ![]() |
|
Accessory (Right) | ![]() |
|
Accessory (Left) | ![]() |
Damage Calculations and Diminishing Returns
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.
- Skill Damage Modifier: Modifiers to a specific skill's damage. e.g. the
Glacier Flower Spell (Illusion Soul Magic) (311294) enchant on your Dim Glacier Weapon.
- Skill Element Modifier: Modifiers to your magical damage with a specific element. e.g. the
Glacier Flower Spell (Magical Grade) Lv5 (311458) enchant on your Dim Glacier Weapon.
- Element Modifier: Modifiers to your magical damage against a specific element. e.g.
Singing Pere Card (27108)
- Race Modifier: Modifiers to your magical damage against a specific race. e.g.
Dragon Scale Lv5 (310246)
- Size Modifier: Modifiers to your magical damage against a specific size. e.g.
Mutating White Knight Card (27384)
- Class Modifier: Modifiers to your magical damage against a specific class (Boss or Normal). e.g.
Brilliant Biosphere Gem (Boss Type) (311943) and
Brilliant Biosphere Gem (Normal Type) (311942)
You can check your total modifiers through the command @bs in game.
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)).
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:
- Each additional increase in a specific modifier provides less benefits the more of that modifier you already have.
- Spreading out your modifiers is more beneficial than indexing into one modifier.
To put this into a relevant example, Regenschirm Scientist Card (300265) and
Mutating White Knight Card (27384) on a +12 staff provides 30% Skill Element Modifier or 20% Size modifier, respectively.
For this example, if you already have a 50% Size Modifier, the
Mutating White Knight Card (27384) will provide more benefit than
Regenschirm Scientist Card (300265) once you already have 130% additional damage with element:
Regenschirm Scientist Card (300265) : (2.3 + .3) * (1.5) = 3.9
Mutating White Knight Card (27384) : (2.3) * (1.5 + .2) = 3.91
Keep in mind that this is theoretical and may not be exactly accurate as the cards give flat and % matk as well.