Bokor Druid Exo
Created by Sugo on Jul 12th 2018 (Last Updated: Sep 28th 2018).
This is a public build.
4
I'll try to keep updating this whenever changes are needed
R10 Note: This build's R10 choice will be Druid3 and not Exo3. I did not add the skill points to Druid3 yet because we are still at R9. When R10 comes, the build will focus on awoo (lycan human form). Since we will be getting a rank 10 attribute for Druid that extends the duration of both Lycan forms, Transform will be left at 1 point or ditched completely.
The reason for Druid3 over Exo3 is because Katadikadzo, the Exo3 skill, also does double hits to demons. If you're going to build around Rubric15 and Katadikadzo, Druid2 will lose its value because it turns enemies into plant type. For people who want to go down the Exo3 route, I highly suggest doing Sadhu3 Exo3 instead. For this build, Rubric and Aqua Bendicta will still remain as really good filler skills, and it is within your capabilities to adjust if you specifically need the demon bonus.
UPDATED R10 SKILL DISTRIBUTION:
https://rjgtav.github.io/tos-database/simulator?build=eyJqb2JzIjpbIkNoYXI0XzEiLCJDaGFyNF8xIiwiQ2hhcjRfNCIsIkNoYXI0XzQiLCJDaGFyNF80IiwiQ2hhcjRfNSIsIkNoYXI0XzUiLCJDaGFyNF81IiwiQ2hhcjRfMjAiLCJDaGFyNF8yMCJdLCJza2lsbHMiOnsiNDAwMDEiOjEwLCI0MDAwMiI6MSwiNDAwMDMiOjksIjQwMDA1Ijo1LCI0MDAwNiI6NSwiNDAzMDEiOjE1LCI0MDMwMiI6MSwiNDAzMDMiOjEsIjQwMzA0IjozLCI0MDMwNSI6MTAsIjQwMzA3IjoxMCwiNDAzMDkiOjUsIjQwOTAxIjoxLCI0MDkwMiI6NywiNDA5MDUiOjEwLCI0MDkwNiI6MTUsIjQwOTA4Ijo1LCI0MDkwOSI6NSwiNDA5MTAiOjEsIjQwOTExIjoxLCI0MTgwMSI6MTAsIjQxODAyIjo0LCI0MTgwMyI6MTAsIjQxODA1IjoxLCI0MTgwNiI6NX19
Special thanks to Zhwan for reviewing this.
Pros:
-Nice DPS especially with Frieno + Masi Mace, you have a ton of multihit skills
-Lots of tools to keep people alive: Heal and Chortasmata for heals, SZ, Mackangdal and Sterea Trofh for invulnerability
-Little to no downtime at all, as is the case with every Exorcist build
Cons:
-Not a good build for someone who actually wants a summoner play style
-Chortasmata makes you lose the Rubric bonus on demons, more on this below
-Chortasmata, since it turns mobs into plant-type, will mold their stats to be the similar to plant-types: meaning it increases mob mdef because plant-types have naturally higher mdef and lower pdef
-Because of the sbove Chortasmata disadvantages, this is not a good build if you want to min-max since you practically gimp yourself
In short, we pray to the goddesses for IMC to remove auto-plant-type and turn it into an attribute.
Stats:
Mostly INT with some CON, about a 100 investment should do for general levelling and CMs. This build is not a summon-focused build, so this is not something that should be full SPR. If you feel the need to invest some SPR for a comfier SP pool, go ahead.
Of course, Velcoffer is an entirely different thing; you should have at least 70k HP and at least 8k pdef to stay alive (mdef is not as required because Velcoffer magic attacks are easily dodgeable. Furthermore, since you are branding yourself as a DPS build, a minimum of +16 and stage10 transcendence is required for you to be even slightly worth your salt in Velcoffer. Aim for 7.5k total magic attack, 8k if you have Solmiki Cloth Set.
Why Bokor3?
Damballa scales decently into the late game, and has a 10s CD to boot. This is especially good in challenge mode where you can summon zombies non-stop. On the other hand, it'll be hard for you to maintain zombies for Damballa inside Velcoffer, so keep that in mind.
Zombify is, obviously, to summon zombies. This is where your left over points go to lengthen the uptime of the magic circle.
Tet Mamak La is a nice skill to instantly round up your zombies when they are spread out.
Hexing provides 10% magic defense shred and is a nice bonus for bossing. The Hexing: Dark attribute makes hexed enemies take 30% more damage from dark attacks. Your only dark attack in this build is Effigy, which doesn't do much compared to your other skills and therefore a 1 pointer at best for leveling. You can skip it if you wish. Hexing will really help your resident EleWarlock, who also happens to help you a lot as well because of Mastema making enemies take more damage from holy (aka Exorcist).
Samediveve increases move speed and the flag itself can be used to draw aggro if you need it.
Mackangdal is a buff that prevents you from taking any damage while it's active. When the buff is over however, all the damage that you were supposed to take during that time will be dealt to you all at once. Fortunately, your other invulnerability skills (SZ and Sterea Trofh) will negate that damage. This skill is best used to prevent imminent death, provided that you set up SZ/ST as the buff ends. Be careful when using this in a party since you can cause badly timed deaths. Inform your party mates and be well-coordinated.
Why Druid2?
Chortasmata is now way larger than before and can also heal and damage at the same time. For skills, I'll let Wurmheart explain. Read up boys.
https://forum.treeofsavior.com/t/class-druid-class-thread/245138
About Transform:
Transform turns you into the mob you last tried Shape Shift on. One of the best uses of this skill, besides turning into a Lapinel for no-downtime Haste, is to turn into a large (75% more HP) insect (40% more defense) to be tankier. This is your choice if you want to make use of this skill or not, but unless this is just an alt you can't really gear, don't let this skill be a band-aid to your lack of HP and defense. Once you get better and better gears, large insect won't be as necessary as before, and at that point it's probably just better to max Carnivory or make use of the medium-type transform for more attack instead. All up to you. Remember that 4-5 of your hotkeys (ASDFG for keyboard) will be overwritten while you are transformed. Also, keep in mind that Transform 5 has a 20s downtime (can be eliminated with Melstis, but you'll have to switch to Krivis3 for that).
Why Exorcist2?
Beat the shit of those demons bby. Just a little note: as an Exo, your two main skills are Rubric and Aqua; the others are far less important.
Rubric is your bread and butter skill. 6s channeling, 15s CD. Fire a holy beam in front of you that slows down targets and deals double hits to demons. Note that Chortasmata changes any ground mob within it to plant-type, including bosses. In CM runs and Velcoffer this isn't really that big of a loss since grass gives you 2 more damage sources anyway, and Velcoffer himself is beast-type. If you want to hunt down Demon Lords, you might want to place your grass carefully since Rubric is your best skill. Exorcist2 gives double the targets and 2x faster hits for Rubric.
Aqua Bendicta is a 3 OH skill that consumes 1x Holy Water each. This only hits ground so you'll have to rely on Rubric vs air. Stack all 3 OH on bosses for more damage before you holy beam it to death.
Entity is a skill that deals damage only to hidden/cloaked enemies without the Entity: Divine Impact attribute. I don't really use this skill to kill mobs since that requires you to max the expensive attribute. One thing this skill is really good at in PvE is to draw aggro from mobs; while the skill has a target limit of 10, its range is comparable to Onmyouji AoE skills.
Gregorate works as a dispeller for rank 1 and 2 debuffs. It can dispell three (need to confirm) without the Gregorate: Louder attribute. The most important thing this skill is that it acts like a Damballa with a holy property tag, so you can use it vs demons. Zombies don't get resummoned unlike regular Damballa though so keep that in mind.
Engkrateia Pain Barrier + damage reduction from demon types. For three seconds. Six seconds with attribute. Yeah. You can skip this.
Koinonia is like a Spiritual Chain, as your party members are linked, an area/shape is formed. Anything that's within that shape will take damage. You need at least three party members to make this work, and you guys are in control of how large the shape will be. Stray too far and you'll break the link. So this skill is quite wonky since it relies in your party to have a spread-out formation (not ideal in a lot of cases). Just think of it as fire-and-forget free damage. Just press the button and hope it does something.
Important Attributes:
These passives should be your absolute priority:
Safety Zone: Increased Range
Safety Zone: Block Count
Heal: Remove Damage
Heal: Exclude Summons
Damballa: Chance of Zombification
Damballa: Remove Knockdown
Hexing: Dark
Carnivory: Duration
Chortasmata: Duration
Lycanthropy: Human Form
Druid: Wolf Spirit (only available once you hit rank 10)
Rubric: Propagate
Rubric: Speed Reading
Aqua Benedicta: Last Drop
If you have decided to make use of Transform and Shapeshifting, add these attributes to your checklist:
Druid: Insect-type Specialty
Druid: Large-type Specialty
Druid: Medium-type Specialty
For skill enhancements, your first priority should be Rubric followed by Carnivory/Chortasmata then Damballa. Get your Rubric to at least lv50.
For more builds, check out this Google doc below by Palemoon. Features builds that were submitted, tested and reviewed by the ToS Reddit Discord community.
https://docs.google.com/document/d/1SF3CeTi9umcI9tFmZmRCNUHEJQwtgSMmVKqq9sCjnPY/edit?usp=sharing
Changelog:
9/29/18 - Attached updated skill distribution from the new ToS database
8/27/18 - Adjusted pros and cons; please read them since those are very important
8/18/18 - Updated with the R10 choice and the reason behind it, this will not be an Exo3 build
8/3/18 - Removed Telepath since it's useless at Druid2, need AoE attribute from Druid3 for it to be good, also emphasized the Rubric interaction with demon types and Chortasmata
7/24/18 - Added some notes on Transform
7/23/18 - Updated whole text, also Bokor (Tet Mamak La) and Druid (Telepath) skill distributions
R10 Note: This build's R10 choice will be Druid3 and not Exo3. I did not add the skill points to Druid3 yet because we are still at R9. When R10 comes, the build will focus on awoo (lycan human form). Since we will be getting a rank 10 attribute for Druid that extends the duration of both Lycan forms, Transform will be left at 1 point or ditched completely.
The reason for Druid3 over Exo3 is because Katadikadzo, the Exo3 skill, also does double hits to demons. If you're going to build around Rubric15 and Katadikadzo, Druid2 will lose its value because it turns enemies into plant type. For people who want to go down the Exo3 route, I highly suggest doing Sadhu3 Exo3 instead. For this build, Rubric and Aqua Bendicta will still remain as really good filler skills, and it is within your capabilities to adjust if you specifically need the demon bonus.
UPDATED R10 SKILL DISTRIBUTION:
https://rjgtav.github.io/tos-database/simulator?build=eyJqb2JzIjpbIkNoYXI0XzEiLCJDaGFyNF8xIiwiQ2hhcjRfNCIsIkNoYXI0XzQiLCJDaGFyNF80IiwiQ2hhcjRfNSIsIkNoYXI0XzUiLCJDaGFyNF81IiwiQ2hhcjRfMjAiLCJDaGFyNF8yMCJdLCJza2lsbHMiOnsiNDAwMDEiOjEwLCI0MDAwMiI6MSwiNDAwMDMiOjksIjQwMDA1Ijo1LCI0MDAwNiI6NSwiNDAzMDEiOjE1LCI0MDMwMiI6MSwiNDAzMDMiOjEsIjQwMzA0IjozLCI0MDMwNSI6MTAsIjQwMzA3IjoxMCwiNDAzMDkiOjUsIjQwOTAxIjoxLCI0MDkwMiI6NywiNDA5MDUiOjEwLCI0MDkwNiI6MTUsIjQwOTA4Ijo1LCI0MDkwOSI6NSwiNDA5MTAiOjEsIjQwOTExIjoxLCI0MTgwMSI6MTAsIjQxODAyIjo0LCI0MTgwMyI6MTAsIjQxODA1IjoxLCI0MTgwNiI6NX19
Special thanks to Zhwan for reviewing this.
Pros:
-Nice DPS especially with Frieno + Masi Mace, you have a ton of multihit skills
-Lots of tools to keep people alive: Heal and Chortasmata for heals, SZ, Mackangdal and Sterea Trofh for invulnerability
-Little to no downtime at all, as is the case with every Exorcist build
Cons:
-Not a good build for someone who actually wants a summoner play style
-Chortasmata makes you lose the Rubric bonus on demons, more on this below
-Chortasmata, since it turns mobs into plant-type, will mold their stats to be the similar to plant-types: meaning it increases mob mdef because plant-types have naturally higher mdef and lower pdef
-Because of the sbove Chortasmata disadvantages, this is not a good build if you want to min-max since you practically gimp yourself
In short, we pray to the goddesses for IMC to remove auto-plant-type and turn it into an attribute.
Stats:
Mostly INT with some CON, about a 100 investment should do for general levelling and CMs. This build is not a summon-focused build, so this is not something that should be full SPR. If you feel the need to invest some SPR for a comfier SP pool, go ahead.
Of course, Velcoffer is an entirely different thing; you should have at least 70k HP and at least 8k pdef to stay alive (mdef is not as required because Velcoffer magic attacks are easily dodgeable. Furthermore, since you are branding yourself as a DPS build, a minimum of +16 and stage10 transcendence is required for you to be even slightly worth your salt in Velcoffer. Aim for 7.5k total magic attack, 8k if you have Solmiki Cloth Set.
Why Bokor3?
Damballa scales decently into the late game, and has a 10s CD to boot. This is especially good in challenge mode where you can summon zombies non-stop. On the other hand, it'll be hard for you to maintain zombies for Damballa inside Velcoffer, so keep that in mind.
Zombify is, obviously, to summon zombies. This is where your left over points go to lengthen the uptime of the magic circle.
Tet Mamak La is a nice skill to instantly round up your zombies when they are spread out.
Hexing provides 10% magic defense shred and is a nice bonus for bossing. The Hexing: Dark attribute makes hexed enemies take 30% more damage from dark attacks. Your only dark attack in this build is Effigy, which doesn't do much compared to your other skills and therefore a 1 pointer at best for leveling. You can skip it if you wish. Hexing will really help your resident EleWarlock, who also happens to help you a lot as well because of Mastema making enemies take more damage from holy (aka Exorcist).
Samediveve increases move speed and the flag itself can be used to draw aggro if you need it.
Mackangdal is a buff that prevents you from taking any damage while it's active. When the buff is over however, all the damage that you were supposed to take during that time will be dealt to you all at once. Fortunately, your other invulnerability skills (SZ and Sterea Trofh) will negate that damage. This skill is best used to prevent imminent death, provided that you set up SZ/ST as the buff ends. Be careful when using this in a party since you can cause badly timed deaths. Inform your party mates and be well-coordinated.
Why Druid2?
Chortasmata is now way larger than before and can also heal and damage at the same time. For skills, I'll let Wurmheart explain. Read up boys.
https://forum.treeofsavior.com/t/class-druid-class-thread/245138
About Transform:
Transform turns you into the mob you last tried Shape Shift on. One of the best uses of this skill, besides turning into a Lapinel for no-downtime Haste, is to turn into a large (75% more HP) insect (40% more defense) to be tankier. This is your choice if you want to make use of this skill or not, but unless this is just an alt you can't really gear, don't let this skill be a band-aid to your lack of HP and defense. Once you get better and better gears, large insect won't be as necessary as before, and at that point it's probably just better to max Carnivory or make use of the medium-type transform for more attack instead. All up to you. Remember that 4-5 of your hotkeys (ASDFG for keyboard) will be overwritten while you are transformed. Also, keep in mind that Transform 5 has a 20s downtime (can be eliminated with Melstis, but you'll have to switch to Krivis3 for that).
Why Exorcist2?
Beat the shit of those demons bby. Just a little note: as an Exo, your two main skills are Rubric and Aqua; the others are far less important.
Rubric is your bread and butter skill. 6s channeling, 15s CD. Fire a holy beam in front of you that slows down targets and deals double hits to demons. Note that Chortasmata changes any ground mob within it to plant-type, including bosses. In CM runs and Velcoffer this isn't really that big of a loss since grass gives you 2 more damage sources anyway, and Velcoffer himself is beast-type. If you want to hunt down Demon Lords, you might want to place your grass carefully since Rubric is your best skill. Exorcist2 gives double the targets and 2x faster hits for Rubric.
Aqua Bendicta is a 3 OH skill that consumes 1x Holy Water each. This only hits ground so you'll have to rely on Rubric vs air. Stack all 3 OH on bosses for more damage before you holy beam it to death.
Entity is a skill that deals damage only to hidden/cloaked enemies without the Entity: Divine Impact attribute. I don't really use this skill to kill mobs since that requires you to max the expensive attribute. One thing this skill is really good at in PvE is to draw aggro from mobs; while the skill has a target limit of 10, its range is comparable to Onmyouji AoE skills.
Gregorate works as a dispeller for rank 1 and 2 debuffs. It can dispell three (need to confirm) without the Gregorate: Louder attribute. The most important thing this skill is that it acts like a Damballa with a holy property tag, so you can use it vs demons. Zombies don't get resummoned unlike regular Damballa though so keep that in mind.
Engkrateia Pain Barrier + damage reduction from demon types. For three seconds. Six seconds with attribute. Yeah. You can skip this.
Koinonia is like a Spiritual Chain, as your party members are linked, an area/shape is formed. Anything that's within that shape will take damage. You need at least three party members to make this work, and you guys are in control of how large the shape will be. Stray too far and you'll break the link. So this skill is quite wonky since it relies in your party to have a spread-out formation (not ideal in a lot of cases). Just think of it as fire-and-forget free damage. Just press the button and hope it does something.
Important Attributes:
These passives should be your absolute priority:
Safety Zone: Increased Range
Safety Zone: Block Count
Heal: Remove Damage
Heal: Exclude Summons
Damballa: Chance of Zombification
Damballa: Remove Knockdown
Hexing: Dark
Carnivory: Duration
Chortasmata: Duration
Lycanthropy: Human Form
Druid: Wolf Spirit (only available once you hit rank 10)
Rubric: Propagate
Rubric: Speed Reading
Aqua Benedicta: Last Drop
If you have decided to make use of Transform and Shapeshifting, add these attributes to your checklist:
Druid: Insect-type Specialty
Druid: Large-type Specialty
Druid: Medium-type Specialty
For skill enhancements, your first priority should be Rubric followed by Carnivory/Chortasmata then Damballa. Get your Rubric to at least lv50.
For more builds, check out this Google doc below by Palemoon. Features builds that were submitted, tested and reviewed by the ToS Reddit Discord community.
https://docs.google.com/document/d/1SF3CeTi9umcI9tFmZmRCNUHEJQwtgSMmVKqq9sCjnPY/edit?usp=sharing
Changelog:
9/29/18 - Attached updated skill distribution from the new ToS database
8/27/18 - Adjusted pros and cons; please read them since those are very important
8/18/18 - Updated with the R10 choice and the reason behind it, this will not be an Exo3 build
8/3/18 - Removed Telepath since it's useless at Druid2, need AoE attribute from Druid3 for it to be good, also emphasized the Rubric interaction with demon types and Chortasmata
7/24/18 - Added some notes on Transform
7/23/18 - Updated whole text, also Bokor (Tet Mamak La) and Druid (Telepath) skill distributions
Rank 1
Cleric |
5 / 5 2 Heal: Enhance Type: Passive * Increases the damage and heal factor of [Heal] by 0.5% per attribute level * +10% added bonus at maximum level Cleric 1st Circle required Heal: Creating Extra Type: Active * Adds a 2% chance per attribute level of being automatically healed when using [Heal] * Increases SP consumption by 20% Cleric 1st Circle required Heal: Remove Damage Type: Active * [Heal] will not inflict damage nor react to enemies * Increases SP consumption by 10% Cleric 1st Circle required Heal: Open Sanctuary Type: Active * Extends the effects of [Heal] to neutral characters. Cleric 1st Circle required Heal: Exclude Summons Type: Active * Keeps [Heal] effects from applying to summons. Cleric 1st Circle required Heal: Linger Type: Active * Applies a buff that continuously restores the HP of allies healed with Heal or Mass Heal * The buff lasts 10 sec and restores HP in a value equal to [attribute level x 5]% of your Healing stat * Increases SP consumption by 30% Cleric 3rd Circle required Heal [Magic] - [Holy] Creates a magic circle in front of you, healing allies or damaging enemies. Does not affect airborne enemies. Amount of HP recovered depends on the target's maximum HP. Recovery increases with the casting character's INT and SPR. Level 5: Attack 228% Heal factor 228% Magic circle duration 40 sec No. of heal circles 5 SP: 38 Type: Magic / Buff Cooldown: 22s Element: 1 / 5 Cure: Enhance Type: Passive * Increases the damage dealt on an enemy with [Cure] by 0.5% per attribute level * +10% added damage at maximum level Cleric 1st Circle required Cure: Damage Interval Type: Active * Decreases the interval of [Cure]'s magic circle by 0.2 seconds * Increases SP consumption by 20% Cleric 2nd Circle required Cure [Magic] - [Holy] Creates a magic circle that removes a Lv1 status ailment from allies or inflicts damage to enemies. Does not affect airborne enemies. Level 1: 0.4 second attack 103% No. of Hits: 10 Magic Circle Duration: 6 seconds SP: 15 Type: Magic / Buff Cooldown: 27s Element: |
Rank 2
Cleric |
10 / 10 2 Heal: Enhance Type: Passive * Increases the damage and heal factor of [Heal] by 0.5% per attribute level * +10% added bonus at maximum level Cleric 1st Circle required Heal: Creating Extra Type: Active * Adds a 2% chance per attribute level of being automatically healed when using [Heal] * Increases SP consumption by 20% Cleric 1st Circle required Heal: Remove Damage Type: Active * [Heal] will not inflict damage nor react to enemies * Increases SP consumption by 10% Cleric 1st Circle required Heal: Open Sanctuary Type: Active * Extends the effects of [Heal] to neutral characters. Cleric 1st Circle required Heal: Exclude Summons Type: Active * Keeps [Heal] effects from applying to summons. Cleric 1st Circle required Heal: Linger Type: Active * Applies a buff that continuously restores the HP of allies healed with Heal or Mass Heal * The buff lasts 10 sec and restores HP in a value equal to [attribute level x 5]% of your Healing stat * Increases SP consumption by 30% Cleric 3rd Circle required Heal [Magic] - [Holy] Creates a magic circle in front of you, healing allies or damaging enemies. Does not affect airborne enemies. Amount of HP recovered depends on the target's maximum HP. Recovery increases with the casting character's INT and SPR. Level 10: Attack 228% Heal factor 228% Magic circle duration 40 sec No. of heal circles 10 SP: 68 Type: Magic / Buff Cooldown: 22s Element: 9 / 10 Safety Zone: Increased Range Type: Active * Increases range applied by [Safety Zone] to 15 * Increases SP consumption by 80% Cleric 1st Circle required Safety Zone: Block Count Type: Active * Increases block count of [Safety Zone] by 1 per attribute level * Increases SP consumption by 10% Cleric 2nd Circle required Safety Zone Creates a magic circle that blocks incoming attacks. Level 9: Blocks: 18 times Magic Circle Duration: 20 seconds SP: 75 Type: Magic / Buff Cooldown: 48s Element: 5 / 5 Divine Might: Devil-type Damage Type: Active * Deals damage equal to 100% of magic attack to nearby Devil-type monsters when using [Divine Might] * Increases SP consumption by 10% Cleric 2nd Circle required Divine Might Temporarily increases the skill levels of you and your party members by 1. Level 5: Applies 5 times Duration: 60 seconds SP: 45 Type: Magic / Buff Cooldown: 27s 5 / 5 Fade Erases the threat of monsters making them stop any attacks on you. Level 5: Duration: 20 seconds SP: 56 Type: Magic / Buff Cooldown: 40s Element: |
Rank 3
Bokor |
5 / 5 Hexing: Dark Type: Active * Enemies affected by [Hexing] will receive 10% additional damage per attribute level from Dark property attacks * Increases SP consumption by 10% Bokor 1st Circle required Hexing Curse an enemy to decrease its magic defense and prevent recovery. Level 5: Magic Defense: -5.5% Hexing Duration: 19 seconds SP: 78 Type: Magic / Attack Cooldown: 9s Element: 1 / 5 3 Effigy: Enhance Type: Passive * Increases the damage dealt on an enemy with [Effigy] by 0.5% per attribute level * +10% added damage at maximum level Bokor 1st Circle required Effigy: Blind Type: Active * Enemies hit by [Effigy] have a 5% chance per attribute level of becoming afflicted with [Blind] for 5 seconds * Increases SP consumption by 10% Bokor 1st Circle required Effigy [Magic] - [Dark] Deals damage to cursed enemies from afar. Deals additional damage on every third casting if used in succession. Level 1: Attack: 299% Attack bonus on 3rd attack: 1.6x ~ 2.3x SP: 20 Type: Magic / Attack Cooldown: 4s Element: 1 / 5 Zombify: Large Zombie Type: Active * Increases chances of creating a large-type zombie when zombifying a large-type monster by 1% per attribute level * Increases SP consumption by 20% Lv2 Zombify required Zombify: Wheelchair Zombie Type: Active * Increases chances of creating a Wheelchair Zombie when creating a zombie by 1% per attribute level Increases SP consumption by 20% Lv3 Zombify required Zombify Creates a magic circle that raises a dead enemy as a zombie. The stats of the raised zombie are affected by those of the dead enemy, and its HP and STR increases with the caster's INT and SPR. Level 1: Magic Circle Duration: 10 seconds Can summon up to 8 Zombies Increases Zombie damage per level SP: 38 Type: Magic / Buff Cooldown: 25s Element: |
Rank 4
Bokor |
10 / 10 Hexing: Dark Type: Active * Enemies affected by [Hexing] will receive 10% additional damage per attribute level from Dark property attacks * Increases SP consumption by 10% Bokor 1st Circle required Hexing Curse an enemy to decrease its magic defense and prevent recovery. Level 10: Magic Defense: -8% Hexing Duration: 24 seconds SP: 131 Type: Magic / Attack Cooldown: 9s Element: 5 / 5 Mackangdal: Decreased Cumulative Damage Type: Active * Decreases accumulated damage from [Mackangdal] by 2 per attribute level Lv3 Mackangdel required Mackangdal Throw a talisman to an ally that temporarily suppresses pain. The ally is invulnerable to any damage when the talisman is active, but receives the accumulated damage at once when the effect ends. Level 5: Invincibility Duration: 15 seconds SP: 79 Type: Melee / Buff Cooldown: 67s Element: 5 / 5 Samediveve: Increased Range Type: Active * Increases range of [Samediveve] to 110 Increases SP consumption by 30% Bokor 2nd Circle required Samediveve Plant a glyph on the ground symbolizing Baron Samedi, the loa of death. Increases the maximum HP and movement speed of you and your zombies nearby the glyph. Only half of the effect applies to you. Level 5: Maximum HP: +298 Movement Speed: +8 Duration: 110 seconds Glyph Duration: 15 seconds SP: 84 Type: Melee / Buff Cooldown: 51s Element: |
Rank 5
Bokor |
15 / 15 Hexing: Dark Type: Active * Enemies affected by [Hexing] will receive 10% additional damage per attribute level from Dark property attacks * Increases SP consumption by 10% Bokor 1st Circle required Hexing Curse an enemy to decrease its magic defense and prevent recovery. Level 15: Magic Defense: -10.5% Hexing Duration: 29 seconds SP: 184 Type: Magic / Attack Cooldown: 9s Element: 1 / 1 Tet Mamak La Lure zombies by using the skull of a monkey to attack enemies for a period of time. Level 1: Requires a summoned zombie Maximum Level: 1 SP: 32 Type: Melee / Buff Cooldown: 0s Element: 3 / 15 Zombify: Large Zombie Type: Active * Increases chances of creating a large-type zombie when zombifying a large-type monster by 1% per attribute level * Increases SP consumption by 20% Lv2 Zombify required Zombify: Wheelchair Zombie Type: Active * Increases chances of creating a Wheelchair Zombie when creating a zombie by 1% per attribute level Increases SP consumption by 20% Lv3 Zombify required Zombify Creates a magic circle that raises a dead enemy as a zombie. The stats of the raised zombie are affected by those of the dead enemy, and its HP and STR increases with the caster's INT and SPR. Level 3: Magic Circle Duration: 20 seconds Can summon up to 8 Zombies Increases Zombie damage per level SP: 58 Type: Magic / Buff Cooldown: 25s Element: 10 / 10 Mackangdal: Decreased Cumulative Damage Type: Active * Decreases accumulated damage from [Mackangdal] by 2 per attribute level Lv3 Mackangdel required Mackangdal Throw a talisman to an ally that temporarily suppresses pain. The ally is invulnerable to any damage when the talisman is active, but receives the accumulated damage at once when the effect ends. Level 10: Invincibility Duration: 20 seconds SP: 133 Type: Melee / Buff Cooldown: 67s Element: 10 / 10 Samediveve: Increased Range Type: Active * Increases range of [Samediveve] to 110 Increases SP consumption by 30% Bokor 2nd Circle required Samediveve Plant a glyph on the ground symbolizing Baron Samedi, the loa of death. Increases the maximum HP and movement speed of you and your zombies nearby the glyph. Only half of the effect applies to you. Level 10: Maximum HP: +298 Movement Speed: +13 Duration: 160 seconds Glyph Duration: 15 seconds SP: 140 Type: Melee / Buff Cooldown: 51s Element: 5 / 5 Damballa: Enhance Type: Passive * Increases the damage dealt on an enemy with [Damballa] by 0.5% per attribute level * +10% added damage at maximum level Bokor 3rd Circle required Damballa: Chance of Zombification Type: Active * Increases chances of a new zombie emerging from [Damballa] by 2% per attribute level * Increases SP consumption by 20% Bokor 3rd Circle required Damballa: Remove Knockdown Type: Active * [Damballa] no longer knocks enemies down * Only applies if attribute is set to ON * Increases SP consumption by 10% Bokor 3rd Circle required Damballa [Magic] Detonates zombies near the targeted area and deals damage to nearby enemies. Level 5: Attack: 837% SP: 88 Type: Magic / Buff Cooldown: 10s Element: |
Rank 6
Druid |
5 / 5 Carnivory: Enhance Type: Passive * Increases the damage dealt on an enemy with [Carnivory] by 0.5% per attribute level * +10% added damage at maximum level Druid 1st Circle required Carnivory: Duration Time Type: Active * Increases duration time of [Carnivory] by 1 second per attribute level * Increases SP consumption by 10% Druid 1st Circle required Carnivory [Magic] Grass near the targeted area attacks an enemy. It casts in the place of [Chortasmata] first if it exists, otherwise it casts on you. Level 5: Attack: 271% x 25 Maximum targets: 8 Duration: 10 seconds SP: 110 Type: Magic / Attack Cooldown: 20s 5 / 5 Chortasmata: Duration Type: Active * Increases duration of [Chortasmata] by 1 second per attribute level * Increases SP consumption by 10% Need the 2nd circle of Druid Chortasmata: Enhance Type: Passive * Increases the damage dealt on an enemy with [Chortasmata] by 0.5% per attribute level * +10% added damage at maximum level Druid 1st Circle required Chortasmata [Magic] - [Poison] Grass temporarily grows on the targeted area. Monsters within the targeted area become Plant-type monsters. Allies who step on the area receive the Floral Scent buff and have their HP restored. Enemies on the area receive the Rash debuff and continuous damage. Level 5: Attack 206% Floral Scent recovery 720 Duration 15 sec SP: 126 Type: Magic / Attack Cooldown: 20s Element: 1 / 5 Seed Bomb: Enhance Type: Passive * Increases the damage dealt on an enemy with [Seed Bomb] by 0.5% per attribute level * +10% added damage at maximum level Druid 1st Circle required Seed Bomb Applies a seed buff on an ally. If the ally is attacked while the buff is active or the buff expires, magic damage is dealt to nearby enemies. Level 1: Attack 717% Seed buff duration 5 sec SP: 62 Type: Magic / Attack Cooldown: 25s |
Rank 7
Druid |
7 / 10 Carnivory: Enhance Type: Passive * Increases the damage dealt on an enemy with [Carnivory] by 0.5% per attribute level * +10% added damage at maximum level Druid 1st Circle required Carnivory: Duration Time Type: Active * Increases duration time of [Carnivory] by 1 second per attribute level * Increases SP consumption by 10% Druid 1st Circle required Carnivory [Magic] Grass near the targeted area attacks an enemy. It casts in the place of [Chortasmata] first if it exists, otherwise it casts on you. Level 7: Attack: 296% x 25 Maximum targets: 8 Duration: 10 seconds SP: 138 Type: Magic / Attack Cooldown: 20s 10 / 10 Chortasmata: Duration Type: Active * Increases duration of [Chortasmata] by 1 second per attribute level * Increases SP consumption by 10% Need the 2nd circle of Druid Chortasmata: Enhance Type: Passive * Increases the damage dealt on an enemy with [Chortasmata] by 0.5% per attribute level * +10% added damage at maximum level Druid 1st Circle required Chortasmata [Magic] - [Poison] Grass temporarily grows on the targeted area. Monsters within the targeted area become Plant-type monsters. Allies who step on the area receive the Floral Scent buff and have their HP restored. Enemies on the area receive the Rash debuff and continuous damage. Level 10: Attack 261% Floral Scent recovery 870 Duration 20 sec SP: 206 Type: Magic / Attack Cooldown: 20s Element: 1 / 10 Shape Shifting Transform into a monster of the Animal-type, Plant-type or Insect-type in front of you for a given duration. Level 1: Able to use the monster's skill Maximum Duration: 60 seconds SP: 56 Type: Magic / Attack Cooldown: 120s 5 / 5 Sterea Trofh Grown grass protects you and your allies. It casts in the place of [Chortasmata] first if exists, otherwise it casts on you. Level 5: Duration: 10 seconds SP: 110 Type: Magic / Attack Cooldown: 30s 5 / 5 Transform Transform back into the monster that you last shape shifted to. Level 5: Able to use the monster's skill Maximum Duration: 100 seconds SP: 114 Type: Magic / Attack Cooldown: 120s 1 / 5 Thorn: Enhance Type: Passive * Increases the damage dealt on an enemy with [Thorn] by 0.5% per attribute level * +10% added damage at maximum level Need the 2nd circle of Druid Thorn Throw thorny vines at nearby enemies to deal continuous damage. If the target is a ground-based monster, it will become trapped in the vines and unable to move. Level 1: Attack 250% x 11 hits Ground enemies become unable to move SP: 98 Type: Magic / Attack Cooldown: 20s |
Rank 8
Exorcist |
5 / 5 Rubric: Enhance Type: Passive * Increases the damage dealt on an enemy with [Rubric] by 0.5% per attribute level * +10% added damage at maximum level Requires Exorcist Circle 1 Rubric: Propagate Type: Active * Increases [Rubric]'s targets by 1 per attribute level * Increases SP consumption by 30% Requires Exorcist Circle 2 Rubric: Speed Reading Type: Active * Shortens the attack cycle of [Rubric] by half * Increases SP consumption by 20% Requires Exorcist Circle 2 Rubric [Magic] - [Holy] Read commandments imbued with the power of the Goddesses to deal Holy property damage and reduce the enemy's movement speed. When used against Demon type enemies, the skill deals additional hits and its movement speed reducing effects are amplified. Level 5: Attack per 0.5 sec 639% Targets 5 Max. duration 6 sec SP: 238 Type: Magic / Attack Cooldown: 15s Element: 1 / 5 3 Entity: Enhance Type: Passive * Increases the damage dealt on an enemy with [Entity] by 0.5% per attribute level * +10% added damage at maximum level Requires Exorcist Circle 1 Entity: Divine Impact Type: Active * Enhances [Entity] to deal 10% of the original damage to non-concealed enemies * Increases SP consumption by 30% Requires Exorcist Circle 2 Entity [Magic] - [Holy] Make hidden entities nearby reveal themselves with a powerful command. Revealed entities take a designated amount of damage. Level 1: Attack: 1387% Targets 10 SP: 73 Type: Magic / Attack Cooldown: 30s Element: 5 / 5 3 Aqua Benedicta: Enhance Type: Passive * Increases the damage dealt on an enemy with [Aqua Benedicta] by 0.5% per attribute level * +10% added damage at maximum level Requires Exorcist Circle 1 Aqua Benedicta: Last Drop Type: Active * Applies damage to enemies within range of [Aqua Benedicta] for 2.5 sec after the skill's duration ends * Increases SP consumption by 30% Requires Exorcist Circle 2 Aqua Benedicta [Magic] - [Holy] Sprinkle Holy Water on the ground to purify it. Enemies in the purified area receive continuous damage. Flying enemies that don't step on the purified ground are not attacked. Level 5: Attack per 0.4 sec 273% Max. targets 8 Duration 6 sec Consumes Holy Water x1 SP: 138 Type: Magic / Attack Cooldown: 25s Element: |
Rank 9
Exorcist |
10 / 10 Rubric: Enhance Type: Passive * Increases the damage dealt on an enemy with [Rubric] by 0.5% per attribute level * +10% added damage at maximum level Requires Exorcist Circle 1 Rubric: Propagate Type: Active * Increases [Rubric]'s targets by 1 per attribute level * Increases SP consumption by 30% Requires Exorcist Circle 2 Rubric: Speed Reading Type: Active * Shortens the attack cycle of [Rubric] by half * Increases SP consumption by 20% Requires Exorcist Circle 2 Rubric [Magic] - [Holy] Read commandments imbued with the power of the Goddesses to deal Holy property damage and reduce the enemy's movement speed. When used against Demon type enemies, the skill deals additional hits and its movement speed reducing effects are amplified. Level 10: Attack per 0.5 sec 783% Targets 5 Max. duration 6 sec SP: 378 Type: Magic / Attack Cooldown: 15s Element: 3 / 10 3 Entity: Enhance Type: Passive * Increases the damage dealt on an enemy with [Entity] by 0.5% per attribute level * +10% added damage at maximum level Requires Exorcist Circle 1 Entity: Divine Impact Type: Active * Enhances [Entity] to deal 10% of the original damage to non-concealed enemies * Increases SP consumption by 30% Requires Exorcist Circle 2 Entity [Magic] - [Holy] Make hidden entities nearby reveal themselves with a powerful command. Revealed entities take a designated amount of damage. Level 3: Attack: 1539% Targets 10 SP: 106 Type: Magic / Attack Cooldown: 30s Element: 10 / 10 3 Aqua Benedicta: Enhance Type: Passive * Increases the damage dealt on an enemy with [Aqua Benedicta] by 0.5% per attribute level * +10% added damage at maximum level Requires Exorcist Circle 1 Aqua Benedicta: Last Drop Type: Active * Applies damage to enemies within range of [Aqua Benedicta] for 2.5 sec after the skill's duration ends * Increases SP consumption by 30% Requires Exorcist Circle 2 Aqua Benedicta [Magic] - [Holy] Sprinkle Holy Water on the ground to purify it. Enemies in the purified area receive continuous damage. Flying enemies that don't step on the purified ground are not attacked. Level 10: Attack per 0.4 sec 334% Max. targets 8 Duration 6 sec Consumes Holy Water x1 SP: 220 Type: Magic / Attack Cooldown: 25s Element: 1 / 10 Engkrateia: Patience Type: Active * Increases the duration of [Engkrateia] by 1 sec per attribute level * Increases SP consumption by 20% Requires Exorcist Circle 2 Engkrateia Exercise your strong restraint by praying to the Goddesses. During the prayer, you receive less damage and become immune to knockback and knockdown. Additional reduction applied to damage received from Demon type enemies. Level 1: Damage taken -5% Duration 3 sec SP: 126 Type: Melee / Buff Cooldown: 30s Element: 1 / 5 Gregorate: Enhance Type: Passive * Increases the damage dealt on an enemy with [Gregorate] by 0.5% per attribute level * +10% added damage at maximum level Requires Exorcist Circle 2 Gregorate: Louder Type: Active * Increases the no. of status ailments [Gregorate] can cancel by 1 per attribute level * Increases SP consumption by 20% Requires Exorcist Circle 2 Gregorate [Magic] - [Holy] Sends out a wave of divine energy to overthrow the forces of evil. Debuffs of rank 2 and below applied to you or your allies are canceled, and nearby enemies receive Holy property damage. If the skill is applied to a zombie, the zombie is killed. Level 1: Attack 827% Add. damage per debuff 50% Max. 3 debuffs canceled Targets 5 Targets hit 8 SP: 182 Type: Magic / Attack Cooldown: 30s Element: 5 / 5 Koinonia: Sacred Knight Type: Active * Templars within the range of [Koinonia] are considered as Cleric tree characters * Increases SP consumption by 10% Requires Exorcist Circle 2 Koinonia: Enhance Type: Active * Increases the damage dealt on an enemy with [Koinonia] by 0.5% per attribute level * +10% added damage at maximum level Requires Exorcist Circle 2 Koinonia [Magic] - [Holy] Consolidate the faith of your party members into a display of divine energy capable of overthrowing demons. Can only be used when 3 or more members are within range. Additional damage applied when 3 or more of the members are of the Cleric tree. Level 5: Attack per 0.4 sec 202% Duration 20 sec SP: 310 Type: Magic / Attack Cooldown: 40s Element: |
Rank 10
Druid |
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Comments (14)
Thanks for the guide, it's awesome.
Most definitely yes. If you will keep Druid3, then Plague Doctor is a decent option. Dropping down to Druid2 will free up more options such as Sadhu3(INT) or Zealot3(SPR). Clerics in the current iToS patch are quite versatile and you can pick whatever class you like, Bokor3 Druid3 is already a complete build. Just take note of certain situations such as Diev3 needing Miko and Taoist2+ needing Krivis3.
The point of going Exo2 FOR a DRUID BUILD is it gives them a low CD spammable magic skill that has good SFR.
Ok bro, so if i want Exo3, is possible this build:
Cleric 1 -> Krivis3 - > Sadhu3 -> Exo3
??
Thanks.
I primarily use this character to run solo CM, and in that case Bokor is definitely better because Damballa is really strong vs tightly packed mobs. You can also Gregorate/Seed Bomb zombies for more damage.