BokoDoc [PVE] [ Progressive 9/29/16]
Created by clifftrials on Sep 4th 2016 (Last Updated: Oct 1st 2016).
This is a private build.
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BokoDoc [PVE]
Mission:
I like the idea of a progressive build on Tree of Savior. I'll periodically update this page with my progress and share how I feel about my build. This way it isn't all theory crafted and I can give you honest feedback on my opinions.
Note: I don't recommend trying this build until I hit Rank 8, as I may use a skill reset potion to adjust things later down the line.
Progress:
Current Level: 233
Incineration Attribute: Lv. 25
Effigy Attribute: Lv. 70
Damballa Attribute: Lv. 57
Heal Attribute: Lv. 60
Cure Attribute: Lv. 60
Plate Mastery: Defense: Maxed
Last Updated 9/29/2016
Zombies or no Zombies?
I found Bokor-play recently, and the videos I watched were the new meta Hex/Effigy + Pandemic combo with the new Plague Doctor 2. I noticed that all the videos weren't using zombies in the higher levels, which was perfect at the time since I had no interest in zombies. Thus, I was originally planning a pure effigy build with Bokor 3 in mind. As I've read forum users hyping up Damballa, I figured I would experiment with zombies. Already at Bokor2, I got my first Zombie Congo Line (ZCL) rolling and wow! What an impact. As of now, i'm keeping an open mind with zombies.
Videos
Lv. 109 | Feretory Hills | Random Quest Play
Lv. 109 | Lv90 Dungeon | Party Play
Lv. 150 | Lv145 Dungeon | Party Play
Lv. 151 | Lv145 Dungeon | Party Play
Lv. 152 | Siauliai Mission | Party Play
Note: If you want me to record something that involves my build, please let me know in the comments and I'll be happy to try.
Blog
9/25/2016 - [Lv. 223]
I just turned Plague Doctor. It feels great to finally have unlocked Pandemic! Up until now, Effigy has been pretty underwhelming in solo play. I should mention though that Link + Effigy is pretty OP at this level :D--Ripped through Alemeth truffles with just a linker and myself at the start. But now Effigy is a bit more useful to me aside from single targets :D. I'm not sure how this is going to change my zombie-play; i do like my zombies still at 223. I have pretty much stopped using Bwa for CC, and only use Bwa for selective teleportation as seen in my livestream. Pardoner 1 has felt like a super waste so far; But i'm pretty sure you take pardoner for the Doctor, so I'm sure my opinion will change soon. I keep wondering if I should have taken Oracle or Diev instead. Oracle for prophecy, as Dispeller scrolls deplete pretty darned fast! So far this build has been very diverse: If my party DPS is real high, I will not cast a single Zombify--instead focus on support; If my party has a linker, I'll focus on Effigy instead of Zombies; If my party is lacking AOE, I'll use the Zombify/Damballa combo as frequently as I can (usually snag around 10 zombies, then I cast Damballa on top of a new Zombify); Haven't posted any videos lately, as the build hasn't been terribly impressive thus far. Hasn't been difficult either. Bokor is by far the easiest solo cleric class I've ever played up to 223.
9/18/2016 - [Lv. 161]
I noticed the zombie investment feels like a complete waste when you party with a linker and no tank. The mobs either die too fast so that Zombify doesn't work, or the linker doesn't hangman's knot, and everything remains spread out. I'm beginning to think if you regularly party without a tank, then zombies will be no fun. It's best suited for solo players or players who play with a tank. It'd be nice if Pandemic spread Zombify, but I don't believe it does. Also, using zombies does require a bit more focus--it's definitely not for the lazy player. I wonder if this taxes people mentally and that's why most meta builds don't have zombies. I'm starting to enjoy solo play more than party play with this build. Something to keep in mind if you're thinking about zombies. I really want to make zombies work, or at least test them at the end-game content. But I'm starting to sense a conflict in playstyle with how a plague doctor would play vs. A zombie user. Highly considering resetting skills with no zombies, but ill sleep on it.
9/13/2016 - [Lv. 126]
I just hit Bokor 3 literally 10 minutes ago. I didn't do an in-depth test of Damballa, but I did try it in a random field and wow! Looks like it's going to be fun to learn. Once I fully understand it, i'll probably make a video since I don't think there are too many Damballa videos out there. After seeing how cool it was, I decided to fund my Damballa attribute. As for Bokor2, I had fun questing with this build so far, but I felt my DPS in missions was pretty low. This is probably because my Effigy was only level 5. I'm expecting a decent increase in damage once I hit level 15 Effigy, but we'll see. Hopefully with Damballa, I'll continue to have fun questing, and get good at nuking at the right moments. For now, I'll be focusing on leveling. Also, I'm fairly certain when I hit Plague Doctor 2, I'll probably lower Hex to level 4.
9/9/2016 - [Lv. 103]
Finally tried out Zombify despite my initial intentions of going pure effigy, and man, what was I thinking? Bwa Kayiman is such a cool CC skill. I did the 90 dungeon today and I just Zombie Congo Lined (ZCL) the mobs the whole time by running in small circles. I learned that every time a zombie collides with a monster, they fall to the ground. Essentially, they don't have time to hit you because they're too busy passing out on the floor. I also snagged Tet Mamak La which seems to be helpful for questing. I experienced a bug where if I have zombies, I wasn't able to interact with some quest items on the floor--my workaround was to Tet the zombies away while I interacted. During the mission, I mostly placed 4-5 in boss kills, despite having Effigy at attribute LV. 64. I know I'm not a boss killer, but last place?! Come on! I hope it gets better the higher I go; right now effigy is only level 5.
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: 5 / 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 5: 0.4 second attack 103% No. of Hits: 18 Magic Circle Duration: 10 seconds SP: 42 Type: Magic / Buff Cooldown: 27s Element: 3 / 5 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 3: Blocks: 6 times Magic Circle Duration: 20 seconds SP: 33 Type: Magic / Buff Cooldown: 48s 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: 10 / 10 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 10: 0.4 second attack 103% No. of Hits: 28 Magic Circle Duration: 15 seconds SP: 75 Type: Magic / Buff Cooldown: 27s 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 2 / 5 Fade Erases the threat of monsters making them stop any attacks on you. Level 2: Duration: 14 seconds SP: 32 Type: Magic / Buff Cooldown: 40s Element: |
Rank 3
Bokor |
4 / 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 4: Magic Defense: -5% Hexing Duration: 18 seconds SP: 67 Type: Magic / Attack Cooldown: 9s Element: 5 / 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 5: Attack: 365% Attack bonus on 3rd attack: 1.88x ~ 2.66x SP: 42 Type: Magic / Attack Cooldown: 4s Element: |
Rank 4
Bokor |
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: 7 / 10 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 7: Magic Circle Duration: 40 seconds Can summon up to 8 Zombies Increases Zombie damage per level SP: 98 Type: Magic / Buff Cooldown: 25s Element: 1 / 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 1: Invincibility Duration: 11 seconds SP: 36 Type: Melee / Buff Cooldown: 67s Element: 1 / 5 Bwa Kayiman: Enhance Type: Passive * Increases the damage dealt on an enemy with [Bwa Kayiman] by 0.5% per attribute level * +10% added damage at maximum level Bokor 2nd Circle required Bwa Kayiman: zombie defense Type: Active * Increases zombie's physical defense by 2% per attribute level when using [Bwa Kayiman] * Increases SP consumption by 10% Bokor 2nd Circle required Bwa Kayiman [Physical] - [Strike] Instruct your summoned zombies to celebrate. The zombies will deal little damage to anything they touch. Zombie's STR stat applies as additional damage. Level 1: Attack: 171% Maximum Duration: 10 seconds Requires summoned Zombies SP: 37 Type: Melee / Buff Cooldown: 10s 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 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 15: Attack: 530% Attack bonus on 3rd attack: 2.58x ~ 3.56x SP: 96 Type: Magic / Attack Cooldown: 4s Element: 13 / 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 13: Magic Circle Duration: 70 seconds Can summon up to 8 Zombies Increases Zombie damage per level SP: 158 Type: Magic / Buff Cooldown: 25s 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
Pardoner |
5 / 5 Indulgentia: Enhance Type: Passive * Increases the damage dealt on an enemy with [Indulgentia] by 0.5% per attribute level * +10% added damage at maximum level Pardoner 1st Circle required Oblation: Indulgentia Speciality Type: Active * Increases damage of Indulgentia proportionally to the no. of items in the Offering Box (max. 30%) * Increases SP consumption by 20% Lv6 Indulgentia required Indulgentia Use a ritual to cure allies with a Lv2 status ailment or to inflict damage on enemies. Level 5: Attack: 373% Target 8 Heal all party members Heal 8 allies Uses 500 silver SP: 110 Type: Magic / Buff Cooldown: 30s Element: 5 / 5 Discerning Evil: Increased Targets Type: Active * Adds 1 target per attribute level to the applied effects of [Discerning Evil] * Increases SP consumption by 30% Pardoner 1st Circle required Discerning Evil Extend the duration of harmful effects applied to the enemy forcibly. Once the duration has been increased, the debuff doesn't increase again. Level 5: Extends the remaining duration of debuffs by 50% SP: 103 Type: Magic / Buff Cooldown: 25s Element: 5 / 5 Increase Magic Defense: Duration Type: Active * Increases duration of [Increase Magic Defense] by 20 seconds per attribute level * Increases SP consumption by 20% Pardoner 1st Circle required Increase Magic Defense Temporarily increases the magic defense of you and your party members. Level 5: Magic Defense: +560 Duration: 300 seconds Consumes #{SpendItemCount}# Holy Water SP: 110 Type: Magic / Buff Cooldown: 87s Element: |
Rank 7
Plague Doctor |
2 / 5 Healing Factor Install a magic circle that grants super healing abilities temporarily. You or your party members recover HP equal to the amount left at the point when the magic circle is stepped on. Level 2: Duration: 25 seconds HP Recovery: 70 SP: 114 Type: Magic / Buff Cooldown: 45s Element: 1 / 5 Incineration: Enhance Type: Passive * Increases the damage dealt on an enemy with [Incineration] by 0.5% per attribute level * +10% added damage at maximum level Plague Doctor 1st Circle required Incineration: Infect Type: Active * When an enemy is defeated by [Incinerate], it transfers its debuff to a nearby enemy * Increases the number of possible targets by 1 per attribute level * Increases SP consumption by 40% Plague Doctor 2nd Circle Required Incineration: Fast Response Type: Active * Decreases the interval of [Incineration]'s hits by 0.1 seconds * Increases SP consumption by 50% Plague Doctor Circle 3 Required Incineration [Magic] - [Fire] Incinerate enemies with status ailments. The duration of [Incineration]'s effects will increase depending on the enemies' number of status ailments. Level 1: 0.4 second attack 98% Base Duration: 10 seconds SP: 78 Type: Magic / Buff Cooldown: 16s Element: 3 / 5 Pandemic: Increased Range Type: Active * Increases the range of [Pandemic] * Increases SP consumption by 100% Plague Doctor 2nd Circle Required Pandemic: Spread Incineration Type: Active * Adds a 5% chance per attribute level for [Pandemic] to spread [Incineration] Chance applies to each target individually * Increases SP consumption by 50% Requires Pandemic Level 11 Pandemic Spread all status ailments on targeted enemies to other enemies within the range. Level 3: Applies a maximum of 9 times SP: 156 Type: Magic / Buff Cooldown: 25s Element: |
Rank 8
Plague Doctor |
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