A Link to the Past V2 (2018)
Created by Rubiss on Feb 27th 2016 (Last Updated: Jul 16th 2018).
This is a public build.
47
Full support Linker/Chronomancer. Best used in a party. It has a semi-hard time soloing past Rank 5. Go and make some friends.
The stat build to use with this build is...
CON - 50 (Not firm. Adjust to your liking)
SPR - Everything else (get this as high as you can)
There is no ratio. You pumped SPR forever. The reason for this is that in an ideal party scenario, every stat is accounted for with Lifeline, except SPR, which you bring. On top of everything else, most of your skills scale of SPR too.
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Rank 1 - Wizard
Lethargy 5/5 - An okay debuff to physical and magical attack on enemies. Lowers evasion too which is nice. Could probably get away with 1 point in this.
Sleep 5/5 - Sleep is a great crowd-control (CC) ability. Even at level 5, it gives you and your party a few seconds to reposition and dish out a bit more damage uninterrupted.
Reflect Shield 0/5 - Not great, but might have some uses in end-game where damage is really high. Kind of up to you. I usually pass on this.
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Rank 2 - Wizard
Lethargy 10/10 - See above. 10% less incoming damage is pretty decent. Not much else to really get here.
Sleep 10/10 - See above
Surecast 5/5 - Great skill to help keep your spells from being interrupted. While Rune of Protection makes this a bit redundant later, it's good casters and can be shared through links. This skill will pay off later.
Magic Missile 5/5 - A good skill. Decent damage early game and works well with Linker. Your best friend for quite some time.
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Rank 3 - Linker
Joint Penalty 5/5 - This is the one skill that defines a Linker. You are expected to max it. It shares damage to everyone tethered together and can raise Lightning, Earth and Poison damage when you buy the attribute by 50%. Must have.
Hangman's Knot 5/5 - A decent CC ability which exists mostly to stack enemies together for some heavy damage. You almost always use this after casting Joint Penalty.
The rest of your points are saved for Rank 4.
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Rank 4 - Linker
Joint Penalty 10/10 - See above.
Spiritual Chain 5/5 - This skill can pass certain single target buffs to the party. It is extremely helpful. It has been buffed immensely and raises your linked party's magical attack based on it's skill level * 3%.
Spirit Shock 5/5 - One of your few damage skills. It scales of SPR so it's always going to hit reasonably well. If you want to put more points into Hangman's Knot, you can. Overall, a fully invested Hangman's Knot can double your CC duration on it, but going from 2 seconds to 4 seconds isn't really worth 10 more points in my opinion.
The rest of your points are saved for Rank 5
=========================================
Rank 5 - Linker
Joint Penalty 10/10 - See above.
Spiritual Chain 10/10 - See above.
Spirit Shock 10/10 - See above.
Lifeline 5/5 - Shares the highest stat point between all party members to each other. This is the reason we went Linker 3 at all. Must max. Combine this with Pass to maximize the uptime of this.
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Rank 6 - Chronomancer
Quicken 5/5 - A very handy buff, not just for the attack speed but the attribute which raises the party's critical hit rate. The evasion penalty does not matter when you hit the next rank.
Reincarnate 1/5 - This is taken to revive monsters who are shining as well as certain mini-bosses to kill them more than once. It's really only worth one point as further points increases the duration.
Stop 1/5 - The ultimate CC ability in your kit. Used to give the party some time to breathe and reposition. It could use more points, but there are more important things to get.
Slow 3/5 - An excellent debuffing skill which keeps ranged players very safe.
Save the rest of your points for the next rank. You're going to want to be able to buy a certain skill asap.
=========================================
Rank 7 - Chronomancer
Quicken 10/10 - See above.
Haste 5/5 - Your most used skill. The movement is great but the attribute which raises evasion is what makes this skill amazing. Must have. Must max. This is why we saved 5 points from Rank 6. Get this skill as soon as possible.
Keep on saving points. There are some skills you're going to want to max out as soon as you can next rank.
=========================================
Rank 8 - Chronomancer
Quicken 15/15 - See above.
Reincarnate 1/15 - See above.
Stop 1/15 - See above.
Slow 12/15 - I wish I could put more points into this, but the other skills are just better.
Haste 10/10 - See above. Get after Pass.
Backmasking 1/5* - This is taken to save lives and farm bosses. It rewinds time in an area around you. Points into this raises the radius of the effect. We don't really need that but you can pull points out of slow to raise this up if you want.
Pass 5/5 - Must max without question. Reduces all CDs (except itself) in the party. You will almost always be spamming this whenever it is up for a huge boost in party DPS. Max this before anything else. This is why we saved points for so long.
======================================================
Rank 9 - Rune Caster
Good luck unlocking this class.
Rune of Destruction 5/5 - Very good damage and your wizard DPS friends will love you. Not only do you lower the magic defense of all enemies hit by this by 15%, but you get the base effect of making enemies reflect magic damage to other enemies. The synergy is real good.
Rune of Justice 5/5 - Could probably ignore this and put some points into Rune of Ice to help Ice friends, but I think the damage on Justice is worth getting. Rune of Giants can mess some players up, so this is really your only option.
Rune of Protection 5/5 - This is where Linker really shines. You can pass along the buff which not only keeps your party from having their skills interrupted, but it makes it so that you can't be knocked down or knocked back too. Very handy at end-game.
======================================================
Sorcerer - Rank 10
Our options are a bit limited at the end here. We want something that will benefit our high SPR while also helping buff the party, as that's what we do. I think Sorcerer fits this pretty well.
Summoning 5/5 - Okay damage, if you invest in the right card (Temple Shooter).
Summon Familiar 4/5* - More burst damage. Works well with links. Can be 5/5 if you really don't want a flame friend with you.
Summon Salamion 1/5* - Another helper. Can put more points into this if you want. Between this and Familiar, it's at your discretion.
Summon Servant 5/5 - One of the biggest reasons we went got this class. The buffs are welcome.
The stat build to use with this build is...
CON - 50 (Not firm. Adjust to your liking)
SPR - Everything else (get this as high as you can)
There is no ratio. You pumped SPR forever. The reason for this is that in an ideal party scenario, every stat is accounted for with Lifeline, except SPR, which you bring. On top of everything else, most of your skills scale of SPR too.
=========================================
Rank 1 - Wizard
Lethargy 5/5 - An okay debuff to physical and magical attack on enemies. Lowers evasion too which is nice. Could probably get away with 1 point in this.
Sleep 5/5 - Sleep is a great crowd-control (CC) ability. Even at level 5, it gives you and your party a few seconds to reposition and dish out a bit more damage uninterrupted.
Reflect Shield 0/5 - Not great, but might have some uses in end-game where damage is really high. Kind of up to you. I usually pass on this.
=========================================
Rank 2 - Wizard
Lethargy 10/10 - See above. 10% less incoming damage is pretty decent. Not much else to really get here.
Sleep 10/10 - See above
Surecast 5/5 - Great skill to help keep your spells from being interrupted. While Rune of Protection makes this a bit redundant later, it's good casters and can be shared through links. This skill will pay off later.
Magic Missile 5/5 - A good skill. Decent damage early game and works well with Linker. Your best friend for quite some time.
=========================================
Rank 3 - Linker
Joint Penalty 5/5 - This is the one skill that defines a Linker. You are expected to max it. It shares damage to everyone tethered together and can raise Lightning, Earth and Poison damage when you buy the attribute by 50%. Must have.
Hangman's Knot 5/5 - A decent CC ability which exists mostly to stack enemies together for some heavy damage. You almost always use this after casting Joint Penalty.
The rest of your points are saved for Rank 4.
=========================================
Rank 4 - Linker
Joint Penalty 10/10 - See above.
Spiritual Chain 5/5 - This skill can pass certain single target buffs to the party. It is extremely helpful. It has been buffed immensely and raises your linked party's magical attack based on it's skill level * 3%.
Spirit Shock 5/5 - One of your few damage skills. It scales of SPR so it's always going to hit reasonably well. If you want to put more points into Hangman's Knot, you can. Overall, a fully invested Hangman's Knot can double your CC duration on it, but going from 2 seconds to 4 seconds isn't really worth 10 more points in my opinion.
The rest of your points are saved for Rank 5
=========================================
Rank 5 - Linker
Joint Penalty 10/10 - See above.
Spiritual Chain 10/10 - See above.
Spirit Shock 10/10 - See above.
Lifeline 5/5 - Shares the highest stat point between all party members to each other. This is the reason we went Linker 3 at all. Must max. Combine this with Pass to maximize the uptime of this.
=========================================
Rank 6 - Chronomancer
Quicken 5/5 - A very handy buff, not just for the attack speed but the attribute which raises the party's critical hit rate. The evasion penalty does not matter when you hit the next rank.
Reincarnate 1/5 - This is taken to revive monsters who are shining as well as certain mini-bosses to kill them more than once. It's really only worth one point as further points increases the duration.
Stop 1/5 - The ultimate CC ability in your kit. Used to give the party some time to breathe and reposition. It could use more points, but there are more important things to get.
Slow 3/5 - An excellent debuffing skill which keeps ranged players very safe.
Save the rest of your points for the next rank. You're going to want to be able to buy a certain skill asap.
=========================================
Rank 7 - Chronomancer
Quicken 10/10 - See above.
Haste 5/5 - Your most used skill. The movement is great but the attribute which raises evasion is what makes this skill amazing. Must have. Must max. This is why we saved 5 points from Rank 6. Get this skill as soon as possible.
Keep on saving points. There are some skills you're going to want to max out as soon as you can next rank.
=========================================
Rank 8 - Chronomancer
Quicken 15/15 - See above.
Reincarnate 1/15 - See above.
Stop 1/15 - See above.
Slow 12/15 - I wish I could put more points into this, but the other skills are just better.
Haste 10/10 - See above. Get after Pass.
Backmasking 1/5* - This is taken to save lives and farm bosses. It rewinds time in an area around you. Points into this raises the radius of the effect. We don't really need that but you can pull points out of slow to raise this up if you want.
Pass 5/5 - Must max without question. Reduces all CDs (except itself) in the party. You will almost always be spamming this whenever it is up for a huge boost in party DPS. Max this before anything else. This is why we saved points for so long.
======================================================
Rank 9 - Rune Caster
Good luck unlocking this class.
Rune of Destruction 5/5 - Very good damage and your wizard DPS friends will love you. Not only do you lower the magic defense of all enemies hit by this by 15%, but you get the base effect of making enemies reflect magic damage to other enemies. The synergy is real good.
Rune of Justice 5/5 - Could probably ignore this and put some points into Rune of Ice to help Ice friends, but I think the damage on Justice is worth getting. Rune of Giants can mess some players up, so this is really your only option.
Rune of Protection 5/5 - This is where Linker really shines. You can pass along the buff which not only keeps your party from having their skills interrupted, but it makes it so that you can't be knocked down or knocked back too. Very handy at end-game.
======================================================
Sorcerer - Rank 10
Our options are a bit limited at the end here. We want something that will benefit our high SPR while also helping buff the party, as that's what we do. I think Sorcerer fits this pretty well.
Summoning 5/5 - Okay damage, if you invest in the right card (Temple Shooter).
Summon Familiar 4/5* - More burst damage. Works well with links. Can be 5/5 if you really don't want a flame friend with you.
Summon Salamion 1/5* - Another helper. Can put more points into this if you want. Between this and Familiar, it's at your discretion.
Summon Servant 5/5 - One of the biggest reasons we went got this class. The buffs are welcome.
Rank 1
![]() ![]() Wizard |
![]() 5 / 5 Lethargy: Strike Speciality Type: Active * Enemies affected by [Lethargy] receive 10% additional damage per attribute level with [Strike] attacks * Increases SP consumption by 10% Wizard 3rd Circle required Lethargy: Tile Speciality Type: Active * Magic circle damage on enemies afflicted with [Lethargy] increases by 3% per attribute level Wizard 2nd Circle required Lethargy Makes an enemy lethargic. Level 5: Physical attack -5% Magic attack -5% Evasion -25 Damage from magic circles +20% [Lethargy] Duration 20 sec SP: 24 Type: Magic / Buff Cooldown: 20s ![]() 5 / 5 Sleep: Dream Eater Type: Active * Limit of attacks of [Sleep] decreases by 80% (min. 1 time) * Enemies affected by [Sleep] will receive 200% damage from Non-Property and Psychokinesis magic attacks Sleep Lv6, Wizard C2 required Sleep Makes an enemy fall asleep. The enemy awakens once you've reached your limit of attacks. Level 5: [Sleep] Duration: 7 seconds Attack Threshold: 5 SP: 30 Type: Magic / Buff Cooldown: 25s |
Rank 2
![]() ![]() Wizard |
![]() 10 / 10 Lethargy: Strike Speciality Type: Active * Enemies affected by [Lethargy] receive 10% additional damage per attribute level with [Strike] attacks * Increases SP consumption by 10% Wizard 3rd Circle required Lethargy: Tile Speciality Type: Active * Magic circle damage on enemies afflicted with [Lethargy] increases by 3% per attribute level Wizard 2nd Circle required Lethargy Makes an enemy lethargic. Level 10: Physical attack -10% Magic attack -10% Evasion -50 Damage from magic circles +20% [Lethargy] Duration 20 sec SP: 38 Type: Magic / Buff Cooldown: 20s ![]() 10 / 10 Sleep: Dream Eater Type: Active * Limit of attacks of [Sleep] decreases by 80% (min. 1 time) * Enemies affected by [Sleep] will receive 200% damage from Non-Property and Psychokinesis magic attacks Sleep Lv6, Wizard C2 required Sleep Makes an enemy fall asleep. The enemy awakens once you've reached your limit of attacks. Level 10: [Sleep] Duration: 12 seconds Attack Threshold: 10 SP: 44 Type: Magic / Buff Cooldown: 25s ![]() 5 / 5 Surespell Skills being cast cannot be interrupted by enemy attacks. Level 5: Targets (excluding caster) 4 Duration 300 sec SP: 36 Type: Magic / Buff Cooldown: 60s ![]() 5 / 5 3 Magic Missile: Enhance Type: Passive * Increases the damage dealt on an enemy with [Magic Missile] by 0.5% per attribute level *+10% added damage at maximum level Wizard 2nd Circle required Magic Missile [Magic] Attack continuously with magic bullets. New bullets are shot if it successfully targets an enemy. Level 5: Attack: 228% x 3 Bullet Count: 3 SP: 40 Type: Magic / Attack Cooldown: 17s |
Rank 3
![]() ![]() Linker |
![]() 5 / 5 Joint Penalty: Lightning Type: Active * Lightning property skill attacks deal 10% additional damage per attribute level on enemies affected by [Joint Penalty] * Increases SP consumption by 10% Linker 1st Circle required Joint Penalty: Poison Type: Active * Poison property skill attacks deal 10% additional damage per attribute level on enemies affected by [Joint Penalty] * Increases SP consumption by 10% Linker 1st Circle required Joint Penalty: Earth Type: Active * Deals 10% additional damage per attribute level of the Earth property attack to enemies affected by [Joint Penalty] * Increases SP consumption by 10% Linker 1st Circle required Joint Penalty Links enemies to attack all at once. Can be canceled by the Unbind skill. Level 5: Maximum Link Numbers: 5 Count Limit: 9 Duration: 35 seconds SP: 87 Type: Magic / Buff Cooldown: 22s ![]() 5 / 5 Hangman's Knot: Additional Damage Type: Active * Enemies hit by [Hangman's Knot] will receive additional damage equal to 20% magic attack per attribute level * Increases SP consumption by 10% Lv3 Hangman's Knot required Hangman's Knot: Focused Attack Type: Active * AoE defense ratio of enemies gathered by [Hangman's Knot] is fixed to 1 * Enemies gathered by [Hangman's Knot] takes additional 5% damage per attribute level * Increases SP consumption by 10% Linker 1st Circle required Hangman's Knot Tighten the link to gather up the linked enemies in front of you. Level 5: [Bind] Duration: 2 seconds SP: 71 Type: Magic / Buff Cooldown: 15s |
Rank 4
![]() ![]() Linker |
![]() 10 / 10 Joint Penalty: Lightning Type: Active * Lightning property skill attacks deal 10% additional damage per attribute level on enemies affected by [Joint Penalty] * Increases SP consumption by 10% Linker 1st Circle required Joint Penalty: Poison Type: Active * Poison property skill attacks deal 10% additional damage per attribute level on enemies affected by [Joint Penalty] * Increases SP consumption by 10% Linker 1st Circle required Joint Penalty: Earth Type: Active * Deals 10% additional damage per attribute level of the Earth property attack to enemies affected by [Joint Penalty] * Increases SP consumption by 10% Linker 1st Circle required Joint Penalty Links enemies to attack all at once. Can be canceled by the Unbind skill. Level 10: Maximum Link Numbers: 8 Count Limit: 11 Duration: 60 seconds SP: 120 Type: Magic / Buff Cooldown: 22s ![]() 5 / 5 Spiritual Chain: Duration Type: Active * Increases the duration of [Spiritual Chain] by 1 second per attribute level * Increases SP consumption by 10% Linker 2nd Circle required Spiritual Chain: Enhance Type: Active * Magic damage dealt by characters linked with [Spiritual Chain] increases by 3% per skill level * Increases SP consumption by 30% Linker 2nd Circle required Spiritual Chain Links party members and shares buff effects. Can be canceled by the Unbind skill. Level 5: Duration: 55 seconds SP: 91 Type: Magic / Buff Cooldown: 55s ![]() 5 / 5 Spirit Shock: Enhance Type: Passive * Increases the damage dealt on an enemy with [Spirit Shock] by 0.5% per attribute level * +10% added damage at maximum level Linker 2nd Circle required Spirit Shock: Confusion Type: Active * Enemies hit by [Spirit Shock] have a 5% chance per attribute level of being afflicted with [Confusion] * Increases SP consumption by 20% Linker 2nd Circle required Spirit Shock: Mental Pressure Type: Active * Magic defense of enemies hit by [Spirit Shock] decreases by 25% * Additional damage increases by the difference of SPR between the attacker's and target's * Additional damage does not exceed max. 300% * Increases SP consumption by 50% Linker 3rd Circle required Spirit Shock [Magic] - [Psychokinesis] Link yourself to the soul of a single target to inflict mental damage. Can only be used on a single target at a time. Can be canceled by the Unbind skill. Level 5: 0.5 second attack 243% Duration: 5.5 seconds SP: 101 Type: Magic / Attack Cooldown: 15s Element: ![]() |
Rank 5
![]() ![]() Linker |
![]() 15 / 15 Joint Penalty: Lightning Type: Active * Lightning property skill attacks deal 10% additional damage per attribute level on enemies affected by [Joint Penalty] * Increases SP consumption by 10% Linker 1st Circle required Joint Penalty: Poison Type: Active * Poison property skill attacks deal 10% additional damage per attribute level on enemies affected by [Joint Penalty] * Increases SP consumption by 10% Linker 1st Circle required Joint Penalty: Earth Type: Active * Deals 10% additional damage per attribute level of the Earth property attack to enemies affected by [Joint Penalty] * Increases SP consumption by 10% Linker 1st Circle required Joint Penalty Links enemies to attack all at once. Can be canceled by the Unbind skill. Level 15: Maximum Link Numbers: 10 Count Limit: 14 Duration: 85 seconds SP: 153 Type: Magic / Buff Cooldown: 22s ![]() 10 / 10 Spiritual Chain: Duration Type: Active * Increases the duration of [Spiritual Chain] by 1 second per attribute level * Increases SP consumption by 10% Linker 2nd Circle required Spiritual Chain: Enhance Type: Active * Magic damage dealt by characters linked with [Spiritual Chain] increases by 3% per skill level * Increases SP consumption by 30% Linker 2nd Circle required Spiritual Chain Links party members and shares buff effects. Can be canceled by the Unbind skill. Level 10: Duration: 80 seconds SP: 125 Type: Magic / Buff Cooldown: 55s ![]() 10 / 10 Spirit Shock: Enhance Type: Passive * Increases the damage dealt on an enemy with [Spirit Shock] by 0.5% per attribute level * +10% added damage at maximum level Linker 2nd Circle required Spirit Shock: Confusion Type: Active * Enemies hit by [Spirit Shock] have a 5% chance per attribute level of being afflicted with [Confusion] * Increases SP consumption by 20% Linker 2nd Circle required Spirit Shock: Mental Pressure Type: Active * Magic defense of enemies hit by [Spirit Shock] decreases by 25% * Additional damage increases by the difference of SPR between the attacker's and target's * Additional damage does not exceed max. 300% * Increases SP consumption by 50% Linker 3rd Circle required Spirit Shock [Magic] - [Psychokinesis] Link yourself to the soul of a single target to inflict mental damage. Can only be used on a single target at a time. Can be canceled by the Unbind skill. Level 10: 0.5 second attack 243% Duration: 8 seconds SP: 138 Type: Magic / Attack Cooldown: 15s Element: ![]() ![]() 5 / 5 Lifeline: Increased Nullification Type: Active * Increases the chance to nullify an enemy's attack while using [Lifeline] by 2% per attribute level * Increases SP consumption by 10% Linker 3rd Circle required Lifeline Uses the highest abilities between you and allies linked by [Spiritual Chain]. Level 5: Duration: 40 seconds SP: 101 Type: Magic / Buff Cooldown: 60s |
Rank 6
![]() ![]() Chronomancer |
![]() 5 / 5 Quicken: Critical Rate Type: Active * [Quicken] increases critical rate by 15 per attribute level and decreases evasion by 20 per attribute level Effect increases up to 2 times in proportion to caster's SPR and target's level * Increases SP consumption by 30% Chronomancer 1st Circle required Quicken Temporarily increases the attack speed of you and your party members by manipulating time. The effect increases up to double proportional to the caster's SPR and the target's level. Level 5: Attack Speed: +65 Duration: 60 seconds Consumes #{SpendItemCount}# Time Crystal Fragment SP: 121 Type: Magic / Buff Cooldown: 40s ![]() 1 / 5 Reincarnate: Two Type: Active * When an enemy affected by [Reincarnate] dies and is revived, two enemies will appear with a chance of 1% per attribute level * Increases SP consumption by 30% Chronomancer 1st Circle required Reincarnate Manipulate time to make a monster reappear on the same spot it was defeated. You must use it near monsters for it to have effect. Reincarnated monsters cannot be reincarnated again. Level 1: Duration: 6 seconds Consumes #{SpendItemCount}# Time Crystal Fragment SP: 92 Type: Magic / Buff Cooldown: 120s ![]() 1 / 5 Stop: Control Boss Monster Type: Active * Allows [Stop] to also stop boss monsters once * Increases SP consumption by 10 * Increases SP consumption by 30% Chronomancer 1st Circle required Stop Stops time of monsters within the targeted area. Enemies do not receive damage when time is stopped. Level 1: Magic Duration: 6 seconds Consumes #{SpendItemCount}# Time Crystal Fragment SP: 112 Type: Magic / Buff Cooldown: 100s ![]() 3 / 5 Slow: Critical Resistance Type: Active * Enemies affected by [Slow] have their critical resistance decreased by a value equal to 15% of the caster's INT * Increases SP consumption by 10% Chronomancer 1st Circle required Slow: Decreased Nullification Type: Active * Decreases chance of nullifying an attack by 6% per attribute level when enemies are affected by [Slow] * Increases SP consumption by 10% Chronomancer 1st Circle required Slow Controls time to decrease the movement speed of enemies. Level 3: Movement Speed: -12 Magic Circle Duration: 15.5 seconds [Slow] Duration: 10 seconds SP: 109 Type: Magic / Buff Cooldown: 35s |
Rank 7
![]() ![]() Chronomancer |
![]() 10 / 10 Quicken: Critical Rate Type: Active * [Quicken] increases critical rate by 15 per attribute level and decreases evasion by 20 per attribute level Effect increases up to 2 times in proportion to caster's SPR and target's level * Increases SP consumption by 30% Chronomancer 1st Circle required Quicken Temporarily increases the attack speed of you and your party members by manipulating time. The effect increases up to double proportional to the caster's SPR and the target's level. Level 10: Attack Speed: +115 Duration: 90 seconds Consumes #{SpendItemCount}# Time Crystal Fragment SP: 169 Type: Magic / Buff Cooldown: 40s ![]() 5 / 5 Haste: Increased Evasion Type: Active * Increases your evasion by 15 per attribute level * Effect increases up to 2 times in proportion to caster's SPR and target's level * Increases SP consumption by 10% Chronomancer 2nd Circle required Haste Temporarily increases the movement speed of you and your party members by manipulating time.The effect increases up to double proportional to the caster's SPR and the target's level. Level 5: Movement Speed: +5 Duration: 80 seconds Consumes #{SpendItemCount}# Time Crystal Fragment SP: 134 Type: Magic / Buff Cooldown: 35s |
Rank 8
![]() ![]() Chronomancer |
![]() 15 / 15 Quicken: Critical Rate Type: Active * [Quicken] increases critical rate by 15 per attribute level and decreases evasion by 20 per attribute level Effect increases up to 2 times in proportion to caster's SPR and target's level * Increases SP consumption by 30% Chronomancer 1st Circle required Quicken Temporarily increases the attack speed of you and your party members by manipulating time. The effect increases up to double proportional to the caster's SPR and the target's level. Level 15: Attack Speed: +165 Duration: 120 seconds Consumes #{SpendItemCount}# Time Crystal Fragment SP: 217 Type: Magic / Buff Cooldown: 40s ![]() 12 / 15 Slow: Critical Resistance Type: Active * Enemies affected by [Slow] have their critical resistance decreased by a value equal to 15% of the caster's INT * Increases SP consumption by 10% Chronomancer 1st Circle required Slow: Decreased Nullification Type: Active * Decreases chance of nullifying an attack by 6% per attribute level when enemies are affected by [Slow] * Increases SP consumption by 10% Chronomancer 1st Circle required Slow Controls time to decrease the movement speed of enemies. Level 12: Movement Speed: -26 Magic Circle Duration: 20 seconds [Slow] Duration: 10 seconds SP: 206 Type: Magic / Buff Cooldown: 35s ![]() 10 / 10 Haste: Increased Evasion Type: Active * Increases your evasion by 15 per attribute level * Effect increases up to 2 times in proportion to caster's SPR and target's level * Increases SP consumption by 10% Chronomancer 2nd Circle required Haste Temporarily increases the movement speed of you and your party members by manipulating time.The effect increases up to double proportional to the caster's SPR and the target's level. Level 10: Movement Speed: +8 Duration: 120 seconds Consumes #{SpendItemCount}# Time Crystal Fragment SP: 190 Type: Magic / Buff Cooldown: 35s ![]() 1 / 5 Backmasking: Confusion Type: Active * Enemies provoked after using [Backmasking] will be afflicted with [Confusion] for 6 seconds * If the attribute is Lv2, applies 8 seconds of [Confusion] * Increases SP consumption by 10% Chronomancer 3rd Circle required Backmasking Control time in an area, temporarily changing it back to its previous state. Level 1: Backmasking Range: 60 Unable to use Backmasking nearby for 10 seconds Consumes #{SpendItemCount}# Time Crystal SP: 240 Type: Magic / Buff Cooldown: 300s ![]() 5 / 5 Pass [Magic] Reduces the cooldown of skills of you and your party members. Reduced skill will not be re-applied until the skill is used. Level 5: Cooldown: -25 seconds Consumes #{SpendItemCount}# Time Crystal SP: 161 Type: Magic / Buff Cooldown: 50s Element: ![]() |
Rank 9
![]() ![]() Rune Caster |
![]() 5 / 5 2 Rune of Destruction: Enhance Type: Passive * Increases the damage dealt on an enemy with [Rune of Destruction] by 0.5% per attribute level * +10% added damage at maximum level Rune Caster 1st Circle required Rune of Destruction: Magic Defense Destruction Type: Active * Magic defense of enemies hit by [Rune of Destruction] decreases by 3% per attribute level * Increases SP consumption by 30% Rune Caster 1st Circle required Rune of Destruction [Magic] Inflicts powerful damage to enemies in a targeted area. The attacked enemies will deal additional damage to other enemies by reflecting magic. Level 5: Attack: 1787% Consumes 1 Rune Stone Casting Time: 2 seconds SP: 191 Type: Magic / Attack Cooldown: 40s ![]() 5 / 5 3 Rune of Justice: Enhance Type: Passive * Increases the damage dealt on an enemy with [Rune of Justice] by 0.5% per attribute level * +10% added damage at maximum level Rune Caster 1st Circle required Rune of Justice [Magic]-[Holy] Unleashes a divine magic attack in a straight line. Level 5: Attack: 357% x 5 Consumes 1 Rune Stone Casting Time: 2 seconds SP: 181 Type: Magic / Attack Cooldown: 30s Element: ![]() ![]() 5 / 5 Rune of Protection: Maintain Casting Type: Active * Skills being cast cannot be interrupted by enemy attack when [Rune of Protection] is applied Duration of [Rune of Protection] decreases by [10 - (attribute level *2)] seconds Rune Caster 1st Circle required Rune of Protection [Magic] Grants an effect that provides knockback and knockdown immunity for you. Level 5: Duration: 150 seconds Consumes 1 Rune Stone Casting Time: 2 seconds SP: 161 Type: Magic / Attack Cooldown: 200s |
Rank 10
![]() ![]() Sorcerer |
![]() 5 / 5 Summoning Summon the devil of the card inserted in your grimoire. The attack and defense of the summoned devil will be set according to your character's level, and will increase by 5% for each star on the corresponding card. The grimoire can only equip Devil-type monster cards. Level 5: Summons a Devil-type boss monster Devil's Additional Attack: 15% Devil's Additional Defense: 15% Duration: 900 seconds SP: 116 Type: Magic / Attack Cooldown: 60s Element: ![]() ![]() 4 / 5 Summon Familar: Enhance Type: Passive * Increases the damage dealt on an enemy with [Summon Familiar] by 0.5% per attribute level * +10% added damage at maximum level Sorcerer 1st Circle required Summon Familar: Splash Type: Active * Deals damage to nearby enemies with a 1% chance per attribute level when the summoned familiar of [Summon Familiar] explodes itself * Increases SP consumption by 10% Lv3 Summon Familiar required Summon Familiar [Magic] - [Dark] Summon a familiar. The familiar rushes to an enemy that you attack or that attacks you, and then explodes itself. Level 4: Attack: 365% Summon 4 Familiar Spirits SP: 116 Type: Magic / Attack Cooldown: 35s Element: ![]() ![]() 1 / 5 Summon Salamion: Ignite Type: Active * Chance to inflict [Burn] for 10 seconds on an enemy when attacked by Salamion * Chance increases by 2% per attribute level * Increases SP consumption by 10% Sorcerer 2nd Circle required Summon Salamion: Blind Type: Active * Chance to inflict [Burn] for 10 sec on enemies attacked by Salamion * Chance increases by 2% per attribute level * Increases SP consumption by 10% Sorcerer 2nd Circle required Summon Salamion Summon the fire devil Salamion. It follows its master and attacks enemies. Level 1: Salamion's Level: 0 Salamion's Additional Attack: 8% Salamion's Additional Defense 8% Duration: 300 seconds SP: 84 Type: Magic / Attack Cooldown: 60s Element: ![]() ![]() 5 / 5 Summon Servant: Quick Order Type: Active * Summoned servant grants beneficial effects at a higher rate * Increases SP consumption by 10% Lv3 Summon Servant required Summon Servant Summon a servant. The servant will grant beneficial effects while following its master. The number of buffs increases proportionally to the level of [Summon Servant]. Level 5: Applies up to 5 times 1st effect [+ AoE attack ratio] 2nd effect [+ SP recovery speed] 3rd effect [STA recovery] 4th effect [+ Magic Defense] 5th effect [+ Dark property attack] Consumes Empty Spellbook x#{SpendItemCount}# SP: 126 Type: Magic / Attack Cooldown: 60s Element: ![]() |
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Comments (83)
this is my first char. i am a bloody noob. I copied this build and i love it.
i'd like to see some Weapon and/or Card options...
Cheers & Thanks.
Ever since Cryomancer's CC was nerfed, and Linker's debuffing was immensely buffed, I see more and more Linkers at end-game (usually with Thaumaturge or Chronomancer).
Just remember that you are not really doing a lot of damage. You can still do pretty good damage (in burst). For example, you can solo in Sausys by using Joint Penalty into Spirit Shock into Rune of Destruction. It kills everyone linked. And this is with 315 gear and full SPR. Rune of Destruction work swell with Links because the explosion keeps chaining and you do really nice damage.
Also Joint Penalty barely contributes in mob killing levels (Lv 1, 6, 11 etc), as quickly killing like 10 mobs is totally inferior to Frost Pillar that pulls everything in. This is because the levels are designed to spawn mobs only after nearly all mobs are killed. It's also useless in areas like Uphill.
Spritual Chain + Lifeline link also breaks too easily, and doesn't even sustain that HP/SP if you managed to CD and cast it again before Lifeline ended. Seriously, in the entire 1 month of playthrough, literally the one and only Linker (of ANY build combinations) I can find doing end game contents is... me! There must be a good reason, isn't it?
Not whining here, just thought it's crucial for this guide to point out that this build is really poor in end game contents.
In all fairness, Linker does contribute well in dungeons and that's it. But for end-game stuffs that people repeat daily (Saalus, Uphill, ET, Dungeon boss rush), it's not exaggerating that it's just virtually worthless. In other words it's literally 3 ranks wasted. Not to mention people who went Cryo3Chrono3 saved 1 Rank, which they usually go for Sage, for even more useful skills like Missle Hole and Portal.
Until TOS actually improves Linker skills and/or introduces contents that make Linker important, you will continue to find absolute zero Linker of any build doing any end-game contents I mentioned above. Improvements can include linking way more enemies + wider range, making Lifeline more easily sustainable, having Earth Tower stages that have multiple bosses with high HP, which Joint Penalty and Hangman Knot can work on etc.
Do i need to use physical link to use spiritual chain?
What exactly does lifeline ? by the description i didn't rly got it.
All Lifeline does is share the highest groups attributes with each other.
Let's say you have a Cleric with 500 Int and that is the highest Int player in the party, and you have 400 Con and that is the highest Con player in the party, everyone will now have 500 Int and 400 Con for the duration of Life Line.
As of now Rank 9 is too far in advance to think about and requires too much time investment. So Enchanter is out of the picture currently for me at least.
The 35 SPR didn't seem necessary when I tried it out so I used a reset potion and left it at the base amount (8 or so). Then using the add on "regen timer" which tells you when to sit to regen SP on top of SP potions were enough to compensate for the 35 points in SPR. I just put SPR points into CON instead. Up to your personal preference though.
I also experimented with having 150 or so INT then rest into CON with this build and I must say it was awful. So I used my same stat reset potion to place it all in CON (along with the SPR mentioned above) and I noticed that I was still dealing the sameish amount of damage. I'd say I was only hitting about 100 or so more with Ice Pike at level 150ish. (Point is, INT was not worth it at all in this build). The Joint Penalty > Hangman's Knot > Ice Pike Combo was enough to kill everything soloing still. That's coming from someone with currently 10 INT. Note that I also rely a lot of Blessing and Sacrament bought from Pardoners in the city. And I am level 170ish now, still soloing pretty well with that combo.
For more info on Add Ons I suggest YouTube "Tree of Savior Add on manager" should get you going
Cyro deal flat damage based on their INT and skill level. We as linkers deal bonus damage for our joint penalty then following it up with Ice Pike. For example if I link 5 monsters and use ice pike. Because Ice pike deals single target damage each pillar it shoots up, you are dealing 5 times the damage of ice pike. Instead of getting all those circles in Cyro3 to deal flat damage (plus all the int you have to pump as well).
I"m level 185 and have no INT. I am able to solo most things still in my current soloing quest range 170 - 180. With the blessing and sacrament buff. Being FULL CON instead of 35 SPR, I find my surivibility in missions and usefulness in linking things in dungeons out weight the Cyro3Chorno3 build. But really play however you like, merely a suggestion from experience.
This build work pve type Earth Tower?
And Linker3 thauma2?