The Anti-Mage (Defense/healer hybrid)
Created by Esfores on Aug 18th 2016 (Last Updated: Nov 24th 2016).
This is a private build.
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Please note that this build was originally conceived by a YouTuber named Nerd Commando Game Studios.
I have changed the skills around a bit and updated it to rank 8. You can watch his original video here.
With that out of the way, this is a build focused around both healing and defending your allies on the front lines. Magic defense is heavily increased with certain skills such as Barrier and Increase Magic Defense, your heals are extremely potent, and your DPS, while perhaps not as substantial as other Cleric builds, is still considerable. Your PvE is comparable PvP potential at rank 8, (though dexterity builds may cause problems due to their high evasion), and you may also off-tank for your party in a pinch. Given your class abilities to reduce incoming Magic damage, and Cleric's innate healing, you'll find that this build is not only very sturdy on it's own but also provides exceptional durability to your whole party.
Stat Distribution
Contrary to popular belief, Paladin is not particularly ideal when it comes to it's scaling with strength. Much of not only Paladin's, but also Inquisitor's main damage sources come from multipliers, making strength less powerful in the long run, due to your damage already being acceptable without the strength enhancements against a wide and very common variety of targets, combined with the fact that you are a hybrid support class, not DPS (yes, even Inquisitor falls under this role).
So, if strength isn't the way to go, what is? You may ask. Where Paladin truly shines is when you invest in spirit. While it may seem strange to fully invest into a stat that you would typically get to around 50 at maximum, there are several large reasons for it.
1. It increases your SP. Often times, when in parties with strength based Paladins, I see them struggling to keep up with the rest of their party due to the high spam nature of Paladin. While it may not seem important to have mass amounts of SP, let's take Smite for example, the main reason having so much SP is important. Smite has 2 charges, costs 104 SP, and has a 9 second cooldown. In an average dungeon run that lasts 30 minutes, assuming you are casting Smite as much as possible, it will cost you a whopping 40,700 SP to use (not calculating animation times, human error, etc.). On top of all your other skills, you're going to be running out of SP extremely quick, and you will need the high SP in order to keep up with your potion cooldowns.
2. Magic defense, the heart and soul of this build. Increasing your own personal magic defense is nice for soloing and taking hits for your team, but the real use for magic defense comes from...
3. Spirit scaling. Hover over Increase Magic Defense and Barrier for a moment. Notice anything? They both increase your magic defense of course, however, that amount is increased depending on the caster's spirit. When you invest fully into spirit, it rounds up to roughly 350 (even when you count the reasonable amount of points put into constitution). Adding both of those together at the same time can increase the magic defense of you and your party up to almost 1k. That's a huge bonus, especially considering that magic cannot be mitigated except under a few special circumstances (Slithering, SZ, Ausrine, etc.).
1. It increases your SP. Often times, when in parties with strength based Paladins, I see them struggling to keep up with the rest of their party due to the high spam nature of Paladin. While it may not seem important to have mass amounts of SP, let's take Smite for example, the main reason having so much SP is important. Smite has 2 charges, costs 104 SP, and has a 9 second cooldown. In an average dungeon run that lasts 30 minutes, assuming you are casting Smite as much as possible, it will cost you a whopping 40,700 SP to use (not calculating animation times, human error, etc.). On top of all your other skills, you're going to be running out of SP extremely quick, and you will need the high SP in order to keep up with your potion cooldowns.
2. Magic defense, the heart and soul of this build. Increasing your own personal magic defense is nice for soloing and taking hits for your team, but the real use for magic defense comes from...
3. Spirit scaling. Hover over Increase Magic Defense and Barrier for a moment. Notice anything? They both increase your magic defense of course, however, that amount is increased depending on the caster's spirit. When you invest fully into spirit, it rounds up to roughly 350 (even when you count the reasonable amount of points put into constitution). Adding both of those together at the same time can increase the magic defense of you and your party up to almost 1k. That's a huge bonus, especially considering that magic cannot be mitigated except under a few special circumstances (Slithering, SZ, Ausrine, etc.).
With that explanation out of the way, what should you actually do with your stats? Here's a quick stat sheet of a level 330, rank 8 player with around 35 bonus points (from quests, statues, etc.)
This is a perfectly optimal skill build. Your HP is definitely enough considering that this is without stats from gear or buffs (such as Squire's table buffs) and your magic defense as well as magic defense based skills are both scaled up to very high amounts. These stats will allow you to tank both magical and physical damage for your team with relative ease, especially because you can heal yourself with the almighty Heal + Restoration combo, which I'll discuss in the next part...
Where to Put Skill Points?
This part is... Usually well done, however I'm still going to give a guide on it, just so you know what to do in order to be most optimal as I've seen quite a few god awful skill distributions out there for builds like this.
Cleric C2
Heal - 10/10
The best healing skill in the game. Max this out and you'll be the best friend of everyone. Not much else to be said.
Safety Zone - 4/10
A fantastic mitigation skill loved by Hoplites and Doppelsoldners everywhere. Use it to make your whole party invincible so long as they stand in it. While a great skill, at Cleric C2 we get the Safety Zone: Block Count attribute, so most of our block will come from there.
Cure - 1/10
A great damage source... For INT players. Keep it at 1 to remove annoying debuffs.
Deprotected Zone - 9/10
A very considerable debuff when paired with SPR. Entirely erases enemy defense in most cases but is mainly for bossing. Still, you'll definitely find yourself using it, so get it high to decrease having to re cast often.
Divine Might - 5/5
Pretty nice buff, very considerable on skills that scale well with level such as Retreat Shot, Rune of Giants, Pass, Haste, and Ice Wall. Contributes a decent amount of extra overall DPS in the long run.
Fade - 1/5
Good solo skill, especially for quests. Use it when you need breathing room, but do note that it will remove damage rankings in world bosses, so be careful. One point is all that's needed due to poor scaling and your overall tankiness
Krivis C1
Aukuras - 1/5
Not a particularly good skill, but can help reduce debuff duration if your Cure is on CD or you're frozen/sleeping.
Zalciai - 4/5
The bread and butter skill of Krivis C1 for an SPR build. Completely annihilates enemy critical resistance, making your DEX users thankful. Due note that because of recent nerfs, this skill will no longer reduce into negative values, but it is still useful.
Daino - 5/5
Helps remedy one of the dumbest features of ToS, buff limits. Helps out greatly for physical fighters since they usually have a lot of buffs and is a good money making source because it can be scrolled.
Zaibas - 5/5
Pretty good grinding skill. You'll use it less and less as you level, but what else are you going to put points into? It's a fun skill and one that helps you through the early game very well when all else you have is a super weak Cure and auto attacks.
Paladin C3
Smite - 15/15
Awesome damage source even without STR as previously mentioned. Double damage to demon types, decent knockdown CC, and your best grinding skill.
Restoration - 1/15
A god tier skill, which for some reason causes all Heal tiles to restore significantly more HP. The HP Restoration (stat) is negligible and the Heal bonus/duration don't scale with level, so 1 point is all we need.
Resist Elements - 15/15
The ultimate anti magic skill. An 18% chance to nullify any elemental magic with the attribute, the worst enemy for 99% of magic enemies and Elementalists, if you wish to PvP. It does not have full uptime, so be careful.
Turn Undead - 4/15
Super fun skill, especially for dungeon play and grinding, where mobs have extremely high HP. Chance increases based on SPR with the attribute enabled. Kept low because we need more points in other things.
Conversion - 0/10
Not really that good. Allows you to turn an enemy into a "summon" of sorts, but it's not that powerful and is often times difficult to do. Doesn't contribute much to overall success so we skip it.
Barrier - 5/5
Do I even need to say anything? Amazing money making skill with Simony, increases magic defense, and mitigates melee mobs assuming they don't glitch through. Must love, must max.
Conviction - 5/5
A very powerful skill. I'm not sure of the exact mechanics behind it, but it causes elemental damage to be EXTREMELY powerful for its duration, which is quite high considering the overheat. The bigger deal for you is that it causes your God Smash to deal double damage, allowing for some of the most insane physical AoE burst in the game right now.
Pardoner C1
Simony - 5/5
Great economic skill. Allows for the creation of Barrier and Daino scrolls, which don't exactly rake in stacks of cash but they definitely help out. Useful to give to people if you've got a guild or an ET group.
Indulgentia - 1/5
Helps out with rank 2 statuses, which we were previously unable to cure. Not much else to be said.
Discerning Evil - 4/5
Pretty nice extra skill. Helps out in parties with classes that have short debuffs, ex. Dragoon.
Increase Magic Defense - 5/5
The skill that allows you to reach crazy high amounts of magic defense. Scales with SPR and doesn't require you to stay in place to receive it. Does not have full uptime, so be careful.
Inquisitor C1
God Smash - 5/5
Crazy high damage with good AoE, gains additional bonuses from the previously mentioned Conviction combo.
Pear of Anguish - 5/5
Annihilates magic enemies due to the triple damage. Place this down and dare anyone to try and hit you. Definitely your best PvP skill.
Breaking Wheel - 4/5
Mainly for the melee range increase, as it spreads the full damage as well as any debuffs they apply to the entire radius of the circle which is quite large. Helps out on classes like Barbarian and spreads your own God Smash and Smite. Deals nice extra damage to bosses.
Malleus Maleficarum - 1/5
Mainly for the debuff. Deals okay magic damage but you'll likely only use it for damage in PvP. Can be extended with Discerning Evil.
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: 4 / 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 4: Blocks: 8 times Magic Circle Duration: 20 seconds SP: 40 Type: Magic / Buff Cooldown: 48s Element: 4 / 5 Deprotected Zone: Enhance Type: Passive * Adds to the defense decrease effect of [Deprotected Zone] by 1 per attribute level * This attribute applies after the stack calculation Lv3 Deprotected Zone required Deprotected Zone: Retention Time Type: Active * Increases duration of [Deprotected Zone]'s magic circle by 1 second per attribute level * Increases SP consumption by 10% Cleric 1st Circle required Deprotected Zone: Sword Attack Type: Active * Using basic sword attacks on enemies with [Deprotected Zone] will inflict [Weakened Defense] * [Weakened Defense] can be stacked up to 10 times Increases SP consumption by 10% Cleric 1st Circle required Deprotected Zone Creates a magic circle that decreases the defense of enemies over time. Level 4: Reduces 0.3% per stack Magic Circle Duration: 12 seconds SP: 37 Type: Magic / Buff Cooldown: 13s Element: |
Rank 2
Krivis |
1 / 5 Aukuras: Enhance Type: Passive * Increases the heal factor of [Aukuras] by 0.5% per attribute level * +10% added bonus at maximum level Krivis 1st Circle required Aukuras: Fire Property Resistance Type: Active * Increases Fire property resistance by 14 per attribute level when [Aukuras] is active * Increases SP consumption by 10% Krivis 1st Circle required Aukuras: Goddess of Fire Type: Active * Ally magic attacks within range of [Aukuras] deal additional Fire property damage * Decreases torch duration by 10 seconds * Eliminates the amount of HP recovered * Increases SP consumption by 20% * Decreases cooldown by 30 seconds Krivis 2nd Circle required Aukuras Summons a holy torch, constantly restoring the HP of nearby allies while reducing the accuracy of nearby enemies. While nearby the torch, the duration of harmful effects will constantly be reduced. Level 1: Heal factor 30% Torch duration 30 sec Add. Fire property damage per magic attack 0 SP: 28 Type: Magic / Buff Cooldown: 60s Element: 4 / 5 Zalciai: Duration Type: Active * Increases duration of [Zalciai] by 3 seconds per attribute level * Increases SP consumption by 20% Krivis 1st Circle required Zalciai: Magic Amplification Type: Active Increases magic amplification by 12 per attribute level when [Zalciai] is active * Increases SP consumption by 10% Krivis 1st Circle required Zalciai: Enhance Type: Passive * Increases critical attack of [Zalciai] by 1% per attribute level Lv. 3 Zalciai required Zalciai Creates a magic circle that increases the critical abilities of allies or decreases the critical abilities of enemies. Level 4: Ally's Critical Attack: +36 Enemy's Critical Resistance: -40 SP: 50 Type: Magic / Buff Cooldown: 20s Element: 5 / 5 Daino: Duration Type: Active * Increases the duration of [Daino]'s effect by 4 seconds per attribute level * Increases SP consumption by 20% Krivis 1st Circle required Daino: Additional Attack Type: Active * Increases attack speed by 10 per skill level while [Daino] is active Adds an additional attack to basic attacks while active * Increases SP consumption by 50% Krivis 3rd Circle required Daino Change your basic attack to a magic attack. Level 5: Duration: 30 seconds SP: 53 Type: Magic / Buff Cooldown: 60s Element: 5 / 5 2 Zaibas: Enhance Type: Passive * Increases the damage dealt on an enemy with [Zaibas] by 0.5% per attribute level * +10% added damage at maximum level Krivis 1st Circle required Zaibas: Splash Type: Active * [Zaibas] deals damage to multiple enemies * Max. targets: 7 * Total count is maintained * Increases SP consumption by 30% Krivis 2nd Circle required Zaibas [Magic] - [Lightning] Creates a magic circle that calls down bolts of lightning on an enemy using the God of Thunder's power. Level 5: 0.3 second attack 82% No. of Hits: 9 Magic Circle Duration: 30 seconds SP: 66 Type: Magic / Attack Cooldown: 20s Element: |
Rank 3
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 Deprotected Zone: Enhance Type: Passive * Adds to the defense decrease effect of [Deprotected Zone] by 1 per attribute level * This attribute applies after the stack calculation Lv3 Deprotected Zone required Deprotected Zone: Retention Time Type: Active * Increases duration of [Deprotected Zone]'s magic circle by 1 second per attribute level * Increases SP consumption by 10% Cleric 1st Circle required Deprotected Zone: Sword Attack Type: Active * Using basic sword attacks on enemies with [Deprotected Zone] will inflict [Weakened Defense] * [Weakened Defense] can be stacked up to 10 times Increases SP consumption by 10% Cleric 1st Circle required Deprotected Zone Creates a magic circle that decreases the defense of enemies over time. Level 9: Reduces 0.3% per stack Magic Circle Duration: 22 seconds SP: 70 Type: Magic / Buff Cooldown: 13s 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 1 / 5 Fade Erases the threat of monsters making them stop any attacks on you. Level 1: Duration: 12 seconds SP: 24 Type: Magic / Buff Cooldown: 40s Element: |
Rank 4
Paladin |
5 / 5 3 Smite: Enhance Type: Passive * Increases the damage dealt on an enemy with [Smite] by 0.5% per attribute level * +10% added damage at maximum level Paladin 1st Circle required Smite: Knockdown Damage Type: Active * Deals damage equal to 50% of physical attack to enemies knocked into the air by [Smite], on landing * Effect only activates when attribute is ON * Increases SP consumption by 10% Paladin 1st Circle required Smite [Physical] - [Strike] [{img tooltip_speedofatk}Attack Speed] Strike down enemies with a powerful attack. Deals triple damage to Mutant and Devil-type enemies. Level 5: Attack: 342% AoE Attack Ratio: 4 SP: 80 Type: Melee / Attack Cooldown: 9s 1 / 5 Restoration: Enhance Type: Passive * Increases HP recovery effect of [Restoration] by 1 per attribute level Lv3 Restoration required Restoration: SP Recovery Type: Active * Increases SP recovery while [Restoration] is active * Increases SP recovery by 10 per attribute level * Increases SP consumption by 20% Paladin 1st Circle required Restoration Activate aura and increase HP recovery of allies nearby. Level 1: HP Recovery: +300 Aura Duration: 300 seconds SP: 42 Type: Magic / Buff Cooldown: 60s Element: 5 / 5 Resist Elements: Resistance Type: Active * Increases the chance of nullifying Fire, Ice, Lightning, Poison and Earth property attacks by 0.8% per attribute level when [Resist Elements] is active * Increases SP consumption by 10% Paladin 1st Circle required Resist Elements: Enhance Type: Passive * Increases property resistance of [Resist Elements] by 1 per attribute level Lv3 Resist Elements required Resist Elements Temporarily increases the Fire, Ice, Lightning, Poison and Earth property resistances of you and your party members and has a chance of nullifying the listed property attacks. Decreases the magic defense of nearby enemies on cast. Level 5: Property Resistance +49 Property Damage Reduction: +12.5% Nullification Chance 5% Enemy Magic Defense: -8% Duration: 85 seconds SP: 90 Type: Magic / Buff Cooldown: 180s Element: 4 / 5 2 Turn Undead: Spirit Type: Active * Increases instant death chance of [Turn Undead] in proportion to the character's SPR * Increases SP consumption by 10% Lv2 Turn Undead required Turn Undead: Conversion Type: Active * [Turn Undead] can convert up to a maximum 5 enemies * Increases the monster's physical attack converted with [Turn Undead] equal to 50% of the character's STR * Increases SP Consumption by 20% Paladin 2nd Circle required Turn Undead [Magic] - [Holy] Inflicts Holy property magic damage to enemies all around, with a chance of defeating Mutant or Demon enemies instantly (does not apply to characters or boss monsters). Level 4: Attack: 342% AoE Attack Ratio: 9 SP: 80 Type: Magic / Attack Cooldown: 50s Element: |
Rank 5
Paladin |
10 / 10 3 Smite: Enhance Type: Passive * Increases the damage dealt on an enemy with [Smite] by 0.5% per attribute level * +10% added damage at maximum level Paladin 1st Circle required Smite: Knockdown Damage Type: Active * Deals damage equal to 50% of physical attack to enemies knocked into the air by [Smite], on landing * Effect only activates when attribute is ON * Increases SP consumption by 10% Paladin 1st Circle required Smite [Physical] - [Strike] [{img tooltip_speedofatk}Attack Speed] Strike down enemies with a powerful attack. Deals triple damage to Mutant and Devil-type enemies. Level 10: Attack: 419% AoE Attack Ratio: 4 SP: 132 Type: Melee / Attack Cooldown: 9s 10 / 10 Resist Elements: Resistance Type: Active * Increases the chance of nullifying Fire, Ice, Lightning, Poison and Earth property attacks by 0.8% per attribute level when [Resist Elements] is active * Increases SP consumption by 10% Paladin 1st Circle required Resist Elements: Enhance Type: Passive * Increases property resistance of [Resist Elements] by 1 per attribute level Lv3 Resist Elements required Resist Elements Temporarily increases the Fire, Ice, Lightning, Poison and Earth property resistances of you and your party members and has a chance of nullifying the listed property attacks. Decreases the magic defense of nearby enemies on cast. Level 10: Property Resistance +80 Property Damage Reduction: +25% Nullification Chance 10% Enemy Magic Defense: -8% Duration: 110 seconds SP: 147 Type: Magic / Buff Cooldown: 180s Element: |
Rank 6
Paladin |
15 / 15 3 Smite: Enhance Type: Passive * Increases the damage dealt on an enemy with [Smite] by 0.5% per attribute level * +10% added damage at maximum level Paladin 1st Circle required Smite: Knockdown Damage Type: Active * Deals damage equal to 50% of physical attack to enemies knocked into the air by [Smite], on landing * Effect only activates when attribute is ON * Increases SP consumption by 10% Paladin 1st Circle required Smite [Physical] - [Strike] [{img tooltip_speedofatk}Attack Speed] Strike down enemies with a powerful attack. Deals triple damage to Mutant and Devil-type enemies. Level 15: Attack: 496% AoE Attack Ratio: 4 SP: 184 Type: Melee / Attack Cooldown: 9s 15 / 15 Resist Elements: Resistance Type: Active * Increases the chance of nullifying Fire, Ice, Lightning, Poison and Earth property attacks by 0.8% per attribute level when [Resist Elements] is active * Increases SP consumption by 10% Paladin 1st Circle required Resist Elements: Enhance Type: Passive * Increases property resistance of [Resist Elements] by 1 per attribute level Lv3 Resist Elements required Resist Elements Temporarily increases the Fire, Ice, Lightning, Poison and Earth property resistances of you and your party members and has a chance of nullifying the listed property attacks. Decreases the magic defense of nearby enemies on cast. Level 15: Property Resistance +112 Property Damage Reduction: +37.5% Nullification Chance 15% Enemy Magic Defense: -8% Duration: 135 seconds SP: 204 Type: Magic / Buff Cooldown: 180s Element: 5 / 5 Barrier: Holy Damage Type: Active * Deals damage equal to 20% magic attack per attribute level to enemies hit with [Barrier] * Increases SP consumption by 10% Paladin 3rd Circle required Barrier: Distant Defense Type: Active * While inside [Barrier], damage received from missile or force attacks decreases by 10% per attribute level * Increases SP consumption by 20% Paladin 3rd Circle required Barrier: Increased Range Type: Active * Increases the range of Barrier by 2 times * Increases SP consumption by 10% Paladin 3rd Circle required Barrier: Devotion Type: Active * Directs damage inflicted to party members inside [Barrier] to the casting Paladin * Increases physical defense by 4% per attribute level when the casting Paladin is inside [Barrier] * Increases SP consumption by 30% Paladin 3rd Circle required Barrier Push enemies away and create a barrier of protection which doesn't allow others to enter for some time. Increases the magic defense of allies who are inside the barrier. Level 5: Magic defense +130 Duration 60 sec Consumes Holy Water x10 SP: 107 Type: Magic / Buff Cooldown: 40s Element: 5 / 5 3 Conviction: Enhance Type: Passive * Increases the damage dealt on an enemy with [Conviction] by 0.5% per attribute level * +10% added damage at maximum level Paladin 3rd Circle required Conviction [Physical] - [Strike] [{img tooltip_speedofatk}Attack Speed] Attacks an enemy marking them as a traitor. Reduces resistance to Fire, Ice, Lightning and Poison of an enemy that receives the attack. Deals additional damage to a stunned enemy. Level 5: Attack: 526% x 2 AoE Attack Ratio: 4 Property Resistance: -100 SP: 98 Type: Melee / Attack Cooldown: 26s |
Rank 7
Pardoner |
5 / 5 Simony Craft your skill into a scroll that anyone can use. Level 5: Scrolls disappear after use. SP: 0 Type: Magic / Buff Cooldown: 0s 1 / 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 1: Attack: 306% Target 4 Heal all party members Heal 4 allies Uses 500 silver SP: 54 Type: Magic / Buff Cooldown: 30s Element: 4 / 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 4: Extends the remaining duration of debuffs by 45% SP: 90 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 8
Inquisitor |
5 / 5 2 God Smash: Enhance Type: Active * Increases the damage dealt on an enemy with [God Smash] by 0.5% per attribute level * +10% added damage at maximum level Inquisitor 1st Circle Required God Smash: Demon Punisher Type: Active * Increases God Smash damage on Demon enemies by 10% per attribute level * Increases SP consumption by 10% Inquisitor Circle 2 Required God Smash [Physical] - [Strike] [{img tooltip_speedofatk}Attack Speed] Lifts the weapon high up in the air above the head and smash it down. If Blunt weapon (one- or two-handed), deals additional damage. Level 5: Attack: 1537% AoE Attack Ratio: 4 SP: 180 Type: Melee / Attack Cooldown: 20s 5 / 5 2 Pear of Anguish: Enhance Type: Passive * Increases the damage dealt on an enemy with [Pear of Anguish] by 0.5% per attribute level * +10% added damage at maximum level Inquisitor 1st Circle Required Pear of Anguish [Physical] - [Strike] Install Pear of Anguish on the ground that deals damage to incoming enemies. If a magic-using enemy is detected, it flies over to it and deals even greater damage. Level 5: Attack: 547% Maximum Installations: 5 SP: 238 Type: Melee / Buff Cooldown: 24s 4 / 5 Breaking Wheel: Additional Damage Type: Active * While [Breaking Wheel] is active, attacking the wheel physically increases its range temporarily to attack enemies outside its range * Increases SP consumption by 50% Inquisitor 1st Circle Required Breaking Wheel [Physical] - [Slash] Summon a wheel that inflicts damage to surrounding enemies. Attacking the wheel causes its attack range to expand, striking enemies that are further away. Level 4: Attack per 0.3 sec 102% Duration 10 sec Consumes Torture Tools x3 SP: 112 Type: Melee / Buff Cooldown: 50s 1 / 5 Malleus Maleficarum: Mana Burn Type: Active * In PvP, [Malleus Maleficarum] reduces the SP of an enemy by 5% of its current amount per attribute level. In PvE, it silences the monster * Increases SP consumption by 10% Inquisitor 1st Circle Required Malleus Maleficarum [Magic] Release the power of the spellbook to attack. The attacked enemy will have its INT and SPR halved and SP consumption doubled. Level 1: Attack: 175% x 7 Duration: 10 seconds Maximum Targets: 7 SP: 126 Type: Magic / Attack Cooldown: 28s |
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