[Support] Cthulhu Fhtagn (Chaplain-Zealot)
Created by Wussling on Nov 18th 2017 (Last Updated: Jan 27th 2018).
This is a public build.
0
This is not a min-maxed build! I repeat, this is not a min-maxed build! This build may or may not perform well during late game where the difficulty spikes and as such, use this at your own peril. I designed this build for my personal entertainment and thus, mileage may vary. This page is more or less used for my personal notes, but feel free to leave a comment or criticisms.
How to use:
Load up on buffs and go to town with your hammer! That's it. Besides the occasional Heal and Mass Heal you'll use during leveling, about 90% of your time is going to be spent smacking baddies. Turning off the game volume and playing a song you like over it is advisable since the smacking auto-attack sound can get tiresome REAL fast. Just make sure your party's health is well topped and that Blessing is always up.
During gameplay, your eyes might crave visual entertainment. This is where Magnus Exorcismus comes in. It serves as a nice little burst of damage every 60 seconds and makes you look awesome doing it. That level 1 Exorcise might prove to be a problem to set up though. The trick is to set up the pillar somewhere clear and lure the mob there. Merkabah is also there for visual funsies. Although it may prove to be more useful with that Divine Protection attribute.
Stats: Full SPR. Add CON and DEX until comfortable.
Cleric 2
Heal lv. 10: Mandatory for any competent support (if not all) Cleric. Early on you might be compelled to use this as a source of damage, which is fine. There's no shame in that. One charge for bombing, one charge for healing. Keep note that when supporting a party, 10 tiles are far from enough so use both charges with the attribute Remove Damage.
Cure lv. 1: For your early days of Priesthood. Pitch this bad boy in the middle of a mob and watch them shatters. No, it's not particularly damaging. That boredom problem was not an exaggeration.
Safety Zone lv. 10: Also mandatory. You might not use this much out in the fields but when you do, it will save your arse. This is mainly used to fight bosses mano a mano. It won't stay long even with 40 block counts though, so don't take it for granted.
Deprotected Zone lv. 3: Basically a leftover skill. The defense debuff is nice, but efficiency dictates that you only use this in a boss fight. I don't know, if you like it so much you can spam it on mobs but it gets tedious after 30 minutes.
Divine Might lv. 5: Nice skill to have in a party. When you're shoulder to shoulder with a Chrono in a competition for buff slots, prioritize this, Blessing, and Revive.
Fade lv. 1: Not particularly useful but it's a nice "Oh Shit" button when you suddenly realize that you can't handle a mob of certain size.
Priest 3
Aspersion lv. 10: Higher level means higher Aspergillum damage. The P. Defense buff now scales with SPR too so get a higher or lower level to adjust the multiplier to your liking. Level 1 is minimum for Aspergillum I think?
Monstrance lv. 1: Level 1 is enough for the 30% DEX buff. Your DEX based friends will appreciate it even if you get squat when using it solo. Higher levels yield higher multiplier for the Evasion penalty which scales to your SPR. I don't think it's worth it because anyone who can't hit a monster without this skill should probably not even try.
Blessing lv. 15: Mandatory Priest buff. Everyone LOVES the extra damage, especially if you're pure SPR. Higher levels have delicious multiplier. Solo friendly and party friendly. You can spare some points and get level 7 or 10, but it has hit counts that some classes burn through like hot knife on a butter so level 15 is recommended.
Resurrection lv. 5: If you have Fade, you can use this to salvage a nearly botched run. Level 1 is enough for that, really. Some people like a faster cast time and higher HP recovery so the receiver can get up quickly and be ready to go in time of crisis. Subtract some point from here if you like other skills.
Sacrament lv. 1: Used as a Priest to give you another line of auto-attack. Higher levels give higher boost from Last Rites, but I'm not sure how much. Level one is recommended since anything beyond that gives flat damage increase instead of multiplier. It scales to your SPR which is nice.
Revive lv. 5: Another nice "Oh Shit" button. Smash the hotkey when you see someone suddenly down to 50% in less than 5 seconds. Your job is to keep the party topped up at all time but this is a nice cushion if you're playing Last Rites. Your friends get an invulnerability period upon being revived, so the level of choice is flexible according to your fluency in babysitting. Are you a speed demon that can nurse a 5% tank back to full health within 1 second? If yes then take level one. I personally am an unresponsive potato and I'd need that 5 seconds just to spread out the heal carpet.
Mass Heal lv. 7: I picked level 7 to hit that sweet spot of 22% HP healed. Usually, you use this while standing behind your swashbuckling party members to top off their health. If you don't like it, leave this at level 5 at the very least because huge Swordsman tanks like the percent based healing. Some people swear by it though, so be my guest if you want to max it.
Exorcise lv. 1: If you want to use this as your primary damage source, spec for INT. If you want to be a support, spec for SPR and ignore this skill. If you're like me and love horsing around, then go SPR and take level 1 because this skill is legitimately awesome. Too bad we can only be either a support or an ME nuker.
Stone Skin lv. 0: Stone Skin is one of the skills that has fallen from grace after the Great Rebalancing. It used to give Block stat that scales to SPR, which in this build translates to an ungodly percentage of negating a damage. Right now it just flat out cuts 10-20% of all damage. Level 1 is still useful; cutting 10% damage in exchange for 1 skill point is pretty neat. It doesn't scale well though, with level 5 only giving 20% reduction. If it's at least 50% at level 5 then people might consider it being worth a buff slot. Right now, it's not recommended unless you want to annoy the Chronomancer next door.
Chaplain
Last Rites lv. 5: Now Chaplain's skill build is wholly dependent on your preferred playstyle because all of them only increases duration. For Last Rites, it's effectiveness relies on your level of your Priest's Sacrament. I've felt level one Sacrament to be quite significant already so I went with level 1 Sacrament and level 5 Last Rites. You need to get good at managing your party HP just below 50% though because that's where the bulk of this skill lies.
Deploy Capella lv. 4: The level of Deploy Capella increases the buff duration, NOT the capella's duration. I don't particularly like this skill since it's only useful in things like Uphill Defense, GvG, or a prolonged boss battle. That being said, 30 seconds seems to be most comfortable when it comes to running in and out of the capella's AoE so I picked level 4.
Magnus Exorcismus lv. 1: What can I say? I love my shining pillar of feathery light. The damage is appreciable but I'd be damned if I can detonate Exorcise before an enemy run through the square and eats it up. Ignore this skill if you're sane since it's still pretty bad to use.
Aspergillum lv. 5: Your bread and butter leveling and soloing skill. This won't help your allies diddly-squat, but at least you can pull your own weight with this. It adds an extra line of magic damage to your auto-attacks, so I imagine an INT Chaplain can get more out of this skill. Worry not, SPR builds still have Blessing to pump auto-attack damage. Plus, we get to capitalize on the P. Defense increase of Aspersion. All in all, right now this skill seems to worth at least level 10. INT types need the magic attack part, while SPR types want the P. Defense part.
Kabbalist 1
Ein Sof lv. 5: Don't look at me, I'm only here for this skill. Pretty much the biggest thing Kabbalist can contribute. Increased HP is always good. The SP attribute can help some spammy classes. Out of that, Kabba is pretty useless. Chapain will carry your character. Well you can get tripled HP with this so maybe that can give more leeway to Last Rites?
The rest: Leftover point. Really. I'm considering trading this for Miko or something, but I'm using Kabba out of pity.
Zealot 2
Invulnerable lv. 10: Invulnerable because screw the Sword tree. Level 10 because screw knockdown. I'm not a fan of jumping on the bandwagon but the support part of this tree is pretty much done with Mass Heal, and Zealot is straight on OP.
Fanaticism lv. 10: That 55% extra damage doesn't need an explanation. No healing? No problem. Safety Zone is a thing.
Fanatic Illusion lv. 5: A physical damage skill but hey, more lines to (literally) spread your Blessing right? Also, Ein Sof helps. Yay?
Blind Faith lv. 5: To put things into perspective, Cleric's SP pool, with that SPR, and your Ein Sof, transformed into 40 hits of (un)Holy damage across your lines, equals huge burst. Chtulhu Fhtagn.
How to use:
Load up on buffs and go to town with your hammer! That's it. Besides the occasional Heal and Mass Heal you'll use during leveling, about 90% of your time is going to be spent smacking baddies. Turning off the game volume and playing a song you like over it is advisable since the smacking auto-attack sound can get tiresome REAL fast. Just make sure your party's health is well topped and that Blessing is always up.
During gameplay, your eyes might crave visual entertainment. This is where Magnus Exorcismus comes in. It serves as a nice little burst of damage every 60 seconds and makes you look awesome doing it. That level 1 Exorcise might prove to be a problem to set up though. The trick is to set up the pillar somewhere clear and lure the mob there. Merkabah is also there for visual funsies. Although it may prove to be more useful with that Divine Protection attribute.
Stats: Full SPR. Add CON and DEX until comfortable.
Cleric 2
Heal lv. 10: Mandatory for any competent support (if not all) Cleric. Early on you might be compelled to use this as a source of damage, which is fine. There's no shame in that. One charge for bombing, one charge for healing. Keep note that when supporting a party, 10 tiles are far from enough so use both charges with the attribute Remove Damage.
Cure lv. 1: For your early days of Priesthood. Pitch this bad boy in the middle of a mob and watch them shatters. No, it's not particularly damaging. That boredom problem was not an exaggeration.
Safety Zone lv. 10: Also mandatory. You might not use this much out in the fields but when you do, it will save your arse. This is mainly used to fight bosses mano a mano. It won't stay long even with 40 block counts though, so don't take it for granted.
Deprotected Zone lv. 3: Basically a leftover skill. The defense debuff is nice, but efficiency dictates that you only use this in a boss fight. I don't know, if you like it so much you can spam it on mobs but it gets tedious after 30 minutes.
Divine Might lv. 5: Nice skill to have in a party. When you're shoulder to shoulder with a Chrono in a competition for buff slots, prioritize this, Blessing, and Revive.
Fade lv. 1: Not particularly useful but it's a nice "Oh Shit" button when you suddenly realize that you can't handle a mob of certain size.
Priest 3
Aspersion lv. 10: Higher level means higher Aspergillum damage. The P. Defense buff now scales with SPR too so get a higher or lower level to adjust the multiplier to your liking. Level 1 is minimum for Aspergillum I think?
Monstrance lv. 1: Level 1 is enough for the 30% DEX buff. Your DEX based friends will appreciate it even if you get squat when using it solo. Higher levels yield higher multiplier for the Evasion penalty which scales to your SPR. I don't think it's worth it because anyone who can't hit a monster without this skill should probably not even try.
Blessing lv. 15: Mandatory Priest buff. Everyone LOVES the extra damage, especially if you're pure SPR. Higher levels have delicious multiplier. Solo friendly and party friendly. You can spare some points and get level 7 or 10, but it has hit counts that some classes burn through like hot knife on a butter so level 15 is recommended.
Resurrection lv. 5: If you have Fade, you can use this to salvage a nearly botched run. Level 1 is enough for that, really. Some people like a faster cast time and higher HP recovery so the receiver can get up quickly and be ready to go in time of crisis. Subtract some point from here if you like other skills.
Sacrament lv. 1: Used as a Priest to give you another line of auto-attack. Higher levels give higher boost from Last Rites, but I'm not sure how much. Level one is recommended since anything beyond that gives flat damage increase instead of multiplier. It scales to your SPR which is nice.
Revive lv. 5: Another nice "Oh Shit" button. Smash the hotkey when you see someone suddenly down to 50% in less than 5 seconds. Your job is to keep the party topped up at all time but this is a nice cushion if you're playing Last Rites. Your friends get an invulnerability period upon being revived, so the level of choice is flexible according to your fluency in babysitting. Are you a speed demon that can nurse a 5% tank back to full health within 1 second? If yes then take level one. I personally am an unresponsive potato and I'd need that 5 seconds just to spread out the heal carpet.
Mass Heal lv. 7: I picked level 7 to hit that sweet spot of 22% HP healed. Usually, you use this while standing behind your swashbuckling party members to top off their health. If you don't like it, leave this at level 5 at the very least because huge Swordsman tanks like the percent based healing. Some people swear by it though, so be my guest if you want to max it.
Exorcise lv. 1: If you want to use this as your primary damage source, spec for INT. If you want to be a support, spec for SPR and ignore this skill. If you're like me and love horsing around, then go SPR and take level 1 because this skill is legitimately awesome. Too bad we can only be either a support or an ME nuker.
Stone Skin lv. 0: Stone Skin is one of the skills that has fallen from grace after the Great Rebalancing. It used to give Block stat that scales to SPR, which in this build translates to an ungodly percentage of negating a damage. Right now it just flat out cuts 10-20% of all damage. Level 1 is still useful; cutting 10% damage in exchange for 1 skill point is pretty neat. It doesn't scale well though, with level 5 only giving 20% reduction. If it's at least 50% at level 5 then people might consider it being worth a buff slot. Right now, it's not recommended unless you want to annoy the Chronomancer next door.
Chaplain
Last Rites lv. 5: Now Chaplain's skill build is wholly dependent on your preferred playstyle because all of them only increases duration. For Last Rites, it's effectiveness relies on your level of your Priest's Sacrament. I've felt level one Sacrament to be quite significant already so I went with level 1 Sacrament and level 5 Last Rites. You need to get good at managing your party HP just below 50% though because that's where the bulk of this skill lies.
Deploy Capella lv. 4: The level of Deploy Capella increases the buff duration, NOT the capella's duration. I don't particularly like this skill since it's only useful in things like Uphill Defense, GvG, or a prolonged boss battle. That being said, 30 seconds seems to be most comfortable when it comes to running in and out of the capella's AoE so I picked level 4.
Magnus Exorcismus lv. 1: What can I say? I love my shining pillar of feathery light. The damage is appreciable but I'd be damned if I can detonate Exorcise before an enemy run through the square and eats it up. Ignore this skill if you're sane since it's still pretty bad to use.
Aspergillum lv. 5: Your bread and butter leveling and soloing skill. This won't help your allies diddly-squat, but at least you can pull your own weight with this. It adds an extra line of magic damage to your auto-attacks, so I imagine an INT Chaplain can get more out of this skill. Worry not, SPR builds still have Blessing to pump auto-attack damage. Plus, we get to capitalize on the P. Defense increase of Aspersion. All in all, right now this skill seems to worth at least level 10. INT types need the magic attack part, while SPR types want the P. Defense part.
Kabbalist 1
Ein Sof lv. 5: Don't look at me, I'm only here for this skill. Pretty much the biggest thing Kabbalist can contribute. Increased HP is always good. The SP attribute can help some spammy classes. Out of that, Kabba is pretty useless. Chapain will carry your character. Well you can get tripled HP with this so maybe that can give more leeway to Last Rites?
The rest: Leftover point. Really. I'm considering trading this for Miko or something, but I'm using Kabba out of pity.
Zealot 2
Invulnerable lv. 10: Invulnerable because screw the Sword tree. Level 10 because screw knockdown. I'm not a fan of jumping on the bandwagon but the support part of this tree is pretty much done with Mass Heal, and Zealot is straight on OP.
Fanaticism lv. 10: That 55% extra damage doesn't need an explanation. No healing? No problem. Safety Zone is a thing.
Fanatic Illusion lv. 5: A physical damage skill but hey, more lines to (literally) spread your Blessing right? Also, Ein Sof helps. Yay?
Blind Faith lv. 5: To put things into perspective, Cleric's SP pool, with that SPR, and your Ein Sof, transformed into 40 hits of (un)Holy damage across your lines, equals huge burst. Chtulhu Fhtagn.
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: 5 / 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 5: Blocks: 10 times Magic Circle Duration: 20 seconds SP: 47 Type: Magic / Buff Cooldown: 48s Element: 3 / 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 3: Reduces 0.3% per stack Magic Circle Duration: 10 seconds SP: 31 Type: Magic / Buff Cooldown: 13s Element: |
Rank 2
Priest |
5 / 5 Aspersion: Enhance Type: Passive * Increases the damage dealt on an enemy with [Aspersion] by 0.5% per attribute level * +10% added damage at maximum level Priest 1st Circle required Aspersion [Magic] - [Holy] Sprinkle holy water to help increase the physical defense of you and your allies and to inflict damage to enemies. Level 5: Attack: 222% Physical Defense: +175 Targets: 10 Duration: 300 seconds Consumes 1 Holy Water SP: 58 Type: Magic / Attack Cooldown: 20s Element: 1 / 5 Monstrance: Buff Duration Type: Active * Increases duration of the [Monstrance] buff by 60 second per attribute level * Increases SP consumption by 20% Priest 1st Circle required Monstrance Creates a magic circle in front to reduce enemy evasion and physical defenses within range. The effect is maintained for a certain amount of time even if it is out of the scope of the magic circle. When casting, nearby party members receive increased DEX. Level 1: Increases ally's DEX stat Enemy's Evasion: -6 Decreases enemy's defense by 10% Duration for allies: 20 seconds Duration for enemies 30 seconds SP: 27 Type: Magic / Buff Cooldown: 20s Element: 5 / 5 Blessing: Enhance Type: Passive * Increases additional damage of [Blessing] by 1% per attribute level Lv3 Blessing required Blessing: Additional Buff Type: Active * Increases number of targets for [Blessing] by 1 per attribute level * Increases SP consumption by 10% Priest 1st Circle required Blessing Gives a blessing granting additional damage to the attacks of your party members and allies. Level 5: Additional Damage: +155 Allies Affected: 2 Duration: 300 seconds Consumes 1 Holy Powder SP: 67 Type: Magic / Buff Cooldown: 35s Element: 1 / 5 Resurrection: Revive Count Type: Active * Increases number of targets that can be revived with [Resurrection] by 1 per attribute level * Increases SP consumption by 10% Priest 1st Circle required Resurrection Resurrects a target that has been defeated in combat. In Team Battle League, allows for 1 resurrection per round. Level 1: Attack: 289% Casting Time: 6 seconds Restores 5% of target's HP after resurrection No. of Targets: 1 SP: 36 Type: Magic / Buff Cooldown: 30s Element: |
Rank 3
Priest |
10 / 10 Aspersion: Enhance Type: Passive * Increases the damage dealt on an enemy with [Aspersion] by 0.5% per attribute level * +10% added damage at maximum level Priest 1st Circle required Aspersion [Magic] - [Holy] Sprinkle holy water to help increase the physical defense of you and your allies and to inflict damage to enemies. Level 10: Attack: 272% Physical Defense: +300 Targets: 10 Duration: 300 seconds Consumes 1 Holy Water SP: 98 Type: Magic / Attack Cooldown: 20s Element: 10 / 10 Blessing: Enhance Type: Passive * Increases additional damage of [Blessing] by 1% per attribute level Lv3 Blessing required Blessing: Additional Buff Type: Active * Increases number of targets for [Blessing] by 1 per attribute level * Increases SP consumption by 10% Priest 1st Circle required Blessing Gives a blessing granting additional damage to the attacks of your party members and allies. Level 10: Additional Damage: +280 Allies Affected: 2 Duration: 300 seconds Consumes 1 Holy Powder SP: 112 Type: Magic / Buff Cooldown: 35s Element: 1 / 5 Sacrament: Dark Property Resistance Type: Active * Increases dark property resistance by 5 per attribute level when [Sacrament] is active * Increases SP consumption by 10% Priest 2nd Circle required Sacrament Temporarily grants an additional Holy property attack to you and your party member's attacks. Level 1: Holy Property Attack: +180 Duration: 220 seconds Consumes 1 Gyslotis SP: 38 Type: Magic / Buff Cooldown: 90s Element: 1 / 5 Revive: Duration Type: Active * Increases duration of [Revive] by 7 seconds per attribute level * Not applicable in TBL or GvG * Increases SP consumption by 20% Priest 2nd Circle & Lv2 Resurrection required Revive Prevents one from becoming Incapable of Combat once. Level 1: HP Recovery: 5% Invincibility: 1 seconds Duration: 90 seconds SP: 39 Type: Magic / Buff Cooldown: 120s Element: 4 / 5 Mass Heal: Enhance Type: Active * Increases the heal factor of [Mass Heal] by 0.5% per attribute level * +10% added bonus at maximum level Priest 2nd Circle required Mass Heal Restores the HP of nearby allies. Level 4: Heal factor 550% SP: 65 Type: Magic / Buff Cooldown: 30s Element: |
Rank 4
Priest |
15 / 15 Blessing: Enhance Type: Passive * Increases additional damage of [Blessing] by 1% per attribute level Lv3 Blessing required Blessing: Additional Buff Type: Active * Increases number of targets for [Blessing] by 1 per attribute level * Increases SP consumption by 10% Priest 1st Circle required Blessing Gives a blessing granting additional damage to the attacks of your party members and allies. Level 15: Additional Damage: +405 Allies Affected: 2 Duration: 300 seconds Consumes 1 Holy Powder SP: 157 Type: Magic / Buff Cooldown: 35s Element: 5 / 10 Revive: Duration Type: Active * Increases duration of [Revive] by 7 seconds per attribute level * Not applicable in TBL or GvG * Increases SP consumption by 20% Priest 2nd Circle & Lv2 Resurrection required Revive Prevents one from becoming Incapable of Combat once. Level 5: HP Recovery: 25% Invincibility: 5 seconds Duration: 90 seconds SP: 81 Type: Magic / Buff Cooldown: 120s Element: 7 / 10 Mass Heal: Enhance Type: Active * Increases the heal factor of [Mass Heal] by 0.5% per attribute level * +10% added bonus at maximum level Priest 2nd Circle required Mass Heal Restores the HP of nearby allies. Level 7: Heal factor 694% SP: 94 Type: Magic / Buff Cooldown: 30s Element: 5 / 5 Exorcise: Enhance Type: Passive * Increases the damage dealt on an enemy with [Exorcise] by 0.5% per attribute level * +10% added damage at maximum level Priest 3rd Circle required Exorcise: Duration Type: Active * Increases duration of [Exorcise]'s magic circle by 1 second per attribute level * Increases SP consumption by 10% Priest 3rd Circle required Exorcise [Magic] - [Holy] Creates an exorcism circle that damages enemies inside, then deals continuous damage. Level 5: 0.4 second attack 186% Duration: 10 seconds SP: 80 Type: Magic / Buff Cooldown: 36s Element: |
Rank 5
Chaplain |
5 / 5 Last Rites: Promoting Spirits Type: Active * Increases the lower limit HP of [Last Rites] by 2% per attribute level * Increases SP consumption by 10% Chaplain 1st Circle required Last Rites Grant the attacks of party members the Holy property. Increases Holy property additional damage in proportion to the caster's [Sacrament] level which becomes more powerful when HP is below 40%. Level 5: Duration: 300 seconds Consumes 1 Gyslotis SP: 98 Type: Magic / Buff Cooldown: 40s Element: 4 / 5 Deploy Cappella: Duration Type: Active * Increases duration of the deployed capella of [Deploy Cappella] by 3 seconds * Increases SP consumption by 10% Chaplain 1st Circle required Deploy Capella Deploys a temporary sacellum with a wrapped cloak. The caster and party members are able to simultaneously receive the effects of the caster's Aspersion, Monstrance, Blessing, Sacrament, Stone Skin. Level 4: Cappella Duration: 60 seconds Effect Duration: 30 seconds Consumes 1 Cape SP: 116 Type: Magic / Buff Cooldown: 65s Element: 1 / 5 Magnus Exorcismus: Enhance Type: Passive * Increases the damage dealt on an enemy with [Magnus Exorcismus] by 0.5% per attribute level * +10% added damage at maximum level Chaplain 1st Circle required Magnus Exorcismus Transforms the Exorcise Magic Circle in front of the caster into an enormous pillar of exorcism. This divine pillar of light continues to damage nearby enemies. Level 1: 0.5 second attack 125% Duration: 9 seconds SP: 54 Type: Magic / Buff Cooldown: 60s Element: 5 / 5 Aspergillum Fills the equipped weapon with holy water and makes it splash with every attack. The level of holy water being used is the same level as the caster's [Aspersion]. Level 5: Duration: 300 seconds Consumes 1 Holy Water SP: 112 Type: Magic / Buff Cooldown: 30s Element: |
Rank 6
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 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 10: Blocks: 20 times Magic Circle Duration: 20 seconds SP: 82 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 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 7
Kabbalist |
5 / 5 Ein Sof: Maintain Time Type: Active * Increases duration of [Ein Sof] tiles by 1 second per attribute level * Increases SP consumption by 10% Kabbalist 1st Circle required Ein Sof: SP Recovery Type: Active * Reduces the max. HP bonus of [Ein Sof] in half, but applies the other half as SP recovery for 10 sec * Increases SP consumption by 10% Lv. 3 Ein Sof required Ein Sof: Stacked Healing Type: Active * While under the effect of [Ein Sof], the amount recovered by [Heal] and [Mass Heal] doubles * While under the effect of [Ein Sof], the amount of HP recovered doubles * Both effects do not stack with each other * Effects decrease by 30% inside Team Battle League Kabbalist 1st Circle required Ein Sof: Double Magic Circle Type: Active * Ein Sof magic circle can be used 2 times Targets already under Ein Sof will not receive the buff again * Increases SP consumption by 50% Kabalist 3rd Circle Required Ein Sof [Magic] - [Holy] Creates a magic circle that drastically increases your maximum HP for a period of time. Level 5: Duration 35 sec Magic circle duration 15 sec Max. HP increases by 50% + 15000 SP: 164 Type: Magic / Buff Cooldown: 60s Element: 3 / 5 Merkabah: Enhance Type: Passive * Increases the damage dealt on an enemy with [Merkabah] by 0.5% per attribute level * +10% added damage at maximum level Kabbalist 1st Circle required Merkabah: Reduced Movement Speed Type: Active * Reduces the movement speed of [Merkabah] Kabalist 2nd Circle Required Merkabah: Divine Protection Type: Active * Nullify enemy attacks while near [Merkabah]'s wheel and temporarily gain the Holy property * Increases the magical defense of nearby allies by 10% * Increases SP consumption by 10% Kabalist 2nd Circle Required Merkabah [Magic] - [Holy] Summons the wagon of the goddess to explode at a predetermined spot, dealing damage to nearby enemies. Level 3: Attack 305% 100% magic damage on collision 100% add. damage on Demon targets Max. 30 collisions SP: 146 Type: Magic / Buff Cooldown: 35s Element: 1 / 1 Gematria Divide the numbers of an enemy's name and calculate a new number. Level 1: Applies a maximum of 10 times SP: 54 Type: Magic / Buff Cooldown: 1s Element: 1 / 1 Notarikon Calculate a new number from the first and the last letter of an enemy's name. Level 1: Applies a maximum of 10 times SP: 54 Type: Magic / Buff Cooldown: 1s Element: |
Rank 8
Zealot |
5 / 5 Invulnerable Become immune to knockback and knockdown. Level 5: Duration: 25 seconds SP: 274 Type: Magic / Buff Cooldown: 50s 5 / 5 Fanaticism Lose the ability to recover HP while increasing damage dealt to enemies. Level 5: Duration 15 sec Increased damage by 30% Does not stack with Healing Factor SP: 248 Type: Magic / Buff Cooldown: 30s Element: |
Rank 9
Zealot |
10 / 10 Invulnerable Become immune to knockback and knockdown. Level 10: Duration: 30 seconds SP: 429 Type: Magic / Buff Cooldown: 50s 10 / 10 Fanaticism Lose the ability to recover HP while increasing damage dealt to enemies. Level 10: Duration 15 sec Increased damage by 55% Does not stack with Healing Factor SP: 393 Type: Magic / Buff Cooldown: 30s Element: 5 / 5 Fanatic Illusion: Enhance Type: Passive * Increases the damage dealt on an enemy with [Fanatic Illusion] by 0.5% per attribute level * +10% added damage at maximum level Zealot Circle 2 required Fanatic Illusion: Increase Accuracy Type: Active * Increases accuracy of [Fanatic Illusion] by 100 per attribute level * Increases SP consumption by 20% Zealot Circle 2 required Fanatic Illusion [Physical] - [Lightning] Envelop your body in lightning, dealing damage to nearby enemies. Continuously consumes SP and cancels if SP runs out. Level 5: Attack per second: 748% Duration: 15 seconds Consumes 56 SP per second SP: 0 Type: Melee / Buff Cooldown: 30s Element: 5 / 5 Blind Faith: Holy Impact Type: Active * Increases critical damage dealt to enemies hit by the additional damage of Blind Faith by 10% per attribute level for 10 sec. Zealot Circle 2 required Blind Faith [Magic] - [Holy] Consume 50% of your remaining SP to deal additional Holy property damage. Level 5: Duration: 40 seconds Consumed SP x2.8 = additional attack Maximum 40 attacks SP: 0 Type: Melee / Buff Cooldown: 40s Element: |
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