Dark Lightning non-stop Mega-DPS (Krivis-Taoist w/Bokor-PD)
Created by Welkin on Aug 19th 2016 (Last Updated: Oct 17th 2016).
This is a public build.
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Class Combos
- Krivis - Taoist for uber lightning damage. This is our primary damage kit, especially with Rank 8 skills having extremely high base damage. Energy wave will be bringing a world of hurt as well.
- Bokor - Plaque Doctor: the ever reliable Hex-Pandemic-Effigy Spam combo lets you swat fliers, clear the map of small fries, or mop up survivors all the same. We are using the light version (b/c we only afford 1 rank of Bokor) for our secondary damage.
Zaibas, while powerful, have a few glaring weakness:
1) 30 sec. cooldown time
2) 50% damage to other lightning or earth attribute mobs (but 200% damage to ice attribute).
3) Bosses that loves to move around @.@
4) Need to be deployed at melee range
5) Limited by hit counts (bad for large mob). That means a large group of mobs will devour your Zaibas very quickly (e.g. Lv16 Zaibas does 20 hits total, will be split to 5 hits each against 4 mobs at once)¸
6) However, against single target (e.g. Boss), and stacks with Storm Calling, it packs a whallop.
Bokor's Effigy can be leveraged to augment this weakness, and also add to our anti-air arsenal:
- Allow you sustain damage from range (great for boss/WB)
- Dark Element: 100% damage to all attribute, 200% to Holy
- Effigy can hit both ground & flyers
- No cooldown time, making it spammable
- Wide range (80% of screen): It can "Hit All" - not restricted by AOE ratio and will damage all mobs afflicted with Hex
- Hexing has an attribute that gives dark damage a 30% bonus, which makes Effigy scale 30% better with your matk!
- Post Rank 7, we use Hex -> Pandemic (from PD) -> Effigy to clear low health mobs as well as wheel in trash mobs (dumb mob AI, does not always follow you unless you inflict damage)
- Krasus Mace from Guards Graveyard will let Effigy does the big hit on every 2nd hit (e.g. 2k, 4k) instead of every 3rd (2k, 2k, 4k). Excellent lv40 weapon (you want to put 2 lv5 blue gems in it (roasted) to help boost your spell damage. That will last you to 170 for the Catacombs Club.
At Rank 7, we add Incinerate to our arsenal:
- Fire DOT attack that does 2 tick per sec. Another excellent source of damage /sustaining damage on bosses/anti air.
- Being a DOT, it is great for high mobility targets like the golem boss.
- It requires a debuff on the target to use, but each debuff adds 2sec to its base duration
- Unlike Zaibas, not limited by hit count. That means it hits all mobs for same # of hits based on duration.
- Divine Might + Incinerate on a target afflicted by Hexing + Cure + Zalciai will inflict a 12 sec Incinerate
- However, Incinerate can be overwritten by other PD's Incinerate
Rotation - Rank 7+ AOE against high health mob
While Storm Calling and Energy wave are very powerful, they are expensive to use. So for your average mobs:
- AOE1 (with High health mobs): Healing Factor -> run into your group of mob -> Fade -> Hexing -> Pandemic -> Choose optimal location to unleash Zaibas (e.g. on range mob) and then use Effigy to wheel in dumb mobs.
Add Hexing + Zalciai + Cure + Incinerate as required
- AOE2 (mix ground and high health air): run into your group of mob -> Fade -> Hexing -> Pandemic -> Choose optimal location to drop Zalciai + Cure + Incinerate + Heal to help clear out ground mobs, then Zaibas
- Hex + Effigy x3 is still used to clear mobs at around 10k health so not to waste Zaibas hit count
Rotation - Rank 7+ Solo Boss
(Get Superior Corona Rod or better ASAP)
1) Pre-divine might if you have time, then charge in while Faded so boss does not move
2) Drop Zalciai on boss, but with enough room so you can get on it to gain magic amp too.
2a) If boss has physical knock back (anything that can push or knock you out of Safety Zone), drop healing behind you and make use of healing factor.
3) Diving Might -> Hexing -> SW
4) Cure -> Incinerate -> SP Potion to trigger Chapparition card effect -> Zaibas -> Meltis for duration of Zaibas
(If you are slow/lagging, drop 1 Zaibas before SP Potion so your Meltis don`t miss the card buff)
5) If still not dead, Effigy spam until Zaibas off CD/while SP > 20%
- Boss (Party)
- If you have a tank, have tank work with you by keeping boss steady for zaibas. Run in with tank and drop safety zone for both of you.
- If no tank, either pick out high dps (e.g. fletcher) to tank, or ask them to let you tank it
- Let the stronger PD Incinerate since they do not stack. But also keep CD in mind (Incinerate has 20 sec CD, so if other PD drop short duration Incinerate, then fill in once their Incinerate expires).
- In PUG party, usually easier to just let other PD Incinerate first
Rotation - Rank 8 Solo Boss
1) Pre-divine might if you have time, then charge in while Faded so boss does not move
2) Drop Zalciai on boss, but with enough room so you can get on it to gain magic amp too.
2a) If boss has physical knock back (anything that can push or knock you out of Safety Zone), drop healing behind you and make use of healing factor.
3) Hexing -> SW
4) Diving Might + Cure -> Incinerate -> Energy Wave -> Storm Calling -> SP Potion to trigger Chapparition card effect -> Zaibas -> Meltis for duration of Zaibas
(If you are slow/lagging, drop 1 Zaibas before SP Potion so your Meltis don`t miss the card buff)
5) If still not dead, Effigy spam until Zaibas off CD/while SP > 20%
Stat Build - INT and CON only
Due to how the game reward stat stacking (with bonus stat), it is a good idea to split your stat as little as possible so you can maximize your stat bonus. At the same time, a dead dps does no damage, so being able to survive is equally important. How much CON you need will depend on your Max HP...
* If you use 3 pieces of plate armor and invest in the Plate Armor Attribute (cleric trainer), that will give you about 1700 HP.
* Using equipment with CON or HP, such as Petamion, Abom Set, various armor/shield
* Gems (Red for Top & Bottom, Yellow for Boots). And yes, you can stack these (but not monster skill gem).
* Hair costume with HP
* Equipment awakening with HP bonus.
* Blud Cards gives HP, but are not yet available on iTOS
* Given the difficulty of rank 8 contents and the lack of easily accessible gear post-280, you may want to invest more heavily into CON post-lv220 to prepare for rank 8 contents. Afterall, MATK can be more easily augmented via upgrading the Superior Corona Rod or any good caster rod you find.
* If you use the Animus necklace, it would let you convert HP regen into magic AMP (@40%), so your CON investment would not simply be for HP.
* Likewise if you are using the Otrava Shield, as block benefits from CON.
Equipment¸
Card: 10* Chapparition card x7
Weapon:
Lv40: Krasus Mace (if you put 2 5* Blue Gem in it, can last you to 170, or 220 if you are luckless on the Catacomb club like me)
Lv170 (optional): Catacomb club or Ignition
Lv220 ("mandatory"): +6 Superior Corona Rod/Artie Snake Rod/Circle Rod. We need to switch to rod so we can upgrade and Squire buff them for more matk. Superior Corona Rod is not bad because it is cheapest of the 3 to upgrade.
Lv315: New DPS Rod from 290 dungeon
Offhand:
- Dagger or shields with property attack.
- My preference is the Otrava Shield.
- Didel Tower Shield for more survival.
Gloves: Cloth Gloves with Magic Amplification (Upgrade it). Add blue gem for SP Regen)... and in the off chance you get the Large Panto Spearman gem for +1 Zaibas level.
If you run Earth Tower, can go Tomb Gloves (Lv75) > Roxona Gloves (170) > Lolopanther Gloves
Armor (top/bottom/boots): Plate. Roxona set is a good investment, Add HP Gems x2.
Virtov set is quite good but costly to make and upgrade. Consider saving the money for attribute instead.
Ring: Wizard Bracelet x2
Neck: Animus or Max Peta
Since we are so far from end game, lv2-3 transcend on weapon and lv1 transcend on armor for now. Read this guide for more details: https://forum.treeofsavior.com/t/brief-technical-guide-to-transcendence/327824
Head Gear enchants: Move Speed > Spell Power or HP > Property Attack > Magic Amp
Dark Lightning Build Overview
This will be an Int-focus build to maximize the stats bonus. Only other stats we invest in is CON, no spirit or anything else since we are not support.
Breakdown by Class Choices:
- Safety zone gets an attribute for +20 block @ C2
- 10 Heal Squares (dungeon run made easy)
- Divine Might
- Fade
- Why Cure 10 and only 4 in bubble? Because we are int cleric and the Int-Scaling on Cure is too-good to pass up. It is also an easy way to give PD's Incinerate an extra kick
- Hex & Effigy let's you deal damage during Zaibas Cooldown
- Effigy is dark property, with no damage penalty (unlike Zaibas). This would be your go-to spell against lightning-based bosses.
- Getting Bokor C1 before Krivis because effigy is plenty to kill stuff at low level, especially with a Krasus mace. This special mace alters Effigy to do the big damage hit every 2nd hit instead of every 3rd.
- It will also gives you some good practice with Hexing, before you get spoiled by Zaibas
- All about Zaibas. While leveling, save 5 skill points per circle, so you can max out Zaibas as soon as you unlock next circle.
- Be sure to max out the attribute Zalciai: Magic Amplification.
- Correction: 5 points needed in Melstis to extend Statue of Goddess Ausrine's invulnerability time for Earth Tower.
- Dumped all remaining points in Daino for future-proofing.
- You can go Lv3 Aukuras and get the attribute (50 levels). But it would only give 108 HP regen at -9 sec HP recovery delay. Not the best use of your silver.
- You can go Lv3 Zalcial... but we do not have the Spirit to make investment worthwhile
- Getting PD will dramatically improve your gameplay and bring out the potential of this build.
- Incinerate (frontal cone) is a fire damage over time spell, will adds a lot to your damage output. With Hex and lv5 incinerate,it will burn for 7 sec at 2 ticks a sec. Each additional debuff will extend duration by 2sec. Cure also counts as one of the debuff!
- Pandemic makes your effigy spam more efficient since you can spread hexing to more targets. Great for cleaning up mobs that survived Zaibas.
- Healing factor is an excellent survival buff. Make sure to use it at full health.
Please take a look at this Maven Abby Solo PvE Grinding video of Bokor-PD:
https://youtu.be/gLdLf6oZCzg
PD Usage overview:
- *Fire & Lightning* Unlike video above, we don't have woodcarver, but we have Zaibas for our main guns, and no need to be shy about using it because we now have the full Bokor-PD arsenal to cover any down time.
- *important* See how the PD is keeping up Healing Factor (white cross on his head). This will quickly heal up any damage you rake up while grouping the mobs together for your Zaibas or hexing. Always use healing factor at full health.
- PD Mob Rotation: Hex > Pandemic (spread to all targets) > Incinerate > Effigy Spam
- PD Quick Burst Rotation: Hex > Zaibas > Cure > Pandemic (if required) > Incinerate > Effigy Spam (Fire, Lightning, Holy and Dark attack combo)
- Other debuffs like Zombify also adds to Incinerate duration
- If mobs resist, or lone range mob doesn't want to bunch up, you have Cure, Zaibas, and even Heal to deal with them.
- Prioritize on getting 2 ranks of pandemic (to help with mobbing) and then max out Incinerate ASAP.
- Taoist skills requires Talisman that costs 500s each, most skills uses 2-3 talisman
- Storm Calling boost lightning damage (requires 2 talisman)
- Energy Wave does Excellent damage (requires 3 talisman)
- Three Disasters is a buff that gives % increase (10% per level) to your resist... Funneled those points into dark sight to trigger a bigger Begone Demon explosion.
VonFreya from the kTOS server posted a really nice video about all the Taoist skills here:
https://www.youtube.com/watch?v=U_WNqsl017I
- Our Full Burst Rotation: Hex > Cure > Incinerate > Energy Wave > Storm Calling > Zaibas > Effigy Spam (Let it die, let it die~)
- You also have Darksignt + Three Disasters > detonate with Begone Demon in your back pocket. Be careful when and how you use Darksight (e.g. don't reset your boss ranking).
Attribute Investment (WIP)
Remember, some attributes increase spell's SP cost or can increase cast/cooldown time. You should definitely pick and choose which ones you invest in. The below is what I consider most essential, and how much they will cost you.
Cleric C2:
1) Max Safety Zone: Block Count (Cost to max: 52,400s)
2) Safety Zone: Increased Range (Cost, 620s)
3) Heal: Remove Damage (Cost, 620s) - You will be spending time in dungeons while you level. Be nice and keep your team mates alive :)
4) Plate Mastery: Defense (Cost: 762,500s to max) - Each attribute level gives about 34 HP, max at lv50. This is a good investment of silver, as it gives you 1700 Max HP for wearing 3 pieces of plate armor. Dump your silver when you have extra.
5)
Class Selection - Druid C2 vs Bokor-PD Comparison
The Core Build consists of Cleric C2, Krivis C3, and Taoist.
That leaves us 2 ranks to plug and play:
Options A - Bokor/PD (Anti-Air Options: Effigy, Zaibas, Incinerate)
The Bokor/PD for the 2 filler ranks will be the focus of this guide.
+ Bokor + Plaque Doctor gives you Hexing, Pandemic, Effigy, Incinerate, Bloodletting and Fumigate.
+ All of Taoist's spell costs money to cast. Talisman are also heavy (10 weight). Storm Calling costs 3 Talisman (1500 silver), Energy Wave costs 2 Talisman (1000) silver. Having Zaibas and your Bokor/PD lessen the cost and conserve your talisman stock.
+ Both Effigy (Dark Magic attack) and Incinerate (Fire DOT) can hit fliers. In fact,
Effigy can start solving your flier problem as early as rank 3.
+ At early levels, with Hexing at 9 sec CD, it would be your preferred go to spell for fliers, so you can save your Zaibas for when you you can fry the big fish.
- Effigy requires hexing on targets before you can do damage. At rank 5 Hexing,
radius of Hexing would be small. You can hit about 4 tightly grouped mobs.
- Hexing can get resisted! (about 10-20%)
+ Hexing radius problem goes away at rank 7 when you get PD's Pandemic, which spreads debuff from target to a large radius. This also solves the resist since you can spread hexing from the mob afflicted with Hex.
- Effigy Spam can kill your SP (39 SP per cast). Using effigy on single target is extremely costly. Effigy spam on 15+ mobs (from Pandemic) is fairly SP efficient.
- Bottom line, we are not full fledged Bokor/PD. Effigy lv5 won't be doing a lot of damage (much lower damage multiplier) and is intended as a filler. Zaibas are our damage kit.
For reference, Ggyarkggyark Kim has a very nice Bokor/PD guide here, and one of my cleric is based on this build. http://www.tosbase.com/tools/skill-simulator/build/nq9fr23bax/
He has some nice videos showing off how Bokor-PD works.
Options B - Druid C2 (Anti-Air Options: Zaibas)
kono.bakayarou has her Lightning Empress Guide here: http://www.tosbase.com/tools/skill-simulator/build/4emxlfxobw/
+ Druid C2 gives you Carnivory (killer grass), Sterea Trofh (a 2nd safety zone), and transform (use monster skill of your choice)
+ Sterea Trofh is huge for survival. It is a short duration bubble but with 30 sec CD. For comparison, Safety Zone has a 48 sec CD.
+ Carnivory and Sterea Trofh synergizes well with other druids, as it can make use of other druids' grass, so you can cooperate with other druids to expand coverage
- Carnivory is ground-based attack, like cure but with larger radius. That goes back to the flier problem when Zaibas is on CD
- Furthermore, with both Zaibas & Carnivory being ground based attack, any movement outside of your aoe placement will completely negate your DPS.
+ Carnivory does 40 hit at rank 10, and does not drain SP like Effigy, however you have to lure mobs on it to utilize its full potential.
- Like Zaibas, Carnivory also has a hit count. So a large enough mob can overrun your killer grass.
- Druid is available at rank 6+
+ Druid is getting a buff after the Rank8 patch update (late-September for iTOS). Druid will be able to use any skills post transformation. Staying transformed would enable you to take advantage of attributes such as Druid: Medium-type Speciality (adds 110 damage at lv5).
[credit: kono.bakayarou & Listel (I have yet to play a druid)]
Other Options:
- Pure Dark Lightning: Swapping out Cleric C2 for Bokor C2. Cleric C2's super bubble can be managed by careful use of Mackangdal. You also get a move speed buff from Samediveve. But you are missing out on Heal 10, Divine Might, and Fade.
- Dievdirbys C2 - This is more support oriented, but you lack Statue of Goddess Ausrine, and Owls is only at level 5... Might also consider trading in Cleric C2 so you can solo buff and extend duration of Asurine with Melstis... but consider going Kabbie instead of Taoist so you have Ein Sof to properly support Melstis X Asurine combo.
- Paladin - You do not have the stats to benefit Smite. Turn undead is situational and has an even longer CD, which does not solve for Zaibas' long CD.
- Dropping a rank of Krivis for ??? - NO, you are nerfing 25% damage potential off Zaibas, which is your main attack that is also being buffed by storm calling.
- Dropping a rank of Cleric for Bokor C2 or something else... do-able, but you will need to invest in survival to compensate lost of SZ Blocks.
- Miko - Poor synergy with PD
- Sadhu - There isn't anything that makes OoB stronger...
- Krivis - Taoist for uber lightning damage. This is our primary damage kit, especially with Rank 8 skills having extremely high base damage. Energy wave will be bringing a world of hurt as well.
- Bokor - Plaque Doctor: the ever reliable Hex-Pandemic-Effigy Spam combo lets you swat fliers, clear the map of small fries, or mop up survivors all the same. We are using the light version (b/c we only afford 1 rank of Bokor) for our secondary damage.
Zaibas, while powerful, have a few glaring weakness:
1) 30 sec. cooldown time
2) 50% damage to other lightning or earth attribute mobs (but 200% damage to ice attribute).
3) Bosses that loves to move around @.@
4) Need to be deployed at melee range
5) Limited by hit counts (bad for large mob). That means a large group of mobs will devour your Zaibas very quickly (e.g. Lv16 Zaibas does 20 hits total, will be split to 5 hits each against 4 mobs at once)¸
6) However, against single target (e.g. Boss), and stacks with Storm Calling, it packs a whallop.
Bokor's Effigy can be leveraged to augment this weakness, and also add to our anti-air arsenal:
- Allow you sustain damage from range (great for boss/WB)
- Dark Element: 100% damage to all attribute, 200% to Holy
- Effigy can hit both ground & flyers
- No cooldown time, making it spammable
- Wide range (80% of screen): It can "Hit All" - not restricted by AOE ratio and will damage all mobs afflicted with Hex
- Hexing has an attribute that gives dark damage a 30% bonus, which makes Effigy scale 30% better with your matk!
- Post Rank 7, we use Hex -> Pandemic (from PD) -> Effigy to clear low health mobs as well as wheel in trash mobs (dumb mob AI, does not always follow you unless you inflict damage)
- Krasus Mace from Guards Graveyard will let Effigy does the big hit on every 2nd hit (e.g. 2k, 4k) instead of every 3rd (2k, 2k, 4k). Excellent lv40 weapon (you want to put 2 lv5 blue gems in it (roasted) to help boost your spell damage. That will last you to 170 for the Catacombs Club.
At Rank 7, we add Incinerate to our arsenal:
- Fire DOT attack that does 2 tick per sec. Another excellent source of damage /sustaining damage on bosses/anti air.
- Being a DOT, it is great for high mobility targets like the golem boss.
- It requires a debuff on the target to use, but each debuff adds 2sec to its base duration
- Unlike Zaibas, not limited by hit count. That means it hits all mobs for same # of hits based on duration.
- Divine Might + Incinerate on a target afflicted by Hexing + Cure + Zalciai will inflict a 12 sec Incinerate
- However, Incinerate can be overwritten by other PD's Incinerate
Rotation - Rank 7+ AOE against high health mob
While Storm Calling and Energy wave are very powerful, they are expensive to use. So for your average mobs:
- AOE1 (with High health mobs): Healing Factor -> run into your group of mob -> Fade -> Hexing -> Pandemic -> Choose optimal location to unleash Zaibas (e.g. on range mob) and then use Effigy to wheel in dumb mobs.
Add Hexing + Zalciai + Cure + Incinerate as required
- AOE2 (mix ground and high health air): run into your group of mob -> Fade -> Hexing -> Pandemic -> Choose optimal location to drop Zalciai + Cure + Incinerate + Heal to help clear out ground mobs, then Zaibas
- Hex + Effigy x3 is still used to clear mobs at around 10k health so not to waste Zaibas hit count
Rotation - Rank 7+ Solo Boss
(Get Superior Corona Rod or better ASAP)
1) Pre-divine might if you have time, then charge in while Faded so boss does not move
2) Drop Zalciai on boss, but with enough room so you can get on it to gain magic amp too.
2a) If boss has physical knock back (anything that can push or knock you out of Safety Zone), drop healing behind you and make use of healing factor.
3) Diving Might -> Hexing -> SW
4) Cure -> Incinerate -> SP Potion to trigger Chapparition card effect -> Zaibas -> Meltis for duration of Zaibas
(If you are slow/lagging, drop 1 Zaibas before SP Potion so your Meltis don`t miss the card buff)
5) If still not dead, Effigy spam until Zaibas off CD/while SP > 20%
- Boss (Party)
- If you have a tank, have tank work with you by keeping boss steady for zaibas. Run in with tank and drop safety zone for both of you.
- If no tank, either pick out high dps (e.g. fletcher) to tank, or ask them to let you tank it
- Let the stronger PD Incinerate since they do not stack. But also keep CD in mind (Incinerate has 20 sec CD, so if other PD drop short duration Incinerate, then fill in once their Incinerate expires).
- In PUG party, usually easier to just let other PD Incinerate first
Rotation - Rank 8 Solo Boss
1) Pre-divine might if you have time, then charge in while Faded so boss does not move
2) Drop Zalciai on boss, but with enough room so you can get on it to gain magic amp too.
2a) If boss has physical knock back (anything that can push or knock you out of Safety Zone), drop healing behind you and make use of healing factor.
3) Hexing -> SW
4) Diving Might + Cure -> Incinerate -> Energy Wave -> Storm Calling -> SP Potion to trigger Chapparition card effect -> Zaibas -> Meltis for duration of Zaibas
(If you are slow/lagging, drop 1 Zaibas before SP Potion so your Meltis don`t miss the card buff)
5) If still not dead, Effigy spam until Zaibas off CD/while SP > 20%
Stat Build - INT and CON only
Due to how the game reward stat stacking (with bonus stat), it is a good idea to split your stat as little as possible so you can maximize your stat bonus. At the same time, a dead dps does no damage, so being able to survive is equally important. How much CON you need will depend on your Max HP...
* If you use 3 pieces of plate armor and invest in the Plate Armor Attribute (cleric trainer), that will give you about 1700 HP.
* Using equipment with CON or HP, such as Petamion, Abom Set, various armor/shield
* Gems (Red for Top & Bottom, Yellow for Boots). And yes, you can stack these (but not monster skill gem).
* Hair costume with HP
* Equipment awakening with HP bonus.
* Blud Cards gives HP, but are not yet available on iTOS
* Given the difficulty of rank 8 contents and the lack of easily accessible gear post-280, you may want to invest more heavily into CON post-lv220 to prepare for rank 8 contents. Afterall, MATK can be more easily augmented via upgrading the Superior Corona Rod or any good caster rod you find.
* If you use the Animus necklace, it would let you convert HP regen into magic AMP (@40%), so your CON investment would not simply be for HP.
* Likewise if you are using the Otrava Shield, as block benefits from CON.
Equipment¸
Card: 10* Chapparition card x7
Weapon:
Lv40: Krasus Mace (if you put 2 5* Blue Gem in it, can last you to 170, or 220 if you are luckless on the Catacomb club like me)
Lv170 (optional): Catacomb club or Ignition
Lv220 ("mandatory"): +6 Superior Corona Rod/Artie Snake Rod/Circle Rod. We need to switch to rod so we can upgrade and Squire buff them for more matk. Superior Corona Rod is not bad because it is cheapest of the 3 to upgrade.
Lv315: New DPS Rod from 290 dungeon
Offhand:
- Dagger or shields with property attack.
- My preference is the Otrava Shield.
- Didel Tower Shield for more survival.
Gloves: Cloth Gloves with Magic Amplification (Upgrade it). Add blue gem for SP Regen)... and in the off chance you get the Large Panto Spearman gem for +1 Zaibas level.
If you run Earth Tower, can go Tomb Gloves (Lv75) > Roxona Gloves (170) > Lolopanther Gloves
Armor (top/bottom/boots): Plate. Roxona set is a good investment, Add HP Gems x2.
Virtov set is quite good but costly to make and upgrade. Consider saving the money for attribute instead.
Ring: Wizard Bracelet x2
Neck: Animus or Max Peta
Since we are so far from end game, lv2-3 transcend on weapon and lv1 transcend on armor for now. Read this guide for more details: https://forum.treeofsavior.com/t/brief-technical-guide-to-transcendence/327824
Head Gear enchants: Move Speed > Spell Power or HP > Property Attack > Magic Amp
Dark Lightning Build Overview
This will be an Int-focus build to maximize the stats bonus. Only other stats we invest in is CON, no spirit or anything else since we are not support.
Breakdown by Class Choices:
- Safety zone gets an attribute for +20 block @ C2
- 10 Heal Squares (dungeon run made easy)
- Divine Might
- Fade
- Why Cure 10 and only 4 in bubble? Because we are int cleric and the Int-Scaling on Cure is too-good to pass up. It is also an easy way to give PD's Incinerate an extra kick
- Hex & Effigy let's you deal damage during Zaibas Cooldown
- Effigy is dark property, with no damage penalty (unlike Zaibas). This would be your go-to spell against lightning-based bosses.
- Getting Bokor C1 before Krivis because effigy is plenty to kill stuff at low level, especially with a Krasus mace. This special mace alters Effigy to do the big damage hit every 2nd hit instead of every 3rd.
- It will also gives you some good practice with Hexing, before you get spoiled by Zaibas
- All about Zaibas. While leveling, save 5 skill points per circle, so you can max out Zaibas as soon as you unlock next circle.
- Be sure to max out the attribute Zalciai: Magic Amplification.
- Correction: 5 points needed in Melstis to extend Statue of Goddess Ausrine's invulnerability time for Earth Tower.
- Dumped all remaining points in Daino for future-proofing.
- You can go Lv3 Aukuras and get the attribute (50 levels). But it would only give 108 HP regen at -9 sec HP recovery delay. Not the best use of your silver.
- You can go Lv3 Zalcial... but we do not have the Spirit to make investment worthwhile
- Getting PD will dramatically improve your gameplay and bring out the potential of this build.
- Incinerate (frontal cone) is a fire damage over time spell, will adds a lot to your damage output. With Hex and lv5 incinerate,it will burn for 7 sec at 2 ticks a sec. Each additional debuff will extend duration by 2sec. Cure also counts as one of the debuff!
- Pandemic makes your effigy spam more efficient since you can spread hexing to more targets. Great for cleaning up mobs that survived Zaibas.
- Healing factor is an excellent survival buff. Make sure to use it at full health.
Please take a look at this Maven Abby Solo PvE Grinding video of Bokor-PD:
https://youtu.be/gLdLf6oZCzg
PD Usage overview:
- *Fire & Lightning* Unlike video above, we don't have woodcarver, but we have Zaibas for our main guns, and no need to be shy about using it because we now have the full Bokor-PD arsenal to cover any down time.
- *important* See how the PD is keeping up Healing Factor (white cross on his head). This will quickly heal up any damage you rake up while grouping the mobs together for your Zaibas or hexing. Always use healing factor at full health.
- PD Mob Rotation: Hex > Pandemic (spread to all targets) > Incinerate > Effigy Spam
- PD Quick Burst Rotation: Hex > Zaibas > Cure > Pandemic (if required) > Incinerate > Effigy Spam (Fire, Lightning, Holy and Dark attack combo)
- Other debuffs like Zombify also adds to Incinerate duration
- If mobs resist, or lone range mob doesn't want to bunch up, you have Cure, Zaibas, and even Heal to deal with them.
- Prioritize on getting 2 ranks of pandemic (to help with mobbing) and then max out Incinerate ASAP.
- Taoist skills requires Talisman that costs 500s each, most skills uses 2-3 talisman
- Storm Calling boost lightning damage (requires 2 talisman)
- Energy Wave does Excellent damage (requires 3 talisman)
- Three Disasters is a buff that gives % increase (10% per level) to your resist... Funneled those points into dark sight to trigger a bigger Begone Demon explosion.
VonFreya from the kTOS server posted a really nice video about all the Taoist skills here:
https://www.youtube.com/watch?v=U_WNqsl017I
- Our Full Burst Rotation: Hex > Cure > Incinerate > Energy Wave > Storm Calling > Zaibas > Effigy Spam (Let it die, let it die~)
- You also have Darksignt + Three Disasters > detonate with Begone Demon in your back pocket. Be careful when and how you use Darksight (e.g. don't reset your boss ranking).
Attribute Investment (WIP)
Remember, some attributes increase spell's SP cost or can increase cast/cooldown time. You should definitely pick and choose which ones you invest in. The below is what I consider most essential, and how much they will cost you.
Cleric C2:
1) Max Safety Zone: Block Count (Cost to max: 52,400s)
2) Safety Zone: Increased Range (Cost, 620s)
3) Heal: Remove Damage (Cost, 620s) - You will be spending time in dungeons while you level. Be nice and keep your team mates alive :)
4) Plate Mastery: Defense (Cost: 762,500s to max) - Each attribute level gives about 34 HP, max at lv50. This is a good investment of silver, as it gives you 1700 Max HP for wearing 3 pieces of plate armor. Dump your silver when you have extra.
5)
Class Selection - Druid C2 vs Bokor-PD Comparison
The Core Build consists of Cleric C2, Krivis C3, and Taoist.
That leaves us 2 ranks to plug and play:
Options A - Bokor/PD (Anti-Air Options: Effigy, Zaibas, Incinerate)
The Bokor/PD for the 2 filler ranks will be the focus of this guide.
+ Bokor + Plaque Doctor gives you Hexing, Pandemic, Effigy, Incinerate, Bloodletting and Fumigate.
+ All of Taoist's spell costs money to cast. Talisman are also heavy (10 weight). Storm Calling costs 3 Talisman (1500 silver), Energy Wave costs 2 Talisman (1000) silver. Having Zaibas and your Bokor/PD lessen the cost and conserve your talisman stock.
+ Both Effigy (Dark Magic attack) and Incinerate (Fire DOT) can hit fliers. In fact,
Effigy can start solving your flier problem as early as rank 3.
+ At early levels, with Hexing at 9 sec CD, it would be your preferred go to spell for fliers, so you can save your Zaibas for when you you can fry the big fish.
- Effigy requires hexing on targets before you can do damage. At rank 5 Hexing,
radius of Hexing would be small. You can hit about 4 tightly grouped mobs.
- Hexing can get resisted! (about 10-20%)
+ Hexing radius problem goes away at rank 7 when you get PD's Pandemic, which spreads debuff from target to a large radius. This also solves the resist since you can spread hexing from the mob afflicted with Hex.
- Effigy Spam can kill your SP (39 SP per cast). Using effigy on single target is extremely costly. Effigy spam on 15+ mobs (from Pandemic) is fairly SP efficient.
- Bottom line, we are not full fledged Bokor/PD. Effigy lv5 won't be doing a lot of damage (much lower damage multiplier) and is intended as a filler. Zaibas are our damage kit.
For reference, Ggyarkggyark Kim has a very nice Bokor/PD guide here, and one of my cleric is based on this build. http://www.tosbase.com/tools/skill-simulator/build/nq9fr23bax/
He has some nice videos showing off how Bokor-PD works.
Options B - Druid C2 (Anti-Air Options: Zaibas)
kono.bakayarou has her Lightning Empress Guide here: http://www.tosbase.com/tools/skill-simulator/build/4emxlfxobw/
+ Druid C2 gives you Carnivory (killer grass), Sterea Trofh (a 2nd safety zone), and transform (use monster skill of your choice)
+ Sterea Trofh is huge for survival. It is a short duration bubble but with 30 sec CD. For comparison, Safety Zone has a 48 sec CD.
+ Carnivory and Sterea Trofh synergizes well with other druids, as it can make use of other druids' grass, so you can cooperate with other druids to expand coverage
- Carnivory is ground-based attack, like cure but with larger radius. That goes back to the flier problem when Zaibas is on CD
- Furthermore, with both Zaibas & Carnivory being ground based attack, any movement outside of your aoe placement will completely negate your DPS.
+ Carnivory does 40 hit at rank 10, and does not drain SP like Effigy, however you have to lure mobs on it to utilize its full potential.
- Like Zaibas, Carnivory also has a hit count. So a large enough mob can overrun your killer grass.
- Druid is available at rank 6+
+ Druid is getting a buff after the Rank8 patch update (late-September for iTOS). Druid will be able to use any skills post transformation. Staying transformed would enable you to take advantage of attributes such as Druid: Medium-type Speciality (adds 110 damage at lv5).
[credit: kono.bakayarou & Listel (I have yet to play a druid)]
Other Options:
- Pure Dark Lightning: Swapping out Cleric C2 for Bokor C2. Cleric C2's super bubble can be managed by careful use of Mackangdal. You also get a move speed buff from Samediveve. But you are missing out on Heal 10, Divine Might, and Fade.
- Dievdirbys C2 - This is more support oriented, but you lack Statue of Goddess Ausrine, and Owls is only at level 5... Might also consider trading in Cleric C2 so you can solo buff and extend duration of Asurine with Melstis... but consider going Kabbie instead of Taoist so you have Ein Sof to properly support Melstis X Asurine combo.
- Paladin - You do not have the stats to benefit Smite. Turn undead is situational and has an even longer CD, which does not solve for Zaibas' long CD.
- Dropping a rank of Krivis for ??? - NO, you are nerfing 25% damage potential off Zaibas, which is your main attack that is also being buffed by storm calling.
- Dropping a rank of Cleric for Bokor C2 or something else... do-able, but you will need to invest in survival to compensate lost of SZ Blocks.
- Miko - Poor synergy with PD
- Sadhu - There isn't anything that makes OoB stronger...
Rank 1
Cleric |
5 / 5 2 Heal: Enhance Type: Passive * Increases the damage and heal factor of [Heal] by 0.5% per attribute level * +10% added bonus at maximum level Cleric 1st Circle required Heal: Creating Extra Type: Active * Adds a 2% chance per attribute level of being automatically healed when using [Heal] * Increases SP consumption by 20% Cleric 1st Circle required Heal: Remove Damage Type: Active * [Heal] will not inflict damage nor react to enemies * Increases SP consumption by 10% Cleric 1st Circle required Heal: Open Sanctuary Type: Active * Extends the effects of [Heal] to neutral characters. Cleric 1st Circle required Heal: Exclude Summons Type: Active * Keeps [Heal] effects from applying to summons. Cleric 1st Circle required Heal: Linger Type: Active * Applies a buff that continuously restores the HP of allies healed with Heal or Mass Heal * The buff lasts 10 sec and restores HP in a value equal to [attribute level x 5]% of your Healing stat * Increases SP consumption by 30% Cleric 3rd Circle required Heal [Magic] - [Holy] Creates a magic circle in front of you, healing allies or damaging enemies. Does not affect airborne enemies. Amount of HP recovered depends on the target's maximum HP. Recovery increases with the casting character's INT and SPR. Level 5: Attack 228% Heal factor 228% Magic circle duration 40 sec No. of heal circles 5 SP: 38 Type: Magic / Buff Cooldown: 22s Element: 5 / 5 Cure: Enhance Type: Passive * Increases the damage dealt on an enemy with [Cure] by 0.5% per attribute level * +10% added damage at maximum level Cleric 1st Circle required Cure: Damage Interval Type: Active * Decreases the interval of [Cure]'s magic circle by 0.2 seconds * Increases SP consumption by 20% Cleric 2nd Circle required Cure [Magic] - [Holy] Creates a magic circle that removes a Lv1 status ailment from allies or inflicts damage to enemies. Does not affect airborne enemies. Level 5: 0.4 second attack 103% No. of Hits: 18 Magic Circle Duration: 10 seconds SP: 42 Type: Magic / Buff Cooldown: 27s Element: 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: |
Rank 2
Cleric |
10 / 10 2 Heal: Enhance Type: Passive * Increases the damage and heal factor of [Heal] by 0.5% per attribute level * +10% added bonus at maximum level Cleric 1st Circle required Heal: Creating Extra Type: Active * Adds a 2% chance per attribute level of being automatically healed when using [Heal] * Increases SP consumption by 20% Cleric 1st Circle required Heal: Remove Damage Type: Active * [Heal] will not inflict damage nor react to enemies * Increases SP consumption by 10% Cleric 1st Circle required Heal: Open Sanctuary Type: Active * Extends the effects of [Heal] to neutral characters. Cleric 1st Circle required Heal: Exclude Summons Type: Active * Keeps [Heal] effects from applying to summons. Cleric 1st Circle required Heal: Linger Type: Active * Applies a buff that continuously restores the HP of allies healed with Heal or Mass Heal * The buff lasts 10 sec and restores HP in a value equal to [attribute level x 5]% of your Healing stat * Increases SP consumption by 30% Cleric 3rd Circle required Heal [Magic] - [Holy] Creates a magic circle in front of you, healing allies or damaging enemies. Does not affect airborne enemies. Amount of HP recovered depends on the target's maximum HP. Recovery increases with the casting character's INT and SPR. Level 10: Attack 228% Heal factor 228% Magic circle duration 40 sec No. of heal circles 10 SP: 68 Type: Magic / Buff Cooldown: 22s Element: 10 / 10 Cure: Enhance Type: Passive * Increases the damage dealt on an enemy with [Cure] by 0.5% per attribute level * +10% added damage at maximum level Cleric 1st Circle required Cure: Damage Interval Type: Active * Decreases the interval of [Cure]'s magic circle by 0.2 seconds * Increases SP consumption by 20% Cleric 2nd Circle required Cure [Magic] - [Holy] Creates a magic circle that removes a Lv1 status ailment from allies or inflicts damage to enemies. Does not affect airborne enemies. Level 10: 0.4 second attack 103% No. of Hits: 28 Magic Circle Duration: 15 seconds SP: 75 Type: Magic / Buff Cooldown: 27s Element: 5 / 5 Divine Might: Devil-type Damage Type: Active * Deals damage equal to 100% of magic attack to nearby Devil-type monsters when using [Divine Might] * Increases SP consumption by 10% Cleric 2nd Circle required Divine Might Temporarily increases the skill levels of you and your party members by 1. Level 5: Applies 5 times Duration: 60 seconds SP: 45 Type: Magic / Buff Cooldown: 27s 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 3
Bokor |
5 / 5 Hexing: Dark Type: Active * Enemies affected by [Hexing] will receive 10% additional damage per attribute level from Dark property attacks * Increases SP consumption by 10% Bokor 1st Circle required Hexing Curse an enemy to decrease its magic defense and prevent recovery. Level 5: Magic Defense: -5.5% Hexing Duration: 19 seconds SP: 78 Type: Magic / Attack Cooldown: 9s Element: 5 / 5 3 Effigy: Enhance Type: Passive * Increases the damage dealt on an enemy with [Effigy] by 0.5% per attribute level * +10% added damage at maximum level Bokor 1st Circle required Effigy: Blind Type: Active * Enemies hit by [Effigy] have a 5% chance per attribute level of becoming afflicted with [Blind] for 5 seconds * Increases SP consumption by 10% Bokor 1st Circle required Effigy [Magic] - [Dark] Deals damage to cursed enemies from afar. Deals additional damage on every third casting if used in succession. Level 5: Attack: 365% Attack bonus on 3rd attack: 1.88x ~ 2.66x SP: 42 Type: Magic / Attack Cooldown: 4s Element: 1 / 1 Tet Mamak La Lure zombies by using the skull of a monkey to attack enemies for a period of time. Level 1: Requires a summoned zombie Maximum Level: 1 SP: 32 Type: Melee / Buff Cooldown: 0s Element: 4 / 5 Zombify: Large Zombie Type: Active * Increases chances of creating a large-type zombie when zombifying a large-type monster by 1% per attribute level * Increases SP consumption by 20% Lv2 Zombify required Zombify: Wheelchair Zombie Type: Active * Increases chances of creating a Wheelchair Zombie when creating a zombie by 1% per attribute level Increases SP consumption by 20% Lv3 Zombify required Zombify Creates a magic circle that raises a dead enemy as a zombie. The stats of the raised zombie are affected by those of the dead enemy, and its HP and STR increases with the caster's INT and SPR. Level 4: Magic Circle Duration: 25 seconds Can summon up to 8 Zombies Increases Zombie damage per level SP: 68 Type: Magic / Buff Cooldown: 25s Element: |
Rank 4
Krivis |
1 / 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 1: Ally's Critical Attack: +18 Enemy's Critical Resistance: -10 SP: 26 Type: Magic / Buff Cooldown: 20s 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 5
Krivis |
1 / 10 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 / 10 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 4: Duration: 28 seconds SP: 46 Type: Magic / Buff Cooldown: 60s Element: 10 / 10 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 10: 0.3 second attack 82% No. of Hits: 14 Magic Circle Duration: 30 seconds SP: 111 Type: Magic / Attack Cooldown: 20s Element: 5 / 5 Divine Stigma: Duration Type: Active * Increases duration of [Divine Stigma] by 6 seconds per attribute level Increases SP consumption by 20% Krivis 2nd Circle required Divine Stigma: Defeat Devil Type: Active * Increases [Divine Stigma] damage against Devil-type targets by 10% per attribute level * Increases SP consumption by 20% Requires Divine Stigma Level 10 Divine Stigma: Enhance Type: Passive * Increases the damage dealt on an enemy with [Divine Stigma] by 0.5% per attribute level * +10% added damage at maximum level Krivis 2nd Circle required Divine Stigma Engrave a stigma on the enemy and deal Fire magic damage. The stigmatized enemy takes 1.5 times damage from Zaibas, and increases the STR and INT of allies temporarily when defeated. Level 5: Attack: 186% STR, INT: +47 Effect Duration: 0 seconds Stigma Duration: 15 seconds No. of Targets: 5 SP: 60 Type: Magic / Attack Cooldown: 30s Element: |
Rank 6
Krivis |
13 / 15 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 13: Duration: 46 seconds SP: 112 Type: Magic / Buff Cooldown: 60s Element: 15 / 15 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 15: 0.3 second attack 82% No. of Hits: 19 Magic Circle Duration: 30 seconds SP: 156 Type: Magic / Attack Cooldown: 20s Element: 10 / 10 Divine Stigma: Duration Type: Active * Increases duration of [Divine Stigma] by 6 seconds per attribute level Increases SP consumption by 20% Krivis 2nd Circle required Divine Stigma: Defeat Devil Type: Active * Increases [Divine Stigma] damage against Devil-type targets by 10% per attribute level * Increases SP consumption by 20% Requires Divine Stigma Level 10 Divine Stigma: Enhance Type: Passive * Increases the damage dealt on an enemy with [Divine Stigma] by 0.5% per attribute level * +10% added damage at maximum level Krivis 2nd Circle required Divine Stigma Engrave a stigma on the enemy and deal Fire magic damage. The stigmatized enemy takes 1.5 times damage from Zaibas, and increases the STR and INT of allies temporarily when defeated. Level 10: Attack: 237% STR, INT: +87 Effect Duration: 0 seconds Stigma Duration: 15 seconds No. of Targets: 5 SP: 102 Type: Magic / Attack Cooldown: 30s Element: 5 / 5 Melstis Creates a magic circle that extends the duration of beneficial effects on you and your party members. The amount of time that effects are extended by will not surpass 20 seconds. Does not apply to invincibility effects. Level 5: Duration +100% Consumes Holy Powder x5 SP: 86 Type: Magic / Buff Cooldown: 60s |
Rank 7
Plague Doctor |
5 / 5 Healing Factor Install a magic circle that grants super healing abilities temporarily. You or your party members recover HP equal to the amount left at the point when the magic circle is stepped on. Level 5: Duration: 40 seconds HP Recovery: 100 SP: 198 Type: Magic / Buff Cooldown: 45s Element: 5 / 5 Incineration: Enhance Type: Passive * Increases the damage dealt on an enemy with [Incineration] by 0.5% per attribute level * +10% added damage at maximum level Plague Doctor 1st Circle required Incineration: Infect Type: Active * When an enemy is defeated by [Incinerate], it transfers its debuff to a nearby enemy * Increases the number of possible targets by 1 per attribute level * Increases SP consumption by 40% Plague Doctor 2nd Circle Required Incineration: Fast Response Type: Active * Decreases the interval of [Incineration]'s hits by 0.1 seconds * Increases SP consumption by 50% Plague Doctor Circle 3 Required Incineration [Magic] - [Fire] Incinerate enemies with status ailments. The duration of [Incineration]'s effects will increase depending on the enemies' number of status ailments. Level 5: 0.4 second attack 119% Base Duration: 10 seconds SP: 146 Type: Magic / Buff Cooldown: 16s Element: 1 / 5 Bloodletting: Hemostasis Type: Active * Increases cycle time of HP cost by 0.02 seconds per attribute level while [Bloodletting] is in effect * Increases SP consumption by 10% Plague Doctor 1st Circle required Bloodletting: Substitute SP Type: Active * Each tick has a 10% chance per attribute level to reduce SP instead of HP while [Bloodletting] is in effect Plague Doctor 1st Circle required Bloodletting Temporarily let you or your allies bleed to prevent further status ailments. This state will be invulnerable to all rank 2 or lower status ailments. Level 1: Duration: 35 seconds HP: -5 SP: 80 Type: Magic / Buff Cooldown: 60s Element: 1 / 5 Fumigate: Prevention Type: Active * Increases the chance that [Fumigate] blocks Lv3 or weaker status ailments for 10 seconds by 5% per attribute level * Increases SP consumption by 10% Plague Doctor 1st Circle required Fumigate: Purification Type: Active * The range of [Fumigate] becomes a purification area for 10 seconds * Increases allies' poison resistance by 10% per attribute level * Increases SP consumption by 10% Plague Doctor 1st Circle required Fumigate Spray a cloud of antidote that cures the status ailments of an ally. Allies within the effect will be cured of rank 3 or lower status ailments. Level 1: Removes rank 3 and lower status ailments Applies a maximum of 3 times SP: 72 Type: Magic / Buff Cooldown: 30s Element: 3 / 5 Pandemic: Increased Range Type: Active * Increases the range of [Pandemic] * Increases SP consumption by 100% Plague Doctor 2nd Circle Required Pandemic: Spread Incineration Type: Active * Adds a 5% chance per attribute level for [Pandemic] to spread [Incineration] Chance applies to each target individually * Increases SP consumption by 50% Requires Pandemic Level 11 Pandemic Spread all status ailments on targeted enemies to other enemies within the range. Level 3: Applies a maximum of 9 times SP: 156 Type: Magic / Buff Cooldown: 25s Element: |
Rank 8
Taoist |
1 / 1 3 Begone Demon: Enhance Type: Passive * Increases the damage dealt on an enemy with [Begone Demon] by 0.5% per attribute level * +10% added damage at maximum level Taoist 1st Circle Required Begone Demon [Magic] Instantly activates the spell contained inside the installed charm. Storm Calling immediately calls to rain and Creeping Death, Tri-Disaster and Dark Sight explode to attack nearby enemies. Level 1: Attack: 624% SP: 122 Type: Magic / Buff Cooldown: 10s 5 / 5 Storm Calling: Additional Damage Type: Active * Melee attacks deal additional damage of 50% to enemies in the range of [Storm Calling] * Increases SP consumption by 10% Taoist 1st Circle Required Storm Calling: Zaibas Type: Active * If the caster has learned [Zaibas], automatically casts [Zaibas] at the location of [Storm Calling] when it is placed * Increases SP consumption by 50% Taoist 2nd Circle Required Storm Calling [Magic] Install a charm that calls upon a furious storm. It activates when coming in contact with an enemy, and the enemies within its range get attacked once and then receive additional damage from Lightning property attacks. Level 5: Calling Storm Attack: 942% Charm Duration: 100 seconds Storm Duration: 7 seconds Consumes 2 sheets of Strange Yellow Paper SP: 230 Type: Magic / Buff Cooldown: 24s 1 / 5 Dark Sight [Magic] Attach a charm that removes one's presence. The allies in the vicinity of the installed charm is safe from monsters. Level 1: Explosion Attack: 624% Charm Duration: 60 seconds AoE: 44 Consumes 2 sheets of Strange Yellow Paper SP: 145 Type: Magic / Buff Cooldown: 36s 3 / 5 Tri-disaster Charm [Magic] Install a charm with a resistance to the Fire, Ice and Lightning properties. Allies within the vicinity of the charm will have their Fire, Ice and Lightning property resistances increased. When the charm explodes, nearby enemies will receive damage based on the three properties. Level 3: Explosion Attack: 624% x 3 Charm Duration: 3 minutes Fire, Ice, Lightning Property Resistance: +230 Consumes 2 sheets of Strange Yellow Paper SP: 226 Type: Magic / Buff Cooldown: 30s 5 / 5 3 Creeping Death Charm [Magic] Install Creeping Death charm that moves slowly forward. Creeping Death deals continuous damage to the targets coming in contact with it while moving. Deals additional damage when exploding via Begone Demon. Level 5: Attack: 123% x 20 Explosion Attack: 624% Consumes 3 sheets of Strange Yellow Paper SP: 254 Type: Magic / Buff Cooldown: 31s |
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Comments (7)
, or this one
This one
Hit enter too early... this one does better against moving target... But recommend getting miko for any int cleric builds because of Hamaya.
Current Lv270 Rod: Lolopanther Rod
Magic Attack 334
- AoE Attack Ratio stat up1
- SP Recovery stat up98
- Magic Amplification +72
- Earth Property Attack +41
New Lv315 Rods from Lv290 Dungeon:
1) Healer/Support Rod
Magic Attack 407
- Int 60
- SPR 60
- Con 25
- Magic Amplification +13
2) DPS Rod (1:36 @ video)
Magic Attack 465
- Def 132
- Int 88
- SPR 13
- SP Regen 127
For majority of us, it would be transition from Superior Corona Rod directly to the DPS Rod.
is it fumigate worth?
so whats actually of ur stat distribution?
right now mine on int then con
Hello Deer, because we are not getting Plaque Doctor C2 (no huge pandemic circle), we can afford to divert points into bloodletting and fumigate.
*Bloodletting: Prevents status effects but does not cure effect already on you. You use to prevent annoy effects such as Frozen. (Against mobs using Ice Pike, the better strategy might be to just keep moving)
*Fumigate is use to remove effect already on you (Cure can only remove lv1 status effect, this will remove lv1 to 3 effects.
As for stats:
At low level, int works much better than CON because we don't get a lot of matk from gear. How much CON you need depends on how much max HP you have. This is especially true if you can inherit gear from alts. The best gauge of this is dungeon. If you are not getting 1-shotted, you are okay.
At level <90, 20 CON + 3 Pieces of Plate was sufficient to keep me alive.
Lv100 -> Siauliai Mission is a great place to test your survival... especially when you get repeatedly bounce against the wall like a pinball.
150+ -> If you plan on farming Dulla for Roxo set, you should have around 15k Health.
220+ -> You can now rely on weapon for matk (superior corona rod, artie snake rod, circle rod) for your matk. So it is a good time to pump your CON. You want to make sure you get a rod so you can upgrade it for more matk. Wizard Bracelet & Animus also gives a good amount of matk. How much con you need comes down to your play style and ability to dodge attacks.
Per Kim, 300+ areas can 1 shot 20k health people.
thank you for ur explanation