[Apr 25th 2018] New classes have been added to the skill simulator!

Plants (not VS) Zombies 1.8 - Rank 8

Created by Keewee on Apr 28th 2016 (Last Updated: Mar 29th 2017).
This is a public build.
20
>>>> Since I'm not playing hardcore nowadays due to my college and work, I can't spend too muck time with every game update that goes around my build concerns and update fast enough to you guys. But If you guys want to, leave a comment when some update happens and your opinion so i'll do a proper analisys and credits to you if it needs any changes. Thank you <<<<


>>>>> IM BACK BITCHES(just need a lil time to get my shit straight)<<<<

My build right now is kinda focused on the bokor class cause I luv zombies (besides the shitty AI this game has) but its not only focused on "hurpdurped" full damage builds. So, enjoy =)


Alternatives
Atention
Skills mentions

Stats[/b]


As I am a solo player my stats were little too "safe"...
I started adding CON for survival, since everything I touch in the early game is squishy, then added INT and SPR.

Early Stats

>20 CON (10 if you're not solo. But w/e, later on you'll need to add those aswell)
>40 INT (Increases you spell dmgs...dur)
>40 SPR (Increases the debuff/dmg from hex/eff combo and gives your babies more health).

Final Stats - Don't need to be exactly as that

>80 CON
>120 INT
>80 SPR

Skills explanation


If you want, swap cleric 2 with Krivis

Cleric c1

Start maximizing Heal for fast kills. The rest is up to you, but DO NOT enter Crystal mines without at least 1 point on Cure and Deprotect Zone.

Cleric c2 OR Krivis
Focus on Heal again, after that get Safety Zone up to 10 then Divine Might. Last but not least get 1 point into Fade,

For krivis I suggest: Zaibas5, Zalciai5, Aukuras2 and Daino3
Ps: ppl commonly use krivis into this build, since it fits better on the aoe dmg output with Druid and Plague Doctor spells. Your choice =).


Bokor c1
Ok we reached our desire point. Right now doesnt matter either you start from Hexing or Zombify, just dont start by Effigy(otherwise you'll be having a useless spell). I'd say you start getting Hexing and debuffing your enemies, then get Effigy5. After that, Zombify4 and Hexing up to 5 aswell. The last skill is a personal choice, It maxes your potencial to use damballa on the right area.

For now, your combo here is quite simple: Gather mobs>Safety Zone>Zombify>Hexing>Effigy(stab the fuck out that doll)

Bokor c2

TCHOO TCHOO MOTHERFUCKERS!!

Sorry...

>IF< there is still mobs around you after your combo, make the love train and evil laughts till you get your cooldonws up. BUT do not use it forever and ever spamming like a lazy fucker. cause it does PHYSICAL DAMAGE... If not, just Hex>Effigy small groups. Or, if you're out of mana just spam melee attacks with your zombies.

Bokor c3

I personaly didnt spent more points on Mackangdal since I am playing solo and safe, but i've seen it saving a lot of ppl on dungeons. A must have.

Damballa:
For me, a usefull skill for soloing bosses, gives me a good damage. I often used this spell when the bosses or the mob groups tend to have extremely high magic and aoe dmg. If i notice my zombies are dying, this is withouth doubt my choice. Throw the monkey head at his feet and explode 'em
Pros:
You'll lose your zombies due to the high dmg they're taking, what harm can a little explosion do to them? they're dead anyway.
Con:
You'll receive the entire aggro of the surroundings mobs affected by the explosion.


Ps: Ppl likes to maximize Effigy... I highly recommend you to let Effigy lvl 10 and upgradeSamediveve to lvl5 and adding 1 extra point on Zombify

Druid

Retarded MASSIVE AoE dmg. And shapeshift sometimes helps you a lot.

PS: If you dont like it, replace for krivis or krivis 2.
If you're going krivis 2
: Zaibas10, Zalciai10, Divine Stigma5, Daino3, Aukuras2

Plague Doctor

Healing Factor saves your ass and make you think you're tarrasque's baby... use carefully and max it!.

Incinetarion Became a must have with the rank 8 update buff. It works like Pandemic, but you have to kill the first target before it spread

Pandemic: Must have. lvl 3 max to improve combos.

Plague Vapor: Awesome AoE to use with incineration.

Disenchant: Must Have!!! a PD without it on pvp is not worthy of playing PD

Beak Mask and Fumigate: Awesome skills to prevent negative status. However, they shouldn't have priority over the other spells.

Your main opening combo now will be: Gather mobs>Safety Zone>Zombify>Hexing>Pandemic>Incineration>Effigy spam

Second combo(with zombies up): Gather mobs> Flags down>Chortasmata>Carnivory>happy train

Boss combo max dmg : /flags>happy train>damballa if you have zombies/ Safety Zone>Deprotect Zone>Chortasmata>Carnivory>Cure>Hexing>Pandemic>Plague Vapor>incineration>Effigy spam

If you have any question, leave a comment. SA server: Keewee
Copy Build
Rank 1
circle 1
Cleric
5 / 5
2
Heal
Cleric12 Cleric3 Cleric10 Cleric20 Cleric21
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: Holy
2 / 5
Cure
Cleric11
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 2:
0.4 second attack 103%
No. of Hits: 12
Magic Circle Duration: 7 seconds
SP: 22

Type: Magic / Buff
Cooldown: 27s
Element: Holy
5 / 5
Safety Zone
Cleric8
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: Holy
2 / 5
Deprotected Zone
Cleric13 Cleric5 Cleric7
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 2:
Reduces 0.3% per stack
Magic Circle Duration: 8 seconds
SP: 24

Type: Magic / Buff
Cooldown: 13s
Element: Holy
Rank 2
circle 2
Cleric
10 / 10
2
Heal
Cleric12 Cleric3 Cleric10 Cleric20 Cleric21
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: Holy
2 / 10
Cure
Cleric11 Cleric1
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 2:
0.4 second attack 103%
No. of Hits: 12
Magic Circle Duration: 7 seconds
SP: 22

Type: Magic / Buff
Cooldown: 27s
Element: Holy
10 / 10
Safety Zone
Cleric8 Cleric18
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: Holy
2 / 10
Deprotected Zone
Cleric13 Cleric5 Cleric7
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 2:
Reduces 0.3% per stack
Magic Circle Duration: 8 seconds
SP: 24

Type: Magic / Buff
Cooldown: 13s
Element: Holy
5 / 5
Divine Might
Cleric6
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
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: Holy
Rank 3
circle 1
Bokor
0 / 1
Summon: Force Attack
Summon: Force Attack

Your summon will attack the targeted enemy.

Level 1:
Maximum Level: 1
SP: 0

Type: Magic / Attack
Cooldown: 1s
0 / 1
Summon: Cancel Attack
Summon: Cancel Attack

Cancels Force Attack and attacks enemies randomly.

Level 1:
Maximum Level: 1
SP: 0

Type: Magic / Attack
Cooldown: 1s
0 / 1
Summon: Release
Summon: Release

Release your summon.

Level 1:
Maximum Level: 1
SP: 0

Type: Magic / Attack
Cooldown: 1s
5 / 5
Hexing
Bokor9
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: Dark
5 / 5
3
Effigy
Bokor11 Bokor2
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: Dark
1 / 1
Tet Mamak La
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: Dark
4 / 5
Zombify
Bokor21 Bokor22
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: Dark
Rank 4
circle 2
Bokor
0 / 1
Summon: Force Attack
Summon: Force Attack

Your summon will attack the targeted enemy.

Level 1:
Maximum Level: 1
SP: 0

Type: Magic / Attack
Cooldown: 1s
0 / 1
Summon: Cancel Attack
Summon: Cancel Attack

Cancels Force Attack and attacks enemies randomly.

Level 1:
Maximum Level: 1
SP: 0

Type: Magic / Attack
Cooldown: 1s
0 / 1
Summon: Release
Summon: Release

Release your summon.

Level 1:
Maximum Level: 1
SP: 0

Type: Magic / Attack
Cooldown: 1s
10 / 10
Hexing
Bokor9
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 10:
Magic Defense: -8%
Hexing Duration: 24 seconds
SP: 131

Type: Magic / Attack
Cooldown: 9s
Element: Dark
10 / 10
3
Effigy
Bokor11 Bokor2
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 10:
Attack: 447%
Attack bonus on 3rd attack: 2.23x ~ 3.11x
SP: 69

Type: Magic / Attack
Cooldown: 4s
Element: Dark
1 / 1
Tet Mamak La
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: Dark
6 / 10
Zombify
Bokor21 Bokor22
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 6:
Magic Circle Duration: 35 seconds
Can summon up to 8 Zombies
Increases Zombie damage per level
SP: 88

Type: Magic / Buff
Cooldown: 25s
Element: Dark
1 / 5
Mackangdal
Bokor17
Mackangdal: Decreased Cumulative Damage
Type: Active
* Decreases accumulated damage from [Mackangdal] by 2 per attribute level

Lv3 Mackangdel required
Mackangdal

Throw a talisman to an ally that temporarily suppresses pain. The ally is invulnerable to any damage when the talisman is active, but receives the accumulated damage at once when the effect ends.

Level 1:
Invincibility Duration: 11 seconds
SP: 36

Type: Melee / Buff
Cooldown: 67s
Element: Dark
1 / 5
Bwa Kayiman
Bokor18 Bokor5
Bwa Kayiman: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Bwa Kayiman] by 0.5% per attribute level
* +10% added damage at maximum level

Bokor 2nd Circle required
Bwa Kayiman: zombie defense
Type: Active
* Increases zombie's physical defense by 2% per attribute level when using [Bwa Kayiman]
* Increases SP consumption by 10%

Bokor 2nd Circle required
Bwa Kayiman

[Physical] - [Strike]
Instruct your summoned zombies to celebrate. The zombies will deal little damage to anything they touch. Zombie's STR stat applies as additional damage.

Level 1:
Attack: 171%
Maximum Duration: 10 seconds
Requires summoned Zombies
SP: 37

Type: Melee / Buff
Cooldown: 10s
Element: Dark
1 / 5
Samediveve
Bokor23
Samediveve: Increased Range
Type: Active
* Increases range of [Samediveve] to 110
Increases SP consumption by 30%

Bokor 2nd Circle required
Samediveve

Plant a glyph on the ground symbolizing Baron Samedi, the loa of death. Increases the maximum HP and movement speed of you and your zombies nearby the glyph. Only half of the effect applies to you.

Level 1:
Maximum HP: +298
Movement Speed: +4
Duration: 70 seconds
Glyph Duration: 15 seconds
SP: 39

Type: Melee / Buff
Cooldown: 51s
Element: Dark
Rank 5
circle 3
Bokor
0 / 1
Summon: Force Attack
Summon: Force Attack

Your summon will attack the targeted enemy.

Level 1:
Maximum Level: 1
SP: 0

Type: Magic / Attack
Cooldown: 1s
0 / 1
Summon: Cancel Attack
Summon: Cancel Attack

Cancels Force Attack and attacks enemies randomly.

Level 1:
Maximum Level: 1
SP: 0

Type: Magic / Attack
Cooldown: 1s
0 / 1
Summon: Release
Summon: Release

Release your summon.

Level 1:
Maximum Level: 1
SP: 0

Type: Magic / Attack
Cooldown: 1s
10 / 15
Hexing
Bokor9
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 10:
Magic Defense: -8%
Hexing Duration: 24 seconds
SP: 131

Type: Magic / Attack
Cooldown: 9s
Element: Dark
10 / 15
3
Effigy
Bokor11 Bokor2
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 10:
Attack: 447%
Attack bonus on 3rd attack: 2.23x ~ 3.11x
SP: 69

Type: Magic / Attack
Cooldown: 4s
Element: Dark
1 / 1
Tet Mamak La
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: Dark
11 / 15
Zombify
Bokor21 Bokor22
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 11:
Magic Circle Duration: 60 seconds
Can summon up to 8 Zombies
Increases Zombie damage per level
SP: 138

Type: Magic / Buff
Cooldown: 25s
Element: Dark
1 / 10
Mackangdal
Bokor17
Mackangdal: Decreased Cumulative Damage
Type: Active
* Decreases accumulated damage from [Mackangdal] by 2 per attribute level

Lv3 Mackangdel required
Mackangdal

Throw a talisman to an ally that temporarily suppresses pain. The ally is invulnerable to any damage when the talisman is active, but receives the accumulated damage at once when the effect ends.

Level 1:
Invincibility Duration: 11 seconds
SP: 36

Type: Melee / Buff
Cooldown: 67s
Element: Dark
1 / 10
Bwa Kayiman
Bokor18 Bokor5
Bwa Kayiman: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Bwa Kayiman] by 0.5% per attribute level
* +10% added damage at maximum level

Bokor 2nd Circle required
Bwa Kayiman: zombie defense
Type: Active
* Increases zombie's physical defense by 2% per attribute level when using [Bwa Kayiman]
* Increases SP consumption by 10%

Bokor 2nd Circle required
Bwa Kayiman

[Physical] - [Strike]
Instruct your summoned zombies to celebrate. The zombies will deal little damage to anything they touch. Zombie's STR stat applies as additional damage.

Level 1:
Attack: 171%
Maximum Duration: 10 seconds
Requires summoned Zombies
SP: 37

Type: Melee / Buff
Cooldown: 10s
Element: Dark
5 / 10
Samediveve
Bokor23
Samediveve: Increased Range
Type: Active
* Increases range of [Samediveve] to 110
Increases SP consumption by 30%

Bokor 2nd Circle required
Samediveve

Plant a glyph on the ground symbolizing Baron Samedi, the loa of death. Increases the maximum HP and movement speed of you and your zombies nearby the glyph. Only half of the effect applies to you.

Level 5:
Maximum HP: +298
Movement Speed: +8
Duration: 110 seconds
Glyph Duration: 15 seconds
SP: 84

Type: Melee / Buff
Cooldown: 51s
Element: Dark
1 / 5
Ogouveve
Bokor3 Bokor24
Ogouveve: Decreased Strength
Type: Active
* Decreases an enemy's STR within the range of [Ogouveve] by 2 per attribute level
Increases SP consumption by 20%

Bokor 3rd Circle required
Ogouveve: Increased Range
Type: Active
* Increases range of [Ogouveve] to 110
Increases SP consumption by 30%

Bokor 3rd Circle required
Ogouveve

Place a glyph on the ground symbolizing Ogoun Feray, the loa of power. Increases STR and AoE attack ratio of your zombies nearby the glyph.

Level 1:
Zombie Damage: +10%
STR: +5
AoE Attack Ratio: +1
Duration: 70 seconds
Glyph Duration: 15 seconds
SP: 39

Type: Melee / Buff
Cooldown: 51s
Element: Dark
5 / 5
Damballa
Bokor12 Bokor4 Bokor6
Damballa: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Damballa] by 0.5% per attribute level
* +10% added damage at maximum level

Bokor 3rd Circle required
Damballa: Chance of Zombification
Type: Active
* Increases chances of a new zombie emerging from [Damballa] by 2% per attribute level
* Increases SP consumption by 20%

Bokor 3rd Circle required
Damballa: Remove Knockdown
Type: Active
* [Damballa] no longer knocks enemies down
* Only applies if attribute is set to ON
* Increases SP consumption by 10%

Bokor 3rd Circle required
Damballa

[Magic]
Detonates zombies near the targeted area and deals damage to nearby enemies.

Level 5:
Attack: 837%
SP: 88

Type: Magic / Buff
Cooldown: 10s
Element: Dark
Rank 6
circle 1
Druid
5 / 5
Carnivory
Druid11 Druid8
Carnivory: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Carnivory] by 0.5% per attribute level
* +10% added damage at maximum level

Druid 1st Circle required
Carnivory: Duration Time
Type: Active
* Increases duration time of [Carnivory] by 1 second per attribute level
* Increases SP consumption by 10%

Druid 1st Circle required
Carnivory

[Magic]
Grass near the targeted area attacks an enemy. It casts in the place of [Chortasmata] first if it exists, otherwise it casts on you.

Level 5:
Attack: 271% x 25
Maximum targets: 8
Duration: 10 seconds
SP: 110

Type: Magic / Attack
Cooldown: 20s
5 / 5
Chortasmata
Druid15
Chortasmata: Duration
Type: Active
* Increases duration of [Chortasmata] by 1 second per attribute level
* Increases SP consumption by 10%

Need the 2nd circle of Druid
Chortasmata: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Chortasmata] by 0.5% per attribute level
* +10% added damage at maximum level

Druid 1st Circle required
Chortasmata

[Magic] - [Poison]
Grass temporarily grows on the targeted area. Monsters within the targeted area become Plant-type monsters. Allies who step on the area receive the Floral Scent buff and have their HP restored. Enemies on the area receive the Rash debuff and continuous damage.

Level 5:
Attack 206%
Floral Scent recovery 720
Duration 15 sec
SP: 126

Type: Magic / Attack
Cooldown: 20s
Element: Poison
4 / 5
Shape Shifting
Shape Shifting

Transform into a monster of the Animal-type, Plant-type or Insect-type in front of you for a given duration.

Level 4:
Able to use the monster's skill
Maximum Duration: 90 seconds
SP: 99

Type: Magic / Attack
Cooldown: 120s
1 / 5
Telepath
Telepath: Crowd Control
Type: Active
* Enemies near the initial target of [Telepath] also get the same effect corresponding to attribute level
* Increases SP consumption by 10%

Need the 3rd circle of Druid
Telepath

Penetrate into the mind of an enemy in front of you to control it.

Level 1:
Duration: 11 seconds
SP: 66

Type: Magic / Attack
Cooldown: 60s
0 / 5
Seed Bomb
Druid16
Seed Bomb: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Seed Bomb] by 0.5% per attribute level
* +10% added damage at maximum level

Druid 1st Circle required
Seed Bomb

Applies a seed buff on an ally. If the ally is attacked while the buff is active or the buff expires, magic damage is dealt to nearby enemies.

Level 1:
Attack 717%
Seed buff duration 5 sec
SP: 62

Type: Magic / Attack
Cooldown: 25s
Rank 7
circle 1
Plague Doctor
5 / 5
Healing Factor
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: Holy
5 / 5
Incineration
PlagueDoctor2
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: Fire
1 / 5
Bloodletting
PlagueDoctor3 PlagueDoctor4
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: Holy
1 / 5
Fumigate
PlagueDoctor5 PlagueDoctor6
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: Holy
3 / 5
Pandemic
PlagueDoctor14
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: Holy
0 / 5
Beak Mask
PlagueDoctor8
Beak Mask: Poison Resistance
Type: Active
* Increases Poison property resistance by 5 per attribute level whilst wearing the [Bird Beak Mask]

Plague Doctor 1st Circle required
Beak Mask

Equip the Bird Beak Mask. The front side of the mask has a special drug that prevents rank 2 or lower status ailments from affecting you.

Level 1:
Duration: 25 seconds
100% Immunity to Rank 1 and 2
80% Immunity to Rank 3
SP: 69

Type: Magic / Buff
Cooldown: 80s
Element: Holy
Rank 8
circle 2
Plague Doctor
10 / 10
Healing Factor
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 10:
Duration: 65 seconds
HP Recovery: 150
SP: 338

Type: Magic / Buff
Cooldown: 45s
Element: Holy
10 / 10
Incineration
PlagueDoctor2 PlagueDoctor13
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 10:
0.4 second attack 146%
Base Duration: 10 seconds
SP: 232

Type: Magic / Buff
Cooldown: 16s
Element: Fire
1 / 5
Bloodletting
PlagueDoctor3 PlagueDoctor4
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: Holy
1 / 10
Fumigate
PlagueDoctor5 PlagueDoctor6
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: Holy
3 / 10
Pandemic
PlagueDoctor10 PlagueDoctor14
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: Holy
0 / 10
Beak Mask
PlagueDoctor8
Beak Mask: Poison Resistance
Type: Active
* Increases Poison property resistance by 5 per attribute level whilst wearing the [Bird Beak Mask]

Plague Doctor 1st Circle required
Beak Mask

Equip the Bird Beak Mask. The front side of the mask has a special drug that prevents rank 2 or lower status ailments from affecting you.

Level 1:
Duration: 25 seconds
100% Immunity to Rank 1 and 2
80% Immunity to Rank 3
SP: 69

Type: Magic / Buff
Cooldown: 80s
Element: Holy
3 / 5
2
Black Death Steam
PlagueDoctor9
Black Death Steam: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Black Death Steam] by 0.5% per attribute level
* +10% added damage at maximum level

Plague Doctor 2nd Circle Required
Black Death Steam: Fast Contagion
Type: Active
* Decreases the interval of [Black Death Steam]'s hits by 0.1 seconds
* Increases SP consumption by 50%

Plague Doctor Circle 3 Required
Black Death Steam

[Magic] - [Poison]
Spread Black Death Steam around and deal continuous damage. The affected targets infect other targets nearby. When using Incinerate on the target, it receives additional damage.

Level 3:
0.5 second attack 126%
Duration: 15 seconds
SP: 146

Type: Magic / Buff
Cooldown: 38s
Element: Poison
2 / 5
Disenchant
PlagueDoctor11 PlagueDoctor12
Disenchant: Boosted Debuff Level
Type: Active
* When [Disenchant] is used upon an enemy, the level of all existing debuffs on them is increased by 1
* Increases SP consumption by 10%

Plague Doctor 2nd Circle Required
Disenchant: Neutralize Gear
Type: Active
* When [Disenchant] is used upon an enemy, gear defense stats get nullified for 5 seconds per attribute level
* Increases SP consumption by 10%

Plague Doctor 2nd Circle Required
Disenchant

With a certain probability, removes all the beneficial effects on the enemies.

Level 2:
Buff Removal Chance: 20%
Maximum Targets: 4
SP: 152

Type: Magic / Buff
Cooldown: 51s
Element: Holy
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Comments (115)

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May 21st 2017 22:23:52
Is Deprotect Zone very useful?
Reply
May 31st 2017 23:35:26
@Molzak
No, Deprotect doesn't decrease defense by very much at all. This guy only got it because it can increase Incineration duration since it is another debuff that can be used on the enemy. To be honest, I'm not really sure why he didn't just take 1 point out of it and put it into Cure, instead of having Deprotect at lvl 2, since you need at least Deprotect lvl 3 to even use the enhancement attribute (which still doesn't decrease enemy defense by much). Having more points in Deprotect is more useful for physical attack builds. This is an INT build, so a lvl 3 Cure would be better than a lvl 2 Deprotect.
Reply
May 20th 2017 14:07:07
Is the changes in May affect this built at all? Hope you answer :D
Reply
Nov 20th 2016 19:46:19
Wich atributes i should buy with all (Cleric 1, Krivis 1, Bokor 3, Druid and PD) (I Dont like cleric 2 i tasted him and is very weak)
Reply
Nov 2nd 2016 04:00:24
@keewee

Hello keewee, i really liked ur build but i want to make something with toist, do u think c1 - krivis2 - bokor3 - pd1 - toist could work good? I hope u have time to answer me.
Sorry my english is bad xD
Reply
Oct 4th 2016 02:56:41
how bout Priest c2 - Bokor c3 - Plague c2?
Reply
Oct 10th 2016 00:13:12
@kamik3

healer with damage? not really worth, you gota focusing in one and losing on the other
Reply
Oct 3rd 2016 05:36:40
How about equipment?
Reply
Sep 29th 2016 15:16:41
@KeeweeI read some of the old post and found out that your first build was 2 circles for druid what happen with taht build? I still thjnking about getting druid c2 for rank 8 for the damage and since getting 1 Pd is enough. Well can I ask your thoughts about it as well ? Doing druid c2 and 1 pd
Reply
Oct 10th 2016 00:11:58
@underrefining

extremely shitty choice of mine =/ not worthy at all taking d2 without d3
Reply
Sep 27th 2016 14:48:46
@Keewee nice build man, but what can you say about my build cleric c2- krivis-bokor c2- druid- PD c2 . I only choose to have krivis because of the extra buffs and damage it gives coz for effigy and hex it only needs to be at lvl 10 and I'm having hard time playing with zombies so I just masterd 2 cirles of bokor, then I added druid for extra AOE damage then my main focus is getting 2 circles for PD SPR 80 CON 80 then max int is my stats

P.S not yet rank 7 or 8
Reply
Sep 28th 2016 20:04:10
@underrefining

its a good choice tho. koreans are playing that a lot
Reply
Aug 29th 2016 20:09:20
hello keewee
i see you've updated your build to R7 druid and move PD to R8. i gotta ask, as a bokor build, wont PD be more viable? as druid is a filler class only and doesn't really have any synergy with bokor. i thought you would take PD2 as your R8

care to explain why the change of heart?
Reply
Aug 29th 2016 20:54:50
@zachrun

haha sure!
Like I said previously, I play solo and yet I felt that I need be playing more "utility" than retadly bursting more and more damage. I'm r6-7ish right now with my second bokor intending to go for pd2 aswell. I need him to start comparisons and such things... but if you want to go utility, definely go druid 2.

I updated my build to Druid2 focusing on the (possible) rank9, which I probably go for druid 3 aswell (that fking lycan got me in the heart)

Yes, I am still uncertain which rank8 ill use permanently. But i'll update again this week still. (maybe friday when my slave finishes to lvl up my second bokor)
Reply
Aug 29th 2016 15:57:51
i started playing yesterday, i read a bit about the classes and decided to follow some build, i liked a lot ur build i will follow ur build, but you can answer me a question?
it may sound stupid my question because im newbie, but explain to me how i destribuir my points? every 5 points i get should i put where? i dont know where should i put my points ):
thank you!
Reply
Aug 29th 2016 21:14:04
@gabriellugubre

Indeed it is a pain in the ass to keep those in mind. I dont exactly do like other ppl, for instance, each 3 Con goes 2 int and 1 spr... I dont do that. I just apply them as I like. and it become even simplier if you do notes. get a pen and paper, write down your shit and you're good to go. keep in mind the numbers up in the description.

Or, if you want to go as the others: For each 3 INT, add 2 CON and 2 SPR
Reply
Aug 29th 2016 08:30:12
dude, plss tell me why druid2?

Thanks
Reply
Aug 27th 2016 18:16:56
Can I use Druid c3 in rank 8.
Reply
Aug 28th 2016 22:47:48
@einton

You'll lose dmg output
Reply
Aug 29th 2016 17:39:42
@Keewee
How about druid c1 - Plague Doctor c2
Reply
Aug 29th 2016 20:44:47
@einton Not bad tho... I guess it goes even better than druid c2
Reply
Aug 9th 2016 22:02:23
Does hexing prevent your enemy to be healed? Because it says that it prevents recovery
Reply
Aug 10th 2016 23:06:45
@Sentinel0011 No. just hp gain over time
Reply
Aug 11th 2016 15:38:29
@Keewee
well, it's quite a bummer to know that since if it is, it can be combo-ed with oracle c3(upcoming) skill that reduce enemy hp by 40% but doubles it heal.
Reply
Aug 12th 2016 15:19:46
@Sentinel0011

kinda... because they can still make exceptions
Reply
Aug 6th 2016 19:58:17
So I love this build and plan on playing it shortly (c2 cleric, no Krivis and c2 druid (cuz rank 8 c3 druid)). But the stat choices/guides for clerics have me confused/scared, and are pretty much why I don't have one yet. Based off of my past mistakes/experiences as well, spr is the stat I'm most concerned about (50spr sorc build ftl), especially considering how important it is for clerics.

Normally I cap con/spr on characters, so my question is, does the 80 for both stats work well for this build (and i assume afterwards, dumping int)? Since I also plan on c3 druid, should this stat build be ok with that as well (sorry for the long ass questions)?
Reply
Aug 8th 2016 18:06:59
@Koalila

No problem asking that much haha, right now I am analyzing which class I am building for R8, I'll probably go PD 2 or Druid 2

So, stats... For every and any cleric (pvp) it's highly recommended to point at least 60 CON. For spr and Int i can't tell you much, its based on your play style. I assume youre taking bokor 3 aswell? so, cleric2, bokor 3, druid 3 right? If thats the case, you should stick with those same stats I wrote, just dumping the rest on Int... I'll be updating and changing somethings yet this week for the R8 on my build but just basic stuff.
Reply
Aug 2nd 2016 03:57:05
What do you think about Cleric 2 > Priest 1 > Bokor 3 > Kabal? Would Avenged 7 work on your zombies?
Reply
Aug 3rd 2016 22:37:57
@wind
that is an interesting question... I never tried that. I guess it doesnt work on zombies, but i might be wrong
Reply
Jul 30th 2016 18:42:41
Not sure why you're so opposed to Pardoner. We're not taking it for Bokor, we're taking it for Plague Doctor's Incinerate. It will increase the duration by 10 seconds thus making it a permanent debuff, so you will continually damage your opponent non-stop.
Reply
Jul 30th 2016 22:07:56
@lona.rieger
Yes, i' m agree with you. I found this combine skill and that is interesting. But druid is optional too.
Druid has Aoe skill and strong skill pvp (telepath)
Pardoner makes incineration permanently.
.. i'm still thinking what should I take haha --a
Reply
Aug 2nd 2016 03:02:56
@Kaogami
The build I am doing will have both.
Cleric - Krivis - Bokor 2 - Pardoner - Druid - Plague Doctor.
Reply
Aug 3rd 2016 22:30:41
@Kaogami
@lona.rieger


Pardoner DOES NOT work with bokor, saying that and based that my build does focus on the BOKOR class, you shouldn't use it as your base build. its simply wasting time. My build is mainly focused on bokor class, not plague doctor. It isn't worthy at all for you to get pardoner + PD even for the extra damage a single spell could do(not into a >bokor based build). You guys are getting it over 1 simple combo of 1 single spell.
I know, it does have particular aspects to pardoner that can be used aside like selling heals and such. But while you're there, using your "aside aspects" the other ppl are even better, using the synergy that you aint... get it?

Of course, you do as you wish. its your time, your game. But you came here asking my opinion and just gave it. its not worthy either you choose playing it or not.
Reply
Aug 4th 2016 07:00:40
@Keewee

I have decided, take druid for more aoe ! Yeah :D
Thank you somuch Keewee .
Reply
Jul 24th 2016 19:44:01
Hi Keewee, i'm newbie here ^^
I want to know what's your opinion,
1. What do you think about this ?
Cleric2 Bokor3 Pardoner PD. I choose pardoner cuz the discerning evil synergize well with Incineration.
2. What do you think if I take the point of Zombify to Hex/Efigy for more dmg , i think 6-7 Zombies is enough ?

Thanks somuch before, i love your build !!!
Reply
Jul 27th 2016 02:55:17
@Kaogami

do NEVER use pardoner with bokor3 thinking on that iniciative, its simply waste of time. Not worth at all. And also NEVER take bokor 3 if your not using max damballa damage
Reply
Jul 27th 2016 02:56:26
@Kaogami

I meant... do NOT use pardoner and bokor(1, 2 or 3) on the same build.
Reply
Jul 29th 2016 21:05:11
@Keewee
Okay, i think druid is better class.
Isn't that 30 count of block enough ?
Can i take some point of sz to cure :D what do you think ?
Reply
Aug 3rd 2016 22:15:16
@Kaogami

your choice =)
Reply
Aug 4th 2016 06:57:42
@Keewee

Okay :D
Last question, Is that Deprotect zone important skill ?
I meant the effect for phys def right ? Can I skip that and focus to cure, cuz Cure is the one dmg skill on your combo list

Sorry for asking too much hehe ^^
Reply
Aug 8th 2016 17:57:17
@Kaogami

yes the effect is for pDef. althought, it does apply to your zombies attack and onther players also. Its a usefull skill. Not sure I would take points from it to improve cure, since cure doesnt help that much. But if you feel more comfortable, do as you wish =)
Reply
Jul 16th 2016 15:07:11
Hi I'm currently following your build, one question though. Will Cleric>Cleric2>Bokor>Bokor2>Krivis>Druid>Pd work or krivis isnt that worth to lose the damage from Dambala?
Reply
Jul 17th 2016 02:02:09
@Zaerk

not worth. take off cleric 2 instead
Reply
Jul 11th 2016 21:49:09
What do you think about Cleric - Krivis - Bokor 2 - Pardoner - Druid - PD? I know I'd lose some survivability but I'd have all the DPS + Pardoner for permanent Incineration.
Also, I heard on Twitch you said you regret taking Plague Doctor. What would you have done instead?
Reply
Jul 11th 2016 23:10:00
@lona.rieger
pardoner is useless with bokor builds.
And I don't stream.
BUT if hadnt take PD, probably kabbalist but I've never played with it...
Reply
Jul 12th 2016 00:21:23
@Keewee You don't think Discerning Evil is good for your debuffs & Incinerate? You'd be able to keep them up 100% of the time. I wouldn't take Pardoner without Plague Doctor, it's not for syngery with Bokor.
Reply
Jul 12th 2016 00:26:43
@Keewee Also, idk what that player was taking about who said they heard you on Twitch. My main is a Kabbalist. Super fun, and you'd be able to reliably pull off Petrification with Hex/Merkabah. But I feel Plague Doctor has better syngery with Hex/Pandemic/Incineration/Effigy, and they have status resists.
Reply
Jul 6th 2016 21:08:09
hey man, what do you think about cleric>cleric>bokor>bokor>dievdirby>druid>PD?
Reply
Jul 7th 2016 14:13:15
@melk.abel

diev 1 doesnt make up. You need at least c2 to be solid usefull. Also, never tried bokor with diev... = (
Reply
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