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
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
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
>>>>> 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
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: 2 / 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 2: 0.4 second attack 103% No. of Hits: 12 Magic Circle Duration: 7 seconds SP: 22 Type: Magic / Buff Cooldown: 27s Element: 5 / 5 Safety Zone: Increased Range Type: Active * Increases range applied by [Safety Zone] to 15 * Increases SP consumption by 80% Cleric 1st Circle required Safety Zone: Block Count Type: Active * Increases block count of [Safety Zone] by 1 per attribute level * Increases SP consumption by 10% Cleric 2nd Circle required Safety Zone Creates a magic circle that blocks incoming attacks. Level 5: Blocks: 10 times Magic Circle Duration: 20 seconds SP: 47 Type: Magic / Buff Cooldown: 48s Element: 2 / 5 Deprotected Zone: Enhance Type: Passive * Adds to the defense decrease effect of [Deprotected Zone] by 1 per attribute level * This attribute applies after the stack calculation Lv3 Deprotected Zone required Deprotected Zone: Retention Time Type: Active * Increases duration of [Deprotected Zone]'s magic circle by 1 second per attribute level * Increases SP consumption by 10% Cleric 1st Circle required Deprotected Zone: Sword Attack Type: Active * Using basic sword attacks on enemies with [Deprotected Zone] will inflict [Weakened Defense] * [Weakened Defense] can be stacked up to 10 times Increases SP consumption by 10% Cleric 1st Circle required Deprotected Zone Creates a magic circle that decreases the defense of enemies over time. Level 2: Reduces 0.3% per stack Magic Circle Duration: 8 seconds SP: 24 Type: Magic / Buff Cooldown: 13s 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 Safety Zone: Increased Range Type: Active * Increases range applied by [Safety Zone] to 15 * Increases SP consumption by 80% Cleric 1st Circle required Safety Zone: Block Count Type: Active * Increases block count of [Safety Zone] by 1 per attribute level * Increases SP consumption by 10% Cleric 2nd Circle required Safety Zone Creates a magic circle that blocks incoming attacks. Level 10: Blocks: 20 times Magic Circle Duration: 20 seconds SP: 82 Type: Magic / Buff Cooldown: 48s Element: 5 / 5 Divine Might: Devil-type Damage Type: Active * Deals damage equal to 100% of magic attack to nearby Devil-type monsters when using [Divine Might] * Increases SP consumption by 10% Cleric 2nd Circle required Divine Might Temporarily increases the skill levels of you and your party members by 1. Level 5: Applies 5 times Duration: 60 seconds SP: 45 Type: Magic / Buff Cooldown: 27s 1 / 5 Fade Erases the threat of monsters making them stop any attacks on you. Level 1: Duration: 12 seconds SP: 24 Type: Magic / Buff Cooldown: 40s Element: |
Rank 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
Bokor |
10 / 10 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: 10 / 10 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 10: Attack: 447% Attack bonus on 3rd attack: 2.23x ~ 3.11x SP: 69 Type: Magic / Attack Cooldown: 4s Element: 6 / 10 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: 1 / 5 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: 1 / 5 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: 1 / 5 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: |
Rank 5
Bokor |
11 / 15 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: 5 / 10 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: 1 / 5 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: 5 / 5 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: |
Rank 6
Druid |
5 / 5 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: 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: 4 / 5 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: 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 |
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
Plague Doctor |
10 / 10 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: 10 / 10 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: 3 / 5 2 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: 2 / 5 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: |
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Comments (115)
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.
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
healer with damage? not really worth, you gota focusing in one and losing on the other
extremely shitty choice of mine =/ not worthy at all taking d2 without d3
P.S not yet rank 7 or 8
its a good choice tho. koreans are playing that a lot
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?
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)
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!
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
Thanks
You'll lose dmg output
How about druid c1 - Plague Doctor c2
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.
kinda... because they can still make exceptions
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)?
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.
that is an interesting question... I never tried that. I guess it doesnt work on zombies, but i might be wrong
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
The build I am doing will have both.
Cleric - Krivis - Bokor 2 - Pardoner - Druid - Plague Doctor.
@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.
I have decided, take druid for more aoe ! Yeah :D
Thank you somuch Keewee .
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 !!!
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
I meant... do NOT use pardoner and bokor(1, 2 or 3) on the same build.
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 ?
your choice =)
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 ^^
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 =)
not worth. take off cleric 2 instead
Also, I heard on Twitch you said you regret taking Plague Doctor. What would you have done instead?
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...
diev 1 doesnt make up. You need at least c2 to be solid usefull. Also, never tried bokor with diev... = (