Full Support Taoist
Created by Pentaminum on Sep 3rd 2017 (Last Updated: Jun 22nd 2018).
This is a private build.
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Full Support Miko-Taoist
Healer is an essential member of most if not all parties. They are able to sustain their party member's HP bar, and when combined with various buffs and utility spells, we get an invaluable support for the party.
Stat Distribution:
Full SPR. We want to maximise our buffs, especially blessing. You can take some CON if you are not comfortable with your HP pool.
Skill explanation:
Cleric
Heal: Self explanatory. Also the reason why we want cleric2 before priest. Lvl 10 heal doubles the number of heals tiles which is insanely useful in dungeons.
Cure: We leave this at lvl 1 since extra lvl only gives us more damage, which is not what we want.
Safety Zone: Extremely useful skill that allows your DPS to go all out without worry and also to let you channel skills such as Kagura safely without getting interrupted.
Deprotected Zone: Point Dumper.
Divine Might: Another very useful buff that gives +1 skill level for the next (skill lvl) number of skills for your whole party. Cast this everytime its off CD since many DPS end up burning through all 10 charges extremely fast especially those like Fencers who have high OH skills.
Fade: Useful in situations where you want to catch a breath. Since we are ultimately going Taoist, 1 point is enough here.
Guardian Saint: A very interesting skill that you may find some use if you wish to protect either yourself or your DPS. If you wish to do so take points off deprotected zone and safety zone for this.
Priest
Monstrance: May find some use with a QS3 or any high attack speed DPS in your party. 1 pointer.
Blessing: Your most iconic skill as a priest. Buffs your party for a flat damage boost per line of damage. This means that if you have 2-3 damage lines, your blessing will hit for 2-3 times per auto. Works extremely well with Sacrament and Cafrisun Set.
Resurrection: Very important skill, especially in end game content such as ET or WB.
Sacrament: Extra damage line, doesn't scale too well per level so we leave it at lvl 1. Works well with blessing.
Revive: Another key skill as a priest. Auto resurrects a dead ally and grant invulnerability to him for the next 10s. Very useful in end game content.
Mass heal: Very useful skill, works as an emergency healing when your party is too low and heal is on CD. Make sure to be standing behind the targets facing them as the skill hit area is in a circle right in front of you.
Stone Skin: Somewhat useful buff for flat % damage reduction. Getting a buff soon.
Miko
Gohei: Works exactly like cure, except that it affects all allies in front of you thus saving them the trouble of having to walk to the cure tile. Also removes beneficial effect from enemies.
Sweeping: Actually a pretty hard skill to utilise to its max potential. When used right you can combine it with multiple magic circles not only for yourself but for your whole party such as elelock's hail for huge benefits. However, the sweeped area is hard to notice and most of the time in random parties you will end up only using it to boost your safety zone and heal.
Hamaya: Your go-to damage skill. Has very fast ticks, thus working well with blessing. Combine it with skills such as circling, aiming and frost pillar for maximum potential.
Kagura: Very powerful buff that gives 50% damage boost for your melee DPS. Can be interrupted so channel it while standing on safety zone.
Taoist
Storm Calling: By itself, pretty mediocre since it only seem to boost electrical damage. However, the attribute is the reason why we want this skill - with the attribute, gives 50% damage boost for your melee DPS while it is active. Combine this with Kagura to double your melee DPS's damage.
Dark Sight: Useful skill that allows you to bypass 9F, 14F, 19F, 24F, 29F, 34F and 39F with ease. Don't use this on 4F due to reversi on terra griffin.
Tri Disaster Charm: Somewhat useful buff. We already get 100% uptime with lvl 1 and the resistance increase per level is small so we leave it at lvl 1.
Creeping Death Charm: Gives you some sort of AoE dmg when exploded with begone demon.
Gear options
Weapon:
Reine Mace - provides a very strong boost to your SPR and CON. Not hard to pick up and can be used all the way until end game and beyond.
Vienarazis Mace - You can skip this if you want since it gives less SPR than Reine Mace. Has an obvious edge when it comes to damage.
Skull Smasher - if you wish to go full out. Great damage, and gives more SPR than Reine Mace
Off hand:
Arde dagger: For leveling purposes. Has nice synergy with cafrisun set and sacrament + blessing.
Aias: Physical defence. Gives the highest block amongst non-practo shield.
Didel Tower Shield: If you need magic defence more than block.
Lionhead shield: Good stats all around. Can be shared among other characters.
Emengard shield: Expensive, but well worth the investment if you can use it on more than 1 character.
Sage wall: Gives SPR but its pretty hard to come by. Get it if you can.
Armor:
Vienti Kalinis/Oksinis Robe and Gloves: Good stats and SPR boost. Do not bother with the blue version since they don't give SPR.
Suurit Plate Pants: SPR boost
War Mage Boots: SPR boost
Keyarc Leather Gloves: Higher SPR boost than Vienti Kalinis/Oksinis Gloves.
Solmiki Cloth Set: For end-end-end game purposes. Very strong survivability, but unnecessary as Suurit Plate Boots and War Mage Boots give far higher SPR.
Accessory
Max Petamion: Overall Stat boost.
Saphie Necklace: Budget choice, gives a small boost to SPR.
Zachariel bangle: Overall stat boost.
Pore&Pora: Gives a small amount of SPR. Interesting set effect, but not too sure if it is that useful.
Archmage Bangle: If you want some more damage on your Hamaya< Heal and Creeping Death Charm.
Gems
Weapon:
Red Gem - you're going to end up auto attacking a lot while leveling so red gem is pretty beneficial.
Blue Gem - boosts your Hamaya, Heal and Creeping Death Charm. Less efficient than red gem in terms of stats.
Shield:
Blue Gem - more block
Top and bottom:
Red Gem - More HP pool. Despite being the 2nd highest overall HP per level class, we still lack some HP when going full SPR. This helps to boost it by another 2-3k so as to give us better survivability.
Yellow Gem - More physical defence. Alternative choice to red gem if you feel comfortable in your current HP pool.
Chupacabra Gem - Safety Zone +1 level
Boots:
Blue Gem - more magic defence.
Earth Shredded Gem - +1 lvl to mass heal
Gloves:
We want skill gems here since other gems gives us less useful effects such as block pen and accuracy.
List of useful skill gems on gloves:
Hanaming Gem - Heal
Corylus Gem - Divine Might
Doyor Gem - Blessing
Important Attributes:
Heal: Remove Damage
Guardian Saint: Change Target/Decreased Damage (if you took Guardian Saint)
Safety Zone: Block Count
Safety Zone: Increased Range
Blessing: Additional Buff
Blessing: Attack Count
Blessing: Enhance (maxed)
Resurrection: Revive Count
Revive: Duration
Storm Calling: Additional Damage
Healer is an essential member of most if not all parties. They are able to sustain their party member's HP bar, and when combined with various buffs and utility spells, we get an invaluable support for the party.
Stat Distribution:
Full SPR. We want to maximise our buffs, especially blessing. You can take some CON if you are not comfortable with your HP pool.
Skill explanation:
Cleric
Heal: Self explanatory. Also the reason why we want cleric2 before priest. Lvl 10 heal doubles the number of heals tiles which is insanely useful in dungeons.
Cure: We leave this at lvl 1 since extra lvl only gives us more damage, which is not what we want.
Safety Zone: Extremely useful skill that allows your DPS to go all out without worry and also to let you channel skills such as Kagura safely without getting interrupted.
Deprotected Zone: Point Dumper.
Divine Might: Another very useful buff that gives +1 skill level for the next (skill lvl) number of skills for your whole party. Cast this everytime its off CD since many DPS end up burning through all 10 charges extremely fast especially those like Fencers who have high OH skills.
Fade: Useful in situations where you want to catch a breath. Since we are ultimately going Taoist, 1 point is enough here.
Guardian Saint: A very interesting skill that you may find some use if you wish to protect either yourself or your DPS. If you wish to do so take points off deprotected zone and safety zone for this.
Priest
Monstrance: May find some use with a QS3 or any high attack speed DPS in your party. 1 pointer.
Blessing: Your most iconic skill as a priest. Buffs your party for a flat damage boost per line of damage. This means that if you have 2-3 damage lines, your blessing will hit for 2-3 times per auto. Works extremely well with Sacrament and Cafrisun Set.
Resurrection: Very important skill, especially in end game content such as ET or WB.
Sacrament: Extra damage line, doesn't scale too well per level so we leave it at lvl 1. Works well with blessing.
Revive: Another key skill as a priest. Auto resurrects a dead ally and grant invulnerability to him for the next 10s. Very useful in end game content.
Mass heal: Very useful skill, works as an emergency healing when your party is too low and heal is on CD. Make sure to be standing behind the targets facing them as the skill hit area is in a circle right in front of you.
Stone Skin: Somewhat useful buff for flat % damage reduction. Getting a buff soon.
Miko
Gohei: Works exactly like cure, except that it affects all allies in front of you thus saving them the trouble of having to walk to the cure tile. Also removes beneficial effect from enemies.
Sweeping: Actually a pretty hard skill to utilise to its max potential. When used right you can combine it with multiple magic circles not only for yourself but for your whole party such as elelock's hail for huge benefits. However, the sweeped area is hard to notice and most of the time in random parties you will end up only using it to boost your safety zone and heal.
Hamaya: Your go-to damage skill. Has very fast ticks, thus working well with blessing. Combine it with skills such as circling, aiming and frost pillar for maximum potential.
Kagura: Very powerful buff that gives 50% damage boost for your melee DPS. Can be interrupted so channel it while standing on safety zone.
Taoist
Storm Calling: By itself, pretty mediocre since it only seem to boost electrical damage. However, the attribute is the reason why we want this skill - with the attribute, gives 50% damage boost for your melee DPS while it is active. Combine this with Kagura to double your melee DPS's damage.
Dark Sight: Useful skill that allows you to bypass 9F, 14F, 19F, 24F, 29F, 34F and 39F with ease. Don't use this on 4F due to reversi on terra griffin.
Tri Disaster Charm: Somewhat useful buff. We already get 100% uptime with lvl 1 and the resistance increase per level is small so we leave it at lvl 1.
Creeping Death Charm: Gives you some sort of AoE dmg when exploded with begone demon.
Gear options
Weapon:
Reine Mace - provides a very strong boost to your SPR and CON. Not hard to pick up and can be used all the way until end game and beyond.
Vienarazis Mace - You can skip this if you want since it gives less SPR than Reine Mace. Has an obvious edge when it comes to damage.
Skull Smasher - if you wish to go full out. Great damage, and gives more SPR than Reine Mace
Off hand:
Arde dagger: For leveling purposes. Has nice synergy with cafrisun set and sacrament + blessing.
Aias: Physical defence. Gives the highest block amongst non-practo shield.
Didel Tower Shield: If you need magic defence more than block.
Lionhead shield: Good stats all around. Can be shared among other characters.
Emengard shield: Expensive, but well worth the investment if you can use it on more than 1 character.
Sage wall: Gives SPR but its pretty hard to come by. Get it if you can.
Armor:
Vienti Kalinis/Oksinis Robe and Gloves: Good stats and SPR boost. Do not bother with the blue version since they don't give SPR.
Suurit Plate Pants: SPR boost
War Mage Boots: SPR boost
Keyarc Leather Gloves: Higher SPR boost than Vienti Kalinis/Oksinis Gloves.
Solmiki Cloth Set: For end-end-end game purposes. Very strong survivability, but unnecessary as Suurit Plate Boots and War Mage Boots give far higher SPR.
Accessory
Max Petamion: Overall Stat boost.
Saphie Necklace: Budget choice, gives a small boost to SPR.
Zachariel bangle: Overall stat boost.
Pore&Pora: Gives a small amount of SPR. Interesting set effect, but not too sure if it is that useful.
Archmage Bangle: If you want some more damage on your Hamaya< Heal and Creeping Death Charm.
Gems
Weapon:
Red Gem - you're going to end up auto attacking a lot while leveling so red gem is pretty beneficial.
Blue Gem - boosts your Hamaya, Heal and Creeping Death Charm. Less efficient than red gem in terms of stats.
Shield:
Blue Gem - more block
Top and bottom:
Red Gem - More HP pool. Despite being the 2nd highest overall HP per level class, we still lack some HP when going full SPR. This helps to boost it by another 2-3k so as to give us better survivability.
Yellow Gem - More physical defence. Alternative choice to red gem if you feel comfortable in your current HP pool.
Chupacabra Gem - Safety Zone +1 level
Boots:
Blue Gem - more magic defence.
Earth Shredded Gem - +1 lvl to mass heal
Gloves:
We want skill gems here since other gems gives us less useful effects such as block pen and accuracy.
List of useful skill gems on gloves:
Hanaming Gem - Heal
Corylus Gem - Divine Might
Doyor Gem - Blessing
Important Attributes:
Heal: Remove Damage
Guardian Saint: Change Target/Decreased Damage (if you took Guardian Saint)
Safety Zone: Block Count
Safety Zone: Increased Range
Blessing: Additional Buff
Blessing: Attack Count
Blessing: Enhance (maxed)
Resurrection: Revive Count
Revive: Duration
Storm Calling: Additional Damage
Rank 1
Cleric |
5 / 5 2 Heal: Enhance Type: Passive * Increases the damage and heal factor of [Heal] by 0.5% per attribute level * +10% added bonus at maximum level Cleric 1st Circle required Heal: Creating Extra Type: Active * Adds a 2% chance per attribute level of being automatically healed when using [Heal] * Increases SP consumption by 20% Cleric 1st Circle required Heal: Remove Damage Type: Active * [Heal] will not inflict damage nor react to enemies * Increases SP consumption by 10% Cleric 1st Circle required Heal: Open Sanctuary Type: Active * Extends the effects of [Heal] to neutral characters. Cleric 1st Circle required Heal: Exclude Summons Type: Active * Keeps [Heal] effects from applying to summons. Cleric 1st Circle required Heal: Linger Type: Active * Applies a buff that continuously restores the HP of allies healed with Heal or Mass Heal * The buff lasts 10 sec and restores HP in a value equal to [attribute level x 5]% of your Healing stat * Increases SP consumption by 30% Cleric 3rd Circle required Heal [Magic] - [Holy] Creates a magic circle in front of you, healing allies or damaging enemies. Does not affect airborne enemies. Amount of HP recovered depends on the target's maximum HP. Recovery increases with the casting character's INT and SPR. Level 5: Attack 228% Heal factor 228% Magic circle duration 40 sec No. of heal circles 5 SP: 38 Type: Magic / Buff Cooldown: 22s Element: 1 / 5 Cure: Enhance Type: Passive * Increases the damage dealt on an enemy with [Cure] by 0.5% per attribute level * +10% added damage at maximum level Cleric 1st Circle required Cure: Damage Interval Type: Active * Decreases the interval of [Cure]'s magic circle by 0.2 seconds * Increases SP consumption by 20% Cleric 2nd Circle required Cure [Magic] - [Holy] Creates a magic circle that removes a Lv1 status ailment from allies or inflicts damage to enemies. Does not affect airborne enemies. Level 1: 0.4 second attack 103% No. of Hits: 10 Magic Circle Duration: 6 seconds SP: 15 Type: Magic / Buff Cooldown: 27s Element: 5 / 5 Safety Zone: Increased Range Type: Active * Increases range applied by [Safety Zone] to 15 * Increases SP consumption by 80% Cleric 1st Circle required Safety Zone: Block Count Type: Active * Increases block count of [Safety Zone] by 1 per attribute level * Increases SP consumption by 10% Cleric 2nd Circle required Safety Zone Creates a magic circle that blocks incoming attacks. Level 5: Blocks: 10 times Magic Circle Duration: 20 seconds SP: 47 Type: Magic / Buff Cooldown: 48s Element: 3 / 5 Deprotected Zone: Enhance Type: Passive * Adds to the defense decrease effect of [Deprotected Zone] by 1 per attribute level * This attribute applies after the stack calculation Lv3 Deprotected Zone required Deprotected Zone: Retention Time Type: Active * Increases duration of [Deprotected Zone]'s magic circle by 1 second per attribute level * Increases SP consumption by 10% Cleric 1st Circle required Deprotected Zone: Sword Attack Type: Active * Using basic sword attacks on enemies with [Deprotected Zone] will inflict [Weakened Defense] * [Weakened Defense] can be stacked up to 10 times Increases SP consumption by 10% Cleric 1st Circle required Deprotected Zone Creates a magic circle that decreases the defense of enemies over time. Level 3: Reduces 0.3% per stack Magic Circle Duration: 10 seconds SP: 31 Type: Magic / Buff Cooldown: 13s Element: |
Rank 2
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
Priest |
1 / 5 Monstrance: Buff Duration Type: Active * Increases duration of the [Monstrance] buff by 60 second per attribute level * Increases SP consumption by 20% Priest 1st Circle required Monstrance Creates a magic circle in front to reduce enemy evasion and physical defenses within range. The effect is maintained for a certain amount of time even if it is out of the scope of the magic circle. When casting, nearby party members receive increased DEX. Level 1: Increases ally's DEX stat Enemy's Evasion: -6 Decreases enemy's defense by 10% Duration for allies: 20 seconds Duration for enemies 30 seconds SP: 27 Type: Magic / Buff Cooldown: 20s Element: 5 / 5 Blessing: Enhance Type: Passive * Increases additional damage of [Blessing] by 1% per attribute level Lv3 Blessing required Blessing: Additional Buff Type: Active * Increases number of targets for [Blessing] by 1 per attribute level * Increases SP consumption by 10% Priest 1st Circle required Blessing Gives a blessing granting additional damage to the attacks of your party members and allies. Level 5: Additional Damage: +155 Allies Affected: 2 Duration: 300 seconds Consumes 1 Holy Powder SP: 67 Type: Magic / Buff Cooldown: 35s Element: 5 / 5 Resurrection: Revive Count Type: Active * Increases number of targets that can be revived with [Resurrection] by 1 per attribute level * Increases SP consumption by 10% Priest 1st Circle required Resurrection Resurrects a target that has been defeated in combat. In Team Battle League, allows for 1 resurrection per round. Level 5: Attack: 352% Casting Time: 2 seconds Restores 25% of target's HP after resurrection No. of Targets: 1 SP: 76 Type: Magic / Buff Cooldown: 30s Element: |
Rank 4
Priest |
10 / 10 Blessing: Enhance Type: Passive * Increases additional damage of [Blessing] by 1% per attribute level Lv3 Blessing required Blessing: Additional Buff Type: Active * Increases number of targets for [Blessing] by 1 per attribute level * Increases SP consumption by 10% Priest 1st Circle required Blessing Gives a blessing granting additional damage to the attacks of your party members and allies. Level 10: Additional Damage: +280 Allies Affected: 2 Duration: 300 seconds Consumes 1 Holy Powder SP: 112 Type: Magic / Buff Cooldown: 35s Element: 1 / 5 Sacrament: Dark Property Resistance Type: Active * Increases dark property resistance by 5 per attribute level when [Sacrament] is active * Increases SP consumption by 10% Priest 2nd Circle required Sacrament Temporarily grants an additional Holy property attack to you and your party member's attacks. Level 1: Holy Property Attack: +180 Duration: 220 seconds Consumes 1 Gyslotis SP: 38 Type: Magic / Buff Cooldown: 90s Element: 5 / 5 Revive: Duration Type: Active * Increases duration of [Revive] by 7 seconds per attribute level * Not applicable in TBL or GvG * Increases SP consumption by 20% Priest 2nd Circle & Lv2 Resurrection required Revive Prevents one from becoming Incapable of Combat once. Level 5: HP Recovery: 25% Invincibility: 5 seconds Duration: 90 seconds SP: 81 Type: Magic / Buff Cooldown: 120s Element: 5 / 5 Mass Heal: Enhance Type: Active * Increases the heal factor of [Mass Heal] by 0.5% per attribute level * +10% added bonus at maximum level Priest 2nd Circle required Mass Heal Restores the HP of nearby allies. Level 5: Heal factor 598% SP: 75 Type: Magic / Buff Cooldown: 30s Element: |
Rank 5
Priest |
15 / 15 Blessing: Enhance Type: Passive * Increases additional damage of [Blessing] by 1% per attribute level Lv3 Blessing required Blessing: Additional Buff Type: Active * Increases number of targets for [Blessing] by 1 per attribute level * Increases SP consumption by 10% Priest 1st Circle required Blessing Gives a blessing granting additional damage to the attacks of your party members and allies. Level 15: Additional Damage: +405 Allies Affected: 2 Duration: 300 seconds Consumes 1 Holy Powder SP: 157 Type: Magic / Buff Cooldown: 35s Element: 10 / 10 Revive: Duration Type: Active * Increases duration of [Revive] by 7 seconds per attribute level * Not applicable in TBL or GvG * Increases SP consumption by 20% Priest 2nd Circle & Lv2 Resurrection required Revive Prevents one from becoming Incapable of Combat once. Level 10: HP Recovery: 50% Invincibility: 10 seconds Duration: 90 seconds SP: 133 Type: Magic / Buff Cooldown: 120s Element: 10 / 10 Mass Heal: Enhance Type: Active * Increases the heal factor of [Mass Heal] by 0.5% per attribute level * +10% added bonus at maximum level Priest 2nd Circle required Mass Heal Restores the HP of nearby allies. Level 10: Heal factor 838% SP: 124 Type: Magic / Buff Cooldown: 30s Element: 3 / 5 Stone Skin Reduce damage taken from Slash, Pierce, Bow, Gun and Magic attacks for you and your party members. Level 3: Decreases damage received by 15% Duration: 35 seconds SP: 60 Type: Magic / Buff Cooldown: 60s Element: |
Rank 6
Cleric |
15 / 15 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 15: Attack 228% Heal factor 228% Magic circle duration 40 sec No. of heal circles 15 SP: 98 Type: Magic / Buff Cooldown: 22s Element: 15 / 15 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 15: Blocks: 30 times Magic Circle Duration: 20 seconds SP: 117 Type: Magic / Buff Cooldown: 48s Element: 10 / 10 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 10: Applies 10 times Duration: 60 seconds SP: 79 Type: Magic / Buff Cooldown: 27s |
Rank 7
Miko |
1 / 5 4 Gohei: Enhance Type: Passive * Increases the damage dealt on an enemy with [Gohei] by 0.5% per attribute level * +10% added damage at maximum level Miko 1st Circle required Gohei [Magic] - [Holy] Swings a gohei made of a wooden stick and white paper. Removes 1 harmful effect of rank 1 or below on allies and 1 beneficial effect of rank 1 or lower on enemies in front. Level 1: Attack: 225% x 2 SP: 66 Type: Magic / Attack Cooldown: 8s Element: 4 / 5 Sweeping Sweeps the floor with a purified, divine broom. The sweeped area becomes a magic circle that increases the skill level of other magic circle skills that are cast while standing at that location for a period of time. Level 4: Max. Sweeping Duration: 5 seconds Magic Circle Duration: 9 seconds SP: 118 Type: Magic / Buff Cooldown: 35s 5 / 5 Hamaya: Enhance Type: Passive * Increases the damage dealt on an enemy with [Hamaya] by 0.5% per attribute level * +10% added damage at maximum level Miko 1st Circle required Hamaya [Magic] - [Holy] Hold an arrow in your hand and throw it to a designated location. Inflicts a great amount of Holy-property damage to enemies for a short time. Level 5: Attack: 193% per 0.3 seconds Maximum Targets: 10 Duration: 8 seconds SP: 128 Type: Magic / Attack Cooldown: 35s Element: 5 / 5 Kagura Dance to bless allies around you. Grants additional Holy-property damage to melee attacks against enemies affected by this skill. Active while holding the skill button. Level 5: Maximum Duration: 30 seconds Consumes 80 SP per second Additional Holy-property Damage: +50% SP: 0 Type: Magic / Buff Cooldown: 60s |
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 5 / 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 5: Explosion Attack: 624% Charm Duration: 300 seconds AoE: 60 Consumes 2 sheets of Strange Yellow Paper SP: 297 Type: Magic / Buff Cooldown: 36s 1 / 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 1: Explosion Attack: 624% x 3 Charm Duration: 1 minutes Fire, Ice, Lightning Property Resistance: +210 Consumes 2 sheets of Strange Yellow Paper SP: 158 Type: Magic / Buff Cooldown: 30s 3 / 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 3: Attack: 112% x 12 Explosion Attack: 624% Consumes 3 sheets of Strange Yellow Paper SP: 190 Type: Magic / Buff Cooldown: 31s |
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