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

Sheo's Sadruid

Created by Sheogaraph on Feb 17th 2017 (Last Updated: Oct 2nd 2017).
This is a public build.
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Contents
1. Introduction
---How Sadhu OoB works
---Why choose Sadhu?
2. Stats
3. Skill Points
4. Skill Rotation
5. Attributes
6. Equipment
---Armor
---Necklace
---Bracelets
---Mainhand
---Offhand
---Cards [Outdated]
---Gems
---Head Enchants
7. Other Sadruid Options
8. Other Builds by Sheogaraph

INTRODUCTION
UPDATE: THE ZAIBAS BUG HAS BEEN FIXED! It will now always strike opponents who walk into it 100% of the time. However, the damage is still underwhelming unless you invest a lot into the enhancement attribute, and even then, it's still not as great as it used to be before the "big patch". I would recommend that you go Cleric 2 Diev 1 or Cleric 3 instead, unless you're hopeful that Zaibas will be buffed in the future. I have provided those builds at the bottom.)

NOTICE: I would also like to inform you that I will not be updating this guide very much anymore, as I have lost interest in ToS. The card section is outdated and you should no longer follow it. Perhaps in the future I may come back to ToS, but I'm currently burned out from it. I will try to revisit this guide every now and then to answer your questions though. Sorry for any late replies.


Hello, my team name is SheosPotatoes, and you can find me on the Klaipeda server. Feel free to contact me in-game and send me a friend request and/or ask me questions there if you'd like. I'm happy to answer any questions you have here or in-game :)

This is a PvE-focused boss-killing build that focuses on combining the Lycanthropy's physical attacks with the Sadhu's Out of Body: Enemy Defense Weakened attribute to increase Lycan damage. This build's focus is on maintaining high, consistent DPS rather than short burst damage, and is also incredibly fun and interesting to play. My friend Red Mage Joe came up with the basic build concept for me at first, though I made a few modifications to it that I thought would improve its performance. This build has high boss-killing power and great defensive options at rank 8 in the form of max Sterea Trofh, a low-level Safety Zone and high evasion, which is all more than enough to keep you alive against a boss. You also have plenty of AoE in the form of Carnivory, Zaibas, and Possession to help yourself out when soloing. During rank 7, I had almost always placed 1st - 3rd place on DPS in dungeons. Ever since I've gotten Lycanthropy form, however, I've very frequently topped DPS; even against world bosses such as Dullahan.

[NOTE: With the new combat system changes that recently came, this build has MUCH more DPS potential than it previously had, such as INT having an even greater impact on magic damage, a lightning-based version of Agny Necklace that may come soon, and many other changes. Here's a link to the news if you haven't seen it already: Plans for Combat System Changes.]
[ADDITIONAL NOTE: DEX does NOT increase OoB auto attack speed; however, OoB AA damage is indirectly buffed by the increase in magic attack that we get from each point of INT. Sadhu has also be gotten many more buffs since the patch, such as Possession and ABE (Astral Body Explosion) doing MUCH more damage, as well as a DoT (damage over time) debuff added on top of ABE, and the size of Possession's AoE circle being greatly enlarged.]

How the Sadhu OoB works (for those who don't already know)
- The Sadhu's soul cannot be attacked or targeted.
- The soul's movement speed is insanely fast (exact movement speed number unknown).
- The OoB attacks do magic damage and apply the Psychokinesis element (AKA the "Soul" element if you are a Sadhu, though they are the same thing), which does +25% damage to Holy and Devil-type monsters, and cannot be resisted.
- The OoB damage is based off of your Magic Attack x1.5.
- When you attack with OoB, you'll see 3 separate damage counters, but it's only a division of your main damage. For example, if you have 600 Magic Attack, your attack should be dealing 600*1.5 = 900 total damage, where each counter would show 300 damage.
- OoB has no SP cost or cooldown.
- Receiving damage while OoB will not cancel the skill (like it used to). Only receiving knockback/knockdown will cancel it.
- While OoB, your physical defense is reduced to 0, but with the Out of Body: Evasion attribute, your evasion will increase by +50 points when OoB.
- Using OoB auto attacks will not break Fade. However, if you damage an enemy with any other skill, such as Heal, Cure or Zaibas, your body will be revealed.
- The Blessing buff will NOT increase your soul's damage; only your other skills.
- The Sacrament buff will increase the total OoB damage by the amount of Holy damage the buff gives you. However, it will NOT add an extra attack (for example, if the buff gives you +12 holy damage, your OoB attack will do a total of 12 more damage after being divided between the damage counters, but you will not see a 4th damage counter). The same applies to any other additional Elemental Property Attack bonuses.
- Unlike the Elemental Property Attack bonuses from other pieces of equipment and buffs, the Elemental Properties from daggers will add the elemental damage to EACH of the OoB damage counters, rather than being divided between them (for example, Arde Dagger gives 153 Fire Property Attack, so 153*3 = 459 total additional damage for your OoB auto attack). These are currently the only types of equipment that multiply their damage with OoB, rather than being divided.
- You can attack with your offhand while OoB, though there is no reason to.
- You can also sit while OoB, gaining the HP and SP regen buffs.

So why Sadhu C2 instead of Bokor C2 or Krivis C3?
I didn't choose Bokor because Bokor doesn't really synergize too well with Druid 3, as Bokor is more bursty-type damage, whereas Druid 3 is a more steady type of DPS. You can't cast Effigy and attack with Lycanthropy at the same time. OoB, however, synergizes GREATLY with Lycanthropy, as you can use both at the same time, and with the Out of Body: Enemy Defense Weakened attribute maxed, the OoB attacks have a 50% chance per hit to decrease the enemy's defense by 10% for 5 seconds, allowing your Lycan to deal more damage with its physical attacks (which scale with both your physical and magic attack stats). So as long as you continue to attack with OoB at the same time, you should be able to keep the defense debuff up at a constant rate. The Lycan form is also immune to all knockback effects, making it a great partner for Sadhu so that your OoB is not interrupted. I didn't choose Krivis 3 because, honestly, leveling using only Cure and Zaibas is God awful to play through, and incredibly boring to me. You would basically just cast your 2 Zaibases, spend 30 seconds running around until it pops again, then rinse and repeat. FOR FIVE. WHOLE. RANKS. Plus, Zaibas would be your only option for killing flying enemies. What kind of masochist would want to endure such a tedious thing?
That leaves us with the option of Sadhu, a class that both synergizes with Druid 3, AND is more fun to level! Sadhu adds many more damage options for you to use while you level. You have your Cure, Zaibas, OoB attacks, and Possession for flying enemies (yes, Cure now damages flying enemies), and all those plus Carnivory for grounded enemies (there's also Heal tiles ofc, but I always have the damage for that turned off because I prefer to save them only for healing). You'll practically never run out of killing options, and you will almost always have at least one skill off CD for you to use. You can't do DPS if all of your skills are on cooldown, now can you? I have managed to out-DPS other Krivis 3 > Druid 2 builds during rank 7 in dungeons multiple times before, both pre-patch and post-patch.

Stat Point Distribution
Invested CON - 40.
Invested SPR - 40.
Invest rest in INT.
Now that skills require much more SP, and Lycanthropy now consumes a flat rate of 70 SP per second, SPR is now a required stat for this build. 40 points in SPR gives us enough SP so that we don't have to rely too heavily in spending lots of silver chugging down SP pots constantly. You'll still have to drink Lvl 15 Condensed SP pots eventually, just as before, and every once in a while you may also have to drink a different SP pot bought from an NPC (since different SP pots now have separate CDs), but not so often that it will start to drain your silver.
We need less CON than before because mobs generally do less damage now, although physical attacks still do a considerable amount of damage to us, so we still need a decent amount of CON.
You still don't need any DEX because DEX does not affect the attack speed of OoB, or any of the Lycan attacks, since they are considered skills and not auto attacks. Investing in DEX for evasion isn't a good idea either, because you only get 1 point of evasion for every 2 points in DEX you have. You also don't need to invest in DEX for crit attack because you already get plenty of that from your gear. One point of DEX gives you 4 crit attack, and you get 10 additional crit attack for every 10 DEX you have. However, I still think that investing in INT is better, as INT will affect both your Lycanthropy damage AND your magic skills. Plus, you also have Zalciai to give yourself crit attack.

Skill Point Explanation and Progression



Cleric 1: You don't need any points in Deprotection Zone thanks to the Out of Body: Enemy Defense Weakened attribute. You have a 50% chance per hit to decrease the enemy's defense by 10%, so there's no reason at all to get DPZ. Those points would be better used in Cure, since that is part of your damage rotation, especially in earlier ranks. We don't have the Safety Zone attribute, so SZ needs to be maxed as well. Maxing Heal is a given because even though this is a max attack build, you will still be the obligated healer if you end up being the only Cleric in a dungeon, plus it also of course helps with soloing.
Cleric 2 isn't chosen because, while it can be argued that a stronger SZ and Fade would increase your invulnerability time while OoB, which is completely true, this is a pure DPS build, so we're going with Krivis 2 instead for a stronger Zaibas. A level 10 Zaibas does considerably more damage than level 5, and you need it to hit harder when fighting flying mobs in the later ranks. A level 5 Zaibas may not be enough damage to suffice in endgame, even with the enhance attribute, and does not have the Zaibas splash attribute that Krivis 2 has, which is crucial for killing multiple mobs quickly. Besides, the lack of long-lasting invulnerability will change once you get Sterea Trofh, and if all else fails, you can always just Prakriti out of harm's way anyways.



Krivis 1: The first thing you want to focus on is maxing out Zaibas, as this will be your only source of real damage until you reach Sadhu. You don't really need any points in Daino at C1 just yet, since you aren't likely to go over the buff limit in dungeon parties at this level. We're instead saving those points for maxing out Zaibas as soon as we hit C2. Whether you put points into Aukuras or Zalciai at C1 or not doesn't really matter, because neither are that useful until you max out their attributes anyways (although Aukuras will be very useful to yourself in the future as a Sadhu, since it decreases the enemy's accuracy). That's completely up to you, as long as you don't put more than 3 points in either one.

Krivis 2: The first thing you want to do is max out Zaibas with your leftover points. After that, you can put 3 points in Aukuras and Zalciai for the attributes if you haven't already, and 5 points into Divine Stigma, which will help boost you and your party's DPS if you can pull it off. The rest of your points can go into Daino. Having 9 points in Daino instead of 10 doesn't really matter, because I have a hard time imagining any situation where you would ever have THAT many buffs in one party. 5-6 points in Daino is plenty I imagine, but where else are you going to put those other 3-4 points? You have Aukuras, but that isn't extremely useful. Zalciai is slightly more useful than Aukuras, but we wont really get too many additional crit points out of Zalciai from skill points since we have little invested SPR; most of it comes from the enhancement attribute. What you choose to put those 3-4 extra points in is up to you, but I personally think Daino is your safest bet in the long run. After all, more buffs could be added in rank 9+.



Sadhu 1: Finally, we can get out of that 30 sec Zaibas CD hell hole. Put your first point into OoB, and your next point into Prakriti. After that, whether you put more points into OoB or Astral Body Explosion first is up to you. Putting more points into OoB does not increase its damage, only the range at which the soul can travel from the body. We're not putting any points into Vashita Siddhi just yet because we're saving those 4 points for maxing out Possession in the next rank.

Sadhu 2: First, max out that Possession. Afterwards, whether you max out OoB or ABE next first is up to you, it doesn't matter. Just max them both out, and put the remaining 4 points into Vashita Siddhi. Vashita may not be too incredibly useful on its own, but it does have a nice 50% chance per tick to cause confusion for 5 seconds with the Vashita Siddhi: Confusion attribute maxed, which can be used for crowd control in PvE (Confusion has no effect in PvP). It can be a helpful ability to use when your party is being overwhelmed by mobs and needs some breathing room.



Druid 1: Put your first point into Carnivory and then a point into Cortasmata. After that, max out Carnivory first, then Cortas. Don't bother with Shape Shifting just yet, because it's completely useless until you get Transform at C2. You can put 1 point into Telepath now for the PvP utility if you want, otherwise it's not very useful for PvE, as mobs cannot be attacked while telepathed (players also cannot be attacked while Telepathed; it's just a CC).

Druid 2: You can either max out Carnivory again or Sterea Trofh first, depending on whether you want more damage or better body protection first. I myself maxed out Sterea first. There is absolutely NO reason at all to put any more than 5 points into Cortasmata, because there is an attribute that will increase its duration to match Carnivory and Sterea's durations anyways, and you can't have more than one Cortasmata out at a time.
Anyways, after those two, you want to put a point into Shape shift and then max out Transform. You can use the transformation's abilities as well as your own while shapeshifted.

Druid 3 (WEREWOLVES!!): Put a point into Lycanthropy and then a point into Hengestone, then continue to put 3 more points into Lycanthropy. Afterwards, put an extra point into Hengestone (or 2 more if you decided not to get Telepath) and max out Carnivory and Sterea Trofh. Put 2 more points into Transform to have a constant uptime of your transformation. The Lycan's attacks deal physical damage, but scales off of both your physical and magic attack stat. You can also use your other skills while in Lycan form, including OoB, and can sprint while in your Lycan form, just like a Swordsman. You'll need some SP pots with you to keep the form up, since it constantly drains your SP. Also, you'll look really badass while in this form (which is of course the most important part). If you use Hengestone, then quickly go into Lycan form, your health will double, and you will gain +30% damage to all of your attacks (including magic skills) and +200 crit rate. Your stat increases will be maintained even after the Hengestone disappears, so there's no need to max it, but you will need to put 2 points into it if you want JUST enough time to cast Lycanthropy, Carnivory, 2 Zaibases, and Cure with an additional skill level added to them before Hengestone disappears (1 point is only enough to cast all but one of those), though you will have to be very quick to cast them in order to pull it off; even a small delay in timing will cause you to miss the last spell cast.

You can put 3 points total into Hengestone instead of 2 if you want a little extra breathing room for mistakes. If you want to put 3 points into it, you can either take a point out of Telepath if you don't want it, or another point out of Lycanthropy, since more points in that only increases the duration, but not the strength, and 2 points is the minimum you need in Lycanthropy for a constant uptime anyways (though it's nice to not have to recast Lycanthropy as often).

Skill Rotation
At rank 8, against bosses, WITHOUT Lycanthropy, I first cast Zalciai, rush into the boss, then cast Chortasmata, -> Sterea -> cast OoB and begin auto attacking -> Carnivory -> Zaibas x2 -> Cure -> ABE -> Possession -> cast OoB again and auto attack until other skills are off CD, and casting Safety Zone whenever Sterea runs out. I would use Hengestone here, but sometimes that takes up too much setup time to cast, and it could cause you to lose out on DPS more than you would have if you didn't cast it.

WITH Lycanthropy: Zalciai -> rush in -> Chortasmata -> Sterea -> OoB -> Hengestone -> Lycanthropy -> Carnivory -> Zaibas x2 -> Cure *Hengestone breaks* -> begin spamming Lycan attacks, starting with my strongest ones, and then spamming Scratch until other skills are off CD.
You wont have enough time to use Possession at all while in Lycan form, because spamming Scratch seems to be a much better use of your time. I'm also trying to see if I can fit ABE anywhere into my Lycan rotation, but casting ABE and recasting OoB takes a lot of time; time you could be using to spam Scratch.

I'm not claiming this rotation to be the best, end-all-be-all rotation for this build, but it certainly is effective. If you can find an even better rotation than this, however, please let me know in the comments :)

Attribute Priority
Attributes are listed in order from the first attribute you should get, to the last one you should get. Generally, you should get utility attributes first, and enhancement attributes later. Of course, if you can afford the enhancement attributes now, you can choose to increase them as you level, if you want.



Cleric 1

1st- Safety Zone: Increased Range. This is probably the most important attribute for all Clerics. It should be the FIRST attribute you get. You absolutely MUST get this in order for anyone else in your party to be able to share Safety Zone with you. Even when soloing, this is helpful as it will allow you to move around a little bit in your magic circle without leaving it.
2nd- Heal: Remove Damage. While you may want to use Heal tiles as a source of damage while soloing, which is fine, you will definitely want to have this turned on in dungeon parties, especially if you are the only Cleric. This attribute can be turned on and off at any time, so do not worry about not being able to use them as a damage source if you buy this attribute.
3rd- Heal: Creating Extra. This gives you a small chance to automatically heal yourself by a small amount when you cast Heal (this used to increase Heal's CD, but it now no longer does this).
Optional- Blunt Mastery: Stun. This attribute can help you out before you get Sadhu, when you're just swinging your mace around to auto attack while your skills are on cooldown. However, this will become a pointless attribute once you do get Sadhu, as you will no longer be using your mace to attack anymore. If you would like to spend money on this attribute to help yourself out in ranks 1-3 though, that is fine.

Avoid- Weapon Swap. - Although getting this attribute is very cheap and isn't actually detrimental to you in any way, there is really absolutely no reason to get this. There is only going to be 1 main weapon and 1 dagger that you will be using all throughout your progression, and those weapon swap boxes will just sit there, forever unused and collecting dust. This attribute is really only for people who need to constantly swap between different weapons to use certain skills.



Krivis 1

1st- Zalciai: Magic Amplification. This is very important to you, as it will actually make Zalciai useful to yourself. Without this, Zalciai wont have any use for yourself until rank 8, when you get Lycanthropy form.
2nd- Zalciai: Duration. Even though the Zalciai duration already overlaps the CD even without this, it's nice to have since you wont always be able to recast this and walk into it once you're a Sadhu, since most of the time you'll be rooted in place during combat and wont have time to stop what you're doing and walk into this.
3rd- Aukuras: Fire Property Resistance. Who doesn't want some nice Fire resistance?
4th- Krivis: Fire Property Resistance. This gives you a passive 5 Fire resistance and -3 Darkness resistance per level, meaning that it's always on, even if you don't have Aukuras out. This can of course help you when fighting fire property mobs, but you should remember to turn this off when fighting Dark property mobs. However, if you have gear with Darkness Property Resistance, such as the Shade Gear, it shouldn't hurt to keep this on.
5th- Aukuras: Enhance. Wont make too big of an impact on your HP recovery, but having more can't hurt. If you can afford this, go for it.

Krivis 2

1st- Zaibas: Splash. This is a very important skill, as it's one of the main reasons why Krivis 2 is so great. This turns your Zaibas from a single-target skill into an AoE skill, zapping any and all who touch it.
2nd- Daino: Duration. This is quite important to have. Your party will love having a longer Daino duration.
3rd- Divine Stigma: Duration. This is also pretty important to have. Longer Stigma means more time with increased INT and STR for you and your party.
4th- Zalciai: Enhance. Crit attack wont be useful to yourself until you're rank 8, but this can help out your other party members in dungeons if they are crit-focused.



Sadhu 1

1st- Out of Body: Evasion. Even though this attribute got nerfed from +50% to +50, you still need this, as evasion is very important for making up for the 0 physical defense that Sadhus have. Every bit of evasion helps.
2nd- Astral Body Explosion: Knockdown. This turns ABE into a CC. It can help yourself out while soloing if you get surrounded, and can also be a very helpful utility in PvP. However, in dungeon parties, people may not like like it if you knock their targets around, so be sure to turn this off when doing dungeons.
3rd- Out of Body Basic Attack: Enemy Defense Weakened. Although this wont necessarily help yourself out until you're rank 8, it can help out your party members in dungeons if you have any physical attackers with you.

Sadhu 2

1st- Prakriti: HP Recovery. This is very helpful to you, as you will sometimes use Prakriti to escape harm, and this allows you to recover any of that harm that you just took. It is definitely worth the increased CD that it gives.
2nd- Vashita Siddhi: Confusion. This turns the purely PvP skill into a PvE CC skill. Confusion can make mobs wander around aimlessly, providing a nice CC to help your party out if they're getting overwhelmed. Confusion has no effect in PvP.



Druid 1

1st- Carnivory: Duration Time. This will help Carnivory's duration match Chortasmata's duration.

Druid 2

1st- Chortasmata: Duration. Maxing this will allow Chortasmata to ALWAYS be up and ready whenever either Carnivory or Sterea is ready. You'll never have to wait on Chortasmata to cast Carnivory or Sterea again.
2nd- Any of the Druid Transformation Specialties. These are quite expensive to level, so just choose the ones that you transform into the most. For example, if you mostly just Transform into small insects, you only need to level Druid: Small-type Specialty and Druid: Insect-type Specialty.
Here is the list of Transformation specialties:
Druid: Animal-type Specialty
Druid: Insect-type Specialty
Druid: Plant-type Specialty
Druid: Large-type Specialty
Druid: Medium-type Specialty
Druid: Small-type Specialty

Druid 3

1st- Telepath: Crowd Control. If you can afford this incredibly expensive attribute, it can be very useful in PvP. Neither you nor your party members can attack anything that is under Telepath's control, as it essentially becomes an ally, but you can use it to interrupt somebody who is casting something, or, if you can manage to catch the entire opposing team in this, it can allow your whole team to set up and get ready to annihilate the entire opposite team as soon as it wears off. This skill basically becomes an 11 second countdown to the other team's doom, if you can manage to catch them all at once.

Enhancement Attributes
For endgame, after you've maxed all other utility attributes, this is the order of enhancement attributes, based in order from the skills that provide the most DPS, to the least, as you should focus on maxing you highest DPS skills first.

1st- Carnivory: Enhance
2nd- Possession: Enhance
3rd- Basic Body Attack: Enhance - Even though this doesn't do as much damage as your other skills, it's your most frequently used one, so upgrading this would be highly beneficial.
4th- Astral Body Explosion: Enhance
5th- Zaibas: Enhance
6th- Cure: Enhance
Optional- Heal: Enhance. You can get this if you want to help yourself out a bit while soloing, but you really shouldn't be using your Heal tiles for damage in parties, especially if you're the only Cleric. You wont be using your Heal tiles for damage very much, if at all, so it may not be worth the money.

Equipment
This section is a work in progress and is subject to change, and I will continue to update it frequently as I receive new info and gain more experience in late-game progression.

Armor
Full leather.
Leather armor pieces usually tend to have evasion and DEX bonuses on them, and the Leather Mastery attribute will give you crit attack and crit rate bonuses so long as you're wearing a full leather set (armor mastery is now a passive attribute. You no longer need to buy it. Simply check your class 1 attributes to see the benefits of each armor type). Evasion helps with survivability, as going OoB reduces your physical defense to 0, yet boosts your evasion by 50 (with the OoB evasion attribute), and you should be OoB as often as possible to maximize your DPS.
Leather Mastery no longer gives evasion bonuses like it used to, and boots also no longer give evasion as a main stat, although a very high evasion stat may no longer be needed, as mob accuracy and damage has also been reduced. You will, of course, still need a decent enough amount of evasion to avoid most physical hits, as they still do noticeably more damage to you than magic attacks. However, the main attraction to leather now is not evasion bonuses, but crit rate and crit attack. Before the patch, I rarely ever landed a crit with my Lycan. Now I crit about 40-50% of the time. Instead of giving you an additional base damage and doubling your stats, Lycanthropy now gives you a 10% increase in damage and +100 crit rate (+30% damage and +200 crit rate when combined with Hengestone). It looks like crit rate and crit attack will be a new main focus for leather armor, along with evasion.
Here's a link to the list of Hunting Grounds gear, including the 280-320 HGs.

Some of these armors are out of place and not appropriate for their levels. I will fix this soon. In fact, cloth might be a better option for the earlier levels before you get Lycanthropy.

Level 15 - 75
Cafrisun Armor Set

Level 75 - 120
Chest: Shade Dancer
Pants: Razna Leather Pants
Gloves: Soul Chaser Gloves
Boots: Soul Chaser Boots or Vine Boots

Level 120 - 170
Chest: Eastern Leather Armor
Pants: Eastern Leather Pants
Gloves: Eastern Leather Gloves
Boots: Soul Chaser Boots or Vine Boots

Level 170 - 220
Chest: Eastern Leather Armor
Pants: Eastern Leather Pants
Gloves: Eastern Leather Gloves
Boots: Eaglestar Leather Boots

Level 220 - 315
Chest: Keyarc Leather Armor
Pants: Eastern Leather Pants
Gloves: Virtov Leather Gloves
Boots: Virtov Leather Boots

Level 315+
Chest: Vienti Kaulas Leather Armor
Pants: Vienti Kaulas Leather Pants
Gloves: Virtov Leather Gloves or Kaulas Leather Gloves
Boots: Virtov Leather Boots or Kaulas Leather Boots

Level 330
Chest: Solmiki Leather Armor
Pants: Solmiki Leather Pants
Gloves: Solmiki Leather Gloves
Boots: Solmiki Leather Boots
With 3 Solmiki leather pieces, you will get a set bonus of +25 to all stats, and with 4 pieces, you will get +225 crit attack and +100 accuracy for your Lyncanthropy form.
Link to Solmiki leather set bonuses

Other Options-
You could wear cloth for more magic DPS, but the amount of INT and magic amp bonuses on cloth pieces is miniscule compared to the much larger amount of crit rate and crit attack you would get from using full leather with Leather Mastery, since you'll get more DPS out of your Lycan crits than from your magic attacks. If you're worried about magic defense, you can still get plenty of that from bracelets, necklaces, and the rest of your leather armor, since magic defense is now a main stat in all armor types. Besides, magic wont hurt you nearly as much as a good, solid punch to the gut will. It's best to be more worried about making up for the 0 defense that you have with some evasion that you can get from leather armor.
Plate is not an option as a Sadhu since physical defense is completely irrelevant. Just focus on evasion and magic defense for survivability.

Necklace
Agny Necklace (lvl 120+) or Max Petamion (lvl 170+).
Agny Necklace will be your best option for DPS, as the Fire Property Attack will give you an additional 120 damage to your OoB attacks. It also provides a nice +30 SP recovery.
If you prefer defense, I would recommend Max Petamion for the magic defense and CON.

[NOTE: A lightning-based version of Agny Necklace may be released sometime in the future, as it has been mentioned by GMs before, and there is a Test Lightning Necklace in the database, making Zaibas even more potent for this build! Max Petamion could still be a viable defensive alternative, however, as stat points have a much greater impact than before with the new update.]

Bracelets
Level 75 - 170 - Zachariel Banglex2
Level 170 - 330 - Wizard Braceletx2
Level 330 - Solmiki Braceletx2

Although Archmage Bangle is the best bracelet for straight magic DPS, Wizard Bracelet will actually be a better alternative for this build once you get Lycanthropy form, because the -112 SP Recovery you get from 2 Archmage Bangles is quite taxing on your Lycanthropy form duration, so Wizard Bracelet would be a safer alternative. If, however, you would still like to use Archmage Bangle, then that is fine, though it will be harder to keep up your Lycanthropy form during longer boss fights.
If you already have the full Solmiki Leather Armor set, then the Solmiki Bracelets will offer a very nice 6 piece set bonus, which gives +48 Evasion for survivability and +72 Crit Rate for your Lycanthropy form. Each of the bracelets themselves however also offer a very nice 22 CON and 122 Magic Defense, as well as 91 Holy and Dark property resistance, totaling to 44 CON, 244 Magic Defense, and 182 Holy and Dark property resistance with both of them equipped, though the 49 Physical Defense that they offer however is of course irrelevant to this build.

Main hand
Level 15 - 40 Deathweaver Club
Level 40 - 75 Five Hammer (assuming you don't put any gems in it, that is. I had 5 lvl 6 red gems in mine, and it lasted me until I got Catacombs Club)
Level 75 - 120 Sketis Rod
Level 120 - 170 Baule Sphere
Level 170 - 270 Catacombs Club
Level 270 - 315 Migantis Mace or Purine Migantis Mace
Level 315+ Vienarazis Mace
Level 330 - Solmiki Mace

In the early game, maces can provide you with a means of attacking while Zaibas is on CD, but once you get Sadhu, you should use whatever will provide you with the most magic attack until you get Lycanthropy form (where physical attack becomes more relevant), since you should no longer be auto attacking unless it's with your soul. At lvl 170, the Catacombs Club is a very excellent weapon with high magic attack for your skills and high physical attack for Lycanthropy damage, and will last you until near endgame. Once you hit 315, however, Vienarazis Mace will be the best weapon for Sadruid until you can get a Solmiki Mace. It offers lots of physical attack and INT for your Lycan form and magic attack for your other skills.

Cheaper Alternatives-
315+ Pevordimas Mace or Purine Pevordimas Mace.
If you don't want to spend a Practonium on a Vienarazis Mace, Pevordimas Mace can be a strong alternative (though ofc not as strong as Viena). Purine Pevordimas is ofc better than the regular alternative, but much, much more rare and unlikely to find.
Replicas can be an okay replacement if they're better than what you currently have equipped, but I would not recommend that you settle on them long-term.

Offhand
Level 75 - 170 Arde Dagger
Level 170 - 220 Small Crystaras
Level 220 - 315 Pajoritas Dagger
Level 315+ Lionhead Dagger
Get Arde Dagger as soon as you possibly can. You can either farm the level 80 dungeon for it or buy it from the market. Elemental Property daggers are great for Sadhus (and many other classes), as they will add more damage to your OoB attacks. Unlike elemental property bonuses from any other piece of equipment, such as necklaces and armor, daggers actually MULTIPLY their damage with OoB by x3, rather than being divided and added up again, so they add a very nice amount of damage to the OoB attacks. The Small Crystaras (dropped from Zinutekas in the lvl 170 Hunting Grounds at Dina Bee Farm) is the next best offhand. It offers 177 Psychokinesis Property Attack, and the +11 DEX that it gives will increase your evasion. Pajoritas Dagger (dropped from Rubblems in the lvl 240 Hunting Grounds at Woods of The Linked Bridges) is a straight upgrade from that, with 235 Psychokinesis Property Attack and +15 DEX for both evasion and Lycan crit chance. Finally, the Lionhead Dagger (recipe dropped from the Red Lavenzard Cube in the lvl 290 dungeon) will be the best offhand for you currently, with 321 Fire Property Attack, +12 DEX for evasion and Lycan crit chance, and an additional +8 Evasion to top it off.

Cards
[This is all completely outdated thanks to the new card mechanics that came with the recent patch. Please disregard this. I would say which cards to use instead, but I haven't looked much into the way the new card system works. Just use whatever will increase your magic attack (preferably not Chapparition though, as there are cards that now increase your INT more than they used to).]
Chapparition x8
Eight Chapparition cards will give you an 80% increase in magic DPS for 4 seconds after using any SP potion, which will not only boost your magic skills, but also your Lycan damage as well, since it scales off of both your magic and physical attack stats.
I used to have Chapparition x5 and Glass Mole x3 listed here due to the fact that KToS had a 5-of-a-kind card effect limit and the possibility that that might be implemented here in IToS eventually, but it seems now that that will not be happening. There is no evidence or any mentions whatsoever that this limit will be brought to IToS, so it looks like it's safe to use an 8-of-a-kind card stack.

Other options-
Ellaganos
If you want some extra DEX for crit attack, you could replace some of the Chapparitions with Ellaganos. 1 Ellaganos card will give you 1 point of DEX for each card level (up to a max of +10 DEX per card). Keep in mind that 1 point of DEX gives 4 crit attack, and for every 10 points of DEX that you have, you get an additional 10 crit attack on top of that.

Gems
Chest: Red gems for HP
Pants: Red gems for HP
Gloves: Blue gems for SP recovery (recommended) or Hallowventor Magician gem for Carnivory skill
Boots: Blue gems for magic defense
Main hand: Red gems or Blue gems for max attack/magic attack (luck vs. consistency)
Offhand: Red gems for physical attack, Green gems for crit rate, or Yellow gems for crit attack (since Lycanthropy + Hengestone now gives +200 crit rate, crits occur MUCH more often than they have before with this build, so focusing on crit may now be more effective for Lycan DPS than focusing on increasing white damage)

Headgear
Magic attack > Physical attack > Elemental property attack > Magic amp. > Magic defense > everything else.

Magic attack is the best since it will benefit both your magic kills and Lycanthropy damage, since it scales from both your magic attack and physical attack. Physical attack of course will only benefit Lycan damage. Elemental property attack can benefit both, but since the maximum elemental attack bonus that you can get from enchants is lower than the maximum physical attack that you can get, physical attack is usually better. So really, which one is better is dependent on how much of it you get. Magic amp isn't as good as the others because, unlike magic attack, amplification only raises the MAXIMUM magic damage that you can do, not both the minimum AND maximum, like magic attack does, so you could do more damage, or you might not do much more damage at all. Magic attack is just much more reliable. Evasion would be listed here, but the maximum amount of evasion you can get from enchanting is not very much (only 14), as opposed to magic defense, which can give you up to 110. The same story is for crit rate. 14 is not a lot compared to a constant +135 physical attack.
Here's a list of all possible enchantments, their minimum and maximum ranges, and frequency.


Other Sadruid Build Options
Sheo's Cure-All Remedy (Cleric 3) - This build is a bit more solo-friendly and supporty. You have many more defensive options for your body and can handle surviving hordes of mobs more easily this way, but at the cost of DPS and versatility. Not generally recommended, but it's here if you like Safety Zone and Fade a lot.
Sheo's Statue Carver (Cleric 2 Diev 1) - More support through better SP management, but still less DPS than Krivis 2. Generally a better support option than Cleric 3, in my opinion.

Other Builds by Sheogaraph
Sheo's Facetank - Want to be the tank of the team? Go for glory and be the shield hero that everyone needs!

And lastly, let me know if you have any questions or constructive criticisms below, and please don't forget to leave this build a like if you enjoyed it so it can be seen by more people :)
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
5 / 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 5:
0.4 second attack 103%
No. of Hits: 18
Magic Circle Duration: 10 seconds
SP: 42

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
0 / 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 1:
Reduces 0.3% per stack
Magic Circle Duration: 6 seconds
SP: 18

Type: Magic / Buff
Cooldown: 13s
Element: Holy
Rank 2
circle 1
Krivis
3 / 5
Aukuras
Kriwi14 Kriwi6
Aukuras: Enhance
Type: Passive
* Increases the heal factor of [Aukuras] by 0.5% per attribute level
* +10% added bonus at maximum level

Krivis 1st Circle required
Aukuras: Fire Property Resistance
Type: Active
* Increases Fire property resistance by 14 per attribute level when [Aukuras] is active
* Increases SP consumption by 10%

Krivis 1st Circle required
Aukuras: Goddess of Fire
Type: Active
* Ally magic attacks within range of [Aukuras] deal additional Fire property damage
* Decreases torch duration by 10 seconds
* Eliminates the amount of HP recovered
* Increases SP consumption by 20%
* Decreases cooldown by 30 seconds

Krivis 2nd Circle required
Aukuras

Summons a holy torch, constantly restoring the HP of nearby allies while reducing the accuracy of nearby enemies. While nearby the torch, the duration of harmful effects will constantly be reduced.

Level 3:
Heal factor 38%
Torch duration 30 sec
Add. Fire property damage per magic attack 0
SP: 46

Type: Magic / Buff
Cooldown: 60s
Element: Fire
2 / 5
Zalciai
Kriwi7 Kriwi8 Kriwi17
Zalciai: Duration
Type: Active
* Increases duration of [Zalciai] by 3 seconds per attribute level
* Increases SP consumption by 20%

Krivis 1st Circle required
Zalciai: Magic Amplification
Type: Active
Increases magic amplification by 12 per attribute level when [Zalciai] is active
* Increases SP consumption by 10%

Krivis 1st Circle required
Zalciai: Enhance
Type: Passive
* Increases critical attack of [Zalciai] by 1% per attribute level

Lv. 3 Zalciai required
Zalciai

Creates a magic circle that increases the critical abilities of allies or decreases the critical abilities of enemies.

Level 2:
Ally's Critical Attack: +24
Enemy's Critical Resistance: -20
SP: 34

Type: Magic / Buff
Cooldown: 20s
Element: Holy
0 / 5
Daino
Kriwi5
Daino: Duration
Type: Active
* Increases the duration of [Daino]'s effect by 4 seconds per attribute level
* Increases SP consumption by 20%

Krivis 1st Circle required
Daino: Additional Attack
Type: Active
* Increases attack speed by 10 per skill level while [Daino] is active
Adds an additional attack to basic attacks while active
* Increases SP consumption by 50%

Krivis 3rd Circle required
Daino

Change your basic attack to a magic attack.

Level 1:
Duration: 22 seconds
SP: 24

Type: Magic / Buff
Cooldown: 60s
Element: Holy
5 / 5
2
Zaibas
Kriwi11
Zaibas: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Zaibas] by 0.5% per attribute level
* +10% added damage at maximum level

Krivis 1st Circle required
Zaibas: Splash
Type: Active
* [Zaibas] deals damage to multiple enemies
* Max. targets: 7
* Total count is maintained
* Increases SP consumption by 30%

Krivis 2nd Circle required
Zaibas

[Magic] - [Lightning]
Creates a magic circle that calls down bolts of lightning on an enemy using the God of Thunder's power.

Level 5:
0.3 second attack 82%
No. of Hits: 9
Magic Circle Duration: 30 seconds
SP: 66

Type: Magic / Attack
Cooldown: 20s
Element: Lightning
Rank 3
circle 2
Krivis
3 / 10
Aukuras
Kriwi14 Kriwi6 Kriwi18
Aukuras: Enhance
Type: Passive
* Increases the heal factor of [Aukuras] by 0.5% per attribute level
* +10% added bonus at maximum level

Krivis 1st Circle required
Aukuras: Fire Property Resistance
Type: Active
* Increases Fire property resistance by 14 per attribute level when [Aukuras] is active
* Increases SP consumption by 10%

Krivis 1st Circle required
Aukuras: Goddess of Fire
Type: Active
* Ally magic attacks within range of [Aukuras] deal additional Fire property damage
* Decreases torch duration by 10 seconds
* Eliminates the amount of HP recovered
* Increases SP consumption by 20%
* Decreases cooldown by 30 seconds

Krivis 2nd Circle required
Aukuras

Summons a holy torch, constantly restoring the HP of nearby allies while reducing the accuracy of nearby enemies. While nearby the torch, the duration of harmful effects will constantly be reduced.

Level 3:
Heal factor 38%
Torch duration 30 sec
Add. Fire property damage per magic attack 0
SP: 46

Type: Magic / Buff
Cooldown: 60s
Element: Fire
3 / 10
Zalciai
Kriwi7 Kriwi8 Kriwi17
Zalciai: Duration
Type: Active
* Increases duration of [Zalciai] by 3 seconds per attribute level
* Increases SP consumption by 20%

Krivis 1st Circle required
Zalciai: Magic Amplification
Type: Active
Increases magic amplification by 12 per attribute level when [Zalciai] is active
* Increases SP consumption by 10%

Krivis 1st Circle required
Zalciai: Enhance
Type: Passive
* Increases critical attack of [Zalciai] by 1% per attribute level

Lv. 3 Zalciai required
Zalciai

Creates a magic circle that increases the critical abilities of allies or decreases the critical abilities of enemies.

Level 3:
Ally's Critical Attack: +30
Enemy's Critical Resistance: -30
SP: 42

Type: Magic / Buff
Cooldown: 20s
Element: Holy
9 / 10
Daino
Kriwi5
Daino: Duration
Type: Active
* Increases the duration of [Daino]'s effect by 4 seconds per attribute level
* Increases SP consumption by 20%

Krivis 1st Circle required
Daino: Additional Attack
Type: Active
* Increases attack speed by 10 per skill level while [Daino] is active
Adds an additional attack to basic attacks while active
* Increases SP consumption by 50%

Krivis 3rd Circle required
Daino

Change your basic attack to a magic attack.

Level 9:
Duration: 38 seconds
SP: 83

Type: Magic / Buff
Cooldown: 60s
Element: Holy
10 / 10
2
Zaibas
Kriwi11 Kriwi4
Zaibas: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Zaibas] by 0.5% per attribute level
* +10% added damage at maximum level

Krivis 1st Circle required
Zaibas: Splash
Type: Active
* [Zaibas] deals damage to multiple enemies
* Max. targets: 7
* Total count is maintained
* Increases SP consumption by 30%

Krivis 2nd Circle required
Zaibas

[Magic] - [Lightning]
Creates a magic circle that calls down bolts of lightning on an enemy using the God of Thunder's power.

Level 10:
0.3 second attack 82%
No. of Hits: 14
Magic Circle Duration: 30 seconds
SP: 111

Type: Magic / Attack
Cooldown: 20s
Element: Lightning
5 / 5
Divine Stigma
Kriwi9 Kriwi19 Kriwi20
Divine Stigma: Duration
Type: Active
* Increases duration of [Divine Stigma] by 6 seconds per attribute level
Increases SP consumption by 20%

Krivis 2nd Circle required
Divine Stigma: Defeat Devil
Type: Active
* Increases [Divine Stigma] damage against Devil-type targets by 10% per attribute level
* Increases SP consumption by 20%

Requires Divine Stigma Level 10
Divine Stigma: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Divine Stigma] by 0.5% per attribute level
* +10% added damage at maximum level

Krivis 2nd Circle required
Divine Stigma

Engrave a stigma on the enemy and deal Fire magic damage. The stigmatized enemy takes 1.5 times damage from Zaibas, and increases the STR and INT of allies temporarily when defeated.

Level 5:
Attack: 186%
STR, INT: +47
Effect Duration: 0 seconds
Stigma Duration: 15 seconds
No. of Targets: 5
SP: 60

Type: Magic / Attack
Cooldown: 30s
Element: Fire
Rank 4
circle 1
Sadhu
5 / 5
Out of Body
Sadhu14 Sadhu2 Sadhu5
Body Basic Attack: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Body Bask Attack] by 0.5% per attribute level
* +10% added damage at maximum level

Sadhu 1st Circle required
Out of Body: Evasion
Type: Active
* Increases the body's evasion by 10 per attribute level when [Out of Body] is active

Sadhu 1st Circle required
Out of Body Basic Attack: Enemy Defense Weakened
Type: Active
* Decreases the enemy's physical defense by 10% with a chance of 10% per attribute level when using a basic attack during Out of Body
* Unable to turn ON/OFF during Out of Body

Sadhu 1st Circle required
Out of Body

Move your spirit out of the body. The spirit can only move near the body.

Level 5:
Spirit's Moving Range: 190
SP: 0

Type: Magic / Attack
Cooldown: 0s
1 / 1
Prakriti
Prakriti: HP Recovery
Type: Active
* Recovers HP equal to 5% of maximum HP per attribute level when using [Prakriti]
* Increases SP consumption by 30%

Sadhu 2nd Circle required
Prakriti

Move body to the spirit to unite again. Can only be used when spirit is out of body.

Level 1:
Movement Time 0.5 ~ 1 second
SP: 24

Type: Magic / Attack
Cooldown: 9s
5 / 5
Astral Body Explosion
Sadhu11 Sadhu3
Astral Body Explosion: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Astral Body Explosion] by 0.5% per attribute level
* +10% added damage at maximum level

Sadhu 1st Circle required
Astral Body Explosion: Knockdown
Type: Active
* Enemies hit with [Astral Body Explosion] are knocked down
* Increases SP consumption by 10%

Sadhu 1st Circle required
Astral Body Explosion

[Magic] - [Psychokinesis]
Inflict damage on nearby enemies by separating your soul from your body to cause an explosion. Attacked enemies receive a percentage of Psychokinesis magic damage for 5 seconds.

Level 5:
Attack: 1038%
SP: 103

Type: Magic / Attack
Cooldown: 30s
Element: Soul
0 / 5
Vashita Siddhi
Sadhu7
Vashita Siddhi: Confusion
Type: Active
* Enemies within the range of [Vashita Siddhi] have a chance of being afflicted with [Confusion] for 5 sec
* Increases the chance by 10% per attribute level
* Increases SP consumption by 20%

Lv3 Vashita Siddhi required
Vashita Siddhi

Decreases the STR, CON, INT, SPR and DEX of enemies nearby.

Level 1:
STR, CON, INT, SPR, DEX: -5
Consumes 36 SP per second
Maximum Duration: 10 seconds
SP: 0

Type: Magic / Attack
Cooldown: 50s
Rank 5
circle 2
Sadhu
10 / 10
Out of Body
Sadhu14 Sadhu2 Sadhu5
Body Basic Attack: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Body Bask Attack] by 0.5% per attribute level
* +10% added damage at maximum level

Sadhu 1st Circle required
Out of Body: Evasion
Type: Active
* Increases the body's evasion by 10 per attribute level when [Out of Body] is active

Sadhu 1st Circle required
Out of Body Basic Attack: Enemy Defense Weakened
Type: Active
* Decreases the enemy's physical defense by 10% with a chance of 10% per attribute level when using a basic attack during Out of Body
* Unable to turn ON/OFF during Out of Body

Sadhu 1st Circle required
Out of Body

Move your spirit out of the body. The spirit can only move near the body.

Level 10:
Spirit's Moving Range: 240
SP: 0

Type: Magic / Attack
Cooldown: 0s
1 / 1
Prakriti
Sadhu4
Prakriti: HP Recovery
Type: Active
* Recovers HP equal to 5% of maximum HP per attribute level when using [Prakriti]
* Increases SP consumption by 30%

Sadhu 2nd Circle required
Prakriti

Move body to the spirit to unite again. Can only be used when spirit is out of body.

Level 1:
Movement Time 0.5 ~ 1 second
SP: 24

Type: Magic / Attack
Cooldown: 9s
10 / 10
Astral Body Explosion
Sadhu11 Sadhu3
Astral Body Explosion: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Astral Body Explosion] by 0.5% per attribute level
* +10% added damage at maximum level

Sadhu 1st Circle required
Astral Body Explosion: Knockdown
Type: Active
* Enemies hit with [Astral Body Explosion] are knocked down
* Increases SP consumption by 10%

Sadhu 1st Circle required
Astral Body Explosion

[Magic] - [Psychokinesis]
Inflict damage on nearby enemies by separating your soul from your body to cause an explosion. Attacked enemies receive a percentage of Psychokinesis magic damage for 5 seconds.

Level 10:
Attack: 1272%
SP: 165

Type: Magic / Attack
Cooldown: 30s
Element: Soul
4 / 10
Vashita Siddhi
Sadhu7
Vashita Siddhi: Confusion
Type: Active
* Enemies within the range of [Vashita Siddhi] have a chance of being afflicted with [Confusion] for 5 sec
* Increases the chance by 10% per attribute level
* Increases SP consumption by 20%

Lv3 Vashita Siddhi required
Vashita Siddhi

Decreases the STR, CON, INT, SPR and DEX of enemies nearby.

Level 4:
STR, CON, INT, SPR, DEX: -20
Consumes 39 SP per second
Maximum Duration: 10 seconds
SP: 0

Type: Magic / Attack
Cooldown: 50s
5 / 5
Possession
Sadhu12
Possession: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Possession] by 0.5% per attribute level
* +10% added damage at maximum level

Sadhu 2nd Circle required
Possession

[Magic] - [Psychokinesis]
Bind enemy to stop its movement and inflict damage.

Level 5:
0.3 second attack 167%
Targets: 9
Maximum Duration: 6.5 seconds
SP: 86

Type: Magic / Attack
Cooldown: 20s
Element: Soul
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
0 / 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 1:
Able to use the monster's skill
Maximum Duration: 60 seconds
SP: 56

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 2
Druid
10 / 10
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 10:
Attack: 332% x 25
Maximum targets: 8
Duration: 10 seconds
SP: 180

Type: Magic / Attack
Cooldown: 20s
5 / 10
Chortasmata
Druid1 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
1 / 10
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 1:
Able to use the monster's skill
Maximum Duration: 60 seconds
SP: 56

Type: Magic / Attack
Cooldown: 120s
1 / 10
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 / 10
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
5 / 5
Sterea Trofh
Sterea Trofh

Grown grass protects you and your allies. It casts in the place of [Chortasmata] first if exists, otherwise it casts on you.

Level 5:
Duration: 10 seconds
SP: 110

Type: Magic / Attack
Cooldown: 30s
5 / 5
Transform
Transform

Transform back into the monster that you last shape shifted to.

Level 5:
Able to use the monster's skill
Maximum Duration: 100 seconds
SP: 114

Type: Magic / Attack
Cooldown: 120s
0 / 5
Thorn
Druid17
Thorn: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Thorn] by 0.5% per attribute level
* +10% added damage at maximum level

Need the 2nd circle of Druid
Thorn

Throw thorny vines at nearby enemies to deal continuous damage. If the target is a ground-based monster, it will become trapped in the vines and unable to move.

Level 1:
Attack 250% x 11 hits
Ground enemies become unable to move
SP: 98

Type: Magic / Attack
Cooldown: 20s
Rank 8
circle 3
Druid
15 / 15
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 15:
Attack: 393% x 25
Maximum targets: 8
Duration: 10 seconds
SP: 250

Type: Magic / Attack
Cooldown: 20s
5 / 15
Chortasmata
Druid1 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
1 / 15
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 1:
Able to use the monster's skill
Maximum Duration: 60 seconds
SP: 56

Type: Magic / Attack
Cooldown: 120s
1 / 15
Telepath
Druid12
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 / 15
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
10 / 10
Sterea Trofh
Sterea Trofh

Grown grass protects you and your allies. It casts in the place of [Chortasmata] first if exists, otherwise it casts on you.

Level 10:
Duration: 15 seconds
SP: 180

Type: Magic / Attack
Cooldown: 30s
7 / 10
Transform
Transform

Transform back into the monster that you last shape shifted to.

Level 7:
Able to use the monster's skill
Maximum Duration: 120 seconds
SP: 142

Type: Magic / Attack
Cooldown: 120s
0 / 10
Thorn
Druid17
Thorn: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Thorn] by 0.5% per attribute level
* +10% added damage at maximum level

Need the 2nd circle of Druid
Thorn

Throw thorny vines at nearby enemies to deal continuous damage. If the target is a ground-based monster, it will become trapped in the vines and unable to move.

Level 1:
Attack 250% x 11 hits
Ground enemies become unable to move
SP: 98

Type: Magic / Attack
Cooldown: 20s
4 / 5
Lycanthropy
Druid14
Lycanthropy: Human Form
Type: Active
* Transform into a human hybrid instead of a wolf when using [Lycanthropy]
* Alters stat increases and changes duration to 60 sec
* Basic attack changes to Scratch (5% chance of Bleeding)
* Can use Dash
* 2% of max. HP restored every 8 sec
* Physical damage +[Lycanthropy skill level x 4%]
* Magic damage +[Lycanthropy skill level x 6%]
* Critical rate +[Lycanthropy skill level x 40]

Need the 3rd circle of Druid
Lycanthropy

Temporarily transform into a wolf. Upon transforming, nearby enemies are provoked, with additional provocation applied when using wolf skills. When transformed, you cannot use your character's skills and your SP is continuously consumed. In wolf form, part of your stats increase, and you restore 2% of your max. HP every 8 seconds. You can also use Dash.

Level 4:
Wolf skills activated
Add. damage +40%
Critical Rate +160
Base movement speed +10
Max. HP +100%
Physical and magic defense +50%
Block penetration +400
Max. duration 30
Consumes 91 SP per sec
SP: 0

Type: Magic / Attack
Cooldown: 120s
2 / 5
Henge Stone
Henge Stone

Summons the Henge Stone. Increases the skill level of the magic circle and Cleric tree installation skills by 1, and increases the damage of magic attacks.

Level 2:
Duration 12 sec
Cleric tree magic damage +10%
SP: 141

Type: Magic / Attack
Cooldown: 25s
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Comments (93)

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Dec 11th 2017 21:20:36
Hi @Sheogaraph
You said you weren't going to update the build, but maybe with 9 rank coming out you would change your mind? I'm using this same build and I love it, so it would be nice to hear your thoughts on the next rank.
Reply
Dec 29th 2017 05:44:32
@DruidFan
I've stopped checking updates shortly after I've stopped playing. Last update I've read was Paladins and Monks getting 2H maces. Rank 9 sounds interesting, what with being able to finally combine Sadhu 3+Druid 3... (I'm not aware of any of the new classes though, if any)
Maybe. I might poke my head in and check it out again when rank 9 comes out, but the main reason why I've stopped playing was because the game just got repetitive for me. It felt more like a linear, singleplayer storymode campaign that other players just simply happened to be able to join you in, rather than an actual MMO. It was really fun at first, but after playing through the same exact storyline 6 times in a row, it just got repetitive, with the only difference each time being what classes you played through it with. I just don't think that MMOs and linear storylines that you're forced to play through mix very well.
If rank 9 is fun enough though, it might be able to pull me back in. Would also be great if IMC added more endgame content that isn't just dailies.
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Nov 28th 2017 09:56:35
I needed to make a comment, I needed to stop the spread of this build. It hurts me seeing so many people that approaching druid3 chose this build that if it can provide some fun in low level content is a colossal let down if facing something that's not a squishy boss from the mercenary missions.
I strongly advice people to ask for suggestions in-game rather than to fall for builds like this one that have a good presentation and apparently good sounding arguments while to a veteran druid3 player it's as clear as day that the promises made here are way over the top compared to what the build can archive.

First of all, I don't condone abandoning cleric2. In any aspect of this game as a cleric your most important role is to keep the other members not to worry about their HP and this is done solely through heal lv10 from cleric2 or mass heal lv5-10 from priest2, anything that doesn't have one of the 2 is not worth considering and the good old excuse of "I'm a dps char, I don't need cleric2" is idiocy.
Krivis is a sad class overall, fun to play indeed but misfit if you look at the benefits this build claims it has. Zaibas is an extremely weak spell with a 82% damage factor and no sclaing that at lv10 deals 14 hits to a maximum of 7 enemies, it pretty much resembles carnivory but it can hit flying targets and is among the lowest damaging skills in all the cleric tree. All the other skills apart from daino have almost no impact on the gameplay, zalciai could have had some use if maxed to favor crits but at lv3 it fails to deliver both critical rate and critical attack in useful quantities. One last word for krivis, most of the skill have been subjected to a rework and will not act as of now.
I got not much to say about sadhu2: we are almost forced into that skill dstribution and the class is overall solid in both pvp and pve with possession that outperforms zaibas by many times not only in damamge but also offering cc. If I was strongly agains ditching cleric2 in favor of krivis2, I encourage to keep sadhu for all its qualities and for the possibility of picking the 3rd rank at R9 boosting the magic damage a character can deal by significant amounts.
Duid3... it works with sadhu as here described but the damage from OOB+Lycantropy should not be praised as much as it is here, all forms of auto attacks fall off really hard late game and as your gear gets better they become virtually ininfluential, the sole fact that possession was ditched in the skill rotation listed above in favor of scratch shows this was only tested with low tier gear.

Lastly from the introductory paragraph of this build you can read "This build has high boss-killing power" and this is true only for bosses with very low HP, pick anything else, like the demon lords, and you will have no chance to deal enough damage compared to the other players there to even get a reward.

If talking about scranny bosses heal lv10 is the best damaging skill. Save yourself, pick cleric2 and ask advices to people that have druids as their main characters and have invested in them a lot of time and resources or ask on the druid thread on the official forums, this site is riddled with out of date builds, people that still linger to them and wild theorycrafters.
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Nov 28th 2017 10:49:13
@Overcooked I think you didn't read the top of the build where the creator of build says not to go Krivis after update and suggest going cleric c3 or c2 + Diev 1. The TOS druid forums suggest going cleric c2 + priest
Reply
Dec 29th 2017 05:18:55
@Overcooked
Yes, as Grubworm mentioned, I've already stated, in red letters and a bold heading, that Krivis sucks now and you should pick Cleric 3/2+something else instead, and even provided some alternate builds at the bottom. I disagree though with the whole "You're a Cleric so you should be my heal slave and nothing more" ideology. That may be the case for Clerics in most other games, but in ToS, they clearly have a lot of potential to be DPS characters with some heals. But yes, I've also stated that this build is indeed out of date. It was last updated shortly after the "big update" that made most skill damage percentage-based, but was first made during the time when Zaibas was actually a really powerful skill, back when skill damage was static, and Zalciai only gave crit attack (I guess it now gives crit rate, like you said? That does make it sound better and worth investing in)
Only reason why I've left this build as it is despite it not being very good anymore is if people still just want to try it out for fun (it was certainly fun for me), even though it's not as good as the alternate builds I provided at the bottom. I would definitely not seriously recommend Krivis over Cleric 2, in its current state.
Reply
Nov 28th 2017 03:20:16
thinking of trying this after rank 9 going cleric c2/c3 maybe Diev 1 sadhu c3 druid c3
Reply
Oct 5th 2017 10:38:08
I wanna ask, is it okay if i pick cleric2-bokor1 instead of krivis 2? I'm very excited with this build and I'd like to try it, thanks
Reply
Oct 6th 2017 16:22:34
@fierce0711
Possibly, yeah. I think Bokor goes better with Sadhu 3-PD 2 though (not that I've ever actually played that build, but it seems pretty popular). However, I've heard that Zaibas and Krivis in general will be getting a huge buff and makeover soon though. You could probably read about it on patch notes if you haven't already. I heard that they will remove the buff limit completely and Daino will convert auto attacks into magic damage instead, making leveling to Sadhu easier.
Reply
Oct 6th 2017 17:29:51
@fierce0711
Oh wait, scratch that. I just remembered why Bokor doesn't go well with druid 3 (it's been a while). That's actually not a good idea, because Bokor doesn't mix well with Lycanthropy, since you can't use Effigy and Lycan attacks at the same time. I've already explained in the "So why Sadhu C2 instead of Bokor C2 or Krivis C3?" section why Bokor doesn't work with Druid 3. You don't want stuff that would interrupt your Scratch spam. It's ok to stop scratching for a moment to cast strong spells with higher cooldowns like Chostasmata+Carnivory, as Carnivory's DPS will soon catch up and cover the lost DPS, but Effigy has only a 3 second CD, which would conflict with your Scratch spam.
Sorry about that mistake, that was my bad.
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Oct 7th 2017 15:09:24
@Sheogaraph so bokor will stop lycan's scratch?
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Oct 28th 2017 03:24:22
@fierce0711
Sorry for the really late reply. I'm sure you've already figured this out by now, but yes. Bokor effigy and lycan scratch are 2 different animations. You can't do both at exactly the same time.
Reply
Sep 29th 2017 21:00:07
I really wanna know , maybe i can change Druid c3 for Taoist?
Reply
Oct 1st 2017 20:00:52
@Langami
To be honest, if you want to go Taoist, there are better builds for it. This entire build centers around Lycan. I mentioned earlier in more detail why Taoist isn't a good replacement for this build at the very beginning of the comments, if you want to check back there.
Reply
Sep 28th 2017 06:26:38
I do really love to play with your guide, good job.

i don't know if you still stay tune? but i have a question

what monster transformation you often do?
for now i don't interested in any monster skill but panto's haste

thank for your reply
Reply
Oct 1st 2017 19:55:17
@Peachie
I mostly use Panto for haste as well when I'm just doing quests, but when I'm fighting ordinary mobs in dungeons, I use the Blom transformation. It is the best transformation for DPS, as one of its skills is a miniature Hamaya that hits insanely fast for decent damage.
Also, sorry for the late reply. I don't really play ToS much anymore. Glad you like the guide though :)
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Oct 3rd 2017 06:26:22
@Sheogaraph thank you ^^
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Sep 13th 2017 12:50:50
do we need to invest str for accuracy ?
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Oct 1st 2017 19:51:09
@ShinSaber
No, I don't think I've ever really missed that much with Lycan unless I was fighting something much higher than my level, and I've heard other Lycans say the same. I think it might have some kind of hidden accuracy bonus or something.
Also, sorry for the VERY late reply. I don't really play ToS very much anymore.
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Aug 1st 2017 17:21:54
"Invested CON - 40.
Invested SPR - 40."

Why is that? :O (kinda new to the game, sry)
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Aug 3rd 2017 06:48:30
@Rezelg
I've already explained why right below those numbers. It's a comfortable amount.
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Aug 4th 2017 06:43:06
@Sheogaraph it is also comfortable to put 0 points, so that's not a plausible explanation, sorry. I'll just use the breakpoints table, since it's actually smarter. Thanks a bunch, btw.
Reply
Aug 10th 2017 23:28:09
@Rezelg
I'm not really sure whether I've just been insulted or not, but you're welcome? I mean whatever works for you, there's no one single right way to do it. I just felt more comfortable having some CON over no CON, and some SPR could never hurt a lycan.
Reply
Jul 25th 2017 23:57:58
Would you still use Agny necklace?

It seems the fire property dmg has been removed from it. Or am i reading it wrong?
Reply
Jul 26th 2017 19:41:12
@SnugglePugs
No, it still gives 120 fire property damage. I just now noticed that the ToSbase descrption doesn't list the property number, but the in-game necklace still displays it and it works fine. I'll change the link to Tosneet instead, since that still shows the property damage. Thanks.
Reply
Jul 26th 2017 21:58:51
@Sheogaraph

I see it now :) Thank you. :D

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Jul 27th 2017 18:50:25
@SnugglePugs
No problem :)
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Jul 20th 2017 20:39:03
@Sheogaraph and what synergize of Lycan and OoB?
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Jul 21st 2017 21:14:04
@demistryz
Sorry, but I'm not sure I completely understand what you're trying to say. You're wondering what the synergies are between lycan and OoB? I've already explained them in the "Why choose Sadhu C2" section near the top, in green.
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Jul 20th 2017 10:18:44
If I play new one. Cleric C3 better than Krivis C2?
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Jul 20th 2017 19:17:06
@demistryz
To be honest, I'd say that Cleric C2 Diev C1 is better if you don't want Krivis. I know Zaibas is pretty terrible right now, but I'm only keeping it in the hopes that it will get buffed in the future. Diev will reduce the cooldowns of all your skills by 20%, which in turn will increase your DPS, and decrease SP regen time, which would help your lycan a lot. You'll also get free warps. Cleric 3 just seems kind of redundant to me. Most of your Safety Zone blocks wont even be used up thanks to Sterea, making extra points in it a waste, and you don't really need that many points in Divine Might because you only have so many skills in your rotation. Fade is also not needed that much if you have both Safety Zone and Sterea. The only benefit I see out of Cleric 3 is more heal tiles. Cure is also pretty weak in damage. The Laima statue will also slow down and increase enemy CD time with an attribute, which is very helpful in PvP if you're into that.
Honestly, the only reason why I put Cleric 3 up as an alternative build was so that people could see how bad it was if they ever thought about taking it.
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Jul 1st 2017 08:58:52
Hello! nice guide, thanks for sharing this.
With regards to Sadhu OOB damage, do you think it deals enough DPS to compete knowing that blessing doesn't affect it?
Granted, I'm only at Sadhu C2, but feels like I'm losing a lot of damage compared to say, auto attacking with a 4k blessing.
Thanks in advance!
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Jul 1st 2017 18:00:15
@Yuugen
Thank you!
Yes, the OoB auto attacks themselves don't do a whole lot of damage, but the OoB damage alone isn't the reason why I chose Sadhu. I think of Sadhu as more "complimentary DPS". The main attraction to Sadhu is the fact that you can use OoB WHILE you're using other skills. OoB allows you to do some extra damage while you're spamming your Lycan attacks and other magic skills. You definitely shouldn't be using OoB auto attacks alone to kill enemies. The main focus of this build is the Lycan. Everything revolves around him. The Sadhu and Krivis abilities are all there to enhance the Lycan attacks. A Chaplain/Lycan druid wouldn't go well together because the Lycan attacks don't count as auto attacks, so it would only benefit from Blessing, but not Sacrament, Last Rites, or Aspergillum. The 10% defense reduction attribute that Sadhu gives is also nice for Lycan DPS, and the Astral Body Explosion and Possession are also very nice for mobbing and bossing (if you're not in Lycan form).
But if you don't really care for Lycanthropy and just want an auto attack-centered build, a Chaplain build might be better for you, or perhaps a Sadhu C3 build, if you really like Sadhu a lot.
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Jul 1st 2017 18:25:59
@Sheogaraph Thank you, this answers a lot of my other questions in mind! Will definitely continue with the build!
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Jul 1st 2017 18:35:35
@Yuugen
No problem, glad to help :)
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Jul 1st 2017 03:35:53
hello, first thanks for the guide :D

if i use two hats with sp recovery +35 each, it cancels lycanthropy consume?
thanks
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Jul 1st 2017 05:18:24
@tarcisiogeovane
No problem! And no, Lycanthropy consumes SP every second, whereas you normally recover SP every 20 seconds. You consume SP faster than you regain it, which is why SP potions are needed (though there are items and buffs that can reduce SP recovery time). So if you have two hats with +35 SP recovery each, you'll recover 70 SP every 20 seconds, while your Lycanthropy is consuming 70 SP every SECOND.
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Jul 1st 2017 06:29:03
@Sheogaraph ohh, man.. 20 seconds.. so i just need 1400 sp recovery XDD

70 ---- 1 second
x ------ 20 seconds

if i get 1400 sp recovery, every 20 seconds ill regain sp spent by lyc (in 20 seconds).. is that right?
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Jul 1st 2017 06:44:32
@tarcisiogeovane
70*20 = 1400. Yes, that is correct. Might be cheaper to just get some SP recovery time reduction items instead. Squire Yogurt is one item I can think of right off the top of my head, which reduces SP recovery time by 5 seconds. There's also the Sorcerer Familiar buff, which reduces SP recovery time by 10 seconds if you're lucky enough to get partied with one, and the Diev's Zemyna statue, which reduces SP recovery time by 5 seconds. There's probably more items/buffs than these that can reduce SP recovery time, but I can't remember them at the moment. I might add a section about this in the guide if I can find out all the possible items/buffs that can do this.
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Jun 27th 2017 03:55:10
hi there, can the krivis path be replaced with cleric c2 and priest 1 ? coz i think krivis zaibas is somewhat underwhelming since the rebalance patch
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Jun 27th 2017 17:01:28
@asgard
I guess you could, if you don't care for the DPS loss and lack of Zalciai. The stronger Safety Zone could help out more while you don't have Sterea yet, but I would personally take priest 1 and diev 1 instead, since Safety Zone isn't that necessary if you go druid 3 thanks to lvl 10 Sterea. If you mainly want cleric 2 for the extra healing tiles and stronger Cure, however, that could also be worth considering. Diev however will make Lycanthropy easier due to having a faster SP regen time, as well as being able to use your skills more often.
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Jul 1st 2017 00:30:04
@Sheogaraph thanks for the reply! I cant wait to go c3 druid. Haha
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Jul 1st 2017 05:46:29
@asgard
Oh! I forgot that Cleric 2 has Divine Might, which actually makes it a considerable choice. So if you don't like Krivis, you could either take Cleric 2 Priest 1, Cleric 2 Diev 1, or Priest 1 and Diev 1, depending on how valuable Resurrection is to you. Other than Resurrection though, Priest C1 wont offer you very much. The Blessing from Priest C1 wont give you much additional damage, since it's only skill level 5, and you don't have a lot of SPR. You don't have a lot of DEX either, so the x1.3 DEX you get from Monstrance wont give you very much, and Aspersion level 5 is basically just 222% magic damage every minute for 50 silver per cast. Sorry for the mistake.
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Jul 2nd 2017 05:49:49
@Sheogaraph thanks for always answering my inquiries. This is very much helpful. By the way, what monster do you recommend for shape shifting that has a great dps for boss?
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Jul 2nd 2017 19:38:05
@asgard
No problem, I try to reply to every comment :)
Here's a list somebody made of some notable transformations. Just scroll down a bit and you'll see the list. The person who commented the list has updated it for the combat patch. Keep in mind that medium-type mobs give you an additional attack bonus with the Medium-type Specialty attribute.
https://forum.treeofsavior.com/t/class-druid-class-thread/245138/3
My favorite mob to use for single target DPS is the Siaulav Mage. It's medium size, and the Pole of Agony and frontal AoE it has are nice. Not super powerful, but nice complimentary DPS. I've never tried the Blom listed at the top there before, but it sounds nice.

Here's another list, though it might be outdated, as this was made pre-combat patch, and hasn't been updated since.
https://docs.google.com/spreadsheets/d/1osP7uqucHQFTbUVfEU3_pYOEGQDjwakdF89CiS1Rz6o/edit#gid=0
Don't bother with the Caro. I've tried it, and its Fire Pillar is really weak, and the Agny Necklace doesn't even boost it, since all transformation attacks are non-elemental.
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Jul 3rd 2017 17:04:49
@Sheogaraph wow thanks for the list. This is the one i am looking for!
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Jul 5th 2017 04:57:25
@asgard
No problem! :)
Btw, if you ever choose the Cleric 2 Diev 1 path, I made an alternate build for that at the bottom of the guide, if you haven't noticed already. Forgot to mention that earlier.
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Jun 26th 2017 05:41:38
Hey Sheogaraph, thanks for the guide!

I have a question, do you think that it could be viable Krivis c3 replacing sadhu c2 or do you think that sadhu c2 it's very necessary for the build?

Also, I don't mind leveling with only cury and zaibas hahah
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Jun 26th 2017 22:38:00
@Jalus
No, Krivis's Zaibas has been heavily nerfed, and I don't think it will offer as much DPS as Sadhu C2 does, even if Zaibas wasn't bugged right now (it seems to only work and do damage half the time). Krivis C3 would've been a viable alternative before the patch update, but Zaibas no longer has as much kick to it as it used to. I guess the only real benefit of going Krivis 3 over Sadhu 2 is being able to put more points into Zalciai and Divine Stigma (and I guess being able to make use of plate armor, if that's your thing).
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Jun 22nd 2017 06:54:46
Hello there. Great Guide!
Is there any way I can change Krivivs for Priest or Dierdirbys? I have two friends that I can level up too, thus I'm not desperate for damage... If yes, which one would be better and why?
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Jun 26th 2017 22:24:22
@Taletreader
If you just mean to change 1 rank of Krivis to either of those, you could either choose Priest 1 for the Resurrection, or Diev for the cooldown and SP recovery time reduction. I think Diev would be more useful than Priest for this build, since the SP recov time reduction could be very helpful for Lycanthropy. The free warp is also nice. The Blessing from Priest c1 wont give you much additional damage to be worth considering over Diev, since it's only skill level 5, and you don't have a lot of SPR.
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Jun 9th 2017 00:12:05
Hey there. 1st of all, good job on making the build. Very useful, detail n elaborate.
I stumble upon upon your build when I was looking on some druid info n notice u have also have a weapon guide as well.
What pique my interest is that u mention for five hammer can be usable for beyond lvl 75 if there gems in it.
I do have one with all red gems 7 stars n above but starting lvl 200 onwards i felt im not doing much dmg alr since its base stats is quite weak.
So my question is, in your opinion, until what lvl is it deem weak to use n needed to be change? or can it be continue being used until end game?
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Jun 9th 2017 00:42:43
@HKurosho
Thank you. My Five Hammer had all 6 star red gems in it, and it helped my DPS out a lot until around the same level that Catacombs Club became available. That's where my DPS started to fall off. After I got Catacombs Club though, my DPS started improving again. I'll make sure to mention that in the guide as well.
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Jun 8th 2017 20:54:54
Hey sir! First I'd like to say I'm quite impressed with your job! Secondly, RedMagJoe is a MONSTER too! Followed his guide with my Swordie!
This is an awesome job!
I'm a returning player and was looking forward some different build with nice gameplay and I came into this. Wonderful!
Lemme ask you, what would be other builds variants focusing in DPS?
You've mentioned that Krivis3 or Bokor 2 wouldn't be that good.
Can you show me this build with Krivis3/Bokor 2 so I can choose which one fits my playstyle the best?
Again, it's good to see people working so hard on guides to newcomers.
Keep the good work up!
Cheers from Brazil!
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Jun 8th 2017 20:56:32
@velosokb Oh, one last question, what about bugs? What are those bugs you commented in some topics here? Skills not working properly? They plan a hotfix for that?
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Jun 8th 2017 22:33:03
@velosokb
Thank you!
Yeah, I currently have 4 characters so far. This one, a full support healer that's just following Wurstbar's old Chaplain guide (the one with PD2), a Shieldnobi (hoping to make another guide on this one some day), and a Sorcerer Necro that I just started, so I don't know too much about other DPS cleric builds. I don't really like to post builds that are based solely on theorycrafting alone; I only post them if I have thoroughly played them and know that hey work well in practice, which is why I only have one guide so far :P
The old Cleric 2 > Krivis 3 > Druid 3 cookie cutter build doesn't seem as viable anymore due to Zaibas being nerfed. Along with the nerf, it also currently has a bug where it sometimes doesn't work AT ALL. It seems to be completely random, but sometimes it will zap things like it's supposed to, and other times it will do nothing and mobs will pass through it unharmed. It seems to be like a 20% chance of working. Luckily though, Zaibas isn't a major part of this build's DPS, and the lack of a Zaibas hasn't really affected my DPS output very much. Carnivory and Lycanthropy are your main DPS sources here. Even without Zaibas though, the other buffs from Krivis 2 are really nice for this build, much better than Cleric 3 in my opinion.
I haven't checked the ToS forums very much, so I don't know when there's going to be a fix for it, but there's no way IMC would let a bug this big go on unfixed for too long. I'm sure they already know about it.

Anyways, Bokor can work well with Druid up to Druid circle 2, but Effigy+Lycanthropy just doesn't mix well. There are some other Bokor Sadhu builds though. One popular one I've seen is Cleric 2 > Bokor 1 > Sadhu 3 > PD2.
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Jun 8th 2017 19:42:54
How is this build in pvp? could you add a small section to talk about pvp. I saw some things written throughout the guide but it would be nice to see a small section for it. Great build though, cant wait to get working on it today!
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Jun 8th 2017 19:59:51
@EpicEpidemic
Thank you :)
I haven't really been PvPing a whole lot since the patch because I was mostly focused on testing out my characters in PvE, but I was thinking about doing so more often so that I could eventually make a PvP section with more tips and strategies. One thing I can tell you now though, is that this build is now much more viable for PvP than it was pre-patch, with Possession AoE being bigger and ABE doing much more damage. I'll get started on joining TBL more often now :)
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Jun 11th 2017 01:25:42
@Sheogaraph Thanks so much for the info!
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Jun 5th 2017 05:26:00
Is this build still considered booskiller after the patch? Because Krivis took nerf
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Jun 5th 2017 20:17:40
@Ktraka
Zaibas is still bugged currently and doesn't even work, and yet I STILL manage to frequently top DPS in Siaulai mission if I use Lycanthropy. Lycanthropy is just insanely powerful (especially with the right gear). I'm sure Zaibas will be fixed in the next KToS merge, maybe sooner, but it will be fixed eventually.
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