Radical Dreamers's "Judge of Life, Death & Fortune" Build
Created by BrunoS3 on Oct 20th 2016 (Last Updated: Jan 1st 2018).
This is a public build.
1
This build is tailored to those looking to be a useful party member but unique and unconventional. Healing is not the focus, but you can help out in other ways too! It was created with partying in mind and, as such, can prove to be a hard build to solo with mostly because of the low-ish dmg output, but things like advancement and PQ should be easy enough on your own (although with a good rod, even at lvl 1 you can still do well with Effigy, and Hex multiple mobs!). The 3 main characteristics and focus points of it are:
Suggest stats build: 1:1 SPR:CON until 50 CON, then full SPR. Suggested weapon: Rod, Hex + Effigy is your main dmg combo early on. Suggested armor type: 3 Plate (to compensate for your physical weakness and so you aren't easily killed) and Cloth gloves and full plate later when you aren't attacking anymore (except for the occasional Twist of Fate). Get good m.def equips (the Abomination set is an affordable and smart early choice!).
1. You can decrease the enemy's magic defense with your skills and increase your allies' SP, so you're off better paired with INT based characters,
should you be able to choose;
2. You can tank magic and help others tank better with Resist Elements + Foretell) really well, but you'll be weak against physical attacks,
so rely on your party members and minions for damage absorption and stay AWAY from the front line!);
3. Minions! Think of them as an extra shield against physical damage and they are to be treated as mostly expendable cannon fodder,
taking some pressure away from the tank, as well (Remember you can direct them with Tet Mamak La.)
Your zombies will have high HP (from your SPR + Samediveve!) and mobility, so they should be able to divert some damage.
should you be able to choose;
2. You can tank magic and help others tank better with Resist Elements + Foretell) really well, but you'll be weak against physical attacks,
so rely on your party members and minions for damage absorption and stay AWAY from the front line!);
3. Minions! Think of them as an extra shield against physical damage and they are to be treated as mostly expendable cannon fodder,
taking some pressure away from the tank, as well (Remember you can direct them with Tet Mamak La.)
Your zombies will have high HP (from your SPR + Samediveve!) and mobility, so they should be able to divert some damage.
Suggest stats build: 1:1 SPR:CON until 50 CON, then full SPR. Suggested weapon: Rod, Hex + Effigy is your main dmg combo early on. Suggested armor type: 3 Plate (to compensate for your physical weakness and so you aren't easily killed) and Cloth gloves and full plate later when you aren't attacking anymore (except for the occasional Twist of Fate). Get good m.def equips (the Abomination set is an affordable and smart early choice!).
Skill progression and details: Since you have really high SP, keep your buffs
(Divine Might, Protection Zone and Arcane Energy,
and your debuff, Hex on enemies) ON as much as possible;
early on (as Bokor/Paladin) spend the remaining SP on damage
(and Turn Undead as you find devil/mutant type mobs);
later you should focus mostly on utility buffs: Mackangdal if allies are in danger,
and all your remaining Oracle skills fitting the situations they should be used in
(skill descriptions are pretty self-explanatory but feel free to ask/suggest/comment!).
P.S.: I don't like Change, but if you want to have it you can exchange some
of the levels in Prophecy to it, make it 13 or so. Up to you.
(Divine Might, Protection Zone and Arcane Energy,
and your debuff, Hex on enemies) ON as much as possible;
early on (as Bokor/Paladin) spend the remaining SP on damage
(and Turn Undead as you find devil/mutant type mobs);
later you should focus mostly on utility buffs: Mackangdal if allies are in danger,
and all your remaining Oracle skills fitting the situations they should be used in
(skill descriptions are pretty self-explanatory but feel free to ask/suggest/comment!).
P.S.: I don't like Change, but if you want to have it you can exchange some
of the levels in Prophecy to it, make it 13 or so. Up to you.
Go out there and have fun as you decide the fate of life, death & fortune, juggling it between this realm and the afterlife!


Rank 1
![]() ![]() Cleric |
![]() 5 / 5 2 Heal: Enhance Type: Passive * Increases the damage and heal factor of [Heal] by 0.5% per attribute level * +10% added bonus at maximum level Cleric 1st Circle required Heal: Creating Extra Type: Active * Adds a 2% chance per attribute level of being automatically healed when using [Heal] * Increases SP consumption by 20% Cleric 1st Circle required Heal: Remove Damage Type: Active * [Heal] will not inflict damage nor react to enemies * Increases SP consumption by 10% Cleric 1st Circle required Heal: Open Sanctuary Type: Active * Extends the effects of [Heal] to neutral characters. Cleric 1st Circle required Heal: Exclude Summons Type: Active * Keeps [Heal] effects from applying to summons. Cleric 1st Circle required Heal: Linger Type: Active * Applies a buff that continuously restores the HP of allies healed with Heal or Mass Heal * The buff lasts 10 sec and restores HP in a value equal to [attribute level x 5]% of your Healing stat * Increases SP consumption by 30% Cleric 3rd Circle required Heal [Magic] - [Holy] Creates a magic circle in front of you, healing allies or damaging enemies. Does not affect airborne enemies. Amount of HP recovered depends on the target's maximum HP. Recovery increases with the casting character's INT and SPR. Level 5: Attack 228% Heal factor 228% Magic circle duration 40 sec No. of heal circles 5 SP: 38 Type: Magic / Buff Cooldown: 22s Element: ![]() ![]() 1 / 5 Cure: Enhance Type: Passive * Increases the damage dealt on an enemy with [Cure] by 0.5% per attribute level * +10% added damage at maximum level Cleric 1st Circle required Cure: Damage Interval Type: Active * Decreases the interval of [Cure]'s magic circle by 0.2 seconds * Increases SP consumption by 20% Cleric 2nd Circle required Cure [Magic] - [Holy] Creates a magic circle that removes a Lv1 status ailment from allies or inflicts damage to enemies. Does not affect airborne enemies. Level 1: 0.4 second attack 103% No. of Hits: 10 Magic Circle Duration: 6 seconds SP: 15 Type: Magic / Buff Cooldown: 27s Element: ![]() ![]() 5 / 5 Safety Zone: Increased Range Type: Active * Increases range applied by [Safety Zone] to 15 * Increases SP consumption by 80% Cleric 1st Circle required Safety Zone: Block Count Type: Active * Increases block count of [Safety Zone] by 1 per attribute level * Increases SP consumption by 10% Cleric 2nd Circle required Safety Zone Creates a magic circle that blocks incoming attacks. Level 5: Blocks: 10 times Magic Circle Duration: 20 seconds SP: 47 Type: Magic / Buff Cooldown: 48s Element: ![]() |
Rank 2
![]() ![]() Cleric |
![]() 10 / 10 2 Heal: Enhance Type: Passive * Increases the damage and heal factor of [Heal] by 0.5% per attribute level * +10% added bonus at maximum level Cleric 1st Circle required Heal: Creating Extra Type: Active * Adds a 2% chance per attribute level of being automatically healed when using [Heal] * Increases SP consumption by 20% Cleric 1st Circle required Heal: Remove Damage Type: Active * [Heal] will not inflict damage nor react to enemies * Increases SP consumption by 10% Cleric 1st Circle required Heal: Open Sanctuary Type: Active * Extends the effects of [Heal] to neutral characters. Cleric 1st Circle required Heal: Exclude Summons Type: Active * Keeps [Heal] effects from applying to summons. Cleric 1st Circle required Heal: Linger Type: Active * Applies a buff that continuously restores the HP of allies healed with Heal or Mass Heal * The buff lasts 10 sec and restores HP in a value equal to [attribute level x 5]% of your Healing stat * Increases SP consumption by 30% Cleric 3rd Circle required Heal [Magic] - [Holy] Creates a magic circle in front of you, healing allies or damaging enemies. Does not affect airborne enemies. Amount of HP recovered depends on the target's maximum HP. Recovery increases with the casting character's INT and SPR. Level 10: Attack 228% Heal factor 228% Magic circle duration 40 sec No. of heal circles 10 SP: 68 Type: Magic / Buff Cooldown: 22s Element: ![]() ![]() 10 / 10 Safety Zone: Increased Range Type: Active * Increases range applied by [Safety Zone] to 15 * Increases SP consumption by 80% Cleric 1st Circle required Safety Zone: Block Count Type: Active * Increases block count of [Safety Zone] by 1 per attribute level * Increases SP consumption by 10% Cleric 2nd Circle required Safety Zone Creates a magic circle that blocks incoming attacks. Level 10: Blocks: 20 times Magic Circle Duration: 20 seconds SP: 82 Type: Magic / Buff Cooldown: 48s Element: ![]() ![]() 5 / 5 Divine Might: Devil-type Damage Type: Active * Deals damage equal to 100% of magic attack to nearby Devil-type monsters when using [Divine Might] * Increases SP consumption by 10% Cleric 2nd Circle required Divine Might Temporarily increases the skill levels of you and your party members by 1. Level 5: Applies 5 times Duration: 60 seconds SP: 45 Type: Magic / Buff Cooldown: 27s ![]() 4 / 5 Fade Erases the threat of monsters making them stop any attacks on you. Level 4: Duration: 18 seconds SP: 48 Type: Magic / Buff Cooldown: 40s Element: ![]() |
Rank 3
![]() ![]() Bokor |
![]() 1 / 1 Summon: Force Attack Your summon will attack the targeted enemy. Level 1: Maximum Level: 1 SP: 0 Type: Magic / Attack Cooldown: 1s ![]() 1 / 1 Summon: Cancel Attack Cancels Force Attack and attacks enemies randomly. Level 1: Maximum Level: 1 SP: 0 Type: Magic / Attack Cooldown: 1s ![]() 1 / 1 Summon: Release Release your summon. Level 1: Maximum Level: 1 SP: 0 Type: Magic / Attack Cooldown: 1s ![]() 5 / 5 Hexing: Dark Type: Active * Enemies affected by [Hexing] will receive 10% additional damage per attribute level from Dark property attacks * Increases SP consumption by 10% Bokor 1st Circle required Hexing Curse an enemy to decrease its magic defense and prevent recovery. Level 5: Magic Defense: -5.5% Hexing Duration: 19 seconds SP: 78 Type: Magic / Attack Cooldown: 9s Element: ![]() ![]() 1 / 5 3 Effigy: Enhance Type: Passive * Increases the damage dealt on an enemy with [Effigy] by 0.5% per attribute level * +10% added damage at maximum level Bokor 1st Circle required Effigy: Blind Type: Active * Enemies hit by [Effigy] have a 5% chance per attribute level of becoming afflicted with [Blind] for 5 seconds * Increases SP consumption by 10% Bokor 1st Circle required Effigy [Magic] - [Dark] Deals damage to cursed enemies from afar. Deals additional damage on every third casting if used in succession. Level 1: Attack: 299% Attack bonus on 3rd attack: 1.6x ~ 2.3x SP: 20 Type: Magic / Attack Cooldown: 4s Element: ![]() ![]() 1 / 1 Tet Mamak La Lure zombies by using the skull of a monkey to attack enemies for a period of time. Level 1: Requires a summoned zombie Maximum Level: 1 SP: 32 Type: Melee / Buff Cooldown: 0s Element: ![]() ![]() 5 / 5 Zombify: Large Zombie Type: Active * Increases chances of creating a large-type zombie when zombifying a large-type monster by 1% per attribute level * Increases SP consumption by 20% Lv2 Zombify required Zombify: Wheelchair Zombie Type: Active * Increases chances of creating a Wheelchair Zombie when creating a zombie by 1% per attribute level Increases SP consumption by 20% Lv3 Zombify required Zombify Creates a magic circle that raises a dead enemy as a zombie. The stats of the raised zombie are affected by those of the dead enemy, and its HP and STR increases with the caster's INT and SPR. Level 5: Magic Circle Duration: 30 seconds Can summon up to 8 Zombies Increases Zombie damage per level SP: 78 Type: Magic / Buff Cooldown: 25s Element: ![]() |
Rank 4
![]() ![]() Paladin |
![]() 5 / 5 Restoration: Enhance Type: Passive * Increases HP recovery effect of [Restoration] by 1 per attribute level Lv3 Restoration required Restoration: SP Recovery Type: Active * Increases SP recovery while [Restoration] is active * Increases SP recovery by 10 per attribute level * Increases SP consumption by 20% Paladin 1st Circle required Restoration Activate aura and increase HP recovery of allies nearby. Level 5: HP Recovery: +380 Aura Duration: 300 seconds SP: 126 Type: Magic / Buff Cooldown: 60s Element: ![]() ![]() 5 / 5 Resist Elements: Resistance Type: Active * Increases the chance of nullifying Fire, Ice, Lightning, Poison and Earth property attacks by 0.8% per attribute level when [Resist Elements] is active * Increases SP consumption by 10% Paladin 1st Circle required Resist Elements: Enhance Type: Passive * Increases property resistance of [Resist Elements] by 1 per attribute level Lv3 Resist Elements required Resist Elements Temporarily increases the Fire, Ice, Lightning, Poison and Earth property resistances of you and your party members and has a chance of nullifying the listed property attacks. Decreases the magic defense of nearby enemies on cast. Level 5: Property Resistance +49 Property Damage Reduction: +12.5% Nullification Chance 5% Enemy Magic Defense: -8% Duration: 85 seconds SP: 90 Type: Magic / Buff Cooldown: 180s Element: ![]() ![]() 1 / 5 2 Turn Undead: Spirit Type: Active * Increases instant death chance of [Turn Undead] in proportion to the character's SPR * Increases SP consumption by 10% Lv2 Turn Undead required Turn Undead: Conversion Type: Active * [Turn Undead] can convert up to a maximum 5 enemies * Increases the monster's physical attack converted with [Turn Undead] equal to 50% of the character's STR * Increases SP Consumption by 20% Paladin 2nd Circle required Turn Undead [Magic] - [Holy] Inflicts Holy property magic damage to enemies all around, with a chance of defeating Mutant or Demon enemies instantly (does not apply to characters or boss monsters). Level 1: Attack: 294% AoE Attack Ratio: 6 SP: 45 Type: Magic / Attack Cooldown: 50s Element: ![]() |
Rank 5
![]() ![]() Paladin |
![]() 10 / 10 Restoration: Enhance Type: Passive * Increases HP recovery effect of [Restoration] by 1 per attribute level Lv3 Restoration required Restoration: SP Recovery Type: Active * Increases SP recovery while [Restoration] is active * Increases SP recovery by 10 per attribute level * Increases SP consumption by 20% Paladin 1st Circle required Restoration Activate aura and increase HP recovery of allies nearby. Level 10: HP Recovery: +480 Aura Duration: 300 seconds SP: 232 Type: Magic / Buff Cooldown: 60s Element: ![]() ![]() 10 / 10 Resist Elements: Resistance Type: Active * Increases the chance of nullifying Fire, Ice, Lightning, Poison and Earth property attacks by 0.8% per attribute level when [Resist Elements] is active * Increases SP consumption by 10% Paladin 1st Circle required Resist Elements: Enhance Type: Passive * Increases property resistance of [Resist Elements] by 1 per attribute level Lv3 Resist Elements required Resist Elements Temporarily increases the Fire, Ice, Lightning, Poison and Earth property resistances of you and your party members and has a chance of nullifying the listed property attacks. Decreases the magic defense of nearby enemies on cast. Level 10: Property Resistance +80 Property Damage Reduction: +25% Nullification Chance 10% Enemy Magic Defense: -8% Duration: 110 seconds SP: 147 Type: Magic / Buff Cooldown: 180s Element: ![]() ![]() 5 / 5 Sanctuary Increases allies' physical defense and magic defense within the range. Also deals additional Holy property damage equivalent to the increased defense value. Level 5: Physical Defense: +0 Magic Defense: +0 Duration: 10 seconds Consumes #{SpendItemCount}# Holy Water Consumes 14 SP per second SP: 0 Type: Magic / Buff Cooldown: 30s Element: ![]() Required Stance: OneHandSwordShield, OneHandMaceShield, |
Rank 6
![]() ![]() Oracle |
![]() 5 / 5 Arcane Energy: Additional Damage Type: Active * Enemies receive Holy damage equal to the attribute level within the range of [Arcane Energy] * Increases SP consumption by 10% Oracle 1st Circle required Arcane Energy: Duration Type: Active * Increases duration of [Arcane Energy] by 1 min per attribute level * Increases SP consumption by 20% Oracle 1st Circle required Arcane Energy Increases the maximum SP and STA of you and your party members. Level 5: Maximum SP: +15% Maximum STA: +25 Duration: 30 minutes SP: 129 Type: Magic / Buff Cooldown: 49s ![]() 1 / 1 Clairvoyance Predict and show which item the monster will drop in advance. Level 1: Applied instantly after using Resetting Maximum Level: 1 SP: 66 Type: Magic / Buff Cooldown: 20s ![]() 1 / 5 Counter Spell: Enemy Target Type: Active * [Counter Spell] removes only enemy magic circles * Increases SP consumption by 20% Oracle 1st Circle required Counter Spell When casting, removes the magic circle around and summons the magic circle for blocking the magic attack. Cooldown reduces with skill level. Level 1: Removes nearby magic circles Maximum Duration: 10 Cooldown -1 second(s) SP: 78 Type: Magic / Attack Cooldown: 59s ![]() 1 / 1 Forecast: Duration Type: Active * Increases duration of [Forecast] by 1 minute per attribute level * Increases SP consumption by 20% Oracle 1st Circle required Forecast: Increased Nullification Type: Active * Increases chances to nullify an enemy's attack while activating [Forecast] by 1% per attribute level * Increases SP consumption by 10% Oracle 1st Circle required Forecast Show in advance where the enemy will attack you and your party members. Level 1: Evasion: +100 Duration: 300 seconds Level 1 master SP: 63 Type: Magic / Buff Cooldown: 30s ![]() 1 / 1 2 Resetting Change the item dropped from an enemy to a different item. You will be notified when an item is changed. Level 1: Changes a dropped item Maximum Level: 1 SP: 69 Type: Magic / Buff Cooldown: 150s ![]() 5 / 5 Prophecy: Additional Damage Type: Active * Enemies within the range of [Prophecy] receive damage proportional to that of magic attack * Damage rate increases with attribute level * Increases SP consumption by 10% Oracle 3rd Circle Required Prophecy Grants a temporary effect preventing Lv. 1 status ailments to nearby party members. Level 5: Duration 25 seconds Applies 5 times SP: 78 Type: Magic / Attack Cooldown: 30s |
Rank 7
![]() ![]() Oracle |
![]() 10 / 10 Arcane Energy: Additional Damage Type: Active * Enemies receive Holy damage equal to the attribute level within the range of [Arcane Energy] * Increases SP consumption by 10% Oracle 1st Circle required Arcane Energy: Duration Type: Active * Increases duration of [Arcane Energy] by 1 min per attribute level * Increases SP consumption by 20% Oracle 1st Circle required Arcane Energy Increases the maximum SP and STA of you and your party members. Level 10: Maximum SP: +30% Maximum STA: +45 Duration: 30 minutes SP: 212 Type: Magic / Buff Cooldown: 49s ![]() 10 / 10 Prophecy: Additional Damage Type: Active * Enemies within the range of [Prophecy] receive damage proportional to that of magic attack * Damage rate increases with attribute level * Increases SP consumption by 10% Oracle 3rd Circle Required Prophecy Grants a temporary effect preventing Lv. 1 status ailments to nearby party members. Level 10: Duration 25 seconds Applies 10 times SP: 78 Type: Magic / Attack Cooldown: 30s ![]() 1 / 5 Death Sentence: Slow Type: Active * Decreases movement speed of an enemy affected by [Death Sentence] by 15% per attribute level * Increases SP consumption by 10% Oracle 2nd Circle required Death Sentence: Penalty Reduction Type: Active * Reduces the damage returned to the caster from [Death Sentence] by 10% per attribute level * Increase SP consumption by 50% Oracle 2nd Circle required Death Sentence Sentence to the enemy to death. The damage to the target is greatly increased, but when the effect ends and if the target is alive, then accumulated damage is returned to the caster. Level 1: Additional Damage: 35% Returned Damage: 100% Enemies Affected: 5 Duration: 10 seconds SP: 72 Type: Magic / Attack Cooldown: 60s |
Rank 8
![]() ![]() Oracle |
![]() 15 / 15 Arcane Energy: Additional Damage Type: Active * Enemies receive Holy damage equal to the attribute level within the range of [Arcane Energy] * Increases SP consumption by 10% Oracle 1st Circle required Arcane Energy: Duration Type: Active * Increases duration of [Arcane Energy] by 1 min per attribute level * Increases SP consumption by 20% Oracle 1st Circle required Arcane Energy Increases the maximum SP and STA of you and your party members. Level 15: Maximum SP: +45% Maximum STA: +65 Duration: 30 minutes SP: 295 Type: Magic / Buff Cooldown: 49s ![]() 14 / 15 Prophecy: Additional Damage Type: Active * Enemies within the range of [Prophecy] receive damage proportional to that of magic attack * Damage rate increases with attribute level * Increases SP consumption by 10% Oracle 3rd Circle Required Prophecy Grants a temporary effect preventing Lv. 1 status ailments to nearby party members. Level 14: Duration 25 seconds Applies 14 times SP: 78 Type: Magic / Attack Cooldown: 30s ![]() 5 / 5 Foretell: Decreased Movement Speed Type: Active * Decreases the movement speed of the [Foretell] magic circle to 1/3 * Increased SP consumption by 20% Oracle 3rd Circle Required Foretell Summons a moving magic circle in front of you. Characters that are actively moving while inside the circle will not receive damage and their attacks cannot be evaded. Level 5: Magic Circle Movement Speed: 30% Duration: 10 seconds SP: 196 Type: Magic / Attack Cooldown: 50s ![]() 1 / 1 0 Gender Switch 캐릭터의 성별을 바꿀 수 있도록 상점을 개설합니다. 아이템 '진실의 거울'을 소지한 만큼 성별 변경이 가능합니다. Level 1: Maximum Level: 1 SP: 0 Type: Magic / Buff Cooldown: 0s Element: ![]() ![]() 5 / 5 Twist of Fate Deal a fixed amount damage to the selected target based on its max HP. But the target continuously recovers its HP and the total amount it will recover matches the double amount lost by this attack. The skill does not apply to the field boss monster. Level 5: Reduces 33% - 40% of maximum HP Duration: 30 seconds SP: 276 Type: Magic / Attack Cooldown: 35s |
Rank 9
![]() ![]() Paladin |
![]() 14 / 15 Restoration: Enhance Type: Passive * Increases HP recovery effect of [Restoration] by 1 per attribute level Lv3 Restoration required Restoration: SP Recovery Type: Active * Increases SP recovery while [Restoration] is active * Increases SP recovery by 10 per attribute level * Increases SP consumption by 20% Paladin 1st Circle required Restoration Activate aura and increase HP recovery of allies nearby. Level 14: HP Recovery: +560 Aura Duration: 300 seconds SP: 317 Type: Magic / Buff Cooldown: 60s Element: ![]() ![]() 15 / 15 Resist Elements: Resistance Type: Active * Increases the chance of nullifying Fire, Ice, Lightning, Poison and Earth property attacks by 0.8% per attribute level when [Resist Elements] is active * Increases SP consumption by 10% Paladin 1st Circle required Resist Elements: Enhance Type: Passive * Increases property resistance of [Resist Elements] by 1 per attribute level Lv3 Resist Elements required Resist Elements Temporarily increases the Fire, Ice, Lightning, Poison and Earth property resistances of you and your party members and has a chance of nullifying the listed property attacks. Decreases the magic defense of nearby enemies on cast. Level 15: Property Resistance +112 Property Damage Reduction: +37.5% Nullification Chance 15% Enemy Magic Defense: -8% Duration: 135 seconds SP: 204 Type: Magic / Buff Cooldown: 180s Element: ![]() ![]() 10 / 10 Sanctuary Increases allies' physical defense and magic defense within the range. Also deals additional Holy property damage equivalent to the increased defense value. Level 10: Physical Defense: +0 Magic Defense: +0 Duration: 10 seconds Consumes #{SpendItemCount}# Holy Water Consumes 19 SP per second SP: 0 Type: Magic / Buff Cooldown: 30s Element: ![]() Required Stance: OneHandSwordShield, OneHandMaceShield, ![]() 5 / 5 Barrier: Holy Damage Type: Active * Deals damage equal to 20% magic attack per attribute level to enemies hit with [Barrier] * Increases SP consumption by 10% Paladin 3rd Circle required Barrier: Distant Defense Type: Active * While inside [Barrier], damage received from missile or force attacks decreases by 10% per attribute level * Increases SP consumption by 20% Paladin 3rd Circle required Barrier: Increased Range Type: Active * Increases the range of Barrier by 2 times * Increases SP consumption by 10% Paladin 3rd Circle required Barrier: Devotion Type: Active * Directs damage inflicted to party members inside [Barrier] to the casting Paladin * Increases physical defense by 4% per attribute level when the casting Paladin is inside [Barrier] * Increases SP consumption by 30% Paladin 3rd Circle required Barrier Push enemies away and create a barrier of protection which doesn't allow others to enter for some time. Increases the magic defense of allies who are inside the barrier. Level 5: Magic defense +130 Duration 60 sec Consumes Holy Water x10 SP: 107 Type: Magic / Buff Cooldown: 40s Element: ![]() |
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Comments (9)
I would take Bokor2 instead of 3 and ANother Class on rank8, but its your choice. Btw Your Magic Defense Reduction with high SPR will be 100 less (if I take in acount skill description), wich is nothing. Until IMC change this skill to % reduction like swordies have, is useless.
Right now is a very good build for Bokor PD, INT Cleric:
Cleric2, Diev1, Bokkor2, Pardoner1, Plage Doctor2 or
Cleric2, Bokor3, Pardoner1, Plage Doctor 2.
First one is more cheaper in sp for Effigy, the second one is based on Exploding Zombies.
If you want o make a Dark Paladin I mafe this build Im considering to try too. Inquisitor is very good class right know, and it have a lot of hidden mechanics with Paladin.
http://www.tosbase.com/tools/skill-simulator/build/q8h1qthbm2/
You put 10 in conversion. In my build i put 1 because It dont seems you can convert more mobs with more skill levels. Not sure of that.
What I dont know is how distribute the Stats in this build yet.
Conversion converts skill level mobs inside the circle. So you can trade points from Resist Elements to Conversion if u want.
Recently conversion is nerfed, and you can only convert normal mobs. The ggod ones was special and elite. So in content of Rank 8, seems there are few mobs you can Convert.
P.S.: On your Dark Paladin build you say that you can cast Mackangdal on yourself? I was pretty sure it would be allies only... Interesting. I'd say Inquisitor (or Bokor, for that matter) wouldn't make much sense for SPR:CON build, btw, but if you do CON:STR instead it can be nice. I'd strongly suggest against high dex, it's bad for most builds, especially non-archers. I made a paladin+inquisitor build for a friend here, feel free to tell me what you think: http://www.tosbase.com/tools/skill-simulator/my-builds/
Hi you have to post the link of the build, and make it public. I can not see it.
About beign DEX or SPR, well two thinks. Last week IMC anounced that they will rework SPR formulas to make ir more effective. Maybe in that future a SPR Bokor Paladin is viable again.
In the term of DEX, is not what Koreans saids, in fact they made a build High DEX with priest 1 for Monstrance increase of 30% more DEX. I dont know why you think STR is better, if im wrong correct me, maybe STR is good until rank7, but the base damage of Inquisitor Spells is so high, that addinng 500 more damage from STR means nothing. BTW IMC will rework STR and INT too since right now it brings little at the current state of the game.
In conclusion right now, DEX/STR or DEX is the best choice. And I can confirm that Mackangdal works on myself and have aoe for the party. Is the main reason for this build because Zombies are not that great. Im rank 5, Paladin 1 and I feel my Smite is not enought for leveling, maybe is better take that rute in this build: Clerci2, Bokor1, Paladin3, Bokor2, Inquisitor. This route will make leveling more effective but wont benefit from Invulnerability and Speed Run until rank 7.
I've heard that high lvl endgame mobs have a lot of critical resistance, and so even a DEX build won't do too many crits to it, plus evasion is useless against magic and so is having too much accuracy, so I have my doubts how effective DEX build can be (even with monstrance/monstrance scrolls). STR/INT should have way more effect, I agree, but at least with rank ups and bonus points you can still get a nice increase (better than DEX/SPR/CON) in total points. But yeah, it definitely shouldn't be linear damage calculation and should scale proportionately with your stats instead. The way it is now, multihit spells are usually better than single hit. Oh well, hope they improve it, but I still think STR/INT is the way to go for DPS (with a decent dose of CON or DEX ofc for survivability and being able to hit things) in this game. And yeah, the route you posted seems better than the original path, I'd go with it for your buid. :D
I see thanks for the new info about Dex. I will stick with my anti paladin with str/dex 1:2 because i want evasion for more survival. But when changes in STR and INT comes, if we have a stat reset I will reconsider the stats allocations.
Your build is similar to one I made myself,paladin3 priest 3 cleric2 without Inquisitor and High SPR. But people on the forums tell me that Block is not that good in rank 8 too because some attacks cant be evaded or blocked, so I avandoned that build. But is better to sacrifice one rank in cleric and be Inquisitor, in fact the diference in dps from a Dex Inquisitor and SPR one is only 15%.
At the end, in that post, people decided that cleric3, paladin3, pardoner, inquisitor is much better in a spr build to stack magic defense. But well I will wait for SPR formulas rework befeore try it.