(Monk) Battle Maiden (Version 1.0 - Update Gears)
Created by Maelis on Apr 27th 2016 (Last Updated: Jul 4th 2016).
This is a public build.
96


Forewords
It has been a while since I released the first version of my Monk build. From then, this guide has been restructured and revamped multiple times with the help of our community. We have come a long way in realizing our dream to craft a perfect Monk goddess. Though perfect is an exaggeration, I do feel that we together have created something than we can feel satisfy to play with. With that in mind, I decided to have a make over and release version 1.0. This is a big milestone, and I thank you everyone that has helped this guide along the way!
Table of Contents
- FAQ.
- Archive.
- Changelog.
- To Do.
- Brief Overview.
- Stats.
- Bonus Damage.
- Skills.
- Attributes.
- Gears.
- Gems.
- PvE Strategy.
- PvP Strategy.
- Credits.
FAQ
- Q: Where can I find the old version?
- A: The link to the old version can be found below.
Archive
(Monk) Super Saiyan (Legacy).
Changelog
v1.0
- Guide make over.
- Update Gears.
To Do
- N/A.
Brief Overview
Waa ... you can heal? Yes! No more bonfire sitting! How ... how about buffs, do you have that delicious Blessing and Sacrament? Whaaat? Buffs as well? *Pound, pound ... Errr? Even punching monster? ...
Yes, I am a Monk!
Stats
Recommended stats:
STR 9 (0 invested).
CON 100 (76 invested).
INT 6 (0 invested).
SPR 8 (0 invested).
DEX 286 (223 invested).
Link: Stats Template.
Note: Level 280, rank 7 with around 20 bonus points you can get from quest.
Stats distribution:
- 2:1 DEX:CON until you have 100 CON.
- Rest to DEX.
Math time:
Crit chance formula:
(Crit Rate - Enemys Crit Resitance)*42/Your Level = Crit Chance.
Crit damage formula:
(Normal Damage x 1.5) + Crit Damage = Damage.
So a point increase in strength adds 1.5 + 1 = 2.5 to your crit damage.
Expected damage formula:
Damage (non-crit) x (1 - Crit Chance) + Damage (crit) x Crit Chance = Expected Damage.
Stats Reasonings:
So you have seen people randomly distribute points and say that is good, but have you ever asked them the reason behind their choice? Most of the time it is just based on their own experience. But for this build, let's make it a bit logical by comparing the benefit of STR and DEX.
Assumptions:
- Level 280, based physical damage at this level is 280.
- You have 300 (actually 299 counting bonus) points to distribute between STR and DEX.
- Raw damage, no defensive stats are taken into consideration.
- The bonus damage gain per number of stats point:
+ 1 ~ 50 total stats give Bonus every 5th stat point.
+ 51 ~ 150 total stats gives Bonus every 4th stat point.
+ 151 ~ 300 total stats gives Bonus every 3rd stat point.
+ 301 ~ 500 total stats gives Bonus every 2nd stat point.
+ 500+ total stats gives Bonus every stat point.
- Rank up give you 10% of total points in STR and INT, at rank 7 you will have a bonus of 60% to your total STR and INT.
Observations:
As you can see from this calculation, the more DEX you have, the less expected damage you deal. WHY!!? Doesn't it seems weird? It is actually pretty simple, there are two reasons. First is because you gain a total of 60% of your total STR simply from being at rank 7. And second, crit chance also depends on your level while STR adds straight to your damage.
However, if you take into account the max bonus damage from Double Punch, bonus DEX from Monstrance and around 500 damage you can get from weapon damage, the more DEX the better to some certain point. If we take a max Energy Blast, well, max DEX provides the best damage. So what we can get from this is that when the total bonus damage overwhelms bonus from STR, getting DEX provides more benefit. So with a skill spammer like Monk, well DEX seems better.
Conclusion:
Go full DEX. However, you have no survivability. Now this come to preference. A lot of people prefer to have 70-100 CON, maybe lower for pure PvE. For me, I would go with 100 CON since you are a melee. You would have double the amount of your original HP and you reduce crit chance of your opponent by 15%. There is no use for INT and SPR.
Looking ahead: I don't have enough data to say whether DEX or STR is better if the game get expanded more. However, as long as we get better weapon and maybe high end classes with even higher skill damage, I would dare say that as long as you spam skills, getting DEX is still better.
Warning: A ful CON Wizard will be your worst nemesis. He negates all your crit chance and he never miss against you.
Bonus Damage
Before we go deeper into the guide, I want to clarify the mystery of bonus damage first. So in general, there are 3 sources of bonus damage:
Element Property Additional Damage:
Currently Cafrisun Set , Sacrament and Enchant Fire give this bonus damage (there is probably a typo in Sacrament and Enchant Fire description because their property damage act the same as Cafrisun). This adds an additional hit every time you auto attack, and each element add one additional hit. This damage doesn't get added to your normal attack and skills.
Element Property Attack:
Arde Dagger, Karacha Dagger, Ledas Shield, etc. offers this bonus damage. This gets added into everything, your normal attack, your additional hit caused by Element Property Additional Damage, and your skills. Multi hit skills has each hit added with bonus attack.
Additional Damage:
You can see this bonus from Blessing and part of Sacrament. This bonus acts the same as Element Property Attack. It gets added to your normal attack, additional hit and your skills. Multi hit skills has each hit added with bonus attack.
Skills
Skills Explanation:
I will talk about my decision for certain points in certain skills and also some suggestions if you want to make adjustments.

Heal (10/10): Best healing skill you can get. Mandatory to fulfill your support role.
Cure (1/10): For utility purpose, there is surprisingly a lot of annoying level 1 debuffs.
Saftey Zone (10/10): Block is super good, useful in farming and vs. boss. Especially with Cleric C2 you will unlock the valuable attribute Safety Zone: Block Count, boosting the block with an additional 20 times.
Deprotected Zone (3/10): Out of all the skills to take 1 point off for Cure, this is the most reasonable one. Mostly useful for boss.
Divine Might (5/5): This skill was nerfed from 1 skill per level to a fixed 1 skill increases. However, it is still an awesome buff. It allows all your skill to break the 15 or 10 maximum level. Combining with Energy Blast, you can deal much more damage.
Fade (1/5): 1 point here for utility purpose. You can use this combining with Energy Blast to farm. So start off with luring mobs, then go Fade to lose their aggro. The mobs will stop, then you charge up Energy Blast and wreck them. This way you can avoid getting hit while charging.

Aspersion (10/10): Good skill for a 38% defense buff, scales with your defense so it will provides a better benefit compare to a max Blessing which provides fix damage bonus. The damage is irrelevant since it scales with SPR.
Monstrance (1/10): Because we invest heavily in DEX, getting this is a requirement. You would be surprise by how much DEX you can gain after buffing this skill.
Sudden math time:
Monstrance DEX formula:
(Target DEX x 1.3) + 10 = Buffed Dex.
Note: the amount of DEX buff stay the same at any level.
Blessing (3/10): A level 10 Blessing is overkill in most cases. 60 hit counts (with attributes) is sufficient even at late game. And also you have 7 free points to spend in better skills.
Resurrection (5/5): You need at least 2 points in here for the attribute Revive: Duration. Surprisingly people die a lot and getting blame for not resurrecting them is really annoying. With that in mind, you better max this.
Sacrament (1/10): The Holy Property Additional Attack provides an addition hit when auto attacking, the damage is NOT added to your skills, thus this scales really bad late game. The Additional Damage part of Sacrament still get added but the bonus is way too small. For you as a Monk, you would want to spam Double Punch as much as possible, so higher level of this skill is not beneficial.
Revive (5/5): This skill is really good against boss' heavy attacks (don't expect everyone to dodge boss' skills). It is also a life saver in PvP and it can catch people off guard when the timing is right. Each point add 5% healing so it scales really well into late game.
Mass Heal (5/5): This combines with Heal make you a legit healer without any point invested in INT or SPR since they heal by percentage.

Iron Skin (0/15): Only block melee physical attack ... Not that great to be honest, and the cool down is kinda long. I would prefer to go more offensive with this build since we have lots of good buffs already.
Double Punch (15/15): Finally! Your long awaited moment has come! This skill is just too awesome! First it allows you to use skills in place of auto attacks all the time and second it makes use of STA, the most useless thing for a Cleric. Max it and love it!
Palm Strike (1/15): The damage is good, however this skill has huge knock back and you should NEVER EVER use knock back in farming, except to save yourself from too many mobs. Thus, 1 point is enough for its awesome attribute Palm Strike: Bleeding, this scales with your physical attack.
Hand Knife (8/15):At least 1 point is needed for its debuff Hand Knife: Armor Break. With the removal off Knock back (potentially) for both Hand Knife and Palm Strike, these skills become viable again. Though Palm Strike has 6 AoE ratio, its hit box is quite small, so how about Hand Knife? With this nifty trick that combines Deprotected Zone and Hand Knife, you will have a mini Energy Blast every 15 seconds! So ... obviously invest the rest of your points here! One more reason to love Monk!
Kamehameha (10/10): Congratulations, you are now a Super Saiyan! Even though it needs to be charged for like 10 seconds at max level for full power (well Goku also needs to charge his Kamehameha doesn't he?), its damage is really amazing and it will last for a total of 6 seconds at max level. Besides, remember I explained how Blessing affects multi hits skill? Yeap, this works for Energy Blast too! Wait, it doesn't stop there, look at this Energy Blast: Remove Knockdown. Yeap, you will NOT be knocked down and you can change directions, how awesome is that !!!
One Inch Punch (10/10): Not a fan of Dragon Ball? Well guess what, you can be Bruce Lee too! Seriously though, this skill is as OP as Bruce Lee. Look, you have 2085 damage at max level, your enemy will lose HP and SP steadily for 15 seconds, and your enemy will also be SILENCE for 5 seconds. Hey Wizard! Yeap, you, I am looking at you bro!
God Finger Flick (1/10): Only 1 point is needed for our only range attack. In the future, we might get the attribute to apply a 50% strike damage debuff which makes this skill a must in every Monk build.
Golden Bell Shield (0/5): Block everything! Sounds OP! However it has long CD, and you are locked in place. The most important benefit is probably its attribute Golden Bell Shield: Safety Zone. So I would not invest any points in here and I would probably won't have the chance to use it that much anyway.
Skills Distribution:
For maximum efficiency when adding points to skill, I propose this following distribution method:
Cleric C1:
- Max Heal.
- 3 points in Deprotected Zone.
- 1 point in Cure.
- Max Safety Zone.
- Save 1 point.
Priest C1:
- 3 points in Blessing.
- 1 point in Aspersion
- 1 point in Resurrection.
- Save 10 points.
Priest C2:
- 1 point in Sacrament.
- Max Mass Heal.
- Max Revive.
- Max Resurrection.
- Max Aspersion.
- 1 point in Monstrance.
Cleric C2:
- Max Heal.
- Max Safety Zone.
- Max Divine Might.
- 1 point in Fade.
Monk C1:
- Max Double Punch.
- 1 point in Hand Knife.
- 1 point in Palm Strike.
- Save 8 points.
Monk C2:
- Max Double Punch.
- Max Energy Blast.
- Max One Inch Punch.
- Save 8 points.
Monk C3:
- Max Double Punch.
- Max Energy Blast.
- Max One Inch Punch.
- 1 point in God Finger Flick
- Last 7 points in Hand Knife.
Attributes
Must have:
Max these as soon as possible:
Increased Maximum Buff Count.
Heal: Creating Extra.
Heal: Remove Damage (you can leave this on 100% of the time since the damage is negligible, and you don't want to through the trouble of turning this on and off).
Safety Zone: Increased Range.
Safety Zone: Block Count.
Blessing: Enhance.
Blessing: Additional Buff.
Double Punch: Enhance.
Palm Strike: Bleeding.
Hand Knife: Armor Break.
Energy Blast: Remove Knockdown.
Energy Blast: Enhance.
One Inch Punch: Enhance.
One Inch Punch: Silence.
Note: For the damage enhance attributes, you should max Blessing > Double Punch first then work on Energy Blast > One Inch Punch.
Good to have:
Max these when you have spare gold and finish the previous list:
Increased Maximum Weight
Plate Mastery: Defense.
Weapon Swap.
Deprotected Zone: Enhance.
Deprotected Zone: Retention Time.
Deprotected Zone: Sword Attack.
Monstrance: Duration.
Blessing: Attack Count.
Resurrection: Revive Count.
Sacrament: Dark Property Resistance.
Revive: Duration.
God Finger Flick: Enhance.
Note: Max out enhancement for Plate Mastery > God Finger Flick first, then move on to Deprotected Zone.
Others:
The other attributes not mentioned in this section are useless or doesn't add any benefit to your play style.
Gears
Generally speaking you would want Plate as your armor type since it gives you the best buff. It increases your STA, max health and reduces physical damage. For weapon, you would want swords most of the time because they provide physical related buffs while maces provide magical related buffs. In early level you would want to stick with Cafrisun Set as long as possible for the additional hit it gives to your auto attack.
Note 1: The gears will be divided into Best in Slot (BiS) or Recommended (R). And they will have a tag of either Buy It (BI) (cheap to buy or hard to farm) or Farm It (FI) (expensive to buy or easy to farm) or ? (lacking information), quest items have neither.
Note 2: Luxury Gears are entirely optional.
Note 3: You should at least +5 your weapon and +3 everything else for easy leveling.
Note 4: You can always skip some of these items if you level up fast enough for the next tier.
1~40:
- Armor: Cafrisun Set +3 (BiS, R, BI).
- Accessory: Chupacabra Necklace +3 (BiS, R) and Crystal Bangle +3 (BiS, R) and (Shine Bracelet +3 (BiS, BI) or Bronza Bracelet +3 (R)).
- Main-hand: Panto Sword +5 (BiS, BI) or Dio Sword +5 (R, BI).
- Off-hand: Meteor +3 (BiS, R, BI).
40~75:
- Armor: Cafrisun Set +3 (BiS, R, BI).
- Accessory: (Cryolight Pendant +3 (BiS, FI) or Saphie Necklace +3 (R)) and Poison Bangle x2 +3 (BiS, R, FI).
- Main-hand: Five Hammer +5 (BiS, R, FI) or Thresh Sword +5 (R, BI).
- Off-hand: Zalia Kite Shield +3 (BiS, R, FI).
75~120:
- Armor: Cafrisun Set +3 (BiS, R, BI).
- Accessory: Strength Pendant +3 (BiS, R, FI) and Bearkaras Bracelet +3 (BiS, R) and Zachariel Bangle +3 (BiS, R).
- Luxury Accessory: Gladiator Band x2 +3 (BiS, BI).
- Main-hand: Five Hammer +5 (BiS, R, FI) or Flonas Sabre +5 (R, FI).
- Off-hand: Arde Dagger +0 (BiS, R, BI) or Beetleback +3 (R, FI).
- Anti-magic Off-hand: Zalia Kite Shield +3 (BiS, R, FI).
- Luxury Anti-magic Off-hand: Sage Wall +3 (BiS, BI).
120~170:
- Armor: Riena Set +4 (BiS, R) and Vubbe Fighter Gauntlets +3 (BiS, R, BI) and Legwyn Family Plate Greaves +3 (BiS, R, BI).
- Accessory: (Petamion +3 (BiS, BI) or Strength Pendant +3 (R, FI)) and Bracer of Archer x2 +3 (BiS, FI).
- Luxury Accessory: Gladiator Band x2 +3 (BiS, BI).
- Main-hand: Velniup +5 (BiS, R, BI) or Dratt Sword +5 (R, FI).
- Off-hand: Arde Dagger +0 (BiS, R, BI) or Ledas Shield +4 (R, FI).
- Anti-magic Off-hand: Zalia Kite Shield +3 (BiS, R, FI).
- Luxury Anti-magic Off-hand: Sage Wall +3 (BiS, BI).
170~220:
- Armor: Roxona Plate Armor +3 (BiS, R, BI) and Roxona Plate Pants +3 (BiS, R, BI) and Vubbe Fighter Gauntlets +3 (BiS, R, BI) and Roxona Plate Boots +3 (BiS, R, BI).
- Accesory: (Max Petamion +3 (BiS, BI) or Warrior Pendant +3 (R, FI)) and Bracer of Archer x2 +3 (BiS, R, FI).
- Luxury Accessory: Gladiator Band x2 +3 (BiS, BI).
- Anti-magic Accessory: Glass Bracelet x2 +3 (BiS, FI).
- Main-hand: Magas Sword +5 (BiS, R, BI) or Suncus Maul +5 (R, BI).
- Off-hand: Venom + 0 (BiS, R, BI) or Karacha Dagger +0 (R, BI) or Arde Dagger +0 (R, BI) or Otrava Shield +3 (R, FI).
- Anti-magic Off-hand: Zalia Kite Shield +3 (BiS, R, FI).
- Luxury Anti-magic Off-hand: Sage Wall +3 (BiS, BI).
220~270:
- Armor: Virtov Plate Set +3 (BiS, R, FI) and Vubbe Fighter Gauntlets +3 (BiS, R, BI).
- Accesory: (Terrallion +3 (BiS, FI) or Warrior Pendant +3 (R, FI)) and (Phada x2 +3 (BiS, FI) or Bracer of Archer x2 +3 (R, FI)).
- Anti-magic Accessory: Glass Bracelet x2 +3 (BiS, FI).
- Main-hand: Shark Cutter +5 (BiS, ?) or Magas Sword +5 (R, BI).
- Off-hand: Venom + 0 (BiS, R, BI) or Karacha Dagger +0 (R, BI) or Arde Dagger +0 (R, BI) or Otrava Shield +4 (R, FI).
- Anti-magic Off-hand: Zalia Kite Shield +3 (BiS, R, FI).
- Luxury Anti-magic Off-hand: Sage Wall +3 (BiS, BI).
270+:
- Armor: Lolopanther Plate Set +15 (BiS, R, FI) and Vubbe Fighter Gauntlets +15 (BiS, R, BI).
- Accessory: Lolopanther Medal +15 (BiS, R, FI) and Phada x2 +15 (BiS, R, FI).
- Anti-magic Accessory: Glass Bracelet x2 +15 (BiS, FI).
- Main-hand: Illizia +15 (BiS, ?) or Magas Sword +15 (R, BI).
- Off-hand: Venom + 0 (BiS, R, BI) or Karacha Dagger +0 (R, BI) or Arde Dagger +0 (R, BI) or Otrava Shield +15 (R, FI).
- Anti-magic Off-hand: Zalia Kite Shield +15 (BiS, R, FI).
- Luxury Anti-magic Off-hand: Sage Wall +15 (BiS, BI).
Gems
Gems Usage:
Since you already have high DEX, you should aim toward Crit Damage, thus you should get Yellow Gem for Main-hand and Off-hand and Red Gem for Gloves. For Shirt and Pants , you should get HP from Red Gem since this is the best defensive attribute, no doubt. For Boots, I recommend to get a Blue Velwriggler Gem (you can get from Blue Velwriggler) for Double Punch damage. If you can't find one, put a Yellow Gem (+HP) into your Boots.
-Red Gem: Gloves (+Crit Damage), Shirt (+HP), Pants (+HP).
-Yellow Gem: Main-hand (+Crit Damage), Off-hand (+Crit Damage).
-Blue Velwriggler Gem: Boots (+Double Punch).
Gems Leveling:
If you are lucky enough to get a Monster Gem which add skills, feed it to your gem, since at the moment you can't trade Monster Gem (actually you can trade the equipment the trader want to put gem in and do it yourself, though this would require some trust). Otherwise, use all your cheap materials and unused gems as food.
PvE Strategy
Leveling Guide:
Here is a very good and detailed leveling guide. I have been using it and can confirm its effectiveness.
Skills Usage:
Before Monk:
> Solo:
- Keep Blessing and Sacrament up all the time.
- Use Heal, Cure, Revive and Max Heal when needed.
- Use Safety Zone when mass farming.
- Use Safety Zone, Deprotected Zone, and Aspersion in boss battle.
> Dungeon:
- Keep Blessing, Sacrament and Aspersion up all the time.
- Use Divine Might off CD.
- Use Heal, Cure, Revive, Resurrection and Max Heal when needed.
- Use Safety Zone when mass mobbing.
- Use Safety Zone and Deprotected Zone in boss battle.
After Monk:
> Solo:
- Keep Blessing and Sacrament (optional) up all the time.
- Use Heal, Cure, Revive and Max Heal when needed.
- Use Safety Zone when mass farming.
- Spam Double Punch as much as possible.
- Use Divine Might + Energy Blast on large group mobs so that you hit them against a wall. Use Fade when you are charging Energy Blast.
- Use Safety Zone, Deprotected Zone, Aspersion, Hand Knife in boss battle.
- Use Palm Strike and One Inch Punch off CD on boss.
- (Hidden Combo): Deprotected Zone + Hand Knife boost Hand Knife range to be very long, but it is not advised to use at the moment without knock back removal attribute.
> Dungeon:
- Keep Blessing, Sacrament and Aspersion up all the time.
- Use Divine Might off CD.
- Use Heal, Cure, Revive, Resurrection and Max Heal when needed.
- Spam Double Punch as much as possible.
- Use Energy Blast on large group mobs so that you hit them against a wall.
- Use Safety Zone and Deprotected Zone in boss battle.
- Use Palm Strike, Hand Knife and One Inch Punch off CD on boss.
PvP Strategy
Preparation:
- Buff yourself with Aspersion, Blessing and Sacrament.
- Use scrolls if you purchase any.
During fight:
- Use Heal for you and your allies.
- Use Safety Zone when you or your allies are getting focused.
- Use Cure for level 1 debuff.
- Use Revive and Max Heal when low on health.
- Try to apply hidden combo if possible.
In melee range:
- Buff yourself with Divine Might.
- Use Hand Knife for armor break > Opponent gets slightly knock back > Run close.
- Use 1~2 Double Punch.
- Use Palm Strike for bleeding > Opponent gets knock back > Run close.
- Use 1~2 Double Punch.
- Use One Inch Punch for silence and hp/sp drain > Opponents gets knock back > Run close.
- Spam Double Punch as much as possible.
- Finish off with God Finger Flick.
In long range:
- Chip away their health with God Finger Flick.
- Use Divine Might + charge Energy Blast.
- Aim and fire.
- If getting attacked, proceed with melee range combo.
- Finish off with God Finger Flick.
Credits
Inspired by: (haikano) Human Weapon.
Math formulas:
- Stats Formula.
- Monstrance DEX Formula.
Bonus Damage information:
- Damage Guide.
- Priest Buff Information.
Images:
- Tree of Savior Blog.
- Saber Lily.
Class icons: Lucky Clever.
Rank 1
![]() ![]() Cleric |
![]() 5 / 5 2 Heal: Enhance Type: Passive * Increases the damage and heal factor of [Heal] by 0.5% per attribute level * +10% added bonus at maximum level Cleric 1st Circle required Heal: Creating Extra Type: Active * Adds a 2% chance per attribute level of being automatically healed when using [Heal] * Increases SP consumption by 20% Cleric 1st Circle required Heal: Remove Damage Type: Active * [Heal] will not inflict damage nor react to enemies * Increases SP consumption by 10% Cleric 1st Circle required Heal: Open Sanctuary Type: Active * Extends the effects of [Heal] to neutral characters. Cleric 1st Circle required Heal: Exclude Summons Type: Active * Keeps [Heal] effects from applying to summons. Cleric 1st Circle required Heal: Linger Type: Active * Applies a buff that continuously restores the HP of allies healed with Heal or Mass Heal * The buff lasts 10 sec and restores HP in a value equal to [attribute level x 5]% of your Healing stat * Increases SP consumption by 30% Cleric 3rd Circle required Heal [Magic] - [Holy] Creates a magic circle in front of you, healing allies or damaging enemies. Does not affect airborne enemies. Amount of HP recovered depends on the target's maximum HP. Recovery increases with the casting character's INT and SPR. Level 5: Attack 228% Heal factor 228% Magic circle duration 40 sec No. of heal circles 5 SP: 38 Type: Magic / Buff Cooldown: 22s Element: ![]() ![]() 1 / 5 Cure: Enhance Type: Passive * Increases the damage dealt on an enemy with [Cure] by 0.5% per attribute level * +10% added damage at maximum level Cleric 1st Circle required Cure: Damage Interval Type: Active * Decreases the interval of [Cure]'s magic circle by 0.2 seconds * Increases SP consumption by 20% Cleric 2nd Circle required Cure [Magic] - [Holy] Creates a magic circle that removes a Lv1 status ailment from allies or inflicts damage to enemies. Does not affect airborne enemies. Level 1: 0.4 second attack 103% No. of Hits: 10 Magic Circle Duration: 6 seconds SP: 15 Type: Magic / Buff Cooldown: 27s Element: ![]() ![]() 5 / 5 Safety Zone: Increased Range Type: Active * Increases range applied by [Safety Zone] to 15 * Increases SP consumption by 80% Cleric 1st Circle required Safety Zone: Block Count Type: Active * Increases block count of [Safety Zone] by 1 per attribute level * Increases SP consumption by 10% Cleric 2nd Circle required Safety Zone Creates a magic circle that blocks incoming attacks. Level 5: Blocks: 10 times Magic Circle Duration: 20 seconds SP: 47 Type: Magic / Buff Cooldown: 48s Element: ![]() ![]() 3 / 5 Deprotected Zone: Enhance Type: Passive * Adds to the defense decrease effect of [Deprotected Zone] by 1 per attribute level * This attribute applies after the stack calculation Lv3 Deprotected Zone required Deprotected Zone: Retention Time Type: Active * Increases duration of [Deprotected Zone]'s magic circle by 1 second per attribute level * Increases SP consumption by 10% Cleric 1st Circle required Deprotected Zone: Sword Attack Type: Active * Using basic sword attacks on enemies with [Deprotected Zone] will inflict [Weakened Defense] * [Weakened Defense] can be stacked up to 10 times Increases SP consumption by 10% Cleric 1st Circle required Deprotected Zone Creates a magic circle that decreases the defense of enemies over time. Level 3: Reduces 0.3% per stack Magic Circle Duration: 10 seconds SP: 31 Type: Magic / Buff Cooldown: 13s Element: ![]() |
Rank 2
![]() ![]() Priest |
![]() 1 / 5 Aspersion: Enhance Type: Passive * Increases the damage dealt on an enemy with [Aspersion] by 0.5% per attribute level * +10% added damage at maximum level Priest 1st Circle required Aspersion [Magic] - [Holy] Sprinkle holy water to help increase the physical defense of you and your allies and to inflict damage to enemies. Level 1: Attack: 182% Physical Defense: +75 Targets: 10 Duration: 300 seconds Consumes 1 Holy Water SP: 26 Type: Magic / Attack Cooldown: 20s Element: ![]() ![]() 3 / 5 Blessing: Enhance Type: Passive * Increases additional damage of [Blessing] by 1% per attribute level Lv3 Blessing required Blessing: Additional Buff Type: Active * Increases number of targets for [Blessing] by 1 per attribute level * Increases SP consumption by 10% Priest 1st Circle required Blessing Gives a blessing granting additional damage to the attacks of your party members and allies. Level 3: Additional Damage: +105 Allies Affected: 2 Duration: 300 seconds Consumes 1 Holy Powder SP: 49 Type: Magic / Buff Cooldown: 35s Element: ![]() ![]() 1 / 5 Resurrection: Revive Count Type: Active * Increases number of targets that can be revived with [Resurrection] by 1 per attribute level * Increases SP consumption by 10% Priest 1st Circle required Resurrection Resurrects a target that has been defeated in combat. In Team Battle League, allows for 1 resurrection per round. Level 1: Attack: 289% Casting Time: 6 seconds Restores 5% of target's HP after resurrection No. of Targets: 1 SP: 36 Type: Magic / Buff Cooldown: 30s Element: ![]() |
Rank 3
![]() ![]() Priest |
![]() 10 / 10 Aspersion: Enhance Type: Passive * Increases the damage dealt on an enemy with [Aspersion] by 0.5% per attribute level * +10% added damage at maximum level Priest 1st Circle required Aspersion [Magic] - [Holy] Sprinkle holy water to help increase the physical defense of you and your allies and to inflict damage to enemies. Level 10: Attack: 272% Physical Defense: +300 Targets: 10 Duration: 300 seconds Consumes 1 Holy Water SP: 98 Type: Magic / Attack Cooldown: 20s Element: ![]() ![]() 1 / 10 Monstrance: Buff Duration Type: Active * Increases duration of the [Monstrance] buff by 60 second per attribute level * Increases SP consumption by 20% Priest 1st Circle required Monstrance Creates a magic circle in front to reduce enemy evasion and physical defenses within range. The effect is maintained for a certain amount of time even if it is out of the scope of the magic circle. When casting, nearby party members receive increased DEX. Level 1: Increases ally's DEX stat Enemy's Evasion: -6 Decreases enemy's defense by 10% Duration for allies: 20 seconds Duration for enemies 30 seconds SP: 27 Type: Magic / Buff Cooldown: 20s Element: ![]() ![]() 5 / 5 Resurrection: Revive Count Type: Active * Increases number of targets that can be revived with [Resurrection] by 1 per attribute level * Increases SP consumption by 10% Priest 1st Circle required Resurrection Resurrects a target that has been defeated in combat. In Team Battle League, allows for 1 resurrection per round. Level 5: Attack: 352% Casting Time: 2 seconds Restores 25% of target's HP after resurrection No. of Targets: 1 SP: 76 Type: Magic / Buff Cooldown: 30s Element: ![]() ![]() 1 / 5 Sacrament: Dark Property Resistance Type: Active * Increases dark property resistance by 5 per attribute level when [Sacrament] is active * Increases SP consumption by 10% Priest 2nd Circle required Sacrament Temporarily grants an additional Holy property attack to you and your party member's attacks. Level 1: Holy Property Attack: +180 Duration: 220 seconds Consumes 1 Gyslotis SP: 38 Type: Magic / Buff Cooldown: 90s Element: ![]() ![]() 5 / 5 Revive: Duration Type: Active * Increases duration of [Revive] by 7 seconds per attribute level * Not applicable in TBL or GvG * Increases SP consumption by 20% Priest 2nd Circle & Lv2 Resurrection required Revive Prevents one from becoming Incapable of Combat once. Level 5: HP Recovery: 25% Invincibility: 5 seconds Duration: 90 seconds SP: 81 Type: Magic / Buff Cooldown: 120s Element: ![]() ![]() 5 / 5 Mass Heal: Enhance Type: Active * Increases the heal factor of [Mass Heal] by 0.5% per attribute level * +10% added bonus at maximum level Priest 2nd Circle required Mass Heal Restores the HP of nearby allies. Level 5: Heal factor 598% SP: 75 Type: Magic / Buff Cooldown: 30s Element: ![]() |
Rank 4
![]() ![]() Cleric |
![]() 10 / 10 2 Heal: Enhance Type: Passive * Increases the damage and heal factor of [Heal] by 0.5% per attribute level * +10% added bonus at maximum level Cleric 1st Circle required Heal: Creating Extra Type: Active * Adds a 2% chance per attribute level of being automatically healed when using [Heal] * Increases SP consumption by 20% Cleric 1st Circle required Heal: Remove Damage Type: Active * [Heal] will not inflict damage nor react to enemies * Increases SP consumption by 10% Cleric 1st Circle required Heal: Open Sanctuary Type: Active * Extends the effects of [Heal] to neutral characters. Cleric 1st Circle required Heal: Exclude Summons Type: Active * Keeps [Heal] effects from applying to summons. Cleric 1st Circle required Heal: Linger Type: Active * Applies a buff that continuously restores the HP of allies healed with Heal or Mass Heal * The buff lasts 10 sec and restores HP in a value equal to [attribute level x 5]% of your Healing stat * Increases SP consumption by 30% Cleric 3rd Circle required Heal [Magic] - [Holy] Creates a magic circle in front of you, healing allies or damaging enemies. Does not affect airborne enemies. Amount of HP recovered depends on the target's maximum HP. Recovery increases with the casting character's INT and SPR. Level 10: Attack 228% Heal factor 228% Magic circle duration 40 sec No. of heal circles 10 SP: 68 Type: Magic / Buff Cooldown: 22s Element: ![]() ![]() 10 / 10 Safety Zone: Increased Range Type: Active * Increases range applied by [Safety Zone] to 15 * Increases SP consumption by 80% Cleric 1st Circle required Safety Zone: Block Count Type: Active * Increases block count of [Safety Zone] by 1 per attribute level * Increases SP consumption by 10% Cleric 2nd Circle required Safety Zone Creates a magic circle that blocks incoming attacks. Level 10: Blocks: 20 times Magic Circle Duration: 20 seconds SP: 82 Type: Magic / Buff Cooldown: 48s Element: ![]() ![]() 5 / 5 Divine Might: Devil-type Damage Type: Active * Deals damage equal to 100% of magic attack to nearby Devil-type monsters when using [Divine Might] * Increases SP consumption by 10% Cleric 2nd Circle required Divine Might Temporarily increases the skill levels of you and your party members by 1. Level 5: Applies 5 times Duration: 60 seconds SP: 45 Type: Magic / Buff Cooldown: 27s ![]() 1 / 5 Fade Erases the threat of monsters making them stop any attacks on you. Level 1: Duration: 12 seconds SP: 24 Type: Magic / Buff Cooldown: 40s Element: ![]() |
Rank 5
![]() ![]() Monk |
![]() 5 / 5 Double Punch: Enhance Type: Passive * Increases the damage dealt on an enemy with [Double Punch] by 0.5% per attribute level * +10% added damage at maximum level Monk 1st Circle required Double Punch: Decreased SP Type: Active * Reduces SP consumption of [Double Punch] by 30% Monk 2nd Circle required Double Punch [Physical] - [Strike] [{img tooltip_speedofatk}Attack Speed] Use your trained fists to attack an enemy in quick succession. The target receives additional strike damage for a period of time. Level 5: Attack: 157% x 2 SP: 32 Type: Melee / Attack Cooldown: 0s ![]() 1 / 5 Palm Strike: Enhance Type: Passive * Increases the damage dealt on an enemy with [Palm Strike] by 0.5% per attribute level * +10% added damage at maximum level Monk 1st Circle required Palm Strike: Bleeding Type: Active * Enemies hit by [Palm Strike] will be afflicted with [Bleeding] for 8 seconds * Increases duration of [Bleeding] by 1 second per attribute level * Bleeding damage is proportional to the character's physical attack * Increases SP consumption by 10% Monk 1st Circle required Palm Strike: Remove Knockdown Type: Active [Palm Strike] no longer knocks enemies down * Only applies if attribute is set to ON * Increases SP consumption by 10% Monk 1st Circle required Palm Strike [Physical] - [Strike] [{img tooltip_speedofatk}Attack Speed] Use your trained fingertips to attack an enemy by inflicting an internal injury. Deals additional damage proportional to the enemy's defense (additional damage does not exceed character's max. attack). Level 1: Attack: 347% AoE Attack Ratio: 6 SP: 36 Type: Melee / Attack Cooldown: 15s ![]() 1 / 5 Hand Knife: Enhance Type: Passive * Increases the damage dealt on an enemy with [Hand Knife] by 0.5% per attribute level * +10% added damage at maximum level Monk 1st Circle required Hand Knife: Armor Break Type: Active * Enemies hit by [Hand Knife] have a 40% chance to be afflicted with [Armor Break] for 3 seconds * Increases the chance by 10% per attribute level from Lv2 * Increases SP consumption by 50% Monk 1st Circle required Hand Knife: Remove Knockdown Type: Active * [Hand Knife] no longer knocks enemies down * Only applies if attribute is set to ON * Increases SP consumption by 10% Monk 1st Circle required Hand Knife [Physical] - [Strike] [{img tooltip_speedofatk}Attack Speed] Strike with a powerful hand knife to deal damage on an enemy. Deals additional damage proportional to the enemy's SPR (additional damage does not exceed character's max. attack). Level 1: Attack: 490% AoE Attack Ratio: 2 SP: 33 Type: Melee / Attack Cooldown: 15s |
Rank 6
![]() ![]() Monk |
![]() 10 / 10 Double Punch: Enhance Type: Passive * Increases the damage dealt on an enemy with [Double Punch] by 0.5% per attribute level * +10% added damage at maximum level Monk 1st Circle required Double Punch: Decreased SP Type: Active * Reduces SP consumption of [Double Punch] by 30% Monk 2nd Circle required Double Punch [Physical] - [Strike] [{img tooltip_speedofatk}Attack Speed] Use your trained fists to attack an enemy in quick succession. The target receives additional strike damage for a period of time. Level 10: Attack: 192% x 2 SP: 52 Type: Melee / Attack Cooldown: 0s ![]() 5 / 5 Energy Blast: Enhance Type: Passive * Increases the damage dealt on an enemy with [Energy Blast] by 0.5% per attribute level * +10% added damage at maximum level Monk 2nd Circle required Energy Blast: Remove Knockdown Type: Active * [Energy Blast] no longer knocks enemies down * Only applies if attribute is set to ON Monk 2nd Circle required Energy Blast [Physical] - [Holy] Harness energy and release it in front of you, dealing damage and pushing back all enemies in its path. Level 5: Attack per Hit: 211% Consumes 40 SP per second SP: 0 Type: Melee / Attack Cooldown: 45s Element: ![]() ![]() 5 / 5 One Inch Punch: Enhance Type: Passive * Increases the damage dealt on an enemy with [One Inch Punch] by 0.5% per attribute level * +10% added damage at maximum level Monk 2nd Circle required One Inch Punch: Silence Type: Active * Enemies hit by [One Inch Punch] will be afflicted with [Silence] for 5 seconds * Increases SP consumption by 20% Monk 2nd Circle required One Inch Punch [Physical] - [Strike] [{img tooltip_speedofatk}Attack Speed] Extend your fist from a close distance to destroy the insides of an enemy. The attacked enemy will steadily lose HP and SP. Level 5: Attack: 916% Duration: 10 seconds SP: 76 Type: Melee / Attack Cooldown: 20s |
Rank 7
![]() ![]() Monk |
![]() 15 / 15 Double Punch: Enhance Type: Passive * Increases the damage dealt on an enemy with [Double Punch] by 0.5% per attribute level * +10% added damage at maximum level Monk 1st Circle required Double Punch: Decreased SP Type: Active * Reduces SP consumption of [Double Punch] by 30% Monk 2nd Circle required Double Punch [Physical] - [Strike] [{img tooltip_speedofatk}Attack Speed] Use your trained fists to attack an enemy in quick succession. The target receives additional strike damage for a period of time. Level 15: Attack: 228% x 2 SP: 72 Type: Melee / Attack Cooldown: 0s ![]() 8 / 15 Hand Knife: Enhance Type: Passive * Increases the damage dealt on an enemy with [Hand Knife] by 0.5% per attribute level * +10% added damage at maximum level Monk 1st Circle required Hand Knife: Armor Break Type: Active * Enemies hit by [Hand Knife] have a 40% chance to be afflicted with [Armor Break] for 3 seconds * Increases the chance by 10% per attribute level from Lv2 * Increases SP consumption by 50% Monk 1st Circle required Hand Knife: Remove Knockdown Type: Active * [Hand Knife] no longer knocks enemies down * Only applies if attribute is set to ON * Increases SP consumption by 10% Monk 1st Circle required Hand Knife [Physical] - [Strike] [{img tooltip_speedofatk}Attack Speed] Strike with a powerful hand knife to deal damage on an enemy. Deals additional damage proportional to the enemy's SPR (additional damage does not exceed character's max. attack). Level 8: Attack: 679% AoE Attack Ratio: 2 SP: 92 Type: Melee / Attack Cooldown: 15s ![]() 10 / 10 Energy Blast: Enhance Type: Passive * Increases the damage dealt on an enemy with [Energy Blast] by 0.5% per attribute level * +10% added damage at maximum level Monk 2nd Circle required Energy Blast: Remove Knockdown Type: Active * [Energy Blast] no longer knocks enemies down * Only applies if attribute is set to ON Monk 2nd Circle required Energy Blast [Physical] - [Holy] Harness energy and release it in front of you, dealing damage and pushing back all enemies in its path. Level 10: Attack per Hit: 269% Consumes 45 SP per second SP: 0 Type: Melee / Attack Cooldown: 45s Element: ![]() ![]() 10 / 10 One Inch Punch: Enhance Type: Passive * Increases the damage dealt on an enemy with [One Inch Punch] by 0.5% per attribute level * +10% added damage at maximum level Monk 2nd Circle required One Inch Punch: Silence Type: Active * Enemies hit by [One Inch Punch] will be afflicted with [Silence] for 5 seconds * Increases SP consumption by 20% Monk 2nd Circle required One Inch Punch [Physical] - [Strike] [{img tooltip_speedofatk}Attack Speed] Extend your fist from a close distance to destroy the insides of an enemy. The attacked enemy will steadily lose HP and SP. Level 10: Attack: 1166% Duration: 15 seconds SP: 123 Type: Melee / Attack Cooldown: 20s ![]() 1 / 10 God Finger Flick: Enhance Type: Passive * Increases the damage dealt on an enemy with [God Finger Flick] by 0.5% per attribute level * +10% added damage at maximum level Monk 2nd Circle required God Finger Flick [Physical] - [Strike] Throw a coin by using the tip of your finger to inflict damage on an enemy. The target receives additional strike damage for a period of time. Level 1: Attack: 1048% Consumes 100 Silver SP: 42 Type: Melee / Attack Cooldown: 25s |
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Comments (520)
Cleric 2 circle:
Aspersion: 10
Monstrance: 1
Blessing: 10
Ressurection: 2
Sacrament: 1
Revive: 1
Mass Heal: 5
Cleric 2 circle:
Heal: 10
Cure: 1
Safety Zone: 10
Deprotected Zone: 10
Divine Might: 1
Fade: 1
First of all, this is the best Monk guide out all the other ones I've seen - thanks and good work man!
I'm currently experimenting with my Monk's main hand weapon currently have +8 Magas Sword (2x 5* Yellow Gems), Suncus Maul (2x 5* Yellow Gems) and only just recently got a Shark Cutter on which I'm planning to put in 2x 5* Yellow Gems. Very early on in the comments someone mentioned using a Five Hammer with a high levelled Red Gem and 4 high levelled Yellow Gems, so before I blow my already meagre funds into upgrading the Five Hammer, how viable is it for mid-late game (Currently at lvl 232)?
Forgot to say, I am asking this in context to the Inquisitor class I'm thinking of getting after Monk 3 once it is released.
@Fenix#6913 just find squire at fedimian who give u more good max durabilty.
my suggestion is to find red veris glove, save some money to karacha dagger recipe, go fast buy some mithril ore before the price will rise again. sell ur dagger now and change to any shield, go to zalia kite shield if u have it. farm more junk material from monster at dinabee or alternative way at demon prison 2nd for *2 random gem which is sometime drop while u farm some silver for 5 gem *6 yellow gem late game, dont forget to farm five hammer recipe from beeteros at septyni glen, it depend on ur lucky my friend get recipe after 24 kill and i get that recipe after 150 kill. after u get the recipe the other material is really easy.. the big problem is u must really patient to get 5 *6 yellow gem and 1 *6 green gem but it's really worth it if u really want monk c3 inquisitor so badly.
But skill my question is, the argument of palm strike of the know down stuff, is still viable? c:
Lv 68, 52 CON, 62 DEX so far. (No other stats invested.)
Should I consider investing in STR if I want to go for Inquisitor after Monk?
Or continue with DEX?
Or have I already screwed over the stats for an Inquisitor? :(
I know that Inquisitor has some high damage skills that would be amplified by crits, but at the same time, I'm worried about higher level mobs that have decent crit-resist. At the same time, I realize this build is DPS/support, so would I rely on other party members to damage those mobs instead? (The issue would come from playing solo then, which I tend to do a lot.)
I'm really lost and any help would be greatly appreciated!
Or maybe look into other classes' skills to see how they could bolster an Inquisitor?
For example: God Finger Flick increases the target's vulnerability to Strike damage, and God Hammer in Inquisitor is Strike-based.
So summary: If I want to be a certain class A, do I look into previous rank classes that can amplify class A's skills or along the way, get damaging skills?
And one more question: One Inch Punch is 2190 attack when 10 pts are invested. Does this scale when you invest different stat points or is this flat damage? And can this be applied to other damage skills? I know the OP mentioned that STR contributes to damage, but is this auto-attack or skill (or both)?
Thank you very much!
note: 1.u can max double punch until lv80 if u really have more silver to spend.
2. do note ever upgrade suncus maul, go buy recipe magas sword and farm it. if u have more silver u should go to magas mace, the best weapon for monk until lv220+.. remember( suncus maul for EB),(Magas swor or magas mach for DP) always standby on weapon swap.. divine might first after swap to suncus/
3. since my build maxing STR and DEX oriented for PvE i take Venom, karacha dagger, or arde dagger to make insane Dps on doublepunch and EB.
4. i tried pvp monk on this build and this is really suck to pvp.. just tried if u really dont believe it, i already regret it. but maelis is not disappointed me with his maxing dex build, i would still go PvE on this build with STR and Dex, just give up about pvp on this build.
That was very comprehensive and helpful! Thank you! For a while now, I've been busy with courses, so I've just been logging in and leveling up attributes. xD Bless Enhance is now lv 34 or 35, and it buffs for 90+ damage, so I think I can move on to other attributes for now. Safety Zone-related attributes are maxed for now. (Not Cleric II yet.) Just need to max Aspersion skill level (7->10) and Resurrection (3 -->5), and then I'll be able to go to Cleric II.
I haven't tried parties yet, so I'm probably gonna put maxing resurrection last. :P
Definitely will start saving more silver. x__x I got access to the market yesterday, so I've been making use of that and selling some items I've kept in storage!
Again, thank you for your replies!
I have an issue with posting false facts...so..Bless attribute's actually 37 now. x_x Really need to stop clicking on it. It's just so tempting to see the damage amount keep increasing even though end-game, it won't do nearly as much. xD
Choosing inquisitor at rank 8 for this build is a must now if you follow to the letter. The breaking wheel will be your most powerful skill from now on. it has insane damage output around 300+k when max level and crazy AoE, like a circle of EB lol. so once u reach inquisitor, you would want to max this skill first . however just like blessing and sacrament, the skill uses object costing 1000 silver per breakin wheel. I always stock 30 of them so yeh, rip silver
You can solo just fine on map level 280++ with this build. you just need to be agile. However the mob there are tanky and hit like a truck, so u may need to have hair accssories that have hp line or something
OR you can replace monk3 with PD at rank 7. The healing factor is crazy good to have for those maps.
If i can class reset, i would do that XD
but yesterday i got seimos sword recipe at market and i buy it for 50k, the reason i bought that weapon because it gave me 10+ stamina. and good scaling damage on lv120. the question is should i replace my golden falchion+3(yellow gem*3) with seimos sword? if not can u recommend me more. Ty :)
sorry for bad grammar.. i hope u and many friend
Monks can proc it legitimately with 2x double punch + palm bleed +one inch punch and hand knife for armor break which is why it's so powerful for them. Your DPS will go from laughable to impressive. I often get rank 1 DPS during missions on every boss while supporting with Heals, Revive etc.
I didnt even use Kamehameha :D. In fact i rarely did becuz it takes too long to charge it which then cause you to lose dps :p. What i did is max level one inch punch first after double punch at rank 7. Then spam OIP + PS+ HK +DP and wait for EXPLOSION!!
u know when some others pick monk because that kamehameha XD but, ur advise not bad at all after maxing double punch go to max OIP, well it's about which one build u really feel's good on you. every one always have their different taste :)
I dont know the price at other server but at klaipeda it was 400k, now i dont know the current price. So if you can afford it go ahead get toy hammer, for me its worthed :D. Anyway, this guide provide good stuff for monk but the gears listed are so pricey especially at higher level lol :D.
And im not lucky at all, almost all the stuff listed i bought from market. Rip silver. I still dont have petamion lol. Hope you can find the best weapon for your monk XD
Crit chance formula:
(Crit Rate - Enemys Crit Resitance)*42/Your Level = Crit Chance.
Crit damage formula:
(Normal Damage x 1.5) + Crit Damage = Damage.
So a point increase in strength adds 1.5 + 1 = 2.5 to your crit damage. Maelis said.
and that's why bonus crit damage not really impactful for me. i already try it. crit chance more important then i thought. Well since u have toy hammer that's another topic because ur because explode damage from toy hammer can replace crit damage or crit chance itself dude.
It allows me to compete with other low ping player because of the constant 20k- 30k damage i got from the explosion. I assume the damage is around those area cuz i can see a significant hp loss on boss when explosion occurred, dont know if its correct. Heck, i can outdps those diev monk and krivis monk too while still support and they can DP so fast, im so jealous :D
So yeh, for high ping monk, i think getting toy hammer give a fighting chance to compete with low ping user in term of dps. Just remember that we are essentially a cleric and giving support is our top priority, at least when they start running around like chicken :D before then, DOUBLE PUNCH!
on a side note, I got to inquisitor and breakin wheel is freakin awesome. u guys shud max it fast because the attack damage can reach up to 330k per 1 breakin wheel when max level and you spam Double Punch on it. Imagine if toy hammer wasnt nerfed. But for now, Inquisitor is really among top dps when you do it right.
Calling all support need to find maelis
Ive reach rank 7 recently and i stop using blessing at rank 6 completely becuz our blessing damage only 129 which is not much at lvl 200 + due to zero investment on SPR. Use blessing money for stamina pills becuz at rank 5 we've become drug addict :D
IMC has released a peek on rank 8 cleric classes and i want to know your opinion on what's the best class that should be taken for rank 8 for this build?
i see no reason in taking any of the old classes except plague doctor because we have neither INT nor SPR. PD's pandemic can spread our many debuffs and incinerate is going to hurt like hell.
the other skills of PD is also going to increase our support capabilities without having to rely on INT or SPR.
i havent done any research about inquisitor or taoist. but i think its gonna be awesome too.
or would you rather take more circle of cleric or priest?
gonna love getting any feedback :)
but armor break and bleeding are debuffs right?
and it can't spread too
:(
i thought pandemic can spread any status ailment
there goes my dream of making a badass debuffer monk pd :(
what class would you suggest i take next, thanasius?
priest 3 can give you better offense (Lv 15 Blessing) and some block stat (Stone Skin) but your buffs will not became at it's maximum performance because we don't have INT or SPR
the pros on PR3 is you have access to higher level revive which can be useful for parties and maxed mass heal
i can suggest you to re-create char before it's too late (Lv 127 still easy ofc) because you lack of your supporting and you might got kicked really often in parties
i forgot to mention Lv 15 Aspersion, but since we can buy it from pardoners, so yeah ... :(
if u combine it with aias, is it better than magas + venom?