Bokor-Oracle-PlaqueDoctor2
Created by Welkin on Aug 11th 2016 (Last Updated: Aug 30th 2016).
This is a public build.
1
*Update*
Now that we have more rank 8 info...
- Circle 2 PD has an attribute that further enlarge the radius of pandemic
- Incinerate can now go to 10 sec base duration at lv10.
- Incinerate gets new attribute to spread debuff on kill!
- New ability Plaque Vapour improves Incineration damage, making it our primary damage of choice.
- With Incinerate as our primary source of damage, Discerning Evil from Pardoner is required to sustain continuous Incineration and Plague Vapor, thus making Oracle, Miko, or any other choices for rank 6 obsolete.
Old Explanation below:
This is based on Ggyarkggyark Kim's Bokor-Plaque Doctor top cleric DPS build, and is intended for Solo PvE. I tweaked his build to have Oracle instead of Pardoner for rank 6. Please read his guide first for build explanation and also videos of how he solo PvE using this builld. All credits goes to Kim for sharing his build with us. His build can be found at: http://www.tosbase.com/tools/skill-simulator/build/nq9fr23bax/
Premise of the Effigy-spam Build (Recap from Kim's Build)
- This build is intended for Solo PvE.
- Effigy does dark damage, no spell cool down (making it spammable), with range covering almost the full screen, and not limited by AOE Attack Ratio (instead, it is dependent on target having the hex status)
- Hex by itself can only affect a few targets. Plaque doctor dramatically alter that by spreading the Hex status to a large # of mobs with Pandemic.
- Plaque Doctor Circle 2 also allow incinerate to spread hex when you kill a mob
- Essentially, Plaque Doctor enable you to effigy spam all mobs on the entire screen. Effigy spamming on one mob is very SP costly... but simultaneous hitting a dozen mobs with Effigy make it very SP efficient.
- Because of this build's dependency on Plaque Doctor (Rank 7), rank 6 is our only free slot to plug and play other classes per personal preference. For me, I choose Oracle.
Why use Oracle instead of Pardoner for rank 6?
a) Counter Spell to rotate with safety zone when fighting caster mobs. Why bother with magic defense when you can be immune? (Safety zone or Counter Spell to negate damage, Prophecy or Bloodletting to prevent freeze, sleep, or other level 1 (Prophecy) or lv1 & 2 (Bloodletting) status effects.
b) Forecast's attribute negates 5% of skill... curious to see how if this work on bosses (sadly, I read that it does not work to preview damage for most boss skills). Would forecast also count as incineration source?
c) Arcane energy for bigger SP pool, I don't think we have that many buffs when soloing (Divine Might, Samediveve, the 2 statues, Safety Zone and healing factor)
d) Nicer costume
e) Change/Clairvoyance/Reset for when you are bored during grinding.
In comparison to Pardoner Circle 1 for Rank 6:
http://www.tosbase.com/tools/skill-simulator/build/nq9fr23bax
i) Discerning Evil: Extend Debuff duration by 10 sec at rank 5 at cost of 69 SP. Recasting Lv10 Hex cost 77 SP but gives 24 seconds.
ii) However, you can use discerning evil on one group of mobs with hex, then hex on a new group of mobs... But that can also be managed by bunching the 2 groups of mobs and then Hex -> Pandemic -> Effigy spam
iii) Increase Magic Defense: This is better for party play, as there is no entry limit that Oracle's Counter Spell offer.
In comparison to Dievdirby Circle 2 for Rank 6:
http://www.tosbase.com/tools/skill-simulator/build/ok8d3cmav4/
i) Lv10 Zemyna makes effigy spam even more efficient
ii) Statues are subject to boss knock back, potentially putting them out of range.
iii) Bosses that move around a lot like Mineloader/golem would simply move out of range of owl.
iv) Own can be counter productive like dumb zombies, as it keeps mobs stantionary in one area while you want to drag them to where the next big group of mobs is. But unlike zombies, you don't have Bwa Kayiman to drag things with you.
Changes:
Cleric C1-C2: No changes.
Bokor C1-C2: Stole 1 point from Mackangdal and put into Zombify so you have extra time for incinerate post rank 7.
Dievdirby C1: Took the point from Vakarine and put it in carve attack... since I have quest turn in for quick travel.
Oracle:
1) Counter Spell & Prophecy being the key highlight of this build. When used together, they make you immune to spell dmg and the associated status effect (e.g. freeze).
To help understand how this work, think of it as an anti-magic safety zone. As a bonus, it will dispel spell circles on ground when you cast it. But just like safety zone, you would still get affected by status effect and can be knock out of it like safety zone.
Prophecy is a weaker version of blood letting, as it stops only lv1 status... but no negative effects.
2) Forecast
From what I read, does not work properly on boss abilities (as in you still cannot see their aoe attack, etc). However, we are getting it for the attribute, 5% to cancel an attack is nice to have.
3) Clairvoyance/Resetting/Change
The fun spells :)
Plaque Doctor: Took 1 point out of Bloodletting and put it in Fumigate, as blood letting does not remove debuffs already on you. This let's you cleanse yourself and also create a cleansing zone with the attribute... This is good for those of us that are busy spamming effigy instead of keeping up Bloodletting/Prophecy.
And yes, I left a point not invested in Pandemic in preparation for rank 8.
Rank 8 direction:
Please treat this as pure speculation! Nothing concrete until we see the actual rank 8 classes. http://www.tosbase.com/news/248/Introducing-Rank-8-Cleric/
Likely going with Plaque Doctor 2, but waiting to hear what miko offers. Taoist and Inquisitor does not offer sufficient synergy for the build, and I didn't see anything worth getting from Oracle C3.
Kabbalist C1 as our rank8 also have decent offering: Ein Sof would 2x our HP to up our survival. Revenge 7x will up our damage while rounding up mobs. The major down side is that we close our door to Plaque Doctor 3 when rank 9 comes out.
First User-posted video from KTOS - Bokor-Plaque Doctor 2 in action:
https://www.youtube.com/watch?v=YXg1IApsH50
Stat Allocation:
Almost all INT, with a few points in CON.
HP can be augmented by 3 pieces of Plate Armor and training the Plate Defense Attribute from Cleric Master (use cloth gloves with Magic Amplification to boost damage). Each level of Plate Defense gives about 34HP. Lv10 ~ 340, Lv20 ~ 680, Lv40 ~ 1360 or so.
Gear vs Attribute:¸
Aside from the Krasus mace, and Arde Dagger always invest in attribute before gear prior to Lv220. Quest gear like Tomb Gloves and Riena Plate is sufficient as middle tier armor are mostly generic junk, or far too expensive as you outgrow them too quickly.
Attribute bonus stay with your character for life. Best gear today will be replaced by even better gear in future.
Now that we have more rank 8 info...
- Circle 2 PD has an attribute that further enlarge the radius of pandemic
- Incinerate can now go to 10 sec base duration at lv10.
- Incinerate gets new attribute to spread debuff on kill!
- New ability Plaque Vapour improves Incineration damage, making it our primary damage of choice.
- With Incinerate as our primary source of damage, Discerning Evil from Pardoner is required to sustain continuous Incineration and Plague Vapor, thus making Oracle, Miko, or any other choices for rank 6 obsolete.
Old Explanation below:
This is based on Ggyarkggyark Kim's Bokor-Plaque Doctor top cleric DPS build, and is intended for Solo PvE. I tweaked his build to have Oracle instead of Pardoner for rank 6. Please read his guide first for build explanation and also videos of how he solo PvE using this builld. All credits goes to Kim for sharing his build with us. His build can be found at: http://www.tosbase.com/tools/skill-simulator/build/nq9fr23bax/
Premise of the Effigy-spam Build (Recap from Kim's Build)
- This build is intended for Solo PvE.
- Effigy does dark damage, no spell cool down (making it spammable), with range covering almost the full screen, and not limited by AOE Attack Ratio (instead, it is dependent on target having the hex status)
- Hex by itself can only affect a few targets. Plaque doctor dramatically alter that by spreading the Hex status to a large # of mobs with Pandemic.
- Plaque Doctor Circle 2 also allow incinerate to spread hex when you kill a mob
- Essentially, Plaque Doctor enable you to effigy spam all mobs on the entire screen. Effigy spamming on one mob is very SP costly... but simultaneous hitting a dozen mobs with Effigy make it very SP efficient.
- Because of this build's dependency on Plaque Doctor (Rank 7), rank 6 is our only free slot to plug and play other classes per personal preference. For me, I choose Oracle.
Why use Oracle instead of Pardoner for rank 6?
a) Counter Spell to rotate with safety zone when fighting caster mobs. Why bother with magic defense when you can be immune? (Safety zone or Counter Spell to negate damage, Prophecy or Bloodletting to prevent freeze, sleep, or other level 1 (Prophecy) or lv1 & 2 (Bloodletting) status effects.
b) Forecast's attribute negates 5% of skill... curious to see how if this work on bosses (sadly, I read that it does not work to preview damage for most boss skills). Would forecast also count as incineration source?
c) Arcane energy for bigger SP pool, I don't think we have that many buffs when soloing (Divine Might, Samediveve, the 2 statues, Safety Zone and healing factor)
d) Nicer costume
e) Change/Clairvoyance/Reset for when you are bored during grinding.
In comparison to Pardoner Circle 1 for Rank 6:
http://www.tosbase.com/tools/skill-simulator/build/nq9fr23bax
i) Discerning Evil: Extend Debuff duration by 10 sec at rank 5 at cost of 69 SP. Recasting Lv10 Hex cost 77 SP but gives 24 seconds.
ii) However, you can use discerning evil on one group of mobs with hex, then hex on a new group of mobs... But that can also be managed by bunching the 2 groups of mobs and then Hex -> Pandemic -> Effigy spam
iii) Increase Magic Defense: This is better for party play, as there is no entry limit that Oracle's Counter Spell offer.
In comparison to Dievdirby Circle 2 for Rank 6:
http://www.tosbase.com/tools/skill-simulator/build/ok8d3cmav4/
i) Lv10 Zemyna makes effigy spam even more efficient
ii) Statues are subject to boss knock back, potentially putting them out of range.
iii) Bosses that move around a lot like Mineloader/golem would simply move out of range of owl.
iv) Own can be counter productive like dumb zombies, as it keeps mobs stantionary in one area while you want to drag them to where the next big group of mobs is. But unlike zombies, you don't have Bwa Kayiman to drag things with you.
Changes:
Cleric C1-C2: No changes.
Bokor C1-C2: Stole 1 point from Mackangdal and put into Zombify so you have extra time for incinerate post rank 7.
Dievdirby C1: Took the point from Vakarine and put it in carve attack... since I have quest turn in for quick travel.
Oracle:
1) Counter Spell & Prophecy being the key highlight of this build. When used together, they make you immune to spell dmg and the associated status effect (e.g. freeze).
To help understand how this work, think of it as an anti-magic safety zone. As a bonus, it will dispel spell circles on ground when you cast it. But just like safety zone, you would still get affected by status effect and can be knock out of it like safety zone.
Prophecy is a weaker version of blood letting, as it stops only lv1 status... but no negative effects.
2) Forecast
From what I read, does not work properly on boss abilities (as in you still cannot see their aoe attack, etc). However, we are getting it for the attribute, 5% to cancel an attack is nice to have.
3) Clairvoyance/Resetting/Change
The fun spells :)
Plaque Doctor: Took 1 point out of Bloodletting and put it in Fumigate, as blood letting does not remove debuffs already on you. This let's you cleanse yourself and also create a cleansing zone with the attribute... This is good for those of us that are busy spamming effigy instead of keeping up Bloodletting/Prophecy.
And yes, I left a point not invested in Pandemic in preparation for rank 8.
Rank 8 direction:
Please treat this as pure speculation! Nothing concrete until we see the actual rank 8 classes. http://www.tosbase.com/news/248/Introducing-Rank-8-Cleric/
Likely going with Plaque Doctor 2, but waiting to hear what miko offers. Taoist and Inquisitor does not offer sufficient synergy for the build, and I didn't see anything worth getting from Oracle C3.
Kabbalist C1 as our rank8 also have decent offering: Ein Sof would 2x our HP to up our survival. Revenge 7x will up our damage while rounding up mobs. The major down side is that we close our door to Plaque Doctor 3 when rank 9 comes out.
First User-posted video from KTOS - Bokor-Plaque Doctor 2 in action:
https://www.youtube.com/watch?v=YXg1IApsH50
Stat Allocation:
Almost all INT, with a few points in CON.
HP can be augmented by 3 pieces of Plate Armor and training the Plate Defense Attribute from Cleric Master (use cloth gloves with Magic Amplification to boost damage). Each level of Plate Defense gives about 34HP. Lv10 ~ 340, Lv20 ~ 680, Lv40 ~ 1360 or so.
Gear vs Attribute:¸
Aside from the Krasus mace, and Arde Dagger always invest in attribute before gear prior to Lv220. Quest gear like Tomb Gloves and Riena Plate is sufficient as middle tier armor are mostly generic junk, or far too expensive as you outgrow them too quickly.
Attribute bonus stay with your character for life. Best gear today will be replaced by even better gear in future.
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: ![]() ![]() 5 / 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 5: 0.4 second attack 103% No. of Hits: 18 Magic Circle Duration: 10 seconds SP: 42 Type: Magic / Buff Cooldown: 27s Element: ![]() ![]() 3 / 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 3: Blocks: 6 times Magic Circle Duration: 20 seconds SP: 33 Type: Magic / Buff Cooldown: 48s Element: ![]() ![]() 1 / 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 1: Reduces 0.3% per stack Magic Circle Duration: 6 seconds SP: 18 Type: Magic / Buff Cooldown: 13s Element: ![]() |
Rank 2
![]() ![]() Cleric |
![]() 10 / 10 2 Heal: Enhance Type: Passive * Increases the damage and heal factor of [Heal] by 0.5% per attribute level * +10% added bonus at maximum level Cleric 1st Circle required Heal: Creating Extra Type: Active * Adds a 2% chance per attribute level of being automatically healed when using [Heal] * Increases SP consumption by 20% Cleric 1st Circle required Heal: Remove Damage Type: Active * [Heal] will not inflict damage nor react to enemies * Increases SP consumption by 10% Cleric 1st Circle required Heal: Open Sanctuary Type: Active * Extends the effects of [Heal] to neutral characters. Cleric 1st Circle required Heal: Exclude Summons Type: Active * Keeps [Heal] effects from applying to summons. Cleric 1st Circle required Heal: Linger Type: Active * Applies a buff that continuously restores the HP of allies healed with Heal or Mass Heal * The buff lasts 10 sec and restores HP in a value equal to [attribute level x 5]% of your Healing stat * Increases SP consumption by 30% Cleric 3rd Circle required Heal [Magic] - [Holy] Creates a magic circle in front of you, healing allies or damaging enemies. Does not affect airborne enemies. Amount of HP recovered depends on the target's maximum HP. Recovery increases with the casting character's INT and SPR. Level 10: Attack 228% Heal factor 228% Magic circle duration 40 sec No. of heal circles 10 SP: 68 Type: Magic / Buff Cooldown: 22s Element: ![]() ![]() 10 / 10 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 10: 0.4 second attack 103% No. of Hits: 28 Magic Circle Duration: 15 seconds SP: 75 Type: Magic / Buff Cooldown: 27s Element: ![]() ![]() 5 / 5 Divine Might: Devil-type Damage Type: Active * Deals damage equal to 100% of magic attack to nearby Devil-type monsters when using [Divine Might] * Increases SP consumption by 10% Cleric 2nd Circle required Divine Might Temporarily increases the skill levels of you and your party members by 1. Level 5: Applies 5 times Duration: 60 seconds SP: 45 Type: Magic / Buff Cooldown: 27s ![]() 1 / 5 Fade Erases the threat of monsters making them stop any attacks on you. Level 1: Duration: 12 seconds SP: 24 Type: Magic / Buff Cooldown: 40s Element: ![]() |
Rank 3
![]() ![]() Bokor |
![]() 5 / 5 Hexing: Dark Type: Active * Enemies affected by [Hexing] will receive 10% additional damage per attribute level from Dark property attacks * Increases SP consumption by 10% Bokor 1st Circle required Hexing Curse an enemy to decrease its magic defense and prevent recovery. Level 5: Magic Defense: -5.5% Hexing Duration: 19 seconds SP: 78 Type: Magic / Attack Cooldown: 9s Element: ![]() ![]() 5 / 5 3 Effigy: Enhance Type: Passive * Increases the damage dealt on an enemy with [Effigy] by 0.5% per attribute level * +10% added damage at maximum level Bokor 1st Circle required Effigy: Blind Type: Active * Enemies hit by [Effigy] have a 5% chance per attribute level of becoming afflicted with [Blind] for 5 seconds * Increases SP consumption by 10% Bokor 1st Circle required Effigy [Magic] - [Dark] Deals damage to cursed enemies from afar. Deals additional damage on every third casting if used in succession. Level 5: Attack: 365% Attack bonus on 3rd attack: 1.88x ~ 2.66x SP: 42 Type: Magic / Attack Cooldown: 4s Element: ![]() |
Rank 4
![]() ![]() Bokor |
![]() 10 / 10 Hexing: Dark Type: Active * Enemies affected by [Hexing] will receive 10% additional damage per attribute level from Dark property attacks * Increases SP consumption by 10% Bokor 1st Circle required Hexing Curse an enemy to decrease its magic defense and prevent recovery. Level 10: Magic Defense: -8% Hexing Duration: 24 seconds SP: 131 Type: Magic / Attack Cooldown: 9s Element: ![]() ![]() 10 / 10 3 Effigy: Enhance Type: Passive * Increases the damage dealt on an enemy with [Effigy] by 0.5% per attribute level * +10% added damage at maximum level Bokor 1st Circle required Effigy: Blind Type: Active * Enemies hit by [Effigy] have a 5% chance per attribute level of becoming afflicted with [Blind] for 5 seconds * Increases SP consumption by 10% Bokor 1st Circle required Effigy [Magic] - [Dark] Deals damage to cursed enemies from afar. Deals additional damage on every third casting if used in succession. Level 10: Attack: 447% Attack bonus on 3rd attack: 2.23x ~ 3.11x SP: 69 Type: Magic / Attack Cooldown: 4s Element: ![]() ![]() 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: ![]() ![]() 2 / 10 Zombify: Large Zombie Type: Active * Increases chances of creating a large-type zombie when zombifying a large-type monster by 1% per attribute level * Increases SP consumption by 20% Lv2 Zombify required Zombify: Wheelchair Zombie Type: Active * Increases chances of creating a Wheelchair Zombie when creating a zombie by 1% per attribute level Increases SP consumption by 20% Lv3 Zombify required Zombify Creates a magic circle that raises a dead enemy as a zombie. The stats of the raised zombie are affected by those of the dead enemy, and its HP and STR increases with the caster's INT and SPR. Level 2: Magic Circle Duration: 15 seconds Can summon up to 8 Zombies Increases Zombie damage per level SP: 48 Type: Magic / Buff Cooldown: 25s Element: ![]() ![]() 1 / 5 Mackangdal: Decreased Cumulative Damage Type: Active * Decreases accumulated damage from [Mackangdal] by 2 per attribute level Lv3 Mackangdel required Mackangdal Throw a talisman to an ally that temporarily suppresses pain. The ally is invulnerable to any damage when the talisman is active, but receives the accumulated damage at once when the effect ends. Level 1: Invincibility Duration: 11 seconds SP: 36 Type: Melee / Buff Cooldown: 67s Element: ![]() ![]() 1 / 5 Bwa Kayiman: Enhance Type: Passive * Increases the damage dealt on an enemy with [Bwa Kayiman] by 0.5% per attribute level * +10% added damage at maximum level Bokor 2nd Circle required Bwa Kayiman: zombie defense Type: Active * Increases zombie's physical defense by 2% per attribute level when using [Bwa Kayiman] * Increases SP consumption by 10% Bokor 2nd Circle required Bwa Kayiman [Physical] - [Strike] Instruct your summoned zombies to celebrate. The zombies will deal little damage to anything they touch. Zombie's STR stat applies as additional damage. Level 1: Attack: 171% Maximum Duration: 10 seconds Requires summoned Zombies SP: 37 Type: Melee / Buff Cooldown: 10s Element: ![]() ![]() 5 / 5 Samediveve: Increased Range Type: Active * Increases range of [Samediveve] to 110 Increases SP consumption by 30% Bokor 2nd Circle required Samediveve Plant a glyph on the ground symbolizing Baron Samedi, the loa of death. Increases the maximum HP and movement speed of you and your zombies nearby the glyph. Only half of the effect applies to you. Level 5: Maximum HP: +298 Movement Speed: +8 Duration: 110 seconds Glyph Duration: 15 seconds SP: 84 Type: Melee / Buff Cooldown: 51s Element: ![]() |
Rank 5
![]() ![]() Dievdirbys |
![]() 5 / 5 Statue of Goddess Zemyna Carve a statue of Zemyna, the goddess of the earth. Decreases the SP cost and SP recovery time when using skills for nearby allies who are within the radius of the Goddess Statue. Level 5: SP -24 SP recovery shortened by 5 sec Statue duration 50 sec Consumes Sculpting Wood x1 SP: 83 Type: Melee / Attack Cooldown: 48s ![]() 5 / 5 Statue of Goddess Laima: Home Ground Type: Active * Increases cooldown of skills from enemies when within the range while [Statue of Goddess Laima] is active * Increases SP consumption by 10% Dievdirbys 1st Circle required Statue of Goddess Laima Carves a statue of Laima, the Goddess of Fate. Decreases the cooldown of your party members' skills within the radius of the Goddess Statue. Level 5: Cooldown -20% Movement speed -5 Statue duration 50 sec Consumes Sculpting Wood x1 SP: 83 Type: Melee / Attack Cooldown: 47s ![]() 5 / 5 3 Carve Attack: Enhance Type: Passive * Increases the damage dealt on an enemy with [Carve Attack] by 0.5% per attribute level * +10% added damage at maximum level Dievdirbys 1st Circle required Carve Attack: Chance to Obtain Type: Active * Increases chances of obtaining materials for [Carve] by 1% per attribute level * Increases SP consumption by 30% Dievdirbys 2nd Circle required Carve Attack [Physical] - [Pierce] [{img tooltip_speedofatk}Attack Speed] Attack the target by using a carving knife. Plant-type monsters take additional bonus damage and may drop statue materials. Level 5: Attack: 100% x 5 Additional Damage to Plant-type Monsters: +100 Statue Materials Drop Rate: 25% AoE Attack Ratio: 1 SP: 73 Type: Melee / Attack Cooldown: 17s |
Rank 6
![]() ![]() Oracle |
![]() 1 / 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 1: Maximum SP: +3% Maximum STA: +9 Duration: 30 minutes SP: 63 Type: Magic / Buff Cooldown: 49s ![]() 1 / 5 2 Change: Winning Type: Active * A monster that is transformed by [Change] will have the Item Jackpot Effect with a 0.05% chance per attribute level * Increases SP consumption by 30% Oracle 1st Circle required Change Changes the monster in front of you to a different monster with a similar level. Level 1: Target Level: -1 ~ +1 SP: 67 Type: Magic / Attack Cooldown: 60s ![]() 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 ![]() 5 / 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 5: Removes nearby magic circles Maximum Duration: 10 Cooldown -5 second(s) SP: 158 Type: Magic / Attack Cooldown: 55s ![]() 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
![]() ![]() Plague Doctor |
![]() 5 / 5 Healing Factor Install a magic circle that grants super healing abilities temporarily. You or your party members recover HP equal to the amount left at the point when the magic circle is stepped on. Level 5: Duration: 40 seconds HP Recovery: 100 SP: 198 Type: Magic / Buff Cooldown: 45s Element: ![]() ![]() 5 / 5 Incineration: Enhance Type: Passive * Increases the damage dealt on an enemy with [Incineration] by 0.5% per attribute level * +10% added damage at maximum level Plague Doctor 1st Circle required Incineration: Infect Type: Active * When an enemy is defeated by [Incinerate], it transfers its debuff to a nearby enemy * Increases the number of possible targets by 1 per attribute level * Increases SP consumption by 40% Plague Doctor 2nd Circle Required Incineration: Fast Response Type: Active * Decreases the interval of [Incineration]'s hits by 0.1 seconds * Increases SP consumption by 50% Plague Doctor Circle 3 Required Incineration [Magic] - [Fire] Incinerate enemies with status ailments. The duration of [Incineration]'s effects will increase depending on the enemies' number of status ailments. Level 5: 0.4 second attack 119% Base Duration: 10 seconds SP: 146 Type: Magic / Buff Cooldown: 16s Element: ![]() ![]() 1 / 5 Fumigate: Prevention Type: Active * Increases the chance that [Fumigate] blocks Lv3 or weaker status ailments for 10 seconds by 5% per attribute level * Increases SP consumption by 10% Plague Doctor 1st Circle required Fumigate: Purification Type: Active * The range of [Fumigate] becomes a purification area for 10 seconds * Increases allies' poison resistance by 10% per attribute level * Increases SP consumption by 10% Plague Doctor 1st Circle required Fumigate Spray a cloud of antidote that cures the status ailments of an ally. Allies within the effect will be cured of rank 3 or lower status ailments. Level 1: Removes rank 3 and lower status ailments Applies a maximum of 3 times SP: 72 Type: Magic / Buff Cooldown: 30s Element: ![]() ![]() 4 / 5 Pandemic: Increased Range Type: Active * Increases the range of [Pandemic] * Increases SP consumption by 100% Plague Doctor 2nd Circle Required Pandemic: Spread Incineration Type: Active * Adds a 5% chance per attribute level for [Pandemic] to spread [Incineration] Chance applies to each target individually * Increases SP consumption by 50% Requires Pandemic Level 11 Pandemic Spread all status ailments on targeted enemies to other enemies within the range. Level 4: Applies a maximum of 11 times SP: 170 Type: Magic / Buff Cooldown: 25s Element: ![]() |
Rank 8
![]() ![]() Plague Doctor |
![]() 9 / 10 Healing Factor Install a magic circle that grants super healing abilities temporarily. You or your party members recover HP equal to the amount left at the point when the magic circle is stepped on. Level 9: Duration: 60 seconds HP Recovery: 140 SP: 310 Type: Magic / Buff Cooldown: 45s Element: ![]() ![]() 10 / 10 Incineration: Enhance Type: Passive * Increases the damage dealt on an enemy with [Incineration] by 0.5% per attribute level * +10% added damage at maximum level Plague Doctor 1st Circle required Incineration: Infect Type: Active * When an enemy is defeated by [Incinerate], it transfers its debuff to a nearby enemy * Increases the number of possible targets by 1 per attribute level * Increases SP consumption by 40% Plague Doctor 2nd Circle Required Incineration: Fast Response Type: Active * Decreases the interval of [Incineration]'s hits by 0.1 seconds * Increases SP consumption by 50% Plague Doctor Circle 3 Required Incineration [Magic] - [Fire] Incinerate enemies with status ailments. The duration of [Incineration]'s effects will increase depending on the enemies' number of status ailments. Level 10: 0.4 second attack 146% Base Duration: 10 seconds SP: 232 Type: Magic / Buff Cooldown: 16s Element: ![]() ![]() 5 / 10 Pandemic: Increased Range Type: Active * Increases the range of [Pandemic] * Increases SP consumption by 100% Plague Doctor 2nd Circle Required Pandemic: Spread Incineration Type: Active * Adds a 5% chance per attribute level for [Pandemic] to spread [Incineration] Chance applies to each target individually * Increases SP consumption by 50% Requires Pandemic Level 11 Pandemic Spread all status ailments on targeted enemies to other enemies within the range. Level 5: Applies a maximum of 13 times SP: 184 Type: Magic / Buff Cooldown: 25s Element: ![]() ![]() 5 / 5 2 Black Death Steam: Enhance Type: Passive * Increases the damage dealt on an enemy with [Black Death Steam] by 0.5% per attribute level * +10% added damage at maximum level Plague Doctor 2nd Circle Required Black Death Steam: Fast Contagion Type: Active * Decreases the interval of [Black Death Steam]'s hits by 0.1 seconds * Increases SP consumption by 50% Plague Doctor Circle 3 Required Black Death Steam [Magic] - [Poison] Spread Black Death Steam around and deal continuous damage. The affected targets infect other targets nearby. When using Incinerate on the target, it receives additional damage. Level 5: 0.5 second attack 142% Duration: 15 seconds SP: 190 Type: Magic / Buff Cooldown: 38s Element: ![]() |
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Comments (15)
http://www.tosbase.com/tools/skill-simulator/build/r2vw2e0xkx/
What do you think about this build?
I kinda want to change pardoner to oracle too.
I highly recommend you take Dievdirbys instead of Krivis.
Dievdirbys gives us Zemyna while would greatly reduce our SP consumption during Effigy spam.
Lamia is a bonus becuase 20% CD reduction is great for everything (e.g. lower CD on Safety Zone to up our survival, lower CD on Hex in case it gets resisted, etc.)
Furthermore, with the use of fade, the statues can be used as decoys/tanks.
my next is rank 6 so i dont know what to do :(
That's a tough one since you are all over the place.
If you want to continue with your current char, you can go Dievdirbys > PD > PD2.
Or you can test out oracle, and then re-roll a 2nd char for a build that you want.
https://www.youtube.com/watch?v=YXg1IApsH50
She is melting those 300K+ mob pretty effortlessly.
The new plaque vapor skill adds another lovely dot (she used it right after incineration).
Almost rank 6, kim's build is good.
Koreans should get their rank 8 update this week. I am waiting to hear about miko before I invest into rank 6.
Per my research, I would treat clairvoyance as nice to have. Clairvoyance have a very short cast range, so you need to be close for it to actually work. Server lag and such can disrupt it but still cost the cast.
Utility-wise & build-synergy-wise, I don't think Oracle is inferior to pardoner.
Lv5 Discerning Evil (DE) only increase duration by 10 sec... at roughly the same SP cost... and DE is pointless if your target resisted Hex... My conclusion, you are better off to simply recast hex for a 24 sec debuff.
btw miko is it just for female char ? what about male sheperd?
Regarding build in total:
- Cure: it's not a good idea to have more then 1 in it coz it scales bad with leveling.
Level 1: Attack: (6 + INT × 1.2), Number of Hits: 10
Level 10: Attack: (22 + INT × 1.2), Number of Hits: 28
So you get +16 damage for 9 Points, additional 18 hits. Let's pretend you have 200 INT.
You get additional 160 + (18 x 220) = 4120. It's fine but at high levels it's suppose you have one hit 4k+ damage.
And this is not the best skill to use at high level for damage, but for status recovery it's ok to have 1.
- Dievdirby C1:
There is no need to have C1 you need at least C2 to be effective Dievdirby. Owl is great for damage, and other C2 skills are great.
- Oracle:
Can't see why you choose Oracle C1, for [Counter Spell] ?
- In PvE: no need to negate enemy circles
- In PvP: bad build for PvP
For [Prophecy] ?
Lvl 1 status resist, you have it from [Cure] on Cleric C1
This is Kim's build with Oracle :P
Miko is hidden class with no real info yet. Mostly rumors and speculations. Koreans should be getting rank 8 this week... but don't know if they will get miko with the patch. Sex should not be issue since you can find Oracle C3 to sex change with rank 8.
Rugal, you will need to read Kim's guide to understand the direction and class choice of this build. Perhaps I should put in a better explanation so people does not have to jump back and forth.
And if you play cleric, you will understand that cure is very SP efficient at killing stuff that does not fly when you level up. You can also invest in attribute to augment damage. Before we get pandemic in in rank 7, Cure is one of our main damage. Post-pandemic, it is still one of our main mob cleanup spell after effigy spam. To gauge its effectiveness, 1 Cure alone can take out about 60%+ of the bird's health in enemy smell party quest (quest mob level scale with your level). It can also 1 shot almost any non-boss mobs you run across pre-rank 6. So I say it is very good to have rank 10 cure.
Regarding only 1 rank invested in Dievdirby, primarily it is for Zemyna to reduce the heavy SP burden of effigy spam. You can certainly go Bokor C3 and spam max Effigy... But per Kim's explanation, effigy investment doesn't scale as well.
Regarding choice of Oracle:
- This build is not intended for PvP... but solo PvE.
- Counterspell has its uses even for PvE, such as in a mobby area with lots of casters.
- Cure cannot be used under certain status, such as when you are frozen, Prophecy prevents it. Stacking Prophecy with Safety Zone or Counterspell gives complete immunity to all spells that gives lv1 status. It also free up points for your Plaque doctor to invest in damage skills/prepare for PD2.
- Cure can then be used offensively instead
To see how this build work when soloing, check out Kim's guide for videos.
- Also, we can survive without owl, since effigy's range cover almost the full screen. Owl only does damage in single direction.
- This build is all about Hex -> Pandemic spreading hex to everything -> Effigy kill all. Incineration will also help spread Hex at rank 8.
- Effigy = dark damage, and does not have spell CD... only reliant on target being hex.
I am not going to poit things where you are not right, Kim asked wor my opinion i gave it. I don't blame him i just give him a weak points of the skills.