Valkoria's (C) Exorcist Guide.
Created by Valkoria on Jul 19th 2018 (Last Updated: Dec 11th 2018).
This is a public build.
11
Rank 10 Update: For rank 10 we take Druid Circle 3 over Exorcists. With Lycanthropy: Human Form being 75% uptime now it will outperform even Rubric L15 and Exorcists new skill Katadikazo (which is kind of underwhelming by the way).
However you may take Exorcist Circle 3 instead if you really dislike the aesthetic of Druids transform or playstyle, I'd say it's a significant difference, but not significant enough to make or break the build since it already performs so well at Rank 9. The choice is entirely yours.
I will also be playing around with druids skill points a bit more during the week, it may be worth having more points in Chortasmata over something else for example, I'll keep the guide updated. I hope you enjoy the build as much as I am and good luck leveling!
____________________________________________________________________________________________________________________________________________________________________
Welcome, If you have any questions I will do my absolute best to answer them as soon as possible and please click the Like button if you enjoy the build. I hope you enjoy Exorcist as much as I do!
With the recent update I ended up testing several Exorcist builds and this is the one I felt was the most beneficial to myself and the group.
Though one important thing I need to clarify is that Exorcist is an EXTREMELY powerful standalone class, I feel like it can fit into nearly any build and still be quite effective due to the nature of the class. Honestly I'm surprised at how strong Exorcist is, I don't want to over hype the class, but it feels so incredibly powerful compared to most other cleric classes. Just below is the alternative path to Exorcist I felt was my second pick.
Alternative Exorcist Path:
Cleric 3 - Dievderby 3 - Miko - Exorcist 3:
http://tos-th.com/skill-simulator.html#4111777ikkk.1f345a6175.112e355a6a75.253545.1f213c41516a75
Similar gameplay with less damage and healing, but with a different form of utility through Dievderby and Miko.
+ 20% cooldown reduction and Sp cost reduction for the group, which means more frequent Exorcist spells for you.
+ Long duration aoe silence on enemies.
+ A different invulnerability through Ausrine.
+ Great in CM and Uphill.
- Owls scale much better with Spirit, which you will be going Int.
- Dievderby statues aren't for everyone due to the lack of mobility.
- Miko unlock quest.
- Not as good in Raid.
For more builds check out: http://www.tosbase.com/tools/skill-simulator/users/24013/
Exorcist specializes in dealing high holy damage, all of which deal damage in an aoe. The cooldown of Exorcist spells are fairly short and some have multiple overheat making it a really strong class that can fit in nearly any build.
We take Cleric and Priest as early rank filler classes due to the mentioned above, you will find most of your time casting Exorcist abilities to deal damage so you will want to have the tools that Cleric and Priest offers to keep yourself and your team alive.
And at Rank 6 and 7 we take Druid since it offers both offensive and defensive abilities that are useful while you are dealing damage with Exorcist skills. Plop down Chortasmata and Carnivory and let it do its things, and Sterea Troph will keep everyone alive and prevent you from getting interrupted while casting Rubric.
Rating of Class 1-10 (my opinion):
Single Target: 9
Area of Effect: 9
Durability: 8
Solo: 8
Team: 9
Pros:
- Raid viable
- Strong utility
- Simple and fun to play
- Flexible Role, can dps and heal extremely well
- All circles prior to Exorcist are flexible
Cons:
- No real damage until Circle 6
- Best spell is a channel
- Some skills cannot hit flying
- Slightly Sp hungry (solved by potions/gear with spirit)
Stat Distribution:
0-70 CON, Rest INT, See below for Spirit.
You will need to invest in Con for content like Velcoffer, however if you don't plan on doing it there is little need to invest Con, and can get whatever you need for other content from gear alone.
As for Spirit, you will want to increase your Sp pool since ability costs are medium to high compared to some other builds. I suggest avoid spending your attribute points on Spirit and instead getting it through gear, you can easily get some Int + Spr purple gear for fairly cheap until you upgrade to something better like Primus with the same stats, Velcoffer or crafted.
However, you can invest around 100 spirit in your stats if you wish and stat reset later when you have significantly better gear.
Skill Distribution:
You will notice that some circles don't have 15 points invested, that's because you can save points from the same class and invest them in the next circle.
Cleric:
15/15 Heal, literally Clerics best spell in the game, every cleric maxes this.
With the Cleric Circle 3 attribute Heal: Linger it has the added benefit of applying a heal over time for 10 seconds.
4-14/10 Safety Zone, Lays a square on the ground that when stood in prevents you from taking damage for a certain amount of attacks (30 with level 4 + Divine Might + Maxed Attribute).
You can still be knocked out by certain attacks but it will still prevent the damage and the amount of blocks is shared with others standing in it.
10/10 Divine Might, A great skill because it causes your next x amount of skills (x depends on Divine Mights level) to be +1 level higher.
1/5 Fade, One point is enough for removing aggro so you can interact with objects or avoid some ground spells.
5/5 Guardian Saint, Completely changed, Now it's a 60 second duration buff that increases your Healing Stat by 30% at level 6. Since this skill has 100% up time and makes your Heal and Mass Heal significantly better it's now a very good skill.
Remaining 10 points can be put into Safety Zone for +20 more blocks or Cure for a decent damage over time deployment tile, it can also be used to dispel debuffs off yourself but once you become Exorcist you will have Gregorate to dispel if needed.
Priest:
5/5 Resurrection, Brings up to 6 dead players back to life in a large cone in front of you, deals damage to enemies and knocks them back too.
1/10 Monstrance, A 5 minute duration buff (with attributes) that gives 30% + 10 Dexterity, a fairly good buff for certain classes you may play with.
5/5 Revive, A party shared buff that applies its effect when someone takes a hit that would otherwise kill them causing them to not die, lose the revive buff, become invulnerable for a few seconds, and heal to a certain hp %. Incredibly good for content that is extremely dangerous where one mistake could lead to a death.
5/5 Mass Heal, Like all healing, this no longer heals a % of health and now restores health based off the healing stat which scales from Spirit and Intelligence. Mass Heal was also slightly changed to a large circle around the caster instead of a circle in front of the caster.
With the Cleric Circle 3 attribute Heal: Linger it has the added benefit of applying a very potent heal over time for 10 seconds.
Remaining 14 points can be put into anything, we go Priest for Resurrection, Revive and Mass Heal, and since shop buffs will always be better than what you can cast you won't find much use in casting them yourself. If someone does actually die and lose their buffs, you can always buff them with your own Aspersion though.
Druid:
10/15 Chortasmata, Places a large area of plants on the ground that heals allies over time when standing in it and causes enemies to become debuffed that deals damage over time. It is also required to cast Carnivory and Sterea Troph on it.
Last but not least, this skill turns targets within it into Plant type, which will effect two of your Exorcist spells, see Rubric below.
10/15 Carnivory, When cast causes your nearby Chortasmata to deal damage over time to several enemies that are standing in it.
10/10 Sterea Troph, When cast causes your nearby Chortasmata to give damage invulnerability when standing in it. Extremely good utility spell that has 50% up time at level 10, and can be cast while Carnivory is dealing damage.
5/10 Thorn, Releases a wave of thorns that travels in a straight line which causes targets that get hit to become rooted and take damage over time. Deals a good amount of damage with some bonus added utility.
5/5 Lycanthropy, The reason why we go Druid C3 at Rank 10 over Exorcist. This skill now has two attributes, one that causes you to transform into a humanoid lycan that increases your magic damage by 36%, gives you health regen and the ability to sprint like a swordsmen, and another attribute that increases its duration from 60 to 90 seconds which ends up being a 27% overall damage increase to the build.
When comparing Rubric Lv15 to Rubric Lv10 with Lycan (counting downtime too), you will perform more damage over time with Lycan, even more so when it comes to a shorter period of time.
5/5 Henge Stone, This summons an object at target location that increases your magic circle and installation skill levels by 1 while you are near it, and also increases all nearby clerics magic damage by 10%, at level 6 (Divine Might) it lasts 20 seconds.
The abilities it increases by 1 level are the following:
- Heal, Guardian Saint
- Monstrance
- Chortasmata, Carnivory, Sterea Troph, Henge Stone
- Aqua Benedicta, Koinonia
Exorcist:
10/10 Rubric, Channel spell that hits for a ridiculous amount of holy damage in a long straight line. This skill is so overpowered it's pretty much the sole reason why you pick Exorcist. Circle 2 it becomes a much stronger spell with its two attributes.
This skill hits twice per tick on Demon type enemies, which means if your target is naturally a Demon but is standing in Chortasmata, it won't hit twice due to it being changed into a Plant type. Try positioning it so it doesn't touch bosses, or not using Chortasmata if you don't need the extra healing or damage immunity.
10/10 Aqua Benedicta, Throw a bottle of holy water at target location that deals holy damage over time for several seconds. 25 second cooldown with 3 overheat is what makes this spell quite good, unfortunately the downside is that it cannot hit flying enemies.
4/10 Entity, In pve this spell is pretty useless unless you level the Circle 2 attribute Divine Impact which causes it to deal 50% of its original damage to non hidden enemies, then it becomes a decent aoe nuke. Another spell with 3 overheat making it quite good so long as you are Circle 2.
Entity has an interaction with Chaplains Magnus Exorcismus. When Entity is cast near Magnus Exorcismus it causes it to split into multiple smaller versions and refreshes its duration. The combo is quite good, but since Magnus Exorcismus is such a long cooldown and you need to invest so many circles for it, I found it not worth it.
1/5 Gregorate, Single use spell that's similar to Entity as an aoe attack but also dispels allies. One point wonder spell.
Apparently Gregorate has an interaction with Bokor Zombies which causes them to explode in an aoe for the same damage that Gregorate does, similar to Damballa.
5/5 Koinonia, A buff that can only be applied when you have two others in your team nearby and deals damage to enemies periodically, and extra to Demon type enemies, great spell since you can cast it and continue doing other things while it deals damage. If you only play solo then I would advise to avoid spending points into it.
Important Attributes to level asap:
Cleric - Safety Zone: Block Count
Cleric - Heal: Linger
Priest - Monstrance: Buff Duration
Priest - Resurrection: Revive Count
Priest - Revive: Duration
Druid - Carnivory: Duration
Druid - Chortasmata: Duration
Druid - Lycanthropy: Human Form
Exorcist - Rubric: Propagate
Exorcist - Rubric: Speed Reading
Exorcist - Aqua Benedicta: Last Drop
Exorcist - Entity: Divine Impact
Druid - Wolf Spirit (Expensive, but very important).
Equipment / Core Items / Cards:
Use a Rod & Shield. Cloth for more Mdef, Plate for more Pdef.
Red Card: Chapparition Lv10 x3 (+30% Magic Attack for 6 seconds after consuming an Sp Potion)
Blue Card: Nuaele Lv10 x3 (+30% Magic Defense)
Green Card: Pyroego Lv10 x3 (+30 Intelligence)
Purple Card: Gazing Golem Lv5-10 x3 (15-30% chance to gain Pain Barrier when hit)
However you may take Exorcist Circle 3 instead if you really dislike the aesthetic of Druids transform or playstyle, I'd say it's a significant difference, but not significant enough to make or break the build since it already performs so well at Rank 9. The choice is entirely yours.
I will also be playing around with druids skill points a bit more during the week, it may be worth having more points in Chortasmata over something else for example, I'll keep the guide updated. I hope you enjoy the build as much as I am and good luck leveling!
____________________________________________________________________________________________________________________________________________________________________
Welcome, If you have any questions I will do my absolute best to answer them as soon as possible and please click the Like button if you enjoy the build. I hope you enjoy Exorcist as much as I do!
With the recent update I ended up testing several Exorcist builds and this is the one I felt was the most beneficial to myself and the group.
Though one important thing I need to clarify is that Exorcist is an EXTREMELY powerful standalone class, I feel like it can fit into nearly any build and still be quite effective due to the nature of the class. Honestly I'm surprised at how strong Exorcist is, I don't want to over hype the class, but it feels so incredibly powerful compared to most other cleric classes. Just below is the alternative path to Exorcist I felt was my second pick.
Alternative Exorcist Path:
Cleric 3 - Dievderby 3 - Miko - Exorcist 3:
http://tos-th.com/skill-simulator.html#4111777ikkk.1f345a6175.112e355a6a75.253545.1f213c41516a75
Similar gameplay with less damage and healing, but with a different form of utility through Dievderby and Miko.
+ 20% cooldown reduction and Sp cost reduction for the group, which means more frequent Exorcist spells for you.
+ Long duration aoe silence on enemies.
+ A different invulnerability through Ausrine.
+ Great in CM and Uphill.
- Owls scale much better with Spirit, which you will be going Int.
- Dievderby statues aren't for everyone due to the lack of mobility.
- Miko unlock quest.
- Not as good in Raid.
For more builds check out: http://www.tosbase.com/tools/skill-simulator/users/24013/
Exorcist specializes in dealing high holy damage, all of which deal damage in an aoe. The cooldown of Exorcist spells are fairly short and some have multiple overheat making it a really strong class that can fit in nearly any build.
We take Cleric and Priest as early rank filler classes due to the mentioned above, you will find most of your time casting Exorcist abilities to deal damage so you will want to have the tools that Cleric and Priest offers to keep yourself and your team alive.
And at Rank 6 and 7 we take Druid since it offers both offensive and defensive abilities that are useful while you are dealing damage with Exorcist skills. Plop down Chortasmata and Carnivory and let it do its things, and Sterea Troph will keep everyone alive and prevent you from getting interrupted while casting Rubric.
Rating of Class 1-10 (my opinion):
Single Target: 9
Area of Effect: 9
Durability: 8
Solo: 8
Team: 9
Pros:
- Raid viable
- Strong utility
- Simple and fun to play
- Flexible Role, can dps and heal extremely well
- All circles prior to Exorcist are flexible
Cons:
- No real damage until Circle 6
- Best spell is a channel
- Some skills cannot hit flying
- Slightly Sp hungry (solved by potions/gear with spirit)
Stat Distribution:
0-70 CON, Rest INT, See below for Spirit.
You will need to invest in Con for content like Velcoffer, however if you don't plan on doing it there is little need to invest Con, and can get whatever you need for other content from gear alone.
As for Spirit, you will want to increase your Sp pool since ability costs are medium to high compared to some other builds. I suggest avoid spending your attribute points on Spirit and instead getting it through gear, you can easily get some Int + Spr purple gear for fairly cheap until you upgrade to something better like Primus with the same stats, Velcoffer or crafted.
However, you can invest around 100 spirit in your stats if you wish and stat reset later when you have significantly better gear.
Skill Distribution:
You will notice that some circles don't have 15 points invested, that's because you can save points from the same class and invest them in the next circle.
Cleric:
15/15 Heal, literally Clerics best spell in the game, every cleric maxes this.
With the Cleric Circle 3 attribute Heal: Linger it has the added benefit of applying a heal over time for 10 seconds.
4-14/10 Safety Zone, Lays a square on the ground that when stood in prevents you from taking damage for a certain amount of attacks (30 with level 4 + Divine Might + Maxed Attribute).
You can still be knocked out by certain attacks but it will still prevent the damage and the amount of blocks is shared with others standing in it.
10/10 Divine Might, A great skill because it causes your next x amount of skills (x depends on Divine Mights level) to be +1 level higher.
1/5 Fade, One point is enough for removing aggro so you can interact with objects or avoid some ground spells.
5/5 Guardian Saint, Completely changed, Now it's a 60 second duration buff that increases your Healing Stat by 30% at level 6. Since this skill has 100% up time and makes your Heal and Mass Heal significantly better it's now a very good skill.
Remaining 10 points can be put into Safety Zone for +20 more blocks or Cure for a decent damage over time deployment tile, it can also be used to dispel debuffs off yourself but once you become Exorcist you will have Gregorate to dispel if needed.
Priest:
5/5 Resurrection, Brings up to 6 dead players back to life in a large cone in front of you, deals damage to enemies and knocks them back too.
1/10 Monstrance, A 5 minute duration buff (with attributes) that gives 30% + 10 Dexterity, a fairly good buff for certain classes you may play with.
5/5 Revive, A party shared buff that applies its effect when someone takes a hit that would otherwise kill them causing them to not die, lose the revive buff, become invulnerable for a few seconds, and heal to a certain hp %. Incredibly good for content that is extremely dangerous where one mistake could lead to a death.
5/5 Mass Heal, Like all healing, this no longer heals a % of health and now restores health based off the healing stat which scales from Spirit and Intelligence. Mass Heal was also slightly changed to a large circle around the caster instead of a circle in front of the caster.
With the Cleric Circle 3 attribute Heal: Linger it has the added benefit of applying a very potent heal over time for 10 seconds.
Remaining 14 points can be put into anything, we go Priest for Resurrection, Revive and Mass Heal, and since shop buffs will always be better than what you can cast you won't find much use in casting them yourself. If someone does actually die and lose their buffs, you can always buff them with your own Aspersion though.
Druid:
10/15 Chortasmata, Places a large area of plants on the ground that heals allies over time when standing in it and causes enemies to become debuffed that deals damage over time. It is also required to cast Carnivory and Sterea Troph on it.
Last but not least, this skill turns targets within it into Plant type, which will effect two of your Exorcist spells, see Rubric below.
10/15 Carnivory, When cast causes your nearby Chortasmata to deal damage over time to several enemies that are standing in it.
10/10 Sterea Troph, When cast causes your nearby Chortasmata to give damage invulnerability when standing in it. Extremely good utility spell that has 50% up time at level 10, and can be cast while Carnivory is dealing damage.
5/10 Thorn, Releases a wave of thorns that travels in a straight line which causes targets that get hit to become rooted and take damage over time. Deals a good amount of damage with some bonus added utility.
5/5 Lycanthropy, The reason why we go Druid C3 at Rank 10 over Exorcist. This skill now has two attributes, one that causes you to transform into a humanoid lycan that increases your magic damage by 36%, gives you health regen and the ability to sprint like a swordsmen, and another attribute that increases its duration from 60 to 90 seconds which ends up being a 27% overall damage increase to the build.
When comparing Rubric Lv15 to Rubric Lv10 with Lycan (counting downtime too), you will perform more damage over time with Lycan, even more so when it comes to a shorter period of time.
5/5 Henge Stone, This summons an object at target location that increases your magic circle and installation skill levels by 1 while you are near it, and also increases all nearby clerics magic damage by 10%, at level 6 (Divine Might) it lasts 20 seconds.
The abilities it increases by 1 level are the following:
- Heal, Guardian Saint
- Monstrance
- Chortasmata, Carnivory, Sterea Troph, Henge Stone
- Aqua Benedicta, Koinonia
Exorcist:
10/10 Rubric, Channel spell that hits for a ridiculous amount of holy damage in a long straight line. This skill is so overpowered it's pretty much the sole reason why you pick Exorcist. Circle 2 it becomes a much stronger spell with its two attributes.
This skill hits twice per tick on Demon type enemies, which means if your target is naturally a Demon but is standing in Chortasmata, it won't hit twice due to it being changed into a Plant type. Try positioning it so it doesn't touch bosses, or not using Chortasmata if you don't need the extra healing or damage immunity.
10/10 Aqua Benedicta, Throw a bottle of holy water at target location that deals holy damage over time for several seconds. 25 second cooldown with 3 overheat is what makes this spell quite good, unfortunately the downside is that it cannot hit flying enemies.
4/10 Entity, In pve this spell is pretty useless unless you level the Circle 2 attribute Divine Impact which causes it to deal 50% of its original damage to non hidden enemies, then it becomes a decent aoe nuke. Another spell with 3 overheat making it quite good so long as you are Circle 2.
Entity has an interaction with Chaplains Magnus Exorcismus. When Entity is cast near Magnus Exorcismus it causes it to split into multiple smaller versions and refreshes its duration. The combo is quite good, but since Magnus Exorcismus is such a long cooldown and you need to invest so many circles for it, I found it not worth it.
1/5 Gregorate, Single use spell that's similar to Entity as an aoe attack but also dispels allies. One point wonder spell.
Apparently Gregorate has an interaction with Bokor Zombies which causes them to explode in an aoe for the same damage that Gregorate does, similar to Damballa.
5/5 Koinonia, A buff that can only be applied when you have two others in your team nearby and deals damage to enemies periodically, and extra to Demon type enemies, great spell since you can cast it and continue doing other things while it deals damage. If you only play solo then I would advise to avoid spending points into it.
Important Attributes to level asap:
Cleric - Safety Zone: Block Count
Cleric - Heal: Linger
Priest - Monstrance: Buff Duration
Priest - Resurrection: Revive Count
Priest - Revive: Duration
Druid - Carnivory: Duration
Druid - Chortasmata: Duration
Druid - Lycanthropy: Human Form
Exorcist - Rubric: Propagate
Exorcist - Rubric: Speed Reading
Exorcist - Aqua Benedicta: Last Drop
Exorcist - Entity: Divine Impact
Druid - Wolf Spirit (Expensive, but very important).
Equipment / Core Items / Cards:
Use a Rod & Shield. Cloth for more Mdef, Plate for more Pdef.
Red Card: Chapparition Lv10 x3 (+30% Magic Attack for 6 seconds after consuming an Sp Potion)
Blue Card: Nuaele Lv10 x3 (+30% Magic Defense)
Green Card: Pyroego Lv10 x3 (+30 Intelligence)
Purple Card: Gazing Golem Lv5-10 x3 (15-30% chance to gain Pain Barrier when hit)
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: 4 / 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 4: Blocks: 8 times Magic Circle Duration: 20 seconds SP: 40 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: 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
Cleric |
15 / 15 2 Heal: Enhance Type: Passive * Increases the damage and heal factor of [Heal] by 0.5% per attribute level * +10% added bonus at maximum level Cleric 1st Circle required Heal: Creating Extra Type: Active * Adds a 2% chance per attribute level of being automatically healed when using [Heal] * Increases SP consumption by 20% Cleric 1st Circle required Heal: Remove Damage Type: Active * [Heal] will not inflict damage nor react to enemies * Increases SP consumption by 10% Cleric 1st Circle required Heal: Open Sanctuary Type: Active * Extends the effects of [Heal] to neutral characters. Cleric 1st Circle required Heal: Exclude Summons Type: Active * Keeps [Heal] effects from applying to summons. Cleric 1st Circle required Heal: Linger Type: Active * Applies a buff that continuously restores the HP of allies healed with Heal or Mass Heal * The buff lasts 10 sec and restores HP in a value equal to [attribute level x 5]% of your Healing stat * Increases SP consumption by 30% Cleric 3rd Circle required Heal [Magic] - [Holy] Creates a magic circle in front of you, healing allies or damaging enemies. Does not affect airborne enemies. Amount of HP recovered depends on the target's maximum HP. Recovery increases with the casting character's INT and SPR. Level 15: Attack 228% Heal factor 228% Magic circle duration 40 sec No. of heal circles 15 SP: 98 Type: Magic / Buff Cooldown: 22s Element: 10 / 10 Divine Might: Devil-type Damage Type: Active * Deals damage equal to 100% of magic attack to nearby Devil-type monsters when using [Divine Might] * Increases SP consumption by 10% Cleric 2nd Circle required Divine Might Temporarily increases the skill levels of you and your party members by 1. Level 10: Applies 10 times Duration: 60 seconds SP: 79 Type: Magic / Buff Cooldown: 27s 5 / 5 Guardian Saint Increases the caster's Healing ability. Level 5: Guardian Saint duration 60 sec Healing +25% SP: 58 Type: Magic / Buff Cooldown: 60s Element: |
Rank 4
Priest |
1 / 5 Monstrance: Buff Duration Type: Active * Increases duration of the [Monstrance] buff by 60 second per attribute level * Increases SP consumption by 20% Priest 1st Circle required Monstrance Creates a magic circle in front to reduce enemy evasion and physical defenses within range. The effect is maintained for a certain amount of time even if it is out of the scope of the magic circle. When casting, nearby party members receive increased DEX. Level 1: Increases ally's DEX stat Enemy's Evasion: -6 Decreases enemy's defense by 10% Duration for allies: 20 seconds Duration for enemies 30 seconds SP: 27 Type: Magic / Buff Cooldown: 20s Element: 5 / 5 Resurrection: Revive Count Type: Active * Increases number of targets that can be revived with [Resurrection] by 1 per attribute level * Increases SP consumption by 10% Priest 1st Circle required Resurrection Resurrects a target that has been defeated in combat. In Team Battle League, allows for 1 resurrection per round. Level 5: Attack: 352% Casting Time: 2 seconds Restores 25% of target's HP after resurrection No. of Targets: 1 SP: 76 Type: Magic / Buff Cooldown: 30s Element: |
Rank 5
Priest |
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 6
Druid |
5 / 5 Carnivory: Enhance Type: Passive * Increases the damage dealt on an enemy with [Carnivory] by 0.5% per attribute level * +10% added damage at maximum level Druid 1st Circle required Carnivory: Duration Time Type: Active * Increases duration time of [Carnivory] by 1 second per attribute level * Increases SP consumption by 10% Druid 1st Circle required Carnivory [Magic] Grass near the targeted area attacks an enemy. It casts in the place of [Chortasmata] first if it exists, otherwise it casts on you. Level 5: Attack: 271% x 25 Maximum targets: 8 Duration: 10 seconds SP: 110 Type: Magic / Attack Cooldown: 20s 5 / 5 Chortasmata: Duration Type: Active * Increases duration of [Chortasmata] by 1 second per attribute level * Increases SP consumption by 10% Need the 2nd circle of Druid Chortasmata: Enhance Type: Passive * Increases the damage dealt on an enemy with [Chortasmata] by 0.5% per attribute level * +10% added damage at maximum level Druid 1st Circle required Chortasmata [Magic] - [Poison] Grass temporarily grows on the targeted area. Monsters within the targeted area become Plant-type monsters. Allies who step on the area receive the Floral Scent buff and have their HP restored. Enemies on the area receive the Rash debuff and continuous damage. Level 5: Attack 206% Floral Scent recovery 720 Duration 15 sec SP: 126 Type: Magic / Attack Cooldown: 20s Element: |
Rank 7
Druid |
10 / 10 Carnivory: Enhance Type: Passive * Increases the damage dealt on an enemy with [Carnivory] by 0.5% per attribute level * +10% added damage at maximum level Druid 1st Circle required Carnivory: Duration Time Type: Active * Increases duration time of [Carnivory] by 1 second per attribute level * Increases SP consumption by 10% Druid 1st Circle required Carnivory [Magic] Grass near the targeted area attacks an enemy. It casts in the place of [Chortasmata] first if it exists, otherwise it casts on you. Level 10: Attack: 332% x 25 Maximum targets: 8 Duration: 10 seconds SP: 180 Type: Magic / Attack Cooldown: 20s 10 / 10 Chortasmata: Duration Type: Active * Increases duration of [Chortasmata] by 1 second per attribute level * Increases SP consumption by 10% Need the 2nd circle of Druid Chortasmata: Enhance Type: Passive * Increases the damage dealt on an enemy with [Chortasmata] by 0.5% per attribute level * +10% added damage at maximum level Druid 1st Circle required Chortasmata [Magic] - [Poison] Grass temporarily grows on the targeted area. Monsters within the targeted area become Plant-type monsters. Allies who step on the area receive the Floral Scent buff and have their HP restored. Enemies on the area receive the Rash debuff and continuous damage. Level 10: Attack 261% Floral Scent recovery 870 Duration 20 sec SP: 206 Type: Magic / Attack Cooldown: 20s Element: 5 / 5 Sterea Trofh Grown grass protects you and your allies. It casts in the place of [Chortasmata] first if exists, otherwise it casts on you. Level 5: Duration: 10 seconds SP: 110 Type: Magic / Attack Cooldown: 30s 5 / 5 Thorn: Enhance Type: Passive * Increases the damage dealt on an enemy with [Thorn] by 0.5% per attribute level * +10% added damage at maximum level Need the 2nd circle of Druid Thorn Throw thorny vines at nearby enemies to deal continuous damage. If the target is a ground-based monster, it will become trapped in the vines and unable to move. Level 5: Attack 304% x 11 hits Ground enemies become unable to move SP: 146 Type: Magic / Attack Cooldown: 20s |
Rank 8
Exorcist |
5 / 5 Rubric: Enhance Type: Passive * Increases the damage dealt on an enemy with [Rubric] by 0.5% per attribute level * +10% added damage at maximum level Requires Exorcist Circle 1 Rubric: Propagate Type: Active * Increases [Rubric]'s targets by 1 per attribute level * Increases SP consumption by 30% Requires Exorcist Circle 2 Rubric: Speed Reading Type: Active * Shortens the attack cycle of [Rubric] by half * Increases SP consumption by 20% Requires Exorcist Circle 2 Rubric [Magic] - [Holy] Read commandments imbued with the power of the Goddesses to deal Holy property damage and reduce the enemy's movement speed. When used against Demon type enemies, the skill deals additional hits and its movement speed reducing effects are amplified. Level 5: Attack per 0.5 sec 639% Targets 5 Max. duration 6 sec SP: 238 Type: Magic / Attack Cooldown: 15s Element: 1 / 5 3 Entity: Enhance Type: Passive * Increases the damage dealt on an enemy with [Entity] by 0.5% per attribute level * +10% added damage at maximum level Requires Exorcist Circle 1 Entity: Divine Impact Type: Active * Enhances [Entity] to deal 10% of the original damage to non-concealed enemies * Increases SP consumption by 30% Requires Exorcist Circle 2 Entity [Magic] - [Holy] Make hidden entities nearby reveal themselves with a powerful command. Revealed entities take a designated amount of damage. Level 1: Attack: 1387% Targets 10 SP: 73 Type: Magic / Attack Cooldown: 30s Element: 5 / 5 3 Aqua Benedicta: Enhance Type: Passive * Increases the damage dealt on an enemy with [Aqua Benedicta] by 0.5% per attribute level * +10% added damage at maximum level Requires Exorcist Circle 1 Aqua Benedicta: Last Drop Type: Active * Applies damage to enemies within range of [Aqua Benedicta] for 2.5 sec after the skill's duration ends * Increases SP consumption by 30% Requires Exorcist Circle 2 Aqua Benedicta [Magic] - [Holy] Sprinkle Holy Water on the ground to purify it. Enemies in the purified area receive continuous damage. Flying enemies that don't step on the purified ground are not attacked. Level 5: Attack per 0.4 sec 273% Max. targets 8 Duration 6 sec Consumes Holy Water x1 SP: 138 Type: Magic / Attack Cooldown: 25s Element: |
Rank 9
Exorcist |
10 / 10 Rubric: Enhance Type: Passive * Increases the damage dealt on an enemy with [Rubric] by 0.5% per attribute level * +10% added damage at maximum level Requires Exorcist Circle 1 Rubric: Propagate Type: Active * Increases [Rubric]'s targets by 1 per attribute level * Increases SP consumption by 30% Requires Exorcist Circle 2 Rubric: Speed Reading Type: Active * Shortens the attack cycle of [Rubric] by half * Increases SP consumption by 20% Requires Exorcist Circle 2 Rubric [Magic] - [Holy] Read commandments imbued with the power of the Goddesses to deal Holy property damage and reduce the enemy's movement speed. When used against Demon type enemies, the skill deals additional hits and its movement speed reducing effects are amplified. Level 10: Attack per 0.5 sec 783% Targets 5 Max. duration 6 sec SP: 378 Type: Magic / Attack Cooldown: 15s Element: 4 / 10 3 Entity: Enhance Type: Passive * Increases the damage dealt on an enemy with [Entity] by 0.5% per attribute level * +10% added damage at maximum level Requires Exorcist Circle 1 Entity: Divine Impact Type: Active * Enhances [Entity] to deal 10% of the original damage to non-concealed enemies * Increases SP consumption by 30% Requires Exorcist Circle 2 Entity [Magic] - [Holy] Make hidden entities nearby reveal themselves with a powerful command. Revealed entities take a designated amount of damage. Level 4: Attack: 1615% Targets 10 SP: 122 Type: Magic / Attack Cooldown: 30s Element: 10 / 10 3 Aqua Benedicta: Enhance Type: Passive * Increases the damage dealt on an enemy with [Aqua Benedicta] by 0.5% per attribute level * +10% added damage at maximum level Requires Exorcist Circle 1 Aqua Benedicta: Last Drop Type: Active * Applies damage to enemies within range of [Aqua Benedicta] for 2.5 sec after the skill's duration ends * Increases SP consumption by 30% Requires Exorcist Circle 2 Aqua Benedicta [Magic] - [Holy] Sprinkle Holy Water on the ground to purify it. Enemies in the purified area receive continuous damage. Flying enemies that don't step on the purified ground are not attacked. Level 10: Attack per 0.4 sec 334% Max. targets 8 Duration 6 sec Consumes Holy Water x1 SP: 220 Type: Magic / Attack Cooldown: 25s Element: 1 / 5 Gregorate: Enhance Type: Passive * Increases the damage dealt on an enemy with [Gregorate] by 0.5% per attribute level * +10% added damage at maximum level Requires Exorcist Circle 2 Gregorate: Louder Type: Active * Increases the no. of status ailments [Gregorate] can cancel by 1 per attribute level * Increases SP consumption by 20% Requires Exorcist Circle 2 Gregorate [Magic] - [Holy] Sends out a wave of divine energy to overthrow the forces of evil. Debuffs of rank 2 and below applied to you or your allies are canceled, and nearby enemies receive Holy property damage. If the skill is applied to a zombie, the zombie is killed. Level 1: Attack 827% Add. damage per debuff 50% Max. 3 debuffs canceled Targets 5 Targets hit 8 SP: 182 Type: Magic / Attack Cooldown: 30s Element: 5 / 5 Koinonia: Sacred Knight Type: Active * Templars within the range of [Koinonia] are considered as Cleric tree characters * Increases SP consumption by 10% Requires Exorcist Circle 2 Koinonia: Enhance Type: Active * Increases the damage dealt on an enemy with [Koinonia] by 0.5% per attribute level * +10% added damage at maximum level Requires Exorcist Circle 2 Koinonia [Magic] - [Holy] Consolidate the faith of your party members into a display of divine energy capable of overthrowing demons. Can only be used when 3 or more members are within range. Additional damage applied when 3 or more of the members are of the Cleric tree. Level 5: Attack per 0.4 sec 202% Duration 20 sec SP: 310 Type: Magic / Attack Cooldown: 40s Element: |
Rank 10
Druid |
10 / 10 Sterea Trofh Grown grass protects you and your allies. It casts in the place of [Chortasmata] first if exists, otherwise it casts on you. Level 10: Duration: 15 seconds SP: 180 Type: Magic / Attack Cooldown: 30s 5 / 5 Lycanthropy: Human Form Type: Active * Transform into a human hybrid instead of a wolf when using [Lycanthropy] * Alters stat increases and changes duration to 60 sec * Basic attack changes to Scratch (5% chance of Bleeding) * Can use Dash * 2% of max. HP restored every 8 sec * Physical damage +[Lycanthropy skill level x 4%] * Magic damage +[Lycanthropy skill level x 6%] * Critical rate +[Lycanthropy skill level x 40] Need the 3rd circle of Druid Lycanthropy Temporarily transform into a wolf. Upon transforming, nearby enemies are provoked, with additional provocation applied when using wolf skills. When transformed, you cannot use your character's skills and your SP is continuously consumed. In wolf form, part of your stats increase, and you restore 2% of your max. HP every 8 seconds. You can also use Dash. Level 5: Wolf skills activated Add. damage +50% Critical Rate +200 Base movement speed +10 Max. HP +100% Physical and magic defense +50% Block penetration +400 Max. duration 30 Consumes 91 SP per sec SP: 0 Type: Magic / Attack Cooldown: 120s 5 / 5 Henge Stone Summons the Henge Stone. Increases the skill level of the magic circle and Cleric tree installation skills by 1, and increases the damage of magic attacks. Level 5: Duration 18 sec Cleric tree magic damage +10% SP: 237 Type: Magic / Attack Cooldown: 25s |
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Comments (42)
First is about dropping cleric 3 for diev1, cdr statue is just rlly good and gives more up time on awoo form and invulnerability. The debuffs it gives to enemies also help proc gregorate damage. I really like the diev outfit so I might be biased :x. Do you think this can still fill the healer spot in hard content?
My second question: I'm having problems with koinonia and aqua benedicta, Koinonia seems to just vanish and mobs move out of aqua benedicta. I find gregorate and entity more consistent but i havent done any formal testing. Are more points put into aqua/koin because they scale better?
Thanks! I love your builds :)
@_@;
My question I guess is - how do you think is c2>bokor3>druid3>exo2? Can I still do okay support with this? I find in CM that I usually don't need to place heal tiles because my grass keeps everyone at max health so I thought zombie nukes can at least help with some additional dmg. Or is there any other class to put instead of Priest? What are your thoughts? Thank you.
I just like priest c2 because it allows you to perform a support role really well without having to commit a lot, and druid-exo doesnt is already so darn good that it doesnt matter too much what you pick, so I pick utility/support.
Valkoria I have some doubts, would not it be better to take priest c3 to have an increase in healing in Max Heal, more resistance with stone skin, and a little more damage with Exorcise?
Another question would be about why Lycanthropy, how useful is this ability?
Thanks for your response in advance.
Priest really only really gets Stone Skin which is definitely a fairly good spell on really dangerous content, but not really that needed. I find Cleric 3 heavily out weighs Priest 3 now with its attributes, unless you end up going some full support build which would most likely get both anyways.
Exorcise is kind of meh, long cooldown, not very high damage and terrible radius, and since Exorcist and Druid skills are such low cds you dont really need extra attack skills.
As for Lycantrophy, read the guide, it explains it in detail.
I'd say you would level faster TO rank 10 if you went exorcist c2 first (rubrics c2 attribute is ridiculously good), but once you are Rank 10 then you would have to wait a while to max all your druid skills since they all scale pretty good, while exorcists Entity or Aqua Benedicta being a few levels lower at first wouldn't matter too much.
But yeah going Druid C3 first is totally fine.
Thank you in advance =)
List of stuff I would like to know:
• Armors
• Accessories
• Weapons
• Gems
• Cards
Just get items that have high Int, and aim for some Spr and Con as secondary stats. Plate or Cloth is fine, Rod + Shield for weapons.
As for cards, just get Pyroego for Int, Gazing golem for pain barrier proc and Nuaele or Zaura for Magic Def or Physical Def. There are several red cards you can go for this build, but I like chapparition for the burst but u can go the card that increases your damage against poisoned or plant enemies as well, forget their names sorry.
-Sterea 3, Thorns 1
-Sterea 1, Thorns 3
-Carnivory 8, Thorns 1
- Carnivory 8, Sterea 1
Thank you in advance and sorry for long comment.
Probably Thorns 1 & Carnivory 8, or if you like hitting flying for more damage then Carnivory 4 & Thorns 5.
Other options could be Kabbalist for unlimited SP from Ein Sof.
Paladin to be able to use a 2H mace for roughly 8% more weapon matk and 2 more main hand sockets, but at the cost of a shield.
Carnivory can only hit 8 targets at a time for 25 hits (each target will take up to 25 hits). So lets say 5 monsters walk in when you just cast it, they take 20 hits and die, and 10 seconds have passed all during this time, you lure another set of 5 monsters in it, the new ones will will continue taking damage for another 5 hits for 5 seconds because the duration is now 15 and not 10.
It used to count each monster as an individual hit which consumed those 25 hits EXTREMELY fast in aoe making it a bad skill for aoe, but they changed it so up to 8 targets will be considered a single hit, they did this with Zaibas as well.
At least this is to my understanding of how the skill was reworked after using it a bunch.
Mass Heal 10 (838%) vs Mass Heal 5 (598%)
You get +30% more Healing from Guardian Saint and a Heal-over-Time attribute that's 50% of the original heal on your clerics Healing Tiles and Priests Mass Heal. Guardian Saint isn't enough to make it equal in healing to mass heal, but its fairly close. However you get the huge bonus of healing an additional 50% over 10 seconds which is HUGE, especially on Mass Heal.
Then of course you gain 5 more points into Divine Might as a small added bonus which is pretty helpful for Exorcist since they spam a lot of spells, bonus damage on more skills for you and your party, its not huge but it is helpful.
And last but not least, Revive, its a really good skill, but at level 6 (with divine might) its already good enough since it heals you to 30% and gives you 6 seconds of invulnerability which is plenty of time to heal someone in the time (which you would do with level 10/11 Revive anyways since it doesn't fully heal them), level 10 is overkill in my opinion.
So in all that I feel that Cleric3 outweighs Priest3, though you could honestly go Priest3 and it wouldn't really change too much if Priest3 is your thing, as mentioned at the beginning of the guide Druid2-Exorcist2 is so strong on its own the first 5 circles don't really matter much.
Thanks.
This is just theorycrafting, but I'd assume that Bokor would kind of be overkill if you go Druid2-Exorcist2 because between those two classes you have no time to really cast anything else for damage anyways since their cooldowns are all fairly low, so most of Bokor would be a waste.
That's why I think Cleric, Priest or Diev are very good for Exorcist because they are all utility or healing spells that help the group while you rotate between your Druid and Exorcist skills.
Sorry I can't help you much else though.
If its because of Sp costs? Yeah they can be a little high on Exorcist skills (especially Rubric) and since they are all fairly low cooldowns you will be constantly spending Sp, but personally I'd rather just aim for some armor with both Int and Spirit to solve any mana problems without having to really sacrifice any damage.
Especially now that gear with decent stats seems to be so cheap, I've got some pretty good 350 berthas cloth armor for cheap that had Spr + Int + Con on it, I'd assume armor with only two stats with Int and Spr would be even cheaper if you are on a budget, then there's weapons and shields too.
Luckily for us the SP costs aren't unbearable like Shadowmancer where you pretty much have to go really high Spirit to even cast a rotation or two, also Sp costs in Rank 10 will be going down for a couple of our Exorcist skills (around 15-20%).
I gain about 140 spirit and int and I probably use no more than a dozen L15 Sp potions a CM clear, and probably none on most other content outside of Velcoffer since things die so fast, and I don't really think getting over 100 spirit on gear without sacrificing any int would be too difficult if you count a weapon and shield too.
Hopefully that helps you a bit, but yeah if you have little to no Spirit, Sp management would probably suck, I'd try to aim for at least 6.5k Sp which is around 100 Spirit.