PvE - Wurstbär's Sadhu Doc
Created by Hanniball on May 22nd 2017 (Last Updated: Dec 14th 2017).
This is a public build.
9
Stats
- Full INT
- get as much MATK from gear as possible
Velnia Monkey Card VS Chapparition Card
I finally did some testing with Velnia Monkey Cards and... I didnt like them as much as I anticipated.
The 30% matk from chapparition give alot more damage that the 30% additional damage from Velnia and the most important part is that you can use it on demand.
You can easily have 3 different kind of potions (4 if you into gacha) and for the most part that 3x 6 secs of additional damage is enough for every content if you rotate your potions wisely.
Only for really long fights the Velnia Monkey card will outdamage Chapparion by actually not that much.
Good for lazy people or people who dont want to waste so many potions :)
Gameplay
Chapparition cards are pretty useful for this build because you can just pop a potion before buffing yourself with Transmit Prana. Because you will get (with divine might) 68% of your current minMatk as additional psychokineses damage on each of your hits.
The current AoE rotation I use would be as follows:
Hexing > Black Death Steam > Pandemic > Incineration > Effigy > Chapparition Proc > Posession
With link its also pretty nice to just use a Chapparition Proc Astral Body Explostion which can proof very deadly for all the linked mobs. But I use Astral Body explosions mostly on small mob groups or bosses.
The following was fixed with the patch on 17/05/30:
Currently there is (i think it is) a glitch where you can just jump-cancel transmit prana and when you jump to where you pointet the prana buff you will be granted with 50% (60% with DM) of you own stats. I think that this will be fixed soon.. if its not intended.
Here is a gameplay video of ET 25F. Kinda boring and german commentary so.. maybe not for everyone.
Synergies:
Beside a full support cleric for a high blessing buff on every tick I play along a full SPR Pyro>Thauma>Enchanter to get the maximum out of my Transmit Prana thanks to all the matk buffs and again some additional damage on every tick.
The damage gain on large mob groups is pretty decent.
Using Transmit Prana on the thauma is also pretty good because all swell and enchant skill (with an exception of swell brain) scale with int and thus will further enhance the whole group.
- Full INT
- get as much MATK from gear as possible
Velnia Monkey Card VS Chapparition Card
I finally did some testing with Velnia Monkey Cards and... I didnt like them as much as I anticipated.
The 30% matk from chapparition give alot more damage that the 30% additional damage from Velnia and the most important part is that you can use it on demand.
You can easily have 3 different kind of potions (4 if you into gacha) and for the most part that 3x 6 secs of additional damage is enough for every content if you rotate your potions wisely.
Only for really long fights the Velnia Monkey card will outdamage Chapparion by actually not that much.
Good for lazy people or people who dont want to waste so many potions :)
Gameplay
Chapparition cards are pretty useful for this build because you can just pop a potion before buffing yourself with Transmit Prana. Because you will get (with divine might) 68% of your current minMatk as additional psychokineses damage on each of your hits.
The current AoE rotation I use would be as follows:
Hexing > Black Death Steam > Pandemic > Incineration > Effigy > Chapparition Proc > Posession
With link its also pretty nice to just use a Chapparition Proc Astral Body Explostion which can proof very deadly for all the linked mobs. But I use Astral Body explosions mostly on small mob groups or bosses.
The following was fixed with the patch on 17/05/30:
Currently there is (i think it is) a glitch where you can just jump-cancel transmit prana and when you jump to where you pointet the prana buff you will be granted with 50% (60% with DM) of you own stats. I think that this will be fixed soon.. if its not intended.
Here is a gameplay video of ET 25F. Kinda boring and german commentary so.. maybe not for everyone.
Synergies:
Beside a full support cleric for a high blessing buff on every tick I play along a full SPR Pyro>Thauma>Enchanter to get the maximum out of my Transmit Prana thanks to all the matk buffs and again some additional damage on every tick.
The damage gain on large mob groups is pretty decent.
Using Transmit Prana on the thauma is also pretty good because all swell and enchant skill (with an exception of swell brain) scale with int and thus will further enhance the whole group.
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: 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: 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: 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: 4 / 5 Zombify: Large Zombie Type: Active * Increases chances of creating a large-type zombie when zombifying a large-type monster by 1% per attribute level * Increases SP consumption by 20% Lv2 Zombify required Zombify: Wheelchair Zombie Type: Active * Increases chances of creating a Wheelchair Zombie when creating a zombie by 1% per attribute level Increases SP consumption by 20% Lv3 Zombify required Zombify Creates a magic circle that raises a dead enemy as a zombie. The stats of the raised zombie are affected by those of the dead enemy, and its HP and STR increases with the caster's INT and SPR. Level 4: Magic Circle Duration: 25 seconds Can summon up to 8 Zombies Increases Zombie damage per level SP: 68 Type: Magic / Buff Cooldown: 25s Element: |
Rank 4
Sadhu |
5 / 5 Body Basic Attack: Enhance Type: Passive * Increases the damage dealt on an enemy with [Body Bask Attack] by 0.5% per attribute level * +10% added damage at maximum level Sadhu 1st Circle required Out of Body: Evasion Type: Active * Increases the body's evasion by 10 per attribute level when [Out of Body] is active Sadhu 1st Circle required Out of Body Basic Attack: Enemy Defense Weakened Type: Active * Decreases the enemy's physical defense by 10% with a chance of 10% per attribute level when using a basic attack during Out of Body * Unable to turn ON/OFF during Out of Body Sadhu 1st Circle required Out of Body Move your spirit out of the body. The spirit can only move near the body. Level 5: Spirit's Moving Range: 190 SP: 0 Type: Magic / Attack Cooldown: 0s 1 / 1 Prakriti: HP Recovery Type: Active * Recovers HP equal to 5% of maximum HP per attribute level when using [Prakriti] * Increases SP consumption by 30% Sadhu 2nd Circle required Prakriti Move body to the spirit to unite again. Can only be used when spirit is out of body. Level 1: Movement Time 0.5 ~ 1 second SP: 24 Type: Magic / Attack Cooldown: 9s 5 / 5 Astral Body Explosion: Enhance Type: Passive * Increases the damage dealt on an enemy with [Astral Body Explosion] by 0.5% per attribute level * +10% added damage at maximum level Sadhu 1st Circle required Astral Body Explosion: Knockdown Type: Active * Enemies hit with [Astral Body Explosion] are knocked down * Increases SP consumption by 10% Sadhu 1st Circle required Astral Body Explosion [Magic] - [Psychokinesis] Inflict damage on nearby enemies by separating your soul from your body to cause an explosion. Attacked enemies receive a percentage of Psychokinesis magic damage for 5 seconds. Level 5: Attack: 1038% SP: 103 Type: Magic / Attack Cooldown: 30s Element: |
Rank 5
Sadhu |
10 / 10 Body Basic Attack: Enhance Type: Passive * Increases the damage dealt on an enemy with [Body Bask Attack] by 0.5% per attribute level * +10% added damage at maximum level Sadhu 1st Circle required Out of Body: Evasion Type: Active * Increases the body's evasion by 10 per attribute level when [Out of Body] is active Sadhu 1st Circle required Out of Body Basic Attack: Enemy Defense Weakened Type: Active * Decreases the enemy's physical defense by 10% with a chance of 10% per attribute level when using a basic attack during Out of Body * Unable to turn ON/OFF during Out of Body Sadhu 1st Circle required Out of Body Move your spirit out of the body. The spirit can only move near the body. Level 10: Spirit's Moving Range: 240 SP: 0 Type: Magic / Attack Cooldown: 0s 10 / 10 Astral Body Explosion: Enhance Type: Passive * Increases the damage dealt on an enemy with [Astral Body Explosion] by 0.5% per attribute level * +10% added damage at maximum level Sadhu 1st Circle required Astral Body Explosion: Knockdown Type: Active * Enemies hit with [Astral Body Explosion] are knocked down * Increases SP consumption by 10% Sadhu 1st Circle required Astral Body Explosion [Magic] - [Psychokinesis] Inflict damage on nearby enemies by separating your soul from your body to cause an explosion. Attacked enemies receive a percentage of Psychokinesis magic damage for 5 seconds. Level 10: Attack: 1272% SP: 165 Type: Magic / Attack Cooldown: 30s Element: 5 / 5 Possession: Enhance Type: Passive * Increases the damage dealt on an enemy with [Possession] by 0.5% per attribute level * +10% added damage at maximum level Sadhu 2nd Circle required Possession [Magic] - [Psychokinesis] Bind enemy to stop its movement and inflict damage. Level 5: 0.3 second attack 167% Targets: 9 Maximum Duration: 6.5 seconds SP: 86 Type: Magic / Attack Cooldown: 20s Element: |
Rank 6
Sadhu |
14 / 15 Body Basic Attack: Enhance Type: Passive * Increases the damage dealt on an enemy with [Body Bask Attack] by 0.5% per attribute level * +10% added damage at maximum level Sadhu 1st Circle required Out of Body: Evasion Type: Active * Increases the body's evasion by 10 per attribute level when [Out of Body] is active Sadhu 1st Circle required Out of Body Basic Attack: Enemy Defense Weakened Type: Active * Decreases the enemy's physical defense by 10% with a chance of 10% per attribute level when using a basic attack during Out of Body * Unable to turn ON/OFF during Out of Body Sadhu 1st Circle required Out of Body Move your spirit out of the body. The spirit can only move near the body. Level 14: Spirit's Moving Range: 280 SP: 0 Type: Magic / Attack Cooldown: 0s 15 / 15 Astral Body Explosion: Enhance Type: Passive * Increases the damage dealt on an enemy with [Astral Body Explosion] by 0.5% per attribute level * +10% added damage at maximum level Sadhu 1st Circle required Astral Body Explosion: Knockdown Type: Active * Enemies hit with [Astral Body Explosion] are knocked down * Increases SP consumption by 10% Sadhu 1st Circle required Astral Body Explosion [Magic] - [Psychokinesis] Inflict damage on nearby enemies by separating your soul from your body to cause an explosion. Attacked enemies receive a percentage of Psychokinesis magic damage for 5 seconds. Level 15: Attack: 1506% SP: 227 Type: Magic / Attack Cooldown: 30s Element: 10 / 10 Possession: Enhance Type: Passive * Increases the damage dealt on an enemy with [Possession] by 0.5% per attribute level * +10% added damage at maximum level Sadhu 2nd Circle required Possession [Magic] - [Psychokinesis] Bind enemy to stop its movement and inflict damage. Level 10: 0.3 second attack 213% Targets: 14 Maximum Duration: 6.5 seconds SP: 141 Type: Magic / Attack Cooldown: 20s Element: 5 / 5 Transmit Prana: STR Type: Active * Allows [Transmit Prana] to also transmit STR Sadhu 3rd Circle required Transmit Prana: CON Type: Active * Allows [Transmit Prana] to also transmit CON Sadhu 3rd Circle required Transmit Prana: SPR Type: Active * Allows [Transmit Prana] to also transmit SPR Sadhu 3rd Circle required Transmit Prana: DEX Type: Active * Allows [Transmit Prana] to also transmit DEX Sadhu 3rd Circle required Transmit Prana Transfer a portion of your INT stat to an ally in front of you. When using magic attacks, deals additional Psychokinesis damage proportional to your magic attack and an extra 150% damage when attacking with Psychokinesis skills. You also receive 50% more damage from Psychokinesis attacks. Level 5: Transmits: 50% INT Duration: 55 seconds Additional Psychokinesis Damage: +0 SP: 90 Type: Magic / Buff Cooldown: 80s |
Rank 7
Plague Doctor |
3 / 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 3: Duration: 30 seconds HP Recovery: 80 SP: 142 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 Bloodletting: Hemostasis Type: Active * Increases cycle time of HP cost by 0.02 seconds per attribute level while [Bloodletting] is in effect * Increases SP consumption by 10% Plague Doctor 1st Circle required Bloodletting: Substitute SP Type: Active * Each tick has a 10% chance per attribute level to reduce SP instead of HP while [Bloodletting] is in effect Plague Doctor 1st Circle required Bloodletting Temporarily let you or your allies bleed to prevent further status ailments. This state will be invulnerable to all rank 2 or lower status ailments. Level 1: Duration: 35 seconds HP: -5 SP: 80 Type: Magic / Buff Cooldown: 60s Element: 5 / 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 5: Applies a maximum of 13 times SP: 184 Type: Magic / Buff Cooldown: 25s Element: 1 / 5 Beak Mask: Poison Resistance Type: Active * Increases Poison property resistance by 5 per attribute level whilst wearing the [Bird Beak Mask] Plague Doctor 1st Circle required Beak Mask Equip the Bird Beak Mask. The front side of the mask has a special drug that prevents rank 2 or lower status ailments from affecting you. Level 1: Duration: 25 seconds 100% Immunity to Rank 1 and 2 80% Immunity to Rank 3 SP: 69 Type: Magic / Buff Cooldown: 80s Element: |
Rank 8
Plague Doctor |
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: 10 / 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 10: Applies a maximum of 23 times SP: 252 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: |
Rank 9
Plague Doctor |
6 / 15 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 6: Duration: 45 seconds HP Recovery: 110 SP: 226 Type: Magic / Buff Cooldown: 45s Element: 15 / 15 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 15: 0.4 second attack 173% Base Duration: 10 seconds SP: 318 Type: Magic / Buff Cooldown: 16s Element: 11 / 15 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 11: Applies a maximum of 25 times SP: 265 Type: Magic / Buff Cooldown: 25s Element: 10 / 10 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 10: 0.5 second attack 181% Duration: 15 seconds SP: 300 Type: Magic / Buff Cooldown: 38s Element: 1 / 5 Methadone Grants an effect that provides knockdown, knockback, and casting interruption immunity for you and your party members. Damage taken from enemies is increased by 20%. Level 1: Duration: 16 seconds SP: 137 Type: Magic / Buff Cooldown: 40s Element: |
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Comments (78)
Nice guide btw. :)
you can basically learn most of the none-enhance-attributes right away and when it comes to the enhance attributes there is more or less a priority...
this build is still viable and has some decent AoE and even single target dps
I also prefer posessions decent damage and cc over krivis' damage abilities.
And imho there is no notable buff that melstis can increase the duration of
but ofc krivis is an alternative for sadhu but I dont think its better at all
Priest is also a decent alternative for ET if your party lack ressurection.
zombies will help with tanking on some floors and we will get a skill to kill them on demand for floors where they would make things harder :D (poor little zombies q_q)
I allocated the skill points in a hurry though it might not be the absolute best.
or changing oracle in kabbalist
So yeah rod and a shield unless you have a thauma 2+ in your party or you really want to min max your damage than you can ofc use a dagger.
Red group:
Chapparition / Velnia Monkey - For me - chapparation has won after I did some tests with both of them
Blue group:
Nuaele / Zaura - I havent got my hands on any zaura cards yet sadly so I use my old nuaeles
Purple group:
Gazing Golem can be nice for PvE but with PD3 we wont need it anymore - I use yeti cards for that tiny bit of HP but you can use everything you want here
Green group:
Pyroego - for the extra 30 INT
Skull Smasher vs. Heart of Glory:
Heart of Glory scales a bit better when you upgrade or trans it to higher stages but both are great weapons
Saw this in the latest KTEST notes :
Plague Doctor3 Incineration: NEW attribute: Rapid Response: Each tick of damage will be 0.1s faster (max level: 1).
Plague Doctor3 Plague Vapours: NEW attribute: Rapid Infection: Each tick of damage will be 0.1s faster (max level: 1).
not only 0.1s faster ticks we will also get a new attribute that allow us to spread incineration with a up to 50% chance.
And ofc Methadone is a nice addition.
- Normal potions (small, medium, large) you can buy from vendor
- Condensed crafted potions from alchemist of any level
- Keista restoration potions of any level
(- Gacha potions from leticias cube)
So there are 3 types avaialable for everyone and 4 if you spend money on gatcha cubes but if you want to do this is your own choice.
Do you think the upcoming changes to Krivis will make Sadhu + Krivis worth while again?
It used to be very powerful in beta.
But we can only be sure if we can put our hands on the new builds and try it out.
I hope we will see all the announced stuff this winter or even earlier.
I have little question
What gem you use in any parts
And ofc blue gems in weapon for a more consistent dps - I prefer it over reds.
For gloves I usually use a Hanaming Gem for that extra level on Heal because... its cheap :)
This is the second build I've tried since starting this game about a week ago.
I just reached rank 4 Sadhu and so far i'm having so much fun with it. Thank you for sharing :)
I've started playing this game for about a week now.
and I'm currently following your full support build.
But I don't want to rely on others that much (cos it's not that high damage)
Between this build and the Dirby doc one, which one has the higher damage?
I'm new in ToS - only playing this for 2weeks
I'm following this build and im currently in rank4 - Cleric2> Bokor1 >Sadhu1
Im thinking of altering your build a bit by going Sadhu2 Bokor2.
coz i think bokor has a better synergy on PD and zombify is a great help on PVE.
With my current rank(Bok1 Sad1), Im feeling that sadhu is just a filler fun class :(
And I think Effigy lvl10 will be more useful on Late-game and PVP (Im a pvp person)
Can you give me your Scientific/Detailed View on Sad2 Bok2 with Pros and Cons- Im not accepting a "It depends on you" or "what is more fun for you" answers.
just kidding :)
Thanks,
Newbie Chan
Bokor 2 brings some utility to the table with Mackangdal and Samediveve and you get some more dps from effigy but... sadhu 2 for me seems a bit wasted... you just get posession and thats about it. Sadhu 3 is what makes sadhu so strong with Transmit Prana.
Sadhu has a pretty decent synergie with PD.. you gain a nice chunk of damage on every DoT tick. Transmit Prana adds (with divine might) 68% of your min MATK ass additional psycho damage and this works like a super blessing.
For PvP this will look a lot different. The earlier mentioned utility abilities from bokor are super nice for PvP. But we have to see what the PvP-Balance changes will bring in the future. Because at the current state I can just oneshot people with lvl 15 Astral Body Explosion and I rarely see myself using Effigy. (I'm not a PvP person and I'm not doing TBL that often)
So this decision really depends on what you want to do when you are max lvl... and maybe what the future balance changes will bring.
Hi Hannibal!
Really thanks for your response! Well I think Ill follow your build :)
Thanks,
Newbie Chan