Bokor-Plague Doc. for solo PvE : Top soloing build in TOS, Top DPS among clerics
Created by Ggyarkggyark Kim on May 8th 2016 (Last Updated: Dec 11th 2016).
This is a public build.
41
1. Intro.
Effigy is THE ONLY MAGIC SKILL having following advantages at once:
- Both ground/aerial
- No limit: numbers of attack
- No limit: numbers of object
- No cooling-down time
- % damage bonus
- Wide range
I had suffered with fxxking zaibas and piece of carnivory shit. (Why? Above things are the answer.)
But now I have been cured by this build and would proudly recommend it to you guys.
The core of this build is to maximize the utilization of effigy.
Effigy is the best attacking skill for cleric, but there are two things have to consider: Hexing and SP consumption.
1. Hexing
Effigy needs hexed object. However it is not easy to hex a large number of monsters at once. Plague Doc. (Pandemic) will solve this problem, as well as getting a good additional damage source, incineration.
2. SP consumption
Lv. 10 effigy consumes 41 SPs per every attack. This may make you a DIAMOND-rank customer of alchemist’s SP potion on market. God Carver and its holy wooden bixxhes can save you from bankrupt. Pandemic also helps dealing with many targets at once, and saving SP as a result.
Considering which class can support bokor and plague doc. efficiently, so it becomes following build tree:
2. Build Tree: Cleric-Cleric-Bokor-Bokor-God Carver-Pardonor-PD-PD
2.1. Cleric 2-circle
Heal Lv. 10: Ten healing squars are elementary ability of healer and good attacking skill vs. boss.
Cure Lv. 10: Cure with high INT stat is powerful skill until Character Lv. MAX
Safety zone Lv. 3: Attribute of safety zone on cleric 2-circle provides sufficient hardness in spite of low skill level.
Deprotected zone Lv. 0~1: Ready step for incineration, but rarely used.
Fade Lv. 1~2
Divine might Lv.5: For longer hexing, incineration, and plague vapor.
2.2. Bokor 2-circle
Hexing Lv. 10: The reason of high skill level is for longer hexed time.
Effigy Lv. 10: Additional explanation is unnecessary waste of bits.
Tet Mamak La Lv. 1: "Long range installation" skill. Plz ignore fxxking dumb zombies.
Zombify Lv. 1: "Ready Skill for Incineration". Fxxk off, dumbass zombies.
Mackangdal Lv. 2: You don't have to fear over +20 level monsters. Just never forget using safety zone when mackangdal time is near to over.
Bwa Kayiman Lv. 1: Zombies follow you. You can throw away these heal-thieves with this skill.
Samdiveve Lv. 5: FREE WINDRUNNER! BOOST YOUR SPEEEED!
2.3. God Carver 1-circle
Carve Laima Lv. 5: CD-20% & lure mobs & agglomerate mobs. CD reducing is applied after the sequence: Lai-jemi.
Carve Zemina Lv. 5: Reducing SP consumption, and turning on the Lai CD reducing effect.
Carve Lv. 4: Finish the nearly-dead monster with this skill
Carve Vakarine Lv. 1
2.4. Pardonor 1-circle
DiscernEvil Lv. 5: Also good friend skill of plague vapor, incineration and hexing
InceaseMagicDEF Lv.5
Indulgentia Lv. 1~5: 1 is enough to cure all of party members and to lure monsters. More lv. can treat many targets.
Simony Lv. 0~4: Divine might + Simony can produce Lv. 5 scroll. But useless...
2.5. Plague Doc. 1-circle: The completion of this build
Pandemic Lv. 4~5: The most important skill for effigy.
Incineration Lv. 5
Healingfactor Lv. 5: The moment you get this skill is after base level~260. This ability provides monsterious HP recovery. Must use with divine might.
Bloodletting Lv. 0~1: Optional. 0 or 1 for saving dispeller
2.5. Plague Doc. 2-circle: new 8-rank.
Incineration Lv. 10: longer & stronger. the new attribute is used like pandemic.(spread area also similar with original pandemic)
Dark death mist Lv. 5: A new main atk skill. It works with pandemic and amplifying incineration. And it infected automatically other close target.
Healingfactor Lv. 10: Atk of monsters above Lv. 300 is very strong so more faster recovery is needed.
Pandemic Lv. 4~5: The new attribute makes pandemic area super-wide.
3. On solo PvE
3.1. vs. many minions
Hexing >
Carving Laima & Jemina or sticking a flag or throwing monkey skulls >
Fade (monsters will head to your summoned) >
Attract other monsters with Divine might (to demons) or Indulgentia or nomal attack >
(If you delay too much to attract mosters, prolong hexing time with DiscernEvil >)
Pandemic >
(If some monsters resisted, additional hexing will be available. >)
eeefffffffffiiiiiiigggggyyyyyyyyyyyyyyyyy >
Finish residues with cure and heal
3.2. vs. many elite monsters
Safety zone>
Carving Laima & Jemina to lure monsters and to ignite incineration>
Hexing and fandemic>
Fade (monsters will head to your summoned) >
Incineration>
Use cure and heal to the resisted monster>
eeefffffffffiiiiiiigggggyyyyyyyyyyyyyyyyy >
Heal your HP with remaining heal square>
(Healing factor >)
Move from Jemi area and exit to the Lai area
3.3. when pandemic is in a CD time
Zombify (or Deprotected Zone or around Laima) > Incineration > DiscernEvil
3.4. vs. boss monster
Fade
> Carving Laima & Jemina (Boss monster will head to carvings. Aura around Laima is another incineration source.)
> Hexing > Cure > Incineration > DiscernEvil (> Use safety zone at proper timing from hex to discern) > Heal * 2
> eeefffffffffiiiiiiigggggyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyy
4. On a party play
With 2-circles of clerics and 1-circle of god carver and pardoner, you can surve the essential party-supporting role.
Moreover, if one (or more) of your colleagues want to reduce skill delay and SP consumption, or your party is going to challenge to a dungeon which is forcing a high level of magic defence and frequent healing, (ex. 190 dungeon)
other guys will kindly kick ass of classical prist-type healer and willingly welcome you.
Your position will be just after or beside of tanker.
Thanks to Samdiveve increasing moving speed by +4, you can run at the head of your party.
Move before main damage-dealers and carve Lai&Jemi at the location tanker settled.
Safety zone is helpful while carving.
When the other collegues arrive, use heal and supporting skills such as IncreaseMagicDEF with DECREASED COOLING DOWN TIME.
5. Stat distribution and Equipment settings
5.1. Stat distribution
INT is main stat.
CON: Adjust autonomously considering + maximum HP equipments
SPR: Adjust autonomously considering + SP recovery equipments
5.2. Important attributes on equipment
1st. SP recovery
2nd. Magic Atk. and Def&Mdef
3rd. Magic Ampl., elemental propery atk. and Max HP
5.3. Some recommended equipments
1 cloth (For magic ampl. on gloves) + 3 plate (for Max HP) setting is desirable.
Gloves: Tomb Gloves(Lv. 75, /database/quests/8434/) > Superior Royal Mage Gauntlets (Lv. 220, /database/items/501157/) or Roxona Gloves (Lv. 170, /database/items/503111/)
Weapon: Krausas Mace(Lv. 40, /database/items/202119) > Catacombs Club (Lv. 170) > Superior Corona Rod (Lv. 220, /database/items/141139/ highly anviled) > Lv.315 Rods
My equipment setting: https://youtu.be/iZNXyGMNIa8
6. Movie clips
130 dungeon solo
https://youtu.be/P_H7-EaI5mo
145 dungeon solo
https://youtu.be/DvW_pIMPcBA
200 dungeon solo
https://youtu.be/6DclMEExHRU
200 dungeon solo (full run)
https://youtu.be/77oq2APBaRc
Solo PvE in Workshop(4th floor of Kalejimas)
https://youtu.be/LjBSkAab1NU
Shaul Ray mission (vs. Boss monster)
https://youtu.be/zWhTiR6mYKs
Shaul Ray mission solo PvE (vs. Boss monster)
https://youtu.be/9adPvkuJRN4
Crystalmine mission solo PvE (vs. Boss monster)
https://youtu.be/SbXtUASMeP8
Solo PvE in Maven Abby
https://youtu.be/gLdLf6oZCzg
Solo PvE in Maven Abby (gimmick)
https://youtu.be/IbsbR4DxH_o
Solo PvE in Ladar forest
https://youtu.be/gJLJYL-TwE0
Solo PvE in Temeless temple
https://youtu.be/WMDMGas2rnM
290 dungeon solo
https://youtu.be/VAsSDGItjn4 (red boss run)
https://youtu.be/BxAOhm0I0Xw (blue boss run)
https://youtu.be/TWr_qpXwqbE (red boss, mage area skip)
https://youtu.be/dv61hjjznCo (red boss, full run)
Uphill defense solo
https://youtu.be/fjmPPzJVIp4
Saalus mission solo
Pond mission: https://youtu.be/HYR_uKF23XA
Area of ruins(1): https://youtu.be/eMOLJb8FNmw
Area of ruins(2): https://youtu.be/6R7mzcsKjN8
Royal mausoleum: https://youtu.be/hsMSn9ZXPrI
Canyon area: https://youtu.be/CutczwRat6c
Earth Tower solo
https://youtu.be/XGTPebuFCcc
315 dungeon solo
https://youtu.be/XVpH8iIpBFs
More movie clips will be uploaded on my youtube.
Thx for reading
Appendix 1. technical description
A1.1. Dmg formula of effigy
Dmg = ((Matk+Skillatk) * (attribute) - (Mdef-hex) + elemental propery atk + 3rd hit bonus) * (1 + hex attribute 0.3 + other factors such as armor + ...)
3rd hit bonus = (Matk+Skillatk)*(1.05~1.06)*(showed bonus ratio - 1)
In short form, formula of almost skills can be described like this: (atk - def) * (many coefficient).
But effigy has the other form: ((atk * attribute) - def + bonus dmg) * (other coefficient).
This means effigy is still effective to the high Mdef, when Matk and attribute are sufficiently invested. And also it explains that 3rd hit bonus dmg dosen't take big ratio in whole dmg of effigys at high attribute.
A1.2. Incineration amplified with dark death mist(DDM)
The ratio of amplification is 0.3 .
The calculation step is within elementals.
ex) to the target of fire element: 0.5*original incineration dmg (without DDM) -> 0.8*original dmg (with DDM)
Appendix 2. Some considerations for new rank
Skills of bokor-PD can be categorized like following.
type 1. Routine attack skills (required: AOE, consecutive DPS, CD ~20 or less on the Lai-jemi routine)
- hex-pandemic-effigy(CD 20), incineration(CD 16)
type 2. Routine support skills (required: supporting 1., CD ~40 or less)
- SFZ-lai-jemi(39), samdi(41), fade(32), healfac(36)
type 3. Extra attack skills (requried: instant, burst DPS, NOT disturb or disturbed with routine)
- healcure(22)
type 4. Skill for special use
- discerning(20-25), indul(24), divine(22), independent hexing(7.2)
Choice of rank8 must be done after considering which type is enhanced by rank8 class(internal factor) and what is the needed enhancement for new area(external factor).
For external factor, new mobs in new maps has very high HP(around 300k) and atk. Defensive stuff is needed more than before. Mackangdal and effigy attribute: blind are expected to be used at last.
PD c2 strongly enhance type1.
- incineration 5->10 SkillDmg+624 and remain longer
- DDM as a new main atk skill
- DDM amplifying incineration
also enhance type2.
- healfac Lv5 -> Lv10
Moreover, It provides other routines.
- hex(or DDM) - incineration -> hex spred (used like pandemic by using weak mobs)
- DDM - (hexing+decerning) - pandemic - incineration
Added routines reinforce the "plan B" witch is the very weakpoint in dealing mechanism of bokor-PD.
At this point, PD c2 is seemed to be the best choice on rank 8 for bokor-PD.
Effigy is THE ONLY MAGIC SKILL having following advantages at once:
- Both ground/aerial
- No limit: numbers of attack
- No limit: numbers of object
- No cooling-down time
- % damage bonus
- Wide range
I had suffered with fxxking zaibas and piece of carnivory shit. (Why? Above things are the answer.)
But now I have been cured by this build and would proudly recommend it to you guys.
The core of this build is to maximize the utilization of effigy.
Effigy is the best attacking skill for cleric, but there are two things have to consider: Hexing and SP consumption.
1. Hexing
Effigy needs hexed object. However it is not easy to hex a large number of monsters at once. Plague Doc. (Pandemic) will solve this problem, as well as getting a good additional damage source, incineration.
2. SP consumption
Lv. 10 effigy consumes 41 SPs per every attack. This may make you a DIAMOND-rank customer of alchemist’s SP potion on market. God Carver and its holy wooden bixxhes can save you from bankrupt. Pandemic also helps dealing with many targets at once, and saving SP as a result.
Considering which class can support bokor and plague doc. efficiently, so it becomes following build tree:
2. Build Tree: Cleric-Cleric-Bokor-Bokor-God Carver-Pardonor-PD-PD
2.1. Cleric 2-circle
Heal Lv. 10: Ten healing squars are elementary ability of healer and good attacking skill vs. boss.
Cure Lv. 10: Cure with high INT stat is powerful skill until Character Lv. MAX
Safety zone Lv. 3: Attribute of safety zone on cleric 2-circle provides sufficient hardness in spite of low skill level.
Deprotected zone Lv. 0~1: Ready step for incineration, but rarely used.
Fade Lv. 1~2
Divine might Lv.5: For longer hexing, incineration, and plague vapor.
2.2. Bokor 2-circle
Hexing Lv. 10: The reason of high skill level is for longer hexed time.
Effigy Lv. 10: Additional explanation is unnecessary waste of bits.
Tet Mamak La Lv. 1: "Long range installation" skill. Plz ignore fxxking dumb zombies.
Zombify Lv. 1: "Ready Skill for Incineration". Fxxk off, dumbass zombies.
Mackangdal Lv. 2: You don't have to fear over +20 level monsters. Just never forget using safety zone when mackangdal time is near to over.
Bwa Kayiman Lv. 1: Zombies follow you. You can throw away these heal-thieves with this skill.
Samdiveve Lv. 5: FREE WINDRUNNER! BOOST YOUR SPEEEED!
2.3. God Carver 1-circle
Carve Laima Lv. 5: CD-20% & lure mobs & agglomerate mobs. CD reducing is applied after the sequence: Lai-jemi.
Carve Zemina Lv. 5: Reducing SP consumption, and turning on the Lai CD reducing effect.
Carve Lv. 4: Finish the nearly-dead monster with this skill
Carve Vakarine Lv. 1
2.4. Pardonor 1-circle
DiscernEvil Lv. 5: Also good friend skill of plague vapor, incineration and hexing
InceaseMagicDEF Lv.5
Indulgentia Lv. 1~5: 1 is enough to cure all of party members and to lure monsters. More lv. can treat many targets.
Simony Lv. 0~4: Divine might + Simony can produce Lv. 5 scroll. But useless...
2.5. Plague Doc. 1-circle: The completion of this build
Pandemic Lv. 4~5: The most important skill for effigy.
Incineration Lv. 5
Healingfactor Lv. 5: The moment you get this skill is after base level~260. This ability provides monsterious HP recovery. Must use with divine might.
Bloodletting Lv. 0~1: Optional. 0 or 1 for saving dispeller
2.5. Plague Doc. 2-circle: new 8-rank.
Incineration Lv. 10: longer & stronger. the new attribute is used like pandemic.(spread area also similar with original pandemic)
Dark death mist Lv. 5: A new main atk skill. It works with pandemic and amplifying incineration. And it infected automatically other close target.
Healingfactor Lv. 10: Atk of monsters above Lv. 300 is very strong so more faster recovery is needed.
Pandemic Lv. 4~5: The new attribute makes pandemic area super-wide.
3. On solo PvE
3.1. vs. many minions
Hexing >
Carving Laima & Jemina or sticking a flag or throwing monkey skulls >
Fade (monsters will head to your summoned) >
Attract other monsters with Divine might (to demons) or Indulgentia or nomal attack >
(If you delay too much to attract mosters, prolong hexing time with DiscernEvil >)
Pandemic >
(If some monsters resisted, additional hexing will be available. >)
eeefffffffffiiiiiiigggggyyyyyyyyyyyyyyyyy >
Finish residues with cure and heal
3.2. vs. many elite monsters
Safety zone>
Carving Laima & Jemina to lure monsters and to ignite incineration>
Hexing and fandemic>
Fade (monsters will head to your summoned) >
Incineration>
Use cure and heal to the resisted monster>
eeefffffffffiiiiiiigggggyyyyyyyyyyyyyyyyy >
Heal your HP with remaining heal square>
(Healing factor >)
Move from Jemi area and exit to the Lai area
3.3. when pandemic is in a CD time
Zombify (or Deprotected Zone or around Laima) > Incineration > DiscernEvil
3.4. vs. boss monster
Fade
> Carving Laima & Jemina (Boss monster will head to carvings. Aura around Laima is another incineration source.)
> Hexing > Cure > Incineration > DiscernEvil (> Use safety zone at proper timing from hex to discern) > Heal * 2
> eeefffffffffiiiiiiigggggyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyy
4. On a party play
With 2-circles of clerics and 1-circle of god carver and pardoner, you can surve the essential party-supporting role.
Moreover, if one (or more) of your colleagues want to reduce skill delay and SP consumption, or your party is going to challenge to a dungeon which is forcing a high level of magic defence and frequent healing, (ex. 190 dungeon)
other guys will kindly kick ass of classical prist-type healer and willingly welcome you.
Your position will be just after or beside of tanker.
Thanks to Samdiveve increasing moving speed by +4, you can run at the head of your party.
Move before main damage-dealers and carve Lai&Jemi at the location tanker settled.
Safety zone is helpful while carving.
When the other collegues arrive, use heal and supporting skills such as IncreaseMagicDEF with DECREASED COOLING DOWN TIME.
5. Stat distribution and Equipment settings
5.1. Stat distribution
INT is main stat.
CON: Adjust autonomously considering + maximum HP equipments
SPR: Adjust autonomously considering + SP recovery equipments
5.2. Important attributes on equipment
1st. SP recovery
2nd. Magic Atk. and Def&Mdef
3rd. Magic Ampl., elemental propery atk. and Max HP
5.3. Some recommended equipments
1 cloth (For magic ampl. on gloves) + 3 plate (for Max HP) setting is desirable.
Gloves: Tomb Gloves(Lv. 75, /database/quests/8434/) > Superior Royal Mage Gauntlets (Lv. 220, /database/items/501157/) or Roxona Gloves (Lv. 170, /database/items/503111/)
Weapon: Krausas Mace(Lv. 40, /database/items/202119) > Catacombs Club (Lv. 170) > Superior Corona Rod (Lv. 220, /database/items/141139/ highly anviled) > Lv.315 Rods
My equipment setting: https://youtu.be/iZNXyGMNIa8
6. Movie clips
130 dungeon solo
https://youtu.be/P_H7-EaI5mo
145 dungeon solo
https://youtu.be/DvW_pIMPcBA
200 dungeon solo
https://youtu.be/6DclMEExHRU
200 dungeon solo (full run)
https://youtu.be/77oq2APBaRc
Solo PvE in Workshop(4th floor of Kalejimas)
https://youtu.be/LjBSkAab1NU
Shaul Ray mission (vs. Boss monster)
https://youtu.be/zWhTiR6mYKs
Shaul Ray mission solo PvE (vs. Boss monster)
https://youtu.be/9adPvkuJRN4
Crystalmine mission solo PvE (vs. Boss monster)
https://youtu.be/SbXtUASMeP8
Solo PvE in Maven Abby
https://youtu.be/gLdLf6oZCzg
Solo PvE in Maven Abby (gimmick)
https://youtu.be/IbsbR4DxH_o
Solo PvE in Ladar forest
https://youtu.be/gJLJYL-TwE0
Solo PvE in Temeless temple
https://youtu.be/WMDMGas2rnM
290 dungeon solo
https://youtu.be/VAsSDGItjn4 (red boss run)
https://youtu.be/BxAOhm0I0Xw (blue boss run)
https://youtu.be/TWr_qpXwqbE (red boss, mage area skip)
https://youtu.be/dv61hjjznCo (red boss, full run)
Uphill defense solo
https://youtu.be/fjmPPzJVIp4
Saalus mission solo
Pond mission: https://youtu.be/HYR_uKF23XA
Area of ruins(1): https://youtu.be/eMOLJb8FNmw
Area of ruins(2): https://youtu.be/6R7mzcsKjN8
Royal mausoleum: https://youtu.be/hsMSn9ZXPrI
Canyon area: https://youtu.be/CutczwRat6c
Earth Tower solo
https://youtu.be/XGTPebuFCcc
315 dungeon solo
https://youtu.be/XVpH8iIpBFs
More movie clips will be uploaded on my youtube.
Thx for reading
Appendix 1. technical description
A1.1. Dmg formula of effigy
Dmg = ((Matk+Skillatk) * (attribute) - (Mdef-hex) + elemental propery atk + 3rd hit bonus) * (1 + hex attribute 0.3 + other factors such as armor + ...)
3rd hit bonus = (Matk+Skillatk)*(1.05~1.06)*(showed bonus ratio - 1)
In short form, formula of almost skills can be described like this: (atk - def) * (many coefficient).
But effigy has the other form: ((atk * attribute) - def + bonus dmg) * (other coefficient).
This means effigy is still effective to the high Mdef, when Matk and attribute are sufficiently invested. And also it explains that 3rd hit bonus dmg dosen't take big ratio in whole dmg of effigys at high attribute.
A1.2. Incineration amplified with dark death mist(DDM)
The ratio of amplification is 0.3 .
The calculation step is within elementals.
ex) to the target of fire element: 0.5*original incineration dmg (without DDM) -> 0.8*original dmg (with DDM)
Appendix 2. Some considerations for new rank
Skills of bokor-PD can be categorized like following.
type 1. Routine attack skills (required: AOE, consecutive DPS, CD ~20 or less on the Lai-jemi routine)
- hex-pandemic-effigy(CD 20), incineration(CD 16)
type 2. Routine support skills (required: supporting 1., CD ~40 or less)
- SFZ-lai-jemi(39), samdi(41), fade(32), healfac(36)
type 3. Extra attack skills (requried: instant, burst DPS, NOT disturb or disturbed with routine)
- healcure(22)
type 4. Skill for special use
- discerning(20-25), indul(24), divine(22), independent hexing(7.2)
Choice of rank8 must be done after considering which type is enhanced by rank8 class(internal factor) and what is the needed enhancement for new area(external factor).
For external factor, new mobs in new maps has very high HP(around 300k) and atk. Defensive stuff is needed more than before. Mackangdal and effigy attribute: blind are expected to be used at last.
PD c2 strongly enhance type1.
- incineration 5->10 SkillDmg+624 and remain longer
- DDM as a new main atk skill
- DDM amplifying incineration
also enhance type2.
- healfac Lv5 -> Lv10
Moreover, It provides other routines.
- hex(or DDM) - incineration -> hex spred (used like pandemic by using weak mobs)
- DDM - (hexing+decerning) - pandemic - incineration
Added routines reinforce the "plan B" witch is the very weakpoint in dealing mechanism of bokor-PD.
At this point, PD c2 is seemed to be the best choice on rank 8 for bokor-PD.
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: 1 / 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 1: Blocks: 2 times Magic Circle Duration: 20 seconds SP: 19 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: 3 / 10 Safety Zone: Increased Range Type: Active * Increases range applied by [Safety Zone] to 15 * Increases SP consumption by 80% Cleric 1st Circle required Safety Zone: Block Count Type: Active * Increases block count of [Safety Zone] by 1 per attribute level * Increases SP consumption by 10% Cleric 2nd Circle required Safety Zone Creates a magic circle that blocks incoming attacks. Level 3: Blocks: 6 times Magic Circle Duration: 20 seconds SP: 33 Type: Magic / Buff Cooldown: 48s Element: 5 / 5 Divine Might: Devil-type Damage Type: Active * Deals damage equal to 100% of magic attack to nearby Devil-type monsters when using [Divine Might] * Increases SP consumption by 10% Cleric 2nd Circle required Divine Might Temporarily increases the skill levels of you and your party members by 1. Level 5: Applies 5 times Duration: 60 seconds SP: 45 Type: Magic / Buff Cooldown: 27s 1 / 5 Fade Erases the threat of monsters making them stop any attacks on you. Level 1: Duration: 12 seconds SP: 24 Type: Magic / Buff Cooldown: 40s Element: |
Rank 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: 1 / 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 1: Magic Circle Duration: 10 seconds Can summon up to 8 Zombies Increases Zombie damage per level SP: 38 Type: Magic / Buff Cooldown: 25s 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: 2 / 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 2: Invincibility Duration: 12 seconds SP: 46 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 |
1 / 5 Statue of Goddess Vakarine Carve a statue of Vakarine, the Goddess of the Evening Star. You may warp to other areas through the Goddess Statue. Level 1: Max. 1 warps Statue duration 30 sec Consumes Sculpting Wood x1 SP: 26 Type: Melee / Attack Cooldown: 85s 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 4 / 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 4: Attack: 95% x 5 Additional Damage to Plant-type Monsters: +100 Statue Materials Drop Rate: 20% AoE Attack Ratio: 1 SP: 64 Type: Melee / Attack Cooldown: 17s |
Rank 6
Pardoner |
5 / 5 Indulgentia: Enhance Type: Passive * Increases the damage dealt on an enemy with [Indulgentia] by 0.5% per attribute level * +10% added damage at maximum level Pardoner 1st Circle required Oblation: Indulgentia Speciality Type: Active * Increases damage of Indulgentia proportionally to the no. of items in the Offering Box (max. 30%) * Increases SP consumption by 20% Lv6 Indulgentia required Indulgentia Use a ritual to cure allies with a Lv2 status ailment or to inflict damage on enemies. Level 5: Attack: 373% Target 8 Heal all party members Heal 8 allies Uses 500 silver SP: 110 Type: Magic / Buff Cooldown: 30s Element: 5 / 5 Discerning Evil: Increased Targets Type: Active * Adds 1 target per attribute level to the applied effects of [Discerning Evil] * Increases SP consumption by 30% Pardoner 1st Circle required Discerning Evil Extend the duration of harmful effects applied to the enemy forcibly. Once the duration has been increased, the debuff doesn't increase again. Level 5: Extends the remaining duration of debuffs by 50% SP: 103 Type: Magic / Buff Cooldown: 25s Element: 5 / 5 Increase Magic Defense: Duration Type: Active * Increases duration of [Increase Magic Defense] by 20 seconds per attribute level * Increases SP consumption by 20% Pardoner 1st Circle required Increase Magic Defense Temporarily increases the magic defense of you and your party members. Level 5: Magic Defense: +560 Duration: 300 seconds Consumes #{SpendItemCount}# Holy Water SP: 110 Type: Magic / Buff Cooldown: 87s Element: |
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: 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: |
Rank 8
Plague Doctor |
10 / 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 10: Duration: 65 seconds HP Recovery: 150 SP: 338 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 / 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: |
Advertisement
Comments (363)
I was searching for a PD build when I stumbled upon this.
I am curious if this build still viable now since the post balanced update. I noticed that this thread was replied way back then. Since Agny necklace is heavily downgraded, I wanted to know if this build is still useful for the new patch. Thanks.
I have a question about the items in the middle / end of the game. I watch your videos and you were wearing an assistant bracelet. Now Archmage bracelet is a good item for this build? Or can I continue with wizard bracelets up to solmiki?
Thanks!!
First thanks for this amazing build, in the iToS version we got a patch that kinda fucked the build a bit.
Reference: https://forum.treeofsavior.com/t/mob-resistances/345362/13
Is that happen in ktos too?
Can Dievdirbys be replaced?
A melee matk with gohei.
Broom, which is kinda nice, but not vital in this build at all.
The arrow that is nice.
Clap that is useless since this build already have perma statues...moreover you would lose a big part of your party support with it. And clap right now only works with them.
Kagura dance which is a neat skill, but with which you can't dps and use a lot of mana in an already mana hungry build.
What do you lose ?
CD reduction in a build that use few skills to dps (so you need them asap )
SP consume reduction for a super hungry mana build.
And both of them are quite vital for this build.
If you go for Miko the only combo literally aviable right now is with Diev. Imo it's pretty pointless to go for miko if you aren't diev3. The combo it can do with statues is really op...and probably will be nerfed. I personally see this build as more "future proof" than the diev3-miko...or better call it more "nerf proof".
At most I would take some points away from healing factor and pump up pandemic. And put 1 to disenchant...in high lvl zones sometimes it's useful.
How does this build do in high ET areas?
IMO , its depend at your pt. because with this build, you will become dps.
pardoner for PD
That's even more simple than pond mission. Very weak mobs are coming to center occasionally and player defend a statue from them during 2min. Hanaming-hunting movie will be more exciting than that...
Thanks for the great guide, just a question about the Agni Necklace recipe. What exact materials and how many of each do you need for it? I know you mentioned Heart of Black Drake and Bloodstone, but can you help clarify how much of each and if there's anything else?
Heart of Black Drake *5, Mithril Ore *5, Bloodstone *1, Recipe *1
It looks quite boring, when you just read the skill text. That's the difference between on the field and on the mind.
INT. See this at 0:03 https://youtu.be/9cf7MKk5wMs?t=3s
Yes, I think that's so good for early~middle time.
Of course. Anvil, squire shop and transcendence also widen the gap between them.