Valkoria's (C) Taoist Guide.
Created by Valkoria on May 5th 2016 (Last Updated: Dec 11th 2018).
This is a public build.
15
Rank 10: http://tos-th.com/skill-simulator.html#41133355hhh.1a2a345561.1f4f5a65.2a6a55b5.615f118c9aa1b5
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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. This is my second most played and invested character, I love my Taoist, and I hope you do too!
For more builds check out: http://www.tosbase.com/tools/skill-simulator/users/24013/
Rating of Class 1-10 (my opinion):
Single Target: 7.5
Area of Effect: 7.5
Durability: 7
Solo: 7
Team: 8.5
Pros:
- Raid viable
- Strong utility
- Simple and fun to play
Cons:
- Reliant on deployment magic
- Reagents for Taoist spells
- Sp hungry (solved by potions/gear with spirit)
Stat Distribution:
70+ CON, Rest INT, See below for Spirit.
70 invested Con will give you a good amount of base Hp, However you may require higher health for some of the more dangerous content in the game.
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:
10/10 Heal, literally Clerics best spell in the game, every cleric maxes this.
10/10 Cure, Scales very well with Int builds and even on non int builds, also dispels debuffs if you walk on it.
4/10 Safety Zone, Four points is enough thanks to the +20 Block Attribute.
5/5 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.
Krivis:
14-15/15 Aukuras, Summons a stationary device that heals all allies in an aoe over time and decreases the duration of debuffs. The heal can be converted into a damage buff by turning on an attribute which adds fire damage to all spells (including dots). Scales with matk, very good with Zaibas and Divine Stigma.
0-1/15 Daino, Causes your auto attacks to scale with your Intelligence, only applies to yourself. Also causes your hits to always land. Can be extended with Melstis and the Daino attribute. Single point can be skipped and just put into Aukuras.
15/15 Zaibas, Your identity and core skill for this build, Taoist revolves around this skill by enhancing its damage via Divine Stigma and Storm Calling.
10/10 Divine Stigma, Targets up to 5 targets which deals damage over time and causes your Zaibas to deal 50% more damage. When you kill monsters effected by the Stigma it then gives a buff to the party that increases your Strength and Int.
5/5 Melstis, A situational but very powerful skill, when cast anyone around you has their buff duration increased by 100% up to 20 seconds. This skill no longer needs to be channeled and has a very large radius.
Druid:
10/10 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.
10/10 Carnivory, When cast causes your nearby Chortasmata to deal damage over time to several enemies that are standing in it.
5/5 Sterea Troph, When cast causes your nearby Chortasmata to give damage invulnerability when standing in it. Extremely good utility spell that has 33% up time, and can be cast while Carnivory is dealing damage.
5/5 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.
Seed bomb is kind of an underwhelming skill unless you have a bunch of targets to apply them too (like pears of agony, zombies, statues, etc), since the build does not have those types of skills it's better to avoid investing into the skill.
Taoist:
15/15 Storm Calling, Your best Taoist skill, it makes targets take 200% more damage from Lightning (Zaibas and Divine Punishment) and also makes targets take 50% more damage from Melee attacks, while dealing good damage itself.
1/15 Dark Sight, Very useful skill for leveling in high level zones and ET/Solmiki, makes everyone that stands in radius of the charm stealth.
12/15 Creeping Death Charm, Strange but powerful spell, you spawn a talisman that slowly moves forward and deals an incredible amount of multiple hits over time.
1/1 Begone Demon, Self Explanatory, procs your talismans explosion effect.
10/10 Divine Punishment, Massive Single Target nuke that's damage is increased by Storm Calling. It says it has a 3 second cast but doesn't actually have a cast bar which means it cannot be interrupted by taking damage (but can if you get knocked back/down), you stand still while 'casting' the ability.
1/10 Upper Level, Causes deployment magics in a radius around the charm that don't normally hit flying to hit them. Niche but useful.
5/5 Phantom Eradication, Instant cast, Fires off a volley of talisman that hits enemies multiple times in a cone in front of you. Fairly good skill, nothing crazy though.
Important Attributes to level asap:
Cleric - Cure: Damage Interval
Cleric - Safety Zone: Block Count
Krivis - Daino: Additional Attack
Krivis - Zaibas: Splash
Krivis - Divine Stigma: Defeat Devil
Druid - Carnivory: Duration
Druid - Chortasmata: Duration
Taoist - Storm Calling: Additional Damage
Taoist - Storm Calling: Zaibas
Taoist - Divine Punishment: Broad Strike
Equipment / Core Items / Cards:
Use a Rod & Shield. Cloth for more Mdef, Plate for more Pdef.
(Important) Electra Necklace, Adds 50% skill factor to your Lightning skills (Zaibas, Divine Punishment).
Aka it turns Zaibas from 82% to 132% and Divine Punishment from 7044% to 7094%.
Since Zaibas is a huge part of your damage and is a multi-hit skill, the added 50% has huge impact.
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)
____________________________________________________________________________________________________________________________________________________________________
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. This is my second most played and invested character, I love my Taoist, and I hope you do too!
For more builds check out: http://www.tosbase.com/tools/skill-simulator/users/24013/
Rating of Class 1-10 (my opinion):
Single Target: 7.5
Area of Effect: 7.5
Durability: 7
Solo: 7
Team: 8.5
Pros:
- Raid viable
- Strong utility
- Simple and fun to play
Cons:
- Reliant on deployment magic
- Reagents for Taoist spells
- Sp hungry (solved by potions/gear with spirit)
Stat Distribution:
70+ CON, Rest INT, See below for Spirit.
70 invested Con will give you a good amount of base Hp, However you may require higher health for some of the more dangerous content in the game.
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:
10/10 Heal, literally Clerics best spell in the game, every cleric maxes this.
10/10 Cure, Scales very well with Int builds and even on non int builds, also dispels debuffs if you walk on it.
4/10 Safety Zone, Four points is enough thanks to the +20 Block Attribute.
5/5 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.
Krivis:
14-15/15 Aukuras, Summons a stationary device that heals all allies in an aoe over time and decreases the duration of debuffs. The heal can be converted into a damage buff by turning on an attribute which adds fire damage to all spells (including dots). Scales with matk, very good with Zaibas and Divine Stigma.
0-1/15 Daino, Causes your auto attacks to scale with your Intelligence, only applies to yourself. Also causes your hits to always land. Can be extended with Melstis and the Daino attribute. Single point can be skipped and just put into Aukuras.
15/15 Zaibas, Your identity and core skill for this build, Taoist revolves around this skill by enhancing its damage via Divine Stigma and Storm Calling.
10/10 Divine Stigma, Targets up to 5 targets which deals damage over time and causes your Zaibas to deal 50% more damage. When you kill monsters effected by the Stigma it then gives a buff to the party that increases your Strength and Int.
5/5 Melstis, A situational but very powerful skill, when cast anyone around you has their buff duration increased by 100% up to 20 seconds. This skill no longer needs to be channeled and has a very large radius.
Druid:
10/10 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.
10/10 Carnivory, When cast causes your nearby Chortasmata to deal damage over time to several enemies that are standing in it.
5/5 Sterea Troph, When cast causes your nearby Chortasmata to give damage invulnerability when standing in it. Extremely good utility spell that has 33% up time, and can be cast while Carnivory is dealing damage.
5/5 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.
Seed bomb is kind of an underwhelming skill unless you have a bunch of targets to apply them too (like pears of agony, zombies, statues, etc), since the build does not have those types of skills it's better to avoid investing into the skill.
Taoist:
15/15 Storm Calling, Your best Taoist skill, it makes targets take 200% more damage from Lightning (Zaibas and Divine Punishment) and also makes targets take 50% more damage from Melee attacks, while dealing good damage itself.
1/15 Dark Sight, Very useful skill for leveling in high level zones and ET/Solmiki, makes everyone that stands in radius of the charm stealth.
12/15 Creeping Death Charm, Strange but powerful spell, you spawn a talisman that slowly moves forward and deals an incredible amount of multiple hits over time.
1/1 Begone Demon, Self Explanatory, procs your talismans explosion effect.
10/10 Divine Punishment, Massive Single Target nuke that's damage is increased by Storm Calling. It says it has a 3 second cast but doesn't actually have a cast bar which means it cannot be interrupted by taking damage (but can if you get knocked back/down), you stand still while 'casting' the ability.
1/10 Upper Level, Causes deployment magics in a radius around the charm that don't normally hit flying to hit them. Niche but useful.
5/5 Phantom Eradication, Instant cast, Fires off a volley of talisman that hits enemies multiple times in a cone in front of you. Fairly good skill, nothing crazy though.
Important Attributes to level asap:
Cleric - Cure: Damage Interval
Cleric - Safety Zone: Block Count
Krivis - Daino: Additional Attack
Krivis - Zaibas: Splash
Krivis - Divine Stigma: Defeat Devil
Druid - Carnivory: Duration
Druid - Chortasmata: Duration
Taoist - Storm Calling: Additional Damage
Taoist - Storm Calling: Zaibas
Taoist - Divine Punishment: Broad Strike
Equipment / Core Items / Cards:
Use a Rod & Shield. Cloth for more Mdef, Plate for more Pdef.
(Important) Electra Necklace, Adds 50% skill factor to your Lightning skills (Zaibas, Divine Punishment).
Aka it turns Zaibas from 82% to 132% and Divine Punishment from 7044% to 7094%.
Since Zaibas is a huge part of your damage and is a multi-hit skill, the added 50% has huge impact.
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: 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
Krivis |
5 / 5 Aukuras: Enhance Type: Passive * Increases the heal factor of [Aukuras] by 0.5% per attribute level * +10% added bonus at maximum level Krivis 1st Circle required Aukuras: Fire Property Resistance Type: Active * Increases Fire property resistance by 14 per attribute level when [Aukuras] is active * Increases SP consumption by 10% Krivis 1st Circle required Aukuras: Goddess of Fire Type: Active * Ally magic attacks within range of [Aukuras] deal additional Fire property damage * Decreases torch duration by 10 seconds * Eliminates the amount of HP recovered * Increases SP consumption by 20% * Decreases cooldown by 30 seconds Krivis 2nd Circle required Aukuras Summons a holy torch, constantly restoring the HP of nearby allies while reducing the accuracy of nearby enemies. While nearby the torch, the duration of harmful effects will constantly be reduced. Level 5: Heal factor 46% Torch duration 30 sec Add. Fire property damage per magic attack 0 SP: 64 Type: Magic / Buff Cooldown: 60s Element: 5 / 5 2 Zaibas: Enhance Type: Passive * Increases the damage dealt on an enemy with [Zaibas] by 0.5% per attribute level * +10% added damage at maximum level Krivis 1st Circle required Zaibas: Splash Type: Active * [Zaibas] deals damage to multiple enemies * Max. targets: 7 * Total count is maintained * Increases SP consumption by 30% Krivis 2nd Circle required Zaibas [Magic] - [Lightning] Creates a magic circle that calls down bolts of lightning on an enemy using the God of Thunder's power. Level 5: 0.3 second attack 82% No. of Hits: 9 Magic Circle Duration: 30 seconds SP: 66 Type: Magic / Attack Cooldown: 20s Element: |
Rank 4
Krivis |
10 / 10 Aukuras: Enhance Type: Passive * Increases the heal factor of [Aukuras] by 0.5% per attribute level * +10% added bonus at maximum level Krivis 1st Circle required Aukuras: Fire Property Resistance Type: Active * Increases Fire property resistance by 14 per attribute level when [Aukuras] is active * Increases SP consumption by 10% Krivis 1st Circle required Aukuras: Goddess of Fire Type: Active * Ally magic attacks within range of [Aukuras] deal additional Fire property damage * Decreases torch duration by 10 seconds * Eliminates the amount of HP recovered * Increases SP consumption by 20% * Decreases cooldown by 30 seconds Krivis 2nd Circle required Aukuras Summons a holy torch, constantly restoring the HP of nearby allies while reducing the accuracy of nearby enemies. While nearby the torch, the duration of harmful effects will constantly be reduced. Level 10: Heal factor 66% Torch duration 30 sec Add. Fire property damage per magic attack 0 SP: 109 Type: Magic / Buff Cooldown: 60s Element: 10 / 10 2 Zaibas: Enhance Type: Passive * Increases the damage dealt on an enemy with [Zaibas] by 0.5% per attribute level * +10% added damage at maximum level Krivis 1st Circle required Zaibas: Splash Type: Active * [Zaibas] deals damage to multiple enemies * Max. targets: 7 * Total count is maintained * Increases SP consumption by 30% Krivis 2nd Circle required Zaibas [Magic] - [Lightning] Creates a magic circle that calls down bolts of lightning on an enemy using the God of Thunder's power. Level 10: 0.3 second attack 82% No. of Hits: 14 Magic Circle Duration: 30 seconds SP: 111 Type: Magic / Attack Cooldown: 20s Element: 5 / 5 Divine Stigma: Duration Type: Active * Increases duration of [Divine Stigma] by 6 seconds per attribute level Increases SP consumption by 20% Krivis 2nd Circle required Divine Stigma: Defeat Devil Type: Active * Increases [Divine Stigma] damage against Devil-type targets by 10% per attribute level * Increases SP consumption by 20% Requires Divine Stigma Level 10 Divine Stigma: Enhance Type: Passive * Increases the damage dealt on an enemy with [Divine Stigma] by 0.5% per attribute level * +10% added damage at maximum level Krivis 2nd Circle required Divine Stigma Engrave a stigma on the enemy and deal Fire magic damage. The stigmatized enemy takes 1.5 times damage from Zaibas, and increases the STR and INT of allies temporarily when defeated. Level 5: Attack: 186% STR, INT: +47 Effect Duration: 0 seconds Stigma Duration: 15 seconds No. of Targets: 5 SP: 60 Type: Magic / Attack Cooldown: 30s Element: |
Rank 5
Krivis |
15 / 15 Aukuras: Enhance Type: Passive * Increases the heal factor of [Aukuras] by 0.5% per attribute level * +10% added bonus at maximum level Krivis 1st Circle required Aukuras: Fire Property Resistance Type: Active * Increases Fire property resistance by 14 per attribute level when [Aukuras] is active * Increases SP consumption by 10% Krivis 1st Circle required Aukuras: Goddess of Fire Type: Active * Ally magic attacks within range of [Aukuras] deal additional Fire property damage * Decreases torch duration by 10 seconds * Eliminates the amount of HP recovered * Increases SP consumption by 20% * Decreases cooldown by 30 seconds Krivis 2nd Circle required Aukuras Summons a holy torch, constantly restoring the HP of nearby allies while reducing the accuracy of nearby enemies. While nearby the torch, the duration of harmful effects will constantly be reduced. Level 15: Heal factor 86% Torch duration 30 sec Add. Fire property damage per magic attack 0 SP: 154 Type: Magic / Buff Cooldown: 60s Element: 15 / 15 2 Zaibas: Enhance Type: Passive * Increases the damage dealt on an enemy with [Zaibas] by 0.5% per attribute level * +10% added damage at maximum level Krivis 1st Circle required Zaibas: Splash Type: Active * [Zaibas] deals damage to multiple enemies * Max. targets: 7 * Total count is maintained * Increases SP consumption by 30% Krivis 2nd Circle required Zaibas [Magic] - [Lightning] Creates a magic circle that calls down bolts of lightning on an enemy using the God of Thunder's power. Level 15: 0.3 second attack 82% No. of Hits: 19 Magic Circle Duration: 30 seconds SP: 156 Type: Magic / Attack Cooldown: 20s Element: 10 / 10 Divine Stigma: Duration Type: Active * Increases duration of [Divine Stigma] by 6 seconds per attribute level Increases SP consumption by 20% Krivis 2nd Circle required Divine Stigma: Defeat Devil Type: Active * Increases [Divine Stigma] damage against Devil-type targets by 10% per attribute level * Increases SP consumption by 20% Requires Divine Stigma Level 10 Divine Stigma: Enhance Type: Passive * Increases the damage dealt on an enemy with [Divine Stigma] by 0.5% per attribute level * +10% added damage at maximum level Krivis 2nd Circle required Divine Stigma Engrave a stigma on the enemy and deal Fire magic damage. The stigmatized enemy takes 1.5 times damage from Zaibas, and increases the STR and INT of allies temporarily when defeated. Level 10: Attack: 237% STR, INT: +87 Effect Duration: 0 seconds Stigma Duration: 15 seconds No. of Targets: 5 SP: 102 Type: Magic / Attack Cooldown: 30s Element: 5 / 5 Melstis Creates a magic circle that extends the duration of beneficial effects on you and your party members. The amount of time that effects are extended by will not surpass 20 seconds. Does not apply to invincibility effects. Level 5: Duration +100% Consumes Holy Powder x5 SP: 86 Type: Magic / Buff Cooldown: 60s |
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
Taoist |
1 / 1 3 Begone Demon: Enhance Type: Passive * Increases the damage dealt on an enemy with [Begone Demon] by 0.5% per attribute level * +10% added damage at maximum level Taoist 1st Circle Required Begone Demon [Magic] Instantly activates the spell contained inside the installed charm. Storm Calling immediately calls to rain and Creeping Death, Tri-Disaster and Dark Sight explode to attack nearby enemies. Level 1: Attack: 624% SP: 122 Type: Magic / Buff Cooldown: 10s 5 / 5 Storm Calling: Additional Damage Type: Active * Melee attacks deal additional damage of 50% to enemies in the range of [Storm Calling] * Increases SP consumption by 10% Taoist 1st Circle Required Storm Calling: Zaibas Type: Active * If the caster has learned [Zaibas], automatically casts [Zaibas] at the location of [Storm Calling] when it is placed * Increases SP consumption by 50% Taoist 2nd Circle Required Storm Calling [Magic] Install a charm that calls upon a furious storm. It activates when coming in contact with an enemy, and the enemies within its range get attacked once and then receive additional damage from Lightning property attacks. Level 5: Calling Storm Attack: 942% Charm Duration: 100 seconds Storm Duration: 7 seconds Consumes 2 sheets of Strange Yellow Paper SP: 230 Type: Magic / Buff Cooldown: 24s 1 / 5 Dark Sight [Magic] Attach a charm that removes one's presence. The allies in the vicinity of the installed charm is safe from monsters. Level 1: Explosion Attack: 624% Charm Duration: 60 seconds AoE: 44 Consumes 2 sheets of Strange Yellow Paper SP: 145 Type: Magic / Buff Cooldown: 36s 5 / 5 3 Creeping Death Charm [Magic] Install Creeping Death charm that moves slowly forward. Creeping Death deals continuous damage to the targets coming in contact with it while moving. Deals additional damage when exploding via Begone Demon. Level 5: Attack: 123% x 20 Explosion Attack: 624% Consumes 3 sheets of Strange Yellow Paper SP: 254 Type: Magic / Buff Cooldown: 31s |
Rank 9
Taoist |
10 / 10 Storm Calling: Additional Damage Type: Active * Melee attacks deal additional damage of 50% to enemies in the range of [Storm Calling] * Increases SP consumption by 10% Taoist 1st Circle Required Storm Calling: Zaibas Type: Active * If the caster has learned [Zaibas], automatically casts [Zaibas] at the location of [Storm Calling] when it is placed * Increases SP consumption by 50% Taoist 2nd Circle Required Storm Calling [Magic] Install a charm that calls upon a furious storm. It activates when coming in contact with an enemy, and the enemies within its range get attacked once and then receive additional damage from Lightning property attacks. Level 10: Calling Storm Attack: 1154% Charm Duration: 200 seconds Storm Duration: 9.5 seconds Consumes 2 sheets of Strange Yellow Paper SP: 350 Type: Magic / Buff Cooldown: 24s 10 / 10 3 Creeping Death Charm [Magic] Install Creeping Death charm that moves slowly forward. Creeping Death deals continuous damage to the targets coming in contact with it while moving. Deals additional damage when exploding via Begone Demon. Level 10: Attack: 150% x 40 Explosion Attack: 624% Consumes 3 sheets of Strange Yellow Paper SP: 414 Type: Magic / Buff Cooldown: 31s 5 / 5 Divine Punishment: Enhance Type: Passive * Increases the damage dealt on an enemy with [Divine Punishment] by 0.5% per attribute level * +10% added damage at maximum level Taoist 2nd Circle Required Divine Punishment [Magic] - [Lightning] Deal damage after 3 seconds to a single target. Level 5: Attack: 5532% Consumes 3 Strange Yellow Papers SP: 411 Type: Magic / Attack Cooldown: 50s Element: 1 / 5 0 Upper Level [Magic] Creates a magic circle, altering other magic circles in front of you to affect Flying-type enemies. Level 1: Duration: 6 seconds Consumes 3 Strange Yellow Papers SP: 140 Type: Magic / Buff Cooldown: 30s |
Rank 10
Taoist |
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Comments (61)
or it's a lost of damage?
If i change the druid c2 to diev 1 and miko will be worth?
Taoist C3 would be more group damage if you play with a few physical damage classes in the party, and have better aoe.
I think both are perfectly acceptable choices, you can decide which is better for you.
but is stone henge have an effect to taoist skill?
how about lycanthropy, will it increase my storm calling damage?
thank you for answering my question anyway.. XD
I don't know if it would increase the levels of any of your Taoist skills, I'd have to test and see sometime.
Lycanthropy human form will increase ALL your magic damage.
THX~
here it is:
http://www.tosbase.com/tools/skill-simulator/build/x3djh1blec/
why do not you use the saint guardian?
Glad that you are enjoying krivis-taoist, having kabbalist is nice for unlimited sp too.
I play on the Taiwanese server (not iTOS) but it is essentially the same. Regarding the build, I would like to know your opinion on changing cleric C3 to paladin C1. The reason for this being that it allows the character to gain the attribute to use 2-H maces. Although it is true that paladin C1 shows little synergy to the rest of the build whatsoever aside from giving the character a little more support when working in a team, it would allow a magical-attack based cleric build to hold a two hand weapon.
This means: 1. Two extra gem slots and a much higher magical base damage weapon which will further deepen the damage gap once transcended compared to a 1-H mace as mentioned in your guide. 2. Yes, 5 less heal tiles and 5 points off from cure. But still, it must be noted that the damage done by heal does not scale with with its skill level and frankly speaking cure is probably one of the most underwhelming attack featured in this arsenal. Cure can only attack up to 2 enemies at the same time and the only plus side of cure is probably it’s short cycle of 0.2s per attack which is quite useful when destroying structures like on ET.
I would like to know...
Also, what are you suggesting for Cards?
Btw, I love your guide and I'm following your guides since like 2015? 2016? well i don't remember but a long a time ago.
Or even Cleric2 - Krivis3 -Dievdirbys1 - Plague Doctor1 - Taoist basically does the same thing as above but Divine punishment cd turns to 40 seconds (thinking about it a little I don't like this second one so much even if it does let me spam more lightning).
What are your througs on both builds? for bossing. could taoist beat a PD3?
If we're talking about world bosses, I haven't had the chance to take Taoist out into world bosses yet since the Krivis redesign but I would assume it would perform much better than it used too but its hard to say without me having gone out and see for myself yet, but if we're talking about dungeon bosses or something with less hp, pretty much Taoist crushes Plague Doctor because Taoist has so much more burst (that is assuming the boss doesnt zip around constantly).
Either way though both PD and Taoist are pretty great classes, I would say choose what you enjoy more because both are pretty balanced now, maybe one performs slightly better than another but its not going to be a massive difference like it used to be in the past.