Tree of Savior Forum

A few questions about Plague

Hello, Doctors!

So, right to the point:

  • my build is C2-Bok-Sad3-PD3.

  • my plan on skill distribution is this:

  1. Healing Factor - 5 (6 with… you all already know why);
  2. Beak Mask - 1 (first because it’s cool and second because it’s useful and cheap);
  3. Black Death Steam - 10 (good scale);
  4. Pandemic - 11 (you all alrea…);
  5. Incineration - 15 (I’m not sure about this one);
  6. Bloodletting - 1;
  7. Disenchant - 1;
  8. Methadone - 1.
  • Mexplaining:

My intention is to have a really good aoe (and why not single target?) dps build, focused in set the skills of the plague securely. For that, I believe that 1 point in skills like Methadone, Bloodletting and Beak Mask is enough. The shortest time comes from Methadone, with 16s duration. And I think this could be all that I need to use all the debuffs without any kind of interruption and then run to other protection strategy, like safety wall. The more duration in Methadone even sounds quite dangerous for me since I will receive the extra 20% damage that could be mortal through my rotation, mainly when I use Sadhu’s explosion, even with the virtual immortality of my sorcerer stone (aka ‘healing factor’).

So, Berserker immortal and invulnerable mode during 16s, then a more defensive playstyle while the enemies are suffering from the dots and I’m waiting the cooldown.

  • Questions:
  1. Incineration is really needed at max? I see that it barely scales with level and an investment of 15 points seems too much for too little. This thought become more strong when I remember that I already will use agny.

  2. The attributes of Disenchant works inside of its probability or I always will inflict the “neutralize gear” and “boosted debuff”, even if the ten percent at level 1 fails?

  3. There is something really wrong about my build plan?

  4. If I don’t need to invest in high levels of incineration to achieve good results, in which skills should I reallocate the points?

Sorry about anything.

Thanks in advance for everything.

Greetings fellow Doctor, onto your questions:

1.- Not really needed, is nice to have but usually you just get everything you need and then dump the rest of the points into Incineration.

2.- The skill and it’s attributes act as separate things, so even at Disenchant lvl 1 you’ll always make use of the attributes, the 10% is only for the buff removal effect.

3.- I’d personally max Bloodletting, get rid of Methadone and get Healing Factor 6, you can also get rid of Beak Mask since it’s not really needing from a PvE PoV, however it is cool so if you want you can keep it for aesthetics.

My reasoning about this is because Bloodletting is an awesome buff that allows you to prevent pretty much all the annoying stuff in PvE, like freeze, sleep and SP Drain (not sure if from all mobs, but I’ve been able to prevent it while under Bloodletting), with lvl 5 Bloodletting + DM you get 100% uptime, making it a very strong tool imo.

Methadone isn’t really needed because we’ve Gazing Golems which basically gives you the same effect of Methadone but without the 20% increased dmg, which can be very deadly to use in certain areas like CM 6/7 or World Bosses, with a single Gazing Golem you’ve 10% chance upon being hit of getting the effect, so it’s more than enough.

Healing Factor 6 is nice so you don’t always have to use DM + Healing Factor to get it to 6 and you won’t lose that much by reducing Incineration by 1 point, you can still keep it at 5 if you wish.

Beak Mask has no real use in PvE since you’ll already have Bloodletting which pretty much prevents anything Beak Mask could prevent, and it also has 100% uptime, which Beak Mask won’t have, however for aesthetics if you wish you can keep it at least 1 level of it.

4.- This is what I’d do about the Skill Distribution for Plague Doctor:

https://tos.neet.tv/skill-planner#4114666eee.1a21395565.15253144.1e214f5a65.162b355b617a81

Like I said, the extra point in Healing Factor and the point in Beak Mask are situational and you can instead put them into Incineration, Disenchant 1 is good in some places where you can take advantage of the Neutralize Gear (like World Bosses), however it can still be used for the +1 to debuffs.

Have fun spreading diseases :smiley:

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wym by that? does disenchant attribute has some use on PVE? i always had that question on my mind :open_mouth:

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i went plaguedoctor for the costume ‘w’;;;;;;

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Disenchant with Neutralize Gear basically nullifies the Trasncendance/Reinforced effect of armor, which some bosses and monster have, not every boss in the game has it but for the very few that has them it can be somewhat useful, like World Bosses, making it slightly easier to kill them.

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