Tree of Savior Forum

An in-depth inquiry into cleric skills

Paladin:

General attributes:
Two handed Blunt Mastery: Paladin:
Increases AoE attack ratio by +5 when wielding a two handed blunt weapon.


Stoneskin
[ Buff rank 1]
Reduces the damage you take from physical and magical damage effects.

Attributes:
Stoneskin: Enhance:
A default enhance that increases its damage reduction by 0.5 - 60%.

Stone%20Skin

Notes:

  • It’s a self buff now, the description is actually on point.

Skill analysis:
Far to small of a defense increase for 15 points, made worse by the fact that paladin already has better dmg reduction options that benefit the entire party (Resist Elements, Barrier and Sanctuary).
And paladin is generally starved for skill points anyway, so yea don’t bother.


Restoration:
[ Buff rank 99 ]
Creates an medium sized aura around yourself that heals party members every 3 seconds.

Attributes:
Enhance:
A default enhance that increases its heal factor by 0.5 - 60%.

Interactions:

  • Restoration gets a multiplicative healing bonus of 10% while guardian saint is active, in addition to what guardian saint already provides on its own ofc.
  • Is also affected by the standard +x% healing buffs like Guardian Saint, One-handed Blunt Mastery: Healing and Ein Sof: Stacked Healing. All of which are multiplicative to each other.

Notes:

  • Can be cast while moving and it won’t slow you down, not sure why only a few buffs use that mechanic as it quite darn handy.
  • Restoration’s healing is handled by a 0s buff application delivered by its aura, so skills like melstis will have no effect.
  • It will only heal party members that are inside it’s range.

Skill analysis:
It’s one of the heal options that’s outclassed by mass heal, but with good enough gear and enough Spr it can let someone act as team healer. It’s just more difficult to do so.


Resist Elements:
[ Buff rank 1 ]
Buffs yourself and all (???-ranged) party members to take less damage from Fire, Ice, Lightning, Earth and Poison elements.

Attributes:
Enhance:
A default enhance that increases its property damage reduction by 0.5 - 60%.

Notes:

  • Doesn’t seem to work vs monster poison procs atm. Not sure why.

Skill analysis:
Potentially quite good, as long as enemies you are fighting actually deal elemental damage.


Conviction:
[ Physical - Strike ] [ Affected by Attack Speed ] [ Debuff rank 1 ] [ AoE Ratio +4 ]
Smashes enemies in front of you twice, dealing both damage and debuffing them so they take increased damage from Fire, Ice, Lightning, Earth and Poison elemental damage for 20 seconds.

Attributes:
Enhance:
A default enhance that increases its skill factor by 0.5 - 60%.

Interactions:

  • Conviction’s debuff increases damage dealt with God Smash by an additive 60% regardless of conviction’s skill level.
  • Conviction’s debuff increases damage dealt with smite by an additive 80% regardless of conviction’s skill level.
  • Conviction deals +20% (Additive/Multiplicative) damage versus stunned enemies.
  • Enemies you kill with Conviction that are debuffed with Death Sentence explode, dealing roughly the same sfr as a single conviction hit as damage.

Notes:

  • [ bug ] currently doesn’t work on Poison element damage, but does work on fire and lightning dmg. (need to test earth + ice later via transform)
  • Correctly lists your total AoE ratio attack in its description.

Skill analysis:
A pretty versatile skill to be honest. Decent melee damage and it buffs a good chunk of skills.
Though it is a bit of a bummer that it leaves certain cleric classes behind, doubly so when monks, sadhu, and holy dmg focused classes often can’t take advantage of sanctuary either.


Sanctuary:
[ Buff rank 99 ] [ Channel ] [ Magic Circle ]
Channel a defensive circle for 10s that increases allies magic and physical defenses based on a portion of your base defense values, and you cause each hit for those allies to deal Additional Holy Damage equal to the respective defense stat.

Attributes:
Enhance:
A default enhance that increases its defense boosts by 0.5 - 60%.

Interactions:

  • Henge Stone and Sweeping should raise it’s skill level by 1 since it’s a circle. (didn’t confirm sweeping yet, but they both use the same mechanic anyway.)

Lvl 5 Sanctuary showcase (lacked 2 points to max it, forgot I didn’t have all 45 yet on that pala :stuck_out_tongue: ) :

Notes:

  • By base defense values I mean your standard defense + defense from equipped item’s stats. That includes anvil and trans, but excludes buffs.
  • To clarify my shoddy description, the Additional Holy damage is based on what type of skill you’re using. physical damage skills get an amount equal to your physical defense added whereas magical damage skills get an amount equal to your magical defense added.
  • Any other defense increases that aren’t from gear do not count for its def multiplier or additional holy property damage bonus.
  • Sanctuary is reduced by an enemy resistances like most other Additional Property Damage effects for up to -50%. But I don’t know how high resistances scale exactly atm.

Skill analysis:
Defensively it’s still quite a nice skill, but offensively it lost a lot of power with its re:build rework.
And while I was under the impression that it was worthwhile damage-wise, I fear that’s not quite the case.
Though it’s worth depends a lot with how high resistances go if enemies can reach 3k than that will lower its dmg in half even for 20k def users.


Demolition:
[ Physical - Strike ] [ Affected by Attack Speed ] [ Debuff rank 1] [ Charge: 2s] [ AoE Attack Ratio +12 ]
Charge up a smash that hits nearby enemies repeatedly for up to 7 times in the direction of where you’re aiming.

Attributes:
Demolition:Enhance:
A default enhance that increases its skill factor by 0.5 - 60%.
Demolition:Enhance:
Grants a 1 - 10% per hit to stun enemies for 3s with Demolition.

Demolition

Interactions:

  • Deals + 4 - 20% more damage versus enemies debuffed by conviction. ( Didn’t manage to confirm it as I lacked skill points, I’ll try to do it later when I level that char further to save me 2 resets.)

Notes:

  • Charge time is roughly 1 second.
  • While charging Demolition you cannot move, but you can change direction.
  • Correctly lists your total AoE ratio attack in its description.
  • The stun is calculated per hit, so you have an approximate 52% to stun at least once.

Skill analysis:
It has a decent AoE attack ratio, but it’s dmg and cd are just lacking.


Barrier:
[ Buff rank 1 ] [ Magic Circle ]
Casts a magic circle that pushes enemies out and prevents them from entering it. Also increases magic defense for party members additively.

Attributes:
Barrier: Devotion:
Increases your physical defense by 4 - 12% while inside barrier, but damage party members would take inside of barrier is reflected to you instead.

Interactions:

  • Druid’s Hengestone and Miko’s Sweep should increase its skill level by 1 on account of being a circle. (Did confirm Hengestone, but sweeping not yet like with sanctuary.)

Notes:

  • The damage redirection used to be non-reduceable prior to Re:Build, need to test this again on a poor hapless bastard.
  • Keep in mind that Sanctuary’s defense increases do not use or benefit other defense increase buffs. So Sanctuary + Barrier is even less than additive.
  • The push out effect is only effective versus normal monsters, players can move fast enough for it to merely slow them down. Some mobs occasionally also manage to push through for some reason.

Skill analysis:
Still very potent for area denial in PvE, but in PvP only its magic def increase will matter.
And its devotion attribute is still far more likely to break your equipment and/or get you killed since you now take up to 5x dmg from AoE hits at once.


General analysis:

I think Paladin is a decent enough position, but it could use a bit more polish.
Still, it does offer healing, average-ish melee damage, two broad but still situational damage buffs and a lot of defensive tricks. So for a single class it does offer quite much.

Though I kind of wish it would see more use for the few classes that can’t benefit much from it.



Chaplain:

Just going to post a single video here, most chaplain skills are best showcased with auto attacks and benefit each other anyway so I wanted to show that.


Last Rites:
[ Buff rank 1 ] [ Additional Property attack : Magic holy ]
Buff yourself so that you deal an additional magic holy attack hit on each auto attack or offhand attack which deals 20% more damage when you’re below 40% max health.

Attributes:
Last Rites:Enhance:
A default enhance that increases its by 0.5 - 60%.
Last Rites:Promoting Spirits:
Increases Last Rites’s low health treshold from 40% to 50%.

Interactions:

  • Overwrites Sacrament.
  • Benefits from all additional property damage and bonus/blessing damage effects as they increase both the regular aa hit and the one Last Rites adds.

Notes:

  • You could use something like Healing Factor to keep up a slightly below 50% health with relative ease, but it’s frankly not worth the effort.
  • Can be cast while moving.

Skill analysis:
Technically a rather decent skill, especially for an auto attack focused class.
But almost all the other chaplain dmg boosting skills benefit each other more and simply add more damage, which quickly ensures that Last Rites just isn’t worth using.

Not unless you can reach atk speed cap without Binatio at least.


Aspergillum:
[ Buff rank 1 ] [ Additional hit: Magic holy ]
Buffs your auto and offhand attacks to also cause a separate extra hit of holy magic damage when you hit.

Attributes:
Aspergillum:Enhance:
A default enhance that increases its skill factor by 0.5 - 60%.

Aspergillum

Interactions:

  • Build Capella boosts its damage by 10 - 160% while near it, since it is holy damage that follows the normal damage formula.
  • It’s damage also counts toward Visible Talent’s damage aggregation effect.

Notes:

  • For all intents and purposes, Aspergillum is a normal magic holy hit, that just happens to have a similar delivery method akin to what Additional Property attack effects have.

Skill analysis:
A strong auto attack skill that solely adds damage to auto attacks instead of merely giving it an enhance.
On top of that holy dmg is a very good elemental type and it benefits greatly from several other chaplain skill to boot making it a very nice option.


Binatio:
[ Buff rank 1 ]
Increases your attack speed via a buff for 30 seconds.

Attributes:
Binatio:Enhance:
A default enhance that increases its by 0.5 - 60%.

Binatio

Notes:

  • This attack speed boost is not limited to auto or offhand attacks.
  • Can be cast while moving.

Skill analysis:
It’s decent enough, would have preferred it at a somewhat lower value and better duration due to attack speed’s diminishing nature but it’s not a huge issue.


Deploy Capella:
[ Buff rank 1 ] [ Object ]
Places a Capella in front of you for 30s that boosts holy damage in an medium area around it.

Attributes:
Deploy Capella:Enhance:
A default enhance that increases its holy damage boost by 0.5 - 60%.

Build%20Capella

Interactions:

  • This does benefit Aspergillum, as it follows the normal damage formula and is holy magic damage.

Notes:

  • It does not affect Last Rites or any other form of Additional Property Attack Holy though, as those ignore damage boosts.

Skill analysis:
Despite its range and cooldown not being that amazing, its access to a up to +160% holy damage boost is incredibly hard to pass up on for any Chaplain or even Exorcist build.


Paraclitus Time:
[ Buff rank 1 ]
Grants a self-buff that prevents most soft forms of knock back and knock down effects.
Interactions:

Notes:

  • Can be cast while moving.

Skill analysis:

  • Potentially good for PvP, where you don’t want to rely on gazing golem cards procs from being hit that often.
    But for PvE gazing golem cards outperform it and allow you to get more dmg via its other skills to boot.

Visible Talent:
[ Buff rank 1 ] [ Additional Property hit - types depend on damage accumulated ]
Grants a 10s long self buff that accumulates all damage dealt via auto or offhand attacks. After this buff ends it gives an indefinite buff that adds said accumulated dmg only once to a single enemy with your next auto attack hit.
Skill level decreases cool down by 1 second per level.

Visible%20Talent

Interactions:

  • It accumulation includes all damage boosts or auto attack effects like Aspergillum, Last Rites/Sacrament, Grace: Additional Holy Hits, Blessing, etc.
  • Attack speed buffs like Binatio also increase its total damage simply because more hits equals more accumulated damage of course.

Notes:

  • The second buff’s accumulated damage ignores defenses and can be negated or reduced to 1 dmg.
  • Said accumulated damage buff retains the individual values and respective elements used, so it is one of the few skills that can and often does split types of damage in a single hit. (always physical - blunt + magical holy ofc)
  • Since it is affected by elemental modifiers on the final hit it can double dip, gaining a +50% vs dark on its holy aa’s and a +50% vs dark on the holy part of the final Visible talent hit.
  • Said final hit isn’t affected by damage boosts either, nor can it crit/miss or be blocked.
  • You cannot use Visible Talent to boost the damage of the next visible talent anymore…

Skill analysis:
For a class that entirely revolves around auto/offhand attacks this is an absolutely amazing skill that can dispose of bosses incredibly fast.
Don’t leave home without it if you’re a chaplain.


General Analysis:
Chaplain is almost a one trick pony, as it excels in auto attacks and buffing said auto attacks.
Though it does have a small niche as holy damage booster due to Build Capella, but only Exorcist and chaplain itself properly benefit from that at the moment.
And auto attacks don’t hit that many enemies, so it’s not as good as other forms of damage but is serviceable.

Though I’m a bit disappointed by how it lacks other roles and its far to simplistic skill set. But you can’t have it all.

3 Likes

Plague Doctor:


Healing Factor:
[ Buff rank 3 ]
Give targeted party meber a buff that records their current health and afterwards recovers health every 0.5s if their health ever drops below that amount.

Healing%20Factor

Notes:

  • Is affected by the standard +x% healing buffs like Guardian Saint, One-handed Blunt Mastery: Healing and Ein Sof: Stacked Healing. All of which are multiplicative to each other.

Skill analysis:
Insanely powerful due to how much health it can recover, even at lower skill levels.
But do make sure you use it solely on high or max health targets, otherwise it won’t do that much ofc.


Incineration:
[ Magic - Fire ] [ Debuff rank 3 ] [ Requires a debuff to work ] [ No target limit ]
Incinerate enemies with debuffs in a short range infront of you, causing them to take damage over time. This debuff gains 1 additional second of duration per debuff on its target.

Attributes:
Incineration:Enhance:
A default enhance that increases its skill factor by 0.5 - 60%.
Incineration:Infect:
When an enemy is defeated by Incinerate, it transfers select debuffs to 1 - 5 nearby enemies.
Incineration:Fast Response:
Lowers Incineration hit rate from once per 0.4s to once per 0.3s.

Incinerate

Interactions:

  • It can only specific debuffs with its Incineration:Infect attribute, from which I know only BDS and curse.
  • Deals 30% increased damage when the affected enemy is also debuffed with Black Death Steam.

Notes:

  • Can benefit considerably from the Agni necklace, as that adds a flat +50% skill factor to Incineration.
  • Due to its small range its no target limit tends to get wasted easily.

Skill analysis:
An extremely strong dmg skill, albeit with relative short range and a debuff requirement.
But, it’s still quite fun to use and easily gets the job done.


Fumigate:
[ Buff rank 3 ] [ Max skill level 1 ]
Removes up to 3 rank 3 debuffs from allies in front of you.

Attributes:
Fumigate:Purification:
Causes fumigate to create a small purification circle for 10s that increases poison property resistance by 10 - 30% for allies.

Fumigate

Notes:

  • Only its Fumigate:Purification effect is considered a buff.
  • Fumigate:Purification is likely classified as a magic circle.

Skill analysis:
It’s a decent 1 pointer for some condi removal, why not.
The attribute is too niche though.


Modafinil:
[ Buff rank 1 ] [ Spr scaling ]
Increases movement speed for you and your partymember in a medium range around you. A bonus is applied to said movement speed based on the casters Spr and the recipients level. (for up to +100% max)

Attributes:
Enhance:
A default enhance that increases its Movement Speed bonus by 0.5 - 60%.

Modafinil

Formula:
( 3 + skill level * 0.5 ) * enhance modifier ) * (1+(=Min 1( Spr / recipient level )))

Notes:

  • The spr bonus cannot exceed 100% like the description states.
  • Essentially your spr should equal player level to get a 100% bonus movement speed.

Skill analysis:
It’s the old haste, as useful as ever.
Feels weird thematically, but it is certainly is nice to have.


Beak Mask:
[ Buff rank 3 ]
Wear a beak mask to prevent all rank 3 debuffs and lower from affecting you.

Beak%20Mask

Notes:

  • Practically prevents all PvE debuffs, while a few remain able to bypass it in PvP.
  • The beak mask’s look can be disabled by disabling wigs in your appearance tab.

Skill analysis:
Frankly, it’s mostly overkill for PvE, but overpowered for PvP.
Probably why it got nerfed there just recently in ktos.


Black Death Steam:
[ Magic - Poison ][ Debuff rank 3 ] [ No target limit ]
Infect enemies with a viral poison, which causes enemies to take damage over time and it can even spread to other nearby enemies.

Attributes:
Enhance:
A default enhance that increases its by 0.5 - 60%.

Black%20Death%20Steam

Interactions:

  • Increases incineration damage additively by 30% when BDS is active.
  • Can be spread via Pandemic or Incineration:Infect as well.
  • Is considered a poison and thus triggers Velnia Monkey cards for a potential + 1 - 30% additional damage.

Notes:

  • Often simply called BDS by the community.
  • Easily prevented in PvP by using antidotes.
  • Its AoE is a very narrow cone effect in front of you, which can be easy to miss enemies with due to it.

Skill analysis:
it lost a good chunk of damage due to its low skill factor and the loss of its -0.1s hit cycle attribute.
But it’s still quite serviceable, even though you will rely far more on Incinerate at the moment as a plague doctor.


Pandemic:
Spreads specific debuffs from enemies in a medium pointblank range over to 1 - 9 nearby enemies.

Attributes:
Pandemic:Spread Incineration:
Causes Pandemic to spread Incineration to enemies in its ranger, but at a chance of 5 - 50% per individual target. (still needs incin on a mob as well ofc.)

Notes:

  • Has the same ruleset as Incineration:Infect, in that it only works for allowed debuffs. I know it includes Black Death Steam and Curse but not what else yet.

Skill analysis:


Methadone:
[ Buff rank 3 ]
Gives a buff to all medium range party members that prevents knockbacks, knockdowns, cast interruptions and r2 debuffs or lower.

Methadone

Skill analysis:
Excellent utility, but low up-time.
Never leave home without it.


General analysis:
Plague Doctor is still a very competent utility and damage oriented hybrid.
Though the current change to beak mask makes it more selfish than it used to be in terms of condi prevention, but now also has a group haste in Modafinil at least.



Kabbalist:

General attributes:
Staff of Kabbalah:
Increases your maximum magic attack by 20% while a one-handed blunt weapon or rod is equipped.
Kabbalah Garments:
Increases your movement speed by 5 and enables your block stat when wearing a set of 4 Cloth armor pieces. (block is same effect as using a shield)
Enhanced Defense Formation: Target Increased:
Gematria and Notarikon affect 1 - 3 additional targets.

I won’t be making gifs for most of the kabba skills as they’d be far to large size wise to fit on this forum, Instead, I’ll just stick to this lowby video showcase:


Revenged Sevenfold:
[ Magic - Holy ] [ Buff rank 3 ] [ Ally target limit: 5 ]
Grants a buff up to 5 party members, objects and summons that negates the next hit they take and deals that damage back sevenfold as magic holy damage.

Attributes:
Curse:

R7

Interactions:

  • If you have one of Miko’s Omikuji blessing buffs active while Revenged Sevenfold triggers it will also give a great curse debuff to that enemy. (Great curse is -50% crit res for 10s.)
  • Works well with any class that has summons or objects to ensure you can reflect 5x Revenged Sevenfold on each cast, like Dievdirby, Druid or Inquisitor.

Notes:

  • Since the reflected dmg is 7 x reflected hit x 10% per skill level as magic holy damage you won’t actually deal 7 times until you reach skill level 10.
  • Extremely deadly in PvP regardless of weapon.
  • Often called r7 by the community to avoid spelling it out.
  • The synergy mechanic is rather bad as there’s a 25% chance of not getting a blessing buff upon using Omikuji, and yes that does indeed prevent this synergy from working.

Skill analysis:
In PvE, it’s ok damage and in PvP, it’s outright deadly.
Does take a bit of work to time it just right and get enough people under its buff, but it’s well worth it.


Ein Sof:
[ Buff rank 3 ] [ Party targeting ]
Gives the targeted party member a buff that increases their max health.

Attributes:
Enhance:
A default enhance that increases its Health boost by 0.5 - 60%.
Ein Sof: Stacked Healing:
Increases your healing multiplicatively by 30% when healing party members under the effect of Ein Sof.

Ein%20Sof

Interactions:

  • Tree of Sephiroth’s max health based healing benefits from ein sof’s health bonus of course, but ignores Ein Sof:Stacked Healing.
  • Ein Sof:Stacked Healing benefits most healing skills of course, aka Heal, Mass Heal, Chortasmata, Indulgentia, Restoration and Healing Factor.

Notes:

  • Ein Sof:Stacked healing’s in-game description is still from several patches prior to Re:Build and thus very very outdated.
    Its heal bonus got lowered to 30% and it no longer boosts your heal/mass heal when EIn Sof is on you to be precise.

Skill analysis:
This used to be one of the strongest defensive skills, and it can still get a decent health percentage increase but it’s now essentially only for a single party member instead of two.
Its loss of a healing bonus also hit it very hard, and it’s now just an avarage defensive skill for one person in a meta that doesn’t really need any of those atm…


Merkabah:
[ Magic Holy ] [ Object ] [ Buff rank 3 ] [ Additional Property attack - magic holy ]
Summons one to five wheels that move in the targeted direction, enemies they collide with take damage for up to 30 colissions max and explode at their targeted location.
Said wheels also have tiny aura’s that provide a +10% magic defense boost and 10% of all damage to be converted into additional holy attack bonus hits.

Attributes:
Enhance:
A default enhance that increases its skill factor by 0.5 - 60%.
Merkabah: Reduced Movement Speed:
Reduces the movement speed of Merkabah wheels.

Merkabah

Interactions:

  • You can mount a wheel by using the corresponding hotkey.
  • You can continue channeling skills while mounting said wheels, allowing for rubric or kagura shenanigans for example.

Notes:

  • [ Bug ] Its auras can dispell each other if they overlap, and they almost always do. As such keep it at skill level 1.
  • [ Bug ] Despite being able to mount these wheels they often glitch out and cause you to revert to your location prior to mounting them after they explode.
  • Despite it technically having good dmg potential via its collisions, it can’t actually make good use of said effect since mobs don’t just walk back and forth in the same line.

Skill analysis:
Can at least be used as a 1 pointer for a very brief +10% holy property attack aura.
But that’s about all it has going for it atm…


Gematria:
Calculates a number for up to 13 screen-wide ranged enemies and displays it above their head.

Interactions:

  • Required for Clone to work and potentially useful for Gevura as it scales its hit count.
  • Notarikon overrides said calculation with its own.

Notes:

  • The numbers don’t have any effect on their own.
  • These numbers are set per enemy and never change.
  • Gematria is supposed to get these values via division somehow.
  • Can result in the number 0, even though that is literally useless.
  • Does not aggro enemies either.

Skill analysis:
It’s a pre-requisete skill, so itself has no worth or lack thereoff.
Though its calculations animations are a tad on the slow side.


Clone:
[ Farming ]
Create a clone of target enemy equal to the calculated number they have, the duration of these clones also scales with the same calculated number.
Cloned mobs do not give exp, but can drop items. And it cannot clone an enemy twice or clone an clone.

Interactions:

  • Needs Gematria or Notarikon to even work, and the number gotten from those skills determines the clone count and duration.

Notes:

  • Will fail if used without a calculated number fyi.

Skill analysis:
Cloning is not a bad idea either, but its 2-minute cooldown is utter garbage.
Might as well grab it though as Kabbalist often has points to spare.


Notarikon:
Calculates a number for up to 13 screen-wide ranged enemies and displays it above their head.

Interactions:

  • Required for Clone to work and potentially useful for Gevurah as it scales its hit count.
  • Gematria overrides said calculation with its own.

Notes:

  • The numbers don’t have any effect on their own.
  • These numbers are set per enemy and never change, but they’re not the same as Gematria’s calculation.
  • Notarikon is supposed to get these values via adding up the first and last letters of an enemies name.
  • Can result in the number 0, even though that is literally useless.
  • Does not aggro enemies either.

Skill analysis:
It’s a pre-requisite skill, so itself has no worth or lack thereof.
Though its calculations animations are a tad on the slow side.


Nachash:
[ Magic - Holy ] [ Magic Circle ] [ Target limit: 10 ]
Creates a magic circle at target location that deals damage over 10 seconds.

Attributes:
Enhance:
A default enhance that increases its skill factor by 0.5 - 60%.

Nachash

Interactions:

  • Since it’s a holy magic circle it will spread Pardoner’s Discerning Evil DoT buff to other enemies hit by Nachash.

Notes:

  • Hits for a total of 18 times, despite its 10s duration and 2 hits per second tickrate…

Skill analysis:
A fun little AoE with only 18 ticks and a low skill factor means it just won’t do that much damage…


Gevura:
[ Debuff rank 1 ] [ No target limit ]
Debuffs enemies within screen-wide range to take increased damage for the next x number of hits, where x is equal to their calculated number.

Attributes:
Gevura:Enhance:
Gevura’s minimal calculated number is set at 3, even if no number was calculated.

Notes:

  • This does aggro enemies.

Skill analysis:
It’s incredibly bad given how most competing damage buffs provide a respectable bonus for any number of hits.


Tree of Sepiroth:
[ Buff rank 3 ] [ Magic Circle ]
Creates a magic circle at target location that continually heals party members, objects and summons over 15s based on their max health.

Attributes:
Tree of Sepiroth:Enhance:
A default enhance that increases its max health healed by 0.5 - 60%.

Interactions:

  • Since Ein Sof increases max health it indirectly increases Tree of Sepiroth’s healing for whoever has that buff.

Notes:

  • Tree of Sepiroth is however not affected by any of the healing stat increases like Guardian Saint, One-handed Blunt Mastery:Healing and Ein Sof:Stacked Healing since it solely scales off max health.
  • It heals for a total of 29 times per use per target.
  • Tree of Sepiroth is a circle and thus can be affected by anti circle skills, one should keep an eye out on mobs with Reversi especially.

Skill analysis:
My biggest issue is that Tree of Sepiroth is both overkill for it’s duration 15s of 232% healing (5 x 1.6 x 29= 232%) and that it has a 30s downtime.
Meaning it both excels when party members take insane damage in short durations and has a 30s downtime where it can’t do anything against insane damage spikes…

Anyway, it still works decent enough as a 2nd tier healer but ideally you’d want to cover up that 30s downtime with something else.


General analysis:
Kabbalist is in a very weird position of where it has a bit of everything, but everything but its healing is quite bad. And even in that regard, it’s easily outperformed.

It boosts damage via Gevura & Merkabah, which are some of the worst methods of doing so atm.
It helps farming via Clone, which has a far too long cd for a mediocre effect.
It has defensive buffs that just aren’t any good atm.
And it’s damage is quite lackluster as well…
But it has strong healing, but with to much downtime and no safety nets like priest has. And since Priest alone is already sufficient healing it won’t see much use there either.

I can maybe get it to work in 2-3 builds nonetheless, but that’s mostly due to the other classes doing all the hard work of a very specific niche. (Druid+PD+Kabba or Oracle+Pala+Kabba for conviction bombs)

3 Likes

Inquisitor:

General attributes:
Inquisitor: Burn:
Gives a 20% chance that your kills will spawn a flame at that location. Said flames hit up to 5 enemies and have a cap of 3 flames at a time. (flames deal 100% physical dmg and don’t count as AA atm.)
Inquisitor: Darkness Resistance:
When wielding a blunt weapon your Darkness Property Resistance is increased by 10 - 200.
Inquisitor: Torture Expert:
Reduces the cooldown of torture skills by 1 sec when an enemy is defeated by those skills. ( Iron Maiden, Pear of Anguish, Breaking Wheel and Ripper)


God Smash:
[ Physical - Strike ] [ AoE attack ratio +4 ] [ Atk speed ]
Deliver a devastating smash on enemies in front of that ignores 50% of their defenses. God Smash deals +30% additive damage while wielding a blunt weapon.

Attributes:
God Smash:Enhance:
A default enhance that increases its by 0.5 - 60%.
God Smash: Demon Punisher:
Increases damage additively by +30% versus demon enemies.

God%20Smash

Interactions:

  • Judgement’s debuff also qualifies for God Smash: Demon Punisher:
  • Paladin’s Conviction gives a +60% additive dmg bonus for God Smash.
  • Breaking wheel also spreads its damage to enemies in range, just like any other melee attack.

Notes:

  • Correctly lists your total AoE attack ratio in its tooltip.

Skill analysis:
It’s an incredibly strong melee attack that also ignores a good chunk of defenses, so it’s well worth using.
It’s lack of range and low AoE atk ratio can also be partially mitigated via Breaking wheel to boot.
So I’ve no complaints here what so ever.


Pears of Anguish:
[ Plysical - Strike ] [ Objects ] [ Target limit: 1 ]
Throw 5 Pears of Anguish at target location. Pears will damage that walks over it but will automatically attack a enemy in screen-wide range uses magic. Pears can only hit once per pear before they vanish.

Attributes:
Pears of Anguish:Enhance:
A default enhance that increases its by 0.5 - 60%.

Pears%20of%20Anguish

Interactions:

  • Druid’s Seed bomb will affect you and up to 4 pears, and seed bomb will deal damage asap if pears happen to perform their homing attack or get stepped on. (But timing it right can be annoying. )
  • Kabbalists’s Revenged Sevenfold will also affect pears, causing them to reflect the first hit of damage they take.

Notes:

  • I’m calling it Pears instead of pear since it always places 5 pears per cast. It’s just a bit more accurate IMO.
  • Pears last for 20 seconds, assuming nothing triggers their attack or step on them of course.
  • Pears cannot be damaged, but when hit they will show an exclation mark.
  • Most wizard and cleric skills are considered magic, unless they are melee or object based typically.
  • Pears won’t hit flying enemies if they merely walk over them.

Skill analysis:
Not very useful for PvE, but quite darn nice for PvP.
Its range is also quite large, and they can be used alongside specific buffs to greater effect.


Breaking Wheel:
[ Physical - Slash ] [ Object ] [ Magic Circle ] [ No target limit ? ]
Places a breaking wheel in the direction of where you’re aiming, said wheel deals damage to enemies in a melee ish range.

Attributes:
Breaking Wheel: Enhance:
A default enhance that increases its by 0.5 - 60%.
Breaking Wheel: Additional Damage:
Attacking Breaking Wheel with physical or auto attack causes it to spread those hits to enemies in a medium range around it for up to 15 times.
Breaking Wheel: Reinforce:
Increases Breaking Wheel’s duration by 1 - 5s and allows it to spread 1 - 5 more hits via Breaking Wheel: Additional Damage.

Breaking%20wheel

Interactions:

  • Breaking Wheel:Additional Damage spreads auto attacks and all their hits tied to it as well, making it a good option for Chaplains.
  • And ofc it spreads any melee attack.

Notes:

  • I’m not too sure about its target limit since that is incredibly difficult to test on breaking wheel due to its tick speed and small size. It’s definitely at least 6 enemies per tick though.
  • While Breaking Wheel doesn’t take damage itself anymore, it will still show 1 dmg taken per hit spread via its Breaking Wheel: Additional Damage. For up to 20 times max with its attributes enabled.
  • Supposedly was a hidden synergy of using Incinerate to extend Breaking Wheel’s Area of Effect, but I couldn’t get it to work last time I tried. (And it definately desn’t work with thorn.)
  • Keep in mind that any AoE attack aimed at Breaking Wheel can still hit other enemies next to it on its own, so for example using God Smash on a enemy next to Wheel would deliver God Smash’s damage twice.
  • Counterspell can remove it since it’s technically also a circle. Other anti circle skills should also work equally.

Skill analysis:
Breaking wheel is arguably even better than before, as its skill factor is now quite competitive for a skill that can hit up to 48 times. If not outright overpowered.
Granted it still has a tiny AoE, but its ability to spread attacks ensures that it will always be immensely helpful.


Malleus Maleficarum:
[ Debuff rank 3 ] [ Additional Damage ] [ Target limit: 1 ]
Fire seven homing curses unto 7 enemies in medium range, enemies hit take 7 x skill factor damage and get a 10s debuff that halves Spr & Int, doubles sp consumption and adds a “percentage of their matk” as additional damage taken per hit.

Attributes:
Malleus Maleficarum:Enhance:
A default enhance that increases its skill factor by 0.5 - 60%.
Malleus Maleficarum:
Causes Malleus Maleficarum to silence enemies for 5s on each hit in PvE, and causes it to remove 5 - 20% sp per hit in PvP.

{Warning: I still need to test quite a few these effects to confirm them, so they may not be fully accurate.}

Notes:

  • Each homing hit will only affect a single enemy at most, there’s no AoE at all.
  • But for example if only a single enemy is within range all hits will home in onto the same target.
  • If multiple enemies are present this skill will prioritize hitting as many as possible within its range.
  • [ bug ] The additional damage does not even remotely line up damage wise with the supposed 90% matk values. vs 100-200 matk enemies I’ve got it to range from 100 to 700 but it’s always the same amount for specific mob types.
  • I can’t even very if it’s actually additional / bonus damage due to that …
  • Cannot effect most bosses for some reason.
  • SP cost consumption is listed as doubled for all in the debuff description but doubled for magic only in the skill description.

Skill analysis:
A very potent skill for PvP as it has always been.
But for PvE it’s 10s duration with a 28s cd, high skill point cost and inability to affect the highest tier bosses do hinder it quite a bit.

Still need to try and figure out how on earth it’s calculated though, so may still have some use. But at the same I’d say try to not assume that this state will persist as the additional atk portion is clearly bugged atm.


Iron Maiden:
[ Debuff rank 3 ][ Charge ] [ Health loss ]
Place an Iron Maiden at target location, if it hits a small or medium-sized enemy it will encase that enemy in Iron Maiden and prevent it from moving and attacking. If Iron Maiden encases a demon it will lose 1% health per tick.

Attributes:
Iron Maiden:God Smash:
Increases the damage God Smash deals by an additive +100% versus an enemy encased in Iron Maiden.

Interactions:

  • Judgment’s debuff also qualifies for this demon bonus of course.
  • And God Smash gets an additive +100% dmg buff for hitting Iron Maiden with its attribute.

Notes:

  • Its damage ignores all defensive stats, even armor types.
  • It roughly deals 1 tick per second, but at some skill levels it manages to get 1 more.
  • Despite using the charge mechanic it gains no benefit from it aside from being hard to anticipate its timing in PvP.
  • Iron Maiden won’t even show up if you target an area without enemies, but will go into cooldown.

Skill analysis:
A single hard cc is always useful for PvP of course, especially with that god smash attribute.
But for PvE it’s really of no use what so ever.


Judgment:
[ Debuff rank 3 ] [ Conversion ]
Casts a cone shaped but invisible AoE in the direction of where you’re aiming which to hit up to 10 enemies. Enemies hit by are converted into demon race and take 10% increased additional holy damage for its duration.

Attributes:
Judgment:Provoke:
Agros all enemies in a 100 (unknown measurement) range.

Judgement

Interactions:

  • Judgment’s debuff will count for any skill with a demon bonus effect, which includes God Smash, Iron Maiden, Ripper, Cleric’s Smite, Priest’s Turn Undead, Krivis’s Divine Stigma, Kabbalist’s Merkabah, Exorcist’s Rubric, Engkrateia, and Katadikazo.
  • Chortasmata will cancel out Judgement’s conversion regardless of timing or order.

Notes:

  • The attribute Judgement:Provoke applies a second 5s agro causing debuff to all enemies around you. Enemies affected by it also get a 30s agro immunity debuff as is usual with these type of effects.
  • [ Bug ] Its conversion doesn’t actually alter stats at the moment, but one of the next patches should correct that.
  • Once that bug is corrected it should be beneficial for any physical damage skill to convert non-demons into demons. And arguably always beneficial vs plants due to their insane crit res.
  • No idea if this works in PvP atm.

Skill analysis:
Quite a potent skill for any PvE inquisitor as it benefits God Smash, Ripper and Smite alongside plenty skills on other classes.
But I need to test if it even works in PvP at the moment.


Ripper:
[ Physical - Slash ] [ Button masher ] [ Targed limit: 9 ]
Create a giant pair of scissors in front of you that will draw enemies in and deal damage 1 - 10 times depending on how fast you can bash the skill button. Deals 40% increased additive damage against demons and builds up and additive bonus damage per hit for up to 50% max.

Attributes:
Ripper:Enhance:
A default enhance that increases its skill factor by 0.5 - 60%.
Ripper:Armor Break:
Ripper ignores 7 - 35% of an enemies physical defense.

Interactions:

  • Judgment’s debuff will cause Ripper to consider enemies as demons.
  • Breaking Wheel can spread the scissors hits if they properly hit the wheel.

Notes:

  • You can just hold down the button to ensure Ripper deals 10 hits, seems like an oversight I’d say.
  • Ripper has a usual rectangular AoE that’s placed a bit apart from your position, meaning it can miss enemies in melee range with relative ease and should thus be careful with placement prior to using Ripper.
  • Merely getting hit won’t cancel Ripper, but debuffs that prevent attacking or lag can cancel it out.
  • Ripper can greatly benefit from Inquisitor: Torture Expert to reduce both its own and Breaking Wheel’s cooldowns.
  • Ripper will gradually deal increased damage per hit, capping at an additive +50% damage at the 8th hit. (and roughly + 6 ~ 7% per hit)

Skill analysis:
An incredibly strong AoE with soft cc which also partially ignores defenses…
What’s not to love?
Well, Ripper could have a more generous button mash time in


General analysis:
Inquisitor remains a very strong damage option for both Pve and PvP alike.
Though it doesn’t have many roles outside of that, it does have an interesting enough playstyle to back it up.



Miko:

General attributes:
Craft Omamori:
Allows one to craft Omamori’s while sitting down for the price of 5 parchments a piece. Omamori are consumables that when used will prevent an r2 debuff or lower from affecting you per piece. (may need to drag parchments to the crafting slot if it gives an error.)

Omamori


Gohei:
[ Magic - Holy ] [ AoE attack ratio +1 ]
Swing a gohei to remove one r1 buff and deal damage to enemies based on your AoE attack ratio in melee range while also removing one r1 debuff from allies.

Attributes:
Gohei: Enhance
A default enhance that increases its skill factor by 0.5 - 60%.

Gohei

Notes:

  • You need to use gohei in melee range of enemies to actually remove debuffs. (might also need to be close to allies for its debuff removal?)

Skill Analysis:
Has a minor niche in PvP due to being able to remove select buffs, but far to many crucial buffs are r3 which does diminish it greatly.


Hamaya:
[ Magic - Holy ] [ Magic Circle ] [ Target limit: 10 ]
Throws a Hamaya at target location, where it deals damage in a small AoE around it for 8 seconds.

Attributes:
Hamaya: Enhance:
A default enhance that increases its skill factor by 0.5 - 60%.

Hamaya

Interactions:

  • Exorcist’s Gregorate causes Hamaya to change into smaller beams when hit by its effect. This will spawn 1 - 4 beams in total based on nearby enemies. These beams will hit 16 times with regular Hamaya damage.
    And I’d recommend reading @Nokia3310’s far more in-depth response about Hamaya’s synergy as well if you’re interested in this mechanic.

Notes:

  • Hamaya no longer deals bonus damage vs demons, that effect got removed.

Skill analysis:
Its low hit count, low dmg, 35s cd, and small size ensure that Hamaya is one of the less capable cleric AoE’s despite it being holy damage.


Sweeping:
[ Magic Circle ] [ Buff rank 1 ] [ Channel ]
Sweep the floor with a purified broom, swept areas turn into magic circles for x seconds that add +1 skill level to objects and circle skills alike.

Skill Analysis:
For a +1 skill level effects it’s overly niche and far too time-consuming.
Really needs more effects than this tbh.


Clap:
Clap your hands to extend all dievdirby statues by x seconds.

Clap

Notes:
May work on objects from other base classes, as I didn’t test those. But as far as cleric goes it’s only diev statues atm.

Skill analysis:
I don’t see any justification for this being so overly niche that it only works with diev statues, and even then most diev builds won’t even include Miko because it can keep 4 owls up on its own already.


Omikujo:
[ Buff rank 2 ] [ Debuff rank 1 ] [ Random ]
Selects a random fortune and get an effect based on your luck, either giving a 10s screen-wide critical rate buff to party members, debuffs you with -50% crit res for 10s or nothing at all!

Attributes:
Omikujo: Enhance:
A default enhance that increases its crit rate buff by 0.5 - 60%.

Small blessing - Middle blessing.
Great blessing - Small curse
Great curse.
Omikuji%20-%20smal%20blessingOmikuji%20-%20middle%20blessingOmikuji%20-%20great%20blessingOmikuji%20-%20small%20curseOmikuji%20-%20Great%20curse

Notes:

  • Great curse is easily removed by gohei since it’s a r1 debuff, keep that mind and it shouldn’t be hard to manage.

Skill analysis:
While I rather like the idea of a partywide rng crit buff I also dislike a lot about its implementation:

  • 20% chance of nothing is utter bullshit
  • 5% for the “best” result is also far to low.
  • 100%+ crit rate buffs are in the weird position of being overkill for normal enemies, esp if the team has +crit rate gear, but potentially useful vs bosses.

Kagura:
[ Buff rank 99 ] [ Debuff rank 3 ] [ Channel ]
Provides a buff to party members and a debuff to non-flying enemies while channeling, if a buffed party-member hits a debuffed enemy with a magical hit it will deal an additive +x% damage.

Notes:

  • No longer aggros enemies upon use.
  • Cannot be interrupted or knocked down/back/sideways/into the moon while using it.
  • Does not affect minions or objects, it’s literally party members only.
  • Prepare sp potions or Arcane Energy scrolls, because channeling for 30s is expensive sp wise.

General analysis:
Miko is a class with a lot of nice ideas, yet every single implementation is incredibly lackluster.
It lacks dmg, it’s dmg buff is mediocre, only works for magic dmg, needs 30s to channel, clap is diev only despite owls ignoring kagura and the list goes on and on.
You can put it to work for select builds, but it’s always a sub-par choice. IMC just needs to give this class some attention already.


3 Likes

Zealot:


Invulnerable:
[ Buff rank 3 ]
Become immune to knock-back and knockdown.

{Warning: I usually don’t take this skill so I forgot to put to skill points in it for testing…}

Notes:

  • Most misleading name with ease for obvious reasons.

Skill analysis:
Not a priority for PvE as gazing golem cards work well there, but quite useable in PvP.


Immolation:
[ Physical - Fire ] [ Buff rank 3 ] [ Debuff rank 3 ] [ Health Loss ] [ Target limit: 10 ]
Sets yourself and nearby enemies on fire, you lose 1% health per 0.5s for 5 seconds while enemies simply take damage per 0.5s for 5 seconds.

Attributes:
Immolation:Enhance:
A default enhance that increases its by 0.5 - 60%.
Immolation:Fire Property Resistance:
Increases Fire property resistance by 300 - 1500 for 20s upon using Immolation.
Immolation: Fire Property Attack:
Increases Additional Fire Damage by 100 - 1000 for 20s upon using Immolation.
Immolation: Melt Armor:
Reduces the physical defense on your armor and that of an enemy’s armor by 10 - 50% for 5 seconds. Versus monsters it reduces their base physical defense for 5s instead.

Interactions:

  • It’s +1k fire property damage (read: 500), is quite decent on anything with a lot of hits in a short time frame. Like for Auto / offhand attacks that stack Aspergillum / Last Rites or Sacrament / Enchant Fire and other similar effects.

Notes:

  • Can get an additive +50% skill factor via an Agny Necklace, which is a respectable damage boost for immolation.
  • Immolation: Melt Armor doesn’t lower your magical defense, not sure if that’s intentional or not though.
  • Since it deals damage via a debuff it can be resisted, though it is fairly rare.

Skill analysis:
Still not that strong, since it only lasts 5 seconds. But it has gotten fairly better with its new sfr.
But it sees plenty use of use due to its tick rate and and its attributes all the same though.


Beady Eyed:
[ Buff rank 3 ] [ Debuff rank 3 ] [ Teleport ]
Teleport behind target enemy within range, after which you receive a 5s critical rate buff.

Attributes:
Beady Eyed:Sudden Attack:
If Beady Eyed was successful it will also debuff your target so that all your hits against it will be critical hits for 1.5 seconds.

Beady%20Eyed

Notes:

  • Works for all hits that deal damage which can crit, so it excludes bonus damage and additional property effects.
  • The forced crit is one of the few effects that bypasses the critical cap entirely.

Skill analysis:
Quite nice for a bit of burst dmg via its attribute, but otherwise not that important.


Fanaticism:
[ Buff rank 3 ] [ SP drain ]
Receive a damage buff for 15s in exchange for not being able to heal.

Attributes:
Fanaticism:Martyr:
If you would die during Fanaticsm, your skills will be reset and you’ll instead receive the martyr buff which prevents your deaht for 2 - 10 seconds. However, you’ll die the second this buff ends and nothing can prevent that.

Fanaticism

Interactions:

  • Fanaticism:Martyr will kill you regardless of whether Revive or Engkrateia were active.

Notes:

  • All forms of healing are completely negated while it is active.
  • I recommend you don’t use its attribute unless you PvP, since it will stop a priest’s revive from saving you and that is a relatively common buff.

Skill analysis:
A simple but effective damage buff with a strong downside.
I’d say that the downside is a bit more annoying due to our heal rework, but it’s still manageable.


Fanatic Illusion:
[ Buff rank 3 ] [ Physical - Lightning ] [ No target limit ]
Coat yourself in lightning to deal damage to medium-ranged enemies once per second. Fanatic Illusion drains x sp per second while in effect and will end if you run out of sp.

Attributes:
Fanatic Illusion:Enhance:
A default enhance that increases its by 0.5 - 60%.
Fanatic Illusion:Increase Accuracy:
Increases your accuracy by +10% while Fanatic Illusion is in effect.

Fanatic%20Illusion

Notes:

  • Does not actually provide lightning property resistance despite its description stating so.
  • It’s buff description states: “When attacked, surrounding enemies also receive damage” which is also wrong.
  • It’s Increase accuracy description is also wrong, it’s not just for Fanatic Illusion alone.
  • Will receive an additive +50% skill factor from wearing an Electra Necklace.

Skill analysis:
A rather potent AoE that’s easy to use as well.
It’s one downside is its rather hefty sp drain, however, which makes oracle’s arcane energy and sp potions far more important.


Blind Faith:
[ Additional property attack - Holy ] [ Buff rank 3 ]
Sacrifice 50% of your current sp to gain a 40s buff that grants an additional holy hit based on the sp sacrificed for the next 20 attacks.

Attributes:
Blind Faith: Holy Impact:
Causes a 10 seconds long debuff that manipulatively increases critical damage by 10 - 50% whenever Blind Faith deals damage.

Blind%20Faith

Interactions:

  • Oracle’s Arcane Energy will refund the 50% sp drain after its use, which makes it far easier for repetitive use.

Notes:

  • Will not proc of extra hits from any effects.
  • Its debuff will refresh whenever its re-applied, which allows for a rather decent upkeep on that debuff.
  • Its debuff is one of our rare multiplicative damage bonuses, so don’t underestimate it.

Skill analysis:
Really low damage at the moment and almost no meaningful ways to scale it either.
Though it’s debuff is actually quite darn good, but it only needs 1 skill level for that.
Oracles can consider maxing it for a bit of bonus dmg since Arcane Energy will mitigate the sp cost anyway.


Empathetic Trust:
[ Physical - Holy ] [ Debuff rank 3 ] [ Target Limit: 10 ]
Applies a 17 - 25 second long debuff to medium-ranged enemies around. Said debuff causes them to be dealt Physical Holy damage for each of the next 10 attacks they receive while it is active.

Attributes:
Enhance:
A default enhance that increases its skill factor by 0.5 - 60%.

Notes:

  • Like all other similar effects, it will not proc off extra hits.
  • Despite what it’s description states it’s a simple Physical Holy damage skill.

Skill analysis:
Damage is a tad on the low side but gets barely saved by its holy element.
And it looks fancy to boot.


General analysis:
Frankly, Zealot has merely average damage despite its many downsides, with arguably Fanatic Illusion being the only outstanding option by a small degree.
But it also has one of the better damage boosts and a fairly potent debuff that shines against bosses so it remains a rather good option to build around.


Exorcist:


Rubric:
[ Magic - Holy ] [ Channel ] [ Target limit: 5 base, 10 with attribute ] [ Debuff rank 99 ]
Channel a deadly ray of light in target direction, enemies hit by said ray will repeatedly take damage and have their movement slowed by somewhere around 50-75%. On top of that Rubric also hits demons twice.

Attributes:
Enhance:
A default enhance that increases its skill factor by 0.5 - 60%.
Rubric:Propagate:
Increases Rubric’s target limit by 1 - 5.
Rubric:Speed Reading:
Increases Rubric’s tick rate from once every 0.5s to once every 0.25s, but also lowers its maximum duration from 6 to 4 seconds.

Rubric

Interactions:

  • Inquisitor’s Judgement will convert enemies into demon race for its duration, allowing rubric to get that damage and slow bonus on them.
  • Druid’s plant conversion from Chortasmata on the other hand prevents said bonuses while it is in effect, even if Judgement was used.

Notes:

  • Rubric will only slow enemies it hits them, and said slow will only be active as long they’re inside the ray of light and you’re channeling.
  • The percentage of the slow is merely a rough estimate, but it is fairly noticeable.
  • Said slow doesn’t affect bosses from what I can tell, even if they still get the debuff.
  • I don’t see any difference in movement speed between demons and other enemies hit by this either, so I’m leaving that out as well.
  • Keep in mind that its attributes have a level 220 and 350 requirement respectively, meaning that exorcist is not as powerful of a leveling option.

Skill analysis:
A simple yet highly effective damage skill that comes in an ever so useful holy element and deals twice as many hits versus demons. Yeah, that’s close to triple overkill.
I don’t quite like it when a skill is in the “probably should get nerfed to make it balanced” category, given how IMC’s nerfs can be overkill. But that may never happen for all I know.


Entity:
[ Magic - Holy ] [ Debuff rank 1 ]
Debuffs all enemies within range with a 3s long detecting debuff that cancels out stealth. Enemies that lost stealth in this way take damage.

Attributes:
Enhance:
A default enhance that increases its skill factor by 0.5 - 60%.

Interactions:

  • Casting Entity causes existing Hamaya’s (Miko’s AoE skill) to split up in smaller beams of light with their own duration. {Warning: Didn’t personally test this combo yet.}

Notes:

  • Is actually quite good for agro-ing mobs due to its large range and quick cast time.
  • There is 1 insignificant monster with invisibility that I can think off, making its damage/de-stealth useless for PvE.

Skill analysis:
Somewhat ok for de-stealthing an enemy in PvP, but even at that it’s not amazing given its mere 3s duration and rank 1 debuff status.
But somewhat decent as a 1 point skill to agro enemies with in PvE or for its hamaya synergy.


Aqua Benedicta:
[ Magic - Holy ] [ Magic Circle ] [ Target limit: 8 ]
Toss a bottle of holy water on the ground to create a small magic circle for 8 seconds in the targeted location, non-flying enemies standing in it will take holy damage over time. Costs 1 Holy water to use.

Attributes:
Enhance:
A default enhance that increases its skill factor by 0.5 - 60%.

Aqua%20Benedicta

Notes:

  • No longer applies the debuff it had prior to Re:Build via an attribute either, it’s now just pure dmg.

Skill analysis:
It’s a pure dmg skill with neglible damage, at best put 1 point in it.


Engkrateia:
[ Buff rank 3 ]
Grants a self buff that for 3 seconds causes you to receive less damage and become immune to knockback and knockdown. And demons deal even less damage.

Attributes:
Engkrateia:Patience:
Extends the duration fo Engkrateia by 1 - 3 seconds. [ lvl 300+ required ]
Engkrateia:The Goddess’ Reply:
Prevents your HP from going below 1 when Engkrateia is active. [ lvl 350+ required ]

{ I forgot my exo is only lvl 342 atm, so testing Goddess Reply will be a bit postponed. }

Engkrateia

Interactions:

  • Its Engkrateia:The Goddess’ Reply will not prevent a death due to Fanaticism:Martyr’s effect.
  • Need to test revive interaction.

Notes:

  • It seems to have around a 99% damage reduction cap.
  • Its additional demon damage reduction is at least an additive +25%. But I need a reset to test lower values.

Skill analysis:
Arguably, it’s in a very good position now with rebuild.
For just 1 point you get a 6s death prevention and kd/kb immunity.
And at higher levels, you can get a drastic dmg reduction out of it too, especially versus demons.


Gregorate:
[ Magic - Holy ] [ Target limit: 8 ]
Creates a holy explosion that damages enemies in a short point-blank AoE. Gregorate will deal 1 additional hit for each ally nearby.

Attributes:
Enhance:
A default enhance that increases its skill factor by 0.5 - 60%.

Notes:

  • It still has it’s old animation, which shows a far larger Area of Effect and is thus visually misleading.
  • I don’t know if there’s a cap on its additional hits yet.
  • I’ve only tested it on players and minions so far, I still need to test objects as well.

Skill analysis:
Won’t see much use in PvP due to its small AoE and need for allies nearby.
For PvE purposes without allies, it’s quite lackluster. But with minions or players around it’s worth using at least. Not sure on object builds yet.


Koinonia:
[ Magic - Holy ] [ Buff rank 3 ]
Creates a holy bond between 3 or more party members, enemies caught between them will receive damage over time. Deals additional damage when 3 or more partymembers are clerics.

Attributes:
Koinonia:Enhance:
A default enhance that increases its skill factor by 0.5 - 60%.
Koinonia:Sacred Knight:
Templars within the range of Koinonia also qualify for the bonus damage as if they were clerics.

{Warning: I haven’t done any tests on this with multiple clerics, only used it in random parties so far.}

Notes:

  • No idea on the cleric dmg boost.
  • No idea on whether there’s an effect if multiple clerics use it.
  • When a single party member walks too far away from other party members it will end this effect entirely.

Skill analysis:
Flat out requires a coordinated party to get use out of, but it’s damage is well worth it.


Katadikazo:
[ Magic - Holy ] [ Charge ]
Impales a spear of light in target location, hitting enemies 3 times in a medium sized AoE. Enemies that are Dark element or Demon race will be hit 6 times instead.

Attributes:
Katadikazo:Enhance:
A default enhance that increases its skill factor by 0.5 - 60%.

Katadikazo

Interactions:

  • Inquisitor’s Judgement ensures Katadikazo will get the doubled hit effect.

Notes:

  • You need to finish charging Katadikazo for it to have any effect, and you can’t move while charging it. Ergo it’s a generic charge skill.

Skill analysis:
Decent enough versus demons and dark element enemies, but lacking damage wise against everything else.
Though it at least hits flying unlike AB.


General analysis:
Exorcist is still a very strong damage class, almost solely due to Rubric and Koinonia, but that’s nearly the sole reason why it is taken in builds.
At least Engkrateia offers it a tiny bit of survivability, but Entity is far to niche.
Aqua Benedicta and Katadikazo are also the odd ducklings out as they struggle to deal decent damage most of the time. Gregorate is at least situationally more useful when near allies.

9 Likes

To do list:

  • Spelling / phrasing recheck.
  • Test of some this crap when I get the chance:
    • Whether barrier redirection effects still bypass damage reductions/def.
    • Do antidotes still counter bds and rash since both are poison?
    • prophecy priority mechanics with other debuff prevention methods, since it only got 1 use…
    • Breaking wheel + incinerate retesting, the visual effect is still there with thorns at least.
    • Try and figure out what Malleus maleficarum actually scales from.
    • Invulnerable testing, the skill btw.
    • Miko+exo hamaya entity testing on duration / skill factor estimates.
    • Gregorate object / ally limit?
    • kagura for non party members?

Might still do a list of ktos patch links eventually, we’ll see. I’m busy enough atm.

Feel free to post after this now. I should have plenty of space.

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Very accurate description, best guide 100/10. No joke no sarcasm.

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I dont play any cleric at all.
But this Thread let one knows about almost everything you need to know about clerics, in detail.

Can we give Wurmheart already the crown for the best guide here!

Thank you very much for this contribution.

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Quite an amazing info collection. I would like to thank you for that work, as it saved me a lot of experimenting. :slight_smile:

I have a question however, do you know wether “Deploy Capella” from Chaplain can be clapped by Miko with Re:Build? I’ve seen a forum post that it doesn’t anymore, can you confirm this? (and probably add it to your guide :wink:)

Clap only works for dievdirby statues atm in the cleric tree. May have some use for other base classes though.

And I’ve already specified that in the Miko’s section for clap. Don’t think it’s needed to mention that for all object skills though right?

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You’re right, I overread the part that it’s for diev statues only, thanks!

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This is an amazing and extensive overview on all Cleric classes, well done! This should be a starting point for anyone looking for Cleric info.

Thanks for making this guide!

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I got some findings on Gregorate:

  • Doesn’t work on installations and companions (tried Capella and Pears of Anguish)
  • AoE is exactly the same as Restoration, so if you have Paladin or use a Restoration scroll, you can see the actual AoE of the skill;
    Everything that’s within the circular area of Restoration around the caster can be hit with Gregorate
    I didn’t test if this also applies to the allies (i.e. they also need to be in this area for them to proc additional hits) that trigger additional hits.
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Which one? From shop or from Priest? Or both?

The pardoner buffs are now called Grace: … text depending on which of the 4 it is.
They don’t get overwritten at all.

It’s Priest’s Sacrament that gets overwritten by Last Rites. And probably vica versa, they are essentially the same buff atm.

Thanks for quick answer, you’ve done great job. :heart_eyes:

Small detail to correct, @Wurmheart .
You said discerning evil is a rank 2 debuff at your first post and, at pardoner analysis, you said it is a buff.
Also, how was the Kagura dance test? I’ve been using it at Boruta but didn’t pay attention if it was working on my guildmates outside of the party.

Edit: Also, Dekatos uses 300 silver, not 500.

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@Umineko
Gregorate work with Diev’s statue.

@Wurmheart
I’m not sure with your description on Discerning Evil


But my conclusion is you can’t extend until all extended debuff ended.
  1. Extend both Debuff A - Judgement and B - Immolation.
  2. B ended first while A still ongoing.
  3. Reapply B but can’t extend cause A still ongoing.
  4. Once A ended, can repeat step 1.

So imagine Zhendu 100 sec debuff :tired:

Btw
Press the skill key + press and let go off the directional input to target party members. Up is the first member, Left is 2nd, 3rd is down and 4th is right.


Somehow my heal did nothing when I press directional and let go. Tried many method but til today still can’t heal other. Any idea?
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did you remap your hotkeys? they added 4 new commands to use the new heal system but they are called move up/down/left/right or something, I had this problem too but I fixed it by doing some tests with the hotkeys option (I don’t remember the specific and can’t check now)

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I adjusted a lot of thing qq. Alright, I can’t try now but I’ll update soon. Thankss

DE is a buff, the list on top wasn’t entirely correct yet. I still need to fix a few things here and there.
Haven’t retested kagura yet, will try to do so later when I can snag grey :stuck_out_tongue:

Will also fix Dekatos silver cost when I get to pardoner fixes in a bit. Thanks.


@redwea:

Thanks, I should have properly tested pardoner with multiple debuffs …
So it just blocks debuff extension entirely when an already extended debuff is present then… that’s somehow even worse…

I haven’t run into any issues with heal whatsoever personally so I’m not too sure what’s causing that.
I am seeing the directional targets turning brighter yellow, which does indicate that it is registering your directional inputs at least.

You are pressing 3 only once right? Because it shouldn’t be healing yourself unless you do so.
Pressing 3 once and then press and let go of left should heal the 2nd party member for example.