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%.

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
) :
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.

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%.

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%.

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%.

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.

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.

















































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