Tree of Savior Forum

An in-depth inquiry into cleric skills

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.

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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.

I used to extend mastema for my exo. Got good success with mastema 20 sec normally last longest. Rebuild, judgement would be my indicator before I attemp to extend again.

If I just press directional button, my character only pointing to party member and do nothing when I released. I’ll check as mrfioz suggested. Seems the most logical reason because there’s no way I can’t figure out how to heal(I hope).

Oracle’s Resetting replaces old loot-set. It does not add loot.

Clairvoyance should show you all (I think) drops it gives. If no silver shown = no silver drop.

They don’t seem to work on “special” drop like Blessed Shard. They didn’t show up on Clairvoyance + Resetting, and still dropped for me.

So, yes. It is a totally useless skill if even on rare (Elite) monsters, it does nothing.

Only good thing about it is that it has a really cute line on female Oracles in Japanese setting (don’t understand Korean so can’t comment on that side).

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image

@MrFioz

Remapping my hotkey finally can heal others. Thankss

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