Going to rewrite this thread for the preparation of rebuild, so that I can get a proper rebuild guide out asap.
Please don’t use it in the mean time. Thanks.
Welcome to my cleric re:build guide, here I will attempt to help you figure out how clerics work in this new and daring(ly boring) update.
As usual, please read the bolded text on top to ensure this guide is still up to date first.
Just like the previous patches a lot of mechanics have again changed, but unfortunately, there isn’t quite enough documentation or testing that shows just how much and how exactly things changed yet.
We do have dev blogs for their initial plans, but most changes to said plans are not mentioned even if they are made which can make them quite misleading.
I will still link to relevant blog posts and try to verify them asap when we get rebuild though, just don’t trust them entirely asap.
And thanks to rjgtav1 we do have an amazing new dabase that lists almost anything you can find at https://tos.guru/ktos/simulator (Replace ktos with itos when we get rebuild ofc.)
But let’s start with a few changes we do know so far:
With the arrival of Re:build we will only get to pick 1 base class (Wizard, Archer, Scout, Cleric or Swordsman) and 3 subclasses that belong to those classes.
What is important however is that every base class only gets 15 levels and thus 15 skill points, whereas the others all get 45 each.
Bokor and Taoist both were handed over to the wizard tree, so sadly we won’t be using those anymore.
Chaplain is now a regular rank to boot, and the r8 classes no longer have specific quest or rank requirements either.
Miko however is still our one and only hidden class!
The rest of the class changes I’ll tackle in different sections however.
As part of rebuild the 5 base classes each get their own unique stat boosts, however I need to stress that I don’t know when they are calculated or what stats are or are not affected by them yet.
With Re:Build you will still retain a small amount you can invest as you please, around 50 or so, but the vast majority of stat points are now replaced with set stat factors tied to your class selection.
These stat factors determine how much stats you get based on your subclasses and level combined.
Do note that these are retroactive as well, so there’s no point in delaying classes or anything of the sort.
You can see stat factors listed as percentages when you get a class advance option, and I’ll post a link to a google doc that includes a simple calc to show total stat blocks: Click here
Percentages don’t take the 2 stats per level into account, but the numbers do. So I find that slightly more representative and would prefer to use that notation, but your mileage may vary.
Thanks to @Nekorin for listing the changed stat factors.
Stat factors for enemies:
Even enemies get their own stat multiplier now, but for them they’re based on size and race instead.
Google doc for obvious reasons: [Click here]
I still need to test whether Chortasmata and Judgement can benefit from these stat alterations, but those might be huge changes for those skills!
Str, Dex, Con, Int and Spr are also streamlined now in terms of what effects they give.
But keep in mind that from what I saw the percentage bonus only applies to your base + level amount. (Basically it’s quite low.)
- +2 physical attack per point.
- +5% patk per 10 points.
- +0.3% max hp per point, based on max hp?
- +1.0% max hp per 10 points, based on max hp?
- +2 pdef/mdef per point.
- +10% pdef/mdef per 10 points.
- +2 matk per point.
- +5% matk per 10 points.
- +((Spr / ( LvL 1 + 1 )) * 100) minion dmg%
- +1 healing power per point.
- +3% healing power per 10 points.
- +2 mcrit atk per point.
- +5% mcrit atk per 10 points.
- +specific buff scaling unique per skill.
- +(Dex / 1000) ^ 0.5 attack speed.
- +2 pcrit atk per point.
- +5% pcrit atk per 10 points.
Based on level:
- +1 atk (patk, matk, crit patk and crit matk)
- +1 pdef & mdef.
- +(400 * base class hp modifier) + ((Level-1) * 80 * base class hp modifier) Max HP.
- +(200 * base class sp modifier) + ((level-1) * 18 * base class sp modifier) Max sp
- +1 block per level.
- +1 block penetration per level.
- +1 accuracy per level.
- +1 evasion per level.
- +1 crit rate per level.
- +1 crit res per level.
- +1% hp resilience per level.
- +3% sp resllience per level.
- +1 healing power per level.
Targeted ally mechanic:
IMC has been removed a number of circle/tile effects and replaced them with targeted buff/heals instead.
So for now Heal, Healing Factor and Ein Sof all target a single ally based on your input instead of their prior mechanics.
Attribute Enhancement changes:
Enhancement has also been streamlined, so every enhance attribute should not cost the same amount.
Likewise most debuffs, buffs and healing skills now also feature enhance attributes.
Although the amount they improve for most is the default cap at 60% there are a few outliers still that have a 50% or 100% cap.
Altered Armour Mastery:
The prior attributes that each class had for place, leather and cloth have been removed.
Instead there are new base mechanics that aren’t tied to attributes that only work with 4 pieces of said armor type.
These effects are now mostly tiered based on the raririty of your armor, and only your lowest rarity counts.
Cloth: Reduces magic dmg by 5 - 15%.
Leather: Increases crit rate by 4 - 20% (should be multiplicative) and adds a flat +10% crit chance cap.
Plate: Reduces physical dmg by 5 - 15%.
There was mention of eventual class unique armor attributes, but we haven’t gotten them yet or IMC abandoned that goal already. Who knows …
We know from the dev blogs that the crit, evasion and block formula’s changed.
They gave this “representative” chart to illustrate at what point both stats reach an equal 50%, but it may not be a 100% correct. (aka accuracy vs evasion, block pen vs block, crit rate vs crit res)
There also may be other formula changes, but I haven’t seen of any confirmation yet.
Basically all classes now have access to the dash, but there are specific differences per class.
Swordsman can dash while mounted and it doesn’t end when they are hit.
Wizards have a regular dash that’s 4 movement speed slower.
Archers can only dash out of combat, but are 3 movement speed faster.
Clerics get the old swordsman dash and Lycanthropy gets a 50% stamina cost reduction.
Scouts get the Dash +3 movespeed but with double stamina cost.
See this google doc for a english overvieuw.
Sources ofc: http://tos.nexon.com/ts/notice/view.aspx?n4ArticleSN=233 & https://tos.guru/ktest/database/gems.
A lot of skill factors got lowered, enemy health and damage was also lowered in return though.
I don’t even know the exact values at this point, and it doesn’t really matter either.
Just keep in mind that we will be doing a lot less dmg, but also won’t need to deal as much dmg either.
There are plenty of other changes, see the ktos thread for far more information.
But I’d say these are the important bits to help us understand Re:Build just a bit better.
What this and other changes mean for clerics as a whole:
So before we can go even further we need to discuss what this means to cleric.
And its obviously just me stating several obvious predictions:
The altered state of being a “healer”:
With the removal of most invuln effects and mostly sub-par alternative preventative measures left to use the focus now primarily lies on simply healing enough to keep allies alive.
Which fortunately is easier to how much less dmg enemies deal, often a single rank of priest is already overkill for such a purpose.
Unfortunately however almost all healing skills now scale of the heal stat, which is primarily if not solely derived from Spr.
Which due to the stat factors is now going to be a bit harder to get for a good chunk of builds.
All round builds still exist, but they essentially need to meet two criteria’s:
- You need a solid amount off Spr to have enough of a heal stat, though that can be remedied with Spr on gear to a degree.
- You will need an additional heal to get the job done, as the regular heal is now just single target, which translates into requiring either druid, paladin, pardoner, priest or kabbalist. (Restoration scrolls may also get the job done, but are a likely expensive alternative.)
There will be fewer healing + dps type clerics in the re:build patch that stand up to scrutiny.
The futility of remaining utility:
Which such sweeping changes you might expect support to be even more important than ever, and to a large degree it quite is.
But clerics don’t get to benefit much from that concept as it is right now.
In terms of healing, you don’t really need more than priest. Anything beyond that is wasted.
In terms of dmg boosting (de)buffs Oracle is king by huge margins atm, due to it getting a +88% dmg Death Sentence that now works on bosses, Divine Might and a 50% uptime +30% dmg buff via a prophecy attribute.
In terms of regular utility not much can beat dievdirby’s cd and sp reductions.
But that’s what stands out. The rest is quite underwhelming:
- Paladin has a +30% dmg debuff on conversion and +30% holy property sanctuary for 10s on a 40s cd.
- Krivis has a +50% dmg debuff in Divine Stigma on a 50% upkeep.
- Miko still has sweeping, clap and a +50% dmg boost for magic circles only? ugh.
- Kabba still has gevurah and the buggy merkabah.
- Pardoner’s Discerning evil is very good atm, but only affects 1 enemy unless you combine it with kabba/exo/miko…
- Plague doctor has haste and condi prevention/removal.
- Sterea Trofh and Zalcai boost crit dmg, but it likely still only affects crit atk for god knows what reason.
Some of these are decent picks like paladin/krivis/druid/pd.
But they are decent picks because they also offer a decent amount of dmg. (though krivis is debatable with it its 3-5 target caps…)
But as it is right, there’s one undisputed king of support:
Priest/Oracle/Diev and I can’t see anything else compete even remotely in that terms of that utility provided.
Out with the old crap, but the new stuff is still kinda meh:
Some of you might remember that I ranted somewhat about how clerics got shafted by poor weapon selection and gem effects.
Well, finally those worries are resolved.
All clerics can now use two handed maces, and gems finally work the same on shields as they do on offhands.
But of course the new gem stats are not as desirable as they used to be, as we now have to chose between patk or matk (and clerics tend to benefit of both). But it’s a far smaller loss than before.
And for most magic based clerics stuff like a rod or even asio mace are quite good atm, but it that may not persist into later updates.
I still need to test how def reductions work in Re:Build, so I’ll leave that part open for now.
Minnion masters missing in action, and other Spr related drivel:
Not a very length topic, but bokor was stolen by the wizards and turn undead conversion got outright removed.
Owls are now our only confirmed minion type but they do have a new 50 hp max and may be to squishy for a miko+diev build. (but are potent enough for any spr/int build now.)
And who knows what the new carnivory falls under, some were saying they weren’t even minions. Time will tell.
Since Spr no longer gives sp, Zealot’s blind faith no longer has any spr synergy either.
But on the flip side our haste from Plague Doctor does scale with spr, though it’s hardly build defining.
So Spr only clerics are now limited to Dievdirby and Priest. Jay.
(You also need to pay attention to spr factors when building one.)
Stats are still largely irrelevant:
You probably should have guessed it already, but str and int are still largely irrelevant.
They can add a nice bit of dmg, but it pales in comparison to what weapons can provide.
Dex still has a bit of niche due to its atk speed benefits, which AA focus builds like chaplain can benefit from.
Spr is mostly for its heal stat, which is important for anyone attempting to heal. But its buff/minion aspects are important for priest/dievdirby as well.
Con is still useful for PvP, but for PvE its mostly overkill especially with how much you already get at base.
Temporarily deleted, will try to rebuild it again once the patch hits.
And probably important to note that Glass Mole & Chapparition cards now give phys/magic dmg buffs instead of attack boosts.
Q: Is Dex still good for cleric builds?
A: For Chaplain yes, to a degree monk and sadhu can also benefit but their auto attack values are very low.
Q: What’s up with the thread name?
A: The original title was meant to indicate that it was a guide for cleric despite lacking the later ranks. But Since I wanted more space to properly process the information of the latest update I decided to make a new thread.
Credit for the name goes to @Kertes by the way.
I should expand this section tbh, oh well.