Which attributes should I prioritize as a sadhu3/pd2?
So I made an almost useless test but here it is:
I think the chance to convert a monster with conversion should be based on your damage vs its HP. So with higher damage you have more chance to convert them but still if they have too much HP the chance can suckā¦
The best skill to convert monsters is actually Twist of Fate what I suspected a long time ago⦠but your build will suck if you go Oracle 3ā¦so itās just rly sad we canāt have itā¦XD I caught 7m monsters too with like 80% chance at least⦠But you lack so much damage and you would also only have Paladin2ā¦that it just sucksā¦
Also one more thing is that a 7m Rodelin had worse damage than my other 600k hp mobs⦠but I think it actually depends on the kind of monsters and its damage type vs the mobs on the map⦠For example Zigris were always quite goodā¦so I think a 7m hp zigri would have much better damage too. But it also could be that change now makes all their stats total randomā¦but I donāt think so.
Also I think I will stick to my build and Iāll go for Cleric2-Diev-Pala3-Oracle-Inquisitor.
I wonāt be able to heal my flying monsters but whatever Iām used to it I had Cleric3 before actually⦠On the other hand I will be able to use reset, change, conversion a bit more often and can have 1 more monster with divine might⦠also Fade can help sometimes⦠and the better Safety. So both builds have its pros and cons but anyway also none of them are that great at the moment unfortunatelyā¦
I take it you donāt have a token atm? Grab the dlc one if you didnāt already.
Anyway focus on:
- Heal: Remove Damage
- Safety Zone: Block Count
- Prakriti: HP Recovery
- Pandemic: Increased Range
- Incineration: Infection
- Transmit Prana stats
And enhance focus on:
- Black Death Stream.
- Incineration.
- Possession.
- Cure.
- possible r3 dmg skill if you took one.
Then the rest.
Possession will be used mostly during r6-7, so if you feel your dmg is low you may want to enhance it early.
Yep, my zoo build isnāt even r7 and with its crappy dmg I can never convert a mil+ health mob.
ToF also heals mobs up if you fail, so essentially it lets you retry on a mob if you really want to.
As long as random players donāt run in and try to kill it ofc.
Dmg of converted mobs varied a lot more for me prior to this patch, I could easily see 100-1k dmg hits from mobs.
Now all the mobs I convert deal 100-300 dmg a hit (without str, was testing int/spr first), and sometimes a few dealt 1 dmg a hit but that likely is bugged in some way.
Yesterday i got a 600k blue tini archer which was dealing 1400-1700dmg on non leather mobs and 1700-2400 on leather (bonus dmg) arrow line damage in the Stogas HG. This is the first mele atk apart from zigris that i found really nice after patch.
Here are the ones that i found specially nice to have as pets:
Zigris: Nice aoe spinning mele hits.
Flamil: 2x slash or spinning AoE (seems fire property)
Blue tini archer: arrow melee shoots in line.
Black drakes: Enchant Fire.
Green chapferor archer: Arrow line (seems to have push back some times, have to find another one to test without a full bunch of other pets)
Phiracon: Random fireballs around it.
Merog Shaman: Safety zones.
Iāll be testing more pets and list in my build page.
Yes, previous to the patch iāve read other player build for zoo and it was already based on the %hp you are able to ditch out to have % chance to turn them per hit, i managed to get couple tiumes mobs with more than a million hp, but now having such pools doesnāt mean to be good atk⦠only meat walls⦠safer afk farming with em. Still with Conviction + Smite + God smash there is allways a good chance to turn so at R8 even if it is not ToF⦠we get better dmg for ourselves and also to turn mobs.
So it is better to pick mobs with at least 20-30k HP over the mobs in that map at least but with good skills like the ones i mentioned above, which grant far better farming rates, been testing 11 mobs in stogas HG and they obliterate the nuo/black drake/elet zone in seconds⦠so fast that i have to keep moving from place to place and still no respawn in the rooms fully before i move into them from previous clearing.
Another question. I was talking with a guildmate and it seems that he will go c2 > P3 > chap > PD2 for our ET team.
Can C2 > Diev1 > Pala3 > Miko > Inq complement it or C2 > Diev1 > Sadhu3 > Miko > Inq is better?
Thank you for the help
Before the patch I could catch mobs that dealt 10k damage at khonot forest X)⦠maybe it even was a bit broken lol but they were hard to convert⦠I guess at that time Oracle3 zoo build could have been awesome⦠Now it is bad.
Maybe I could say it is more balanced nowā¦but the conversion attribute should be changed at least to 100% STR or even more I think.
Iāll test too then which mobs worth it nowā¦because yeah it definitely depends on their skills now.
I think most of the archers were strong before btw. And to add to your listā¦what i think is even a bit random⦠Blue Slimes use raise soemtimes X) Itās funny because they never use it otherwise and I donāt think they have it with druid transform either but mabye Iām wrong.
For enchant fire there are others too like the hogma shamanā¦and there were more I already forgotā¦X)
I still find that a pala/inqui canāt get much better with any filler rank at 7 that could make it better than ora to turn mobs, so if you want to play pala adding that support and also fun in the zoo chances is the option to chooseā¦
Only monk1 could do some dmg but without sta saving attributes and so it is not as reliable to dps and SP is still a problem to spam Smiteā¦
I donāt know yet.
Barrier will get the range change next update, so lvl 1 barrier scrolls wonāt be quite as good.
(Though range was rumored to be skill level based as well, so barrier scrolls lvl 5 might be an acceptable replacement.)
However, Paladin3 will get a double barrier range attribute, giving it a definite edge for ET on top of its defensive boosts.
Sadhu3 adds a ton more dmg in comparison and helps dps out more in the synergy with your guildmateās build. So it is a good option.
But Iām not sure if youād want miko/inq for it, unless you intend to team up with melee dmg builds as well.
The focus with conversion lies more on what player skills they have imo.
So a lot of transform testing I didnāt even show their full potential this way.
Still, I might know a few useful ones to look out for:
- Pawnd, has a 4 hit linear attack with 100% scaling. Deals dark dmg though.
- Ahklass Steel has a 3 ranged attack with automing and some minor aoe.
- Large Panto Spearman can inflict armor break with its 2 and 3rd multihits. Though it is magic dmg itself.
And Iām not sure about the magic mobs, some do have Pillars of Agony and other AoEās on a 20s cd.
But Iāve never seen them use it as regular or converted mobs so it might be moot to reference them.
(Akhlass Bishop, Blom, Akhlass Dame, Flamme Mage, Goblin Wizard, Tala Wizard, Siualav Mage and Kugheri Zeuni )
@Ayalon:
Transform / Shape Shift / Telepath donāt gain access to player
skills like Raise for example.
Converted mobs do however.
Iām arriving at the point to abandon miko
Our priest will go PD/Inq instead of PD2, which probably will open up PD2 for me on a simple C2 > Diev > Sadhu3 > PD2.
However itās incredible how all hidden classes, beside Chap, are lackluster. They seem more hidden traps than classes.
What I fear from Pally is its defensive specialty. Since this char will be my main one, i need a char that can dish a good amount of damage and I fear that Pally canāt.
By the way, did you guys notice that they changed the Heal: Creating Extra Attribute?
The old effect was:
- Chance to spawn another heal tile at the cost of increasing the skillās cooldown ( Max Chance 10% ).
But now, they changed it to:
- Chance to heal the caster ( like spawning a heal tile from your characterās position ) at the cost of increasing the skillās SP consumption ( Max Chance 10% ).
I think itās a āmust haveā for now since there are cases where your character is stuck in a safety zone with no health, and you couldnāt risk your life to jump to a single heal tile and back, but again ā itās luck.
If youāve PD tho I guess that attribute is kinda useless since Healing Factor is op.
@dragonfeian Pally-Inqui is not really sustained dps, more like burst dps so you do your rotation and then youāve to wait for CDās kinda like a magic caster but physical really, the dmg is nice but youāve to wait for CDās pretty often I feel like.
Defensively itās pretty awesome but not that great since they nerfed the amount of dmg monster do so Resist Elements doesnāt really shine as stuff donāt hit as hard as they used to, Barrier is nice and since theyāre going to nerf Barrier Scrolls it might become more valuable, maybe.
Overall you play Pally-Inqui if you do enjoy it and for roleplaying purposes, if you want better support with possibly better consistent dps youāre better off going another route (aka Cleric2 - Chap - PD2).
Iām still thinking that with the suurit or eaglestar iām getting far more dmg for me and heal for my mobs from Priest2 than i get from taking C2.
I got a Reine Mace + eaglestar or suurit or the other leather 220 hands and my spr goes up to 100-120 easy which is a nice boost over the bless 10 for each atk and mass heal cures all the 11 mobs while heal can up to 11 (12 with my hannaming gem) for not over 5%-6% (considering plus part of heal).
Dunno if i should keep c1 p2 to heal my mobs (even air ones) and boost my dmg or use C2 and Diev lowering my dmg and not being able to heal that much for better safety zone, more heal tiles for party purposesā¦
I donāt think it ever did that did it? But the extra cooldown was removed anyway and now I can use it and itās cool.
Iām kind of feeling the same in regards to Miko tbh (Granted itās on a cleric2/diev1/sadhu3/miko build instead).
Though I donāt know much about the other classes aside of cleric atm, Got no interest in them for now. (Mimick might change that though.)
My current take on miko:
Gohei:
Fine supplemental skill imo.
Helps with pesky r1 debuffs & buffs, a ranged block and a bit of dmg. Nothing to dislike tbh.
Sweeping:
Niche and annoying is how Iād describe it if I needed to be brief.
-
- 1 to object and circles isnāt that important atm, most scale quite poorly with skill level due to the fixed durations and hit counts.
Only properly noticeable on Heal, World Tree, Ausrine, Exorcise, Breaking wheel and adds a bit of dmg to ME, Carni & Hamaya.
- 1 to object and circles isnāt that important atm, most scale quite poorly with skill level due to the fixed durations and hit counts.
- It doesnāt properly update to tooltips for some skills it does work on, most notably Hamaya.
- I think itās poorly designed to boot, you either create 1 circle for yourself for up to 6-11s of a boost. Or place as much as you can and then try to use within the next 1-5s.
Hamaya:
I like its damage, hit count and duration. CD is meh, but its placement is driving me insane.
- It just throws the Hamaya in front of at a set distance. Which makes it far too easy for melee mobs to run out of its ranged in order to hit me.
- Trying to lure them back in is possible, but youād waste most of the dmg.
- Works well in groups ofc, but it is still on the smaller side.
- It should have a longer duration or placeable AoE like carni, this just wastes too many hits.
Clap:
Supposed to work on Circles and Objects alike. Works only on diev statues that I know off.
- And even then it was ideal on Carve Owl. But with Carve Owlās new 25s fixed duration Clap is must for said build, not just a useful extension.
- Decent on Carve World Tree, though Laima makes it largely obsolete with its buff.
It feels like IMC forgot clap even existed tbh.
Kagura:
I rather like it, but again it is far too niche for my taste.
-
Itās a channel you so you need to stand still for up to 40s without taking damage. Doable with a taoistās Dark Sight, otherwise err gl.
-
Its Melee dmg buff only affects melee damage, so it only affects a small portion of builds you probably donāt want to try end-game content with. (Ranged is simply safer, has more cc usually.)
-
Its Holy Melee dmg debuff basically only affects Aspergillum, Last Rites, Sacrament + a melee attack. Incredibly niche and overkill imo.
-
Skill and Buff descriptions are a ā ā ā ā ā ā ā mess, the 80% sp drain per second, for example, is a flat 80 sp per second.
I got no problem with Miko being team oriented, but I do have an issue with most of its skills being a lot worse if not outright useless when solo. We got far too many of those in the cleric tree already.
Likewise the diev3/miko build needs pd2 and cleric imo. Which makes it a poor end game build due to it lack resurrect imo.
(I wouldnāt mind resurrect scrolls tbh, frees up some build diversity.)
Even despite that all, it is one of the better single rank cleric options.
Granted a lot of that is due to alternatives being worse, Druid1ās Carni canāt hit flying and offers no support aside of telepath.
In theory the only pala dps build Iād recommend would be Cleric2/Priest/Paladin3/Plague Doctor2. But I havenāt yet seen it in action or tested it myself, as such Iām more than a bit wary of recommending it.
Need to level & gear up first though. Maybe on a later reset event, if we ever get any.
I thought it always did the 10% chance to heal yourself when casting heal.
But it definitely added 3+ seconds to healās cooldown, which is why it was never advised.
Now it should be worth using at least. 10% sp on heal isnāt that much
I probably read the attribute wrong since I never actually took it in the first place ( couldāve took the attribute in a literal sense. ), but itās still a nice change. :3
Thank you Wurmheart and @Heartless for the feedbacks. Atm Iāll go on with a c2 > Diev1 > Sadhu3 > PD2 for my main, to have a char that can do any content.
Additionally, Iāll build (with time) a c2 > Diev2 > Pally3 > Inq, checking if Diev 2 can help sustaining the mana usage of pally/inq
Edit: I have all hidden classes⦠during this event I gave up on RC and Miko, Shino is a one trick pony called Bunshin no jutsu and Appraiser is fine but not incredible. Basically, the only good one is Chap, which takes 5 minutes to unlock
Miko can still do good as filler for Chap/Inq
Shino can be good for burst on non so bursty chars
RC is good for the 1trick wonders with cryo+kino
Hidden classes are now only fine with couple builds⦠not as before.
What do you think of a Spirit heavy Cleric>Priest3>Chaplain>Bokor3?
post patch miko is more at home in c2 diev3 pd2 than chap inq⦠the synergy between miko clap and the statues are more useful than kagura and wheel on both solo and party play, not to mention we can still use kagura to buff our swordsmen pals. id rather use chap aa with wheel than kagura and wheel⦠also with int build we can utilize hamaya and gohei damage even more than spr⦠and specially now when survivability skills like healing factor just became more useful. chap miko inq is still viable but itās not the better build for miko now imoā¦
The event is nearing it“s end, i didn“t have time to test enough myself and my cleric is just lvl213. Can you help me get to a build i can confidently pick?
I talked to some people ingame and i read this thread, tldr is that dmg support isn“t needed anymore? I like the chap/miko/inq because well it has miko in it and it has some synergy. Also i can play full spirit which makes my ro-heart happy.
That being said, if there really isn“t a reason to have a support/dmg hybrid and full support cannot solo well what“s the build (type) to go?
I still like the idea of the chap/inq build and if you tell me that it is as strong as cleric builds go i am happily taking it but if you tell me itĀ“s just a way to keep mikoā¦i ditch the miko and take another one. Sadhu would be good dmg? If i go full support would that mean that the build is cheap to fund and i could play the build to support and level myself a ārealā dps class to invest silver? From my brief experience playing the chap build solo eats up a lot of expensive items.
I am kinda lost and i appreciate any input for my thoughts!