Tree of Savior Forum

An Intermediate Guide to Clerics

@Wurmheart
Not sure if you or anyone else are still interested of this test, but might as well put it here for anyone who might be interested.

  • Paladin’s conviction is ×1.60 boost of God Smash instead of ×1.50 boost you mentioned earlier.
  • Zealot 1’s Fanaticism (lv6 with Divine Might) and Conviction’s is additive making a total of 95% boost of Inquis 1’s God Smash.
  • Tao 1’s Storm Calling’s 50% physical damage buff is also additive to Conviction. Total of 110% boost of Inquis 1’s God Smash
  • Inquis 2’s “30%”* damage against demon (which only appears as 13%, see my note below) is also additive to Conviction and 23% from extra 5 skill levels. Total of 0.96% boost against demon enemies. 0.83% against non demons.

Inquis 2 is a bit of odd ball, I might need someone else to confirm my finding:

  • *circle 2’s extra damage against demon does not seem to work properly. I tested setting the attribute on and off against demon mobs in Narvaj temple and I only see around 13% boost against demon. Not sure if IMC in their glorious English comprehension mistook thirteen% for thirty%. OR if it is bugged.
  • Judgement seems to be bugged. I tried judgement on Yellow Leafnet in Pystis forest and I got no boost whatsoever. If someone else can confirm if I’m doing this wrong or if it only works against certain monster race/level.
4 Likes

I like the info you share :smile: @Wurmheart

Summary below:

Inquis 1 Zealot 1
Pros:

  • Crit buff attribute from Beady Eyes
  • Extra AoE attack from Immolation
  • Immunity from Knockback
  • 35% from lv 6 Fanaticism boost works for all skills and against all monster’s race.
  • Fanaticism’s boost last 15 sec. Gives you plenty of time to finish your second rotation combo as well
  • Paladin’s Demolition and Zealot’s Immolation give you more sustained DPS while Wheel + Conviction + God Smash are on CD.
  • Unlike the other 2 choices, Zealot does not need any item to use their skills.

Cons:

  • Lesser buff compared to Inquis 1 Tao1 and Inquis 2
  • Fanaticism’s no heal drawback for 15 secs.

Inquis 1 Tao 1:
Pros:

  • Storm Calling’s physical boost is the biggest of all 3 choices. Works against any monster’s races too.
  • Storm calling, Dark Sight and Creeping Death Charms benefits party too.
  • The most wallet friendly in terms of attribute points compared the other 2.

Cons:

  • Storm Calling’s physical attack boost is the shortest out of the 3 choices. 7s is really short to execute Inquis and pala’s rotation combo. It is enough for the main combo rotation but not the secondary rotation.
  • Prone to knockback skill while executing inquis combo. If you got knocked back at the wrong time, you can say goodbye to both Breaking Wheel and Storm Calling’s 7s melee boost.
  • Need yellow paper charm. While this is now cheaper and lighter than what they were before, this means you have to stock Paladin, Inquis and Taoist’s skill items.
  • Storm Calling and Creeping Death’s own damage does not really fit full STR Pala/Inquis.

Inquis2
Pros:

  • Strong class in PvP
  • Probably strongest against demon if Judgement and 30% damage against demon is fixed

Cons:

  • Gimped against non demon enemies as long as Judgement is bugged
  • Same as Tao1, no knockback immunity
  • In its current state, probably the least tempting of all 3 options.

I decided to reset my Pala back to Inquis 1 Zealot1.

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Thanks for testing. I would like to ask some questions. Did you use level 5 or level 6 (divine might) conviction?

On ktos notes, I do not remember anything about inquisitor bug fixes. Hope the inquis bonus demon damage is not a flat increase (+30% skill factor instead of x1.3 damage).

Did the judgement debuff icon appear on the flying leafnut? I am not sure if it works on flying targets.

I use lv 6 Conviction (with Divine Might). Does skill level in Conviction affects its boost synergy on God Smash. I was under the impression it is the same regardless of skill level.

And yes the Judgement debuff icon did appear on Yellow Leafnut.

I will try on non flying monster to see if it is any different.

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I though it was 10% increase in damage boost for each conviction level, yes. I might be wrong, I have read too much stuff. Thanks for testing inquis2!

I remember fresh-release inquis2 on ktest, with a 40s cd on judgement. The increase to 60s cd was never mentioned in patchnotes back in the day. I think it would be ok if judgement was reduced to 40s cd again (or 30s cd even).

@greyhiem
Tried lv5 Conviction and it seems to give same x1.60 boost.

Although you could still be right as there is really little difference between lv 5 and lv 6 and my Viena mace variance in Physical attack (1549-1644).
But the average boost of my lv 5 conviction seems closer to 60% boost to God Smash than to 50%

About Judgement, I’m not sure anymore.
I tested it against lv 351 Bush Beetle in Izoliacjia Plateau. Normal lv 11 God Smash gives me 65k to 72k. With Judgement and lv 11 God Smash I got between 75k to 81k damage.

I’m not sure if it works or it is just my God Smash going crit (or variation of physical attack from Viena Mace). What I do agree with you is that Judgement’s 1 min CD and range makes it a pain to test. Ended up doing 25 times (which take me almost 30 minutes)

I wish I have a Chronomancer to help me test bigger sample.

Although this additional test seem to reinforce that there is something wrong Inquis 2’s supposed 30% more God Smash damage against Demon.

Even if I take the lowest ceiling from my non Judgement God Smash (supposing it works) and compares it against highest ceiling of my Judgement-boosted God Smash, it is still far from the supposed 30% increase.

On average it was closer to 13% to maybe 15% increase. Can someone else confirm this?

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Sounds like the 30% increase seems to not work at all.

Checking on tosneet, you’re using +12 Viena mace. It has additional +320 max and +168 min attack as bonus stats. Assuming you didn’t put any red gems inside, the physical attack you’d gain from the mace would be 1717 - 1964. From this, we can see that max attack is around 14.39% more than your min atk, which fits your 13-15% increase when comparing highest value vs lowest value of God Smash.

You are right on both marks about my Viena mace.
This does not bode really well at all for Inquis 2.

I hope people who read this have the chance to reset to something else.

Hi, how does Pally’s Sanctuary scale with Mdef? Could it be used with Zealot’s Fanatic Illusion and Immolation?

Yes it increases the damage of Fanatic Illusion and Immolation. It also works with other hit skills such as breaking wheel and such. Minions are not affected by it.

Sanctuary’s additional damage looks at the mdef of your character. Do note that it only takes the raw mdef from your gear. Magic defence buffs such as the following do not work:

  • Pardoner’s Mdef buff
  • Druid’s Insect Transformation +40% mdef buff
  • Paladin’s Barrier mdef buff
  • Kabbalist’s Merkabah +10% mdef buff

(Why IMC why ><)

As such, doing a sanctuary build will require quite a hefty investment in high anvil/trans cloth gears.

When can I build builds like below on a budget… need to shelf this for sometime until I get more gear sigh. Warning, please don’t follow the build below.

IMC likes to give free roller coaster rides for its players.

Now Daino is working again with Breaking Wheel, they fixed the double dipping ‘bug’ for Daino x Breaking Wheel.

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Will be it too much for them to accept they screwed so many ppl with this and give a reset for the cleric folks?

Honestly, I am glad they scared me away from Chap + Krivis and I won’t be going back. It was a niche build and kinda boring.

I feel like Krivis3’s Daino attribute was meant to provide non-chaplain clerics with an auto-attack option, not meant to be stacked on top of chaplain. You lose out on so much by spending ranks 6-8 on Krivis3.

EDIT: The fact that the patch came right after our reset event ends is pretty screwed up though. No time to make an educated decision.

I am thinking about the current build right now
https://tos.neet.tv/skill-planner#411444beee.1a21395565.11274f51617a8595.14233345.1727355b7a95
stats would be 2:1 SPR:INT
zombie focused build
paladin for 2handed-mace and some utilities like turn undead
main doubts are hexing 1 and cure 1, cause dont know if hexing still scaling in targets by level and if cure still worth to spend more.

What do you guys think ?

Probably not. They release the patch on 22nd Fri which contained the effect which they don’t really want. Given over the holiday weekend + Xmas they are already quick to rectify their previous fix on the 26th.

Come to think of it, it is also partly my fault for posting about the changes fast without giving a few days to confirm whether is the fix buggy or not. But but… this period is a crucial period where a day late in posting information will result in lesser time for us to make changes to our builds. Sigh.

Yeah, I find that Chaplain Inquisitor don’t really need that extra hit though. It is the attack speed they want as it affects their autos and Burn. Well, looking at the timing between the patches, like I mentioned to mario_st, it is due to bad timing over the weekend + holidays. What makes it worse is we are in the last legs of our reset event.

For this patch I’m kind of glad that my Kabba2 Inq1 build is still viable as an AA build though, it is good to stick to it till the end. (Although I wasted like 3 resets over the weekend to test alternate builds)

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Some other information on another Cleric class, Paladin.

Paladin’s Sanctuary damage takes the character’s Mdef into account for Magic Attacks, and Pdef for attacks of physical nature. At level 10 it increases damage by 100% of the paladin’s Mdef/Pdef respectively.

However, it only increases mdef/pdef based off gear only. Magic/Physical defence augmenting effects and skills such as the following do not work:

  • Buff effects like Pardoner’s Increase Magic Defence / Aspersion
  • Paladin’s Barrier
  • Card effects such as Nuele card (increases 10% mdef)
  • Druid’s Insect Transformation (increases mdef/pdef by 40%)
  • Enchanter’s Increase Magic Defence on gear buff
  • Potions which adds to mdef (cards or straight mdef/pdef buff)

Things which work are normal gear augmenting effects such as:

  • Anvil enhancement
  • Transcendence
  • Gem effects (Mdef on Boots and Pdef on Top/Bottom)

Hence, in order to increase the damage dealt by sanctuary in a Sanctuary based build, getting mdef/pdef from gear is a top priority (Cloth gear for spells and Plate for physical attacks).

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Pick a stat and stick with it.

On an spr/zombie build, it isn’t worth it to sacrifice spr for a minor int increase. You can get plenty of matk from your gear anyway.
And you’ll want to keep zombies around to retain their dmg, due to Ogouveve’s cd and the increased benefits of having Large/Wheelchair Zombo’s instead of regular ones.

And on an int/damballa build you want to blow up zombies asap which isn’t ideal for the spr playstyle.

They’re mutually exclusive tbh, trying to combine them means you end up with less.


Regarding Daino, I just have no idea what to expect for it in the future.

It’s still counted as a physical attack, despite clearly not being one.
Which to me sounds as unintetional or buggy as it can get.

But I get the feeling IMC only backpedaled because the ktossers got upset about it and might still plan to change it somehow.

i’ve been playing with damballa and summoned zombies, when i want meatshields i just keep my zombies and when i want some burst i explode then, well, with zombify and attribute from damballa i dont they always ressurect so its not a waste, then i only need to Ogouveve the newly created zombies.

Damballa burst is amazing, also his AoE, they’re good to erase monsters, but when the fight is long i keep all the zombies for mitigating damage and tankness.

So, i don’t think they’re completely mutually exclusives, since you just have to play it smart, the difference in wheelchair and large zombies are negligible or non existant, they only got more mov speed and hp, damage are still the same.

But i think keep all my points in SPR is a good advice, i don’t see a HUGE gap in damage from full INT/SPR right now ( from my calculations 500~1200 dmg per tick of Black Death Steam and Incineration, ofc sum then and you will notice some difference like from lv7 to lv 15 incineration with attributes), but the need of mana is absurd, so i will not go for full INT
for a while

Some of my doubts is how Hexing level affects number of targets, how relevant is it, and cure and incineraton are worth to max ?

Yeah it is possible they are backpedaling now, only to change it again later along with the opportunity to reset.