As a matter of fact, I came from playing Dragon Nest EU after TOS got slightly better and after I got fed up from the cash grabs in Dragon Nest in general.
However, this is not the point I want to address this time. The point I want to make is simple:
Dragon Nest introduced a system with its renewal patch that changed the attack system of the game.
To sum it up in a few words, they made skills scale with your highest attack values, and turned them into physical or magical attacks in the process, with the exemption of the Paladin skill branch if the attack featured magic and physical attack properties.
What I want to suggest is that you add something similar to TOS, but for the Cleric class only, to make the class feel more consistent in gameplay and to open more variation in builds&gameplay options.
Skills should scale with your highest attack value while still retaining their nature of being a physical or magic attack.
It would work like the following:
A Cleric Paladin Inquisitor (e.g.) uses Heal to attack a monster. His basic attack value is 1000-2000, while his magic attack is somewhere around 500-700. Heal would take the highest atk value (which is the 1000-2000 physical attack) to calculate its damage, but still retain its magic attack nature, thus being calculated against magic defence of the monster.
Basically, this system equalizes matk and patk, so you just have to invest into one of them via status points & transcendence of weapons, as the current weaponry only allows you to transcend either magic attack or physical attack, depending on the weapons main stat.
This current transcendence/upgrade system, however, causes a large deficit for Clerics, as they either have to transcend/upgrade 2 weapons per character and switch them to be 100% effective or to forsake some skills as magic skills won’t deal any damage on monsters with a high magic defence if you didn’t transcend the “right” mace/rod and spent your statpoints in INT while physical skills have low damage potential without investment into DEX/STR for accuracy, critrate, block penetration and raw physical damage (and of course without the right mace or a sword transcended).
The other base Classes [Archer,Swordsman,Wizard] don’t have to fight with this issue, as all of their skills have only 1 attack stat (patk or matk) they scale off from, giving their transcendence 100% potential while Cleric has ± 50% only (more or less depending on his build/Class choices/weapon choice!!! swords and rods don’t give any bonus matk/patk so they are inferior to maces and basically can’t be used efficiently although they can be equipped by Clerics) with the current spread between patk and matk.
It would be easy to introduce this e.g. with two toggleable Cleric Class attributes[ “all magic attacks calculate with patk instead of matk” and “all physical attacks calculate with matk instead of patk”], and it could come with a catch that the damage of the corresponding skills will be lowered a little (10-15% damage decrease of all magic attack skills or physical attack skills, depending on the attribute toggled),
which makes this switching more lucrative for those who invested more time and silver in their characters.