I wanna bring this up again with some ideas. Overall, the Cleric Tree is pretty nice, specially with recent changes bringing more personality to Heal-oriented builds. So, again, as we did with Archers, my guildmates and I took some time to address some Cleric classes and what could make them a little bit better. It is not as intense as the Archer Tree suggestions, but we think that they could be very healty changes to these classes. Most of them are simple tweaks, but there are some classes that deserves better attention. Let’s begin:
Cleric
Cleric is already very solid, even more with recent changes. There are two skills that could be better and address even more the support characteristic of the class
Circle 1
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Cure - change it to be an AoE spell, not a Tile Magic. It will remove the lv.1 debuffs of allies nearby and deal holy damage to monsters. This could make it more versatile for support
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Deprotected Zone - Magic Tile fixed in 5 seconds, debuff will apply completely and will last for 10 seconds. Debuff value will increase based on skill level
Priest
The class struggles with skill points distribution, making players choose between buffs/AA/seller or Heal. The goal is to reduce a little bit of points required, allowing the Priest to perform both roles (buff/heal) decently, but also keep rewarding people who choose one of the paths, add some quality of life and address the only damage skill it has.
Circle 1
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Monstrance - change to be an AoE skill. Applies buff and debuff when cast, following the regular buff area of other skills
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Ressurection - Maximum level reduced to 1. The effects will be the same as the actual level 4.
Circle 2
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Revive - Maximul level reduced to 5. The effects will be the same as the actual level 7.
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Revive: Duration - now requires Revive lv3.
Circle 3
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Exorcise - New mechanic: exorcize enemies around the Priest (small area, similar to Zalciai), dealing Holy Damage. Damage will increase with level, Demon-type monsters receive 1.5x damage. 2 overheats.
Krivis
Class is fine already, just a small change to give it more fire power as a damage class
Circle 1
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Zaibas - Slightly increase in damage multiplier, considering that this skill doesn’t cause any secondary effect, like Divine Stigma, and it doesn’t scale with skill level.
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Zalciai: Magic Amplification - increase the Magic Amplification bonus, so the skill can be more meaningful for a magic damage classes. Also, considering that mAmp is very underated, it makes the skill very forgettable as it is right now.
Circle 2
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NEW Zalciai Attribute - enemies under Zalciai effect will have their defenses agains Fire property damage reduced. Requires Zalcial lv.6
Bokor
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NEW Mackangdal Attribute - change the skill to be a self buff. Toggle ON/OFF
Dievdirbys
As a support class, the buffs should be based in SPR (as the Owl damage is) and scale with the levels. This way you can make higher circles more desirable and have an impact in party play.
Circle 1
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Zemyna Statue - SP reduction scale based on Diev’s SPR. Maybe something like [(SPR/50) * Skill Level]. This way you could address one of the big things of the end game: SP Consumption and lack of classes that can help with this.
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Laima Statue - Maybe scalling Cooldown reduction with SPR can be tricky, so you can scale by level (Lv1 - 15%, Lv6 - 20%, Lv11 - 25%), ending up in a higher reduction if you invest into this statue. Move Speed reduction could be based on SPR. (Note: with this idea and values, Statue Lv5 + Divine Might will sill grant the same Cooldown Reduction as it is today)
Cirlce 2
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Carve Owl - increase the damage multiplier, as the Owl’s area is static and predictable.
Circle 3
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NEW World Tree attribute - triggers Heal over Time, but statue duration reduced to 15 seconds.
Sadhu
One of the big changes. As Sadhu is the second Damage-based class in the Cleric tree (considering Krivis recent change to red), we think that it lacks on damage capabilites. The ideas behind is to give the class more tools for more consistent damage rotation and also make it more self-sufficient when it comes to protect the physical body.
Circle 1
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Out of Body - Maximum level 5, each level will increase range and extra Psychokinesis damage to the Spiritual Body’s Auto Attack. Physical defense reduced by half, Block Rate and Evasion removed while in Spirit Mode.
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Astral Body Explosion - Moved to Circle 3 with all attributes.
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Prakriti: Recovery - moved to C2
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Out of Body Basic Attack: Defense Weakened - change to reduce magic defense instead of physical.
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Vashita Siddhi - removed
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Out of Body Enhance and Evasion Attributes - removed
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NEW Garima Siddhi - creates spiritual influence on enemies, dealind DoT during 10s. Inflicts 2s root in enemies under Garima’s effect. Requires Spiritual Body.
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NEW Mahima Siddhi - Expands your spiritual influence into enemies, shocking their spirits. Deals AoE damage and requires Spiritual Body.
Circle 2
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NEW Laghima - makes your physical body lighter, allowing it to levitate. While under Laghima’s effect, your defenses will be reduced to 0, physical body will be imune to melee physical attacks and Tile Magic (even Heal). 3s duration (increase 1 second per level), 30s cooldown, requires Spiritual Body.
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NEW Mahima Siddhi: Confusion - triggers Confusion when using Mahima Siddhi (same way as old Vashita Siddhi attribute). Requires Mahima Siddhi Lv.6
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NEW Garima Siddhi: Heavier - Increase root time by 1s per attribute level. Requires Garima Siddhi Lv.6, max level 3
Circle 3
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NEW Laghima: Maintain Defenses - Removes Laghima defenses penalties (Out of Body penalties still applied).
Paladin
Barrier do provide nice defenses, but it goes against the game battle idea of grouping mobs together, specially if you are a melee attacker and you see your mob being separated and you don’t have enough area to cover. The idea is to bring another “defensive” concept for Barrier, helping dealing with hordes in a different way
Circle 3
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NEW Barrier: Restriction - inverts the Barrier mechanic: instead of expand and protect allies, it will shrink and retain enemies. Animation starts with full size then shrink down to 2/3 of it, grouping and locking enemies inside of it. Duration reduced to 1/4 of the learned level. Requires Barrier lv3 and can be toggle ON/OFF.
Chaplain
Following Priest’s suggestions, the idea is to make it more useful for different builds, adressing Magnus Exorcismus and Deploy Capella, that can be very situational.
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Magnus Exorcismus - now does not require Exorcise (once exorcise suggestion changed it to a AoE skill, not a Tile Magic). Increase damage multiplier to make it more desirable.
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Deploy Capella - Sacellum duration reduced to 20s, cooldown reduced to 35s, applies Last Rites too. Now each level will apply all the corresponding buffs at once with their respective durations, but every Deploy Capella level will increase their duration, up to 150% with lv5 Deploy Capella.
Monk
The idea is to make other skills more rewarding and desirable, also to bring more damage power to the class.
Circle 2
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NEW Class Attribute: Faith Combo - Punch skills will trigger a Combo buff that lasts for 2s and stack up to 5 times. If you use a skill that is not from the Combo, the buff will be removed. Each buff stack will grant 20% increased damage to the next Combo skill used. Skills that triggers the combo: Palm Strike, Hand Knife, Energy Blast, One Inch Punch and God Finger Flick.
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NEW Iron Skin attribute - allows projectiles to be reflected as well.
Circle 3
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NEW Class Attribute: Demon Bane - Monk skills deal 2x damage against Demon type monsters.
Oracle
Idea here is to make damage skills more simple and also gives Foretell more usability, once is the only new support skill that you can have if you invest in Oracle more than 1 circle. All changes are trying to give Oracle more simplicity and supports like invulnerability and SP regen, that are not so common among Cleric Support classes.
Circle 1
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Change - cooldown reduced to 30s, max level 5.
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Counter Spell - cooldown reduced do 30 seconds, maximum level 5.
Circle 2
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Death Sentence - reasonable damage scale, cooldown reduced to 25s, debuff duration increased to 15s. It will cause DoT but, at the end, it will trigger an increased damage.
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Death Sentence: Penalty Reduction - changed to Time Reduction, reducing Death Sentence duration by 1s per level (it will reduce the DoT, but will trigger the final blow faster)
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Foretell - moved down to C2. Magic circle will not move, increased area (like Chrono’s Stop). Now will grant a chance to nullify damage to allies during Foretell’s duration. Still grant the nevermiss effect. Foretell level will increase % chance of nullify damage.
Circle 3
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NEW Foretell attribute - will grant Sp regen to for allies under Foretell effect. Requires Foretell lv 6.
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Twist of Fate - now will reduce 20% of maximum HP, but will create a 5s debuff. If enemy is not defeated, then it will recover 2x the HP reduced.
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NEW Twist of Fate attribute - can be applied to regular bosses, but with 1/3 of the HP reduction. HP recovery doesn’t change and follows the skill level. Cannot be used in World and Raid Bosses. Cooldown increased to 120s.
Miko
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Hamaya - increased skill animation
Kabbalist
Class got nice rework recently with the Heal changes. There is one thing missing:
-Circle1
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Double Chance - increased area, something like Hamaya’s area around the caster.
Druid
Changes already announced made Druid so good that it seems unreasonable changing anything. But such changes made all the transformation gimmick almost useless
Circle 2
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Transform - transform animation and transformation’s skill cast animation decreased 50%. Transform’s skills damage increased 100%.
Circle 3
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Lycanthropy - Wolf form duration fixed in 60 seconds. Wolf and Awoo forms will be affected by Meltsis (so Wolf form will need party play and Awoo form can be more independent if invested into Krivis class).
Taoist
It is hard to suggest changes, cause we are missing the last circle yet to come. But we can aggree that it can be better than what we have, specially being a R8 support class.
Circle 1
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Tri-disaster Charm - AoE increased 2x.
Circle 2
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NEW Tri-disaster Charm Attribute - doubles the elemental reduction effect, but reduce it’s duration to 20s. (this might make a good defensive spell against Wizards in PvP or magic damage in general)
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Upper Level - Triggers a 5s debuff in enemies that deals Lightning DoT. Skill level increase damage. Cannot be reactivated into the same monster.
Inquisitor
As Taoist, we are still missing the C3 yet to come. This is a simple change that could make Iron Maiden more re-usable
Circle 2
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Iron Maiden - cooldown reduced to 15 seconds
