Tree of Savior Forum

Dark Wizard Info+Discussion Thread

Hello, this is a thread to compile and share information about the dark wizard builds. This covers Warlock, Shadowmancer, Featherfoot, and Bokor. Dark wizards are my favorite kind of wizards and it is very hard to find any info about how they work, so I hope this thread will help newer players and that you’ll help me too by adding the info I don’t know about.

Note that I won’t cover the Summoner build (FF Sorc Necro) as there is already a very comprehensive guide there : Crevox's Summoner Build Guide 🦇

Quick Classes Overview

imageWARLOCK

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This class revolves around spawning evil spirits and using them to damage your enemies, along with some small but powerful aoe spells.

Important Attributes

  • Warlock: Darkness buffs all dark damage done by 20%. Free damage buff to all your classes’ skills
  • Darkness Fear makes your aoe spells apply the Fear debuff which reduces block, evasion and crit resistance by 10%. Very strong late game but increases your SP consumption by a lot so you can disable it against trash mobs
  • Invocation: Demon Spirit gives a chance to spawn a red spirit that hits twice. Though the in game description says 10% max chance it is in reality 50%
  • [Arts] Evil: Expand removes the chance of red spirits but makes every spirit hit up to 5 targets. It also makes spirits attack faster
  • Evil Spirit: Darkness give a 50% chance for all spirits to inflict blind. All Warlock skills (and some other dark mage skills) gain bonus damage on blind targets so it is an easy way to get a nice damage buff
  • [Arts] Pole of Agony: Evil Spirit makes Pole of Agony spawn spirits. Those spirits count as Pole of Agony hits so they hit twice (red spirits deal 4 hits), they are considered magic circles (which means their damage is buffed by Lethargy and other magic circle buffs) and they apply the Fear debuff.

Skill Overview

  • Invocation: spawns 1 spirit per second up to a maximum of 10. Killed enemies also spawn a spirit. A cool quirk is that the spawn limit of 10 is cumulative so if you cast the skill, have 10 spirits spawn then cast it again the cap raises up to 20 spirits. It isn’t very practical in most content but can be used to create a spirit bomb in uphill defense or in level dungeon when you have the -90% cooldown buff. Note that it doesn’t work with Pole of Agony spirits. Recommended level: 14+1 skill potion (max)
  • Dark Theurge: spawns 5 spirits that rotate around you and explode if they come in contact with an opponent. The worst skill of Warlock because it costs too many skill points. Recommended level: 0
  • Evil Sacrifice: sends all the spirits near you towards random enemies Recommended level: 1 (max)
  • Ghastly Trail: Buffs the damage of your spirits for 6s. They will follow you during the channel but since they make a line, have a tendency to stop following you, and you can’t run it’s usually more effective to transport your spirits by using Evil Sacrifice regularly. Recommended level: 5 (max)
  • Pole of Agony: magic circle that deals a damage over time to the targets. Pushing the enemies outside of the pillar will extend the dot damage, this can be done with Energy Bolt or Demon Scratch for example. Recommended level: 10 (max)
  • Mastema: AOE spell that applies a curse and a dot. It forces the spirits to attack for 6s after a short delay, so you have the time to cast Ghastly Trail after Mastema to buff the spirits right before they attack. Recommended level: 10 (max)
  • Demon Scratch: line AOE spell that bring the enemies closer to you. hits between 3 and 7 (?) times depending on how far the target is from you. Recommended level: 5 (max)

Damage Attribute Enhance Priority

1- Pole of Agony
2- Invocation
3- Mastema/Demon Scratch

Important Items

Vaivora Vision - Demonische


Large AOE every 10 spirit hit (spirits spawned by PoA do not count) that scales on Invocation damage and can be buffed by Ghastly Trail. Very strong, especially at level 4

Skiaclipse Staff
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Not very good but useful before level 460. Makes the Invocation stack gimmick twice as effective.

image SHADOWMANCER

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A class with a lot of utility and survivability but which requires its Vaivora Vision (Diffuse Reflection) to have its damage dealing skills work properly. It plays around building Shadow Absorption stacks and using them to buff the damage of their skills.

Important Attributes

  • [Arts] Infernal Shadow: Drain Vitality gives you a shield whenever you use Infernal Shadow, and since monsters often have more HP than you it’s a 100% HP shield in PvM
  • [Arts] Shadow Pool: Shadow Armor changes the skill from an invulnerability to a damage reduction. You can only use SM skills during its duration but skills from other classes that were cast before activating the armor will still work

Skill Overview

  • Shadow Conjuration: AOE skill that deals a damage over time and gives a Shadow Absorption stack per tick. Only useful if you don’t have the Vaivora Ichor otherwise its damage is too low and it requires too many points that are more useful elsewhere. Recommended level: 1 if you don’t have Diffuse Reflection, 0 if you do
  • Shadow Pool: become invulnerable for a moment but you can’t cast skills. You can cancel the effect early by re casting the spell. Recommended level: 3+2 skill potions (max)
  • Hallucination: Get a shield of your % max HP that protects you from crowd control. The skill description says it doesn’t protect from knockback but it does. You get some iframes
    when you summon the shadow. Recommended level: 12+3 skill potions (max)
  • Shadow Fetter: roots the targets and shreds their magic defense, using up to 10 Absorption stacks to double the mdef shred, and applies a debuff that doubles the number of Absorption stacks you gain per hit. It also grounds enemies, allowing you to use grounded spells like Featherfoot’s Kurdaitcha on flying opponents. Recommended level: 5 (max)
  • Shadow Thorn: single target spell that hits grounded opponents twice. With Diffuse Reflection it becomes AOE and doubles the amounts of hits (2 on flying, 4 on grounded) and gets a shortened cooldown. Gives 2 Absorption stack per hit (8 per cast on a grounded target). Applies blind. Recommended level: 10 (max)
  • Shadow Condensation: AOE spell that becomes bigger and more powerful if you have 20 Absorption stacks. Applies blind. Recommended level: 10 (max)
  • Infernal Shadow Clones the targetted enemy at your location. If you’re standing close to the target you’ll be able to hit it and its shadow both, effectively doubling the damage of your AOE spells. If you’re standing far away from the target it allows you to damage it from a safe distance. Recommended level: 5 (max)

Damage Attribute Enhance Priority

1- Shadow Thorn
2- Shadow Condensation
3- Hallucination

Important Items

Vaivora Vision - Diffuse Reflection


This item singlehandedly transforms the Shadowmancer from an utility class to a damage dealing one. Shadow Thorn becomes self sufficient to get stacks for both Fetter and Condensation.
Against group of mobs 1 cast of Thorn gives you max stacks.
Against a boss you can do Infernal Shadow > Thorn x2 > Fetter > Thorn x1 > Condensation > Thorn x1, this combo gives you carry over stacks for the next rotation where you’ll be able to do Infernal Shadow > Fetter > Thorn x2 > Condensation > Thorn x2 and thus benefit from the mdef shred of Fetter on your 4 Thorn casts.

Diffuse Reflection is your number one priority item to get as a dark mage.

image BOKOR

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A class that revolves around applying damage over time skills and building dark force stacks to use on various other skills. it also has a very powerful mdef reduction effect.

Important Attributes

  • Zombify: Large Zombie and Zombify: Wheelchair Zombie allow your summoned zombie to apply Decay or Curse of Debility respectively. The debuff lasts for 10s but is renewed every 2s as long as the zombie is around, making it last for 30s in total. You can’t have both at the same time so you have to choose between applying debility to a large amount of targets or decay for a longer period of time.
  • Curse of Debility: Darkness gives you 10% guaranteed crit chance against targets with the debility debuff

Skill Overview

  • Curse of Debility: applies the debility debuff to one target which deals damage over time, reduces their mdef and gives you dark force stacks. The debuff lasts for 30s but the skill only has a 10s cooldown so you can apply it to multiple targets. Leveling up the skill doesn’t increase the damage but increases the mdef debuff, which means that when leveling up you don’t have to max it right away and can spend your points on other skills first. Recommended level: 15 (max)
    -Effigy: applies the pollution debuff to your target if they have the debility debuff, else it doesn’t do anything. It has a very small aoe so if you manage to group your targets well you can use it on multiple monsters at once. With the Bokor Vaivora at level 4 it becomes twice as powerful. Recommended level: 15 (max)
  • Zombify: consumes 1 Zombie Capsule (can be bought at the wizard master) to summon a zombie that raises your dark force stacks for 20s, and with the attributes applies either debility or decay to become a strong aoe dot. The zombie will follow you but isn’t very fast so you might have to wait for it sometimes. Recommended level: 5 (max)
  • Mackangdal: use all your dark force stacks to reduce incoming damage for up to 10 seconds. Could be useful but since you already get very good survivability from the other classes of the tree it feels like a waste of points. Recommended level: 0
  • Bwa Kayiman: consume 10 dark force stacks to create a circle that damage to enemies and buffs the defenses of your allies. It deals pitful damage even with the stacked bonuses and removes your dots from the targets so it is a really bad skill. Recommended level: 0
  • Samediveve: applies the decay debuff in an aoe which deals increased damage depending on the number of other Bokor debuffs the targets have. It also increases the dark force stacks. Very powerful but has a very long cooldown and can only hit 5 targets. Recommended level: 5 (max)
  • Damballa: consumes 10 stacks of dark force to deal damage to one target. Recommended level: 5 (max)

Damage Attribute Enhance Priority

1-Effigy
2-Damballa
3-Samediveve
4-Curse of Debility

Important Items

Vaivora Vision - Lewa Advent
image
Gives Damballa a dot effect that deals damage and increases your dark force stacks. At level 4 it also doubles the damage of Effigy, making it your most powerful skill.

image FEATHERFOOT

click here

A class based on applying curses to amplify dark damage and using powerful close range spells and capable of regenerating HP. It relies on Kurdaitcha combined with the Dahlia goddess armor set to deal most of its damage.

Important Attributes

  • Featherfoot: Increased Recovery increases the effectiveness of potions
  • Levitation: Cursed Blood gives you 40% increased dark damage while in levitation status
  • Levitation: Control transforms Levitation into a 30 minutes buff at the cost of its melee invulnerability. What it basically does is give you access to the Blood Curse skill and Cursed Blood attribute 100% of the time, so the trade off is very worth it.
  • Featherfoot: Witch Doctor gives you a +50% dark damage buff on cursed targets. Curse spells are : Bone Pointing, Ngadhundi (with hexing attribute), Blood Curse, Enervation, Mastema, and Curse of Debility.
  • [Arts] Levitation: Nullify removes every debuff when you cast Levitation
  • [Arts] Bone Pointing: Bone Necklace transforms Bone Pointing into a 100% uptime close range curse aura. The curse only lasts 2 seconds (down from 7 without the arts) so you need to stay close to the target if you haven’t applied another curse. If you have cursed an enemy with Ngadhundi (Hexing) it will be overwritten by Bone Necklace.

Skill Overview

  • Blood Bath: applies a dot on a single target and heals you of 1% hp 10 times. Damage is extremely low for a single target skill, don’t take it unless you enjoy stabbing stuff. Recommended level: 1 to unlock the Increased Recovery attribute
  • Blood Sucking: AOE channeling skill. It can be very powerful because it is a channeling skill but realistically you will not be using the 10 seconds. The description in game says it heals 6% max HP per second but it’s actually 3% so don’t expect this skill to keep you alive. Recommended level: 1 to unlock the Increased Recovery attribute or 15
  • Bone Pointing: places a turret that curses enemies and reduces their magic defense by 7% for 7s. It chooses monsters at random but can hit multiple targets at once if they’re close enough. Using the Arts is better unless you don’t want to get close to your target. Recommended level: 1
  • Ngadhundi: good close range AOE skill. You can use it to apply the decay debuff if you have a team mate that deals physical/poison damage, switch the attribute on to apply the 7% mdef reduce curse. At max level it deals decent damage so it’s purely up to your preference if you want to max this or Blood Sucking. Recommended level: 1 or 15
  • Kurdaitcha: channeling skill that spawns up to 10 footsteps. The footsteps are small magic circles that all deal damage over time, and with good maneuvering you can apply the skill factor up to 50 times to a target, making it the most powerful Featherfoot skill. The footsteps spawn each 0.5s, and it’s important to learn to turn between their spawn cycle. With good training it’s possible to put all 10 footsteps under the practice post of the highlander master’s training hall. Note that it’s a grounded skill and will not hit flying opponents unless you nail them to the ground with Shadow Fetter. Recommended level: 10 (max)
  • Kundela Slash: waste of skill points. Does less damage than Ngadhundi even if you get the 3 debuffs + curse stacked. Recommended level: 0
  • Levitation: Makes you fly to avoid melee attacks but take more damage from ranged and magic attacks. You cannot dash or jump but you will climb cliffs of any height without any problem. It’s mostly used with the Control attribute for convenience but it has its uses sometimes. Recommended level: 1 (max)
  • Blood Curse: Large AOE spell. Sacrifice 20% of your HP to heal 60% over 5 seconds, making it a very good healing method. Remember to get the Drop of Blood attribute to not kill yourself. Recommended level: 10 (max)
  • Enervation: Curse that applies its skill factor every time the target gets hit. Has a limit of 10 targets even though it’s not in the description.Recommended level: 5 (max)

Damage Attribute Enhance Priority

1- Kurdaitcha
2- Blood Curse
3- Enervation
4- Ngadhundi/ Blood Sucking (whichever you decided to max)

Important Items

Goddess Dahlia Set - Infinity Blessing
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Having this set on all your armors gives Kurdaitcha and Blood Sucking a damage boost of +400% and -20% cooldown, and those boosts can be further enhanced by leveling up the ichors. If you have Featherfoot in your build and you plan on dealing damage to bosses you need these over the Overload Raid set. It is possible to mix and match the 2 sets but Infinity Blessing is the most powerful damage boost by far.

Synergies Between Classes

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  • Featherfoot’s Witch Doctor Attribute gives a 50% damage bonus to all dark skills against enemies under a curse debuff. Curse skills are Enervation, Blood Curse, Bone Pointing, Ngadhundi (with attribute) for FF, Mastema for WL and Curse of Debility for Bokor
  • Warlock and Shadowmancer skills deal bonus damage on blind enemies. You can inflict blind with SM"s Shadow Thorn and Shadow Condensation (100% chance), WL’s Evil Spirits (50% chance per hit) and Bokor’s Effigy (50% chance). Hole of Darkness from Sage can also apply blind for 15s to 10 targets but that’s the only synergy Sage has with dark wizard as the skill isn’t even dark damage.
  • Shadow Fetter can be used to keep enemies rooted and prevent them from leaving the dot AOEs like Kurdaitcha, Blood Sucking or Pole of Agony
  • Use dark AOE skills like Mastema, PoA and Damballa to make the most out of SM’s Infernal Shadow
  • Between Mackangdal, Hallucination, Shadow Pool, Infernal Shadow attribute and Levitation, dark wizards have a lot of choice to mitigate or avoid damage
  • with Teleport, Shadow Pool and Hallucination you have access to 3 different iframes

Builds

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[Warlock-Featherfoot-Shadowmancer]https://itos.tavernofsoul.com/planner/?d={2001}055011{2015}ae0a155{2016}0f11a01a5{2019}a03ca55)
Warlock-Shadowmancer-Bokor
Shadowmancer-Bokor-Featherfoot

Items

click here

Weapon Ichors:

  • 1-2 Vaivora of the classes you have, priority order is Diffuse Reflection > Lewa Advent > Demonische
  • Coordination Vaivora on the left over slots
  • Level up priority is Coordination > Demonische > Lewa Advent > Diffuse Reflection

Armor Ichors:

  • if you have Featherfoot in your build get Dahlia - Infinity Blessing
  • if you don’t have Featherfoot in your build get Ziburynas - Overload Raid

Accessories: Karaliene/Luciferie Triukas set

Ark: Divine Retribution for the most damage, Thunder for increased mobility (lv 3 is enough)

Cards:

  • Reds: Eclipse Ubik (+10% dark damage) or race cards
  • Blue: Zaura (def+10%= or Nuaele (mdef+10%)
  • Green: Lucia card (int+40) or Pyroego (int+10)
  • Purple: Gazing Golem (chance of hitstun immunity)/Stone Whale (chance of reduced damage)/other
    like SP recovery on monster kill
  • Legend: check Legendary Card Guide by Crevox
  • Goddess: check [Guide] Goddess Card - What, when and how?

Assisters

click here

Main assister:

  • Moringponia = Magical Crit damage
  • Blut = Dark damage
  • Organ = Dark damage

Assister Synergies:

  • Insect: INT
  • Demon: SPR
  • Lightning: Crit (Mothstem / Solcomm)
  • Holy: Dodge (Tantalizer / Nauele)
  • Dark: Accuracy (Ignas / Helga / Baby Berk / Rexipher / Reaper)
  • Fire: Block Pen (Fire Lord / Velcoffer)
  • Poison: Aoe Attack Ratio (Moringponia / Mirtis)

Combo Examples:

  • Moringponia Mirtis Nuaele Tantalizer
  • Moringponia Ignas/Blut/Mothstem Velcoffer Fire Lord
  • Moringponia Mirtis Mothstem Solcomm

More info: -TOSkemon - Assister Tips (updated day 1, month 2, year 2021)

Thanks for reading, and if you have any info that I’m missing please share it.

6 Likes

Can you make a list or give examples ?

I’m pretty sure it was 4150%, and then got nerfed to 2753%.

No, it doesn’t. It did before, but got removed and was shipped to iTOS with both having no interaction. If it was changed after, don’t know for sure.

On PVE scenarios, this may not be so important. There are too many semi-reliable ways to trigger Blind (Shadow Thorn, Shadow Condensation, Evil Spirits with attribute) to be worth occupying a card slot. But, for PVP, this is pure evil.

Unless Savinose gets a rework to make their random status somewhat worth it, no.

Dark AND Holy.

IF you want Kurdaitcha on your build, you better have the attribute for the increased movement speed. And, even so, it is not worth it from my point of view. Assuming “low mobility monsters” includes bosses, 5 seconds basically doing 1 thing that can, at the best-case scenario, deal something between 60 and 90 hits while on melee range of the boss is too risky and you can spend this time avoiding the mechanics of the fight (raiding) and not dying.

From my point of view, Enervation should be higher than Ngadhundi and Kurdaitcha way lower then Ngadhundi.

The description is clear on saying it applies “level 1 Hexing”. Minor thing, but meh.

I’m not sure if this is how it works, but Enervation seems to trigger after the other hit. Maybe this is why? I did not notice this mechanic myself when using the skill.

I can also see some mistakes, like not playing Sorcerer or Necromancer (JK), but only saying this and leaving doesn’t make you look cool, it makes you a troll.

Back to the topic, we definitely need the update for FF to see this archetype really shine. And there was announced on a Korean dev blog recently a minor change for Sorcerer, specifically Summen Servant on an updated version of its buffs, including the additional Dark Property Damage.

2 Likes

Better start than never, hope you can continue updating for info.
I see you also mentioned onmyoji, so I think sage is worth mentioning as well. Hole of darkness inflict AOE blind for 15 sec with 50 sec CD.

Blood curse dmg itself also benefits by its debuff. Think of it as : apply debuff > dmg (you get hp leech here) > drain hp by 40% (with attribute) so you are left with exactly 60% hp if there are multiple mobs around. Prove this by using it with single target, your hp will always end up lower no matter what your hp before is (but still lose less than 40% because you get healed).

For kurdaitcha, I also view it as survivability tool.
With low levi attribute, blood curse will be 100% up as well as kurdaitcha. If boss doesn’t move away or player miss blood curse, player’s hp will be full pretty much all the time.

Btw, where is necro? Necro FF is very popular.

As I said, I have no experience playing Necro at all. I know the recommended builds but that’s about it. I can find most info by browsing the thousand sorc/necro thread there are in the wizard section but knowing how to play the class is another story.

I’ve done more testings since yesterday and it’s more complicated than that: if you do BC against a single opponent it wil always reduce your health by 40% (with attribute), no matter how low you are. But against multiple enemies it will sometimes heal you to full -40%, sometimes you’ll lose 40% hp just like against a single enemy and sometimes your hp won’t move. Needs more testing.

No those changes are from the ktos march 19th update, same for Condensation hitting Infernal Shadow, they’ll probably hit our server sometime during may as we’re always 2 months behind.

Imo you’re right for endgame PVE where you’ll have a set of red cards for each boss type, but for mid game or trash clearing content like CM it’s the best in slot: you don’t need to switch and you don’t need to use your purple slots as you would if you were using velnia monkey or prison cutter

You really don’t need the movespeed attribute, and in my experience in a boss fight once you’ve launched your burst combo you don’t have much to do. Obviously there are times when you shouldn’t be near the boss, especially in high level raids, but if you know the patterns you know when it’s safe and when it’s not. You’re right about Enervation priority though, I’ll correct it

This seems like a good place to ask about dark wizard. I’m returning player and I have a wiz I want to swap from traditional ELE TAO PYRO to a dark wizard. Im gonna try out summoner with probably SORC NECRO FF because I’ve never used a summoner before but was also wondering if any other dark wizard builds are worth looking at compared to the summoner build I’m looking at? Perhaps WAR FF SORC/OMNY because I think SM aren’t in a good place atm.

Right now Sorc Necro FF is the best dark wizard there is and the best current wizard for single target dps. You just need to have the right cards and stuff with int/spr. You can get more info in the summoner thread I linked in the OP.
NOTE : is it getting out powercreeped by WL/FF/SM whenever we get the next balance patch + new vaivora weapons, but you’re free to try it in the meantime.

FF WL Onmyo is the build I’m using right now and it’s pretty good : it has a decent amount of single target damage with Pole of Agony + Kurdaitcha (both are magic circles and work with boruta seal) and onmyo has all the aoes you need to clear trash mobs. Here’s my build : https://tos.neet.tv/skill-planner#21gfk.25457184.1121314f5a71958a.2d3151751a4a85.819faecae5

I feel the same way about SM and I haven’t tried sorcerer but I can see it working thanks to the cat buffs and different kind of summons you can use.

How do you use warlock ? I find its skill factor really low.
I have changed to Warlock twice and regretted…twice.
How do you play this class ?

Also does anyone know +30% to blinded and Witch Doctor ( +50%) stack or multiply ? ( 80% damage or 95% damage increase ?)

-get FF for the witch doctor attribute
-get the Pole of Agony arts as it is your main source of damage
-get Invocation with the Demon Spirit attribute, as it works with the PoA arts
-use PoA > Mastema (applies witch doctor) > Ghastly Trail.
-If you’re using Invocation: before casting PoA don’t forget to use all your summoned spirits or the spirits of PoA won’t spawn
-The spirits of PoA count as magic circles so they benefit from the +50% damage from Boruta Seal

Warlcok damage out of the PoA Mastema combo isn’t very good, but it’s getting buffed in the next patch. It’s still mostly single target aimed so you’ll struggle with trash clearing compared to elemental wizards like pyro, elem or onmyo

Wow thank you for the information :blush:. So using Ghastly Trail till the end ? or just to trigger then cancel
I read that Evil Spirit will attack the target with mastema for the first 6 seconds. Is this how it work ?

The +100% damage buff from GT lasts for 6 seconds, so you just need to tap it once just before/after using mastema and the spirits will throw themselves in with the buff. with the right timing you can get 13 spirits to spawn and launch with the GT buff.

1 Like

Trying the new changes early impressions :

  • damage buff to FF skills with Witch Doctor + Cursed Blood is incredible
  • Blood Curse applies the curse effect before dealing damage gets the witch doctor effect on its own
  • spirit behavior has become very clunky when you use ES/Mastema : sometimes the spirits will launch after a delay, sometimes they won’t launch at all, most of the time they will launch at different timings. Makes the PoA Mastema combo take more time.
  • sometimes spirits spawned by Invocation get stuck and don’t launch or move with GT at all? Needs more testing
  • when using the new levitate low altitude attribute you can’t run or jump, and it won’t make you automatically fly over obstacles, so don’t use it in klaipedia lol
  • Kurdaitcha footprints seem to appear slower too? not sure

Yes, this is awesome.

Seems like a bug to me no? Only the first cast will drain hp, each subsequent cast will first replenish your hp bar then drain the usual amount, so with the attribute you never get below 60% of your hps.

Yes, especially using Evil Sacrifice now has something like one second delay before the spirits start hitting anything. Sounds like a bottleneck in the code somewhere and not something intended.

Don’t tell me… I did Seven Valley dungeon yesterday and I had controlled Levitation enabled, I couldn’t go past the last area because you get stuck by the elevation.

infernal shadow still put in ur place, not near enemy
and stuck you with it

is there any one have FF build without kurdaitcha?

1 Like

Mastema works the same way so you could call it a bug, I call it a feature.

My build only uses Ngadhundi, Blood Curse and Enervation. Plus 1 point in BP & Levitation, spares in the hp sucking skills. The two other skills aren’t worth it imo.

Yeah I agree that putting “Curse” first is working as intended, so your skills do extra damage. However I’m not sure that putting “Curse by Blood” first is intended when using Blood Curse, because this means you automatically regenerate all the HP you’ve lost by a previous use of the skill, and since now you can use it permanently with the new Levitation attribute which makes it 100% uptime, you are pretty much guaranteed to stay at 60% of your hps at any time. If it’s a feature, it’s damn cool though…

This “delay” on evil sacrifice and mastema is harming warlock’s performance. Why did they change it? I hope it is a bug and get fixed soon…

1 Like

I don’t get your question are you looking for a build where you put 0 points in Kurdaitcha? In this case you can put them wherever you want because it doesn’t really matter as all other skills are either one point wonders or just bad. I guess you can try to max Kundela Slash. You can also put only 1 point in Kurdaitcha, as the lvl 10 only adds 40% more damage to the skill.

Blood sucking isn’t worth leveling imo, if you wanna heal with that skill it’s always better to combo it with enervation. It’s even less worth now that you have 95% uptime on blood curse for boss fights (19s debuff on a 20s timer lol)

Is there any build for shadow-warlock-feather with the new changes? i couldn’t find any updated build, could you please help me? I understand that this build its mostly for boss purposes isn’t? and a dark mage pvp build its viable? thanks :smiley: