Tree of Savior Forum

Design Breakdown - Cleric

WARNING - This thread isn’t made for new players or those that seek guidance on how to use said class, please look for proper threads regarding it such as class overviews and build guides. Design Breakdown is a design discussion thread only and has no purpose to help players on practical aspects of the game.

Starting an updated Design Breakdown Re:Build with one of, if not the most, prestigious class in the game for the second time, Clerics. As a base class you can’t avoid to take it and so they need to have roaster of skills useful for all sorts of builds. If you haven’t checked already the other basic class entries were also updated to the current game state.

CLERIC
“Clerics have various skills that can either heal or buff allies in battle. They are largely a support class but they can be developed into a profession that plays a larger role in the front-lines as well as behind the scenes as support.”

This is a great way to portrait the class and tree, a support class that can develop into less specialized offensive classes but will retain these traits and have more options on that field. As any other base class the goal is to set a basic skill set to set ground for other classes, the sole fact it has heal, debuff cleanse and threat removal is enough to ensure a minimal support value for any kind of build despite having minimal efficiency. Cleric on its own is focused on the support aspect and has damage only to be able to fight on its own when it has to and also to contribute with the offense a little as the game can’t promote a heavy support like gameplay right from the beginning.

A Cleric is any member of an religious order and it’s used as a basic RPG class since the earlier days of the genre, it usually takes the christian clergy and their doctrines as the base of their abilities. The chosen cleric for ToS was the european monk as we can see from the default outfit, this is further supported by the fact that monasteries where religious, educational and medical centers. Our cleric is set as a student of its religion with basic health care knowledge, we can’t ask for a better setup for the starting class of its tree.


Cure (C) - Midground

Taking the other element of the medical field, monasteries would often take care of people with disease and provide cleanse to them, this also fits the cleric fantasy as they remove impurities of their allies. A huge issue with the new execution is how the skill isn’t communicated properly, we can see the character animation but there’s no particle to define the hitbox size, which enemies were hit nor when it the damage and cleanse will land.

As a tile skill Cure was already uninteresting of a skill as it barely served as a debuff cleanse and could be completely wasted on the offense without using this component. It seems to have AAR based damage but the skill itself doesn’t inform it, on that matter it would be better to have the skill with a target count as this mechanic isn’t introduced in the class itself but is important for advancements. Being changed into a circular hitbox change fixed the main issue with the support side but that also removed the only interesting leveling feature the skill had, the current offensive component isn’t attractive with a minimal damage increment on 3 hits and works better as a fake taunt than a damage source. As a positive aspect Cure reinforces the melee aspect of the class by having the hitbox to be a radius around the caster as it could easily be some sort of cone or be applied in front of the user, in fact this specific hitbox can put the caster in danger if used carelessly.

What gets Cure the most is how it doesn’t communicate properly it’s effects, the fact is visually underwhelming and uninteresting to level despite being a reasonable skill. It is hard to balance a debuff removing skill in a way it will feel fair and interesting to level and when compared to other options it has the shorter stick, there isn’t room to expand the support capability of this kind of skill and the only approach available without a major change is to focus on the offensive side. As a debuff removing skill it could be natural for it to apply additional hits to enemies based on the amount of debuffs they’re inflicted with, if Cure had a natural component that adds one extra hit per debuff it can have +33% damage per extra addition which can be explored by certain builds and party compositions without turning into a powerhouse in the early game.


Fade (A) - Complement

When you hear the word Fade the first thing it comes in mind is something disappearing, that doesn’t sound like something a Cleric could do, i’m not sure if that’s a thematic skill on others RPG but it feels off. The threat removal from the self does fit a tho Cleric as christianism prays for non violence, that may be considered as asking forgiveness and if so it’s a great thematic link.

Even with that it doesn’t feel right that it affects all sorts of enemies, which includes bosses, elite mobs, mobs that you engaged combat on or even over aggressive enemies, however that can be considered for sake of simplicity and efficiency.


Guardian Saint (E) - Complement

There are two possible interpretations for Guardian Saint, one is by being the guardian angel that protects someone from hard and the other is a saint that guides your spiritual path, either way it doesn’t link the skill mechanic as just boosts Healing.

Healing was introduced as stat as an answer to an issue of how easily clerics could heal regardless of their stat which was a decent way to have dedicated healers to shine and put those with no support intents in the gutter, Guardian Saint was reworked to boost this same substat and ended up as a boring buff with no drawback. Having a raw % healing skill in the base class is outright pointless as the effect is too good to not be picked and is desirable for every kind of build, only high natural healing builds can skip it yet their benefit is greatly increased due the skill formula not having a floor and % scale with the value of itself.

As another issue we have the uptime nature of the skill for being a self buff with no drawback. Any buff that is applied only to the user and has full availability ends up as an occasional SP drain for passive effects that is only taken away when the user dies, yet the average self buff has short cooldowns and can be reused fairly easily for some extra SP. This isn’t applied if the skill has some sort of downside in its effect or if it can be shared with others, Guardian Saint only merit is to buff Restoration and Indulgetia further as special interactions and nothing else.

For Guardian Saint to be a real skill it has to approach the subject in a different way, the best approach is to have PAtk/MAtk to be converted into healing or have them added to heals as a flat bonus as that gives low healing builds tools to work around their weakness. Other options include adding HP% healing to skills, have healing skills to use the caster HP for higher healing values or even consume it and limit the number of empowered heals based on skill level. A wilder, and odd, approach is to have heal to be critical, however this route makes SPR to be as dominant, be frustrating on the unreliability and feel completely out of place.


Heal (B) - Lead

The most iconic skill for RPG clerics, it always uses the concept of healing through god’(s) power and here it isn’t different, however ToS gets some bonus points as the counterpart had connections to the medical field on the class source.

As a former tile skill Heal could teach the basics of tile skills to new players, act as a dedicated healing tool and serve as an offensive skill all in a single package but the major value of it was the way it could be used preemptively on both ends. This feature allowed players to plan out how Heal was going to be used based on their game knowledge and even allow the healing to be distributed among more allies without having to be close to them all time, on paper this design was round and was flexible enough to serve any cleric in different stages of the game but it ended up as being too much of a reliable healing skill that could be used carelessly and still succeed.

With the new targeting system the skill became a reactive skill that suits more the real time combat aspects of the game instead of the planing tiles provided, along that the lower healing capability made the game more engaging as it values more the use of potions when cleric classes are around and makes other healing skills to be required in the casual side as their major value was limited to endgame content. One thing to be considered with this change is a possible reintroduction of the %HP healing component to the skill as it can’t be abused with 2 uses only, the healing provided from the skill itself isn’t as strong so having something like 5% HP heal extra can be handy to get the minimum value specially for heavy physical oriented builds.

Even with the new Heal being less reliable and healthier to the game it still fails on some fundamental aspects, this new healing method has two punctual flaws the first being how it isn’t as fluid and practical to use. Self healing requires two button presses and any movement input will use it on an ally even when this isn’t the real intent, combine that with the fact the target wheel can be rearranged based on which party members are present in the moment and it doesn’t work as well as expected regardless of how used you are with it.
It is disappointing to know that Heal targeting wasn’t optimized to work instantly when no party member is in the map nor when the user isn’t in a party. A more appropriate way to execute it is by having the player to hold the key to activate it and release to apply the effect, a quick tap would work for self heal as inputting directionals won’t apply it unintentionally (considering lag may screw it up).

For last the ability to heal allies regardless of their position in the map is great but it also comes with an issue, ghost healers. Some players can bypass the game login restrictions using multiple PCs or by running virtual machines which allows them to have two characters available at the same time, however with Heal global range it isn’t hard to find a safe stop and use a second character as an healing slave with no drawback. If we take this to the next level we can have dedicated healer bots clustered in a map corner while farmer bots do the hunt, so far they don’t need to do it but this feature enables them to take harder maps easier for better goods.


Smite (B) - Relief

Physical punishment was a common tool of christian institutions during medieval times so it feels fitting to have a physical strike skill in the basic class skill set, in addition the heretic and damned purge also relates to the same source. On the animation side the skill doesn’t look as good with high attack speed and two handed mace, it doesn’t feel right to have such a windup animation on a heavy weapon to be performed as quickly.

Taking Smite to cleric settled down the last issue physical classes had with it as no route could offer a proper skill distribution that wouldn’t feel out of place even by the slightest, however the change in the class system and new skill set was already enough to keep the value high. As a counterpoint Smite serves as a reliable offensive skill that the class always lacked and when overheat and bonus damage is factored along it can’t just be ignored. As a last point to discuss it could be handy to have stun or knockback attribute for Smite as it can at least give it a value as a control skill, reminding that the tree itself has few of them, and expand the support aspect the class has.


Cleric’s skill set is supposed to be a starting point for other classes to build on and to some degree that works fine however the skills that define this baseline don’t offer that much room to exploration. As a healing powerhouse Guardian Saint is the kind of skill that can’t be skipped regardless of what you build, if you don’t have healing it will provide some more value and if you do it will amplify and this kind of design only serves to capture points mindlessly. Following that Heal itself is the basic skill that defines the class and cannot be skipped for that reason, tho it has room for lower levels but it is the less likely to be ditched considering it will be used through the whole game. If this wasn’t made clear by now both skills multiply on top of each other.

The remaining points have to be allocated in Fade, Smite and Cure which all have their individual values but can’t compete with the previous skills, as Cure has the support effect from start it doesn’t require any further level leaving the major choice be between Fade and Smite being the first already enough with a single point. When a class get to this points we can see that the real freedom of choice is quite limited, the sole fact 10 points almost always compromised make this formality almost pointless.

Both on theme and identity, being the bland basic support, seems to be quite spot on and the gameplay is as fitting for what it has to achieve, there’s no build path that will be on the short side of the stick despite it having the ability to compensate for some classes weaknesses. If it weren’t for the point distribution matter it could be round class choice variance, but truth be told the major distribution matter is where to take 1 skill point from to unlock Cure or Fade it is hard to get it any higher.

Identity - B
Theme - C
Gameplay - B
Skill Distribution - D
Overall - C

If you haven’t checked yet Scout, Swordsman and Wizard were updated as well and Archer was released along, next week will have both Priest (without Chaplain) and Doppelsoeldner updated followed by a new entry in Onmyoji.

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About Heal:

The new Heal is pretty much one of the most versatile skills in the game.

It provides damage and healing by default, but can be changed accordingly via attributes to heal or nor heal people outside the party,summons and/or not deal any damage at all (so it only heals).
The only setback is that you can’t disable the healing options, but I guess then it wouldn’t be called Heal anymore.

About the Healing Power changes:
This is both a bane and a good thing for the skill. Now you need a certain investment into INT/SPR to heal some more HP, with INT adding ~1,5 points of Healing Power while SPR adds ~3 points.
The good point, however, is that CON bonus recovery (0,5% per point) affects this, so one can somewhat overcome the differences between higher SPR/higher INT and lower SPR/INT with more CON.

It’s a good balance in my opinion, given the fact that you can boost your block rate and maximum HP pool that way,too.

Talking about Healing Power, Cleric has now a passive boost with the change of the Classes Mace attribute, so physical/hybrid Clerics have a basic boost over magic Clerics who usually use a rod for higher magic attack.

I believe the lesser Healing value is justified, given that Deprotected Zone only works against physical defence [even if the skill is clunky, it provides by far the longest and highest defence reduction in the game, and it ticks fairly fast with 1 stack every 0,3 seconds with a maximum of 45% defence reduction over time];

This balances the value of both skills more, maybe now people will opt to drop less points into Heal and instead into Deprotected Zone instead. It also justifies the use of HP Potions, which was more unthinkable prior to these changes.

About Guardian Saint:

Guardian Saint sadly now lost its previous value as a gimmicky skill with some uses to prevent instant deaths from onehit skills and/or a way to shift the damage to the player with the highest HP pool for easier damage reduction/healing.

However, the new Guardian Saint now has a value to every Cleric, making it a 5 point skill for every Cleric C3 build.
Boosting Healing Power is extremely valuable,since it can partially cover for the lack of INT and SPR of your equipment/base stats, and with 100% uptime the skill is now a really good self-buff, something Cleric lacked since the beginning, compared to Archer,Swordsman and Wizard, who all had their signature self-buffs [Pain Barrier/Gung Ho, Swift Step, Surespell/Quick Cast].

By the way, sharing the new Guardian Saint with Linker still has its benefits without a second Cleric, because Aukuras Scrolls, which also scale with Healing Power, can be used by all Classes.
This makes an Aukuras Scroll used by said Linker more potent, and even boosts the value of Swordsmen/Archers who might have some SPR via gear for more SP,
if they happen to drop Aukuras for the sake of additional HP recovery on a raid/other boss fight occasion/challenge mode.

About Cleric C3:
At the pinnacle of Cleric, the 3rd Circle always lacked being better at something.
This is e.g. still the case for Archer, where the 3rd Circle has basically no benefits over C2 other than more skillpoints and a decent damage skill in Twin Arrows.

Cleric C3 now solves this with improving Heal&Mass Heal with the Lingering Healing attribute of Heal,
providing a Heal over Time to every Heal tile, tremendously increasing the value of every tile of Heal and increasing the strategic value of Heal [before it was more like "noob got hit>noob collects all Heal tiles to reach full HP; now its beneficial to collect sparingly and rather more often, so you can get the HoT-effect without wasting the potential of the skill].

It also strengthens the value of Heal as an offensive tool, since left-over Heal tiles will now recover way more than before, thus allowing the Cleric to use Heal offensively on more occasions without having to fear to lose the HP recovery.
The party will have to adapt more, but given that Heal is one of the strongest damage skills and the high possible player defence with less investment, people should be more content with less Healing by the Cleric nonetheless.

Actually it feels more than natural. Clerics are the beings closest to the gods, and given the Zealot Master NPC portrait post explicitly stated that the Clerics receive their Divine Powers directly by the gods for the most parts [exceptions are e.g. Zealots,Monks and Inquisitors, who rather depend on their own strength&zealotry],
it is unnatural that this is the only extend to which they can utilize the divine power.

Gods are the highest and most powerful beings, with the Clerics directly receiving their power,
it is rather illogical that there is something they can’t do, as every god worshiped grants a large quantum of powers, so Clerics are unlimited in their potential, compared to other Classes, which are limited by their physical and magical capabilities as well as specializations regarding abilities.
In fact, even on Wizards,Archers and Swordsmen, most of their power is given to them by a divine source, otherwise they would be as weak as the Klaipeda elite soldiers&other similar NPCs you see perishing/losing all over the place, as explained by the story.

The only reason why Clerics are weak in the first place is because the gods powers are limited/absorbed/sealed away by the demons who hold/held them prisoners[as also ± stated in the Zealot Master profile].
Otherwise, they would be by far the most powerful beings in the game,
so the meme “Tree of Clerics” has its roots in the lore of the game, not a badly applied “perfect imbalance”.

That said, “Divine Might” is a rather pitiful skill for its name.
It is a really strong tool for support (especially self-support), but it doesn’t hold true to the power it implies to have. I think the skill is well-balanced, given it only lasts for skilllevel number of uses, and given the facts that more than not it is overwritten by other people using a lower level of the skill.

It also is hard to make full use of it given the high amount of skills one has as a Cleric, so if you use damage skills more frequently [e.g. Bokors Effigy] you rapidly use up all Divine Might counts, even at 3rd Circle with 10-11 levels.
It might be a bit too potent on other Classes,though, but that’s nothing an adjustment [e.g. only has half number of counts on non-Clerics] couldn’t fix without damaging the Cleric or devaluing the skill to spend more than 3-5 points into it.

It’s not as if they have to give up the Class, the Cleric tree is just designed to give the most potent Healing skills within the first 3 Ranks.
What you do is you give up a designated number of additional Ranks for more healing skills.
This is the major difference.
In general, the major concept of the Cleric tree is that you have access to a healing skill no matter which of the three base Cleric Classes you specialize in on the first few Ranks;
For Cleric it is Heal, for Priest it is Mass Heal and for Krivis it is Aukuras.

After the Healing Factor changes, all of them are potent alternatives no matter which path you choose for your character. This secures at least the possibility to have one healing skill.
Now back to the “Sacrificing a Rank”:
As Cleric already has Heal, Guardian Saint is conceptualized to support the rather low base healing value per tile, so Heal can be used as both heal over time and fast HP heal, because in contrast to Mass Heal and Aukuras, Heal only affects a single target stepping onto your Heal tile.

If you want it to boost the power of other healing skills, you sacrifice those Ranks to get the other, additional healing skills (as you already have Heal), not to get Guardian Saint for these Classes’ healing skills, which is a fair trade-off and not a design flaw.

Given that the changes already privileged the recovery on low CON/low HP characters(which are still the majority of players),this base concept is even more important for balancing reasons, otherwise full healers would become too potent given we are most likely looking at 12 Ranks in total [which would provide enough room to get Cleric C3, Priest C3,Krivis C3 and another damage option C3 or Kabbalist C3] for the game.

As the description states, Cleric is supposed to be played as both, a support and damage dealing character in Tree of Saviour. It’s essential that building a full support character is discouraged/penalized in some sort of way, and this is the best option, because healing is still the best and most importantly the unique Class ability of Clerics.
So, the design fulfills its purpose, it hands healing skills to the character no matter which first 3 Class Circles the player takes while balancing further healing focus with less damage options, so players are discouraged to build solely for healing&support as this is just boring gameplay,especially as a casual player.

The only reason i gave it a lower score is due the %HP removal, else they just improved it. Even with the additional 0.5% healing based on CON doesn’t change that at late levels wizards can get up to 20k HP with no CON.

Magical Clerics can already use SPR and INT and from what i know it only affects 1h maces, in this case it is quite a loss for physical builds.

Being a support class it doesn’t matter much, it might not be useful for you as a Cleric but it can be useful to your team.

It is, but adding % doesn’t help those that need the stat. That benefits SPR a lot and INT a little, physical either have to take one of these stats and lose power or only gets the scraps. It would work better if it converted another stat for additiona healing power such as MAtk (which helps all 3 types) or PAtk (still useful for mace users).

This kind of interaction was present with Restoration (that will plenty useless since it won’t boost heal anymore) and would be better since as R4 you can have 5-15 Heal and Aukuras 5-10 or Mass Heal 5.

I was going to address it at a Priest discussion (i’ll save it for now), the matter is that such bonus is mostly exclusive to a single skill unless you backtrack. Old Guardian Saint was more fitting for a last circle skill but it was poorly executed, the new one is useful but wasteful.

For that to be practical you need not only a linker but also to have each party member a significant amount of healing power (thus high INT or mid SPR) and a fair amount of high level scrolls that doesn’t come with enhance attribute, taking in mind that the production cost of a lvl 10-15 is 7-10.5k it will be quite expensive and hard to make it worth. An option is to take krivis 1 for the 50% additional healing attribute and extended duration (switching between scrolls and regular cast), seems fairly viable yet costly.

Also it seems like Aukuras healing power scale is wonky and doesn’t provide that much healing at all, not sure if a bug or intended.

@Fade - it was basically nitpick due the name and theme, mechanicaly it works great and helps the class to do the job, tho Fade against bosses doesn’t feel right.

Is this thread gonna be just the base cleric or are you gonna talk about the whole tree?

My whole beef with the base cleric is “support” is too vague a theme to be designing around. Healing and debuff removal could have been a more specific option, but debuff removal/prevention is kinda PD’s thing. Healing with damage actually works because the damage options could carry over into physical builds if they actually designed all the skills like heal (can heal and damage). So I’m going into this thinking base cleric should be a healing + damage class only

Heal
My only complaint is that they completely removed the % healing. All clerics should be able to heal, not just clerics that build HP. To a degree we have that with aukuras and chortasmata (low HP scaling) but physical clerics don’t (can’t afford to) go for those classes. It could have been solved with an attribute to remove HP scaling and be completely %mHP but lower than 5% or maybe -1 OH.

Why do I think that? Because every cleric is a cleric1 and cleric1’s suck for physical damage builds. Cleric2’s are great, but 1’s are just … look at the kit. Heal is magic damage and HP reliant in the future. Cure is magic damage and can only be used when you are under a condition that doesn’t prevent movement (because the tile doesn’t even spawn under you to be instantly usable). Safety zone is just 5 hits at lv5. Deprotect zone is … deprotect zone.

All clerics heal, do physical or magical damage.

Cure
This should not have had a damage component. Following my theme, it should not have debuff removal either. Make it a pulsing heal (which they can do given how the new chortasmata works). It’s a small tile so that has built in limitations already. You could attribute for debuff removal. Just no “hit count”.

Safety zone
You’ve pretty much hit the problem dead on. The gains per lv are mediocre given the content we are currently doing (taking massive number of hits) completely obliterating the hit count on the skill. Then there’s the fact that c1 and c2 are completely different gaining up to 15 hits just for going cleric2.

“Invulnerability is bad” according to IMC so let’s just get rid of it.

Give the skill slot to physical clerics. Throw them a bone. How about an AA modifier. Your AA’s heal by x + y% of your atk (not damage, there’s a huge difference). If that isn’t “codable” yet (I usually look at existing mechanics for my suggestions) here are some mechanics that do exist already.

  • toy hammer has an effect every 10 hits. The original iteration of toy hammer had any hit count towards the 10 hits require (skill and lines of atk both triggered increasing the hit count). You could have the effect cast a lv1 heal on the 10th hit.
  • auras do exist in the game. Restoration aura was the 1st, we later got immolation (1st iteration was an aura that dealt fire damage) and fanatic illusion. It could be a short duration aura that heals a fixed amount that requires doing hits to maintain (toy hammer mechanic).
  • freino 3 set bonus is “damage happens on hit”. This could be turned into an RNG heal.

Deprotect zone
It’s just bad. There was an attribute (never got implemented) for it to make it move and that could have worked. Given how strong %def reduction is right now due to the logarithmic equation, we could keep this BUT (and this is a non trivial “but”) this is a purely physical skill. All cleric skills should heal and do physical and magical damage and let the players decide what they want to focus on.

  • auras work. It could be an aura with a similar duration that ramps up HP, def and mdef reduction at miniscule values (less than 1% per stack).
  • installations work. aukuras changed to apply deprotect stacks for HP, def and mdef reduction miniscule values (less than 1% per stack).

With regards to clerics 2 and 3, I just have a different philosophy regarding vertical progression. The should improve on the circle1 class and not add to it. Too many times have new rank skills replacing old skills. That’s just what happens when you keep adding to the pool of skills that can be used. Then there are skills that have such niche uses they don’t get used at all.

That said, the new guardian saint is a good example. Granted it’s lazy and does nothing for other players who don’t fit its mold, but it improves on the cleric1 kit even if it’s just 1 skill.

Divine might
Just get rid of it. Looking at the “trend” IMC is following, they have been changing skills that drastically increase in power with lvs to weaker gains per lv. The cleric still doesn’t follow this mold though (1 healing tile, block count, cure pulse, deprotect zone duration per skill lv) .Fireball’s hit per skill lv was change to 1 hit with increasing SF instead. Same goes for multishot doing 10 hits at any lv and just gaining SF.

Going by the name, the lazy implementation would be a buff to gain holy property damage (like enchant lightning). It helps the current cleric with heal and cure damage (AA too).

Fade
Why is aggro management a cleric thing? How about a buff to increase healing received (not done, there’s a big difference). It improves heal which falls in line with improving cleric1.

Guardian saint
This is missed opportunity. C3 is deep enough (and expensive enough rank wise) to warrant placing %mHP healing back into the cleric. It could buff your heals to restore %mHP just like they currently do now. Make it low duration low cd (like how blessing used to be) and you have a decent down side to a powerful effect. It effectively increases the cast time of heals.

Just base cleric, there will be more for the other ones (as well for different trees).

It is, but it fits. You can’t chose not to be Cleric 1 and specializing it for circles 2 and 3 might not feel natural so if a class has to take generic spot the base one is the most fitting.

In fact (spoilers…?) PD indentity is based on buff and debuff only, it isn’t limited to removal and prevention but that’s a matter for another thread.

First, Cleric 1 (the current one) isn’t bad for physical builds, IMC did a great job by adding tools both for leveling and late game use on this first circle (aside Deprotected Zone). Heal and Cure are great at early levels and since they have other elements embedded they still have use later on, you just shift from damage to utility.

There’s indeed room for improvement, specially now that heal may suck for physical builds, such as no delay for Cure and an attribute to disable damage as long a deprotected zone that works properly. Now for a physical skill on Cleric it would work but it might be better for circle 2, else they’d need to switch skills and make one of them worth the circle.

That’s basically a Blessing and Sacrament cross over, i wouldn’t mind if Cleric where the one with Blessing tho.

Indeed, either change the current to an useable skill or use it as a tool for low healing power builds.

Well of course it fits, support is so vague everything fits. Doing damage, increasing damage, decreasing damage taken preventing damage, healing damage can all fit into the role “support”.

The “genericness” of a base class has to be something all future classes can do but it doesn’t have to do everything just because it is a base class. All cleric classes heal and do damage. Healing and physical/magical damage are good foundations to later build on or improve.

A lot of the problems with class design come from a lack of a distinct identity far too often.

PS
This is all just opinion I hope IMC will adopt (adapt?).

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it was actually a bug and fixed during the last maintenance(16.05.2018):

아우쿠라스

초당 HP 회복량이 치유력에 의해 적용되지 않던 문제가 수정됩니다.

아우쿠라스: 강화

특성을 배울 수 없던 문제가 수정됩니다.

You also get Healing Power through base level, so everyone has ± 350-400 Healing Power + bonus from INT/SPR at max level.
Every character should aim to get at least 100 SPR through equipment anyway because of the low SP pool of Swordsman/Archer Classes und thus also the low recovery rate of an SP potion, and you can earn some extra INT/SPR through titles,quests and collections.

With about 100 SPR and base level 360, were looking at ~ 600-700 Healing Power, which translates into 540-630 HP recovery with a lvl 15 Aukuras scroll before CON bonus.
Given that higher content where you’d want to bring Aukuras scrolls (Demon Lords, Velcoffer Raid) requires you to have at least 200 CON for a decent HP pool, we can double that healing value to ~1100-1200 HP recovered each second for 30 seconds(so 33000-36000 HP healed).

Not only does this take a huge burden off of the Cleric in the party, it also is relativly cheap since we’re talking about 15 * 500+15 * 200= 10500 silver every 150 seconds if the players in the party take turns in dropping an Aukuras.
Given the footage of kTest runs, Velcoffer takes about 10-30 minutes to finish (the boss), so we’re talking about ~250k in the worst case twice a week (so ~500k a week).
If you can’t afford this once/twice, you’re not actively playing the game,as you earn about 300-500k per day just by doing challenge mode once.

But back to the Guardian Saint. If you use level 6 Guardian Saint and share it, the value of Aukuras that is at least recovered per member average is increased to ~1300 - 1400 (so 39000-42000 Hp recovered over 30 seconds).
This does not include the possibility of the Linker also sharing a high INT/SPR/CON value via Lifeline, which would increase the recovered HP amount tremendously.

Let’s say you share 200 SPR, 200 INT and around 400 CON, every single character in the party would have a Healing Power of at least 300+200 * 3+200 * 1,5= 1200 + Guardian Saint bonus (* 1,3) = 1560.
This translates to 1404 Hp base recovery with Aukuras even on Swordsman&Archer Classes.
With the shared CON, this would mean everyone in the party recovers at least 4200 HP every second no matter who drops the Aukuras (without Guardian Saint this value would be ~3200 HP).

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By the Powers granted by the necromancer master…

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I feel insulted (not really :neutral_face: ) you didn’t mention the worst parts of C3 Guardian Saint…

The only and biggest improvement to the Skill is the fact that we wont have to place the small as heck “Circle” [They are square shaped, why are they called circled D:] and the fact that people wont run away from you after placing it cause the default does damage to the other person…

The skill will go from Guarding Satan to Getting Stale :expressionless:

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Aren’t they called “tiles”?

Look at the description…

Tiles would be for heal which is correct

My bad, i missed that part. Since the skill is being reworked and this is one of the skill i can’t test in game i didn’t went as deep on the practical aspects.

Re:Build Cleric Shift Point - All comments above refer to previous class iteration.

About Guardian Saint: This skill gets a lot better with a Boruta seal, The seal’s description is a bit ambiguous (Guardian Saint Healing and Damage +10%), so I did some testing since I have one of those.

The seal has 2 effects:

  1. While your Guardian Saint is on, all damage you deal is increased by 10% (both magic and physical)
  2. While your Guardian Saint is on, all healing you do is increased by 10%. This is does not change your Healing stat or your Guardian Saint % value, it just multiplies all heals you do by 1.1x. (For example, if you heal for 10k without the seal, you are now going to heal for 11k)

Now I wish this skill would last 300sec… Its rather annoying to recast it every 60sec even though it has 100% uptime

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