Tree of Savior Forum

[Dungeons] What do you want from your healer?

I’m a Cleric and I’m only lvl 44. I’d like to know what people in dungeons want from their clerics? Obviously I haven’t been to any dungeons so I really don’t know what other people like from their healers.

Do you guys like Hybrid/Offensive/Tank Healer aka Healers that can deal DPS (not DPS clerics like Monks)?

Or do you guys like them to just stay away from enemies and keep the buffs up?

  • What buffs do you guys like, offensive buffs like Blessing, Sacrament, and Zalkai? Or would you rather have defensive buffs like Stone Skin, Increase Magic Def, and Aukuras?

How about the statues of Dievdirbies?

Is Mass Heal useful or just a waste of skill points?

I’d really appreciate any help especially from those people who already ran high level dungeons. Please, help me help you :smile:

As a Circle 2 Priest, I went for the attack buffing route, maxing out Blessing and Sacrament. I skipped Monstrance because after trying it out, I just didnt feel it made a difference, and since you can only have a certain amount of buff on at any given time, I decided to take Aspersion over Monstrance, leaving room for one additional buff from another party member, or in case I need to put on Revive for the party. This is just my build though, and it’s still a work in progress. Haven’t decided on my next class yet, I’m not really liking the options, so I might just go Priest 3 or maybe Sadhu. Also, I have a wand that I use when I’m in dungeon since the extra m.Atk is what buffs up my heals. I prefer to stay away and let my buffs be my main contribution as opposed to being in the fray.

Never go priest + sadhu, oob does not work with blessing nor sacrament.
ps. put 1 point into sacrament for the additional auto attack hit.

As for the op:
Healing and damage prevention is expected regardless of the build.
Anything else however nice it might be is frankly optional.

Stats are also irrelevant. The difference between a str build and a int build that fulfill a healing role is 200-300 ticks usually. Not remotely enough for it to be a concern when health will easily surpass 4k past lvl 100.

Circles/classes matter a lot obviously, as they determine the defensive and heal skills you’ll have.
Useful skills for a healer role:

Cleric:
-Heal, duh. needs to be lvl 5. Always heals 10% health per circle, other scaling is irrelevant. Use the attribute to set it to ignore enemies when needed.
-Safety zone, really good when placed on a tank or squishy.
-Guardian Saint, capable of reducing dmg taken by the target by 25% for a minute. Provided you don’t get hit. It’s useful at least, but otherwise in a undesirable circle.

Priests:
-Aspersion is great to keep the sturdier chars alive. And the tank should wear plate anyway. Nigh useless on cloth users though.
-Monstrance is very good for added dex for high dex builds, but it competes for better buffs tbh.
-Revive can be attributed to last 2 minutes and it affects the entire party. Meaning any player can die once every 2 minutes and still survive. Excellent back up skill.
-Mass heal is a instant aoe heal, very reliable and scales excellently with skill lvl. Almost a must have for a healer.
-Resurrection to res, keep in mind any damage will interrupt it. Priests shouldn’t need it often though.
-Stone skin, need to test it still. But huge amount of block helps anyone using a shield.

Bokor:
-Mackangal can keep someone alive for 20s, ideally combined with revive or something else to prevent the downside.

Dievdirby:
Not actually that useful for pugs, you’d have to sit back just to prepare totems every time. The stationary aspect really hinders it. Lower cd, invul and silence are in principle very useful though. Casting times are also undesirable…

Pardoner:
-Indulgentia, removes conditions. Can be decent.
-Increase magic def, standard dmg reduction for some spells.

Paladin:
-Resist Elements, incredible defensive buff that can outright nullify damage.
-Barrier, circle of squishy protection. It completely negates melee mobs and grants magic def, really good option,

Druid:
-Sterea Trofh, 10s invuln when used on grass/Chortasmata.
-Transform/shape shifting, a entire bag of tricks tbh. Can even bring additional heal spells due to it.

Oracle:
-Counter Spell, should prevent dmg from magic circles. Niche but useful.
-Prophecy, condition prevention. It’s decent.
-Forecast not sure if this is a team spell, but it should help you avoid damage.

Any other builds will have to compensate with offensive buffs and or damage to kill enemies fast. It might not be what teammates want out of you though. As typically most characters can bring plenty of dps/buffs/utility but rarely outright healing or dmg prevention.

Based on previous (Beta) feedback, C3 Max Heal would be too much at the current stage. The scaling has been too good.

Dievdirby is mostly an unfinished product. It is supposed to have a pulling skill (built with Austras Koks [silence], as said on wiki), but I am not sure how many tested it. Can be a very cool class with similar number of CC compares with Sadhu (but cannot combine with Sadhu OOB at the moment).

People said Sadhu works with Sacrament (I think it has actual data this Beta?).

Cleric
Guardian Saint - People from previous Beta said this is completely useless. They rather have Safety Zone with 100% block rate than a 50% and would disappear?
Heal & Cure - Does damage, and very important for leveling without other class.
Deprotected - People said can be OP debuff if opponent accumulate it.

Bokor
AI broken - Cannot use until AI fixes, monster either walk past, walk away, change target, and etc.

Dievdirby
Pull missing - As mentioned above, I think the pull has been pulled, which is the core set of the class

Oracle
Call of Deities - Temporarily removed, it can summon a monster (may attack you or anyone) [In pvp, the play intends to use oob to get near the opponent and cast call of deity followed by a magic blocker.]

So with that being said, is there any reason at all to put INT on a healer? It’s starting to sound like using full STR is the better option. Out of the choices it seems like the only other viable option after going Priest 2 would be Paladin.

If i cast sacrament during oob then it has absolutely no effect.
If i cast sacrament prior to oob i seem to be getting a minor dmg boost per hit, close +19 dmg each hit with a lvl sacrament (+24 additional, +24 holy).

Either way it’s rather negligible. But i’m not sure how to explain it.
It definitely doesn’t add a extra hit or holy element to oob though, that part was easy to test.

Guardian saint is useless for keeping yourself alive, esp due to the random 50% chance. the attribute to reduce dmg by 25% of your target selected should work fine. If i’m reading it right.

Ofc, i’m just saying which are of use during a dungeon. Cure is great vs bosses at any time. But keeping allies alive is a higher priority.

Deprotected zone is just to niche imo. One square doesn’t cover that much ground and it requires a physical dps team + sword user to properly utilize. Not to mention most mobs die to quickly for it.

The ai and stats of zombies makes them nigh useless. But there are two builds that can make solid use of the bokor class atm. The cleric/krivis2/bokor2/druid and the cleric2/bokor2/sadhu/druid. They can both still act as healers by preventing damage large amounts of dmg.

Wasn’t the dievdirby’s aggro caused by the silence or the cd extension on mobs? It should still be there in function. But i haven’t checked dievdirby yet.

Oracle wise, i’ve never seen call of deities in action or even described. So i’m not sure of what use it is if we get it back.

@ LeGrimoireDuCoeur:
I’m saying stats won’t matter for healing. The difference is so tiny both builds can do the same job.
And i wouldn’t say it’s the only option by far.
Priest on it’s own is very powerful, though paladin does supplement it really well.
A cleric, Priest3, Pardoner2 is still very good for spell shop money making and general healing + magic def boost.
A cleric, Priest2, Anythingx, Pardoner, Oracle will still be a excellent support class as well.
Cleric, Priest3, Monk2 is still good as well. Less support but more dmg and tanking skills.
Even a cleric, Priest2, Krivis2, Druid int build would be quite good i reckon.

One small correction though, the revive attribute requires resurrection lvl 2. Didn’t notice that before. So put 2 point in resurrection from now on i suppose.

Thank you for the info/response. I’m still trying to wrap my head around the idea of a healer doing physical dmg, seems so odd imo. I guess I’ll go Cleric, Priest 2, Paladin, Pardoner 2. Just kind of nervous about how to distribute my stat points since I’m not going to be going full INT anymore. Any idea in terms of balancing STR, DEX, and CON?

I’d go for 5str, 5dex,1 con. And put at least 20 in spr for mana regen/pool.

And i’m still not quite sure on what exactly the best ratio is. Some are saying full dex, but i strongly doubt that’s going to fly for clerics. You basically want a good base dmg to properly bypass defense. While not going to high with your crit rate so you overshoot the 100% crit cap.

Alright then, so with all that being said, since I’m branching into Paladin 1 and then into Pardoner, would I be fine wearing plate as opposed to cloth?

Plate is the best option when you have aspersion anyway.
That and the + health of the attribute works excellent with clerics due to our healing abilities.

Cloth is the second best option, as it tends to give int, sp and magic penetration/magic hit rate bonuses which won’t benefit you as much.

Leather is horrible in comparison to those two.

Any reason that Guardian Saint is better than Safety Zone? Some people (including myself) do not see the needs for having C3 Cleric, but hopefully they will make some changes as they nerfed Divine Might.

Meanwhile, don’t get too caught up with the current state of the game, class balancing may change some of the things. And I am not sure monsters would be that easy to kill / level in release. It maybe enough with C2 for many classes, but I think they may make C3 more prominent in the near future.

No, safety zone and invuln skills should still be far better.
It could help, that’s all really…

Cleric3 really needs some love.

Thank you for all your replies. With that said, I forgot to mention that I unfortunately went Cleric circle 2 before posting as I did not know that Divine Might was nerfed. Will probably just go with it since it’s just CBT. I now have a rough idea of what to do.

I have a couple more of questions:

• Is Sacrament completely negligible or is it still preferable to have 5 points into it? (lvl5 gives +24, lvl10 gives +40).
• Mass heal lvl5 or lvl10?
• Stone Skin useful for all situations?
• For a support, it’s better to use Heavy than Cloth?
• Is Magic Defense important in Dungeons especially high level ones? The public builds I see don’t even put a point in INCREASE MAGIC DEF.
• Is Aspersion good enough at lvl 11 (40%)? I feel like putting 4 more points in it for 48% is lackluster.
• Is Revive very used in high level dungeons?
• I’ve seen people completely skip Monstrance. Good or bad?

Please keep the tips coming!

they want a support who can tank as well based on my experience u should always be beside the tank to debuff the mobs with deprotected zone and monstrance and i focused on spr and con …a support should never run out of SP and can take damages :grinning:

http://www.tosbase.com/tools/skill-simulator/build/3vp2nttyd4/ my current build

1 Like

I would go for buffing party members over debuffing the mobs. Monstrance just isn’t worth the points/there are better buffs out there since you can only have so many buffs on at one point in time.

I heard (since I got no Beta key)

  • Sacrament is useful
  • Mass Heal level 5 is enough, since it scales well with CON
  • Haven’'t heard much about Stone Skin, I guess people didn’t go for C3 Priest at this time
  • Haven’t heard much about Heavy or Cloth, perhaps you kill fast enough
  • I believe this Beta they fixed monsters to use both Physical and Magic (previous only physical), so not many info on this
  • Depends on your trade off, besides, you can save it for the same class on the next circle
  • I think Revive uses more in PvP
  • It depends on your build, think about the difference between 1 point and multiple points. But when class balance comes, things will eventually change on how much you want to invest on each one.

It depends if you have Daino?

Will need to do some more testing, and i’m still 5 class ranks away from priest3…
Either way:

  • Simply ignore the +dmg listed on Sacrament. It’s nigh irrelevant.
    The best part about is that it turns your auto attack also into the holy element and that it adds a second hit. The second hit isn’t that high at lvl 100 and frankly does scale quite horrible. Leveling the skill up does add said dmg to both hits though. But once again +80 just isn’t that much.
    The better part of it is that the second hit triggers blessing for each auto attack, which does help a lot more with dmg.
    Tl/dr: lvl 1 minimal. lvl 10 is decent for auto attack builds ish, but still scales horribly.

  • Mass heal/Revive/Aspersion all have the same issue. They’d be great with just a few skill points. Why not a 10s invuln on revive? or +50% def on aspersion? or a 40% mass heal? You have limited points and you’ll need to decide which one you like the least. You can decide to max one in favor of the others quite easily.

But perhaps something like;
Priest 3: Aspersion 15, Blessing 10, Resurrection 2, Sacrament 2, Revive 5, Mass Heal 5, Stone skin 5.
Priest 2: Aspersion 10, Blessing 10, Resurrection 2, Sacrament 1, Revive 3, Mass Heal 4.

Should work, somewhat.

  • Can’t say yet sorry. Need to test it still.

  • As long as you aren’t a int based cleric then use plate. It adds extra health and defense both which are ideal for a class that’s capable of healing itself.

  • To early to tell. But it very well should be.

  • The better the team the less likely you’ll need revive. And the higher the lvl the more defensive options your team should have to keep itself alive properly without needing it.
    But on the other hand, it’s really darn good. It’s a heal, invuln and safety net all in one. No aiming or positioning needed, it benefits the entire team and not just high def builds like aspersion. It’s great against dmg spikes and it’s really easy to notice if it’s active or not.

  • I think i’m going to suggest that myself as well from now on.
    It’s not even a bad buff, it’s pretty darn great buff for any dex/str build. Full dex builds technically benefit the most, but if their crit chance is capped it won’t do anything. Zalciai scales better in that regard anyway as it also adds crit dmg.
    It is however a very badly scaling debuff that’s outdone by deprotected zone and zalciai alike.

Priests rely on auto attacks so we prefer blessing+sacrament. Aspersion for defense and revive as a back up. Then add the occasional stone skin/safety zone and there’s just no room anymore.
And that’s not even counting buffs others players bring or want to use.

Thank you very much, I (and probably other lurkers) really appreciate it. Too bad I’m already on Cleric circle 2 for cbt. Let’s keep sharing ideas.

That’s one of my main things, too. I’ve partied with a few Wizards who like to use that reflect shield skill, and it drops off one of my buffs if I decide to use Blessing/Sacrament/Aspersion and either Revive/Monstrance, so with the possibility that one might be overwritten, I’d just use the main 3 and wait to see if Revive is needed. But then again, I’m partial to Revive simply because he has so much utility into it.

EDIT: I suppose you could bring Daino into the mix, but I’m looking at it as Cleric - Priest 2 - Paladin - Pardoner - X, so I’m not factoring in Krivis. But that is an idea though.