No double punch doesn’t receive bonus attacks from sacrament or cafrisun. That’d be too amazing haha.
I believe I mentioned at least once, if not a few times that by a certain point (Rank 6) you’d be auto attacking a lot less. The appropriate junction to also leave Cafrisun behind.
But yes, the priest buffs we gain for damage do begin to taper off on their benefits. Things like Revive only becomes more valuable at later levels. Stone Skin though it has its dead end for gains, still is significant. Mass Heal is also a generally great skill, it does scale very well as we level.
Tree of Savior at the moment has a lot of early classes that scale poorly and some that are simply amazing, balance is definitely an issue. This build choice, like most, has to have some hope that future class advancements play well with the current build.
As far as gearing, you’re right, high stam is great. The highest plate gear set just happens to have a bonus similar to Cafrisun (unconfirmed if it produces the actual bonus attack) which is only a bonus.
Sorry but there’s quite a lot wrong with your priorities in this build.
Problem 1) there’s no good reason to have Blessing maxed an have Mass Heal at only rank 8. Mass Heal is far more crucial to a Monk than an extra 8 points of Blessing damage which isn’t even noticeable past level 200.
Problem 2) Why 3 points in hand knife an 3 points in Palm Strike. Hand Knife is about utility the skill alone is ■■■■. More than one point in it is wasted. Better to have those points in Palm Strike an actual decent skill.
Problem 3) Why waste points in spirit, I’m level 200 I support entire teams with my 3 priest base Monk. I’m always the last to run out of mana ALWAYS. 35 points in spirit is simply 35 points wasted in Monk.
Problem 4) Why only 2 points in Resurrect one of the best skills in the game. Having that take 2 seconds instead of 5 is far more crucial to success than extra Blessing points. Again you put FAR to much propriety on Blessing.
Contention 1) Why 60 Constitution, most Monks get by just fine with 40. Me personally I’m doing just fine with 30. I suppose there’s no right answer here though. It depends how well you avoid an defend yourself as a player.
Contention 2) Why haven’t you used a single point for cure, it’s worth it for utility. Not really much else to add here, other than why is Deprotect 5 required. I barely use Deprotect at all in the late game.
Contention 3) Why haven’t you mentioned what I believe is the best Monk weapon all the way until 270, the Magas Sword. It’s easily a better Monk weapon than Velniup Although it’s a 170 weapon.
Contention 4) Can you explain the purpose behind spending any points in God Finger Flick? It’s seems at odds with how you play a Monk an would be better suited to an archer. One point for utility I can kinda see but I’m still skipping it.
Actually fencer would benefit more from plate, as it will usually hit evasion soft cap, so it doesn’t need extra evasion.
I usually use 4:1:1 or 2:1:4 ratios depending on what stat is main. Going full STR/DEX looks less efficient for me.
Most of your points boil down to personal choice for my reasoning. I’d prefer to spread my skill choices than put more eggs in one basket as far as the Monk Skill choices. I do believe the bleed type effects from Palm Strike and One-Inch Punch do have Atk variables. At the end, after testing, they may be my choices to place all the eggs in (with at least 1 to other skills).
Revive is suggested at 5. Not 2 as you mentioned. As for blessing, someone has to bring max blessing. This assumes in a party you’re not stacking priests and you’re that someone. The damage alone may be minimal. But again, as a support and buffer, with an offensive focus, this is the chosen role here. It was set from the preview. Any amount of damage lost here will accrue over a party to a significant loss.
At the end, this is a guide, I don’t expect people to clone it. Just a general idea
1)Agree, blessing level 3-4 is good, more is good only for Pardoners.
2)Disagree, Hand Knife is AoE skill of god. Potentially it deals the highest damage among monk skills. Try using it with Deprotected zone to understand what I mean.
I’d probably even max it, but in my build focus is towards single target damage and utility over AoE damage, so I’d rather put only 1 point in it, just as in Palm Strike (Though I made a mistake and put 2 points in each, as I wanted to test /per level growth).
3)Points in spirit for utility purposes, not for mana issues. In Priest3 build 40-80 points is a huge help for Stone Skin. I’ve put 30 points even in my PriestKrivisCleric2 build, as it adds to my Deprotected Zone and Zalciai.
Also spirit grants some negative effects resistance and extra mana is quite useful if you use your spells on their fullest.
4)Again, agreed. Priest 3 only worth for max heal, revive, stone skin and aspersion. So maxing those skills is a must. You’d also like 1 point in Monstranse, 1 in Sacrament, 3-4 in Blessing and rest to put in Resurrect, as casting speed is important in battle. I’ve levelled it to level 4 and it feels just right. Level 1-2 is a pain.
About contentions: 1)60 is target for level 280, I think. I’m also fine with 25 on 200, but I’d get it to 40-50 till 280. But I’m using DEX build, so I don’t need much of this. However in 0 DEX build CON is super important, especially for PvP.
2)Agree with this, it’s good as additional damage on some types of monsters + level 1 status removal. Deprotect3 is fine, you can boost it with attribute+some spirit to get decent armor reduction. As most enemies have not very high armor, even 50 armor reduction would help a bit.
3)Magas sword is great only for DEX builds, I’m personally thinking to get it, but I will use it with Suncus Maul, as it adds so much damage to my core skills, that difference in stats is completely mitigated. I’d really like to have it’s improved version just as for QS3 Grand Cross. The same goes to Rogues, unless there will be an improved Karacha set, the class is dead post rank8.
4)I agree that God Finger Flick can easily be dropped, I got 1 level in it and basically never use it. But it still can be utilized with Suncus Maul, to get some ranged damage in GvG. Base damage at level 4(with DM) is pretty decent. It may even be worth to max it (for GvG), as damage/level growth is really good, but other abilities are so much better in PvE that it’d be a waste to max this skill. Still, you can use this together with Laser Beam to kick out improtant targets.
Not sure about attack variables you mentioned, but Palm Strike bleed damage won’t scale with level, that’s why I advice against getting more then 1 level of it. I’m pretty sure the same goes to One-Inch Punch, but I’d have to test it as well with my DM. Though One-Inch Punch has increased duration with level so it’s really worth maxing.
I’m considering getting PD at R7 for spreading those dots all over the mobs, but right now I’m levelling my alt waiting for R8 to make a final decision. If they inroduce good weapon for monk past level 280 or make a class that has great synergy with monk3, I’d get it. But currently PD looks so much better as Golden Bell cd is insanely high. Also CC immunity is so good on lots of maps and I’ll be godlike in PvP with all those hybrid damage, CC immunity and laser beam.
I mean Resurrect not Revive although it’s pretty obvious by the text following. A 5 second Resurrect when supporting a team compared to a 2 second resurrect simply doesn’t cut it. Not in later boss fights.
Losing 12 Blessing damage across the party is a loss well spent if you actually care about the support role of a Monk. Losing another 8 Blessing damage to max out Mass Heal, the Monk’s main source of group healing is another no brainer.
It’s the sub ability on Hand Knife that matters, not the actual attack. One point in Hand Knife is enough. The actual attack damage of Hand Knife is ■■■■. Much better to have those points in a semi decent AoE like Palm Strike.
Umm, you should still try using it with Deprotected zone, so you will understand what I mean.
The damage may not be high, but it has infinite AoE. While Palm Strike is only close ranged. Overall, any of monk skills will have really high damage when maxed, so it’s mostly about playstyle. For me the most obvious choices are One-Inch Punch and Double Punch. Other abilities have comparably the same power, taking into account their cooldowns. Beam has very good utility and damage, though it’s duration and hit count seems to not increase with level, and it has fairly high CD, so overall DPS is comparable with maxed palm strike and Hand Knife. Hand Knife has potentially the highest damage, but only vs huge packs of mobs. Also it’s combo with Deprotected zone is sometimes hard to setup.
Surely you don’t believe Hand Knife can out damage Energy Blast, also I’d say maxing Energy Blast is an obvious must as well.
Also Energy Blast does increase with level. At rank 1 it only fires for 1 blast, at 5 it fires for 5 blasts. I can’t confirm if it fires 10 times with Rank 10, as I’m not circle 3 yet.
You can also charge it for longer the more you level it. Resulting in a longer blast all the way to at least rank 5. Again can’t mention for rank 10.
If you watch the one on ToSbase skill calculator, it’s only rank 3, thus can only be charged to level 3. Mine is level 5 so can be charged to level 5 resulting in a longer blast with more hits an more damage.
You’re playing it smart. Saving your Rank 7 advancement for future information is very wise.
Again, everyone this is just a guide. There’s a lot of realities that can weigh into the benefits, pros and cons of being built differently. Some were already touched on. Such as including pardoner scrolls in the mix. You’d need no sacrament or aspersion points if that was the case, changing how you built the priest skills significantly. This guide isn’t intended to be a anything more than a guide, and in that focused on what I set out on the preview and introduction, damage focused variant Cleric -> Priest 3 -> Monk 3 that is rounded for all the playing fields. It isn’t intended to be a much better PvPer like a Plague Doctor rank 7 might be, or a superior healer like a Cleric 2 would be.
This build does assume one thing, at end game you’re not the only heal provider. At 190+ unless your party is significantly tanky, and especially against magic dealing opponents, your output for healing simply isn’t enough to sustain a party. They’ll spend a significant amount of time waiting for your heals to come off CD. again just a general point. We assume your partied with someone who actually focuses on healing and supporting, or at least another player that brings some healing or defensive buffs.
That being said, still enjoying all the feedback, just keep those things in mind when critiquing.
Energy Blast does increase duration with Lvl. At rank 7 (Currently with the Suncus Maul) the channel is significantly longer than if you had it at rank 1. You can test this out yourself at any level by charging and releasing as it gains levels while charging (Lvl 1 -> Lvl 2 -> Etc when holding down your hot key)
Note:
This reminds me to eventually add a more detailed description to the skills. And perhaps links to the brief videos that the ToSDatabase uses.
Really because at 200 I’m perfectly capable of sustaining of party full of Archers & Mages without a tank.
Mass Heal Rank 10 when you use it correctly I actually think is a better healing solution than Rank 10 heal especially for Monks.
Maybe not for other roles. But I seriously don’t understand why you’re having problems with healing. I’m normally the only healer in my groups when I random dungeons.
It works for me just fine, I haven’t the slightest issue. I think your problem is the sheer number of points you have wasted in Blessing.
You’re blessed chief. I’ve had a certain useless swordsman in my randoms lately. Sucking up all my heal cells while making it extra difficult to heal everyone with mass heal. An all range team is actually great for 190+
It’s more difficult when you got a hoplite zooming around getting chewed up by archer and Mage mobs and then the other half of your group is off on their own side.
I didn’t say it wasn’t possible, great players make everything easier on everyone. If you’re really that much more successful with 10 Mass Heal vs 8 Mass Heal, more power to you.
this is why i think 2 cleric 2 priest could be at better monk
Not a terrible variant, it’s definitely viable with a much more powerful Safety Zone and access to Divine Might. The increased healing provided from Cleric 2 is always appreciated, you can never have enough heal cells on the ground. It’s a beautiful thing when all clerics are dropping heals on CD during a boss fight.
Just to note, I always see the argument of Blessings high and low. Let me emphasize once more, there is hardly a right and wrong with Cleric builds in general, great base class and all of their Advancements are very useful and crucial to all of the major points in Tree of Savior. But just about Blessings, hey if you don’t want to be providing an Arde dagger’s amount of damage to your ENTIRE party, so be it. This guide is for an offensive focused Monk Variant.
I just reached lvl 100 and im so close to monk right now but i’m at a zone where mobs just destroy me. What can i do against that?
I’m sorry but this isn’t a convincing argument. This isn’t about choices it’s about wasteful spending of points. Nobody is saying you shouldn’t put any points in Blessing myself I settled on 8.
However 3 points in Blessing gives the entire team 123 bonus damage per hit. 15 gives 170, nobody here argued that you shouldn’t be at least 3 in. That at least is a must. It’s the extra 12 you then wasted after that.
An continue to then claim is a legitimate choice for a Monk build. It’s not it’s wasteful spending of points that would be much more beneficial elsewhere.
You aren’t losing an “entire” Arde Daggers worth of damage. You’re losing at most 47 points at the extreme. I lose 28 points of damage on the entire team. While having max rank Mass Heal & Resurrect maxed as well.
Which under every single sane build are a much bigger priority than an extra 28 points of Blessing damage. Even if you try to make the case of it being an “offensive build” which contracts the support first you claim in the OP.
It would be more offensive taking those points out of Blessing an maxing out rank 10 Revive. So your party can be more reckless in encounters maximising damage.
There’s nothing offensive about what you’re suggesting. Well other than the offensive wasteful spending of Priest skill points.
Final point on this issue. To make it as clear as possible for you.
Investing 1 point into Blessing gives your team 3-4 extra Blessing damage.
Investing 1 point into Revive gives your team 5% more health on Revive an an extra second of invincibility.
If you honestly think that one point is better spent in Blessing I have a bridge to sell you.
You seemed to enjoy omitting that with such a low level of skill points into Blessing that you wont have a sufficient number of attacks that it’ll apply to. Level 3 is what you’re citing, that’ll give you 60 Number of Attacks. 40 seconds, players can easily burn through those.
But once again, I’m not trying to convince you that my build is somehow superior in providing the support your choices are, clearly they’re not. No arguing that. It’s the theme of this build to min/max offensive capabilities.
