Tree of Savior Forum

Help with Zealot build (returning player)

Hello, I am a returning player (Started playing when the game came out, returned this week). So before starting the topic I will say I thoroughly searched in the existing topics and I got a decent amount of information. So here’s my build so far

Cleric 1 > Krivis 3 > Monk 1 > blank > blank > zealot 2

This build is solely pvm, so I have no interest in going for PVP (I love pvp but that would require other classes)

Now, I have the options of putting monk 2, kabbalist, miko (I have the quest done already, it’s an old character, I love the costume and I feel it would be a waste to throw it away lol) and cleric 2. I am going monk 1 because I saw lots of Zealot videos and it seems without the monk to spam double punch it lacks a bit of single target damage (against bosses and such. Unless someone wants to give me a better perspective or option among classes), besides the fact that only monk and paladin can hold a 2 handed weapon and monk 1 offers more than paladin 1.

Kabbalist: I read that specially with melstis, the use of fanatic illusion can use a lot of SP, so kabbalist provide that cover.

Miko: Kagura works with immolation and fanatic illusion, besides having hamaya. But I guess using kagura without safety zone from cleric 2 would be hard, right?

Monk 2: it is also an option, but so far from what I’ve seen with a level 80 attribute, the damage from double punch doesn’t increase as much, it is a difference of level 5 being 4xx% damage and level 10 being 5xx%, besides having one inch punch and god finger flick. Does it make a huge difference?

cleric 2: providing safety zone for greater hits and giving divine might, I am quite convinced that cleric 2 is a must, but I am open for people to prove me wrong.

Stats

I have looked into using SPR, STR and DEX for this build. SPR seems to provide a lot of damage from blind faith but them it would be exclusively a build where I get synergy from that and it doesn’t seem much reliable.
I have tested my ping and normally I get consistently something around 0.10XXXX unless the server is problematic or my computer is being dumb, so DEX could be an option (although I read that is really geared dependent and the iTOS server will never be like the korean server so we would never have the same speed). I also read about a guy who wrote saying that going full one stat is normally too archaic and it doesn’t work that well in the game anymore. So what could be a good ration then?

I know I wrote too much and I am being pretty vague, but even finding all the information available in the forum I’m still unsure about the best build for pvm (for both AOE and single target) and I don’t wanna mess up my 330 cleric :stuck_out_tongue:

Thank you for all future answers!

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With the upcoming changes to Healing(Cleric revamp/rebalance update), I think the best solution would be going either Cleric2>Diev1 or Cleric3.

The reason for Dievdirbys is obvious, you get an SP recovery boost with Zeymyna and CD reduction via Laima.

Cleric is a little tricky, but you’ll need the additional Circle for more Heal since you’ll only have little Healing Power unless you are full SPR.
Another reason is Divine Might.
Divine Might alone will boost all your Zealot skills skilllevels by 1, which translates into 5% more damage amplification with Fanaticism and at least 615% more damage with Fanatic Illusion/260% more damage with Immolation (before augmentation via enhancement attribute & Fanaticism).

You’ll also get the Safety Zone attribute, which comes in handy when tackling Demon Lords and Velcoffer raid.

About Cleric C3:

On top of just adding a few extra points for Heal and possibly Divine Might, you’ll be able use Heal offensively (i.e. "heal-bombing), since Heal is pretty cheap to fully attribute.
You’ll also get more points to spend on Deprotected Zone, so you’ll be able to benefit from the high defence reduction over time on your physical attacker.

The main point of interest are Guardian Saint and the Cleric C3 Heal attribute “Lingering Healing”, which will drastically improve your survivability, as the healing value per Heal tile will no longer depend on your maximum HP but on the skill factor (a reason to max the enhancement attribute) and your Healing Power with the upcoming Cleric revamp/rebalance.

Healing power is increased per base level, per INT (+1,5) and per SPR (+3), as well as other modifiers like e.g. Guardian Saint (+5% Healing Power per skilllevel, 100% uptime).
With that said, unless you have a high level of Heal and a high amount of INT/SPR, your Heal will recover abysmal values per tile.

This is where the “Lingering Healing”-attribute comes into play. This attribute allows you to recover HP over time after stepping into a Heal tile, which largely improves the possible recovery per Heal tile. Coupled with Guardian Saint, you can make up for missing Healing Power.