Well, i thought it would be construtive to share my build for opinions and hints, considering the server is offline today.
Abilities:
I used the 4 dex:1 str formula. At level divisible by 5 (5, 10, 15, 20) i bought Str; all the other went to Dex. Extra points from quests and statues went to Spirit and Con, for survivability.
The aim is to be at 100 -120 dex (probably will get to it at Char level 90 - 100) so that, with Zalciai Debuff and monstrance it would be almost like having 200 Dex. Why? at 200 Dex its almost 100% crit rate. On level 80, with 90 dex Monstrance and zalciai debuff on enemies, it crits 4 of 5 times. After hiting 100 -120 DEX, i will start going only for STR.
Actually, im at 4th rank and it works wonderfully: critical go up to ~800 dmg, and im alternating between weapons (blunt, sword, and spiked mace) to benefit from the +50% dmg boost. Zaibas works very well too, even without any int whatswoever. hits for 300-400 dmg, with splash and at level 10 it works as my only attack skill for clearing mobs, as it hits 16 times.but lets talk about every skill i choose:
Cleric
Heal 5: at the moment, it work just for what the name sugests: healing. Bought the atribute that makes its panels unable to damage enemies, as the dmg is patetical and its my way of keeping my char alive without con.
Deprotected Zone 5: mostly for those enemies who would not die fast with only normal attacks. the extra dmg is really low, but anything helps. if you think cure level 1 is worth because of the status removal, make deprotected zone level 4
Safety Zone 5: God, what a lovely thing this is! kkk 20 sec of imunity to physical hits. Would love to have this at a higher level, but had to make sacrifices…
Krivis 2nd circle
Zalciai 10: My bread and butter buff, and the MAIN reason to go krivis circle 2. With all the atributes (+ duration, +magic Amp for zaibas and + Crit attack) it makes the crit dmg go up, adding quite some extra omph to the damage. Its important to make clear: it augments the dmg of your critical, NOT the chance for them to happen. Another thing: its cooldown is short (20sec) so use it as often as you can to debuff the enemies (it have a great area too, and can get aggro from enemies!)cos the [-20+0.8SPR] crit res debuff equals the same amount of extra critical rate for you.
Zaibas 10: Area damage (gets better at circle 2, when you can buy splash dmg for it). Works wonderfully on enemies weak to magic (phantom, for an example) and to lightining. Whoever, even without INT, its dmg is quite high considering its multiplie hits, normally killing anything that enter its area. I use it to “clear” the mobs before going in for the auto attacks.
Divine stigma 5: +43 str and int. Anybody would love this, and other reason to go krivis 2. the activation of this is quite tricky: you have to mark the enemy and kill it in 10 sec. Problematic at boss battles (use it at his minions or traps). Other thing i usually do is to use it at the sta tree roots, before going in for the killing. Sometimes you will not be able to make it proc, but its quite worth. On an added note, it increases twofold the damage of you monk’s “kamehameha” since it is calculated from Str, Int AND Dex.
Daino 2: extra points. It may be valuable at party play, since you will problably be the secundary support/DPS anyway, and its +3 buffs make way to more effects at a time.
Aukuras 3: extra points too. for those times when the party have to sit, it helps the healer regains its SP as the HP of the party will be restored naturally at half the normal time. In battle, i use it againt enemies with fire attack, since with a attribute it grants Fire resistance
Priest
Monstrance 1: the level influence only the debuff (that is a !@#$ to land properlly on the monsters). It Adds [10+0.3DEX] to your party’s DEX. At 100 DEX, it would be 30 more DEX to you.
Blessing 5: extra DMG. this, whoever, dont multiply on criticals, skills, enemies vulnerabilities…so its kind of a flat bonus at the end of the dmg equation. Buy the atributes to turbo its extra dmg anyway, as anything helps.
Ressurection 4: people die. You can help.
Aspersion 5: +28% defense is good, but to be realistical, your main defense is your evasion. This is your third line of defense (Safety zone is the first). The duration of this buff is quite nice, just hope the other buffs would have a long duration as this one…
Monk
Well, aint gotten here, so its only theorycrafting from here on
RANK 1
Double Punch 5: 2 hits, no cooldown and only uses 2 sta. Carry Stamina Pills and use Stamina plus equips! It is the attack you will spam when your skill rotation is on cooldown
Hand Knife 5: your opening attack, after using deprotected zone. Why? videos online shows that, when you use this on a deprotected zone the area of this skills gains a tremendous boost! Considering it has an atribute that break enemies defense, its almost a guard down combo for the other attacks.
Palm Strike 1: Buy this for its utillity: it throws the enemies away, at the same time inflicting bleeding. Make a mob, throw half of it away with this and they will come to you, bleeding after you have destroyed the ones that didnt fly. Good dmg prgression, but we need to have points remaining for the nest circle. Can be the last attack on your rotation too.
4 points remaining…
RANK 2
Energy Blast 5: Beautiful. Its king of a mob clearer: use it at the confort of a safety zone as its is a charging attack. Can be aimed at the enemies you thrown away too
One inch Punch 5: Has a atribute to silence enemies. Its important cos your safety zone doesnt protect you from magic attacks, right!? it also have a very good dmg: imagine this criting up?! monstruous.
+4 on Hand Knife
+5 on Double Punch
RANK 3
+5 on Energy Blast
+5 on One inch Punch
+5 on Double punch (or Hand knife? dont know yet)
