Tree of Savior Forum

[New player] Thinking of a healer with summons

Fro the record…


after the cleric changes I can see how there could be Confusion :confused:

You can only have one make up of classes per character without investing in a reset right? I can only understand so much of this on paper before needing a visual trial or demo (but I don’t use steam because its being extremely uncooperative right now, like it always has been and makes me want to uninstall it).

use this

or any other simulator to get a better idea of what you can or cant build your character around :slight_smile:

oh tosbase has updated to rank10 huh.

@Foxkid you can play around with that simulator to get an idea of how class progression goes. As for public builds… I guess you can look the owner up in the forums and send them a PM if they catch your attention.

Personally I can only advise you about summons, I also like summoners so feel free to keep shooting me questions about sorc, necro, bokor and paladin.

Thanks a ton. It’s really appreciated.

But looking at the videos for each ability, I’m having second thoughts on some abilities over others, like the barrier being much smaller than what I had in mind and safety zone being a self defense spell instead of a party defense spell like I figured, so it frees up more points than I thought per level for some of these options.

Though out of curiosity since it’s not shown or mentioned, does using abilities during Fade cancel the effect or no? (my default idea is “of course it will”, but I’ve been proven wrong before). And Heal makes me feel like you have to run up behind your tank and throw down the box to give them the effect vs a targeter (man this word is weird) like I thought it would be. Deprotected Zone makes me feel like it’s useless with the scaling it has, but I don’t want to write it off without confirmation otherwise.

On other spells, Sanctuary might be broken I think with a +0 value on every level for paladin 2? And I think(?) I see why you say Kabbal, but uh, the numbers game seriously makes zero sense to me, the revenge spell didn’t showcase itself as a damage reflect however which is interesting to see. Aspersion looks important on Priest, but the range doesn’t seem too favorable with the cone range it seems it has on top of the “affected targets 10” which I’m guessing is up to 10 allies and/or enemies in range, game looks like it has a lot more positioning than I figured otherwise (which is honestly a cool change of pace from most games auto-targeting “allies in range”).

But how useful is Blessing then if it only affects 2 allies? Just cast it multiple times or are parties not that big? I come from games where party size ranges from 3 to 8, very rarely 10.

Some of the values got glitched up messing around here, but for general consensus, how would this be overall? http://www.tosbase.com/tools/skill-simulator/build/tu3hwqjjlj/ (literally one of the trees showed -15 skill points, but I was sorting through it overall for the last near 45 minutes)

Restoration is a trap, it won’t help.
Bokor zombies have the current issue of rapidly losing HP, so unless you want to constantly re-summon (through killing more enemies in a circle) you’re gonna have to invest in something like Druid for Chortasmata (constant regen for allies).

Your best debuff as a bokor is anti-summoner, meaning, hexing, which increases Dark damage the enemy recieves also screws up your summons (Any enemy hexed that is killed by a zombie will spawn a new zombie that replaces one of your own, with a weaker one and no buffs.)

I’d avoid Turn Undead’s conversion, it scales off of STR, while as a summoner, you’ll depend on SPR (which is also the healing stat).

In the future, zombie decay (their HP loss) will be replaced with a 2 minute summon counter, so you won’t need to keep on re-healing them, but they’ll expire eventually.

If you need a skill planner, use this.

http://tos-th.com/skill-simulator.html

The videos in ToS Base are horribly outdated.

Safety zone can be used by anyone in your party who steps on it.

Fade does get canceled by any attack you make while it’s active.
Don’t worry about Heal, just plop it up near your allies, and they’ll go for it, we’re all used to it.

Deprotected Zone only has use in long fights, against an enemy who doesn’t move much and has too much defense.

Most people get their Priest buffs from shops, sadly. But yours will be useful in case someone dies (they lose all buffs) plus you can revive if you’re a Priest.

Videos can be misleading cause they are used solo on weak enemies…

Anyone inside the safety zone square gets the skill protection and the attributes up the hits it takes and the size so people can better fit inside it

EDIT: want to add to what @sa_chan said of Fade, it gets off with offensive skills and attack… so you can still cast buffs and defensive skills while keeping fade as long as it doesn’t affect an enemy…

EDIT2: I would recomend ranking the Circles sequentially instead of waiting for later ranks specially for cleric cause it helps out earlier on more than later and ignore the buffs on your priest if there are already pardoners selling them on your server…

Converted mobs base stats scale off STR but are still affected by the SPR damage multiplier for summons so they still work out.

You only need to use hexing on bosses, there’s no need to combo it with effigy anymore as there are enough skills on rotation.

@Foxkid Barrier has an attribute that increases its size. Sanctuary scales off your def and mdef, so that’s probably why the values are 0. It adds bonus property damage to all damage by party members and your own dots while channeling, but for some reason it doesn’t work on summons.

Sorry if I’m a serious pain to explain all this to,. Normally I’m someone who learns better through hands-on experience than reading through a manual. But I’m gonna look through another build without Bokor if it seems too unreasonable as is, just in case.

But how outdated are we talking on the videos? And I don’t mind if they use low level enemies for the videos as long as the purpose of it is showcased fine enough to get a clearer idea of how the skill works overall.

But how wide is the range expansion of Safety Zone then and how are the units measured for range exactly? Useful to know for Fade staying as a buffbot, so I might attribute more points to it than lv 3 or 4 if that’s the case.

For Heal, so I just treat it like mystic healing on Tera then? That’s actually fairly workable, thank you for the insight on it. But where would DZ be “required” so I can know what to expect someone is looking for and if it’s worth setting up or not?

If people don’t look at priest buffs very much then, would I be better off ignoring priest 3 then and just accepting mass heal, revive, and resurrection at lv 5-10?

I have this for a more support oriented (healing and some damage, not much) build from reading your guys’ information as I went along. Probably (99% certain) still not worth much, but for a stepping stone? http://www.tosbase.com/tools/skill-simulator/build/vb7riawsd1/

I know the public build is probably better to use, but I’m not exactly one that uses “the best” or “meta” builds, so forgive me for the headaches.

Edit: Oh…I forgot to put points in revive and mass heal…

Edit 2 (response): I haven’t made a character yet. Steam is being uncooperative with installing files and error code: 24 and some nonsense.

Wanted to show you my support/Healer cleric, ask anything you want about it :slight_smile:

I bet first question will be why so low safety zone and high cure…

Is cause Safety Zone has a Circle 2 attribute that increases the hit count of the skill like leveling would and it leaves more points free for cure that can be used as a good damage source for solo leveling until you are high level enough to do party stuff…

Don’t worry about asking, it would be dumb not to ask when we are all here to help each other :blush:

EDIT: @Foxkid on what server are you playing?_? if you are in klai I could show you the skills and stuff…

well, that’s an issue with ToS in general. The skill descriptions are really lacking, and they keep changing stuff without a proper official database so the info is all over the place.

Well, at the very least they’ve eased up on providing rank resets, it’s pretty much guaranteed that you’ll eventually receive a rank reset someday when they do a balance patch or something. And aside from resets it’s actually pretty easy to level a character up to rank 6 or so even with just killing stuff in high spawn rate maps so re-making a character might be more efficient than waiting for a reset.

But yes, that’s definitely an issue everyone will probably run into while building a character. It’s pretty much a given that they’ll find out a skill is different from what they expected or imagined making them want to completely start over. It might even be good to consider your first character as the tutorial for how the game works.

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And nevermind the edit, there were no buffs. IMC simply forgot to classify mobs in the 330 dungeon as special. (I got IMC’d and had my hopes up for a second.)
So the same advice still applies, don’t go aiming for conversion builds solely due to conversion since it:

  • Removes drops and exp from enemies when it converts them.
  • Generally has poor dmg on most mobs, zombies tend to easily deal 3-4x more dmg.
  • It’s excluded from specific areas due to it’s “only normal rank” mobs requirement, so no dungeons (except the lvl 330) or most raids/pvp areas. (TU is also explicitly rendered useless in Earth Tower btw.)
  • Can’t be used efficiently alongside change anymore due to it’s 10 min time limit. (R.I.P. Zoo builds.)
  • And I still find the 2x aoe of 1-15%(equal to skill level iirc) chance to convert on hit on a 50s cd a bit too unreliable.

There may be a niche for them in Challenge modes though, if they do absorb the stat boosts that mobs get per tier. I haven’t managed to test that yet, but it would just make a niche build if true.

Though to be fair zombies still have an equal issue of not being ideal in raids like Earth Tower/Velcoffer due to their squishiness and poor upkeep.
(Btw IMC will be removing the hp drain and giving them a 3min timer instead, which changes nothing -_-)


Either way, I can’t really recommend a zombie support hybrid either.
Zombie builds work best as a solo or farmer build tbh, and the zombie aspect of them will be entirely useless for raids. And even then you always want additional dmg sources for cases where zombies are having a hard time.

Support builds are worst at solo farming since they don’t focus on dmg at all, they shine at keeping your party alive and kicking in dungeons and raids.

Combining those would leave you with a zombie build with sub-par dmg that will struggle when zombies aren’t ideal or die to quickly. Whereas on the support side you’re ok ish but you essentially have 3 dead ranks in your build whenever you focus on just that.


Zombie builds can still pack quite a bit of healing mind you, and support ofc, but they will never excel at it.
And If you do want to focus on zombie builds the basic template is just cleric2/bokor3 with zealot3, pd3, druid3 or exo2 as a ideal secondary dmg source. The rest is pretty optional.

Support builds at least want cleric2/priest2 after which you focus on being a hybrid dmg/support ideally or go for the much less recommended full support (with kabba3 usually).

Restoration also boosts Heal value by 10% (hidden synergy is working again). Best to just use Restoration lvl 1 scrolls to boost your Heal.

About Bokor as a summoner:

You absolutely need Bokor C3 to have good zombies. Zombies HP are about to scale with your own HP, so you need a lot of HP and a high level of Zombify (also increases the max HP of zombies).
You’re also required to get Ogouveve, otherwise your zombies will have ± no attack power.
Samediveve also helps tremendously with movement speed and HP boost for zombies.

I have a summoner&fun build on one of my side characters (Bokor3>Oracle3>Kabba2) and I can tell you it’s not very efficient. Even after the changes, you need a whole lot of investment to have the zombies do any significant harm (i.e. you need Deprotected Zone at level 10+, a highly upgraded & highly transcended weapon[as summons get their attack mainly via half of your matk], a whole lot of SPR and CON from equipment, the 3 part Rangovas accessory set to give your zombies part of your HP and defence [zombies base def&HP is abysmal] and to make them immune to knockback/knockdown [which makes them idle for a few seconds, so an enemy that knocks back/down a lot will basically disable your zombies]).

All in all, unless you want to main that character and are willing to invest a lot (and I mean a lot, hundreds of millions of silver), I’d advise everyone to stay away from Bokor as a summoning Cleric.
It’s good as a damage dealer (i.e. exploding zombies instead of using them for damage), but bad as a summoner to complement your support build…

I said converted mobs are decent in challenge mode, maybe you should try? The exp and silver isn’t even an issue since a couple of kills don’t mean squat during challenge mode and dungeons will still clear to 100% fine if you convert mobs.

For the limitations of zombies and converted mobs you pretty much repeated the same thing I said, they’re not efficient but you can still be a decent dps or support with summons incorporated in your build so I don’t know why you need to be redundant.

@streamside Good to know that restoration kind of helps with that, perhaps it will even work on healing factor after they make it scale with the healing stat. Bokor c3 will have your zombies hit 50% harder (in my experience from 9k to 12k so it’s not really that much). You’ll also blow them up with damballa since they deal a lot more damage that way and they’ll lose the buffs from samediveve and ogouveve if you do that. They’ll definitely be more useful against bosses though, since they’re more useful alive than blown up if you can’t restock them easily.

From my experience with Rangovas set the zombies only really need the necklace as long as you have druid to heal them with. The hp and def isn’t really necessary outside of one hit kills, and only world boss or velcoffer can do that to them probably.

Lastly to clarify the bokor1 paladin2 circles for a minion build, I already did mention that summoner cleric is no match in comparison to a wizard summoner but that’s no reason to stay away from them. A circle of bokor to have zombies that draw aggro in solo cm and even having turn undead to instantly kill mutants and demons at a very high chance on a full spr build has its benefits.

EDIT: You also get to use two handed maces, which have higher atk values and are cheaper than 1 hand maces in the market

as a few recommendations to your build:

Drop the level of Seed bomb. The skill damage might be good, but it scales badly and the CD is pretty high to use it frequently, so best is to drop it to level 1 and level the Thorny Vines skill to level 1.
It deals ± the same damage you get from the level difference between 1 and 10 Seed bomb.

If you want to run a support build, I recommend increasing the level of Sterea Troph to 10, and also to learn Shape Shifting (need level 1 only) and Transformation (level 6 required).

The reason why I suggest this is because the transformation into a large insect will drastically boost your own survivability, as the Transformation attributes boost your max HP for being a large monster and your defence for being an insect type.
That way you can concentrate on supporting your team with a problem.

At Paladin, Sanctuary is the skill to go to if you want to support. It adds property damage to the attacks of your allies based on the amount of defence you have with up to 33% uptime.
Once you reach a decent level of equipment, you can help a lot at endgame this way, as the additional damage ignores the defence of enemies.
I’d drop Restoration to level 1 or 4 and grab Smite at least at level 1, it can help a little with its triple damage to mutant and devil type monsters and its knockdown attribute can help to move mobs (e.g. in Velcoffer Nest Stage 4).

I should, but don’t have a proper pala spr build atm so that’s gonna take some time.
But at best that makes it a build with a niche for CM, and still sub-par for the rest of the game.

The 330 dungeon will, and it’s nice to see they fixed that. (wasn’t always the case)
But in every other dungeon you cannot convert mobs due to them being special rank.

vs my original:

If you can’t spot the difference, then you need help. There are a ton more special mobs in this game than you make it sound.

a: wrong, zombify skill level also adds to their dmg.
b: you should be using divine might and/or a skill gem for Ouguveve for an up to +70% dmg boost.
c: If you build zombie spr right than damballa is a loss of dps regardless. Just stack more spr.

in a ton of outdated content. You don’t even need to run dungeons until 300, and challenge mode is the most rewarding daily so don’t make it look like it’s not viable to make a character focused on challenge mode. You can reach level cap, get gear and get rich solely on it and running with fewer people makes it even more rewarding. Besides, the intention of OP is a support with summons and paladin can fill in that role with barrier, sanctuary and the situational converted mobs.

EDIT:

a: wrong, zombify skill level also adds to their dmg.
b: you should be using divine might and/or a skill gem for Ouguveve for an up to +70% dmg boost.
c: If you build zombie spr right than damballa is a loss of dps regardless. Just stack more spr.

Wrong, damballa is not a dps loss as long as you can keep generating zombies. And I’m not denying that zombies can do decent damage fully buffed and fully geared, but they won’t do as much damage as skeletons and company.

Lastly, you can give out those points without being smug about it.

EDIT2: well you edited out the smugness so there’s that.

While Damballa is not directly a DPS loss, it’s also not a DPS gain, because you’ll lose the 60% attack buff on your new zombies. I’ve tested this actually on my Bokor>Oracle>Kabbalist and decided to abandon Damballa for this reason, because you gain ± the damage you’d deal with buffed zombies during the time Damballa staggers them/after they resurrect.

Given you need about 67000 attribute points for Damballa to be really effective (especially in challenge mode, your Damballa damage goes from yay to meh within the first 4 stages unless you’re Kabbalist to multiply it from stage 4 onwards or Plague Doctor to spread Hexing debuff for 80% damage boost),
I’d say not to nuke your zombies except for situations where it’s really profitable (e.g. Saalus runs, early Challenge mode stages [1-3], 330 dungeon, daily questing for silver/attribute points, unique raids).

The problem is probably with Kabbalist not having a reliable way to alternate between damballa and finishing off mobs. The meta bokor3 druid3 exo2 basically has you making zombies with rubric, blowing them up then dropping grass in between.

In a party CM setting, you won’t be running out of zombies either as long as your party members finish off enemies over the zombify circle.

EDIT: Henge also adds a level to oguiveve so bokor3 really should go with druid exo imho. That’s why I believe Kabba3 will do better with paladin instead of bokor3