Tree of Savior Forum

Paladin Build Compendium and FAQ [Updated 29/04/2016]

So now I’m curious. Unless I misunderstand, Paladin’s Restoration aura gives you (roughly) doubled tile healing amount. You also have a very large regen bonus, especially if you took Krivis and also get Aukuras. That should mean that a Cleric C1 -> Krivis C2 -> Paladin C3 should be just as much healing as a Cleric C2 -> Krivis C1 -> Sadhu C2+ build. Really, any build composed of Bokor, Diev, Sadhu, Monk, Pardoner, Oracle, and Druid has no additional healing boost outside of Cleric. However, I typically hear people repeat that Cleric C2 is sufficient to be healer in current content.

As far as I can tell, that really only leaves 3 possibilities:

  1. Most builds need Cleric C3 to heal effectively, and Paladin can get away with Cleric C2.
  2. Most builds need Cleric C2 to heal effectively, and Paladin can get away with Cleric C1 (which you have argued is not the case).
  3. The reports of additional healing from Restoration were incorrect, or it was a bug that has since been fixed, and Paladin is rendered equivalent to other builds.

Perhaps I can get some clarity on that particular issue?

actualy when you are the only healer in party, Cleric C1 are not enough to keep all your party alive. But if you got a good party ( no chicken head running ) it good enough. But cleC2 are better in my opinion.

im a cle1-PR2-Pal3 right now and it realy hard too target mass heal to the ranged DPS ( they are running around everywhere ). Usualy i only keep my tank alive and heal the nearest DPS. Even if restoration doubled heal tile still 5 tile are not enough. Then revive realy cant used to be a panic button like what i think berfore, it have a realy small area T-T. This is what i feel playing my pala right now. Lack in everything, 7 class are not enough for cleric lol.

About SPR give natural resist is it true ? How much resist it will give ? is there any formula from this resist cos i cant find one.

And you know this for a fact how? Do you work for them? Are you part of the development team?

hahaha its the same question for you dude. Are you the team dev ?

Might I ask which of my posts would have you confuse me as part of the dev team?

Which is why i already mocked web for saying that, it’s very inaccurate.

The added bonus seems to range between 20-50% depending on stats (Reference), Spr/Int seemed to get most. Not entirely sure how it’s calculated though so take it with a grain of salt.


Where as Cleric to cleric2 is a over 100% healing increase (twice as many tiles + occasional divine might.)


Aukuras can work with just skill lvl 5 and the squire food buff. (r3 squire cuts it down by another 10s.)

But either way aukuras is just not ideal for healing due to it’s 2min cool down, stationary nature, since enemies can kill it and that it’s flat healing that doesn’t scale with max health.


Answer is nr3.

Cleric2 is just is quickest path to getting that amount of healing that still leaves open 2 more ranks. Also really good for int builds due to it boosting heal’s flat scaling as well.

Priest3 would normally sufficient for most builds, but for paladin3 it’s not remotely as ideal due to skill overlap, sheer cost in ranks and that you’ll need to delay priest3 or paladin.

And keep in mind i’m mostly advising cleric2 due to ET and other lvl 200+ content. Though it does help out a lot prior to that.

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I don’t question choosing Priest - works very well since you have a lot of buffs to help out in damage. You also can get to Unlock Chaplain should you wish to get into. I am actually contemplating on it.

I would imagine it would be better as an INT build?

Would a Cleric C2 > Priest C2 > Paladin C3 work?

Well, goofed up and posted this on the wrong thread. Reposting here after deleting the other one.

Thank you for the test. Perhaps you can add some input on exactly what’s happening. Based on that video, your stats are

Level 10 Heal
Level 5 Restoration
181 INT
8275 health
324 Health Recovery (post-Restoration)
313 Magic Attack

Your average heals were
No Restoration -> 1176
Restoration level 1 -> 1795
Restoration level 5 -> 1802

Now, the Heal formula on TOSBase is

Recovers HP equal to 5% of the maximum HP
Additional HP Recovery Rate: ((50 + (35 + INT)) × 1.5) × 1.1 ~ ((50 + (35 + INT)) × 1.5) × 1.3

So your base is 5% of 8275, which is 413.75.
Your base additional heal at level 10 should be 252.6 average.
Your additional heal from INT should be 325.8 average.

That would be an expected 992.15 total. However, you report an average of 1176. Your tooltip indicates 609 average additional heal, where a calculation would suggest 578.4 – not sure what quite went wrong there, either (perhaps an equipment bonus somewhere?), but it’s much smaller than the missing 200 actually observed. Could this missing 200 be from your HP Recovery number?

I don’t think we have quite enough data to declare anything about Restoration levels, but the difference between no Restoration and any Restoration is in the 620-625 range, or just over 50%.

I guess that leaves a few possibilities:

->Doubles Additional Heal (625 observed vs. 609 tooltip)
->Increases Heal by 50% (53% observed vs. 50% theoretical)
->Adding some function of HP Recovery (could also explain base discrepancy?)

I guess there could also be some funny contribution, like doubling % based AND adding HP recovery. If it is adding HP recovery, then that might explain the issue with your base heal being too high. 404 % heal + 609 tooltip additional heal + 156 HP recovery prior to Restoration = 1169 – fairly close. Double your percentage heal and add HP recovery from Restoration and you get 1741. Then again, that’s a rather precarious sort of manipulation, especially given that I might have goofed something up along the way.

how significant sp recovery attribute from restoration skill?
is it give any effect on potion too?

You’re forgetting the additional healing from heal’s skill level, that should add at least 100.

And check the 2 posts above the one i linked as well, they reported much smaller increases with different stat builds.

But i could find no difference with lvl 1 vs lvl 5 resto, so i’m inclined to think hp recovery doesn’t affect it at all. Are there any easy hp recovery equips for testing purposes even?

And i do know said combo uses the stats of whoever casts heal, got surprised once when a str pala gave my int diev that almost 50% boost.

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About Conviction, the description says: fire, ice, poison and lightning property resistance goes down, however the debuff on the enemy includes earth property as well when you pass the mouse on it.

Can someone confirm if the description is wrong and it does count earth in?

Just tested. Conviction does affect Earth Property Attack too.

However, u need to hv +Earth Property gear.

*Cafrison set—> Conviction only affect the 2nd attk as the 2nd attk is Earth Property. (1st tick=normal attk)
So, the Earth Property dmg will not be calculated when u use any skill.

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I did include the level-based heal amount; that was listed separately as “base additional heal at level 10”. Base heal at level 10 with INT set in formula to zero is (50 + (107*1.5))*1.2 = 252.6. Average INT amount should scale as INT*1.8. At 181 INT, that’s 325.8. Your own tooltip suggests slightly higher healing than that formula (609 vs. 578.4 – off by 30), but certainly nothing like a missing 200 or so. After that, it’s 414 more for percentage heal, which should put you at about 1000. Going by the tooltip amount, that should be 1023, where your observed was 1179. Gotta make up that extra 156 somewhere.

The formula on ToSBase does not seem to correctly predict your healing amount, which is making this quite messy. Just raw HP recovery addition doesn’t work out either. I wonder if this is just an unintended, buggy mess. There are so many hidden mechanics in ToS that it can be hard to tell what’s what.

I guess heal numbers with respect to HP Recovery stat can be tested if there’s some Krivis-Paladin around. Aukuras should give some HP Recovery, so see if that affects healing amount alone. Then try Restoration alone, then try Restoration + Aukuras. Having someone else’s Krivis might be worth a try as well, but that’s not ideal – want to eliminate any confounding variables such as who casts what and what the class selection is.

I suppose it could also be adding HP Recovery and doubling the INT portion alone? That would get at the outcome you’re seeing in terms of the with/without discrepancy, plus might explain why that other player had so little benefit (if he had low INT and low HP recovery stat?). If that were the case, then you’d have strong early benefit, but weaker long-term benefit as the max health portion starts to outstrip the base and INT portions. If the opposite were true and the max health portion were affected, then you would expect weaker early benefit but approaching that “doubled heal power” notion benefit at high levels. How this bonus is implemented is rather important in that respect.

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wow thx so much man. btw it does to earth damage too
so conviction can add 500 damage in total. nice

Thanks! Wow. +600 elemental attack with divine might. That’s really impressive. Since it also applies to skills as well (as long as you have added elemental attack from equipment).

Will have to make a completed guide on equipment and ‘awakening’ to get all the elemental bonuses.
(I know that you can use headgear from market, but I don’t like this mechanic. Feels like cheating. haha)

By the way, I had forgotten what the set was called but there’s a set that you can farm in the 240 dungeon.

For INT-Builds this can work, it’s the cloth set and it gives ice property attack:

conviction and elemental resist should have include holy properties

Question: If I am going Cleric 2 -> krivis 1 -> Paladin 3 -> PD

Can I go int/con/SPR for stats?

Also what attributes should I max then?

and what end game equipments are there? Do I use mace or rod?

I was thinking of doing this also, although I haven’t thought of what skills to max at Paladin C3. Do you still get Level 15 Smite despite not getting STR?

I just read that even with a huge SPR investment Turn Undead doesn’t change much. Has that been addressed already? Or is it the CD the only fix so far? BUT STILL, there are a bunch of other skills benefiting SPR such as Deprotect Zone and Zalciai. But does this build need Deprotect even?

I also got a little turned off given that Akuras has a long CD and is quite limited given that it’s stationary. If it was remotely near the CD of the Diev Statues this would have been really nice.

There’s huge talk that STR isn’t really a good stat for Clerics, so I am really considering looking up an INT build also. So far this is what I am gunning for.

And finally what’s a better progression? Cleric C2 > Krivis C1 or Cleric C1 > Krivis C1 > Cleric C2.

I’ll post my findings here too. It seems really hard to get to the exact formula of how much restoration increases heal from heal tiles unless I go spend some real cash on skill reset potions and use up my stat reset potion.

Here is my current stats

16666 hp
407 int
298 hp restoration

Restoration skill is at 0 level attribute (till I found out how it works, and also silver is rare to me and I need to upgrade other attributes :3 )

Without restoration buff

Heal tiles based on calculation of 5% of hp + additional heals based on int (showed in the image is) + restoration will put us to around:

833.3 + (930 ~ 1099) + 298 = 2061 ~ 2230

This formula is largely correct, heals are all around that heal range.

with restoration lvl4 buff

Based off the same formula

833.3 + (930 ~ 1099) + 451 (added restoration buff) = 2214 ~ 2383 is what is expected, but this is what I get


Really baffling, so what exactly does restoration do to enhance the heals to this extent? And what is the formula? In the tests I run the range is around 3032~3287 heal, averaging around 3160 heal.

3160 / 2299 (average based on formula) = 1.3745 (37% percent increase on average for a lvl4 restoration)

What is more intriguing is when Restoration gains a level, the heals increase substantially (not just by the extra +17 hp recovery). This is what I get when restoration is at level 5 with divine might buff (Heal tiles are preset at lvl10 heal prior to buff).

The heals range from 3350~3532, averaging around 3441. If calculate % increase with restoration buff we get:

3441 / 2316 (+17 heal) = 1.4857 (48% percent increase on average for a lvl5 restoration)

In conclusion

Seems like the heal amount is following the level of the restoration instead of just hp recovery. We just need to know how much it heals per level and how each component of the heal affects the formula…

[Edit: 1]

[Edit: 2]

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What are the best stats (on hats) for STR paladin?