Tree of Savior Forum

Preliminary beginners guide to Clerics

So how much changed with the new Stat distribution?

Too soon to tell. I need more info, and these changes aren’t final yet.

But most likely:

Str:

  • Should now scale better than a mere flat dmg boost.
  • Crit rate from gear should be more effective for it now.
    ~ If it turns out to be a percentage based dmg buff then we might struggle for sufficient base dmg.

Dex:

  • Bonus attack speed could be nice for monks, druids and maybe even Sadhu’s.
    ~ Crit attack is a flat dmg boost, might be interesting to some builds but it seems far weaker with the promised changes.
  • Still a considerable dmg nerf for dex builds tbh.

SPR:

  • It will now scale minion dmg, possibly making zombie & zoo builds viable for once.
  • Most builds should need more spr after the changes, esp since we should lose the passive sp buff clerics used to have.

  • Lycanthropy got screwed over with a new base 80 sp drain, melstis seems unchanged for now

INT:
~ Never really had alternatives, so these changes shouldn’t affect builds. Does depend on how strong it scales afterward, might become more worthwhile to pick up defensive stats instead.

CON:
~ Variable health gains from con might be trouble, though I expect it to be 2nd best for clerics.

  • Losing crit res is a fairly massive blow to con tbh.

The changes for pvp builds are also pretty big. No more spr debuff resistance, no more con crit res. Hard to predict how these will change tbh.

And it could salvage some low dmg skills entirely as well, so more builds might be viable.

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Update, since I got more info now:


Stat Gains:
Can be found via Gewnyth’s wiz run down (See: Gwenyth’s kTOS General Thread v2.0) And this video (https://www.youtube.com/watch?v=FOO_9lIu3Kk).

I haven’t verified all of it yet, and I’m pretty sure gwen’s acc bonus is wrong at least. The sp/hp are just different for clerics.

And keep in mind that the per 10 or 15 bonus is based on your total stats, but the others are not. Don’t ask me why.

Str:
+2 phys ATK per point
+5 phys ATK bonus per 10 points
+1 Accuracy per 2 points
+3 Accuracy bonus per 15 points

(meaning 1 str gives a optimal of 2.5 physt attack and 0.6 accuracy per point)

Int:
+2 MATK
+7 MATK bonus per 10 points

Con:
+55/56 Max HP per point
+2 HP Recovery per point
+192 Max HP bonus per 10 points.
+5 HP Recovery per 10 points invested

Spr :

  • 5.6 Max SP per point
  • 2 SP Recovery Per Point
    +23.2 Max SP bonus per 10 points.
    +5 SP Recovery bonus per 10 points.

Dex :
+4 Critical Attack per point
+1 Block Penetration per two points.
+1 Evasion per 2 points.
+4 Block Pen, +4 Critical Attack, +4 Evasion Every 5 Points
+14 Crit ATK Every 10 Points


Class run down based on tos neet:

I’m using flat to refer to a modifier that’s unaffected by skill level. R.I.P. cure/zaibas, it was fun knowing you lot.

Cleric:

  • Heal now has a flat 192% modifier. and lost its int bonus.
  • Cure now has a flat 240% modifier, and lost its int bonus.
  • Deprotected Zone’s debuff no longer scales with skill level or spr. It’s attribute now grants +1-50% additional defense removed. Unsure of initial scaling.

Priest:

  • Aspersion now has a base 196% modifier with an extra 11.2% damage per skill level above 1. It has lost it’s spr scaling entirely!
  • Monstrance now removes an extra 10% defenses.
  • Blessing now scales more with skill level and spr but lost its int scaling. “RoundDown((30 + ([Skill Level] × 3)) + ([Character 정신] × ([Skill Level] / 5)))”. Aka lvl 15 blessing = spr x 3 scaling, lvl 10 = spr x2, lvl 5 spr x 1 etc etc. Blessing enhance now adds 1-50% extra dmg instead of flat dmg.
  • Ressurection now has a base 166% modifier, and gains +9.4% per skill level past 1.
  • Sacrament dmg formula has been changed to “value =(10 + ([Skill Level] × 2)) + [Char Spr]”. aka it now scales with spr on a 1:1 basis.
  • Exorcise now has a flat 312% modifier, and gains extra ticks based on your int, spr and exorcise skill level. (rather oddly worded + placed at tosneet tbh.)

Krivis:

  • Aukuras attribute changed to +1-50% hp regen instead of a flat bonus. The base amount now also scales with your hp regen.
  • Zalciai now removes 50% crit resistance, and its spr scaling has been changed to (spr x skilllevel x 0.1). Op?
  • Zaibas now has a flat 333% modifier, and it lost it’s int bonus scaling.
  • Melstis is no longer a channel, now simply extends existing buffs 20% per skill level for a max of 20 seconds. At least it won’t have sp issues I suppose. ( thanks for spotting that @yurichalps )

Bokor:

  • Hexing now solely scales of skill level. (1.5 x skill level) Just to be clear, it’s spr scaling is gone.
  • Effigy now has a base modifier of 120% and gains 12% per extra level past 1.
  • Zombifiy can now put forth a grand total of one extra zombie.
  • Bwa Kayiman now has a base 161% modifier with an extra 11.5% per skill level past 1.
  • Samediveve now scales it’s health bonus based on your health instead. (char hp x 0.005 x skill level)
  • Damballa now has a base 364% modier with an extra 28.6% per level past one.

Dievdirbys:

  • Statue of Goddess Zemyna now grants an extra -2 sp cost per skill level.
  • Carve attack now has a base modifier of 98% and gains +6.3% per skill level beyond 1.
  • Carve Owl now has a base modifier of 80% and gains +5.7% per skill level beyond 1.
  • Vakarine and Ausrine ktest pages won’t load atm, so they may have changed. I just don’t know yet.

Sadhu:

  • OoB isn’t listed here either, I think it was mentioned in the ktos thread though.
  • Prakriti’s attribute lost it’s cd increase.
  • Vashita Siddhi now drains (45 + [Skill Level] ×4 ) sp per second instead…
  • Astral Body Explosion now has a base modifier of 349% and gains +24.9% per skill level beyond 1.
  • Possession now has a base modifier of 163% and gains +12.8% per skill level beyond 1.

Paladin:

  • Smite now has a base modifier of 362% and gains +25.8% per skill level beyond 1. And it gained 1 extra aoe ratio.
  • Restoration’s Enhance attribute now gives 1-50% extra hp regen instead of a flat amount.
  • Resist Elements’s Enhance now boosts it’s property resistances by 1-50%.
  • Turn undead now has a base modifier of 161% and gains +11.5% per skill level past 1.
  • Barrier now adds extra magic resistances based on your magic defense. (magic def x 0.1 x skill level)
  • Conviction now has a base modifier of 207% and gains +17.7% per skill level past 1. It also gained +2 aoe ratio.

Monk:

  • Double punch now has a base modifier of 203% and gains +15.9% per skill level past 1.
  • Palm Strike now has a base modifier of 364% and gains +28.6% per skill level past 1.
  • Hand Knife now has a base modifier of 402% and gains +31.5% per skill level past 1.
  • One Inch Punch now has a base modifier of 433% and gains +37.1% per skill level past 1.
  • Energy Blast now has a base modifier of 210%, gains +18% per skill level past 1 and now scales sp with skill level. (62 + [Skill Level] ×7)
  • God Finger Flick now has base modifier of 468% and gains +40.1% per skill level past 1.

Pardoner:

  • Indulgentia now has a base modifier of 264% and gains +20.7% per skill level past 1. (No reference to oblation in new dmg formula, an oversight perhaps?)
  • Increase Magic Defense no longer scales with spr. harsh man, harsh.
  • Decatose now has a base modifier of 456% and gains +42.3% per skill level past 1.

Chaplain:

  • Magnus Exorcimus now has a flat 125% modifier.

Druid:

  • Carnivory now has a flat 234% moisturizer. I couldn’t resist, but that seems on the really low end tbh.
  • Lycanthropy now grants a base 100% modifier or some such, hard to read how it works. And has a wopping 80 sp drain per second, so you’ll never use it much anyway.
  • Hengestone’s buff is rumored to be nerfed, ask wolfy for more info.
  • Druid: Animal attribute is now +40 crit rate per attribute level, so up to +200 crit rate.
  • Druid: Small is now +50 evasion per attribute level, so up to +250 evasion.

Oracle:

  • Death sentence now has a 200s cd instead, but that’s all I can find for oracles.

Miko/Kannushi or some such:

  • Gohei now has a base modifier of 201% and gains +17.2% per skill level past 1.
  • Hamaya now has a flat modifier of 97%. Byebye.
  • Kagura now consumes 100 + [Skill Level] × 10 sp per second…

Plague Doctor:

  • Incineration now has a flat modifier of 102%…
  • Black Death Steam now has a flat modifier of 110%…

Kabbalist:

  • Merkabah now has a base modifier of 219% and gains +20.3% per skill level past 1.

Inquisitor:

  • Pear of anguish now has a flat 247% modifier.
  • Breaking wheel now has a flat 130% modifier.
  • God smash now has a base modifier of 450% and gains +45% per skill level past 1. (Might as well call it a nuke at this point.)
  • Malleus Maleficarum now has a base modifier of 120% and gains +12% per skill level past 1.

Taoist:

  • Dark sight now has a flat 333% modifier for it’s explosion. (and tons of extra stuff in it’s dmg formula I don’t understand.)
  • Storm Calling now has a flat 410% modifier.
  • Begone Demon now has a flat 333% modifier.
  • Tri Disaster Charm now gives an extra 200 property res and has a flat 333% modifier for it’s explosion. (and tons of extra stuff in it’s dmg formula I don’t understand.)
  • Creeping Death charm now has a flat 333% modifier for it’s explosion and a flat 273% modifier for each hit it deals.

And in general:

  • All enhance attributes now give a +1-50% bonus.
  • Most sp cost increases from attributes are now percentage based.
  • Almost all sp costs went up, and we lost our innate sp and sp regen boni.

Jay, that’s about it. Time to take a look at the new patch log.

7 Likes

Eagerly waiting for the changes for Chaplain, Miko and Inquisitor (and the Dex modifier for Aspd). Looking at the changes, are damage-type Chap-Inquisitors now being forced to incorporate Spr into our builds?:frowning:

Just an added note, if i’m not wrong meltis actually (at most) doubles (+20% duration per skill level) current buffs duration, but can’t give them more than 20 seconds.

I interpreted some things differently but I only say(ask?) these based on what I saw on tosneet:

Not rly “extra” I think… as I saw the SPR def reduction was removed from it and got the fixed 10% one instead of it and it only has the 0.4 SPR -evasion as scaling debuff now.

As I understood it is maybe its DOT damage that is (SPR+INT)*SkillLvl

The -50% resist part seems op. The scaling is okay but I don’t think it is op. It has a +100% attribute as I saw btw. So with maxed attribute and skill lvl it is like you get 3 crit attack/SPR. So you could get much more from DEX…but it is a buff so it affects others so it is still good in the end.

I’m not sure either but I think it is just the duration that scales and the stacks remove 1% def/stack (I don’t remember how stacks work was it 10-12 max or did skill lvl affect it? not sure…XD)

I think it is possible to make a viable INT build and skip Blessing… but SPR seems better so maybe not that great idea :smiley:

I hope not. Wouldn’t make sense otherwise, since Int is still designed to be your main stat if you’re after magic-type damage. The way I see it, it has a lot to do with the right blend of Int and Spr to attain that sweet spot for damage.

Another twist could be Dex-Spr, which has already been alluded to by some Chaplains here.:slight_smile:

Good to have you back @Wurmheart

I hope IMC didn’t mess with tao’s Storm Calling? I wouldn’t put it past them to make that debuff additive to skill modifier or something.

I put the rest of the tos neet work in the above post, though most seems out of date now again x…x


I have no idea with stats yet, spr got some huge nerfs and buffs at once. But more importantly it depends on how good our base dmg is and how low enemy health is.

A lot of the dot dmg seems to be nerfed in general though, so perhaps focusing on dex/spr isn’t as bad in comparison.


@yurichalps Cheers, I didn’t notice that part.


@Ayalon

Might be right on exorcise, it’s worded oddly however and it already has a dmg formula for the initial hit. I wonder if it includes magic attack in the mix?


@greyhiem Nice to see you too man.


@Moge-ko: I have no idea on dmg formula’s yet either, and you are correct that depending on how they are handled they could make certain buffs almost entirely useless.


More details were released here btw:

http://tos.nexon.com/testserver/notice/view.aspx?n4ArticleSN=41

Clerics parts of it include:

  • Incineration no longer has overheat…
  • Conviction went from 2 to 4 aoe ratio.
  • Smite went from 3 to 4 aoe ratio, 300% additional dmg vs demons an mutants changed to 20% additional dmg.
  • Conviction’s smite synergy was changed from 150% to 50%.
  • Conviction’s god smash synergy was changed from 100% to 30%.
  • Deprotected zone now removes 0.3% defense per tick.
  • Hexing changed to 3% or 4% base magic def reduction with an additional 0.5 per skill level. (Not sure what’s the criteria for it being 4%)
  • Resist elements now lowers enemy magic def by 8% regardless of level.

And ofc the massive table of skill factors is quite relevant. But it’ll just screenshot/edit to reflect the cleric side:

3 Likes

That Zaibas formula. With the amount of wild monkeys breaking into their office, you’d think IMC has built it somewhere in the forest depths where no player can find them. I guess it makes Storm Calling formula a bit of a moot point.

2 Likes

yeah, smite and conviction’s synergy was too op. Even after new patch, without conviction, 15 lvl smite = 496%

The way I see it, Cleric turned from being the all-around versatile character into a class that really focuses a lot more on support. The way they did it however is they by discouraging every skills to have a really large DPS so only Pally, Monk and Inq are the DPS-focused one; and even Pally is becoming more support-focused now instead of being a weird hybrid of Support and DPS.

Nice… What is the point of going druid 3 now? It was my strongest hipster build ;—; loved you my dear WereWolf friendTT–TT

Cleric became the all-around versatile character with the update…
Maces gain patk and matk with upgrades and transcendence now, making physical&magical build mixes excellent choices.
Just looking at the buff of Vienarazis Mace, I’m pretty confident that Cleric can stand its ground now way firmer than before, no matter what build it focuses on.


Priests e.g. now benefit a lot from the SPR boost-Blessing/Exorcise buff, allowing them to deal a ton of extra damage with multihit skills like e.g. Cure, Zaibas, Exorcise, Magnus Exorcismus, Hamaya,Possession,etc.
Even physical skills with true multihits like Conviction and Carve Attack will benefit greatly, because bonus damage of 3 times your SPR is no small amount. If you invest most - all your points into SPR and get some reliable SPR equip, you can easily hit the 600+ SPR mark, which means ~2k more damage per hit.


But back to Cleric:
Cleric itself got the strongest inherent skill, Heal, free on their base Class.
228% damage per tile, doubled by Blessing, 2 overheat, only 22 seconds CD time easily translates to up to ~24k% damage per CD period of your matk. That’s a lot, considering that your weapon of choice now involuntarily boosts your matk as well, even if you focus on a physical build, allowing for some astonishing power also on crazy rainbow builds just by utilizing Heal.

The only major problem I see is that lots of skills have a bad modifier-increement per skillpoint invested, making rainbow builds more versatile and more effective for dealing damage, while “pure” builds that focus on strengthening only 2-4 Classes will become more supportive/utility-focused because of Clerics inherent focus on being “supporter”.

Nope

And all-around versatile character can help with dmg, survival and some utility. Majority of builds just lost their dmg so they can’t be counted as all-around builds anymore, and those that can are just a select few:

  • Aspersion is now 182% skill factor + 10% per skill level for up to 322% and with a 50% enhance you end up with 483% of your matk per melee swing. Int chaps only ofc, since it needs aspergillum.
  • Double punch is now 129% base with +7.1% per skill level past 1. If we include both hits and enhance we end up with: lvl 5 = 472%, lvl 10 = 578%, lvl 15 = 685%. Not bad at monk1-3 and the other skills are quite decent.
  • Spr priest now gains +4.5 dmg per spr from blessing. (Including enhance) and +1 holy attack per spr from sacrament. We’ve already seen 2k+ blessings and this scales quite well with any multihits. Requires priest3 ofc.
  • Even an lvl 15 smite reaches 745% skill factor with overheat3 and 9s cd.
  • Inquisitor stands out as well due to pears and god smash.

Meaning we end up with priest3 for a chunk of builds and plenty of options that rely on monk or inquisitor variants. So variations on 3 builds, whoo.

Ergo:

  • krivis and tao turn full support.
  • PD turns filler/full support.
  • Miko is now pvp filler.
  • Druid2 might see some more use if matk transform skills are worth using now. Otherwise it’s hit/passive filler with sterea trofh for spr/str builds.
  • Druid3 is dead.
  • Bokor isn’t worth it in comparison, zombies are just not reliable enough despite damballa’s good dmg atm. And even then it’s low on defensive skills.
  • Pardoner is a lot better for combat now but still really silver intensive. still needs a buff imo.
  • Cure also took a considerable hit.
  • We lost heal’s int scaling boost for healing.
  • Holy is now a lot less effective since it’s just a 50% vs dark now.
  • We still struggle vs flying a lot.
  • Sadhu is now not worth chosing for dmg due to it’s drawbacks but equal dmg potential.
  • owl/pd seem to time intensive to work out well.
  • Conversion’s dmg buff off spr looks tempting, but it dmg was never its issue. (mobs getting stuck, being time intensive, needing oracle1 and how many mobs were immune to it were.)
  • spr bokor shouldn’t have the base dmg to pull it off either. Esp with your blessing being unable to buff zombies -__-. Mayba as a bwa kayi bless train.

ps. Healing is to important for healing, and you can’t really replace it with other decent healing skills either… (Aside of maybe heal factor + linker.)

We need better changes than what is being proposed right now tbh. Hopefully they’ll keep working at it for a while.

4 Likes
  • Druid3 is dead

Uh…could you elaborate on that a little? I kinda see what you’re saying since there’s no synergy between the way Lycanthropy drains SP and the new SPR scaling for Priest buffs but I’m not quite following how that kills the build entirely. Lycanthropy damage is already high. High enough that you can build out a Druid3 without any ranks devoted to Priest (Albeit, that’s a painful leveling experience if you’re planning to go physical).

Druid3 may not be on meta after the changes but I’m curious to know why it’ll be irrelevant now.

  • Lycanthropy base dmg was nerfed, should now be a base 100% or +100% atk. (Best I’ve seen so far is around 2k base per hit…)
  • The sp drain was set to a fixed 80sp per tick, which is very annoying for non-spr builds and makes maintaining lycanthropy much more expensive.
  • Clerics also lost their sp and sp regen passives.
  • Hengestone was nerfed from +100% health and 100% attack to 100% health and 10% attack.
  • There are transforms available via transform that can land far more hits than lycanthropy can. (Medium panto’s with their 10 hit skill or the large panto spearman with its dual multihit + armor break skills. )
  • Even Monk1 should largely outdamage lycanthropy atm, and again has no sp issues.

The only thing druid3 has going for it atm is the +100% health from stonehenge. Nor does it help that druid2 or monk1 compete so directly with it.

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I see. Well, that’s a blower. Why would they nerf the effectiveness of what is, by nature, a Rank 8 class? Kinda feels like they don’t have a cohesive direction with these adjustments but I guess we’ll have to wait and see how the final version looks.

At least Druid2 + Monk is still viable.

But if they’ve changed the SP drain, wouldn’t that make a SPR build with Priest3 and Druid3 pretty solid in terms of DPS?

I have no idea why IMC made these specific changes tbh. Perhaps it’s easier to balance if they just readjust every to 100% and then see what is lacking? But there’s a ton of outliers that don’t make sense for that.

@Wolfy posted to priest3/druid3 vids over in the druid thread (see: [Class] Druid Class Thread). Does look like lycanthropy is 100% atm since it hits about as hard as carnivory.

Spr does help with the sp ticks, though it isn’t remotely enough it’s own. You will need sp potions and maybe even the squire buffs to make it manageable.

And it’s dmg isn’t bad tbh, but it just doesn’t seem worth investing in when there are easier variants with more dmg.

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