Tree of Savior Forum

Reborn's Zoo Oracle Build [Conversion Build]

[quote=“mrshadowccg, post:41, topic:274153”]
Can’t cancel monstrance cast animation by jumping (or doing anything), and if a mob hits you, the skill cancels and enters cooldown.
[/quote]Oh, RIP then.

Still, it is true there’s not much else to do when attacks/heal are on CD. So might as well keep it up if you have the buff space (which Priest1 most often does).


**EDIT**: I happened to be in want of an afk farming build (one that can do so legally...), so might as well use the OP's idea. How does the following build look?

http://www.tosbase.com/tools/skill-simulator/build/sxoo3hrfjy/

  • Cleric2 for me to be able to support at all (and heal mobs), also benefits from Restoration;
  • Diev1 for Carve scaling well with STR/Laima for quicker Change and dmg rotations;
  • and a Turn Undead-focused Pally3 section. No matter what I didn’t, I couldn’t max Resist Elements without taking points from Conversion, Conviction or Smite, so I thought “might as well go pure offensive”.

For afk farming in general this idea of Pally3 + Oracle might be the best build around, most summon skills have strict duration limits, and even for those who don’t I don’t think any can handle dmg like the one from 10 elite/dungeon mobs. Hell this is probably enough for even bots not to KS you :smile:

Might turn out to be an excellent active-farming character after setup, too. But because of the bugs, only on grind maps, not on dungeons.

Just not sold on Monstrance since I don’t think the DEX buff will affect converted monsters… afaik summons are only affected by Chrono’s Quicken/Haste or summon-specific skills (like Samediveve), and the debuff’s only any good for bossing, and only with SPR. Even if they’re affected, it’s not worth it going for Priest just for that.

Gonna need confirmation on monstrance affecting the mobs. I know that haste, quicken, revive and stone skin affect summons/zombies/etc

@NaviWolf yeah, and Monstrance in particular’s a buff that’s pretty hard to tell whether it’s doing something on mobs or not…

Here is an example of how Monstrance effect converted mob damage:

Damage:1735-Monstrance def reduced:2188= 26% increase in damage
Damage:1735-Monstance Crit:4145= 139% increase in damage

Multiply that addition damage by 10-12 converted mobs and you’ll be putting out a lot of added damage with Monstrance. I prefer Monstrance over Deprotected zone because Deprotected Zone is a small field and requires enemies to be stationary in the debuff. Monstrance is a larger field[one square per lvl] and the debuff remains even after enemies leave the field

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[quote=“Reborn, post:45, topic:274153”]
Damage:1735-Monstrance def reduced:2188= 26% increase in damage
[/quote]That still relies on the inconsistent randomly-appearing-wherever-they-want Monstrance debuffing circles tho. And how much monster + Smite + Carve-if-you-went-Diev damage are you losing out on by getting high SPR uniquely for Monstrance, instead of pure STR/CON?

I guess it can work with lv10 Monstrance… but your cast time is longer with lv10, and if you’re going to have to Monstrance that often you’re better off attacking with Smite or whatever imo.

The biggest con is that you need Priest2 for it. It means you lose out on Cleric2, which means you lose the ability to support well in parties. Not a good tradeoff at all, unless all you want is an afk farmer (which I know you don’t want.)


Well, I think the build can use some improvements. Change + Conversion is a wonderful idea though, and I will definitely try a modified version myself later, and give you feedback when I do :smile:

Thanks a lot for the guide!

This build will shine in the future when blessing damage increase with spr and they can fix all the bug related to conversion (not sure if you need monstrous lv10).

The easy answer is: 1 STR = 1 Physical Attack = 1-2 DMG (depending on skill Attribute level) = 0,5 Minion Damage
1 SPR = -0,4 Defense through Monstrance = 0,4-0,8 DMG (depending on skill Attribute level) = 0,4 Minion Damage

But invested STR-Points get the 60% Rank Bonus which makes it even stronger. So it’s more:
1,6 Physical Attack = 1,6-3,2 DMG = 0,8 Minion Damage

The kTOS Blessing buff will not change much, as it won’t affect converted mobs.
Then it will be additional to the above with Blessing lvl 10: 1 SPR = 0,54 DMG
so 1 SPR will then be 0,94-1,34 DMG (depenging on skill Attribute) and 0,4 Minion Damage

Multiple edits were made: sorry :stuck_out_tongue: + another one

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I don’t think you can buff converted monsters with blessing (since you can’t buff bokor zombies with it).

In the main post he mentions:

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Thanks. I edited it again :slight_smile:

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@Reborn do Converted mobs require spending your SP to be kept up? Like Bokor/Sorcerer/Necromancer.

@Naivety
Nope.
Bokor’s zombies don’t drain from your SP pool either.

I believe only Sorcs have that mechanic.

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[quote=“mrshadowccg, post:52, topic:274153”]
Nope.Bokor’s zombies don’t drain from your SP pool either.
[/quote]Oh, don’t mind me, I’m sleepy and need brain oxygen. What I meant is that Bokor zombies have the [Decay] time limiter, so you need to heal them at least once every few minutes.

Heard Necromancer does have a mechanic of that sort on Raise Dead. Not sure which one though, and this is only from hearsay.

Very nice idea!!! Thank you for sharing it!

So, does Monstrance affect converted monsters or not? Beacause I am thinking of taking Cleric C2 and Diev C1 instead of Cleric C1 and Priest C3…
And what do you think is better in terms of support and damage:

  • Cleric 1 > Priest 2: as suggested by Reborn.

  • Cleric 2 > Diev 1: so I can play as a healer in parties (many tiles and Restoration addition to the power of them) and benefit from Carve Attack, since we are going for high STR. Also, Statue of Goddess Laima can reduce the cooldown of Conversion and Change, reducing the set-up time for this build.

  • Cleric 2 > Priest 1: if converted monsters really need the buff of Monstrance to hit enemies. I was told the amount of points you put in Monstrance does not make the buff better, so 1 point in it might be enough, if this is true.

  • Cleric 2 > Krivis 1: for Zalciai and Aukuras, if they help converted monsters. Can someone confirm this, please?

  • Cleric 1 > Krivis 2: for stronger Zalciai and Aukuras, along with Divine Stigma (again, if it in fact helps converted monsters…).

  • Cleric 1 > Priest 1 > Krivis 1: to unite buffs from Priest and Krivi, giving up healing efficiency, since Heal only scales with INT (as in tosbase.com).

  • Cleric 1 > Priest or Krivis 1 > Dievdirby 1: for the buffs of Priest or Krivis, along with statues and Carve Attack.

So, what do you think? :slight_smile:

That’s very intresting question. Cause Cleric c2 offers SZ attribute, divine might and more healing tiles.

Bump!

Necro skeles last forever if not in combat, unlike zombies.

They tend to die very fast in combat though, to the point where a level 240+ necro can’t even AFK for more than an hour or so at Dina Bee before they’re all dead (Shoggoth meanwhile will last 10+ hours of AFK at Dina Bee despite not having any HP regen)

I think you need to take Orakla 2 , because that will give the opportunity to create monsters by 11 levels higher than the level of the monsters on the location.
My build 3 cleric ((i hate afker on the mission (Guardian Saint justice skill =)) 2 paladin 2 oracle

Wow, I like this build a lot! And I’m impressed with the footage, congrats @Reborn! I’m following it and I have a question for you all: is [Might Enhance] Conversion skill attribute actually working? Cause I don’t see my converted monsters doing any increased attack, comparing with attribute toggled OFF.

Seems like doesn’t work as intended right now (I have ~250 STR at the moment) and their damage is actually extremely low… like, a monster that hits me like ~500 damage will hit another mobs in the same map for around 1/5 of this value (and a very slow auto-attack animation).

I don’t know if I’m doing something wrong, but I can’t achieve even half of the damage they do to me at other enemies (when applying Monstrance and Deprotected Zone), so this is kinda disappointing and barely rewarding.

Also, I have to mention that converted monsters’ buffs also apply to my character if I stand closer to them (like Enchant Fire, Resist Elements and so on), but they don’t cast those buffs very often, unlike offensive spells (such as Fireball or Fire Pillar, when converting Mage Tower mobs).

Thanks in advance. <3

Monstrance definitely effects converted mob & Party damage. Monstrance works different with mobs though, they have to walk over the field in order to receive the buff. Party members don’t have to walk over the field. Same with the Defense & Evasion debuff, enemies have to walk over the field to be debuffed.
Each field of Monstrance will provide 1 buff for converted mob and 1 debuff for enemy. After both effects occur the field will disappear. So lvl 10 Monstrance will allow me to buff 10 of my converted mobs and debuff 10 enemies.

The Reason why I choose Priest C2 is for Stronger Monstrance, Attack buffs and more importantly Mass Heal. Flying converted mobs can’t receive Heal tiles so Mass Heal is great for them and supporting more healing for the party.
Converted Mobs AI has been improved, when Converted mob is about to die they will run to Heal tiles if they are available.

Paladin C2-Oracle C2 will allow you to pull some monsters higher than your field possibly 20/22 lvls high if both charges are used on the same mob but you will only be able to convert 5 mobs. The majority of the stronger mobs you will want to convert will come from Dungeons, Alchemist awakening and Elite mobs created from Change which you still will created with Change lvl 5. Cleric C3- Paladin C2- Oracle C2 can still work but in a different way.

I find that that attribute isn’t working, on or off my mobs damage is the same. I leave it off so I don’t get the additional 10 second cooldown.

When I was Paladin I focused more support role. Converted mobs from the field are rather weak but converting mobs while in Dungeons will be strong. Once you achieve Oracle you will be able to solo anything. I have done Evac, Storage and Maven alone because Oracle will allow you to control really strong mobs. This Build shines the further you progress.

Yea all their buffs will effect team :slight_smile: . Mobs abilities are based on class abilities. If you converted particular mobs you can effectively have an Archer, Swordsman, Cleric and Wizard abilities at your side.

Their are some mobs that have RIDICULOUS aoe damage such as Morningstar Golem, which can blast an area for as high as 11,000 damage.

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Thanks for replying me, pal! I made some research by myself and AFAIK, there is the data I found:

  • Monstrance does NOT buff your converted monsters. What increases damage, though, is the physical defense debuff on enemies. That’s why @Reborn invested in SPR, so you need to make enemies step in the zone, but just for once… since the debuff is persistent when they leave the AoE (unlike Deprotected Zone works).

  • Since Monstrance does not affect your own mobs, I suspect that Zalciai effect could be more useful, since lowers enemies’ resistance to Critical Attacks and make converted mobs deal critical more often. Notice that investing in Zalciai means you need to put some stat points in SPR as well (like Monstrance).

  • I looked at some footage of Paladins with Conversion skill and noticed that converted mobs are affected (some way, I really dunno how) by Aukuras. So it’s really interesting going to Cleric C2 -> Krivis C1 and then Paladin. I did the same Reborn build, for Monstrance, Revive and Mass Heal reasons. Seems OK, but not optimal. Even so, Priest’s [Mass Heal] is the only healing spell that works on flying mobs. (Heal and Zalciai don’t, so keep that in mind when converting your monsters).

  • My Priest buffs (like Blessing) seems not to work with my own converted mobs, but other Priests are able to use buffs on them (including their Blessings) properly. I don’t know if this is intended, because you don’t even need to be in a party with another Priest in order to converted monsters receive such buffs.

  • As a Paladin, I’m unable to convert any Elite monsters right now. I tried doing it several times and I’m suspecting that is only possible if you use Oracle’s [Change] a normal mob to an Elite mob and then Conversion it.

[UPDATE] I used Zalciai via Skill Scroll (Lv.3) and it worked on both converted and enemies mobs. I don’t know if they’ll receive the buff as Krivis or only via Skill Scroll, since my own Priest buffs does not affect them. But still, you have to put some points on SPR to reduce enemies’ critical resistance to an effective value.