Tree of Savior Forum

[Review] Monk - 15 in Rank (Laima)

https://scontent-mia1-1.xx.fbcdn.net/hphotos-xta1/v/t1.0-9/12241630_911767032243279_5038165955555372691_n.jpg?oh=5d2c94134ff8e61e16fba3f9e55c2137&oe=57202EAC

this picture was taken before i started my alt, then i fell some positions (last time i checked i was 30 and something)

first let me say that english is not my native language, so i’ll lack in vocabulary and i may sound confusing sometimes, i’ll try to edit this topic later for typos and better sentences…

So, let’s get started:

I followed the path: Cleric - Cleric 2 - Dievdirby - Dievdirby 2 - Monk - Monk 2

Stats:
2 dex - 1 str - 1 con

dex - good crit, evasion and accuracy
str - increase dmg, obviously
con - HP

STR will get some bonus for each circle you have, so i ended up with something like 120 str 160 dex 60 con (i resetted a lot, so this values were floating a lot)

###As a cleric
I was mainly a healer with no damage, but since healers are quite requisited in parties, didn’t have that much trouble leveling, finding parties to dungeon and even questing

Eventhough you’re STR/DEX oriented, your damage will come from Heal and Cure spells, since basic attacks without buffs are lame ~.~’

Spells

Circle 1

  • Heal - Must have, the healing effect comes from max HP so it doesn’t matter if you have low int

  • Cure - removes negative effects and it’s good for early leveling, but it’s not really necessary, i’d put at least 1 level in it though

  • Safety Zone - Must have, it blocks a lot of hits as long as you stay inside the zone

  • Deprotected Zone - Better for later levels, it lowers enemies defence, the numbers don’t seem good at first, and it scaling with SPR makes it even more attractive, but it has an amazing Attribute, if you or your party hits the enemy affected by deprotected zone 10 times with swords, it inflicts armor break debuff, wich is a huge debuff to armor, increases your damage a lot, i would recommend it, but it’s not that good in PvP

Circle 2

~ increases heal and safety zone to level 10 ;D wich is the main reason this route is appealing ~

  • Divine might - increase the next 1*(skill level) skills by 1 level, i put 4 points in it, it’s good to level your energy blast or safety zones for some extra effects, plus it’s an entire party buff

  • Fade - you become kinda invisible, people can see you, even in PvP, but monsters will not aggro you, good for leveling, i put 1 point in it (the point i took from divine might), it’s a party buff btw

###As a Dievdirby

this class totems are quite good, but it was bugged the ENTIRE beta, totems don’t always spawn and you might get permanent locked in carving animation so i was pretty much disappointed in it…

but the idea is to create “safe zones” to you and your team, don’t expect your enemies to jump inside of those zones in PvP, it’s quite the opposite, but still a good thing to have a place to reagroup or run when low HP, it has some decent buffs and a good DPS ~ wich always come late ~, statues needs channeling to carve, and it’s the main downside of the class… since you’ll get interrupted often (you can avoid this with fade while leveling/dungeons)

##Spells

Circle 1

  • Carve vakarine - can teleport 1*(skill level) players, as any normal goddes statues, except that it’s a portable version, i put 1 level in it, and if i want to teleport anyone else with me i use divine might before it, not really a necessary spell

  • Carve Laima - reduces 20% cooldown for 25 + 5*(skill level) seconds (30 seconds in level 1), not worth to max it to level 10, since the CDR is capped at 20, i put 8 points in it to save 2 points

  • Carve Zemyna - reduces SP cost of spells, it’s a reaaaaally good buff, maxed it to level 10 in circle 2

  • Carve - it’s a good spell overall, it dmgs does NOT scale with skill level, so you can just put 1 point in it and have agood pierce dmg with overheat, and it simply destroys plant enemies, specially those who takes extra dmg from pierce dmg (those 2 points i saved from laima i put 1 here and the other in vakarine)

Circle 2

~ Level 10 zemyna ;D ~

  • Carve Owl - this skill is awesome, it has a really good DPS and range, specially with divine might, and it’s also AoE :smiley:, Owls statues are different from normal statues, you don’t need to stay put while carving, and it won’t get cancelled, you can just cast it and run around until it spawns, if you try to attack you won’t do any damage, and if you try to use a spell it will get “Queued” and you’ll be stuck until the owl is summoned, then you’ll use the spell you tried to cast, then you’ll be able to move again, this spell is just Owlsome :wink:

  • Carve Austras Kokss - at first it may seem an awesome spell, as it silence enemies… but it’s in fact quite useless, monsters won’t get properly silenced, Bosses won’t get silenced and in PvP people will just avoid it, but it’s the only place it has use, it’s the main reason you can create a safe zone, enemies will just avoid it

###As a Monk

Now things start getting interesting, you’ll do a lot of DMG with low cost, have an excelent defensive/support set from previous classes and now you’ll the DMG, it’s good to dungeons, good to level, good in PvP, and good against bosses, no downsides

##Spells

###Circle 1

  • Double Punch - your main source of damage, it costs 2 stamina points, wich you can increase with some sets and quests, you’ll mainly have 40+ stamina in higher levels, the basic stamina pill costs 80 silver and restores 30 stamina with a small CD, so basicly, double punches forever, maxed this spell ofc

  • Knife hand - it’s a good dmg, and it applies armor break :smiley:, so now you can have up to 2 armor breaks, bosses will cry when they see you XD, it also apllies a knock up (wich messes up your ‘targeting’ as knocked enemies are hard to hit with melee classes, but not much a problem here)

  • Palm Strike - again, a good dmg, and shines with attributes as it starts apllying bleeding status, unfortunatelly it also inflicts a knock back on your enemies, so you’ll have to chase them after using it, but it’s totally worth it

  • Iron Skin - it says it reflects damage, but it doesn’t, in fact it’s a smaller version of golden bell shield, you’ll block any damage while channeling this spell, you can’t attack while using it though, the channeling won’t be canceled by dmg of course, since you won’t be damaged, but will be canceled by stuns, sleeps, frosts and so on… it’s worth it to have at least 1 point in it

###Circle 2

~level 10 double punch, yay :smiley: ~

  • 1 inch punch - this is simple the unexpected best spell of the class, you can silence your opponent for 5 seconds, but you’ll also drain all the mana from your opponent!!! it may seem OP, and it is, iiiiif you land it, it’s reaaaaaally hard to land it in PvP since your only stun comes from a 6% chance with blunt weapons basic attacks, and enemies won’t just stand in front of you and wait for it… but sometimes they stop to cast a spell, or something like that, if you see the opening, use it, no matter what, just use it! Also, it has a really good dmg (can be even higher than double punch dmg) and it inflicts some kind of damage per second, wich is also a high dmg (wich makes this the best damage spell of monks), maxed it!

  • Golden Bell Shield - it’s basically an alternative version of safety zone, you won’t be able to attack and will need to keep channeling it to have it’s effect, it’ll be canceled by CC’s, as iron skin is, but it applies to allies near you, so it’s good to keep everyone safe

  • God Finger Flick - not much to say about it, has some decent dmg, specially if you max it, and it’s ranged, good to chase enemies and keep damaging them while they’re running, it’s a good spell

  • Energy Blast - This is actually a disapointment, at first you love it, i mean, kamehameha/hadouken/whatever right? XD it has some really good dmg and gain 1 extra hit per level, and it applies knockback, the mana cost is reasonable, but you’ll be stuck in the animation, so if you miss it, you’ll be locked in the animation and will be free hitted by oponents, and they will punish you hard for your mistake! if you saw steparu’s video and think this will one hit enemies, it won’t, steparu was about 40~20 levels ahead of their oponents, he is an amazing player and i have admiration for him, but his success in PvP is mostly related to the fact he was overleveled… Also, in dungeons and grinding you don’t want to constantly knock back the monsters, since your party will have trouble to attack them, but it’s good if you have 2~3 monks, as this spell will clean the mob, in grinding it will also be a good clean (except for big monsters), against bosses it’s good, but the double punch dmg is higher (energy blast applies holy dmg, so if the monster takes extra dmg from holy, it’ll have a higher DPS), also this spell needs channeling before use, so it’s DMG per second is even lower… and enemies might cancel the channeling with hits or CC’s
    in group PvP energy blast may perform better, but we couldn’t try the arena on this beta :frowning:

  • Energy blast TL:DR - it’s good but you’ll mostly use it until level1~3 charges in pvp, due to high channel and hard punishment if you miss an energy blast higher channeled than that

Overall build:

Good support, excelent defense, excelent offense, in PvP you’ll try to land a 1-inch punch, and enemies will most likely surrender after you land it, in dungeons you’ll be an awesome asset and people will love you :smiley:


##Alt-Char 

as i mentioned, i made an alt char, it was the following path: **Cleric - Priest - Priest 2 - Paladin - Paladin 2 - Paladin 3**

i already spoke about clerics so i'll just jump to Priest

###As a Priest

 wow, i really loved it, it's like a ten times better offensive set than the cleric-diev route, and you don't lose much points in defensive too, better healings and DPS overall, the totems safe zone is just irreplaceable, but priests revive is also a great thing

##Spells

###Circle 1
- Aspersion - Good skill, gives some extra physical defense to the party,but since there is a 5 buffs limit cap, you won't use it much, unless you have a krivis in the party, the dmg is quite OK, but as a STR/DEX build you won't rely on it

- Monstrance - i didn't leveled it at all, so i can't give much feedback, i think it's just not worth it, extra dex and evasion are good, but i rather get the physical defense, since i can't get 100% evasion and will already have a high DEX, maybe it's good to those who wants to go STR mainly

- Blessing - this is just dope, you can get an extra 130 DMG (circle 1 with maxed attribute) to 150 (circle 2) and even 170 (circle 3), for 10*(spell level) + 30(attribute) hits, i did the math on another topic to a Circle 3 Blessing and i'll just quote it here

[quote="felipetomazellicresp, post:2, topic:123024, full:true"]
you have 180 hits buffed by blessing, (150 + 30 from attributes)

you would need more than 3 hits per second to land them all, but let's supose you get it via multi-hit multi-target, 170 damage X 180 hits = 30600 dmg

okay, now let's try with a smaller number, 50,50 hits * 170 damage = 8500 dmg8500 extra damage is quite a lot

now let's multiply it by 5 members in a party( all hits) 30600 * 5 = 153000 extra damage( 50 hits ) 8500 * 5 = 42500 extra damage

remember sacrament and fire enchant both proc blessing, so just by basic attacking you can get 3 procs of blessing, and there are a lot of multi-hit spells in the game, you can even get more than 3 procs per basic attack, with corsair's double weapon assault (wich i think can be shared via linker's spiritual chain), or swordsmans getting 2 extra hits from using trident-like weapons, and they might even release more buffs that grant extra hits to basic attacks
[/quote]

- Ressurrection - this didn't have much use in Beta, since you could just ress wherever you want with icoins, but i think it'll be a better spell on OBT and Official launch, it's worth at least 2 levels for revive(another spell) attributes though

- Sacrament - gets an extra hit with low overall dmg, but it lasts for 5 freaking minutes, and will benefit from blessing and dagger dmg, so it's a great spell (more info on blessing quote)

- Revive - I think it's kinda broken to have this spell, if you would die from any source of dmg (and i think it applies to death sentence, but i did not tested it) you won't die and will restore some HP based on spell level, also you'll have a few seconds of invulnerability after it procs, if you take ressurrection level 2, you can get an attribute for extra duration, so if you didn't proc it, after the effect runs out you'll have a 15 seconds CD

- Mass Heal - A good heal, and you don't have to walk over it XD

~ i didn't take priest 3 so i can't give much feedback on it ~

###As a Paladin

unless you're fighting the evil forces, you won't have any dmg, smite just melts plate~evil enemies, but thats pretty much it, conviction has some good dmg, but as a melee, it's just not worth it, i have a pretty good feeling though, the defensive set of paladins is great, for now you'd have cleric - priest c2 - pala c3, in OBT we will have Rank 7, and if you extend it to Rank 8 Paladins might be a viable build, because you can get priest c3 on rank 7, or monk c1, or even any rank 7 class, if they release army chaplain in rank 8, and if it have an awesome offensive melee set (possible), you'll solve the DPS problem, if not, you can still have monk 2 wich is just great as i mentioned in this topic, also with rank 7 you can go cleric - priest - priest - pala - monk - monk - pala, and be almost imortal lol

##Spells

**Circle 1**

- Smite - 2 charges, knock up, it melts any plate armored~evil monster, but it's useless in PvP and against anything that is not plate armored~evil ;( but it has a 9 seconds CD :D 

- Resist Elements - this is an awesome spell, you get a good extra dmg reduction from elemental dmg sources, plus it can block all the elemental dmg for a 19% chance (lv 15 with attributes, 1% times skill level, plus 4% from attributes)

- Restoration - meh, it increase your HP (and SP with attributes) recovery rate, but it don't reduce the time you need to proc a natural HP recover, so unless you have krivis 3 aukuras, it won't proc often... but it's an aura spell, so there is no reason to not take it... it's not like you'll have anything better than that

- Turn Undead - chance to kill evil monsters, completely useless, as you'll mostly likely overkill everything with smite, no need to take this RNG spell, just crap

**Circle 2**

~conversion sucks, basically upgrading smite, restoration and resit elements~

- Conversion - chance to convert an enemy monster to a pet, it won't change maps with you, and AI sucks, they don't do much dmg and you won't get any loot or exp from the monster you converted (i REALLY wanted to convert a blue mob and just record it, but i didn't managed to do it hahaha) (and omg, this is the ONLY spell you'll get, really?)


**Circle 3**

- Barrier - i just realized i dind't tested it due the quests exploit, i was having fun as everybody else, lol

- Conviction - Good Dmg, will hit harder than smite in non evil monsters, and it lowers the enemies resistances, not much to say about it, can overheat and has 26 seconds CD, it's a good spell, but it's definitely not a "circle 3 good", it should be lowered to Circle 2, since you only have 1 extra spell at circle 2, then they could just give you a new spell in circle 3 that makes it worth it, this way melee paladins would be definitely viable

overall:
supportive in PvP, not much dmg though, and great defense, as i said, it may become more viable with later Ranks


If you read it all, thanks for your time ;3
here's an adorable kitten gif
http://millionpictures.co/media/109/photos/563001c4e7afa.gif
2 Likes

Thanks for the nice review. I can add feedback as I went C3 Priest before going Monk.

tl;dr
As C3 Priest you mainly max what you skilled before.

My thoughts on C3 Priest -> Monk
I call it an offensive support/backline fighter because this is what monk does in a party (apart from being pretty chill solo leveling). You do not deal more damage than a Swordman class. But you have lots of sustain, can level without taking breaks, enemys die fast enough and you add lots of value to partys.

Most stuff was already mentioned. Here the additions.
I went Full Dex and would do it again every time. You can also add some Con for sustain Like 5:1 Dex:Con, depends if you go full PVE or add some PVP (Con needed). Str gives you nothing at all which is kind of sad. There is no need to add like 50 flat damage (which is about 50 levels) if you lose about 25%+ crit chance (at least it felt like this by testing). Equip gives you damage after all and before it takes far over str blessing does.

Monstrance
1 Level wonder. Adds % dex bonus, about 40% it seems. Might increase with Character levels.
Do not level it higher! It is retarded. Higher levers increase the number of circles which increases casting time. You do not want this.

Revive
Best skill.
But! Do not use it if it is level 1, especially not within a party. I mean it, if you know what Revive does then you can use it to go full fighting without caring. But if some retarded priest uses the level 1 version and you dive deep in to use the revive effect you just die because that 1sec and 5% heal does not really add any sustain.

My Build:
Full Dex Monk
As long as you keep monstrance up you crit like every hit. Do not forget to use green gems.

Overall:
Very good choice to start the game with as you can compensate a lack of equipment with heals. Also easy partying as you are a good healer with Heal / Mass Heal / Revive. Especially if the other party member know how your skills work.
Can get a bit boring in PVE but you got cc as backrow fighter which is quite nice. Enjoyed party play a lot, single play was fine. It was easy but not really entertaining.

1 Like

The str is really weak, but the attack is multiplied in crit + str also gives critical attack, i felt a good difference, but if monstrance Lv 1 is really that good, maybe going full DEX is worth it

But then again, the higher the DEX the less extra crit chance/evasion it gives

Does this block magic damage or strictly physical?

Yup, any dmg, magical included

Seems like a bug in both ways then. Nice write up. I am very happy with my cleric1 -> priest3 -> monk2 as well.

10 Revive is incredibly powerful
10 mass heal is 40% max hp to everyone it hits including you, excellent emergency heal
5 stone skin adds around 500 block and more if you have spirit gear. Also blocks regardless of class or whether or not you have a shield equipped. Excellent defensive cooldown.

Energy Blast seems like it is getting a bad rap though. It is excellent for PVP due to coming out instantly and its knockback. The damage is just an added bonus. The point is to stunlock a group of players/mobs against a wall.

in group PvP energy blast may perform better, but we couldn’t try the arena on this beta :frowning:

how does Stone Skin works exactly? does it blocks damage or does it increases block rate? the description is confusing “Temporarily increases the number of blocks of you and your party members.”

[edit]

Nevermind, just googled it XD it increases block rate, but can i block even without a shield? will it be be worth even with a dagger?

Yes increases block and gives you the ability to block without a shield. it is very good.

1 Like