Tree of Savior Forum

Safety zone at 5 or 10?Is Divine might good at later levels?

Hi,I’m a cleric 3 Sadhu 1 at the moment and planning to go Sadhu 2 Druid 2.

I read several times that Safety Zone 5 is enough for most of the content since it gives 30 blocks with maxed attributes.

I’m using Safety Zone at lv 10 and made a few mistakes at my build so I’m planning to buy a skill reset potion and fix it.

So,how much lvs should I take at my safety zone?I got a few options options so far:

Option 1: Heal 15 , Cure 15 , Safety Zone 5 , Fade 10
Option 2: Heal 15 , Cure 10 , Safety Zone 10 , Fade 10
Option 3: Heal 15 , Cure 10 , Safety Zone 5 , Fade 10 , Divine Might 5.

I’m not sure how strong Divine might is at later levels but I don’t see much use for it at the moment and I plan to make my build a secondary healer or emergency healer while being able to deal damage.For that reason,I might remove divine might from my build.

Can you guys help me with it?

Thank you for the future comments :smiley:

#cleric3pride XD

In my opinion I would keep Cure maxed and take points away from Fade. Fade will only help you with Out of Body which is not very good with the current implementation.

Heal 15, Cure 15, Safety Zone 9, Fade 1, Divine Might 5
or
Heal 15, Cure 15, Safety Zone 5, Fade 5, Divine Might 5

Since you already took Safety Zone 10, you can keep it there and not do a reset. In my opinion, this is the order of priority:

Heal > Cure > Divine Might > Safety Zone > Fade

Heal being the most important and Fade being the least important. Divine Might being almost as important as Cure. But if you insist on getting Fade level 10 to use together with Out of Body, then I think I would choose Option 3.

Divine might is alway nice to have.
Some player like a Quarrel shooter really love this +1 lv for (Running shot in this case)
I would probably reduce fade if i was going for something like that because from what I know once you use a spell you loose it it soo it mostly good to move around(Deiv use it to setup statue in the middle of a groupe) or as an escape button.
Finaly if you are mostly int, cure could be worth to max for those extra hit.

Heal 15 , Cure 15, Safety Zone 5 (With attribut i think it plenty enoug), Fade 5 , Divine Might 5.

My safety zone is just level 4 and it last 20 sec without breaking.

It’s very situational. Safety Zone can easily be gone in some seconds if you get attacked by many monsters at once. But if you are fighting a single monster, it will never hit you more than 20 times in 20 seconds anyway.

Thanks for your answers guys.

@mrshadowccg I should reset because I have 4 lvs on deprotect zone and 1 on fade.Even though Fade only add minor dmg thanks to oob,it’s a bonus dmg without taking any dmg on non-boss fights.

@momory32 I like your suggestion,I’ll probably stick with it since I’ll mostly have a 100% defense thanks to fade 5.Didn’t make the math XD

@rya.reisender True,it is.But I usually gather 4-6 mobs and hit them with heal,cure,oob and explosion until they die so I can leave everything on cooldown and the next encounter,everything is ready to use again,os most of them.

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Honestly,the only reason for me picking Cleric 3 was the heal 15 and the fact I wanted to be able to heal without Mass heal from priest.Also,I didn’t like Guardian Saint and I was considering adding it thanks to the stamina and sp regeneration I heard it got at Ktos but I never found out how much it adds.Some even said it increases the natural regeneration instead so…Meh :stuck_out_tongue:

Both heal and cure are very good int base damage skills. also why would you choose guardian saint?

because is a troll skill that alow you to kill afk people at dungeon

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And I always thought the only reason why Sadhu pick Cleric C3 was to get Fade 10/10 because OOB attacks don’t cancel Fade.

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