Oh, hmm⌠what about this:
If there is a cap to it then I can see how Zaibas can fall off later in the game, but if there isnât then shouldnât investing into it at higher levels make it more suitable for high level grinding to where the AoE ticks wonât be something to worry about before the cooldown ends?
(since we can place down two Zaibas)
Thatâs also if 1% increase in damage is enough to make an impact, but then again, Zaibasâ damage comes from INT (?) and your gear too.
As for Carnivory, idk, I think it is INT too.
Carnivory* seems to be strangely classified as âMeleeâ as an element, but âMagicâ as type on ToSBase. 
Then you have sustain when your skills are on cooldown: Safety Wall (I know Lv5 Safety Wall definitely is not enough unless you go with C2 Cleric for that juicy Lv10 Safety Wall) and Sterea Trofh (amped version of Safety Wall).
Oops, I meant Safety Zone, Iâm thinking of RO too much atm. 
Oh, and this, I know Clerics donât tend to go for Fade because they believe it sucks (and HOPEFULLY it does not drop boss aggro and cause it to reset, if it does then never mind this skill unless you plan to be in groups) but it can also be used defensively to avoid attacks while Zaibas and Canivory are on cooldown so you can keep up the relentless attacks.
(If you want Divine Might then you can take five points away from Heal or enough points away from Fade and stick them into that skill since youâre opting to be killing machine anyway.)