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[SUBMIT][PVE] Play That Doctor (Offensive Magical Cleric Guide)

Guide Maintained by (trying to keep it updated)
Server: Fedimian
Team Name: Sciguma

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Abstract

This Guide was motivated by the Community Guide Hall of Fame event. Before I typically wrote in some random Cleric Topics especially concerning Plague Doctor. About me: I literally played every class this game has to offer in many different combinations. I joined with release, played for a year and then went into Hiatus until RE:Work.
My character of choice is the Magical Cleric and as I spend a lot of time tinkering with ideas and math I will use this guide as a collection to share what I know.

Back when I started I always wanted to play something like a fire mage burning monsters to the ground. After going through many circles I stopped with Plague Doctor. It was satisfying. Still no regrets.
In depth guide about my build, playstyle and alternative suggestions below.

I am always happy about Feedback, discussions and good ideas. :slight_smile:

Build ideas (Magical Clerics)

It would be more consistent to write build ideas at the end. But after all many players are simply looking for ideas and not for whole guides so I throw it at the start.

My Build: Holy Doc (In depth guide)

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Pros

  • Strong survivability
  • Haste
  • Strong Burst damage
  • Decent sustain damage
  • Knockback immunity
  • Instant death protection
  • Some party support
  • With Agny Necklace one very cheap and useful end game gear item

Cons

  • Needs to combine skills (advanced play mechanics)
  • Koinonia requires skilled party coordination
  • Scales a lot with gear and attribut points (expensive), but still sturdy even without investment

Vocabulary

  • Book → Rubric
  • Triangle -> Koinonia
  • Factor → Healing Factor
  • Haste → Modafinil
  • Table → Capella
  • Spear → Katadikazo
  • Fire → Incinerate
  • Poison → Black Death Steam (BDS)
  • Life Hack → Engkrateia
  • â– â– â– â–  → Messed up skill usage or forgot the renew Factor.
  • Duration/CD like 30/60 for Capella.

Strong Combos

  • Guardian Saint → Factor
    Important: Of course it’s good to have Guardian Saint always up. But in case you forget it remember to cast it before Factor because Healing Factor uses the Healing Rating the moment you cast over the whole duration. Even if Gurdian Saint goes into CD you still have to higher healing. Keep that in mind.
  • Capella → Holy damage skills (Book, Triangle, Spear)
  • Poison → Fire → Pandemic
  • Anything dangerous -> Life Hack (<- Factor)

Class Reasoning

image Plague Doctor (Core)

  • Healing Factor for sustain
  • BDS for Velnia Monkey Card
  • Modafinil Speeeeeeed. It’s awesome.
  • Incineration for sustain damage
  • Beak Mask as Displeller alternative

Exorcist Exorcist (Damage)

  • Exorcist mainly brings damage to the table
  • Engkrateia is awesome to survive dangerous moments but hard to use (which yields fun and feelings of accomplishment)
  • Strong auto hits during skill cooldowns or to farm low level content for Quests/Mats/…

Chaplain Chaplain (Boost)

  • Paraclitus Time gives knockback and knockdown immunity with 100% uptime.
  • Deploy Cappella increases Holy damage by up to 160%.
    This works for all Exorcist spells and also any other Holy damage like the very popular silver bullets of a Bullet Maker.

Further explanation

The main damage comes from Exorcist. Some words to the skills and my point distribution:

  • 15/15.
    It’s the holy laser beam and main killing spell against everything in the game. The attributes are very important and boost the damage to a very strong level.
  • 10/10.
    Greograte is a blast. Literally. Hits up to 8 enemies, instant activation. Deals up to… 4 hits?
    I still haven’t completely figured out when and why it deals more hits. It might be connected to debuffs but even against a non very high debuff stacked Velcoffer it makes 4 hits every time. Still under investigation but input on why and how it works is very welcomed.
    But even without completely knowing the skills is still the second best damage option in the Exorcist set.
  • 10/10.
    Very good damage. But also very hard to use. For solo play should be 0/10 as it requires at least 3 players. In parties with 3 Clerics the damage is doubled and as thus even better. Very strong against bosses like Velcoffer in regular parties.
  • 5/5.
    Decent damage. Awesome animation.
    It’s extra damage for just 5 points so why not. Hits a good amount of enemies but the casting time is annoying. I still prefer it compared to Aqua Benedicta.
  • 0/15.
    Just mentioned. The damage is typically worse than Gregorate as it is harder to apply. Doesn’t hit flyers. Needs holy water. For solo play can be used instead of Koinonia but the be honest I would throw the points in Engrateia instead of Aqua Benedicta.
  • (1)/15.
    Can be used to pull monsters. Typically not needed. Can be used together with a Miko but if the Miko is another player the skill doesn’t deal any damage after transformation -> bugged. Hence shouldn’t be used.
  • 5/15 (as much as possible/15).
    I see so many build completely ignoring this skill. It’s awesome!
    I can understand if you don’t go for it if you are covered completely in +11 T10 Legendary gear + Shield. But even then. For just one point you get 6 seconds (with Attribut) of not dying. This works especially good with Plague Doc as all you need against burst is not to die. Factor will do the rest.
    For example against Ignas: He calls “(…) savior (…)” cast bar almost full -> Press Engrateia and keep on fighting. In most random parties the other players die, but Engrateia protects at least oneself. Then you heal up quickly. Same against world bosses. Or in CM6/7 it’s very neat to press Engrateia before placing a capella as you will eat lots of damage meanwhile and then walk some steps and holy laser the demons.

The downsides are: Channeling and Casting. That’s why there is Chaplain, the Exorcists new best friend.

  • 10/10.
    Doubles the exorcist damage. And the damage from any other Holy Source especially Bullet Maker. Very much worth it.
  • 10/10.
    100% uptime knockback/knockdown immunity. With Enchanter buffs also in a way that you can recast it while it’s still active. Very neat!
    There is nothing more annoying as Exorcist than you cast the Laser Beam and the boss knocks you down. Damage gone. Doesn’t happen as Chaplain. Same for the Holy Spear and the Plague Doctor skills with animations.

The rest of chaplain are fillers. The 2 skills above are enough to pick Chaplain. The auto attack boosts are decent but still some words to it as filler skills:

  • Last Rites. It’s just bad, forget it. Can be used in a low level Auto Attack build, but not here.
  • 1/5.
    One point wonder. Requires at least a mace. Stacks damage over 10 seconds and then deals one beefy blow. Very good to penetrate high defense. Sometimes you have like ~5 seconds of downtime with CDs. Then you can switch this on, deal some hits together with Binatio boost. And after the next skill (most likely Laserbeam) you can throw in a high damage regular attack. It’s cool.
  • 9/15.
    We play magic damage. This turns Auto Attacks into Magic damage. Good for downtimes in combination with Visible Talent. 9/15 as the extra 6 points yield more in Binatio than in Aspergilium.
  • 15/15.
    Boosts Attack Speed by a lot. In numbers: With some attribute points and level 15 it gives as much Attack Speed as at least 150 dex. Also it’s additional attack speed meaning where the Bonus from dex falls off (square root function) this one simply adds on top. Example:
    150 Dex -> 387 Attack Speed
    300 Dex -> 547 Attack Speed (+ 160 compared to 150 Dex)
    500 Dex -> 707 Attack Speed (+ 320 compared to 150 Dex)
    As you see for the same Attack Speed starting from 150 Dex you can either aquire another 350 Dex or use Binatio.

Now we have damage and means to boost and apply the damage. Plague Doctor now gives us the safety to reliably deal the damage and also another damage boost.

  • 15/15.
    A strong dd is a living dd. Keep this one all the time. Remember to cast Guardian Saint first for extra healing. If not needed give Factor to a party member in need. Splendid skill. Makes every point of SPR worth it.
  • 1/10.
    Low damage, bad scaling. But increases incineration damage. Spreads fast and thus increases damage using Velnia Monkey Card by 30%. On hard content like CM7 you can use Engrateia -> Place Capella -> Spread Poison -> Pandemic for faster Spread -> Book and your damage kills the monsters fast enough. Still requires gear though. Stacks with other PD BDS.
  • 10/15.
    Not enough points for 15. But the damage increase isn’t big after all especially if wearing Agny. Still good and easy damage which can be spread using Pandemic. Stacks with other PD Incineration.
  • 8/10.
    8 points are sufficient for most content (CM). Spread Poison with fire or anything else worth spreading like freeze or stun. Needs some time to figure out the circle size but it’s a good feeling to catch enemies just at the skill’s boundary.
  • 10/10.
    Can never be fast enough. Haste + Dash in a city without stamina consumption. Mhmm tasty. Especially handy to position yourself for a good book laser.
  • 1/1.
    Replaces Dispellers. Looks awesome. Would spend the point just for the looks (call me guilty). Very very good in Gemstone Freud as we don’t want to PVP and using this we can dodge most fights and just farm for Gems.
  • Fumigate 0/1. You can put one point but it’s useless in PVE because dispeller.
  • Methadone. Very short duration hence limited use. Wasn’t worth the point for me. For self play you get the same effect better from Chaplain.

Playstyle

  • Survivability/Sustain > Maximum Damage
    In my opinion the worst damage dealer is a dead damage dealer. And the more
  • For CM typically: 1 wave with book, 1 wave with Posion + Steam + Gregorate/Spear
  • For Bosses: Use book on CD, apply Poison before strong damage skills, keep Incineration up, use Gregorate/Spear on down times and auto hits with boosts if everything else had CD.
  • For Farming: Aspergilium + Haste
  • Gemstone Freud: Mask, Factor and farm with Haste and Aspergilium. In case of dangerous enemy press Engrateia and run. In case of not dangerous enemy ignore and farm as Beak Mast and Factor make you hard to kill.

As for Cleric:

  • 5/5.
    Goes without words.
  • 5/5.
    Same as above. Gives more healing. Remember to use to before Healing Factor or at least have it on when using Factor. If you activate Guardian Saint after Factor then Factor healing won’t increase! If Guardian Saint runs out after Factor then Factor will continue to heal with the big amount.
  • 1/5.
    Utility. Good for example in Velcoffer to protect the one who uses the Gem on the shrine and door.
  • 4/5. (Mace)
    Nothing else to skill. Actually deals very good damage against Demons and Mutant types (Like 80% of the game).
  • 4/5. (Rod)
    Smite is pretty useless with a Rod. Fade typically doesn’t need more than 1 point. Well that’s 4 left for either this or Fade 5/5.

Quick Guide to Magical Clerics

1. Rule: Have fun.

Having fun is the most important rule. More important than the best build, the best gear, the most needed in meta. If you don’t have fun with what you play, you shouldn’t play it. The Magic Cleric playstyle doesn’t fit everyone. If you were a rod, you can’t have the Wizard’s long range attack. If you wear club + shield you your attack is gimped.

2. Rule: Remember to use Enchanter Shops for your top/bottom armor every day!

Enchanters have an enchant for top/bot which lasts 24 hours and increases Cleric buff durations by 5% each (10% total). Which is very neat. Especially for same/same CD skills like [Paraclitus Time] (https://tos.guru/itos/database/skills/41306) which get bumped up to 33s such that you can recast it before it runs out.

3. Rule: Not every Cleric is a healer

4/5 Need Healer!

Everyone knows shouts like this. Before and after RE:Build you see these a lot. Before literally every Cleric qualified as healer because the basic heal was often enough to keep a whole party alive. At the moment (as of January 2019) a lot of people didn’t realize the change yet. With an offensive build a Cleric shouldn’t call himself party support or healer although it’s possible especially with Plague Doc. But depending on the party’s gear level having an offensive build and joining as healer can fire back fast.
Keep that in mind.

Quick Class Breakdown

[coming soon]

Gear

Plate is best - at the moment at least.
In PVE there is very little magic damage. Most dangerous damage sources are physical. Even big boss monster spells are physical.
If you expect that there will be more magic damage enemies in the future then it’s advisable to wear cloth because it’s easier to gain physical defense from other sources (yellow gems, Aspersion).

But especially as Plague Doctor: Wear what you want. I don’t want to wear Cloth or Leather an in RPG so I go for cloth. Thus I won’t mention specific gear. I mean in the end everyone takes the best gear one can get. A special mention is for this thing:
Agny Necklace
Good old agny. As long as you don’t have anything better Agny yields a strong boost to Incineration.

When it comes to gear -> Get the best you can. The only important difference are:

Stats

  • INT.
    Yields damage but falls off with a strong weapon.
    My rule of thumb: 40 Int -> 200 MATK.
    If your weapon has 10’000 MATK then 40 Int isn’t much.
  • SPR.
    Yield healing. And magic critical attack. But magic critical attack doesn’t really matter whereas healing is strong. Your weapon doesn’t give healing. And healing using Factor keeps you alive. SPR is my favorite stat to be honest.
  • CON.
    HP and defense. Good stat. You get a strong HP pool without many CON. It’s a nice to have.
  • DEX.
    Dex is the best boost for Chaplain auto attacks. Optional stat. Take it if you get it but don’t prioritize it.
    After 300 Dex alltogether you can safely ignore more Dex.

-> Get SPR/INT on gear. CON as optional bonus and jackpot is together with DEX but not important.

Weapons

Clerics don’t have much of a choice.

  • 2-Hand Hammer: My favorite. More damage, better looks. (Attention! Expensive option. Requries defense through gear)
  • Mace + Shield: Poor mans build. Stronger healing and enough damage while still having decent auto attacks.
  • Rod + Shield: Most cost efficient option. Gives magic damage, auto attacks suck (but they don’t matter much anyways). Shield provides lots of def.

<- Under Construction ->

Feel free to post suggestions, questions and feedback. :tired:

3 Likes

Reserved for probably no reason.

Big update. Still more to come.

Hello, I tried Exorcist before RE:BUILD and maybe Gregorate deals multiple hits because your party is close to the target. I remember Gregorate removing debuffs to party members back then and it dealt AoE damage around allies, and it just happens to stack(?) on the same target hence dealing multiple hits. I am not sure if it has been changed, I’m just giving an idea why it does that. : D

Hmm. Sounds legit. Will keep that in mind.
Makes perfectly sense if it deals another line of damage for every party member with a debuff close to the enemy because on Velcoffer you are always debuffed. Gotta find a way to test this. Thanks :smiley:

Typically I am in a 3-player party and the extra hits do not consistently go off.
Something which also crossed my mind is that the multiple hits are very consistent on Bosses. Could also be that the number of targets hit or the size of a target matters.