Healing Battery
Cleric 1 -> Krivis 2 -> Paladin 3
Cleric:
Nothing notable, every cleric must go through it, thankfully cleric skills actually all look useful for any build unlike, i’d argue, the other classes.
Defence reduction for physical damage dealers, Heal on demand, Damage absorption and status aliment cure.
Can’t say no to this.
Krivis:
Aukuras: Increase the health regen activation rate if i really get what it does, important because of a paladin skill. People will heal faster thanks to it so it still has uses by itself.
Zalciai: Increase damage from physical dps, note that this build will rely on strengh so it also increase the user dps output.
Daino: Increase the max buff count from 5 to 15. Hopefully enough for a buff heavy party.
Note that i skipped Divine Stigma, which while it sound good on paper relies on you killing something and only provide this buff to one character. If a boss doesn’t summon anything it becomes useless for that specific scenario. I’m actually pretty scared most of those “kill x to get y” skills will suffer now and then.
Paladin:
Smite: Only DPS skill, cd sounds innacurate (it’s around 20s from some beta footage). Seems to do pretty decent damage, can’t really say no to that.
Resoration: Increase the health gained by passive regen, coupled with Aukuras reduced activation rate could result in nice heal over time.
Barrier: Protect long ranged characters from melee (probably more a gvg skill if you ask me), also provide damage increase for archers, lancers and magic user thanks to some attributes if they stay inside.
The three other skills are chosen at random, i personally not a fan of turn undead as a concept but i could see it have some uses (against boss summoning strong undeads or whatever, or against a Bokor in pvp), Resist element sounds good and could potentially be maxed since the duration of the buff increase (and it needs it with that insane cd).
Conversion i put one point because of an attribute that seems to increase your strengh by 10% per converted mobs (which is pretty much free dps, why not waste one point into it at this point, again can be completely useless if not regular mob are to be seen).
Summary:
This build main purpose is based around healing your allies mostly with passive regen to increase their durability over time while still having access to the regular heal skill if passive regen is to risky (heal spike). Note that Restoration can’t seems to be kept at all time so it needs to be used when allies are at least all somewhat damaged, otherwise might aswell use regular heals for the most damaged allies.
Because healing is probably not enough, it also feature some ways to increase damage for everyone (not equally, physical damage dealer gets the better deal out of it especially archers), increase the amount of max buff for the whole party, and some protection/zone control skill with barrier and a low level safety zone.