Tree of Savior Forum

Viola's Monk build

I guess you could call it cookie cutter.

Anyway, res for party reasons, can alternatively dump it into auto-revive. I’ve very little to no experience with cleric as a whole and this is built around hybrid support.

Statwise, I’d assume str, con and spr since monstrance basically covers dex.

Tldr rip this build a new one since I have no idea what I’m doing

very cookie cutter; it does provide a path for new monks though i am very anti-priest 3 monk

well, i been doing some math on priest- monks, and i think i can share some toughts.

first of all, monstrance ALONE does NOT cover dex. its 30% bonus to dex is only valid if you have dex to begin with ( that is obvious,of course). monsntrance only decreases enemys evasion, and that is the least of you worries ( pve wise at least) as higher level gloves provide enough accuracy.

the thing going on in favor of spr investing for monks would be zalciai, as a spr hevy cleric with zalciai should bring monsters crit resist to negative levels, to the point that assures you and your party critical hits, wich is indeed awesome.

tough for this you would have to sacrifice one rank in monk or priest to get krivis, wich is not optimal by itself, since monk 3 gives more dmg ( albeit not THAT much dmg) and priest 3 gives stone skin, wich finish covering any need for dex, as anything that can be dodged can be blocked, and block is way more reliable.

the major downside for this, is that for zalciai to be actually meaningfull your spr should be very very high, wich leads to poor or even non-existant str investiment.

now, i’m gonna paste some math i did for my 56 con rest spr - priest that is currently at lvl 100 waiting for rank 8 classes that i did on reddit:

see if that is of some help to you:

yeah
i know that, in therms of spr scalling chaplaim would win hands down.
the problem is that spr doesn’t scalle so well, not as well as str or
int, so a great use of spr scalling is not gonna make so much impact.

i have 56 points in con invested, wich gives me 75 con. i think that
is a confortable value. if i spent all my 223 remaining ponts ( not
couting bonus points, but those should go to spr as well) i would end
up with 291 spr, wich in turn give me 414 dmg in blessing.

now, assuming i have a catacombs club, wich give for atack 210 ~247 ,
lets say 225 dmg. and 303 m.atak. also, that at 280 i have base p.atak
of 289 and m.atak of 286

an AA should give me (247 +280+ 414+elem headgears and offhands
say around 90 for headgears wich is what i have for now and venom’s 178
dmg so around and 12 of last rites [same as sacrament right? wich will
be lvl 1 ) and 40 holy dmg from pardoners sacram to a total of 320
elemental dmg ) + ( 12+414+320) + ( 40+ 414+320) (aspergilun lvl 3 wich
is what i would have [140 base + 291 spr+320]*atribute lets say 50% wich is reasonable + 414

soo 981 AA + 746 + 774 + 1540 = 4.750 dmg ~ not taking cafrisun into account, for i don’t really plan on using it at 220 +

of course, there is the fact that i’d probably go for druid should i
choose chaplain, so i’d take druid into account to be fair but, let’s
skip that for now.

for monk

at lvl 10 double punch should hit for 550 base dmg each strike so dmg per skill would be :

2{ [(550+ 225+ 289)1,5{ as i would be critting because of zalciai} + 320] * 50 atribute { same as asperg} + 414}2{ [1596 + 320] 50 atrib + 414}
2* ( 2874 + 414}= 6576 dmg per double punch.

of course there is more to take into consideration, as i said other
classes skills for chaplain, such as druid’s carnivory, or monks energy
blast. also enemy defense and such ( wich i can bring down to some
extent with dep.zone )

but the thing is, as AA can’t be atributed and aspergillum is a
single hit that can’t crit, it won’t scalle so good into late game.

man, that math tired me, there might be something wrong with that

edit: … yeah… now that i see it, not very impressive dmg hahaha, i
should just go for other classes if i intend to do any dmg…

lets take the other skills, mainly carnivory and one inch punch + eb.

druid’s carnivory should give me {[1842 + 303 + 286 matak ( or more
since i would probably go for corona rod, but still)+ 320]* 50 atribute
+414}*40 = 181.620 at 30s cd, a rough calc of 6054 dps. for single
target only.

monks eb and one inch:

one inch : {[(1320 base + 225 + 289)1,5 + 320]1,5 + 414)* 10 }=50,205 on a 20s cd, ~ 2510 dps

eb: {[(803 base + 225 + 289)1,5 + 320]1,5 + 414)* 7? not sure of the numebr of hits, may be more } = 27k on a 60s cd, with the perk of beeing true AOE, ~ 450 dps?

so it seems chap/druid wins xD , at least for single target, with the
plus of beeing better support.
but in raw dmg, priest 3 , krivis monk 2 > priest 3 chaplainn, wich
does seem logical, as it is a full build vs a halfway there one.

there is the fun factor tough, and carnivory doesn’t hit flying
mobs… also carnivory dmg sucks vs more mobs, while monk can hold his
own vs more enemies… my veredict is that it will depend on the rank 8
still =z

edit2: i forgot krivis zalciai bonus crit dmg… but is not that great anyway i guess, about 200? dmg for every phys skill

While this makes my brain hurt, thank you for the clarification on Monstrance.

As I said, I have little to no knowledge of cleric as whole, so thanks for that.

what server are you on? and what level?

Klaipeda, and my Cleric is level 1, my highest is a cryo (soon to be sorcerer) at 120.

great i will be on later tonight and can show you my monk build, IGM is Bloodlessdeath

I won’t be on for long, I’m on fairly infrequently, however that will be changing in a few months, hopefully.

I’ll start off by saying that I personally don’t and won’t run an SPR monk or priest 3 monk ever, but I can tell you a lot of things about priest and monk skills.

Priest:

Monstrance: The bonus dex is around 30% of current dex + flat 10 at all skill levels. The dex it takes into account is whoever is receiving the buff, e.g. if you have a ton of dex and your wizard friend has basically none you’ll get a large bonus and he’s probably gonna get around 2 + 10.

What does scale with level is the amount of circles placed using monstrance (1 circle per level, I’m not sure if cast time actually increases with more levels anymore but in beta it used to place the circles one after the after…), and the flat value on the debuff effect.

For most builds you only need level 1. The only reason I can think of taking more than 1 level is so you can debuff a wider area of mobs (-eva and def), but points in priest are already pretty scarce. Also worth noting the enemies have to be in contact with the debuff circle to get the debuff, and that the circle will disappear visually when a friendly player steps over it but passing enemies will still get the debuff.

Blessing: If you decided to build SPR, then 15 is needed. If you’re anything not SPR, just leave it at 3 so you can get the enhance attribute for leveling purposes. The hit count doesn’t seem to include additional lines, so it’ unlikely you’ll ever exhaust the hit count before the duration.

Aspersion: I value phys and mag def much more than I used to in the beta, so to me aspersion is a great skill now since clerics don’t have a manual block like pelts, rodos or memelanders do. Alternatively, you can just assume you and everyone else will buy aspersion from pardoners and spend points elsewhere. In fact, if you’re an SPR build, you probably won’t be able to max aspersion without sacrificing a lot of points from Revieve and Mass Heal since SPR builds will need to max blessing.

If you’re anything not SPR though, it should be easy for you to find the points to put here. Remember that you’ll lose pardoner buffs if you die.

Ressurection: If there’s points max is always great. If you ever make a pardoner in the future though, I would recommend a minimum of 2 for the revieve duration attribute (which even though it increases CD too, ensures there’s less of a downtime between the end of the buff and the CD going off.)

Sacrament: People time and time have said that the bonus dmg from maxing sacrament will add up. IMO, most bosses are going to be dead before the bonus dmg from sacrament equals one double punch from a decent monk. Leave it at 1 for leveling and rebuffing after death purposes, or just none if you really want to.

You probably know how property damage works, but to clarify for others, only the property damage in the skill description will apply to skills. The additional damage line is that extra line on auto attacks.

Revieve: People complain that revieve higher than level 1 is bugged and isn’t giving the bonus duration or HP it’s meant to sometimes. I haven’t experienced that yet, but I don’t doubt it happens.

Regardless, the main point of this skill is that it can stop people from dying. 1 second can still be enough for someone to get facerolled from an aoe and survive long enough to run far away from the boss like an idiot. Any extra duration and HP after the event is a great bonus.

I recommend something like 3 at the very least. I have great success with it even at lv1 on my pardoner, but if you’re not SPR you’ll have plenty of points to max this.

Mass Heal: Heal from Cleric1 doesn’t scale with SPR, just INT. Mass Heal scales from both SPR and INT.

I like it, it deserves at least 1 point on any build. If you’re not an SPR build, you can afford even more points in here. It takes a bit of getting used to with the aiming and timing but it’s convenient since you can heal people on the other side of the boss without walking to them.

Exorcise: Lay down a tile, enemy activates it and takes your magic dmg as damage. The resulting DoT ticks from the debuff are based off skill level + elemental property damage + blessing, they do not factor in magic damage.

But you’re a monk, why would you even need that? 0 and rightfully so.

Stone Skin: It’s a great skill if your only two stats are some CON and lots of SPR. Party members will be able to block physical attacks even without a shield on if the block is high enough.

The raw block granted by skill levels alone will fall off really hard when you level. So only take this if you have lots of SPR, and even then I believe some SPR build people just leave it at 1 since the majority of block will come from your SPR.

If you’ve got no SPR in your build, leave it at 0.

Monk:

Double Punch: Yep, max. Although it’s 0 cd, the limit to how fast you can punch seems to be largely ping related. If you go look at vids of monks in kToS, you’ll find they punch way faster than you probably can.

Both punches (each skill cast = 2 punches) are true multi hits, so ele property and blessing will apply to each punch separately as well as each punch having an independant chance to crit. With the recent patch, using double punch has a chance to inflict a +30% strike damage taken debuff on enemies for around 4 seconds.

Palm Strike: You can get the attribute to remove knockdown, so it’s much easier to use without annoying any party members now. It should be at least 1 to make use of the bleed debuff attribute, which isn’t 100% but is basically free damage. From my very rough testing it should scale with your minimum phys damage, but not skill level.

Hand Knife: With the remove knockdown attribute, you don’t have to fear breaking links with this skill. It should be at least level 1 for the armor break debuff attribute, which isn’t 100% chance either but when it does apply it’s a -100% def debuff on the enemy for around 6 seconds.

There’s a hidden interaction between Hand Knife and Deprotected Zone where attacking enemies with the deprotected zone debuff using hand knife sends a shockwave in a line, which I’m assuming you already knew about. Currently, even with the remove knockdown attribute, the shockwave still knocks enemies up so it can be undesirable.

Energy Blast: Well no matter what I put here anyone would probably max it, and so would I. Anyway, to clear up any questions you might have about it, yes it’s physical (therefore scaling with phys dmg), and yes it can crit. It also has a remove knockdown attribute, although leaving it on would have its own applications for solo play. Oh, it’s also holy element.

One Inch Punch: Has a DoT that increases in duration with higher skill level, and seems to scale with both phys damage and skill level. Not too sure on the scaling but I would recommend a max here for the most duration, and because points in other skills aren’t necessary for PvE. The silence atttribute could also be useful, but it adds to the CD of the skill so I avoid using it (one of the benefits of being diev2 and having a silence statue).

God Finger Flick: Up until recently, it was literally chucking away silver. Now, you chuck away silver to inflict a +50% strike damage taken debuff on an enemy for 5 seconds. Sometimes the targeting gets a bit iffy on mouse mode and perhaps keyboard mode too, but otherwise it’s worth a point solely for the debuff. The debuff won’t stack with the double punch one, they’ll overwrite each other depending on which was applied latest I believe. If you really want to, you could dump your spare points onto here, but you definitely do not have the spare points to max it.

Golden Bell Shield: Invulnerability, but it’s channeling so you can’t do anything during it. There is an attribute which also turns allies nearby you invulnerable while you’re channeling it, but I’ve never tested how big the area is. It has utility, but the CD is also pretty lengthy, so 1 point at the very least is what I would recommend. Since you have a bunch of spare points after maxing double punch, one inch punch, energy blast and leaving nearly everything else at 1, you could take this to max if you really wanted to.

Iron Skin: In terms of PvE, the utility of this skill is so limited that you could say it’s not worth any points at all. For starters, if you’re hit within the very first second or two of channeling, you’re just going to take damage and the channelling will cancel. Secondly, it only works on physical melee attacks, anything projectile or magic (there are mobs that claw you with magic damage) aren’t going to be reflected and you’ll just take damage.

So to use this skill, you need to be 2 seconds ahead of your enemy’s attack in casting it, and the attack needs to be a melee physical attack. There are not that many situations with bosses you’ll find this skill useful, and in dungeons there are always plenty of ranged or magic mobs, so its use is very limited in PvE in general. When it does reflect damage, you won’t take any at least, but like golden bell shield it has a long CD…

3 Likes

Only the visual effect disappears, monsters passing through the area will still get the monstrance debuff.

Nice to know, thanks.