Dragon Ball Xenoverse 2 Leveling Guide

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You’ve probably finished the story mode by now and want to experiment with different character builds. Here are some tips to get your characters up and running.

1: Finish the story mode – This enables you to get the 40 tonne weight Super Soul and gives you access to what I’ve found to be the best EXP mission so far.

2: Pick up the 40 tonne weight Super Soul – This Super Soul doubles your score which in turn doubles your EXP gain.

Here’s a screenshot of where it’s found:

dbxv2_40tonneweights

Above the Time Machine area where you do Parallel Quests

3: Go to the Time Vault located at the far end of the Time Nest where you do your story missions. Here is where you can repeat story missions.

4: Do the story mission “By Shenron’s Might! – History Restored” (second last mission)

This should net you approximately 50,000 EXP per minute depending on your performance.

I’ve seen some people suggest doing the Captain Ginyu final mentor mission or simply doing the harder Parallel Quests but neither match the XP per minute of this method I’ve discovered.

Here is a video of a typical run through, as you can see even with mistakes I still manage to get Z-Rank and a lot of exp.

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Dragon Ball Xenoverse 2 Preparation

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Dragon Ball  Xenoverse 2 is coming out soon and right now there is a X2 exp event going on in Xenoverse 1. This is an opportune time to level up and unlock content to transfer your save file over.

To make the most of it I’ve created a guide for the fastest leveling experience I know of. Though the level cap is 99 the highest you need to go is 93 for the Elder Kai mentor quest.

Here is a video play-through:

Requirements:
1. DLC 3 (DRAGON BALL Z: Resurrection ‘F’ pack)

Recommended:
1. Strike Attribute Focused Character
2. Maximum Charge (From Parallel Quest 32 or buy from Skill Shop)
3. Blue Hurricane Skill (From Parallel Quest 10)
4. Z-Soul “Purple Spiral Flash!”
(This is created by combining “We’re the one and only Ginyu Force!” and “Burter is the fastest in the universe” which are both found in Parallel Quest 11)
5. Strike Focused Gear

Instructions:
Do the last PQ “The Return of the Giant Ape-Fest!”
Power up. Run into the apes and Blue Hurricane.

Mistakes:
If you mess up and don’t 1 shot the Apes. Grab them by the tail (Block+Fireball button, by default E + Q) or you can run away, charge up and go again.

Considerations:
From testing with different skills for Ki focused characters I found that the tail has its own hitbox of sorts so if you position your character in between the Ape and his Tail (being directly behind him) then you’d get more hits and thus more damage.

If you don’t have a strike attributed character you can just pick Burter. The characters seem to get stronger as your character levels so he shouldn’t be pathetic unless you’re really low level. It’s probably better to just pick Burter than to use a non-strike based character.

For leveling non-strike characters it’s faster to make a strike based character and then use the Dragonballs to wish a character reset and re-attribute your character.

If your character seems too weak or low level do Parallel Quest 53 “Dangerous Duo! Warriors Never Rest!”. In this mission just collect 3 Dragon Balls and hand in to the ship. (You can only hold 2 at a time). Repeat until you think you’ve raised your strike stat high enough or believe level is high enough for Burter to 1 shot the Apes.

Tree of Savior: Sadhu

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Sadhu Astral Projection

Though I’m quite happy with my Monk main character, I’ve always been interested in the Sadhu class. I’ve been playing Sadhu recently  despite the amount of bugs with positioning causing rubber banding and loading issues.

Why pick Sadhu?

The Astral Projection skill called Out-of-Body (OoB) is why you pick Sadhu. The spirit you project cannot be targeted or hit. In spirit form the spirit’s normal attacks are based off magic attack power. As with typical magic attacks it cannot miss or crit. You have some skills that can only be cast in spirit form but you can still also cast your other skills. Interestingly your non-spirit spells will be cast by your body still. If you’re low on SP you can cast OoB and then sit next to a bonfire, your body sitting down will accelerate your HP/SP regeneration and your spirit form can continue attacking things. You must take care that your body doesn’t get hit though, because when your body is hit, your OoB is interrupted and goes back into your body.

Sadhu Skills

Out of Body – This is your main skill, project your spirit which you control movement and attacks. Damage is determined by magic attack, it is multi hit (x3). Higher skill levels increase the range you can move away from your body. Pressing the skill after you already cast returns your spirit to your body.

Pakriti  – This skill moves your body to your spirit and ends OoB. Useful movement skill when your body gets threatened or better positioning is available.

Astral Body Explosion – AoE Skill can be attributed to knockback (turn this off in PvM, will annoy party members). One of the few skills in game with % damage (250% Damage). High skill levels increase its base damage number.

Vashita Siddhi – AoE Debuffs all enemy stats, however this is channelled and drains your SP over time so you will be inactive. You can trait this to confuse monsters to fight each other however (requires level 3) so this can be used for crowd control

Possession – Fast multi-hitting channelled spell, interestingly not a spirit skill. Does a lot of damage and stuns.

Transmit Prana – A channelled buff which transfers 10 INT per level to someone else.

Recommendations: If you’re an INT based damage dealer Cleric looking to fill in down time between casting spells, picking up C1 for OoB magic auto-attacks provides a nice moderate option. However I do believe this option though fun, is weaker than higher ranks of Krivis for very powerful Zaibas or Dievdirby for the powerful Owl Statues and utility provided by it’s other statues (Cooldown Reduction, SP Regeneration, Silence Aura)

If you’re convinced you want Sadhu in your overall build do not go further than C2. C2 Provides the powerful Possession skill but C3 provides only Transmit Prana +50 INT to a party member sounds great but keep in mind that you have to channel this, so in essence you’re removing a character slot in your party for a +50 INT buff for only 1 other person.

Sample Build – Sadhu/Druid

This is the build I’am using, the build is developed to get the most out of Sadhu and Transition into Druid which seems to be the most powerful caster option for Clerics.

Rank 1Cleric C1– Max Heal and Safety Wall. 5 Points saved for Cleric C2 skills.

Rank 2Krivis C1– Max Zaibas great for damage and Zalciai Level 1 for the Magic Amplification Attribute. A lot of left over points, I max Daino for the buff limit breaker since there are alot of buffs in this game, especially in party. Zalciai I got to level 3 to buff the crit attack of party members (purely supportive since you can’t crit).  2 More left over can be used to max Zalciai or get some Aukuras, the impact of these is quite minimal and is up to you.

Rank 3Cleric C2 – Max Heal, Safety Wall, Divine Might, Fade. Should have no points left over. Safety wall and Fade important to protect your body while you’re in OoB Spirit form.

Rank 4Sadhu C1 – Finally Sadhu, get 1 OoB immediately so you can start spirit attacks. 1 Pakriti, Max Astral Explosion. Left over points can be spent on no more than 3 in Vashita Siddhi to gain confusion crowd control or more into OoB for extra range of movement.

Rank 5Sadhu C2 – I was actually thinking of maybe getting Cleric C3 for longer Fade uptime and playing with Guardian Saint skill but I wasn’t sure if your OoB still got interrupted or not and the Druid Sterea Trofh skill later on gives you even more protection anyways. Sadhu C2 I chose to Max Astral Explosion and Possession then dump the left over into OoB for more range.

Rank 6 and 7 Druid – These ranks are fairly standardised no matter what you’re doing. Start with at least 1 Chortasmata to create grass, Max Carnivory for incredible damage, 1 Shapeshifting to get forms, save points for C2 Druid. Once in C2 Max Sterea Trofh for invincibility, Max Carnivory for more damage, get 9 Chortasmata for grass duration then max Transform to be able to change into previous form for longer durations.

Stat Distribution – Pure INT. One of the main reasons I wanted to play Sadhu was to try and make a pure INT build since your spirit cannot be hurt and you protect your body with Safety Zone, Fade and Sterea Trofh.

Gameplay – Buff yourself, cast your spells run away, Safety Zone, Fade or Sterea Trofh to protect your body then OoB auto attacks. Depending on spacing, positioning and how you use your safety skills casting spells can be risky but rewarding. I find Sadhu quite fun though.

Important Notes – Sadhu OoB can be a little buggy resulting in alot of rubberbanding or things just not loading, when you find your character unusable try mashing OoB on and off or Pakriti to change position. I find doing that helps fix the problem most of the time.

Quick Build Link

Tree of Savior: Guide Updates

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Updated Monk Guides

With some more experience on live and higher level content I’ve made some change to my suggestions.

Aspersion is less useful than it seems because at higher levels there is a lot of magic damage going around, I previously suggested anywhere from 1-15 points as a skill dump but right now I don’t recommend it at all.

Sacrament is a great skill adding an extra holy attack to your whole parties autos and greatly influential to your killing speeds whilst levelling and not double punching. I’d previously recommended maxing this out, however each subsequent level adds very little damage, this is a 1 point wonder do not max it.

Mass Heal I’d previously advised against getting this skill however, upon playing with it more, I don’t find it hard to use at all and the base % healing when maxed out is 28% HP which is huge. Note care must be used when using and will take a little practice but it is well worth it. Max this out.

The following guide’s have been altered to reflect the changes:

Monk Options Part 2 – In-depth review of all pre-monk options.

Monk Options Part 3 – Example Generalist Monk skill build and explanation

The skill builds listed in Part 3 have also been updated for quick reference.

Tree of Savior: PvP Discussion

valis

Valis the PvP Arena NPC Found in main city of  Fedimian

PvP Modes: There are basically 2 kinds of PvP in the game at the moment, Arena and Guild vs Guild (GvG).

I have little knowledge on GvG at the moment and there is  new content in relation to it coming up soon so this article will focus on the Arena.

Arena Types: Auto Match Making 2v2 and 5v5. Premade 5v5.

The most popular mode seems to be 5v5 matchmaking.

To get started you need to talk to the NPC I’ve screencapped and simply que up.

The Metagame

The metagame I am describing is a snapshot of Korean Tree of Savior prior to the release of International ToS early access, since then I’ve simply been grinding it out not PvPing.

If you looked at the Korean top 50 PvP rankings in the past for 5v5 you would’ve seen 2 classes dominate the rankings Plague Doctor and Warlock plus a few Musketeers and Dragoons.

To understand why it is so, first you need to understand that this is 5v5 Random Matched up people so there’s less coordination and planning so thinking about all the class abilities, who can help out 4 random people the best? Obviously it’d be a cleric or support of some kind which you can plainly see is the Plague Doctor from the results.

The Plague Doctor

What makes the Plague Doctor so good? They don’t have any killer skills however there are some key abilities in their support kit which can shut down many classes. Firstly Stone Skin gained from Priest 3 increases the teams block rate dramatically, making any shield wielders practically immune to physical damage. The plague doctor itself has a singular star ability Blood-letting this makes your team immune to most status effects. These two buffs provided eliminate the effectiveness of physical based damage and status based damage leaving behind only Magic unmitigated. Apart from these two abilities the Plague Doctor can heal well and provide a myriad of buffs, resurrect the whole team and spread status effects.

Wizards

Now understanding the nature of the Plague Doctor, knowing that magic is the only unmitigated type of attack naturally Wizards are dominant. Initially due to a bug with resetting the Arena Warlocks could kill on respawn, but since this has been fixed the ratings of Warlocks have dropped but are replaced by other sorts of Wizards. Previously the main build consisted of variations of Wiz3/Ele3/Warlock built with Pure CON as the magic skill damage is high and boosted by Wiz3 Magic Amplification attribute by 50% already.

Dragoon and Musketeer

Knowing that Plague Doctor severely limits the effectiveness of physical classes, why do these two prop up? These two classes have block penetration available to them and don’t rely on status effects. The Dragoon has some nice burst and high damaging skills however this is just icing on the cake, the main tools come from the Cataphract, Impale allows you to grab 1 of the enemy team members and move them around. The Musketeer is a nice single target burst damage dealer and one of the few classes with % increased damage rather than flat.

Building your PvP Character

Stat wise building your character knowing the above meta as a reference point becomes much easier.

Defensively you know most damage is magic, you can’t block magic and you can’t evade magic, only certain classes can provide some measure of magic resist. The main defensive stats are CON which provides health and block rate and DEX which applies to evasion. Since you cannot evade magic dex is alot less valuable, with CON yes you can’t block magic however the extra HP will keep you alive from bursts when you’re caught out of position or targeted and provide extra block rating to supplement the huge blockrate gained from a Priests Stone Skin. SPR does provide a little magic resist 0.2/stat its very small so CON is more worthy. Most healing magic from clerics in this game is based on % of your HP which makes higher CON even more valuable. TL;DR CON is the only real defensive stat for PvP

Offensively we know that unless our class has block penetration available it will be difficult to be physical or use status you also know that because you can’t evade magic, knowledgeable players will not depend on this so you don’t need much DEX for accuracy purposes but you still may way some to be able to hit the few that try. Also with the abundance of CON in PvP which contributes to critical resistance, Dex builds are even weaker. Offence wise there isn’t much variety if STR is your damage stat get STR if its INT get INT etc. However keep in mind that the stat contribution is flat, e.g. 1 STR = 1 Extra Damage at the end of the calculation and that most of your skills damage comes from the skill and attribute levels, knowing this alot of people have chosen to not raise their offensive stats at all and just go full CON.

Whats the point of building anything other than Plague Doctor or Wizard?

The meta-game changes depending on two things, what the players choose to do and balance patches. Quite often a meta-game does change more to do with players finding answers to previously dominant elements or strategies when developers allow for time rather than nerf quickly and in heavily competitive environments people like to hoard secrets which allow them to defeat the main strategies that everyone thinks is the best. So before crying for nerfs or mindlessly copying the top players I’d implore you to look at all the class skills and play with skill simulators to find answers as it could be you who sets the new meta. Though there’s nothing wrong with simply picking up the winning strategy and running with it if thats what makes you happy.

Summary

Due to the presence of Plague Doctor support mitigating physical and status offence heavily, magic was the predominant source of damage resulting in Wizards dominating when I last looked at PvP Arena rankings. The only physical classes available to combat were Dragoon and Musketeer due to availability of block penetration along the way and extremely high burst damage. Stat wise you want to stack CON or CON plus one other supporting stat for damage or buff contribution. (Pure CON, CON/Str, CON/INT, CON/SPR)

Tree of Savior: Stat Distribution

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There are many differing opinions on Stat distribution in ToS and currently no clear-cut superior option however there are a few trends and considerations I will go through.

An indepth description of all the stats and substats can be found on tosbase wiki.

Pure Str or Int. Your abilities will mostly gain bonus from STR, however this bonus is flat. For example, Str resulting in 81 Physical Attack will add literally 81 Damage to the end of calculation. STR also increase critical damage however you’re not going to be critting much with a purely STR build.

Pure Dex for Physical Classes (Magic can’t crit btw). There are 2 reasons for this, Evasion and Critical. There are 2 considerations for this, firstly as you level up so will enemies stats so to keep critting and evading you will need a lot of dex, secondly you can’t evade magic.

Pure Con. Outside of a few skills all the bonus damage from STR or INT is a flat increase with most of the damage coming from skill ups, some players choose to pump just CON only. This is a much rarer option but I believe is valid even for non-tanking oriented builds.

SPR. Full Support Clerics usually go Full SPR or some mix of SPR and CON because of many Cleric skills scaling with SPR. Besides Clerics some people like to get some SPR for SP and SP regeneration but with the availability of recovery items I’d advise against this.

Content Considerations: PvE

Accuracy: I’ve seen people concerned about Dex levels in regards to being able to hit monsters. There is gear available for people to gain enough accuracy to never touch Dex so outside of Critical/Evasion builds, there is not much reason for Dex.

HP: People have been worried about HP required to stay alive in PvE content. From my own experiences and looking at how others survive at higher levels I’ve seen anywhere from no CON to 50ish CON to full on CON and nothing else. This one I believe is personal preference, just see how you go and add some if you need. A factor to consider is the main Cleric healing skills work based on percentage of health so the more health you have the more effective healing is.

Content Considerations: PvP

PvP is dynamic so its hard to give a certain answer and this may depend on classes as well. But here are some example things to think about.

Accuracy, how much accuracy will you need against your average PvPer? Are Evasion builds popular?

HP, You will always need some extra HP for PvP as you can’t control who the enemy is going to hit outside of spacing and positioning yourself. If a Catapract impales you and pulls you towards their team, you’ll need to be able to survive that or you’ll end up doing nothing.

STR/INT, This I believe after considering the above is as much as you can get without neglecting the above too much.

How much accuracy and HP you need before you can pump offensive stats will depend on the metagame – You will want to build around what everyone else is doing, because well you want to beat them right? As of now in Korean Tree of Savior, evasion builds arent’ popular because magic is popular and well, evasion can’t dodge magic so you can probably get away with little to no dex.

PvP is a complex topic on its own I will discuss in another article.

Tree of Savior: Monk Options 3

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In Part 1 I covered the anatomy of a Monk, In Part 2 I covered all the options on the way to Monk. In this part I provide a simple example and my reasoning behind it.

Here is an example Monk build. I call this a Generalist Monk build as it is suited to any content. The classes from Rank 1-7 are a mix of Cleric, Priest and Monk. There is a decision to be made dependant on whether you want the Priest C3 skill Iron Skin or Cleric C2 Safety Zone attribute.

Cleric C2 Safety Zone attribute allows your skill to go from blocking 10 attack to 40, you’ll also get Divine Might (Use limited All skills +1) and Fade (Aggro Drop Skill)

Priest C3 Iron Skin level 5 increases your parties block rate by  + (400 + SPR x 4) so even with no SPR invested thats an extra 1600 block rating which is huge.

Difference? Safetyzone blocks everything, but not status effects. Iron Skin increases your characters natural blocking extremely high but remember blocking only blocks physical attacks, magic still hits you. PvE wise either is a great choice, PvP wise Iron Skin is more likely the desired option as this skill has effectively nullified the electiveness of all Physical classes, evident by the dominance of Plague Doctor (Cleric Class) and Wizards in the top 50 PvP in the Korean Tree of Savior.

Rank 1 – Cleric C1

Max Heal, 3 Deprotected Zone, Max Safety Zone.

You will be leftover with 2 Skill points. If you are going to Priest C3 for Iron Skin, simply distribute the left overs wherever you want. I advise the rest on deprotected zone as the role of Cure is made redundant by Antidote items, but 1 point if you want to save a little money, higher ranks only make it do more damage. If you’re intending to go for C2 save the left over points for Cleric C2 skills.

Rank 2 – Priest C1

Max Blessing first, increase, 1 Monstrance for 30% Dex increase and then Max Resurrection. You should be left with 3 skill points I advise to either hold on for higher rank Priest skills.

Rank 3 – Priest C2

1 Sacrament and Max Blessing. Depending on how you spent on C1 you should have 5-8  spare skill points. I advise spending it on Revive as it can prevent people from dying if you have suitable reaction times or Aspersion for more physical defence and offence.

Rank 4 – Priest C3 or Cleric C2

Priest C3, Max Stone Skin, Blessing . The leftovers should be distributed between revive and Mass Heal. Exorcise is magic (int) so ignore.

Cleric C2, Max Safety Zone, Heal and Divine Might. If you saved your skill points from C1 you can afford to put at least 1 skill point into Fade which allows you to drop aggro from monsters. Here you will also unlock the Safety Zone attribute previously mentioned that increases the amount of attacks blocked greatly.

Rank 5 – Monk Time, Checkout the Monk section in Part 1

Build on skill simulators for TL;DR or easy viewing.

Generalist Monk with Stone Skin

Generalist Monk with Big Safety Zone

This generalist monk build is great support in general with acceptable damage and great solo. You will be useful no matter what content you are playing. Stat wise I recommend giving this article a read for some direction.

 

Tree of Savior: Monk Options Part 2

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This part of the my Monk overview focuses on the Pre-Monk options. Rank 1-4 as Monk starts at Rank 5. Please read Part 1 if you want to look at only the Monk part.

Rank 1: Cleric 1 is where we start and is mandatory.

Heal: 5% Healing per tile, higher level creates more healing tiles, scales with INT, but the fact that its % based is what’s important for Monks.

Safety Zone: Blocks attacks but not effects (Eg. Knockback)

Cure: Cures level 1 status ailments, damage scales off INT, otherwise a measley static damage with skill up.

Deprotected Zone: Static Defense reduction, synergises with sword usage due to sword attack attribute applying weakened defense status

RecommendationHealing should be maxed for better healing support, Safety Zone is great and should be maxed as well, Cure is easily replaced by consumables and other classes with better abilities I’d advise to ignore. Deprotected Zone is lacklustre as it scales poorly but get level 1 for its Sword Attack Debuff may be useful and there are reports of it interacting with Knife Hand attack. Left over points I’d advise dumping into Deprotected Zone or saving for C2 Cleric if you choose to level Cleric again.

Rank 2: Cleric C2, Krivis, Priest

In this rank, I believe there are two very powerful options. Cleric C2 or Krivis C1.

Cleric C2

Divine Might: Gives you +1 to all skills for the next 1-5 skill uses.

Fade: PvE Skill to Drop aggro. (won’t work Solo, no one else to aggro to)

Recommendation: Whilst Cleric C1 the Safety Zone only blocks up to 10 attacks, by going C2 you can rank it up to level 10 providing 10 more blocks totalling 20 but also unlocks a new attribute which provides up to 20 additional blocks for a total of 40 attacks blocked. As a nice bonus to C2 besides the godlike Safety Zone you get more Heal ranks, Divine Might which boosts the skill level of all skills by +1 for your whole party up to 5 skill uses. You’ll have some skill points spare to get 1 Fade for party PvE purposes or more into Deprotected Zone.

Krivis C1

Aukuras: Increases Natural out of combat health regen speed and amount, decreases enemy accuracy (unsure about exact mechanics)
Zalciai: Increases ally Crit and Decreases enemy Crit by a flat amount but also scaling with SPR can be attributed to increase magic damage.
Daino: Increase buff limit for party 200 sec duration 6 sec Cool Down. Normal buff limit of 5 this skill provides +1 buff limit per level.
Zaibas: Lightning Damage Spell field. Scales with INT

Recommendation: The main reason for Krivis C1 is that the game has a buff limit of 5 and as a cleric class you have options that will easily break this limit. When you cast a buff when you’ve hit the limit it will overwrite the oldest one, Krivis can circumvent this with the skill Daino. The left over skill points can be spent on anything really, dex/crit builds are very all or nothing, Zalciai can assist and also provides increased Magic Attack so is a great option. Zaibas may be chosen if you’re going for a quirky INT build, but I’d advise against that as there are non-monk options which do Magic/Int damage much better. Aukuras increases your natural health regen so is very meh, but its this or Zaibas tough call, Zaibas might help you level up and has good base damage at lower levels.

Rank 2 Conclusion

Cleric C2 is an extremely powerful all round option whilst Krivis C1 provides a much needed buff limit breaker and support via Zalciai. Increasing the buff limit is not only for yourself but the whole party, many classes have many self buffs that can easily be overwritten by yours (to detriment). Priest C1 is only recommended if you’re rushing for Priest C2 for both Blessing and Sacrament buffs but do not get Priest C3 as you’ll need at least Krivis C1 for exceeding the buff limit.

Rank 3 and 4: Priest, Bokor, Dievdirby

The Rank 2 Choice is overall beneficial and not skewed towards any particular playstyle. Ranks 3 and 4 will be the main defining Ranks to change or supplement Monk play which is mostly spamming Double Punch. Your choice will be either 2 C1 Classes or 1 C2 Class. If you do not do Cleric C2 or Krivis C1 in Rank 2 then you will have the option of doing C3 but I’d advise against this as the C3 options are not particularly useful for Monk in my opinion.

Priest C1
Aspersion: Provides % based physical defense increase and itself is an attack based on SPR.
Monstrance: Increase Dex for Allies, Debuffs enemies evasion and defense for a tiny base amount scaling with SPR stat.
Blessing: Static Damage Increase.
Resurrection: Revives dead team mates, attribute to revive up to 5 people, level up reduces cast time and health targets have on revive.

Priest C2
Sacrament: Additional Holy isn’t triggered by skills, only auto attack but the bonus attack component still applies to skills. Both parts are small flat bonuses.
Revive: 90 Sec Buff which instantly resurrects target and provides 1 second of invincibility and 5% HP per level up.
Mass Heal: Heals 10% HP scaling with +2% per level, INT and SPR.

Recommendation: The usefulness of Priest is dependant on the context of long-term vs short-term planning. At this stage of the game the static bonuses from Aspersion, Blessing and Sacrament are massive, however as the game drags along (we’re at 280/600 projected base levels) these bonuses will become less significant. Aspersion does have a % scaling component for Physical defense which may be useful depending on the game content and the bonus attack component scaling with SPR will be insignificant as Monk as we don’t get that stat. From the perspective of PvE or PvP the benefits of Priest translate to either fine and in PvP resurrection and revive provide big value.

Should Priest be your choice I’d Maximize, Blessing get at least 1  Sacrament and for PvP resurrection and some revive also, left overs skill points will depend on the utility you want between resurrection, revive, mass heal and monstrance with these choices left I feel any mix of these is fine but omit mass heal as this requires active casting and aiming, you’ve already got Cleric heal which you can just plant on the ground without much care.

Krivis C2

Divine Stigma: Sticks on to the enemy  and activates on kill. Applies flat STR and Int Buff lasting 6 secs at level 1 and 1 second extra per skill level, 36 Second Cooldown.

Recommendation: In the Context of Monks, Krivis C2 is only picked for Divine Stigma, but since its an on kill trigger this will largely be PvE option. Critical Builds may benefit from higher Zalciai ranks though. Krivis C2 is overall a weak option in my opinion.

Bokor C1
Hexing: Reduces Magic and Darkness resistance

Effigy: Ranged Magic Attack, every 3rd use has bonus damage

Zombify: Creates a magic circle on the ground, stuff that dies here becomes Zombies for you.

Tet Mamak La: Throw a skull telling your Zombies where to go.

Bokor C2

Mackangdal: Makes your target invincible for 10+skill level seconds. However once the buff is over all damage received is dealt in an instant.

Bwa Kayiman: Knocks down enemies and some extra damage. The knock downs are great, you can keep mobs CCd for a while.

Samediveve: Buff your Zombies HP and Movement Speed, you receive half the effect.

Recommendations: The main reason for going Bokor on Monk is the Zombies and because they will require kills to trigger this is purely a PvE option, do not get this for PvP. Whether to get C1 or C2 is up to you, C1 may provide an adequate body count but C2 gives you attributes that boost your Zombies, excellent CC and the Samediveve buff.

Hexing and Effigy are magic so not useful for Monk, Hexing can provide a darkness resist debuff which may be useful if you get a Dark element weapon but that is too specific. Zombies scale depending on monster, their HP scales with SPR butare reported to have iffy AI. Mackangdal might be an intersting support skill, Bwa Kayiman is excellent crowd control get at least 1, Samediveve is a small flat bonus. C1 Bokor gives you meat shields from Zombies, HP and Movement Boost from Samediveve (Flat though) and a possibly intersting support skill Mackangdal. Effigy level 1 might be useful as a ranged pull and you’ll defeinitely have spare points due to half the skills being completely useless for you. C2 Bokor unlocks Zombie attributes that allow you to summon Wheelchair and Giant zombies which are faster/stronger and increase your Zombie count. The Samediveve buff from C2 will give you and your Zombies flat bonus HP and Movement speed. You’ll have spare points to play with Mackangdal (Delayed Damage) Bwa Kayiman (Pretty Bad) or one of the magic skills for a ranged pull or if you get a darkness weapon.

Dievdirby C1
Vakarine Statue: Creates Statue that allows you to teleport to other Goddess Statues.
Zemyna Statue: Statue emits an aura that reduces SP cost and SP recovery time (passive SP Regen).

Laima Statue: Statue emits an aura that reduces cooldowns by 20% has attribute to increase enemy cooldowns

Carve Attack: Pericing Attack that scales with STR, does bonus to plants and gives chance to drop wood thats used for carving statues.

Dievdirby C2

Owl Statue: Magic Attack Turret that blocks attacks in-front of it.

Tree Statue: Emits aura of silence on enemies.

Recommendations: All statues took 5 seconds to carve in the CBT that i participated in, but since then I’ve read that its been reduced to 2. This is significant as it produced mobility issues. However said that, all the statues have a lengthy cooldown, so if you have a fast moving team the statues can be difficult to use. I can see Deivdirby very useful for boss fights however. Carve is not spammable, it has Overcharge 3 allowing you to use it 3 times before going on cooldown, but as a monk you’ll be spamming Double Punch making this skill less useful.

PvP wise I can see this class C2 being very useful for 2v2/5v5 Arena PvP for the Silence Statue and Area Denial via the Owl Statue. The SP and Cooldown statues will be more useful for PvE long fights (Bosses). Due to the % Nature of the CD and SP Reduction Statues  I believe they will also be useful throughout the lifetime of the game.

Should you choose Dievdirby I’d advise going to Dirby C2 for the Silence Tree and Owl Statue. For point spending I’d advise 5 in all statues, this provides either 100% for the SP and CD statue, you’ll have 10 points left over, the teleport statue can be convenient, Carve I believe is a waste, but may be helpful if you’re low on stamina for double punch as this uses SP instead but keep in mind this is an overcharge skill with 17 second cooldown.

Rank 4: Sadhu and Paladin

Sadhu C1
Out of Body: You leave your body in spirit form, your spirit is invincible but if anything touches your body it is cancelled. Your auto attacks become based on MAGTK not STR. Increased level increases range.
Pakriti: Teleports your Body to Spirit.
Astral Body Explosion: Magic Damage Explosion
Vashita Siddhi: Channelled AoE Debuff by flat amount, may confuse enemies.

Recommendation: Outside of some quirky INT build, I’d advise against picking Sadhu at all.

Out of body scales with INT not STR, though I guess you could make an INT monk for use with Energyblast (Scales with STR, CON, INT – Exactly how is unknown) since it has a 60second CD you can OoB the rest of the time in lieu of the STR scaling Double Punch. Pakriti is a 1 pointer for mobility, Astral Body you might get lvl 1 for knockback, Vashita i don’t recommend channelled low debuff with chance of confusion.
Paladin C1
Smite: Small AoE, does bonus to Devil and Mutants

Restoration: HP Regen Aura (Set Amount) Attributed for SP aswell

Resist Elements: Flat Elemental Resists and % per skill level of completely nullifying elemental damage (Fire, Ice, Lightning, Poison, Earth). On cast debuffs enemies at a flat rate too.

Turn Undead: AoE Deals damage and chance to instant kill Devil type monsters, Change to instant kill based off SPR.

Reccomendation: Turn undead and Smite are extremely situational, Resist and Regeneration Aura are the only useful things here. Everything is at a flat rate and low value however and will be less useful at higher levels. I don’t advise getting Paladin at all.

Important Notes on the Pre-Monk choices:

At Rank 2 the Big Choices are Cleric C2 and Krivis C1, these benefit all playstyles.

Priest C2 is an all-round good option for their offensive buffs. Due to the amount of buffs you may want to consider at least Krivis C1 to go along with it.

Bokor C1 or C2 are good PvE only options that may be weaker against bosses due to a lack of corpses.

Dievdirby C1 or C2 are strong long term options but suffer from mobility issues.

Sadhu and Paladin right now is just no good for Monk players right now.

Summary:

Sorry if this a lot of text for you but the pre-monk part of the character has many choices and I don’t think there is a set ultimate choice, it will depend on your goals. That said there are obviously more or less suitable choices.  I will do another write up in the days coming in regards to specific builds and stat point distribution.

Thanks for reading.

 

Tree of Savior: Monk Options Part 1

monks

Playing with a skill simulator and analysing every skill and attribute to come up with some good Monk builds has been quite a puzzle for me. Due to the open nature of classes and content I don’t think there is such a thing as a one true build or a best build that I’ve seen many ask for however there are some very powerful options and considerations that must be addressed.

Monk class itself starts at Rank 5, we begin at rank 1 as Cleric so we have 3 Ranks to play with. To best fill in these 3 ranks we need decide what the purpose of your Monk is for, general PvE farming, Boss Killing, PvE, GvG etc… and look at what each option provides.

Firstly I want to look at the Monk class itself.

Iron Skin: This is a damage reflect skill however it only works on melee physical attacks. There are many ranged and non-physical attacks in this game and the skill is channelled which means if you’re using this skill you’re not attacking, buffing, healing or doing anything else.

Double Punch: This skill has no cool down and effectively replaces your normal attack, costs stamina to use. The damage type is Strike/Blunt which does 50% bonus to plate defense and -25% to leather defense. You can keep a sword handy to circumvent this (Get the weapon swap attribute asap!)

Palm Strike: AoE Ratio 6 and applies bleed. Ratio means the number of things that the AoE hits, so palm strike hits 6 targets in a small AoE, there are items that boost AoE ration btw. The Area effect is small, 15 second cool down and lacklustre damage by itself. I advise getting level 1 for the bleed effect.

Hand Knife: AoE Ratio 2, small AoE applies armor break which reduces the targets armor value, I’d advise only getting level 1 for the effect.

Energy Blast: Shoots an energy beam in a straight line AoE, no target limit. The longer you charge the more damage it does, knocks back with each hit if you find the knockback annoying you have a toggle trait to turn this on or off. This is great for burst damage (60s Cool Down) and knockback for crowd control, max this one. An intersting note about this skill is that it scales with STR/CON/INT how is unknown but may give room for a quirky INT based monk build.

One Inch Punch: Dashes to target, applies bleed and silence. Great skill for PvP or silencing a pesky caster mob. Get at least level 1.

God Finger Flick: Ranged attack that uses 100 Silver, small damage. It’s on a 25 second cooldown and you’re unlikely to have any other ranged option to interrupt casters. I’d advise at least level 1 for PvP but can be a little difficult to aim.

Golden Bell: Blocks Magic and Ranged Attacks, Channel depending on level 4-8 seconds. Can be attributed to protect the area around you not just yourself. I am unsure how high or if you should get this skill at all, though I can see this being useful to block predictable magic damage or in PvP give Wizards a  hard time.

General Recommendation: Max Double Punch and Energy Blast, get at least level 1 Palm Strike, Hand Knife, One Inch Punch and God Finger flick for utility purposes. You’ll have 16 points left over, I think it’d be great to level Golden Bell and then distribute the rest wherever you want but avoid Iron Skin it is close to useless.

In Part 2 I’ll go through all the options on the road to Monk. Part 3 shows an example skill build and reasoning. This write-up on stat distributions may give insight into how you might want to approach building your Monk’s stats.

Thanks for reading my conclusions, let me know your opinions or if you have any additional information as there are some unlisted interactions between skills in ToS that may be relevant.