Post by Zaphariel on Feb 28, 2014 9:33:16 GMT
This is Zaphariel's skill build. We all have our different play styles and routines. What we would like to point out in this skill build is that Saints are made to support all characters. We do not really have to be bothered if we have low DPS. If you want a priest with good DPS then you should have made an Inquisitor instead. I will be explaining all cleric, priest and saint skills based on my one-year experience using Saint. Let us start!
This is the skill build we recommend for a Full Support Saint (PVE):
(PLEASE TAKE NOTE: Due to some error in the Skill Simulator, Toughness became level 6 for some reason. Toughness can only be increased to level 5 in-game therefore, we will have 1 free SP left. You may use it to level up Miracle Relic to level 2 but I suggest that you should save it for future use in the next level cap.)
(To view a larger version, you may right click on the image and save it or you may copy the link's location and paste it on another tab.)
***First, I will discuss about the skills you are not required to learn.
~Cleric
Holy Kick - This is a follow up skill to Round House Kick. Our job is to cast relics and heals. For sure we won't be kicking stuff around.
Low Kick - This will knock down a stunned enemy. Let's refrain from kicking stuff, we weren't made for this.
Block - This is a good defensive skill. It blocks enemy attacks and can even block some special skills from boss monsters. The downside of this skill is that it automatically activates itself even if you are casting other skills. The worst case is when your Heal, Healing Relic and Miracle Relic gets cancelled by it. If you really want to keep this skill and you can use it well, its up to you. Don't get this skill.
Sliding Knee Kick - This is a follow up skill for Sliding Step. Another kick which isn't required for Saints.
~Priest
Avenging Wave - Pushes enemies away while being attacked. Not needed in PVE.
First Aid - This skill recovers HP at a certain probability when being hit. It also reduces damage received for a short time. Clerics have the highest defense of all the job classes. An additional damage reduction skill won't hurt. It might probably be helpful at some cases but I would recommend to spend that 1 SP for other skills.
Heavenly Judgment - Calls down lightning bolts in a circular area around the caster. This skill has a very high electrocution rate which makes it really hard to escape from it. This is a great DPS skill for Priests. Saint is not a DPS character though. This skill is more suited for an Inquisitor. You may take both if you want but you will be wasting SP needed for other skills.
***Now I will discuss about the skills we must learn.
~Cleric
Shield Blow - Attacks the enemy in front with your shield. This skill is learned automatically. I don't recommend you put this in your skill tab since you won't be using this anyway.
Lightning Strike - Raises the enemy and summons a lightning strike to attack. This skill can hit knocked down enemies. This skill is learned automatically. I don't recommend you put this in your skill tab since you won't be using this anyway.
Divine Combo - Attacks the enemy consecutively or you may push the normal attack button to push the enemy away. This skill is learned automatically. I don't recommend you put this in your skill tab since you won't be using this anyway.
Charge Bolt - Hurls a lightning bolt that spreads in four directions upon hitting the ground. I use this as a filler skill since it reduces light resistance by 15%. Level 1 will be enough since it doesn't have a good increase in damage upon leveling.
Holy Bolt - Shoots a ball of energy that can paralyze upon contact. I usually use this in between Bind Relic waves to prevent enemy movement further. Level 1 will be enough since it is only a filler skill.
Heal - Max this skill. This is your sole purpose. To Heal. The higher the level, the higher percentage of HP you can heal. Just take note tha the percent HP healed doesn't depend on your HP. It depends on the HP of the other characters you are healing. Some Saint raises their HP because they thought it depends on their HP. This leads them to making Vitality suffixes. This isn't true though. If your heal can recover 20% HP, it means it will heal 20% HP of each character in the party.
Aura Restoration - This skill increases the effect of all kinds of heals by 30%. Better cast this first if you need to heal big amounts of HP. This is a buff so make sure that your party members are within the reach of this buff or they will not receive the 30% healing increase. Sometimes a single party member is heavily damaged. Make sure you are near enough to him before casting Aura Restoration. Prioritize that member at all cost. Cast Heal or Healing Relic afterwards.
Half Turn Kick - Another kick skill. This is automatically learned so you may kick random stuff whenever you feel like doing so.
Stomping Kick - Stomp on a knocked down enemy twice. This skill is automatically learned so you may stomp on enemies if you happen to see one lying down.
Sliding Step - A good skill for dodging. If you can time this properly, you can make use of its invincibility frame.
Counter Blow - This is a very helpful skill that will bring you back to your feet when you are knocked down. It also knocks enemies nearby when caste.
Dive Kick - Guess what! Another kick. We won't be using it to kick something though. We will use this to quickly return to the ground while on air. Sometimes, boss monsters will leave you floating before casting deadly skills. Using this after Aerial Evasion will save you for sure. Better run to a safe area after landing on foot.
Toughness - Reduces physical damage taken. Max this skill to fortify your defense.
Aerial Evasion - This will bring your balance back while floating helplessly in the air.
Physical Mastery - Increases you max HP. Higher HP means higher survival so max this skill.
Mental Mastery - Increases your max MP. Saints are Int-based so naturally, they will have high MP. Level this only to 1 as a requirement for Mind Conquer.
Mind Conquer - This increases your MP recovery rate. Max this skill.
~Priest
Lightning Bolt - Summons scattered lightning in front to strike enemies. Light resistance reduction by 15%. This is a decent DPS skill for Saints. You can hover the mouse while casting this skill to spread the damage and electrocution. Once you Detonate, you will explode more enemies.
Chain Lightning - Personally, i like using this skill DPS-wise since it really hurts. Of all the damage dealing skill of Saints, this is the one that hits really good. It bounces form one enemy to another but you can actually use it to a single enemy. It will still hit that single enemy three times. Level this to 11 only since we need to lot SP for our support skills.
Detonate - Explodes electrocuted enemies. I suggest you level this only to 1. This can knock enemies back resulting to their skills being cancelled. We need detonate for this purpose only and not for damage. For instance, this skill is important in DDN for cancelling Abbubah's Poison Prison especially if you don't have a Guardian's Guardian Force on.
Grand Cross - This is a filler skill. Since this skill is very slow to cast, make sure you time it well because it cannot be cancelled midway. Extra damage won't hurt so try casting this while other skills are cooling down. This is needed only as a requirement to learn Holy Burst. I usually use this in steep passages in dungeons to push back monsyers while going near them. The same happens in open areas. Just make sure monsters are clumped together.
Holy Burst - Emits powerful light around the caster that damages enemies. Another decent damage skill for Saints though its cool down is too slow compared to Lightning Bolt and Chain Lightning. This skill can actually hit enemies outside its glowing AOE since its real AOE is really wider than it looks. Level this to 6 only.
Blessing of Light - Max this skill. It increases Light Attack and Light Defense for the whole party by 24%.
Protection Shell - Max this skill. It reduces physical and magical damage received by 24% for the whole party. It will also increase defense of your relics so buff important relics like Healing, Cure and Bind.
Striking - Max this skill. It increases PATK/MATK by 21% for the whole party. Skill ring is recommended for a 24% increase. It can also increase the damage of Lightning Relic. Casting this on Healing Relic will increase its Healing ability.
Lightning Relic - Lightning relic mimics your magic attack when it is summoned. Just cast this relic near the enemy. Spam it as much as you can. You may cast Striking on it to further increase its damage and you may also cast Protection Shell on it to increase its defense. Level it only to 6 to unlock its EX version.
Healing Relic - Healing Relic mimics your magic attack when it is summoned. You may cast Striking on it to further increase its healing ability and you may also cast Protection Shell on it to increase its defense. Healing relic depends on your MATK and it will heal the same amount of HP for all party members per wave.
Cure Relic - Cure Relic mimics your magic attack when it is summoned though it doesn't attack at all. Max this skill for another Light Attack increase of 21% for the whole party. You may cast Protection Shell on it to increase its defense. Spam this skill. You must time its usage on certain nest though, like in Abbubah's Poison Prison. Make sure you have a Cure Relic active before it explodes. In most cases though, just cast it whenever it is available.
Bind Relic - Bind Relic mimics your magic attack when it is summoned though it doesn't attack at all. Max this skill for longer duration and faster cool down. You may cast Protection Shell on it to increase its defense. Spam this skill. Its EX version make enemies receive 20% more damage. We are not just plain buffers. We now have a debuff too.
Miracle Relic - Miracle Relic reduces 70% of damage received for all party members inside it. I suggest we only level this to 1. Level 2 MR will only increase its damage. It doesn't increase its duration and damage reduction. Since we would like to focus on being a pure support class, level 1 will be enough. This is important in boss fights. Make sure you follow your strategies before using this. Never use this carelessly or you might end up crying when you need it.
Wand Mastery - Max this skill to increase your magic attack by 18%.
Mind Breaker - A follow up skill to Sliding Step. It releases a ball of lightning forward that can damage and stun enemies. Big monsters are unaffected by its stun though. I only use this as a filler skill. Level this to 1 to unlock Chain Lightning.
~Saint
Holy Shield - Max this skill for better healing support. I recommend you use a skill accessory to increase its healing ability. Cast this whenever you need it though you might want to save it for times when both Heal and Healing Relics are at cooldown state.
Shock of Relic - Max this skill. If you can stack a good number of relics near an enemy, this can deal massive damage in an instant. Make sure you time this skill right since it can be easily cancelled by enemy skills with high super armor break.
Reverse Blessing - It increases our movement speed by 30% for 5 seconds every time you cast a relic type skill. Its effect doesn't stack. The buff tier refreshes to 5secs every time you cast a relic.
Lightning Relic EX - enhances Lightning Relic's damage by 25%. It is said to forms electric fields connecting it to 2 other relics.
Healing Relic EX - Healing Range increased to 15m. All party members hit by its wave will gain 20% damage reduction for 2 seconds.
Cure Relic EX - All of the caster's abnormal status will be automatically cured when you start casting Cure Relic. Enemies in front of yo will receive damage and will be knocked back when hit by relic being summoned.
Bind Relic EX - Bind Relics area of effect is increased to 7m. All enemies within the area will receive 20% more damage. Monsters cannot be bind will still receive 20% more damage.
Again, I would like to insist that Saints must focus on their support ability and not on their damage output. Some Saints may boast about them being able to dish out big damage while being a good support. I don't know about their skill build but yeah, you can dish out good damage if your MATK is insanely high. Chain Lightning and Shock of Relic can actually kill. If we have different builds and you are already too comfortable with yours, go ahead and continue with it. If my explanations were enough to convince you that this build will maximize your support abilities, I will be glad to know that you learned from it.
Focus on increasing your MATK. You don't need to focus to much on your HP. Clerics posses insanely high amount of defense making them natural tanks. You may absorb most damage and escape barely injured most of the time. High MATK means high heals form Healing Relic and Holy Shield. Also, remember to buff your relics. Striking will enhance Lightning Relic's damage and Healing Relic's healing output. Increase your relic's defense by casting Protection Shell on them.
I will also suggest that you get the following skill plates:
>Heal cooldown decrease
>Healing Relic cooldown reduction
>Holy Shield buff duration
>Cure Relic cooldown reduction
And for my final note, never get tired of rebuffing.
-Zaphariel
This is the skill build we recommend for a Full Support Saint (PVE):
(PLEASE TAKE NOTE: Due to some error in the Skill Simulator, Toughness became level 6 for some reason. Toughness can only be increased to level 5 in-game therefore, we will have 1 free SP left. You may use it to level up Miracle Relic to level 2 but I suggest that you should save it for future use in the next level cap.)
(To view a larger version, you may right click on the image and save it or you may copy the link's location and paste it on another tab.)
***First, I will discuss about the skills you are not required to learn.
~Cleric
Holy Kick - This is a follow up skill to Round House Kick. Our job is to cast relics and heals. For sure we won't be kicking stuff around.
Low Kick - This will knock down a stunned enemy. Let's refrain from kicking stuff, we weren't made for this.
Block - This is a good defensive skill. It blocks enemy attacks and can even block some special skills from boss monsters. The downside of this skill is that it automatically activates itself even if you are casting other skills. The worst case is when your Heal, Healing Relic and Miracle Relic gets cancelled by it. If you really want to keep this skill and you can use it well, its up to you. Don't get this skill.
Sliding Knee Kick - This is a follow up skill for Sliding Step. Another kick which isn't required for Saints.
~Priest
Avenging Wave - Pushes enemies away while being attacked. Not needed in PVE.
First Aid - This skill recovers HP at a certain probability when being hit. It also reduces damage received for a short time. Clerics have the highest defense of all the job classes. An additional damage reduction skill won't hurt. It might probably be helpful at some cases but I would recommend to spend that 1 SP for other skills.
Heavenly Judgment - Calls down lightning bolts in a circular area around the caster. This skill has a very high electrocution rate which makes it really hard to escape from it. This is a great DPS skill for Priests. Saint is not a DPS character though. This skill is more suited for an Inquisitor. You may take both if you want but you will be wasting SP needed for other skills.
***Now I will discuss about the skills we must learn.
~Cleric
Shield Blow - Attacks the enemy in front with your shield. This skill is learned automatically. I don't recommend you put this in your skill tab since you won't be using this anyway.
Lightning Strike - Raises the enemy and summons a lightning strike to attack. This skill can hit knocked down enemies. This skill is learned automatically. I don't recommend you put this in your skill tab since you won't be using this anyway.
Divine Combo - Attacks the enemy consecutively or you may push the normal attack button to push the enemy away. This skill is learned automatically. I don't recommend you put this in your skill tab since you won't be using this anyway.
Charge Bolt - Hurls a lightning bolt that spreads in four directions upon hitting the ground. I use this as a filler skill since it reduces light resistance by 15%. Level 1 will be enough since it doesn't have a good increase in damage upon leveling.
Holy Bolt - Shoots a ball of energy that can paralyze upon contact. I usually use this in between Bind Relic waves to prevent enemy movement further. Level 1 will be enough since it is only a filler skill.
Heal - Max this skill. This is your sole purpose. To Heal. The higher the level, the higher percentage of HP you can heal. Just take note tha the percent HP healed doesn't depend on your HP. It depends on the HP of the other characters you are healing. Some Saint raises their HP because they thought it depends on their HP. This leads them to making Vitality suffixes. This isn't true though. If your heal can recover 20% HP, it means it will heal 20% HP of each character in the party.
Aura Restoration - This skill increases the effect of all kinds of heals by 30%. Better cast this first if you need to heal big amounts of HP. This is a buff so make sure that your party members are within the reach of this buff or they will not receive the 30% healing increase. Sometimes a single party member is heavily damaged. Make sure you are near enough to him before casting Aura Restoration. Prioritize that member at all cost. Cast Heal or Healing Relic afterwards.
Half Turn Kick - Another kick skill. This is automatically learned so you may kick random stuff whenever you feel like doing so.
Stomping Kick - Stomp on a knocked down enemy twice. This skill is automatically learned so you may stomp on enemies if you happen to see one lying down.
Sliding Step - A good skill for dodging. If you can time this properly, you can make use of its invincibility frame.
Counter Blow - This is a very helpful skill that will bring you back to your feet when you are knocked down. It also knocks enemies nearby when caste.
Dive Kick - Guess what! Another kick. We won't be using it to kick something though. We will use this to quickly return to the ground while on air. Sometimes, boss monsters will leave you floating before casting deadly skills. Using this after Aerial Evasion will save you for sure. Better run to a safe area after landing on foot.
Toughness - Reduces physical damage taken. Max this skill to fortify your defense.
Aerial Evasion - This will bring your balance back while floating helplessly in the air.
Physical Mastery - Increases you max HP. Higher HP means higher survival so max this skill.
Mental Mastery - Increases your max MP. Saints are Int-based so naturally, they will have high MP. Level this only to 1 as a requirement for Mind Conquer.
Mind Conquer - This increases your MP recovery rate. Max this skill.
~Priest
Lightning Bolt - Summons scattered lightning in front to strike enemies. Light resistance reduction by 15%. This is a decent DPS skill for Saints. You can hover the mouse while casting this skill to spread the damage and electrocution. Once you Detonate, you will explode more enemies.
Chain Lightning - Personally, i like using this skill DPS-wise since it really hurts. Of all the damage dealing skill of Saints, this is the one that hits really good. It bounces form one enemy to another but you can actually use it to a single enemy. It will still hit that single enemy three times. Level this to 11 only since we need to lot SP for our support skills.
Detonate - Explodes electrocuted enemies. I suggest you level this only to 1. This can knock enemies back resulting to their skills being cancelled. We need detonate for this purpose only and not for damage. For instance, this skill is important in DDN for cancelling Abbubah's Poison Prison especially if you don't have a Guardian's Guardian Force on.
Grand Cross - This is a filler skill. Since this skill is very slow to cast, make sure you time it well because it cannot be cancelled midway. Extra damage won't hurt so try casting this while other skills are cooling down. This is needed only as a requirement to learn Holy Burst. I usually use this in steep passages in dungeons to push back monsyers while going near them. The same happens in open areas. Just make sure monsters are clumped together.
Holy Burst - Emits powerful light around the caster that damages enemies. Another decent damage skill for Saints though its cool down is too slow compared to Lightning Bolt and Chain Lightning. This skill can actually hit enemies outside its glowing AOE since its real AOE is really wider than it looks. Level this to 6 only.
Blessing of Light - Max this skill. It increases Light Attack and Light Defense for the whole party by 24%.
Protection Shell - Max this skill. It reduces physical and magical damage received by 24% for the whole party. It will also increase defense of your relics so buff important relics like Healing, Cure and Bind.
Striking - Max this skill. It increases PATK/MATK by 21% for the whole party. Skill ring is recommended for a 24% increase. It can also increase the damage of Lightning Relic. Casting this on Healing Relic will increase its Healing ability.
Lightning Relic - Lightning relic mimics your magic attack when it is summoned. Just cast this relic near the enemy. Spam it as much as you can. You may cast Striking on it to further increase its damage and you may also cast Protection Shell on it to increase its defense. Level it only to 6 to unlock its EX version.
Healing Relic - Healing Relic mimics your magic attack when it is summoned. You may cast Striking on it to further increase its healing ability and you may also cast Protection Shell on it to increase its defense. Healing relic depends on your MATK and it will heal the same amount of HP for all party members per wave.
Cure Relic - Cure Relic mimics your magic attack when it is summoned though it doesn't attack at all. Max this skill for another Light Attack increase of 21% for the whole party. You may cast Protection Shell on it to increase its defense. Spam this skill. You must time its usage on certain nest though, like in Abbubah's Poison Prison. Make sure you have a Cure Relic active before it explodes. In most cases though, just cast it whenever it is available.
Bind Relic - Bind Relic mimics your magic attack when it is summoned though it doesn't attack at all. Max this skill for longer duration and faster cool down. You may cast Protection Shell on it to increase its defense. Spam this skill. Its EX version make enemies receive 20% more damage. We are not just plain buffers. We now have a debuff too.
Miracle Relic - Miracle Relic reduces 70% of damage received for all party members inside it. I suggest we only level this to 1. Level 2 MR will only increase its damage. It doesn't increase its duration and damage reduction. Since we would like to focus on being a pure support class, level 1 will be enough. This is important in boss fights. Make sure you follow your strategies before using this. Never use this carelessly or you might end up crying when you need it.
Wand Mastery - Max this skill to increase your magic attack by 18%.
Mind Breaker - A follow up skill to Sliding Step. It releases a ball of lightning forward that can damage and stun enemies. Big monsters are unaffected by its stun though. I only use this as a filler skill. Level this to 1 to unlock Chain Lightning.
~Saint
Holy Shield - Max this skill for better healing support. I recommend you use a skill accessory to increase its healing ability. Cast this whenever you need it though you might want to save it for times when both Heal and Healing Relics are at cooldown state.
Shock of Relic - Max this skill. If you can stack a good number of relics near an enemy, this can deal massive damage in an instant. Make sure you time this skill right since it can be easily cancelled by enemy skills with high super armor break.
Reverse Blessing - It increases our movement speed by 30% for 5 seconds every time you cast a relic type skill. Its effect doesn't stack. The buff tier refreshes to 5secs every time you cast a relic.
Lightning Relic EX - enhances Lightning Relic's damage by 25%. It is said to forms electric fields connecting it to 2 other relics.
Healing Relic EX - Healing Range increased to 15m. All party members hit by its wave will gain 20% damage reduction for 2 seconds.
Cure Relic EX - All of the caster's abnormal status will be automatically cured when you start casting Cure Relic. Enemies in front of yo will receive damage and will be knocked back when hit by relic being summoned.
Bind Relic EX - Bind Relics area of effect is increased to 7m. All enemies within the area will receive 20% more damage. Monsters cannot be bind will still receive 20% more damage.
Again, I would like to insist that Saints must focus on their support ability and not on their damage output. Some Saints may boast about them being able to dish out big damage while being a good support. I don't know about their skill build but yeah, you can dish out good damage if your MATK is insanely high. Chain Lightning and Shock of Relic can actually kill. If we have different builds and you are already too comfortable with yours, go ahead and continue with it. If my explanations were enough to convince you that this build will maximize your support abilities, I will be glad to know that you learned from it.
Focus on increasing your MATK. You don't need to focus to much on your HP. Clerics posses insanely high amount of defense making them natural tanks. You may absorb most damage and escape barely injured most of the time. High MATK means high heals form Healing Relic and Holy Shield. Also, remember to buff your relics. Striking will enhance Lightning Relic's damage and Healing Relic's healing output. Increase your relic's defense by casting Protection Shell on them.
I will also suggest that you get the following skill plates:
>Heal cooldown decrease
>Healing Relic cooldown reduction
>Holy Shield buff duration
>Cure Relic cooldown reduction
And for my final note, never get tired of rebuffing.
-Zaphariel