Final build:
http://irowiki.org/~...001015130000000
Okey let's start from the beggining.
Explanation:
Magician:
1/5 Mp potion maximization (i believe this one increases effectiveness of potions ergo it adds bonus to regeneration you get from potions (potion gives you 1200 so +10% you get 1320), basically it's useless. During my 1-60 lvl gameplay i used less than 100 potions (around 80 were mana potions) which is around 6 gold) 1/5 because you need it to reach slow heal.
5/5 Slow Heal In my opinion it's one of best skills in a game. It's like pernament potion if you got pretty decent hp (around 10k for me) the regeneration from this skill is almost enough to cover all the healing (in most of parties also). It's cast time also is very low (with acceleration it's 0) and it's mana cost is nothing (60 i believe per 30 seconds)
1/1 Blink You will use it once in year... Might be crucial in SOME situations but most of the time you will forget that you have it either way it's cheap and might save some gold/time in future
Meteor and Fortress. Those might be pretty nice when you start especially meteor (by start i mean till lvl 20) but once you reach monk and get difusion cannon you don't really need those anymore. If i have enough points i could think about adding atleast 1 point to meteor (bonus knock down and you can inconventionally keep urself in air for bonus second which might help you avoid tons of dmg).
Re-launch. Completely useless. It does nothing.
Magician wisdom. Waste of skill points it gives less then 1/10 of potion (if you ever need those).
Magic enhancement 50 skill points are definetly not worth 100 m att. Sorry.
Focus It seems great but it works only with base stats. Basically you will receive around 300 m att for 85 skill points. Not worth it on priest.
Monk:
5/5 Difusion Cannon in my opinion it's your main dmg tool ( some ppl add 2/5 just to reach rain of fire but i find this skill way better than double shot) it makes farming very easy only problem of it is that you don't get ability bar in mission maps so it's hard to get SSS and farm items solo (this class has low skill pool in general and it's big problem of this class if you like to farm mission maps (tho party cover that up, alot of player like monk in their party so it shouldn't be a problem in long run))
1/5 Lighting strike Useless in my opinion, it's basically dash in which deals dmg, really? You want me to dash into monsters as monk? Add 1 point to reach rain of fire.
5/5 Rain of fire Very strong aoe skill, no cast time, low mana cost, big dmg, burn, your main ability bar gatherer in mission map. Get ready to use this one ALOT. And i mean it ALOT it's only skill you can cast just like that everytime you need bonus dmg. (your other aoe skill has pretty long cast time and it's risky to use it most of the time)
5/5 Casting Acceleration Great buff, lowers cast time by 0,5 second (for example makes slow heal instant cast), it's party buff which is very desired by classes with short cast times. Only down side of this one is pretty short duration i often forget to cast it (it's cooldown is almost equal to it's duration which makes casting even more painfull, but if you can bear with that then it will be great for you and for your party)
1/5 Detection Sounds great but you won't notice any difference as it works only with base m def.
5/5 Barbarian Very funny animation and very usefull Both for pvp, pve, f7. Gives very long aoe freeze which might help you in crucial situations. You won't use it all the time but you will find it very usefull each time you decide to.
Witch Curse It's pvp oriented skill, you can sacrifice skill like ressurection if you want more pvp oriented build. It's not very usefull in pve as it breaks once your target gets dmg, but in pvp might be used as start of cc chain.
Passives we don't use meteor or lighting so we can't even add them if we want but even if we could... They do basically nothing.
Hp recovery passive... (really? You are healer, slow heal gives 200x this passive) Just add 1 point to reach further skills.
1/5 Wide heal i don't like it's very long cast time and it simply doesn't heal much. Waste of points in my opinion i got it on my belt but i used it maybe 2 times in my game time. Add 1 point just to reach further skills.
5/5 Instant Heal Your main healing tool. It heals entire party (in range) for half of your max hp. No cast time, low mana cost and low cooldown.
1/5 Sanctuary Low heal, Low radius. Small area of healing. I heard it's only skill which can heal players on battle arena but apart of that it's not worth mentioning. Add 1 point if you want to have ressurection.
5/5 Ressurection I max it to lower mana cost as my mate tends to die alot. Very usefull skill which saves alot of gold/time in case someone dies. 1/5 is good enough 5/5 if you got points to spare.
Priest:
1/5 Staff Mastery 10sp=15%=135 matk 5/5=50sp=35%=315 matk. I leave choice to you. But it's best passive if you have spare points. You have to add atleast 1 point to reach other skills anyway.
5/5 StrikingPretty strong buff +500 m atk, p atk for your entire party.
3/3 Emergency exitTeleports entire party in range to you and makes energy field (enemies can't dmg you) for 7 seconds. It's pretty usefull skill which might save you alot of times.
Double shotit's cheap, i use it only when monster attack me during difusion cannon cast and i don't get effect of it. Otherwise it was useless for me, it's harder to play with it compared to difusion cannon and dmg output is not so great. I feel like doing more dmg with difusion cannon.
5/5 Spark Rockvery strong aoe, it has pretty long cast time so you will use it mostly on dazzled bosses / stunned enemies but dmg it does is great.
2/5 Cure I don't think any monster will ever cast more than 2 debuffs on you, no point in adding more points in it. And if it happens then this skill has 2-3 sec cooldown and no cast time.
5/5 HP Restore Very strong HOT, combined with slow heal you won't ever have to worry about getting killed during random stun by small groups of monsters.
1/5 MP Transfer add just to reach other skills, your teammates should use potions it's not your role to give them mana. Add 1 point to reach Quagmire.
1/5 Quagmire This skill is just deadly in pvp. Very strong slow, disables ability to jump/dash no reason to max it because it's cooldown is 10 seconds and maxing it only prolongs time of slow. Also it's pretty usefull in f7 and in crucial pve situations but it's mostly pvp oriented.
5/5 Muddy Mud Passive. It gives great boost to your Quagmire i suggest maxing it if you plann on using it.
Barrier/Energy Absorbtion It gives way too low shield. Not worth amount of points you would have to spend on it.
Chain Lighting;If you plann on solo'ing S+ missions then this skill is must have. Otherwise forget it.
Perfect seal Few things happen when you activate this skill. First of all you are not able to cast spells for duration of this spell (10-30 seconds depends what lvl is your ability) Then for a duration of spell you get shield which makes you invulnerable to any kind of dmg for 10-30 seconds while you can x-attack. Skill is just priceless when you are solo'in. In general it's very expensive so you have to answer yourself how much you plann on solo'in. Personally i love it and i keep it maxed.
Arc Sanctuary It doesn't give enough mana regen and wastes too much time. Not worth SP.
Blessing Another skill which sounds very good but it works only with your base stats basically what you will get is around 50-70 m att and defences. Not worth SP.
Pros & Cons:
+ Heals
+ Cast time buff
+ Ressurection
+ Strong single target dmg.
+ Consistant dmg.
+ Tools to make you and your party invulnerable to dmg while you can deal dmg.
+ Strong solo farming potential (apart of missions).
- Low amount of attack skills.
- Repeatable attack... Basically only one way to kill enemies.
- Your finger will hurt from spamming x.
- Your weapon will be destroyed very fast... (on the other hand you will make friends with blacksmith)
- It's very annoying to solo missions (you have only 1 aoe skill which means you can not get SSS on f1 solo unless you spend alot of time waiting for rain of fire cooldown) (addition of chain lighting changes it entirely)
In long run it might be very boring character but it's very consistant and very strong. Gameplay is very easy in 90% of situations you just X-attack. Sometimes you use rain of fire on group of monsters. If you fight strong group of monsters (with cc/shooting/dashing) you might want to use barbarian or quagmire before hitting them with X-attack. On boss fights you use spark rock once boss is dazzled to maximaze dmg output (you can also use it before fight starts to deal dmg during animation).
Edited by WildDrive, 17 April 2015 - 11:05 PM.