Welcome to Sith's Comprehensive Guide to Priests. This guide is (mostly) up to date as of 27-05-2014 (Unless I've forgotten to update changes)
If you see this elsewhere other than R2games forum and I have not changed in this header where else it should be posted, please report that guide.
As a priest user who owns both a holy and blood dps priest, I've experimented and discussed priest builds with many people while developing my own.
Throughout the guide, I will cover as many builds as I can including various holy/support, balanced, pure dps, dps/support, etc builds at each plane,
as well as skill explanations and equip guides.
*UPDATES*
27-05-2014 - Updated minor details on magic blast and typos. Now included a "This guide is up to date as of" edit near the top when I feel like it
12-11-2013 - Sorry for the delay with updating skill builds to include improved holy light. This won't be in until I'm done with my exams for this semester! Until then, you guys will have to figure out the least useful skill that you'll be willing to sacrifice for holy light!
11-07-2013 - Updated Improved Holy Light notes, builds to include IHL in due time. Blood Beam hp modifier updated.
10-03-2013 - Added Soul Section, Sperion Section and bold formatting
10-03-2013 - Added Additional Information on Note About Curses
09-24-2013 - Added Sacred Totem
Table of Contents
[SEC00.0] Int vs End/Blood Beam vs Light Beam
[SEC01.0] Skill Explanations (Holy)
[SEC01.a] Note about disregarding bonus damage
[SEC01.1] Holy Tree
[SEC01.2] Note about Light Beam
[SEC01.3] Heal Tree
[SEC01.4] Blood Tree
[SEC01.5] Note about Blood Beam
[SEC01.6] Note about Tenacity and Crit def
[SEC01.7] Curse Tree
[SEC01.8] Note about Curses
[SEC01.9] Scion
[SEC01.10] Eidolon
[SEC01.11] 130/140 skills
[SEC02.0] Builds
[SEC02.1] Support Hybrid Mortal (1-80)
[SEC02.2] Support Hyrbid Scion (1-100)
[SEC02.3] Blood Focus Hyrbid Scion (1-100)
[SEC02.4] Support Hyrbid Eidolon (1-120)
[SEC02.5] Blood Focus Hyrbid Eidolon (1-120)
[SEC03.0] Afk Mode
[SEC04.0] Equipment
[SEC04.1] Fragarach X Skill - Sacred Totem
[SEC05.0] Gems
[SEC06.0] Soul
[SEC06.a] Doom's In Depth Soul Guide URL
[SEC06.1] Ice
[SEC06.2] Brilliance
[SEC06.3] Void
[SEC06.4] Light
[SEC06.5] Heart
[SEC06.6] Immortal
[SEC06.7] In General
[SEC06.8] Immortal SS Cost
[SEC07.0] Sperion and Sperion Weapon System Guide URL
First and foremost is the Int Vs End debate.
I personally have not used an end build because of the minor impact it has on hp and def in the long term versus the amount of m.atk/heal/mdef provided by pure int.
And until I go through with my own experimenting with that area, I will not go into further detail and proceed as pure int builds.
Secondly is Blood Beam vs Light Beam.
The game has evolved to the point where it's all about the fastest hits and most hits per second due to all the procs we can get such as frost, blood cry, bloodlust, stun, sperion, and more.
Due to the fact that you'll NEVER beable to cast more light beams than blood beam, blood beam is the winner in speed, dps, hpm, and whatever else.
Light Beam is purely the strongest hit but not meant to be spammed. My builds will use and recommend blood beam for default but you're free to use otherwise.
[SEC01.0]
Skill Explanations (HOLY):
[SEC01.a]
My builds WILL disregard bonus damage for the most part due to the fact that they stay fixed and will not increase with your stats.
THEREFORE, my builds will employ and highly recommend the use of basic counterparts in order to save points for higher priority needs
[SEC01.1]
Holy Offensive - These attacks work in the following manor, your magic atk is increased by the % shown for atk while adding the ratio of your heal and NOT increasing your heal by the % and adding to the damage otherwise we're missing out on a lot more damage than the description says.
Light Beam - basic/improved/master --> Lv5 - Magic atk increased by 61% - Additional damage Heal ratio 59% - cast time 1 sec - duration 1 sec
There are many reasons why you should not use this in default and a few cases to use it.
[SEC01.2]
As far as afk mode is concerned, light beam will slow grinding and there are three reasons to this.
The first being that you can cast 2 blood beams in the time it takes to cast one light beam. (under 100% atk/cast speed, ratios may vary with cast/attack speed but number of blood beams vs light beams per min or sec is always higher than light)
Secondly, often light beam may near kill a mob while your pet finishes it off. But during this time you're already in the process of casting another atk which wastes time.
Third, I'm not sure how often this happens but sometimes there's a minor delay with afk mode's ability to cancel casting after a mob dies, causing you to do a bit more casting for the next atk rather than target a new mob then atk. Though it doesn't seem like much, grinding for hours will show a difference.
In pvp, you CANNOT hit a moving target with this, and by that I mean, you won't be able to catch up to a target and hit them with this due to the cast time. The major weakness of this skill, despite its higher hit than blood beam, is the fact that if the target moves out of hit range, light beam will stop casting and attempt to follow the target until you are back in range. Especially with near death player, you will likely lose them unless you're significantly fast enough to close a gap for light beam to finish the job. Another issue is being killed before you can cast. I do note however, this skill is perfect for initiating an attacking but not to be set on default attack should you have points in this skill.
Not recommended for low cast/atk speed users in pvp. Not recommended in pve. Not recommended in default.
Spirit infusion - basic/improved - Lv 5 - m.atk ratio: Magic atk increased by 28% - Heal ratio 38% - 0.5 duration - 7sec cool down
In my opinion, a great skill to have because its a strong hitting skill. This and blood pact are pretty much your only burst skills and do hit harder than blood beam and light missile.
Highly recommended if skill points are available.
[SEC01.3]
Heal Tree:
Light Heal - Lv 5 - Heal ratio 187% - 1.5sec cast time - 0.5 duration - 0 CD
This will pretty much be your primary heal, no explanation needed really and a must have in order to access the rest of the skill tree.
Holy Light - basic/improved - static heal every 2 seconds for 12 seconds/improved 5% per 2 seconds at lv 5 - 0.5 duration - 2sec CD
UPDATE 11-07-13
Improved holy light now heals a percentage of targets HP per two seconds equal to 1% per level.
It is now a highly recommended skill.
This skill will be integrated in my builds in due time
Saint's Strength - Lv 5 decrease m.atk by 50% - increase heal by 30%
This is a toggle buff and mainly for use when you're acting as support.
Recommended for support priests of course.
Healing Wave - lv 5 - heal ratio 140%(?) - duration 0.5sec - 12sec CD
This is your only instant cast heal and its aoe. Highly recommended.
Grace - Lv 5 - heal ratio 261%(?) - 3sec cast time - 0.5 duration - 6sec CD
Do not add beyond 1 in any build if you want to get circle of healing later. The reason for that is because light heal is superior in every way. There are only two cases which this skill could be considered "useful" and both cases are extremely difficult to achieve. The first is when being targeted by mobs that can aoe stun. Heal skills continue to cast if activated before being stunned. The second case is targets that are tanking but already have full hp and you're just waiting for the hp to drop. In either case, unless you've got millisecond timing to make this useful, you could just cast light heal twice In the time it takes to cast this skill, not to mention 2 light heals will out heal 1 grace. It's cooldown makes this skill even more useless.
Not recommended.
Circle of Healing - Lv 5 - heal ratio 127%(?) - 1sec cast time - 0.5 duration - 4sec CD
Your second aoe heal should you choose to get it. It is still a recommended heal both in pve and pvp especially for parties.Sometimes you can just set this for healing in pve because its slightly faster and heals you sufficiently between cool downs.
Recommended.
Support Tree (The skills listed here CANNOT be used at the same time as the blood middle tree):
Guardian Protection - Lv5 - additional 25% def and m.def for 30minutes to allies and self.
Like any buff, this is a must max.
Pure in Heart - Purges negative status ailments (ie debuffs) Recommended Level 2 for effect of maximum 5 targets CD 14sec (2 more targets -2sec CD per lv)
If you're supporting your ladder group, you'll want lv 2 so you can get all party members. Becomes obsolete when debuffs aren't an issue though.
Resurrection- Lv 5 - Cast time 2 seconds, Revives with 40% hp/mp. Cooldown 10sec.
Max for obvious reasons. The difference in cast time will determine whether or not that priest lives to res another member.
Angel's Blessing - Lv 5 - Heal 10% hp/mp every 10seconds
Highly recommended for all priests to boost survival and decrease need to constantly heal self.
Circle of Power - Lv 5 - additional 25% atk and m.atk for 30 minutes to allies and self.
Like any buff, this is a must max.
Goddess' Embrace - Lv 5 - purges debuffs and grants temporary immunity to incoming debuffs for 10seconds, CD 60sec.
At lv one, this skill will only last for 5 seconds and a CD of 1min 40 sec. The benefit to this skill is of course, being immune to debuffs like stun but keep in mind it cant be used while being stunned.
You'll have lots of skill points end game and its a nice skill to have with low CD. Great for pvp esp in hellstorm to prevent getting meteored or silenced or stunned by various classes.
[SEC01.4]
Blood Tree:
Blood Beam (Basic/Improved/Master) --> Lv 5 - Atk ratio 80% m.atk + 4.5% (Fixed) of CURRENT HP.
[SEC01.5]
There are two things about this skill that must be kept in mind.
1: This skill is currently glitched and does MORE than intermediate and master blood beam. I've come to the realization that it does as much as blood pact so they probably have the hp bonus effect from blood pact under basic blood beam hence the extra damage.
UPDATE: The hp modifier is back to 4.5% at level 5. I still recommend using basic to save points because the only difference between master and basic is the bonus attack.
2: Light Missle (the default basic attack) may do more damage if your hp does not compensate the 20% m.atk that isnt used in the damage calculation.
End game it's assumed you will have more than enough hp to make this skill worth using.
Life Drain (Basic/Improved)- lv 5 - Increase your magic damage reduction by 10% for 4sec and decrease target's magic reduction by 10% for 4 sec. CD 6sec. duration 0.5sec.
This is mainly a pvp skill because I've determined that mobs don't actually have reduction. But you can still boost your reduction against magic mobs like on 66 phoenix.
This is just one of those skills you dump points in because you probably got nothing else to max.
NOT recommended at low lvs.
Blood Pact (basic/improved) - lv 5 - Atk ratio 80% m.atk + 6.7% of CURRENT HP, bonus dot 2% of targets hp/sec cap 600 (2000 cap for improved)
The dot damage lasts for 5 seconds so for basic blood pact, you'd do an extra 3k and for improved, you're looking at 10k.
Honestly, the improved blood pact dot is great when you're at low lvs because youll always get in an extra 10k dmg on most mobs but the dot becomes insignificant as your damage increases.
Middle Blood Tree (The skills here CANNOT be used at the same time as the holy support tree)
Tenacity - lv 5 - Reduces incoming crit damage by 20% (ADDITIVE).
[SEC01.6]
From this skill, you'll notice you actually gain 10 crit def per level which elads me to believe that you can gain 4% reduction per 10 crit def.
The actual reduction effect is actually insignificant though because of how much you're still taking.
Crit reduction actually caps at 100% based on some tests we ran in my server so you only need 250 crit def.
That aside, since the effect is only additive, you're still taking the blunt of the crit dmg.
Let's say in a pvp situation most players have 200-250% crit dmg. If you had max tenacity, you're still taking 180-230% crit dmg.
Skill points better spent else where.
Not Recommended.
Bloodflow - Lv 5 - Increases m.atk by 15% as long as hp is above 70%
Must max for more damage of course.
Highly Recommended.
Enhanced Circulation - Permanently increases Magic Damage Reduction by 15% (And some hp regen which is negligible at high hp values)
Must max for increased survival.
Highly Recommended.
Bloodguard - lv 5 - Permanently increases hp by 2929 hp. This value is static but is affected by multipliers.
Up to you if you have sp leftover but I find the hp boost is quite negligible.
Not Recommended.
Bloodfog Totem - lv 5 - For 20 seconds, receive stealth for 2 seconds every 3 seconds. CD 45sec
Like any stealth effect, you won't be seen but you can't attack and stay stealthed.
THIS IS NOT MEANT FOR PVE SOLO. I say this in all seriousness because this skill causes mobs to reset if they're after you. It can also delay attacks when using afk mode attacking for some reason.
This is a GREAT skill in pvp though if you want to give yourself the element of surprise or your being attacked by multiple targets.
The beauty of stealth is canceling out being targeted. And when trying to escape, plant a totem to cover your tracks and from being target chanced by someone.
Up to you to have sp in this if you have leftover sp
Demon's Grasp - Stuns a target for 8 seconds Cooldown 3 minutes. While stunning a target, you will not be able to attack.
This is one of the best support skills in a party vs 1 situation for obvious reasons. Unfortunately, I believe it's glitched in that the cast time is affected by cast time meaning you lose stun time.
The cooldown is unfortunately unreasonably high.
Highly recommended.
If you see this elsewhere other than R2games forum and I have not changed in this header where else it should be posted, please report that guide.
As a priest user who owns both a holy and blood dps priest, I've experimented and discussed priest builds with many people while developing my own.
Throughout the guide, I will cover as many builds as I can including various holy/support, balanced, pure dps, dps/support, etc builds at each plane,
as well as skill explanations and equip guides.
*UPDATES*
27-05-2014 - Updated minor details on magic blast and typos. Now included a "This guide is up to date as of" edit near the top when I feel like it
12-11-2013 - Sorry for the delay with updating skill builds to include improved holy light. This won't be in until I'm done with my exams for this semester! Until then, you guys will have to figure out the least useful skill that you'll be willing to sacrifice for holy light!
11-07-2013 - Updated Improved Holy Light notes, builds to include IHL in due time. Blood Beam hp modifier updated.
10-03-2013 - Added Soul Section, Sperion Section and bold formatting
10-03-2013 - Added Additional Information on Note About Curses
09-24-2013 - Added Sacred Totem
Table of Contents
[SEC00.0] Int vs End/Blood Beam vs Light Beam
[SEC01.0] Skill Explanations (Holy)
[SEC01.a] Note about disregarding bonus damage
[SEC01.1] Holy Tree
[SEC01.2] Note about Light Beam
[SEC01.3] Heal Tree
[SEC01.4] Blood Tree
[SEC01.5] Note about Blood Beam
[SEC01.6] Note about Tenacity and Crit def
[SEC01.7] Curse Tree
[SEC01.8] Note about Curses
[SEC01.9] Scion
[SEC01.10] Eidolon
[SEC01.11] 130/140 skills
[SEC02.0] Builds
[SEC02.1] Support Hybrid Mortal (1-80)
[SEC02.2] Support Hyrbid Scion (1-100)
[SEC02.3] Blood Focus Hyrbid Scion (1-100)
[SEC02.4] Support Hyrbid Eidolon (1-120)
[SEC02.5] Blood Focus Hyrbid Eidolon (1-120)
[SEC03.0] Afk Mode
[SEC04.0] Equipment
[SEC04.1] Fragarach X Skill - Sacred Totem
[SEC05.0] Gems
[SEC06.0] Soul
[SEC06.a] Doom's In Depth Soul Guide URL
[SEC06.1] Ice
[SEC06.2] Brilliance
[SEC06.3] Void
[SEC06.4] Light
[SEC06.5] Heart
[SEC06.6] Immortal
[SEC06.7] In General
[SEC06.8] Immortal SS Cost
[SEC07.0] Sperion and Sperion Weapon System Guide URL
First and foremost is the Int Vs End debate.
I personally have not used an end build because of the minor impact it has on hp and def in the long term versus the amount of m.atk/heal/mdef provided by pure int.
And until I go through with my own experimenting with that area, I will not go into further detail and proceed as pure int builds.
Secondly is Blood Beam vs Light Beam.
The game has evolved to the point where it's all about the fastest hits and most hits per second due to all the procs we can get such as frost, blood cry, bloodlust, stun, sperion, and more.
Due to the fact that you'll NEVER beable to cast more light beams than blood beam, blood beam is the winner in speed, dps, hpm, and whatever else.
Light Beam is purely the strongest hit but not meant to be spammed. My builds will use and recommend blood beam for default but you're free to use otherwise.
[SEC01.0]
Skill Explanations (HOLY):
[SEC01.a]
My builds WILL disregard bonus damage for the most part due to the fact that they stay fixed and will not increase with your stats.
THEREFORE, my builds will employ and highly recommend the use of basic counterparts in order to save points for higher priority needs
[SEC01.1]
Holy Offensive - These attacks work in the following manor, your magic atk is increased by the % shown for atk while adding the ratio of your heal and NOT increasing your heal by the % and adding to the damage otherwise we're missing out on a lot more damage than the description says.
Light Beam - basic/improved/master --> Lv5 - Magic atk increased by 61% - Additional damage Heal ratio 59% - cast time 1 sec - duration 1 sec
There are many reasons why you should not use this in default and a few cases to use it.
[SEC01.2]
As far as afk mode is concerned, light beam will slow grinding and there are three reasons to this.
The first being that you can cast 2 blood beams in the time it takes to cast one light beam. (under 100% atk/cast speed, ratios may vary with cast/attack speed but number of blood beams vs light beams per min or sec is always higher than light)
Secondly, often light beam may near kill a mob while your pet finishes it off. But during this time you're already in the process of casting another atk which wastes time.
Third, I'm not sure how often this happens but sometimes there's a minor delay with afk mode's ability to cancel casting after a mob dies, causing you to do a bit more casting for the next atk rather than target a new mob then atk. Though it doesn't seem like much, grinding for hours will show a difference.
In pvp, you CANNOT hit a moving target with this, and by that I mean, you won't be able to catch up to a target and hit them with this due to the cast time. The major weakness of this skill, despite its higher hit than blood beam, is the fact that if the target moves out of hit range, light beam will stop casting and attempt to follow the target until you are back in range. Especially with near death player, you will likely lose them unless you're significantly fast enough to close a gap for light beam to finish the job. Another issue is being killed before you can cast. I do note however, this skill is perfect for initiating an attacking but not to be set on default attack should you have points in this skill.
Not recommended for low cast/atk speed users in pvp. Not recommended in pve. Not recommended in default.
Spirit infusion - basic/improved - Lv 5 - m.atk ratio: Magic atk increased by 28% - Heal ratio 38% - 0.5 duration - 7sec cool down
In my opinion, a great skill to have because its a strong hitting skill. This and blood pact are pretty much your only burst skills and do hit harder than blood beam and light missile.
Highly recommended if skill points are available.
[SEC01.3]
Heal Tree:
Light Heal - Lv 5 - Heal ratio 187% - 1.5sec cast time - 0.5 duration - 0 CD
This will pretty much be your primary heal, no explanation needed really and a must have in order to access the rest of the skill tree.
Holy Light - basic/improved - static heal every 2 seconds for 12 seconds/improved 5% per 2 seconds at lv 5 - 0.5 duration - 2sec CD
UPDATE 11-07-13
Improved holy light now heals a percentage of targets HP per two seconds equal to 1% per level.
It is now a highly recommended skill.
This skill will be integrated in my builds in due time
Saint's Strength - Lv 5 decrease m.atk by 50% - increase heal by 30%
This is a toggle buff and mainly for use when you're acting as support.
Recommended for support priests of course.
Healing Wave - lv 5 - heal ratio 140%(?) - duration 0.5sec - 12sec CD
This is your only instant cast heal and its aoe. Highly recommended.
Grace - Lv 5 - heal ratio 261%(?) - 3sec cast time - 0.5 duration - 6sec CD
Do not add beyond 1 in any build if you want to get circle of healing later. The reason for that is because light heal is superior in every way. There are only two cases which this skill could be considered "useful" and both cases are extremely difficult to achieve. The first is when being targeted by mobs that can aoe stun. Heal skills continue to cast if activated before being stunned. The second case is targets that are tanking but already have full hp and you're just waiting for the hp to drop. In either case, unless you've got millisecond timing to make this useful, you could just cast light heal twice In the time it takes to cast this skill, not to mention 2 light heals will out heal 1 grace. It's cooldown makes this skill even more useless.
Not recommended.
Circle of Healing - Lv 5 - heal ratio 127%(?) - 1sec cast time - 0.5 duration - 4sec CD
Your second aoe heal should you choose to get it. It is still a recommended heal both in pve and pvp especially for parties.Sometimes you can just set this for healing in pve because its slightly faster and heals you sufficiently between cool downs.
Recommended.
Support Tree (The skills listed here CANNOT be used at the same time as the blood middle tree):
Guardian Protection - Lv5 - additional 25% def and m.def for 30minutes to allies and self.
Like any buff, this is a must max.
Pure in Heart - Purges negative status ailments (ie debuffs) Recommended Level 2 for effect of maximum 5 targets CD 14sec (2 more targets -2sec CD per lv)
If you're supporting your ladder group, you'll want lv 2 so you can get all party members. Becomes obsolete when debuffs aren't an issue though.
Resurrection- Lv 5 - Cast time 2 seconds, Revives with 40% hp/mp. Cooldown 10sec.
Max for obvious reasons. The difference in cast time will determine whether or not that priest lives to res another member.
Angel's Blessing - Lv 5 - Heal 10% hp/mp every 10seconds
Highly recommended for all priests to boost survival and decrease need to constantly heal self.
Circle of Power - Lv 5 - additional 25% atk and m.atk for 30 minutes to allies and self.
Like any buff, this is a must max.
Goddess' Embrace - Lv 5 - purges debuffs and grants temporary immunity to incoming debuffs for 10seconds, CD 60sec.
At lv one, this skill will only last for 5 seconds and a CD of 1min 40 sec. The benefit to this skill is of course, being immune to debuffs like stun but keep in mind it cant be used while being stunned.
You'll have lots of skill points end game and its a nice skill to have with low CD. Great for pvp esp in hellstorm to prevent getting meteored or silenced or stunned by various classes.
[SEC01.4]
Blood Tree:
Blood Beam (Basic/Improved/Master) --> Lv 5 - Atk ratio 80% m.atk + 4.5% (Fixed) of CURRENT HP.
[SEC01.5]
There are two things about this skill that must be kept in mind.
1: This skill is currently glitched and does MORE than intermediate and master blood beam. I've come to the realization that it does as much as blood pact so they probably have the hp bonus effect from blood pact under basic blood beam hence the extra damage.
UPDATE: The hp modifier is back to 4.5% at level 5. I still recommend using basic to save points because the only difference between master and basic is the bonus attack.
2: Light Missle (the default basic attack) may do more damage if your hp does not compensate the 20% m.atk that isnt used in the damage calculation.
End game it's assumed you will have more than enough hp to make this skill worth using.
Life Drain (Basic/Improved)- lv 5 - Increase your magic damage reduction by 10% for 4sec and decrease target's magic reduction by 10% for 4 sec. CD 6sec. duration 0.5sec.
This is mainly a pvp skill because I've determined that mobs don't actually have reduction. But you can still boost your reduction against magic mobs like on 66 phoenix.
This is just one of those skills you dump points in because you probably got nothing else to max.
NOT recommended at low lvs.
Blood Pact (basic/improved) - lv 5 - Atk ratio 80% m.atk + 6.7% of CURRENT HP, bonus dot 2% of targets hp/sec cap 600 (2000 cap for improved)
The dot damage lasts for 5 seconds so for basic blood pact, you'd do an extra 3k and for improved, you're looking at 10k.
Honestly, the improved blood pact dot is great when you're at low lvs because youll always get in an extra 10k dmg on most mobs but the dot becomes insignificant as your damage increases.
Middle Blood Tree (The skills here CANNOT be used at the same time as the holy support tree)
Tenacity - lv 5 - Reduces incoming crit damage by 20% (ADDITIVE).
[SEC01.6]
From this skill, you'll notice you actually gain 10 crit def per level which elads me to believe that you can gain 4% reduction per 10 crit def.
The actual reduction effect is actually insignificant though because of how much you're still taking.
Crit reduction actually caps at 100% based on some tests we ran in my server so you only need 250 crit def.
That aside, since the effect is only additive, you're still taking the blunt of the crit dmg.
Let's say in a pvp situation most players have 200-250% crit dmg. If you had max tenacity, you're still taking 180-230% crit dmg.
Skill points better spent else where.
Not Recommended.
Bloodflow - Lv 5 - Increases m.atk by 15% as long as hp is above 70%
Must max for more damage of course.
Highly Recommended.
Enhanced Circulation - Permanently increases Magic Damage Reduction by 15% (And some hp regen which is negligible at high hp values)
Must max for increased survival.
Highly Recommended.
Bloodguard - lv 5 - Permanently increases hp by 2929 hp. This value is static but is affected by multipliers.
Up to you if you have sp leftover but I find the hp boost is quite negligible.
Not Recommended.
Bloodfog Totem - lv 5 - For 20 seconds, receive stealth for 2 seconds every 3 seconds. CD 45sec
Like any stealth effect, you won't be seen but you can't attack and stay stealthed.
THIS IS NOT MEANT FOR PVE SOLO. I say this in all seriousness because this skill causes mobs to reset if they're after you. It can also delay attacks when using afk mode attacking for some reason.
This is a GREAT skill in pvp though if you want to give yourself the element of surprise or your being attacked by multiple targets.
The beauty of stealth is canceling out being targeted. And when trying to escape, plant a totem to cover your tracks and from being target chanced by someone.
Up to you to have sp in this if you have leftover sp
Demon's Grasp - Stuns a target for 8 seconds Cooldown 3 minutes. While stunning a target, you will not be able to attack.
This is one of the best support skills in a party vs 1 situation for obvious reasons. Unfortunately, I believe it's glitched in that the cast time is affected by cast time meaning you lose stun time.
The cooldown is unfortunately unreasonably high.
Highly recommended.
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