Difference between revisions of "Philosopher"

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[[File:Mental Agony.jpg|50px]]
 
[[File:Mental Agony.jpg|50px]]
 
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This ability has a 5-second cooldown and isn't an ability you should use on cooldown. To get your mana's worth, Mental Agony's Dot should wear off first. This Should be a non-issue once you gain a higher mana pool.  
+
This ability has a 5-second cooldown and isn't an ability you should use on cooldown. To get your mana's worth, Mental Agony's Dot should wear off first. Mental Agony will deal damage 1-2 times (once every 5 seconds) and as with other dots only use it when you can't kill the enemy yet. This Should be a non-issue once you gain a higher mana pool, in which case you could potentially use it every time it's up.
 
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Unlocked at Level 10 and Rank increases every 20 levels
 
Unlocked at Level 10 and Rank increases every 20 levels
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[[File:Mental Exhaustion.jpg|50px]]
 
[[File:Mental Exhaustion.jpg|50px]]
 
<br>
 
<br>
This ability deals the same damage as Mental Agony and has a 2-second cooldown. You should definitely not use this ability until the dot wears off. You don't deal damage instantly as Mental Agony does.
+
This ability deals the same damage as Mental Agony and has a 2-second cooldown. You should definitely not use this ability until the dot wears off. You don't deal damage instantly as Mental Agony does. It deals the same damage as it deals damage 2-3 times (once every 5 seconds). Time your dots so you won't waste mana.
 
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Unlocked at level 30 and Rank increases every 20 levels
 
Unlocked at level 30 and Rank increases every 20 levels
  
<b>Salvation</b>- Charges a spell that recovers health
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<b>Cosmic Energy</b>- Charges a spell that recovers health and again over time
 
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<br>
[[File:Salvation.jpg|50px]]
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[[File:Cosmic Energy.jpg|50px]]
 
<br>
 
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The heal equivalent of Holy Wrath and can be strengthened with Holy Presence. Use it if you need to recover health instead of attacking. Again do not use any other skill or action while it is being cast or it will cancel it out. Salvation can be weaved in with Holy Wrath, as I have mentioned earlier.
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The heal is basically Mental Agony or combines both Priest Salvation and Spiritual Rejuvenation. It's your only healing ability and can pose a problem as it's a combined cost of two different abilities. It's not an ability you can always use as recasting it resets and wastes your dot (heal over time). Again, do not use any other ability or action while it is being cast or it will cancel it out.
 
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Unlocked at start and Rank increases every 20 levels
 
Unlocked at start and Rank increases every 20 levels
  
<b>Spiritual Rejuvenation</b>- Recover Health over time
+
<b>Supernova</b>- Deals moderate damage to multiple enemies
 
<br>
 
<br>
[[File:Spiritual Rejuvenation.jpg|50px]]
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[[File:Supernova.jpg|50px]]
 
<br>
 
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The heal equivalent of Holy Commandment but over time. It’s useful to precast and preemptively recover any damage you'll take. Use it right after Holy Wrath and Salvation when it runs out. WAIT for the casting to end so it doesn’t cancel out (emphasis). Like an Assassin's Improved Sever, Infusion will extend Spiritual Rejuvenation by up to 3 ticks
+
A very costly ability with a 5-second cooldown, half that of Titan's Warstomp. Even with a second aoe ability, Philosopher should generally fight one enemy at a time. Even if it only targets 1 enemy it's very mana inefficient. This could work against multiple weaker enemies, taking them out in one hit. For example, farming bear/elk meat. Even if the enemies are a bit spread out you can farm them the fastest out of the other classes.
 
<br>
 
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Unlocked at level 10 and Rank increases every 20 levels
+
Unlocked at level 20 and Rank increases every 20 levels
  
<b>Fortitude</b>- Temporarily increases stamina
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<b>Planetary Pain</b>- Charges an attack that deals damage instantly to multiple enemies and again over time
 
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<br>
[[File:Fortitude.jpg|50px]]
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[[File:Planetary Pain.jpg|50px]]
 
<br>
 
<br>
A simple skill that increases stamina by an equivalent of a Fair Stamina Potion (15%). Can be used on other players so it's a nice skill.  
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Supernova, but the aoe version of Mental Agony. Same rule applies. Do not use any other ability or action while it is being cast or it will cancel it out.  
 
<br>
 
<br>
Unlocked at level 10
+
Unlocked at level 40 and Rank increases every 20 levels
  
<b>Protection of the Demigods</b>- Block damage based on 10% of Target’s Maximum health  
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<b>Balance</b>- Lose health to recover mana
 
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[[File:Protection of the Demigods.jpg|50px]]
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[[File:Balance.jpg|50px]]
 
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This skill sucks if you use it on yourself. It’s most likely meant to be used on a Titan so they can tank enemies. It still can mitigate some damage on yourself but very little.
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A talent ability that has a very short cooldown of 2 seconds. You will almost never run out of mana or require any potions. The health lost can be recovered by casting Cosmic Energy with the mana recovered. The higher the talent, the more percent of mana recovered.
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 +
<b>Meditation</b>- Double a target's mana/rage regen
 
<br>
 
<br>
Unlocked at start
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[[File:Meditation.jpg|50px]]
 
 
<b>Prayers of Forgiveness</b>- Recover Health of multiple players
 
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[[File:PrayerOfForgiveness.jpg|50px]]
 
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It's a waste of mana to use it on yourself. It's the aoe equivalent of Salvation.
 
 
<br>
 
<br>
Unlocked at level 20 and Rank increases every 20 level
+
A talent ability that has a long cooldown of 90 seconds. It's not an ability you can cast on Assassin/Titan as they have low spirit values in general. Casting it on yourself temporarily allows you to regenerate mana normally in combat.
  
<b>Restoration</b>- Recover Health of multiple players and more over time
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<b>Astral Projection</b>- Hide from enemies
 
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<br>
[[File:Restoration.jpg|50px]]
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[[File:Astral Projection.jpg|50px]]
 
<br>
 
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It's a waste of mana to use on yourself. It's like Philosopher's Planetary Pain but it recovers health instead.
+
A talent ability that works like Assassin but has a very long cooldown of 150 seconds. It can hide you from enemies (as long as you don’t get too close) and can disengage you from combat. The aggro in this game only happens when you move so make sure you can reengage before leaving stealth.
<br>
 
Unlocked at level 50 and Rank increases every 20 levels
 
  
 
===Rotation===
 
===Rotation===
  
#Use Fortitude if it expires
+
#Begin the Attack by casting Cosmic Blast
#Precast Spiritual Rejuvenation
+
#Move in and follow up with Mental Agony and Mental Exhaustion
#Begin the Attack by casting Holy Wrath
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#*Move away from the enemy until Cosmic Blast can be cast again and repeat
#Move in and follow up with Holy Commandment  and Guilt
+
#*Keep using Mental Exhaustion to refresh as long as you can’t defeat the enemy within 10-15 seconds.
#*Move away from the enemy until Holy Wrath can be cast again and repeat
+
#*By extension, keep using Mental agony (maybe wait for dot to wear off first) as long as you can't defeat the enemy within 5-10 seconds
#*Keep using Guilt to refresh as long as you can’t defeat the enemy within 20-25 seconds.
+
#Cast Cosmic Energy when you need health
#Cast Protection of the Demigod if it's up to mitigate some damage
 
#Cast Spiritual Rejuvenation when it wear off
 
#Repeat step 3 and 6 until you need health
 
#*Bleeds or Skills that deal heavy damage should be taken into consideration so you don’t die before trying to recover health
 
#Cast Salvation followed by Holy Commandment and Guilt so you can transition smoothly into step 2
 
 
#Use Food if you are low on health or mana
 
#Use Food if you are low on health or mana
  
 
<br>
 
<br>
<b>Tl;dr</b> Unless the enemy is a caster, try to kite your enemies as they usually halt after each attack, repeating Holy Wrath, Holy Commandment, and Guilt combo. (Forget using melee since it's close range)  
+
<b>Tl;dr</b> Unless the enemy is a caster, try to kite your enemies as they usually halt after each attack, repeating Holy Wrath, Holy Commandment, and Guilt combo. (Forget using melee since it's close range)
 
 
<b>Against Tough Enemies</b>
 
#Use Fortitude if it expires
 
#Precast Spiritual Rejuvenation
 
#Alternate between casting Holy Wrath and Salvation
 
#*Make sure to also cast Holy Commandment and Guilt
 
#*Keep using Guilt to refresh as long as you can’t defeat the enemy within 20-25 seconds.
 
#Cast Protection of the Demigod if it's up to mitigate some damage
 
#Cast Spiritual Rejuvenation when it wear off
 
#Use Food if you are low on health or mana
 
<br>
 
The only difference is that you must always be alternating between dealing damage and recovering health, pre-healing so enemies don't shoot you down right away.
 

Revision as of 01:41, 21 November 2020

Introduction

This page contains the Philosopher Class Guide. You may return to Classes when you are finished reading this page.

Philosopher Class Guide

Philosopher Icon.jpg
Equipped with the power of intellect, you crush your opponents mentally leaving them in agony. Your enlightened mind can even grant healing powers.

Philosopher is a magical type class that works similarly to Asssassin. As a magic type class, Philosophers make poor use of melee which has no cost. Some of their abilities combine regular abilities with over time effects. They specialize in offensive aoe attacks with Supernova and Planetary Pain in their arsenals. Philosophers have the most talent abilities that require talent points to unlock. If you prefer to play a caster cast that works similarly to Assassin do not wish to play physical type classes, then Philosopher is a solid class.

Stat Breakdown

Training Priest.jpg
Strength- Buffs Melee :3
Stamina- Increases Health
Agility- Increases Dodge.
Spirit- Increases Dodge (absorb), Magic Crit and Health and Mana regen outside combat. Mana regen is half as effective in combat
Intellect- Increases Magic Damage and Mana

Stat Build

Your gear scales best with Intellect and Spirit
Best Priest Weapons.jpg
The weapon and offhand I have shown here are the best (aside from the premium ones of course)
Strength only buffs melee and agility is not worth building.
Stamina scales poorly but is needed. You need just enough to survive a few hits so you have time to heal yourself.

Training (activities > training)

  • (2 or 3):1 split between Intellect and Spirit is a good ratio
    • Spirit is a power attribute as you can increase both your crit and regenerate.
    • It's healing is also vital to maintain the balance between offense and recovery.
    • But Intellect has greater priority as damage is what takes down enemies.
    • More mana also means better scaling with mana recovery items.
  • Train enough Stamina to survive a few hits.
    • Early on the gap between health and mana is barely noticeable
    • Near the endgame you should have at least 6 times more mana than health
  • Eventually the training gap between Intellect and Spirit may increase
    • Your healing will eventually catch up to your current health
    • Magic crit, like Physical crit, will become increasingly difficult to raise.
    • Your mana recovery items will eventually outscale regen as well.

Abilities

Melee- Deals minor damage
Melee.jpg
This ability deals little damage but has a 1 second cooldown and costs no mana. Since priests do not scale with strength, this ability will be useless fairly quickly. It's not worth investing strength to use.
Unlocked at Start and Rank increases every 15 levels

Cosmic Blast- Charges an attack that deals moderate damage
Cosmic Blast.jpg
It's your primary ability and has a 2-second cooldown but requires 2 seconds to charge. That means it'll take a total of 4 seconds between attacks, which is longer compared to Assassin and Titan’s Stab and Bludgeon respectively. This can become a non-issue considering you have Mental Exhaustion and Mental Agony to cast as well. If you press another ability or move before the ability is fully charged it'll end the cast early. This means you'll have to be careful not to press anything else until Cosmic Blast completes casting. Mentioned that Philosopher is similar to Assassin in the sense that both have an Improved talent that increases crit chance.
Unlocked at Start and Rank increases every 20 levels

Mental Agony- Deals damage instantly and again over time
Mental Agony.jpg
This ability has a 5-second cooldown and isn't an ability you should use on cooldown. To get your mana's worth, Mental Agony's Dot should wear off first. Mental Agony will deal damage 1-2 times (once every 5 seconds) and as with other dots only use it when you can't kill the enemy yet. This Should be a non-issue once you gain a higher mana pool, in which case you could potentially use it every time it's up.
Unlocked at Level 10 and Rank increases every 20 levels

Mental Exhaustion- Deals minor damage over time
50px
This ability deals the same damage as Mental Agony and has a 2-second cooldown. You should definitely not use this ability until the dot wears off. You don't deal damage instantly as Mental Agony does. It deals the same damage as it deals damage 2-3 times (once every 5 seconds). Time your dots so you won't waste mana.
Unlocked at level 30 and Rank increases every 20 levels

Cosmic Energy- Charges a spell that recovers health and again over time
Cosmic Energy.jpg
The heal is basically Mental Agony or combines both Priest Salvation and Spiritual Rejuvenation. It's your only healing ability and can pose a problem as it's a combined cost of two different abilities. It's not an ability you can always use as recasting it resets and wastes your dot (heal over time). Again, do not use any other ability or action while it is being cast or it will cancel it out.
Unlocked at start and Rank increases every 20 levels

Supernova- Deals moderate damage to multiple enemies
Supernova.jpg
A very costly ability with a 5-second cooldown, half that of Titan's Warstomp. Even with a second aoe ability, Philosopher should generally fight one enemy at a time. Even if it only targets 1 enemy it's very mana inefficient. This could work against multiple weaker enemies, taking them out in one hit. For example, farming bear/elk meat. Even if the enemies are a bit spread out you can farm them the fastest out of the other classes.
Unlocked at level 20 and Rank increases every 20 levels

Planetary Pain- Charges an attack that deals damage instantly to multiple enemies and again over time
Planetary Pain.jpg
Supernova, but the aoe version of Mental Agony. Same rule applies. Do not use any other ability or action while it is being cast or it will cancel it out.
Unlocked at level 40 and Rank increases every 20 levels

Balance- Lose health to recover mana
Balance.jpg
A talent ability that has a very short cooldown of 2 seconds. You will almost never run out of mana or require any potions. The health lost can be recovered by casting Cosmic Energy with the mana recovered. The higher the talent, the more percent of mana recovered.

Meditation- Double a target's mana/rage regen
Meditation.jpg
A talent ability that has a long cooldown of 90 seconds. It's not an ability you can cast on Assassin/Titan as they have low spirit values in general. Casting it on yourself temporarily allows you to regenerate mana normally in combat.

Astral Projection- Hide from enemies
Astral Projection.jpg
A talent ability that works like Assassin but has a very long cooldown of 150 seconds. It can hide you from enemies (as long as you don’t get too close) and can disengage you from combat. The aggro in this game only happens when you move so make sure you can reengage before leaving stealth.

Rotation

  1. Begin the Attack by casting Cosmic Blast
  2. Move in and follow up with Mental Agony and Mental Exhaustion
    • Move away from the enemy until Cosmic Blast can be cast again and repeat
    • Keep using Mental Exhaustion to refresh as long as you can’t defeat the enemy within 10-15 seconds.
    • By extension, keep using Mental agony (maybe wait for dot to wear off first) as long as you can't defeat the enemy within 5-10 seconds
  3. Cast Cosmic Energy when you need health
  4. Use Food if you are low on health or mana


Tl;dr Unless the enemy is a caster, try to kite your enemies as they usually halt after each attack, repeating Holy Wrath, Holy Commandment, and Guilt combo. (Forget using melee since it's close range)