Philosopher
Introduction
This page contains the Philosopher Class Guide. You may return to Classes when you are finished reading this page.
Philosopher Class Guide
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
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
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
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
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
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.
Unlocked at Level 10 and Rank increases every 20 levels
Mental Exhaustion- Deals minor damage over time
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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.
Unlocked at level 30 and Rank increases every 20 levels
Salvation- Charges a spell that recovers health
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.
Unlocked at start and Rank increases every 20 levels
Spiritual Rejuvenation- Recover Health over time
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
Unlocked at level 10 and Rank increases every 20 levels
Fortitude- Temporarily increases stamina
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.
Unlocked at level 10
Protection of the Demigods- Block damage based on 10% of Target’s Maximum health
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.
Unlocked at start
Prayers of Forgiveness- Recover Health of multiple players
It's a waste of mana to use it on yourself. It's the aoe equivalent of Salvation.
Unlocked at level 20 and Rank increases every 20 level
Restoration- Recover Health of multiple players and more over time
It's a waste of mana to use on yourself. It's like Philosopher's Planetary Pain but it recovers health instead.
Unlocked at level 50 and Rank increases every 20 levels
Rotation
- Use Fortitude if it expires
- Precast Spiritual Rejuvenation
- Begin the Attack by casting Holy Wrath
- Move in and follow up with Holy Commandment and Guilt
- Move away from the enemy until Holy Wrath can be cast again and repeat
- 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
- 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
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)
Against Tough Enemies
- 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
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.