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. 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
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
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
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
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
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
A talent ability that has a long cooldown of 90 seconds. It's not an ability you should 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
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
- If you have the Meditation ability unlocked, use it on cooldown.
- Begin the Attack by casting Cosmic Blast
- 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
- Cast Cosmic Energy when you need health
- If you have the Astral Projection ability unlocked, use it when you're low on health to disengage from a fight
- Use Food if you are low on health or mana
- If you have the Balance ability unlocked, use it after a fight to recover mana
- Use Cosmic Energy to recover the health lost
Tl;dr Unless the enemy is a caster, try to kite your enemies as they usually halt after each attack, repeating Cosmic Blast, Mental Agony, and Mental Exaustion combo. (Forget using melee since it's close range)
Against Tough Enemies
- If you have the Meditation ability unlocked, use it on cooldown.
- Alternate between casting Cosmic Blast and Cosmic Energy
- Make sure to also cast Mental Agony and Mental Exhaustion
- 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
- If you have the Astral Projection ability unlocked, use it when you're low on health to disengage from a fight
- Use Food if you are low on health or mana
- If you have the Balance ability unlocked, use it after a fight to recover mana
- Use Cosmic Energy to recover the health lost
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. Philosophers will use up more mana than priests since Cosmic energy has the combined cost of Salvation and Spiritual Rejuvination.