https://dnskillsim.herokuapp.com/sea...-0-00-----0--0
I will also briefly explain why I did certain things like....
Divine Combo (Max [Lv19] WITH awakening) - Timing this will take a bit of practice (to pull off the full damage) but if you do pull it off, then the damage is very great. While it falls short of both the awakening skills and smite EX in terms of the skill damage list in a nest, it's a great skill to use for DPS purposes. Even if you think you will not have time to pull off the full damage, stop it earlier with a left click (right click works too but I think the animation is slightly longer for that) and avoid/do a mech.
Armour Break (Max [Lv10]) - If you are using this for DPS purposes, uhm...don't. But level 10 is there because of the frequency it will be used for debuff and self buff purposes. Of course even at level 10, the damage is not as great so you could use the SP elsewhere (like Aura of Healing, for example).
Righteous Bolt (Unlearned) - I have it currently because you have to for Charitable Zap. Never have I used it in T5 - certainly will not after awakening. You do not need it anymore as a pre-requisite after awakening! While it does reduce Zap's cooldown let Smite EX, Smite EXi and Mighty Blow do that for you. You can pop off Zap's awakening effect if two of the skills are used after the initial Zap.
Iron Will (Learned) and Conviction Aura (Unlearned) - I am poor so I did not reset my build after NA transfer, but sometimes I wish I had Iron will. Not the case for conviction aura (dash, costume speed buff etc already give lots of speed). If you really want that self speed buff, then you probably need to drop Iron Will or somewhere else.
Mental Fortitude (Lv1 - NOT 4 [this is the raise max MP skill]) - Tested level 1 vs level 4 in SEA with the golem punching bag. Yes you run out of MP quicker with level 1 but level 4 also ran out quick. After two 10 minute rotations (one with level 1 and other with 4), there was only a small difference in MP remaining (15% left for level 1, 20% for level 4. The actual number values saw level 1 with a higher number). Of course dashing will make it hard for level 1 but if you have a saint or any class that can recover a bit of MP, then honestly, level 1 is enough.
Aura of Healing (Unlearned) - No SP for this. 3% + Redemption buff heal can be a nice saviour but prefer if we got more damaging skills.
Provoke (Max [Lv6]) - Incase you need to hold aggro. Level 4 is sufficient but to give room for error, I will have it maxed. You should be a sub-tank in a raid setup unless you have two better tanking people!
Dive Kick (Learned) - Everyone who posted on this thread has it, but I may as well explain. I had 1 SP leftover. Dive Kick can put you to the ground quicker. The end.
Everything else seems to agree with everyone who has posted. Let me know of your opinions and whether you agree/disagree with anything!
Leave a comment: