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| ==Introduction== | | == Description == |
| This page contains the Philosopher Class Guide. You may return to [[Classes]] when you are finished reading this page. | | <!-- This page is yours: paste it once, then write the description here. --> |
| | Crush your opponents with the power of the mind and leave them in agony; your enlightened mind can heal as well. |
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| ==Philosopher Class Guide==
| | The Philosopher fights with '''mana''' and the power of the mind: damage at a distance, much of it over time and many enemies at once, and it can heal and drain life for itself. |
| [[File:Philosopher_Icon.jpg|100px]]
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| <br>
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| <b>Equipped with the power of intellect, you crush your opponents mentally leaving them in agony. Your enlightened mind can even grant healing powers.</b>
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| 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 <b>Supernova</b> and <b>Planetary Pain</b> 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.
| | === How it plays === |
| | '''Cosmic Blast''' is the main attack from up to 10 spaces. '''Mental Agony''' hurts at once and again over 5 to 10 seconds, '''Mental Exhaustion''' over 10 to 15 seconds, and '''Mind Bomb''' stuns the enemy briefly and hurts it over time: put the over-time spells on first, then blast. Against a group, '''Planetary Pain''' and '''Supernova''' each hit up to ten enemies. '''Life Steal''' drains an enemy's health every half second for 5 seconds and gives it to the Philosopher (a channel: every hit taken shortens it), and '''Cosmic Energy''' heals a target at once and again over 5 to 10 seconds. |
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| ==Stat Breakdown== | | === What to train === |
| [[File:Training_Priest.jpg|600px]]
| | '''Intellect''' for magic damage and mana, and '''Spirit''' for magic critical strikes, healing, absorbing magic attacks and regenerating mana. '''Stamina''' for health. Strength and Agility do little for a Philosopher. |
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| <b>Strength</b>- Buffs Melee :3
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| <b>Stamina</b>- Increases <b>Health</b>
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| <b>Agility</b>- Increases <b>Dodge</b>.
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| <b>Spirit</b>- Increases <b>Dodge (absorb)</b>, <b>Magic Crit</b> and Health and Mana <b>regen</b> outside combat. Mana regen is half as effective in combat
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| <b>Intellect</b>- Increases <b>Magic Damage</b> and <b>Mana</b>
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| ==Stat Build== | | === Talents === |
| Your gear scales best with Intellect and Spirit
| | One tree sustains: '''Understanding''' (cheaper healing), '''Unlimited Knowledge''' (healing strikes critically more often), '''Improved Spirit''' and after it '''Improved Lifesteal''' (a longer Life Steal) and '''Meditation''', which doubles a friend's mana regeneration, '''Balance''', which turns health into mana, and '''Improved Planetary Pain'''. The other tree is damage: '''Deep Thought''' (cheaper damage spells), '''All Knowingness''' (critical strikes with every spell), '''Improved Cosmic Blast''', '''Brain Freeze''' (a chance to stun with any attack), '''Improved Intellect''' and after it '''Improved Mindbomb''' and '''Astral Projection''', which hides it from enemies. Playing alone, the damage tree. |
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| [[File:Best Priest Weapons.jpg|360px]]
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| The weapon and offhand I have shown here are the best (aside from the premium ones of course)
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| Strength only buffs melee and agility is not worth building.
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| Stamina scales poorly but is needed. You need just enough to survive a few hits so you have time to heal yourself.
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| ===<b>Training</b> (activities > training)===
| | {{:Data:Philosopher}} |
| *(2 or 3):1 split between Intellect and Spirit is a good ratio
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| **Spirit is a power attribute as you can increase both your crit and regenerate.
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| **It's healing is also vital to maintain the balance between offense and recovery.
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| **But Intellect has greater priority as damage is what takes down enemies.
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| **More mana also means better scaling with mana recovery items.
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| *Train enough Stamina to survive a few hits.
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| **Early on the gap between health and mana is barely noticeable
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| **Near the endgame you should have at least 6 times more mana than health
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| *Eventually the training gap between Intellect and Spirit may increase
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| **Your healing will eventually catch up to your current health
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| **Magic crit, like Physical crit, will become increasingly difficult to raise.
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| **Your mana recovery items will eventually outscale regen as well.
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| ==Abilities==
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| <b>Melee</b>- Deals minor damage
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| [[File:Melee.jpg|50px]]
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| 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.
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| Unlocked at <b>Start</b> and Rank increases every 15 levels
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| <b>Cosmic Blast</b>- Charges an attack that deals moderate damage
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| [[File:Cosmic Blast.jpg|50px]]
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| 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.
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| Unlocked at <b>Start</b> and Rank increases every 20 levels
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| <b>Mental Agony</b>- Deals damage instantly and again over time
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| [[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.
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| Unlocked at Level 10 and Rank increases every 20 levels
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| <b>Mental Exhaustion</b>- Deals minor damage over time
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| [[File:Mental Exhaustion.jpg|50px]]
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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.
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| Unlocked at level 30 and Rank increases every 20 levels
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| <b>Salvation</b>- Charges a spell that recovers health
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| [[File:Salvation.jpg|50px]]
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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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| Unlocked at start and Rank increases every 20 levels
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| <b>Spiritual Rejuvenation</b>- Recover Health over time
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| [[File:Spiritual Rejuvenation.jpg|50px]]
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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
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| Unlocked at level 10 and Rank increases every 20 levels
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| <b>Fortitude</b>- Temporarily increases stamina
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| [[File:Fortitude.jpg|50px]]
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| 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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| Unlocked at level 10
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| <b>Protection of the Demigods</b>- Block damage based on 10% of Target’s Maximum health
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| [[File:Protection of the Demigods.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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| Unlocked at start
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| <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.
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| Unlocked at level 20 and Rank increases every 20 level
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| <b>Restoration</b>- Recover Health of multiple players and more over time
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| [[File:Restoration.jpg|50px]]
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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.
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| Unlocked at level 50 and Rank increases every 20 levels
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| ===Rotation===
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| #Use Fortitude if it expires
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| #Precast Spiritual Rejuvenation
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| #Begin the Attack by casting Holy Wrath
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| #Move in and follow up with Holy Commandment and Guilt
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| #*Move away from the enemy until Holy Wrath can be cast again and repeat
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| #*Keep using Guilt to refresh as long as you can’t defeat the enemy within 20-25 seconds.
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| #Cast Protection of the Demigod if it's up to mitigate some damage
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| #Cast Spiritual Rejuvenation when it wear off
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| #Repeat step 3 and 6 until you need health
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| #*Bleeds or Skills that deal heavy damage should be taken into consideration so you don’t die before trying to recover health
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| #Cast Salvation followed by Holy Commandment and Guilt so you can transition smoothly into step 2
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| #Use Food if you are low on health or mana
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| <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)
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| <b>Against Tough Enemies</b>
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| #Use Fortitude if it expires
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| #Precast Spiritual Rejuvenation
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| #Alternate between casting Holy Wrath and Salvation
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| #*Make sure to also cast Holy Commandment and Guilt
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| #*Keep using Guilt to refresh as long as you can’t defeat the enemy within 20-25 seconds.
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| #Cast Protection of the Demigod if it's up to mitigate some damage
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| #Cast Spiritual Rejuvenation when it wear off
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| #Use Food if you are low on health or mana
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| <br>
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| 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.
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Description
Crush your opponents with the power of the mind and leave them in agony; your enlightened mind can heal as well.
The Philosopher fights with mana and the power of the mind: damage at a distance, much of it over time and many enemies at once, and it can heal and drain life for itself.
How it plays
Cosmic Blast is the main attack from up to 10 spaces. Mental Agony hurts at once and again over 5 to 10 seconds, Mental Exhaustion over 10 to 15 seconds, and Mind Bomb stuns the enemy briefly and hurts it over time: put the over-time spells on first, then blast. Against a group, Planetary Pain and Supernova each hit up to ten enemies. Life Steal drains an enemy's health every half second for 5 seconds and gives it to the Philosopher (a channel: every hit taken shortens it), and Cosmic Energy heals a target at once and again over 5 to 10 seconds.
What to train
Intellect for magic damage and mana, and Spirit for magic critical strikes, healing, absorbing magic attacks and regenerating mana. Stamina for health. Strength and Agility do little for a Philosopher.
Talents
One tree sustains: Understanding (cheaper healing), Unlimited Knowledge (healing strikes critically more often), Improved Spirit and after it Improved Lifesteal (a longer Life Steal) and Meditation, which doubles a friend's mana regeneration, Balance, which turns health into mana, and Improved Planetary Pain. The other tree is damage: Deep Thought (cheaper damage spells), All Knowingness (critical strikes with every spell), Improved Cosmic Blast, Brain Freeze (a chance to stun with any attack), Improved Intellect and after it Improved Mindbomb and Astral Projection, which hides it from enemies. Playing alone, the damage tree.
Overview › Classes › Philosopher
Stats
What training each stat gives a Philosopher. How much grows with the stat; the game's training window shows it for your own character.
| Stat |
Gives
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| Stamina |
Health Increase
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| Strength |
Physical Damage
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| Intellect |
Magic Damage Mana Increase
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| Agility |
Physical Crit Chance Dodge Melee Attack
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| Spirit |
Magic Crit Chance Healing Absorb Magical Attack Health regeneration every 5 seconds while out of combat. Mana regeneration every 5 seconds. Halfed when in combat.
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Spells
Every spell of the class as its spellbook lists it, with the level it is learned at. New spells and ranks are learned automatically on reaching their level. A number that grows with each rank, such as damage or cost, reads X: the spellbook in the game shows it for each rank and for your own character.
| Spell |
Level |
Type |
Cast time |
Cooldown |
Range |
Effect
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Melee |
- |
Physical |
Instant |
1 second |
1 Space |
Basic melee attack dealing X damage. Costs no mana.
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Planetary Pain |
- |
Magical |
1 second (instant + over time) |
8 seconds |
10 Spaces |
Damages up to 10 surrounding enemies for X instantly and again over the next 5 to 10 seconds. Costs X mana. Past 5 enemies, each takes less.
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Life Steal |
- |
Magical |
- |
5 seconds |
10 Spaces |
Drains your enemies health by X every half second for 5 seconds and gives it to you, costing X mana per tick. Each hit you take shortens the channel by 1 second.
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Mind Bomb |
- |
Magical |
Instant (over time) |
20 seconds |
10 Spaces |
Stuns your enemy briefly and does X per tick over 5 to 10 seconds, costing X mana.
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Mental Agony |
- |
Magical |
Instant (instant + over time) |
5 seconds |
8 Spaces |
Send pulses of pain through your opponents mind costing X mana and does X damage instantly and again over 5 to 10 seconds.
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Cosmic Blast |
- |
Magical |
1.5 seconds |
2 seconds |
10 Spaces |
Call upon the cosmos to blast your opponent costing X mana, dealing X damage.
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Supernova |
- |
Magical |
Instant |
5 seconds |
10 Spaces |
Genrate a small supernova dealing X damage to up to 10 nearby enemies. Costs X mana. Past 5 enemies, each takes less.
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Mental Exhaustion |
- |
Magical |
Instant (over time) |
2 seconds |
8 Spaces |
Barrage your enemy's mind with exhausting thoughts, costing X mana and dealing X damage over 10 to 15 seconds.
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Cosmic Energy |
- |
Heal |
1 second (instant + over time) |
3 seconds |
8 Spaces |
Heals your target for X health instantly and again over the next 5 to 10 seconds and consuming X mana.
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Talents
Talents cost 1 Talent Point a piece; a character receives 1 Talent Point every 10 levels. A talent under an arrow requires the one above it learned first. Every point in a talent adds the same again: 2%/4%/6% is what one, two and three points give.
Tree 1
Understanding
5 ranks
Decreases the cost of healing spells by 4%/8%/12%/16%/20%.
Improved Spirit
3 ranks
Increases total spirit by 1%/2%/3%.
Unlimited Knowledge
5 ranks
Healing spells have an additional 1%/2%/3%/4%/5% chance to critically hit.
Improved Planetary Pain
3 ranks
Your planetary pain spell lasts an additional 1/2/3 ticks.
Improved Lifesteal
3 ranks
Increases the channel duration of your Life Steal by 1/2/3 seconds.
Balance
3 ranks
Transmute 10%/20%/30% of your health into 2%/4%/6% mana.
Meditation
1 rank
Cast on any friendly target to increase their mana regeneration by 100%.
Tree 2
Improved Cosmic Blast
5 ranks
Increases the critical strike chance of your cosmic blast by 5%/10%/15%/20%/25%.
Improved Intellect
3 ranks
Increases total intellect by 1%/2%/3%.
Deep Thought
5 ranks
All damage spells cost 2%/4%/6%/8%/10% less mana.
All Knowingness
3 ranks
Increases the critical strike chance of all your spells by 2%/4%/6%.
Improved Mindbomb
3 ranks
Decreases the cooldown of your Mindbomb by 1/2/3 seconds.
Brain Freeze
3 ranks
1%/2%/3% of your attacks will stun your enemy.
Astral Projection
1 rank
Transcend to another plane of existance. Enemies are unable to see you.