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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.
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Crush your opponents with the power of the mind and leave them in agony; your enlightened mind can heal as well.


==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]]
<br>
<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>


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.


==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.


===<b>Training</b> (activities > training)===
{{:Data:Philosopher}}
*(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==
<b>Melee</b>- Deals minor damage
<br>
[[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
 
<b>Cosmic Blast</b>- Charges an attack that deals moderate damage
<br>
[[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.
<br>
Unlocked at <b>Start</b> and Rank increases every 20 levels
 
<b>Mental Agony</b>- Deals damage instantly and again over time
<br>
[[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. 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
 
<b>Mental Exhaustion</b>- Deals minor damage over time
<br>
[[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. 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
 
<b>Cosmic Energy</b>- Charges a spell that recovers health and again over time
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[[File:Cosmic Energy.jpg|50px]]
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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
 
<b>Supernova</b>- Deals moderate damage to multiple enemies
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[[File:Supernova.jpg|50px]]
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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.
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Unlocked at level 20 and Rank increases every 20 levels
 
<b>Planetary Pain</b>- Charges an attack that deals damage instantly to multiple enemies and again over time
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[[File:Planetary Pain.jpg|50px]]
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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.
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Unlocked at level 40 and Rank increases every 20 levels
 
<b>Balance</b>- Lose health to recover mana
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[[File:Balance.jpg|50px]]
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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.
<b>Meditation</b>- Double a target's mana/rage regen
<br>
[[File:Meditation.jpg|50px]]
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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>Astral Projection</b>- Hide from enemies
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[[File:Astral Projection.jpg|50px]]
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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
 
<br>
<b>Tl;dr</b> 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)
 
<b>Against Tough Enemies</b>
#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
<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. Philosophers will use up more mana than priests since Cosmic energy has the combined cost of Salvation and Spiritual Rejuvination.

Latest revision as of 14:29, 31 October 2026

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
Stamina Health Increase
Strength Physical Damage
Intellect Magic Damage
Mana Increase
Agility Physical Crit Chance
Dodge Melee Attack
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.

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
Melee - Physical Instant 1 second 1 Space Basic melee attack dealing X damage. Costs no mana.
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.
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.
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.
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.
Cosmic Blast - Magical 1.5 seconds 2 seconds 10 Spaces Call upon the cosmos to blast your opponent costing X mana, dealing X damage.
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.
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.
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.

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.