Spiritualist - Turtle Hermit
If we were to talk about a class with massive AOE (Area of Effect) power, you’d instantly think of a Turtle Hermit. They can be considered the top class in terms of raw power, and they aren’t afraid to show it. Because of how their tree and primary skills are set up, it’s really hard to screw up a build for a Turtle Hermit, especially when they can easily go Hybrid and still be very viable. Very popular and very useful, be prepared to see yourself going into end-game dungeons as one of the (if not THE) team’s DPS member. Suffice to say, Turtle Hermits aren’t perfect. Having the category of Glass Cannon, Turtle Hermits can dish out damage, but not take a lot of damage. This can especially be troublesome if you accidentally find yourself surrounded by mobs and don’t have your AOE available. Trying to make a Turtle a tank is like trying to mix oil and water; it’s not going to work.
I’m not going to give the “perfect” build, but instead info on each skill to help decide for yourself what to choose when making your build. A lot of this info has come from extensive testing and experience, but not everything is perfect so please bear with me.
WARNING TO PLAYERS: Because of the class item known as Turtle Book, it is heavily advised that when making your Turtle Hermit you make them female. This because the Turtle Book item gives female characters max RP balls when used making them much better than male Turtle Hermits. This is subject to change as the game continues, but for now the game appears to be sexist when it comes to Turtle Hermits.
Here's where you can start building your Turtle Hermit! Click Click.
=== Spiritualist Attacks ===
The starting skill of your tree, Rapid Shot doesn’t have a lot of kick to it. However, it makes up for it for its quick, 4 second CD (Cooldown) and combo chain ability. It’s a great skill to use to follow up on another for some minor damage. If you plan on using this, max it. Be aware that it requires 4 SP to max though. Otherwise, skip it.
The signature attack of the series, you’d think it would be as good as the series portrays it to be. Sadly, that isn’t the case. While it does get KD, it requires 3 SP just to get the CD down to 6 seconds and a whopping 8 SP just to max it. While its damage is impressive when maxed, it’s outclassed by Super Kamehameha. It's also outclassed by Turtle Rod Hurl as a KD skill due to its lack of charge time and faster execution (especially in Super Saiyan). Ignore it.
Yamcha’s strongest move, it’s also what I consider the strongest skill in the Spiritualist tree. What makes Spirit Ball stand out from the other energy attacks in both trees is that it factors in success rate as opposed to hit rate. This makes it helpful against opponents who have low DEX (and therefore resistance), although you need to make sure you’re packing FOC to get the right success rate. It also only requires 4 SP to max unlike the earlier Kamehameha. It also gets a damage boost when used from behind making it not rely on crits for its high damage. However, the skill has a drawback in that it has a very long animation, although Super Saiyan's 20% animation speed boost reduces this a little. It does get a movement speed reduction effect which offsets the animation when combined with Speed Restrain, but it’s still as skill that can’t be used recklessly. Nonetheless, I’d recommend taking this skill if you have the spare SP.
Krillin’s signature move, it’s an energy skill that also delivers Bleed DoT (Damage over time) in addition to its energy damage. Unfortunately, both damage and bleed are pitiful and the skill itself isn’t accessible until level 28. It also has a long animation, which leaves you open for counter attacks. A DoT is also something that Turtle Hermits don’t use and even a Crane Hermit wouldn’t bother wasting so much SP for this skill. Don’t bother so much as touching this skill.
Your other starting skill and first DoT of the bunch. It delivers state damage as well as Abdominal damage and is the only skill to do so. However, it’s useless to a Turtle Hermit so don’t bother investing.
The second DoT that actually deals Bleed damage (don’t know why the other skills have “Bleed” in their name). Like Double Bleed, it delivers State Damage, but what sets this apart from the previous skill is that it’s also an AoE skill that surrounds your character. The skill can also be spammed easily thanks to its 3 sec CD. This makes it a perfect leveling skill as its damage and CD can allow you to constantly deal solid damage in a short amount of time and helps you when you're surrounded by mobs. However, it isn't very useful against Supers and such due to you having to get close. All and all, it's a good skill to use when leveling but should be dumped once you reach cap.
The third DoT, this one deals Burn damage and, unlike the other DoTs, physical damage. The skill has an AOE like Area Bleed, but around the target as opposed to around the user. Unlike the other DoTs, Solid Bleed has a quick animation and deals decent DoT damage. Like Area Bleed, this is a great skill to use for leveling until you get your Kames. Thankfully you don't have to worry about the wasted SP as the five Brown Reset Books you get at 34 will allow you to dump the skill when you no longer need it. Aside from leveling, this skill has little use so dump it after it outlives its usefulness.
The final DoT in the Spiritualist tree, this skill deals Poison DoT and is the only skill to do so. Unlike the other DoTs, this skill has a 1 sec charge before executing, but its AOE effect matches both Scatter Shot and Super Kamehameha at 10m. Fairly decent if it weren’t for the fact it takes 7 SP to max and comes in late in the game. Like all the other DoTs, don’t bother with getting this skill.