Pve Turtle Hermit Level 45

  • Thoughts on this pure Pve build for hermit?

    tools.dboglobal.to/?tool=Skill-Calculator&class=Turtle-Hermit&build=01004024000044000000303020010213011122100011000

    Kamehameha level 2 for the knockdown followed up with spirit ball for the bonus 1.5 damage

    Didnt bother with hypnosis since its not very viable on pve, sure it could have its moments, but the 5 sp to get there just isnt worth

  • kamehameha, super kamehameha and spirit ball are glove based skills which take the damage from your gloves, so i recommend put as many skill points for now.

    kamehameha is really good for PVE if you gather mobs in line then attack so with it and super kamehameha it will be great.

    spirit ball max for RP (cooldown,guard break,duration) so it will be great combo with speed restrain.

    don't use kamehameha as a knock down cause you have a better one (turtle rod hurl)

    so use power up RP on it to kill mobs.

    3 skills to kill mobs around you are kamehameha,scatter shot and super kamehameha so make combo with them suits you.

    here you go https://tools.dboglobal.to/?tool=Skill-Calculator&class=Turtle-Hermit&build=01004074000041000000303000012211011122100011000

  • Oh thanks man, yes i see now great build. Never played Turtle or spiritualist before so im really new to it.



    Completely agree with the changes you made, i have only one question. Is kaio-ken not viable?. Its a fun skill to play around, does the increased attack power help out alot? Give me your thoughts on kaio-ken for turtle.

  • Oh thanks man, yes i see now great build. Never played Turtle or spiritualist before so im really new to it.



    Completely agree with the changes you made, i have only one question. Is kaio-ken not viable?. Its a fun skill to play around, does the increased attack power help out alot? Give me your thoughts on kaio-ken for turtle.

    ofcourse it is really good at lv 2 it increases attack by 20% i forgot to add it to the build sorry...

    https://tools.dboglobal.to/?tool=Skill-Calculator&class=Turtle-Hermit&build=01004074000041000000300020012211011122100011000

  • Alright so i just came back from a TMQ1 run without any healer, we searched for ages. It went fine but i just realised, that the spell energy reduction can be really usefull. You can't awlays rely on a healer being at your hand all the time so I made a minor change to the build.

    https://tools.dboglobal.to/?to…1020012211011122100011000

    What I basically did was remove 3 SP in Spiritual Damage Boost (Energy attack gained will be 11 instead of 46 , loss of 35 energy attack)

    added 1 point to Increased Persisted Damage Time cause it will give flat out 9 energy attack, whilst Spiritual Damage Boost at level 2 will give 19 altogether, 1 energy attack gained this way :--)

    and 3 points in energy reduction, makes it so u can have the healing permanently if u use rp and cd reduction, tell me what you think

    EDIT: It is especially usefull in keeping your kaoi-ken aswell, for a 35 reduced energy attack i feel like its worth, its the only healing we got and u can even help out teamates in a pinch