Tree of Savior Forum

Another Support Wiz thread

Just want your suggestions/thoughts for this build :

Left letargy at 1 just for the attribude.

Reincarnate seems nice if you time it right when your team’s about the kill a max of ennemies in a short while.

Stop doesn’t need more than 1 point tbh.

All other skill choices seem obvious.

Reincarnate only affects a single enemy, it’s probably the most useless skill in the game, doesn’t work on bosses either and on top of that it tends to miss a lot.

Transpose seems extremely pointless because if you are full int, then you won’t be able to fill your hp back up after using transpose and if you’re full con you’ll effectively do no damage outside transpose and when using transpose lose 90% of your max hp.

Reflect shield is crap as it doesn’t negate damage past it’s own reflection value (so max 45+SPR x4) and it just takes up valuable buff slots that you’ll need.

Physical link is a great way to murder your own team, most bosses punish you hard for getting hit and can easily wipe your team if they’re linked, especially squishier party members. In pvp this skill is like giving the enemy team a free win.

Time stop is nice for pvp but thats about it - you’ll be taking 1-5 players out of the fight for up to 15 seconds (plenty of time to rig aoes on them).

Anyway, that’s what I think of these skills, the rest are w/e, though you might deal no damage when soloing (which certain quests force you to).

Edit; When I think of the more useful full support type wizards, something like this comes to mind;

My reasoning for this is that double linker let’s you more easily link dungeon mobs which tends to be in packs of 7-9. Pyromancer for the ability to support yourself, cryomancer spells tend to be on the weaker side but for one rank sacrifice you can get an amazing spell like flame ground. You also wouldn’t be freezing many enemies regardless and this would smooth your leveling experience. Cryo spells are also next to useless for bossing unless you have psychokino. Furthermore chronomancers haste makes it easier to kite and quicken is your own real support spell other than that, within chronomancer. Slow is nice now that it reduces damage taken. Back masking is only useful for the confusion aspect.

Thx for the advice, I’ll have to retweak my build a bit it seems.

I plan on going SPR as I don’t intend to deal dmg, would Reflect Shield be useless even then ?

I thought Physical Link divides the damage between all party members? This seems useful to me because it can avoid lethal damage bursts. Let’s say a party member have 3k hp remaining and got hit by a 5k damage, this would’ve killed him but because of PL he’ll only take 1k damage (if it’s a 5-man party). From my experience with PvP spreading out damage is always a good thing, it makes it harder for the enemy team to focus down important party members and it makes it easier for our healer to keep everyone alive.

Physical link does divide damage but this isn’t usually a positive thing in tree of saviour - Since damage bursts tend to be around 15-25k damage from a single skill you can easily have a single party member wiping your entire team. You also have to take into account that multiple people may be hit and those less tanky will be affected much more greatly. Say one party member in a 5 man group takes 25k damage and has 15k hp. Your cleric has 10k. Now since it’s 25k thats 5k damage to all of you -20%~, so 4k damage. Now imagine an attack that hits 4 of you for that amount, not including your cleric, he’s now dead because he was linked, when he didn’t have to die. Attacks like this are pretty common, I feel it’s better for each party member to worry about having enough hp for themselves rather than relying on others to cover for them. A common response is that people don’t want to take damage for other peoples mistakes.

In pvp it’s a massive problem to be linked because most attacks will hit multiple targets anyway. A fully stacked hp cleric lasts 6 seconds against an elementalist when cc’d, this means in a full rotation they could easily destroy your linked team by just hitting any vulnerable party member. I’ve actually numerous times wiped out several people by just hitting physically linked party members because of the sheer damage output in pvp. I have never seen a physically linked team last more than a few moments, it’s just not enough reduction to save you.

Ah that makes sense. I didn’t factor CCs into my calculations and yeah, now that I think of it a vulnerable member can really screw up the entire linked party.

Do you think it could still be useful for small grinding parties? Let’s say you have a low max HP and you’re duo-ing with high HP healer, naturally you’ll get most of the aggro and take the most damage but with physical link the damage will be split equally between the two of you.

I think the most useful situation would be with centurions formations, since you’ll probably get hit anyway; but they moved that past rank 6 so I can’t test it on kr now. Other than that, some co-ordination with Mackangdal and Safety Zone can work out for this. Physical link feels like a raid move honestly. This is because it also increases in reduction with maximum link number (up to 15!) - if this makes the reduction over 50% it could be a useful tanking defensive tool.

Yeah that much reduction would be really good. I might make a C3 linker one day just to test things around, they’re one of the most interesting class in the Wizard tree in my opinion.

Anyway thanks a bunch for the insight!