Just kidding, it’s not up to date at all.
Welcome to the one stop druid thread for all your questions, build tips, skill explanations and other tidbits related to Tree of Savior’s very own hippie class.
With this new update Druid has shifted into a mostly magic based cleric class with plenty of defenses and utility to boot.
While it still has some potential for patk based classes I can’t yet vouch for whether or not those builds will be strong enough. More tests will be required.
And here is our ever so boring costume. rub some grass on it at least…
Anyway, now that we’re done with the pointless banter let’s move on to the actual Class itself, the skills, the attributes, the builds and how it all functions.
Druid circle 1:
Carnivory:
Nearby grass starts attacking enemies for up to 25 ticks with a magic skill factor of 223% to 394%. Deals pure magic damage up to 8 enemies per tick.
However, if Chortasmata is nearby then Carnivory deals damage via that area of effect.
20s Cooldown.
Scaling:
Each skill level adds 12.2% skill factor.
Mechanics:
- Since Carnivory deals untyped magic damage it gets a +50% damage bonus vs ghost armor enemies.
- It can’t hit flying enemies.
- Ignores AoE ratio stats.
- It ticks twice per second, or possibly even faster.
- Requires chortasmata or grass to function. If chortasmata ends and no grass is nearby then carnivory stops dealing damage.
- Immune to anti circle skills.
[u]Attributes:
- Enhance, multiplies its damage by +1 - 60%.
- Duration Time, increases the duration to 11-15 seconds instead.
Notes and other important information:
- You can cast carnivory first and then chortasmata to receive the same effect. Indicating that carnivory is dormant when it’s criteria isn’t met.
- If chortasmata is too far away then carnivory will ignore it, sadly that range is rather average.
- Can be used while jumping.
- [Bug] Not all grass affected by carnivory can actually hit enemies, showcase.
- [Bug/Incomplete?] It doesn’t work on most types of grass.
Conclusion:
A rather simple AoE and quite darn powerful atm, but currently outperformed by chortasmata and thorn when it comes to skill level scaling.
Always get it at 1 though, and try to boost it if possible.
Chortasmata:
Places magic grass that heals allies for 600 - 1020 hp per second, inflicts a dot debuff on enemies and turns them both into plant types.
Said dot debuff deals 162% - 316% magic poison damage every 0.5s and lasts for 10s.
The effect lasts for for 11-30 seconds.
20s Cooldown.
Scaling:
Each skill level increases chortasmata’s duration by 1s, adds 11% skill factor to the dot and 30 hp recovery to the heal effect.
Mechanics:
- Ignores flying targets entirely.
- The healing and plant type conversion only function as long as contact with the grass is made.
- The debuff is only applied to enemies within the grass that didn’t already have said debuff.
- It takes a second or two for the debuff to be applied however.
- Is practically required for Carnivory & Sterea Trofh both.
- Holding the skill button allows you to choose where to place it.
- It’s debuff, Rash, cannot be spread by pandemic.
- It’s healing ignore the healing stat, making it a great option for any build.
- Immune to anti circle skills.
Attributes:
- Enhance, multiplies its damage by +1 - 60%.
- Duration, Adds 1 - 5 seconds to chortasmata’s duration. [Druid2 required]
Notes and other important information:
Bug:
See megamanex14’s bug report, for some reason chorta uses carnivory’s enhance value.
Conclusion:
Since the rework, it’s now an incredible skill on its own and my recommended nr1 priority on a druid.
Despite it’s lower dmg and delay it can hit constantly and hits quite hard, the added healing is just gravy on top.
Ideally max, but skill level 5 is the minimal value you’d want for perfect upkeep.
Shapeshifting:
Shapeshift into target plant, animal or insect type monster in front of you for 60 seconds.
120s Cooldown.
Showcase:
Scaling:
Each skill level adds another 10 seconds to the time you can spend transformed.
Mechanics:
- You retain your existing stats.
- You gain 1-5 new skills based on what skills the monster has. You either get Physical attacks, Magical attacks, buffs and a skill that ends the transformation.
- Shape shifting works on flying, stationary and walking regular mobs.
- It does not work on elite mobs (skull icon enemies), special mobs (dragon skull icon enemies) or bosses.
- You can still shapeshift into any nonflying mob by using chortasmata.
- You can use almost all skills while transformed, only Telepath is known to not function during it.
- Any exact copies of skills found in playable classes are unavailable.
(If a mob has resist elements, then the transformation does not.) - Skills vary greatly, see post 3 for videos on the ideal examples.
- There are select utility skills available, but most are watered down versions of other skills.
[u]Attributes:
- Animal-type Specialty: Animal transformations gain + 40 - 200 crit rate.
- Insect-type Specialty: Insect transformations gain + 8-40% defense and magic defense.
- Plant-type Specialty: Plant transformations gain + 10-50% HP & SP recovery.
- Small-type Specialty: Small transformations gain + 50 - 250 evasion rate.
- Medium-type Specialty: Medium transformations gain + 22-110 attack.
- Large-Type Specialty: Large transformations gain + 15-75% Max health.
Notes and other important information:
- Cooldowns now start when you enter the shape.
- Can be interrupted, and has very short range. If it fails it goes into cooldown.
- Transformation skills do not count as auto attacks.
- You cannot auto attack while transformed, but you can use offhand attacks.
- Since the Combat Patch most mobs are now of normal type, so we have a far larger amount of options now.
Conclusion:
Almost worthless, since 99%+ of the transformations have junk skills and most attributes are no longer worth it. (+75% health would be, but large mobs are incredibly rare)
Invest 1 point in it solely because it’s needed for transform.
Recommended skill level: 1 or 0.
Telepath:
Take over target enemy and control it for 11 seconds.
60s Cooldown.
Showcase:
Scaling:
Each skill level adds one second the duration.
Mechanics:
- Works only on normal enemies now.
- Damage is based solely on the stats of the enemy controlled.
- Grants access to the same skills you’d get from transform or shapeshift.
- Telepath counts as an r9 status effect, so it’s impossible to prevent/resist.
- Enemies affected by telepath move approximately 50% slower.
- Enemies affected by telepath temporarily switch allegiance, so former allies can now harm them and former enemies cannot harm them while it is active.
[u]Attributes:
- Crowd Control: Telepath now affects several enemies at once. (Druid circle 3 required.)
Notes and other important information:
- Aiming can be fairly tricky, the closer you are the more accurate it is though.
- Can be used while jumping.
- Telepath does not agro enemies upon use.
- Allows you to check what transformation skills enemies have if you so desire.
- Cannot be used while transformed.
- [Bug] Nearby enemies sometimes despawn after its effect ends.
Conclusion:
Technically still a good skill, that got even better with druid3.
But since it cannot work during transformations which druid 2 & 3 heavily rely on it’s just not practical.
Still very good on a druid1 for a PVP focus.
Recommended skill level: 1+. 11s should be enough for an ambush most of the time.
Seedbomb:
Buffs up to 5 allied targets with a explosive seed which detonates for 717% - 1420% magic damage each when that ally is attacked or when this buff expires.
Said buff’s duration is 5 seconds.
25s Cooldown
Scaling:
- Each skill level adds 50.2% skill factor.
Mechanics:
- Affects up to 5 allies within a range of 100. (units not specified, as usual)
- The buff can be placed on objects and minions as well.
[u]Attributes:
- Enhance, multiplies its damage by +1 - 60%.
Conclusion:
Not that bad, and it’s one of the few druid skills that can hit flying.
But since it only works well if you have several allies it won’t be of much use for most builds in PvE, but in PvP it has a small niche as it allows for easy burst damage though.
Ignore it or max it imo, 1 pointer is also decent but you’ll likely have to many skills already.
Druid circle 2:
Sterea Trofh:
Nearby grass will prevent all damage allies would take for the next 6 - 15 seconds.
If chortasmata was cast nearby then it’s cast at that location instead.
30s Cooldown.
Showcase:
Scaling:
Each skill level adds one second to its duration.
Mechanics:
- Prevents all direct damage while this effect is active.
- Prevents some knockback effects as well.
- Does not prevent status conditions.
- Ceases to work when chortasmata stops.
Notes and other important information:
- Now has a plant symbol for allies affected by it.
- Can be used while jumping.
- It’s overpowered. Really overpowered.
- Similar to Carnivory, you can cast sterea trofh prior to chortasmata but it’s not recommended as ST’s duration will count down.
- Immune to anti circle skills.
Conclusion:
One of the best defensive skills cleric has to offer, 10-15s invuln with a mere 30s cool down for anyone standing in it. What’s there to dislike?
Now it’s even reversi proofed to boot!
Recommended skill level: As high as possible ofc.
Transformation:
Transform back into the monster that you last shape shifted into.
120s Cooldown.
Showcase:
Scaling:
Each skill level adds another 10 seconds to the time you can spend transformed.
Mechanics:
- You retain your existing stats.
- You gain 1-5 new skills based on what skills the monster has. You either get Physical attacks, Magical attacks, buffs and a skill that ends the transformation.
- Shape shifting works on flying, stationary and walking regular mobs.
- It does not work on elite mobs or bosses.
- You can still shapeshift into any nonflying mob by using chortasmata.
- You can use almost all skills while transformed, only Telepath is known to not function during it.
- Any exact copies of skills found in playable classes are unavailable.
(If a mob has resist elements, then the transformation does not.) - Skills vary greatly, see post 3 for videos on the ideal examples.
- There are select utility skills available, but most are watered down versions of other skills.
[u]Attributes:
- Animal-type Specialty: Animal transformations gain + 40 - 200 crit rate.
- Insect-type Specialty: Insect transformations gain + 8-40% defense and magic defense.
- Plant-type Specialty: Plant transformations gain + 10-50% HP & SP recovery.
- Small-type Specialty: Small transformations gain + 50 - 250 evasion rate.
- Medium-type Specialty: Medium transformations gain + 22-110 attack.
- Large-Type Specialty: Large transformations gain + 15-75% Max health.
Notes and other important information:
- Cooldowns now start when you enter the shape.
- Can be interrupted, and has very short range. If it fails it goes into cooldown.
- Transformation skills do not count as auto attacks.
- You cannot auto attack while transformed, but you can use offhand attacks.
- Since the Combat Patch most mobs are now of normal type, so we have a far larger amount of options now.
Conclusion:
Sadly Transform didn’t get buffed, and with the new Lycanthropy attribute there’s basically almost no reason for a druid3 to go beyond 1 skill point in it.
Has a decent selection of utility and magical damage skills, but the physical ones aren’t worth using at the moment.
Don’t go further than skill level 1 on a druid3 build, druid2 should pump it to 5 however.
Thorn:
Throw thorned vines in a linear area that bind grounded enemies and deal 250% - 373% magic damage over time to all enemies.
Lasts 6 seconds.
20s Cooldown with overheat 1.
Scaling:
Each skill level adds 13.7% skill factor.
Mechanics:
- Applies it’s cc only vs non-flying mobs but deals damage to all enemies it hits.
- It’s debuff cannot be spread by pandemic.
- Only hits up to 8 enemies.
[u]Attributes:
- Enhance, multiplies its damage by +1 - 60%.
Conclusion:
Scratch what I said before, Thorn only hits 11 times so it’s weaker than both carni and chorta in all scenario’s.
That being said it still is a decent 2nd-3rd priority investment as it allows you to deal dmg in a secondary area. (Since carni always takes places ontop of chortasmata and it’s quite powerful already)
Druid circle 3:
Lycanthropy:
Transform into a werewolf and gain 4 exclusive attack skills while losing access to all your other skills.
Has a base 30s duration
Adds a ton of buffs I’ll list below instead as that’s easier to read.
120s Cooldown.
Scaling:
Each skill level adds 40 crit rate and 10% lycan skill damage, but demiwolf gets +4% patk, +6% matk and +40 crit rate per skill level.
Mechanics:
- Gain 5 new skills exclusive to this skill, 4 damage skills and an exit transformation skills. While transformed you can’t use any of your other skills.
- Lycanthropy skill damage increases by skill level x10%.
- adds +[skill level x 40] Critical chance.
- Adds 10 move speed.
- Adds 400 Block penetration.
- Doubles your max health.
- Increases Physical and magic defense by 50%.
- Now restores 2% HP every 8 sec.
- Allows you to use Dash.
- Cannot be extended by Melstis.
- Consumes 91 sp per second.
- Prevents most knock back effects while active.
- Werewolf deals physical damage, but scales of makt + patk and can also crit.
- Unaffected by dex’s atk speed bonus.
- Telepath can’t be used while in lycan form.
Notes and other important information:
Skill information:
[u]Attributes:
- Wolf Spirit: Increases the duration of lycanthropy by 3-30s. Needs r10 before you can purchase it.
- Human Form: Transform into a demiwolf which only grants you unique buffs for 60s instead.
- Basic attacks have a 5% chance to bleed while in demiform.
- You can Dash in demiform.
- Restores 2% of your max. HP every 8 sec.
- Cannot be extended by Melstis.
- adds + 4-20% patk dmg based on skill level.
- adds +6-30% matk dmg based on skill level.
- adds +40-200 crit rate based on skill level.
Tips:
- Lycanthropy also boosts the damage of ongoing cleric effects, so you can use that your advantage by casting them prior to transforming. (Credit to @megamanex14 )
Conclusion:
This is just disappointing tbh.
It finally has amazing damage, but since it has such a long cd (130s) it just isn’t worth using outside of PvP.
Its new attribute is good, if still with a rather poor uptime+cd ratio, but it’s about on par with the old hengestone+transform buff and worse for patk builds to boot.
You need to max this if you go druid3, it’s just a flat dmg boost so get it.
Hengestone:
Places a hengestone that adds +1 skill level to all circle and object skills while also boosting magical cleric damage by 10% while it is active.
Lasts 10 - 18 seconds.
25s Cooldown.
Scaling:
Each skill level adds 2s to its duration.
Mechanics:
- The +100% health, +20% damage, +200 crit rate transformation buff has been removed from this skill!
- Adds 1 skill level to each object and circle skill cast when it is active.
- Improves all magic damage from clerics by 10% when it is active, even on skills that were casted before it.
- Acts as a object with a health pool, but mobs seem to outright ignore it and cannot damage it? Might be outright immortal or just bugged atm.
Conclusion:
This is actually considerable nerf to druid, as transform is now solely a utility skill at rank3.
While the new skill isn’t all that bad, it’s only of use for matk druids and it’s not a high priority skill.
It’s best when maxed ofc, but you can skip it just as easily.
Source: Tosbase of course as well as tos neet tv.
To be continued in post 2 & 3.