Tree of Savior Forum

[Class] Druid Class Thread

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.

30 Likes

How to build your druid:

With a better understanding of what druid offers to a cleric, we can delve into the next logical step. What classes do we pick to get to a decent druid build?


Physical druid builds:

With the new r10 attribute Druid3 is a considerably more tempting choice, but Pure Lycan still runs into the same issue of locking out all your other skills.
It’s perfectly viable for solo content atm, but it can’t act as a healer without often aborting lycanthropy and yet as a dps class it has access to a ton of utility and support but can’t use any of it while attempting to dps.

Demi-Lycan is considerably better atm due to being able to achieve a 90s duration with a 120s cd. (or 90/96s with diev’s -20% cd reduction.)
However, it still runs into the old class combo issues, as zealot3 and Inquisitor3 are currently not an option, while Zealot2/Druid3 is very capable but also considerably weaker than it’s zealot3/Druid2 counterpart.

Said Zealot3 build is just the continuation of the old zealot2 build ofc, but now considerably more powerful due to zealot3’s excellent skill point scaling and the addition of Emphatic Trust. Though you may want to consider a large insect transformation to offset incineration’s defense reduction attribute.


Intelligence builds:

Magic druids are still the most common way to build a druid, and with the buffs to demi-lycan druid3 became an even better option in that regard. (which was quite needed tbh.)

As before they still come in 3 main categories:

Druid1 acts an excellent filler option for dmg builds due to Carnivory, Chortasmata and to a lesser degree Seed bomb.

Recommended druid1 build:

Druid2 is still quite good, although druid3 is starting to outpace it now. But it’s still optimal for a transform focus build ofc.

Recommended Druid2 builds:


Druid3 is in a rather bad spot atm, but it’s not quite useless yet either. Though mostly in a bad spot due to poor r9 follow up choices and the nerfs to Lycanthropy/Hengestone.

Recommended Druid3 builds:


Spirit Druid build:

Sadly there’s literally 0 Spr synergy on druid skills as we speak, so that doesn’t work in our favor at all.
And before you ask, no, Chortasmata does scale off healing (and thus Int/Spr) but scales solely from skill level and Con of the recipient.

That being said, it can serve some purpose on minion builds since Chortasmata heals them for obscene amounts.
Sadly only bokor minion builds work with that, since statues do not get the healing (nor would they even need it) and since converted just aren’t worth building around.

Still, there are a lot of combo’s possible for such builds:


Please tell me if you found any other interesting druid builds you’d like to see in this list. This is all I can think off atm.

16 Likes

Unlike before the combat patch, the focus will now again lie with skills that said mobs provide.
Partially due to the nerf to Henge Stone, but also due to the nerf to our crit/eva attributes, the change in the crit/eva formula’s and that monk1 +a 30% dmg boost is far too weak.

Recommended Magical transformations:

All these magic dmg aoe’s are classified as magic without an elemental attribute. And I’ve listed them in the order I’d recommend them.

  • S Blom (Mishekan Forest):
    H: 100% x 1 & 200%+ x 18~20, 5s duration, 20s cd, Holy light AoE, autoaims at nearest medium range enemy.

  • M Siaulav Mage (Altar Way),
    M Blue Siaulav Mage (Stogas Plateau),
    M Black Siaulav Mage (Kule Peak):
    G: 100% matk x 3, Melee range. no cd.
    H: 100% matk x 19~21, 10s duration, 20s cd, Melee range Pillar of Agony.

  • M Kugheri Zeuni (Syla Forest):
    H: 100% matk x 19~21, 10s duration, 20s cd, Melee range Pillar of Agony.
  • M Akhlass Bishop (Inner Wall District 9.)
    H: 100% x 21, 10s duration, 20s cooldown, autoaims one PoA at nearest enemy, and 2 PoA’s at random locations within sight.
  • M Tala Wizard (Tevhrin Stalactite Cave Section 1)
    Credit to ThosePotato and @Nekorin
    G: 100% matk x 2~3, linear aoe…
    H: 200%+ matk x 19~21, 10s duration, 20s cd, random npc location of blue circle.
    DMG wise it’s the best, however it’s random targeting can be very undesirable at times.

  • M Raphindion (Valandis Room 91):
    Has an 8 x 100% matk skill, with part of being AoE and the rest being homing orbs. 3s spammable skill to boot.

  • M Goblin Wizard (Verkti Square),
    M Green Goblin Wizard (Taniel I Commemorative Orb):
    G: 100% matk x 19~21, 10s duration, 20s cd, Autoaiming ranged Pillar of Agony.

  • M Flamme Mage (Topes Fortress 2F) or its reskin,
    M Green Flamme Mage (Tevhrin Stalactite Cave Section 3)
    H: 100% matk x 19~21, 10s duration, 20s cd, Melee range Pillar of Agony.

  • M Ahklass Dame (Inner Wall District 9):
    H: 75% matk x 19~21, 10s duration, 20s cd, Autoaiming ranged Pillar of Agony.

I scrapped the Flame pillar mobs (Caro & Red Old Hook) as they don’t compare well to the ones listed above.

Same for the =100% x 3 skill transformations (Flamme, Elet, Blue Elet, Red Elet and Cockatrice) as using a high dmg hammer or dagger is better than using their skills.

Recommended physical transformations:

Still underperforming relatively speaking, but might be interesting for the upcoming zealot builds.

  • L Glizardon, 3 hits 100% phys 50 aoe ratio aoe. Sadly it’s dark dmg, but has the best aoe by far. Credit for finding it goes to @leonardo.lmfl
  • M (Black) Pawnd, 4 hits with 100% phys scaling and linear aoe. Sadly it deals Dark damage so have fun with the -25% dmg vs all dark mobs.

But sadly aside of bosses the poison won’t deal a lot of damage, nor should it scale with anything else. (but still need do more rigorous testing in that department)


Transformations with skills worth mentioning:

  • L Yak Druid (Tekel Shelter, Large Demon):
    Has a 5s duration, 10s cd shield buff. (blocks roughly 2k dmg or so?)

  • S Desert Chupacabra (Ramstis Ridge // Galeed Plateau):
    Has a self heal skill that can recover most your health, is bugged atm…

  • S Panto (Srautas Gorge):
    Has a short movement speed buff and does not require a Oracle to get.

  • M Lapinel (Valandis Room 3):
    Has the longer +28 movement speed buff with a 10s duration and 5s cd.

Panto’s exclusively found via Change that have the 10s, 3scd speed buff and a weak 10 hit melee skill. Can be quite decent on a spr build.


Outdated transformations, listed for the sake of documentation:

Both nerfed and oddball transformations will be listed here:

Nerfed:

  • M Merog Shaman (Pelke Shrine ruins // Sirdgela Forest). Credit: @amadze.
    Alternative: Orange Merog Shaman (Change only).
    Had a 5s cd safety zone with 22 blocks if you took cleric2 that got nerfed to 20s cd.

  • M Canhobird (Knidos Jungle):
  • M Ultanun (Vieta Gorge):
  • M Loktanun (Knidos Jungle):
  • S Tipio (Veja Ravine):

All had health scaling poison dmg that excelled vs bosses, but the dmg on it got severely nerfed to the point it’s not worth using anymore.
An old video showing how well it scaled:

  • M Amberdog, 2-4 hit 100% phys melee attack. Very inconsistent in regard to hit count.
  • M Akhlass Steel, 3 hits 100% phys ranged with a tiny aoe or 3hit limit. Auto-aims as well, which is a nice feature.

Other tidbits I noticed:

  • Fisherman (every variation) have the aggressor buff, which for 10s increases accuracy (by 444) and decreases evasion (by 58).
  • Saugas has a 10s duration +60% physical defense buff with a 12s cd.
  • Some mobs have low chances of inflicting status conditions. Loftlem/Vubbe ice wizards can freeze and confined yognomes can shock.
  • Some mobs have a reflect shield type skill, like the vubbe wizard. But it seems only cast at a target in front of you and can affect enemies.
  • Heal tiles from mob skills heal for 100-200 per use, making them worthless.
  • several wendigo’s have some type of buff under their 3rd skill, can’t figure out what it does. Looks like an aura of blood.
  • Stone Orca’s have a block rate buff.

Oracle exclusive transformations:

This section is mostly out of date as a lot of mobs got added into new areas of the game.
And it’s not as relevant atm since most won’t be used due to the nerf to attributes and Henge Stone.
But I want to keep it up anyway :smiley:

Reskins:

Unique mobs:

Small oracle only mobs(Gallery Link):

Medium Oracle only mobs (Gallery Link):

Large Oracle only mobs (Gallery Link):


You can see models and search for names via https://tos.neet.tv/npcs
Discovered that a bit to late…


I realized that 3 of the shapes previously listed above can be found in regular maps, so here’s their locations.

(Pell is change only however.)


22 Likes

do you mind explaining the interaction with PD’s incineration and debuffs? what in the druid tree is considered a debuff?
ty

As far as i know only telepath is considered to be a debuff. But that is of no use as enemies under it’s affect cannot be harmed by your team.

Certain transformations do have skills that can inflict status conditions, but they tend to be short lived and low chance.
The ones i remember were the topes fortress 2f axe mob that can inflict a 3-5s armor break, and one of the pags can inflict poison.

And there’s several 60s poison transformations ofc.

1 Like

Hi Wurmheart,

I honestly love your general Cleric thread far more then equivalent threads than other similar threads in Wiz/Archer/Swordsman as they actually provide more insight on skills in one place than just go “this is build X, it is does X”.

Can you try to measure hits per second (or “damage interval” to be more exact) of Carnivory and upload the video somewhere? Video’s I’ve seen seems to vary in the damage interval. -__-

The best candidate for testing I’ve seen is the Sword Pell in Lemprasa Pond. It removes clutter (only receives 1 damage), has lots of HP, stationary and does not die. And is always readily available.

I’ve had to measure Pyromancer’s Flame Ground hits per second myself because the info was nowhere (which turned to 33 hits on a 25-seconds Lv10 FG = approx. 1 hit per 0.75). Ironically saw someone’s post regarding it after I measured lol. Haven’t tried others yet.

I’d love to test it myself but I’m still days/weeks away from even getting to Druid 1.

P.S. It’d be preferable if you do it in low latency environment due to how the game works.

Unrelated: Carve Owls seems to be firing at 3.33s (or 3.25s? maybe 3s?) intervals, but I only measured this with a high/flactuating latency.


Can you clarify how Sterea Trofh works without plants nearby in its current state? This one is the only info I’ve seen and he claims it works.

It mentions that it can be casted without plants but it “casts on you”. Only you or your whole party? If casted without plants, how long does it last?

Also, if it casts on you, then doesn’t that mean that it cannot be removed by removing/converting magic circles as it’d have to be a buff? Or does it just have a “undisplayed magic circle” as a possibility? Another thought is that can it also be removed if it is casted on the plants in the area?

Hello! On videos with shapeshifting user interface is hidden. Tell me please: can druid use cleric (and other normal) skills during SS or only current mob skills? And how druid can interrupt SS to continue supporting party?

How about Krivis Druid for int build?

Large type transformation fix when? Q.Q
We basically have an unusable attribute.

Just as a warning:
I have a bit of a delay on some of my videos when i record, and occasional lag spikes that may not make it as reliable as i’d like.

Here’s the video:

And i just realized laima does not work on chortasmata or carnivory…

Carve owl i could record as well, but i could swear it was around a 5s delay when i was on klapeida with higher ping. But for now it is around every 3s ish on fediman.


Sterea Trofh targeting works the same as carnivory, or at least did in icbt2.

If there’s no chortasmata nearby it will simply be cast as a point blank aoe at your location. Any grass within that area will then carry it’s effect. Both you and allies can benefit from standing in said grass.

But there are only sporadic patches of grass i could find, which like the carnivory video shows, only count if you come into contact with them and leave considerable gaps where they do not work.

I’m not sure about the circle part, would need to test that somehow.


@Amadze:
You can only using shape shift skills when transformed. These are tied to the execute quick slot 1-5 as far as i know.

You can end the transformation whenever you want with the last monster skill. So yes.


@titipatt:

The krivis build examples are listed in post 2, just click on the krivis variant text.
They’re not that amazing for pve imo due to their hit limits, but with a linker they can put a ton more damage.

They’re quite nice in pvp, where you can use telepath to lure enemies into your aoe’s and then end telepath.


@NaviWolf:
I know right…

Perhaps there’s 1 large mob hidden somewhere that’s not a elite…

I can verify this. Sterea Trofh can be activated before having Chortasmata up first. After casting it, it’s effect will activate upon entering a Chortasmata field.

Hello, regarding laima and its interaction with chortas / carnivory

It’s not that laima doesn’t reduce their cooldown it’s just that laima is currently bugged at the moment. You can see the buff icon in your status but don’t receive the benefits of the buff (ping related problem).

Laima does affect chortas and carnivory reducing their cooldowns from 20s -> 16s and 30s -> 24s

Edit: It seems that it doesn’t work anymore after the latest maintenance (was previously working for me). Reporting it as a bug later.

Issue seems to be laima itself atm; i can only get it to work on heal, carve owl & carve attack now. (overheat ftw?)

Didn’t even notice it yesterday, only just noticed it when i tried to record carnivory ticks. Has to be pretty new.

And thanks @forgotten_dreams, edited the verify out.

Not really new, the issue with laima has been there since the launch of EA. There hasn’t even been a fix ever since. Anyway this isn’t related to the thread so I’ll leave it at that.

Excuse me, is my plan build good enough?
Cleric C2 > Krivis C1 (on r2 or r3, for tactical aukuras+fade) > Sadhu C2 > Druid C2

If I don’t play sadhu, I can instead go Cleric C2 > Krivis C3 > Druid C2. I like to play both solo and party.

Yep, krivis is a fine choice. zaibas is decent dmg and will help with leveling vs flying enemies.

OK, at least poke flying monster/boss on main questling before rank 4.

One more question, any idea that my build using for pvp? (pvp is optional on my case)

Sadhu2 is a bit difficult for pvp tbh, possession has a small delay and is easily interrupted. Plus bind is prevented by poprhecy and bloodletting.
OoB is a bit to slow to dmg enemies in pvp as well.

If you want to pvp i wouldn’t use sadhu2 in that build, krivis3 would likely be better.

Though for pve possession is really nice.

Question:
Can you use Melstis to extend Sterea Trofh’s duration?

My choice cleric3 krivis2 druid*2
Now 150 lvl, only problem flight mobs :slight_smile: