Tree of Savior Forum

Cleric Revamp: Brainstorming Ideas

Just a thread to throw in ideas of what people would like to see with the (hopefully) upcoming Cleric revamp/rebalancing.

Points of interest:

  • new attributes added in the new advancement scheme [i.e. new attributes introduced for the feature/key skills of the Class with a new Circle after skill introduction]
  • damage augmentation
  • utility increase [reduced delay/animation that increase performance, e.g. removing/replacing the stuttering animation of Divine Might; reduced CD times, increased buff duration (usual 5 minutes buff-adjustment),etc.]
  • skill synergy
  • viability for certain builds [especially promoting hybrid builds, be it physical+magic damage or damage+support]

I’ll post my ideas here later, just opening the threat since noone else seemed to do it.

Feel free to post specific ideas as well as concept ideas about what Cleric should be/become [but please spare us with pure buffer/healer, it’s way too late to change this and it would take away 99% of the charm TOS has with its unique Classes]

1 Like

I feel like most Cleric classes are decent as they are. They don’t have superb damage anymore (since archer/wiz/swordman got a few reworks and thus they deal more damage than before) but I feel like that’s how it should be.

I mean, it was super stupid to have Plague Doctors being among the top dps characters in the game while still being immortal with Healing Factor and able to heal others/themselves.

There are a few classes in which I would vote in favor for a rework, however. Oracle is still a garbage class (I feel like it’s rework made it even worse than before) and Kabbalist 3, while good with Bokor, is too limited on what builds it can make. Inquisitor 2 is also quite lackluster and I feel like it should either get a new AoE dmg skill or have Judgement have ~8 sec cooldown with 2-3 overheats (at least it would be able to work together with Smite).

Oh, and of course, Pardoner 3, which is just as bad or worse than oracle.

2 Likes

I think Clerics only need a few adjustments/buffs.

Cleric

  • Heal: interaction with Blessing reworked; allies receive a HP regen buff that ticks every 0.5s, recovering their HP based on the caster’s SPR; enemies damaged by Heal tiles are marked for 10s and will receive % bonus damage from Holy property attacks; no more 2x damage when the caster has Blessing
  • Deprotected Zone: defense debuff effect increased; new circle 3 attribute to increase the speed at the stacks are applied
  • Guardian Saint: it needs something more or to be replaced with a better skill in order to Cleric3 to be more interesting as a choice

Bokor

  • Bwa Kayiman: Circle 3 attribute to make you not get interrupted upon taking damage during Bwa Kayiman

Dievdirbys

  • Carve Attack: Circle 3 attribute that gives Carve a “repair” effect. When using it on your statues, their HP is recovered and their effects are enhanced for a few seconds; Zemyna’s SP cost reduction is increased by 50%, Laima’s CD reduction is increased from 20% to 30%, Owl’s damage is increased by 30% and they attack twice as fast, and World Tree’s range is doubled.

Sadhu

  • Out of Body: Circle 2 attribute that increases your elemental attack by 50% when attacking with your spirit (basic attacks); requires OoB lvl 6+
  • Vashita Siddhi: Circle 3 attribute that increases Psychokinesis damage dealt on affected enemies by 30%; requires Vashita Siddhi lvl 6+

Paladin

  • Barrier: new attribute that removes the knockback+damage from Barrier; instead, enemies’ damage is reduced by a certain amount (that would make Barrier a lot better on CM); make the redirected damage from the Devotion attribute not affect the Paladin’s gear durability
  • Turn Undead: replace Conversion attribute with a new one that applies a buff for the caster’s party when they banish an enemy Mutant/Demon (e.g., a buff applied to the Paladin’s party that reduces incoming damage from Mutant/Demon enemies by 30~50% for 10 seconds)

Monk

  • Double Punch: reworked to be a stance instead of an active skill; under Double Punch, the caster’s basic attacks work differently and they consume SP (like Limacon)

Oracle

  • Forecast: Circle 2 attribute to further increase Evasion
  • Death Sentence: Circle 3 attribute that increases maximum targets from 5 to 8

Druid

  • Chortasmata: give it the Flame Ground treatment; Chortasmata now grows grass in a large area centered on the caster
  • Druid Specialities: Animal-Type speciality increases crit rate and crit attack as well; Plant-Type speciality increases magic amplification and SP regeneration. HP regeneration is added to Insect-Type speciality
  • Lycanthropy: new attribute to share the benefits from Shapeshifting/Transform speciality attributes with Lycanthropy based on the size and race-type of your transformation; also give it the ability to use basic attacks
  • Carnivory: new Circle 3 attribute that increases the max amount of targets by 1 per attribute level (max level: 10)

Taoist and Inquisitor also need some love. Divine Punishment is awful (loooooooong casting time, single target and single line dmg, it SUCKS) and Judgment is lackluster (absurd CD, low number of affected targets), but I’m expecting them to add interesting attributes for those skills with the R10 update, so gotta be patient with Tao2 and Inqui2 being bad circles.

7 Likes

I agree with most of things Pokart mentioned. I would add some other things.

Cleric3 needs reworked as mentioned but there is also desprotected zone from Cleric1 , this skill is very weak and needs rework.

The druid transformation need a completely rework with the other skills as well, it supposed to be an DPS class, so skills should be more damage driving. Druid have to cast two skills to attack is very bad. And the possibility from transformation should be a real big deal. Also, rank 6 classes and beyond (oracle and druid, PD and Kabba) must have a very good advantage to give up rank 8 classes (partially or completely) and for partially, it should have very synergic skills

Inquisitor 2 is not great as it supposed to be a rank8 class.

The Krivis still some minor tweaks as high sp consumed and could help critical even more.

Monk should have instance then have a skill double push and it should be a bit better the skills.

The paladin should have tweaks to work better as tank , like the durability of armor just run out easily and I don’t see very clear the conversion to be a paladin skill.

Priest have to many powerful skills , making even hard to choose and an OP build (AA with ChapInq) .

Pandoners is very weak needs rework.

Oracle twist Fate is too limited, need to rework as well.

Taoist supposed to be more support due the symbol of the class.

I have a big hope over sheepherder (and maybe mimic) class(es).

The last but not least, the skills should work all the time, no mob entering barriers from Paladin or world tree will silence every mob near it. In other words, resolve the current bugs and try very hard to not add new ones (like we can’t shortcut jumping on house in klapedia anymore)

2 Likes

Only things I would change:

Cleric

Deprotected Zone:

  • This skill needs some extreme love. It either needs to have some sticking power when an enemy walks out of it, or turn into a buff that allows the players attacks to strip defense similar to its current function but with a bit more leeway. This would make it synergise as a good beginning to a debuff build, or perfect for the more physical ranks in the Cleric tree.

Krivis:

Zalciai and Aukuras:

  • should become auras.

Bokor:

  • Zombies should be affected by all party buffs.

Druid:

  • Instead just give it the Flame Ground treatment. Casts on self and is as big as the new Flame Ground.
  • Would be nice to also add an attribute at rank 2 that converts Con, SPR and/or Int into a HoT(Heal over Time)/Regen when standing on Chortasmata. This will allow it to have good synergy with Sterea Trofh and Krivis’s Aukuras. Heck doesn’t even have to be a HoT/Regen, it can even be some kinda bonus like evasion or defense. As long as it has a bonus to its current use.
  • Can also add an attribute that when carnivory is used it changes the HoT into a slow or root. (Something fantasy rpg like, the plants become aggressive). This can help when positioning to use lycanthropy skills as well.
  • Last but not least give this skill an attribute at rank 3 called “Tall Grass or Growth”. This would allow it to affect flying enemies.

Transformation attributes:

  • These should be kept and can be used on any transformation including Lycanthropy, but you can only use one attribute at a time. This would further allow diversity when Druids use the same transformations, especially when factoring their stat allocation.

Lycanthropy:

  • Just fix up the skill delay/animation, allow attack speed to affect the skills and hotkeys can be moved.

That’s all I got for now.

4 Likes

For druid i would go full rework.

Circle 1

Delete chrostamata, it is a lazy skill that is mostly used to use other skills

Carnivory, decent skill, leave as it is, just make it a self suficient skill, meaning that it no longers need chrostamata, just a Magic circle in front of us, also, give it a attribute to change mob to plant type, maintaining the racial utility for p.atak druids and illitsworth card users while also stop ■■■■■■■ magic builds all around.

Telepath - make it work while on different forms, other than that, leave as it is.

Shapeshift - rework:

Transform into a lycan form, MANTAINING our ability to auto atack, gaining acces to currentt lycan skills, make it scale with p.atak only,
Lycan form also increase p.atak and crit chance % ( not rate) in proportion to skill level.

Circle 2

Sterea thoft- maintain as it is, but make it self suficient, same as carnivory, and same atribute to make monsters caught in it plant type.

New atributes:

Insectoid - change lycan form to a insectoid form, replacing the model with something like a bigger chafperor or something like that, the bonuses change from p.atak and crit chance to % def and pdef, skills would also change to affect this tank vibe, maybe some temporary shields, not sure yet.

Ent - change lycan form to a ent ( tree man ) form, the model would be like the firent i guess, but more cool and less fat angry tree.
Change bonuses to m.atak and … (Magic amp? I feel it is not as useful as crit chance, so maybe a bonus to sp. Recovery). Skis would also change to matak based and new effects added.

For circle 3

Hengestone: make it a buff with duration time, like divine might, i don’t really know, the skill seems useful, but not much pratical, nor unique.

New atributes:

Shapeshift - small form

Changes your chosen model size to be smaller, give % chance to avoid phys and mahic dmg based on skill level.

Shapeshift - normal forn

Changes your model to the size of current players, give % p.atak and m.atak based on skill level

Shapeshift - bigger form

Make model the current size of lycan, give % bonus hp based on skill level.

Shapeshift- unstopable.

Give the shapeshift form immunity to knockback/down and the ability to sprint like swordsman.

This is my take on druid, tell me what you guys think, i tryed to make it centered on shapeshift.

I will write my toughts on sadhu next heheh

1 Like

My take on sadhu

Circle 1

Out of body - rework, name it Astral form

While the idea of spirit out of body is very cool, i think the mechanic will never be, so, my take on the skill would be:

Turn it into a stance, that, when active, our body glows the same as the current astral projection, , giving move speed and turning our basic attacs into those little habd blasts we all know. Make the dmg and ms scale with skill lvl. This way sadhu could have sinnergy with other aa builds. While in the stance, player can only cast sadhu skills, else, the stance is canceled. 30s cd.

Prakiti- eiter change into a dash to target, like zealot’s, or a small buff that temporalily increases the ms bonus from astral form.

Astral body explosion - keep the same, cancel the astral form stance and does aoe dmg.

Vashita sadhi - turn into a aura, or a Magic circle that puts the debuffs, give an atribute to reduce enemy mdef % based on skill lvl.

Circle 2 - possession, stay as it is. My fav skill in the game.

New atribute

Astral body explosion - volatile body ( or any other name). Abe, no longer cancel astral form.

C3

T.prana - stay the same, great skill.

New atribute

Astral form - transcendesce - casting other skills no longer cancel astral form.

This. I also tought about making Oob projections be able to cast or mimic main body spell circles, but that would be hard to balance and code i guess. So this is what i came up with.

2 Likes

This would be a nerf to p.att druids.

Even better would be to make lycan swipes into auto attacks instead. Similar to Nak Muay’s double punch, but with the same scaling (p.att + m. att) it currently has.

This would be a nerf.
It would force druids into either magic or physical builds, which deviates from the current and cool part of “druids use all stats” aspect.
I do understand where you’re going with this based on the other attributes though.

Just like the carnivory changed u mentioned, this would be a similar nerf.

Based on your attributes why not keep it but instead make them attributes for Lycan.

Just as you say with your Shapeshift rework transforming you into Lycan, instead put that attribute into Lycanthropy instead.

Keep the magic plus physical scaling that Lycanthropy originally has. The attributes you suggested instead should work similar to Lycans scaling but the Ent does magic damage instead of Lycans physical, and the Insectoid relies on elemental damage. Each form has bonus defense based on its transformation.

Example:

  • Lycanthropy = is the physical form (P. att + M. att = Total P. att damage). Has bonus physical defense

  • Ent = is the magical form (P. att + M. att = Total M. att damage). Has bonus magic defense

  • Insect = is the elemental form (P. att + M. att = Total E. att damage). Has bonus elemental defense or a smaller combination of both physical and magical defense.

This would allow druids to fit the theme of being a rank that is adaptive to the situation/land.

1 Like

Monk

  • Double punch is now a buff which modifies your auto attack

because why the hell not…

4 Likes

In regards to Druids, I definitely like the idea @leonardo.lmfl is working with. Having the class attributes change a Lycanthropy-like form would be great both cosmetically and in terms of bringing Druids closer to their usual depiction in video game fantasy; a class that uses different forms depending on the situation at hand.

That being said, I think @megamanex14 has the right idea in terms of how the forms should work. The base Lycan form would be for physical builds, the Ent form (Something like Upent, maybe? They have a more “mystical tree” vibe than Firent) would be for casters, and the Insectoid form could function as more of a tank (+Defense, +Block Chance, etc.)

Also, we definitely need the ability to move the skills Shapeshift/Transform/Lycanthropy grants us.

1 Like

But why? Because plant type? It ia easy to solve with a atribute to change mob type to plant for x seconds after the First hit.

Well, i dont want the class to be op xD, so i think that having bonus matak and patak scalling on circle 1 would be makr it too strong, and also, i dont like werewolfs casting spells hahah, it seens wrong to me… But a aa scratching druidplain would be awesome.

I like your suggestion as well, but this one intrigued me, insectoid dmg would be bonus property dmg? For multi hits focused build? I think this make it too niche, no?

THIS, so much this.

Maybe make the shapeshift work like a stance, just like nak muay and bulletmarker, and give the 3 transform skill directly to us, as 1 pointer skills that scale directly with shapeshift, but require said instance active to work?

Many great suggestions were posted in this thread, but I loved your ideas for Druid. If you don’t mind, I added more stuff to my previous post based on your suggestions here. I don’t think IMC will give Lycanthropy different visuals, but I think we can hope for more synergy with the previous transformation skills, so how about giving the benefits from Shapeshift/Transform to Lycanthropy based on which monster you can transform into?

Druid is one of the most interesting classes in this game and I really hope they’d give it some love. I still regret going for Cleric2 Krivis3 Druid2 Taoist2 instead of Druid3 Taoist1/Inqui1, but I’ll do it when I have another chance to reset this character.

2 Likes

Druid main here, as Pokart said, druid is one of the most interesting classes in the game and also i hope for the rework that was announced many time ago. Druid is labeled as dps rank, but the class only have 1 dps skill and that do nothing without casting another skill before.

Some ideas i have for the class is combine chortomasta and carnivory in 1 skill and make the area of the skill bigger with attribute and make it earth elemental, add another dps skill, maybe a water skill. Shapeshift be 1 or 3 lvl max with 3 min duration, if is lvl3 you can save 3 transformations that can be interchangeable at will. Henge stone duration is a big joke, could last 20 sec and with an attribute that make hp/sp regen for party members in the area. And the signature skill, Lycanthropy, add +damage attribute for his skills and some overheats.

1 Like

Cleric

Deprotected Zone

  • Make Deprotected Zone have an enlarged AoE (C3 attribute).
  • If the skill doesn’t already, it should decrease both mdef and pdef [maybe via C2 attribute, requiring level 6 Deprotected Zone]
  • change the AoE-debuff effect so that if the target leaves the AoE, it loses stacks one by one as fast as it gained the stacks; this would be balanced as well as providing you a reason to keep the enemy inside the AoE [the stack mechanic is quite nice, the system is justified by providing the highest defence reduction in the game]

Divine Might

  • change the “Divine Might:Devil-Type Damage” attribute; instead of dealing 100% AoE matk damage around the caster on cast, add 1% per skilllevel [of Divine Might] additional damage to devil type monsters till the buff is used up[only for the caster]; shift the attribute to C3

Dievdirbys

Carve Attack

  • skill damage scales better with skilllevel
  • new C2 attribute that increases critchance by 30% against plant type monsters (requires level 6 Carve Attack)
  • new C3 attribute that has a chance to create mini-owls when killing a plant type monster with Carve Attack;
    mini-owls have the same lasting time as normal owls, but can’t be extended by Clap;
    skill factor scales directly with your Carve Owl-skilllevel [25% of it]

Class attribute

  • add a new Class attribute at C3 that allows you to craft different small statuettes [similar to the goddess statuette players can place in town and pray to it to recive buffs];
  • those statuettes also give the player the ability to recieve certain small buffs when interacting [i.e. praying] with it

Bokor

Mackangdal

  • change the attribute "Mackangdal: Decreased Cumulative Damage"from 2 flat dmg reduction per attribute level to 0,2% damage reduction per attribute level [maybe shift it to C3 for balancing reasons]

Bwa Kayiman

  • increase the scaling of the skill [1,78 times the damage of level 1 at level 12 is too low to justify putting skillpoints into it] to ~30% per skillevel
  • change the effect of the attribute “Bwa Kayiman: Zombie Defense”;
    Instead of adding defence to the zombies, this attribute allows you to channel the skills without getting interrupted
  • add a new C3 attribute to the skill " Bwa Kayiman:Stampede";
    This attribute allows Bwa Kayiman to crit with 100% chance when hitting knocked down enemies

Effigy&Damballa

  • Increase skillscaling a little
  • make Effigy skill delay decrease with your attackspeed [as it’s just physically stabbing a doll, it should be improveable by your attack speed]

Samediveve&Ogouveve

  • Increase the flag duration by 2 seconds per skilllevel (not the buff duration, but the duration the flag remains on the field); can be the effect of e.g. a C3 Class attribute “Idolatry”
  • add new effects to the two Flags:
  • while near the flag of Samediveve, Bwa Kayiman hit delay is reduced by 50% [so the skill hits twice as often as without it];
    since the flag/veve is supposed to increase the speed of zombies, it’s only natural that they dance faster while near it
  • while near the flag of Ogouveve, the bonus damage of Bwa Kayiman added via the zombies STR is doubled;
    since the flag/veve is supposed to increase the zombies power, it’s only natural that they dance with more force while near it

Class attributes

  • Bloody Sacrifice, C2
    whenever an enemy is killed while cursed by Effigy, his cursed parts flying around while he explodes [as enemies literally explode in this game when they die] have a certain chance to pass the Hexing debuff to enemies around it; base chance is 1% per attribute level [max level 10] +1% additionally per level of Hexing (caps at 25% total chance with level 15 Hexing and max attribute);
    Could also be a Hexing or Effigy attribute

  • Idolatry/Fetishism [however you want to call it], C3
    see effects to Samediveve&Ogouveve above

Paladin

Smite

  • Increase scaling per skilllevel a little

Turn Undead

  • Make the skill deal additional hits against Devil&Mutant monsters, similarly to Rune Casters new Rune of Justice
  • increase the damage scaling per skilllevel so that it’s worth to spend more points here

Class specialties

  • introduce a new mechanic that allows the party to become an “Order” if the party leader is a Paladin (similarly to how a pirate party is formed by a Corsair party leader)
  • members of the order recieve a boost on their HP regeneration by reducing the natural HP regeneration cycle by 10%+20% per additional Class Circle of Paladin of the Leader[so a Paladin C1 would cut the natural HP regeneration time by 10%, Paladin C2 leader by 30% and Paladin C3 leader by 50%];
    the effect can be controlled via Class attribute similarly to Corsairs Pillaging
  • Also, members of the order recieve 20% less damage from devil type enemies and dark property attacks

Sadhu

  • no ideas yet, maybe making Out of Body useful could be a good way to make C1 and C2 of this Class a viable choice

Oracle

Death Sentence

  • reintroduce the C3 attribute “Death Sentence: Reduced Cooldown”;
    make it reduce the CD time by 3 seconds per skilllevel of Death Sentence [as Gevurah&Double Chance already have a better effect with less effort and CD time] and increase SP costs by 200%

Foretell

  • increase the skill duration scaling per skilllevel to 2 seconds per skillevel
  • add the “Foretell: Duration” attribute and make it cap at attribute level 5 [so max +5 seconds duration]
  • add a new attribute “Foretell:Waging” that decreases the skills duration by 50%, but adds a 30-50% chance to evade damage while inside the circle [the 100% evasion chance while moving with the circle no longer applies if this attribute is active]

Twist of Fate

  • remove the 50% damage penalty against bosses, it makes the skill pretty much obsolete with both a damage cap and a reduction to apply only with half the initial power against boss monsters

Class Attribute

  • new Class attribute “Divination”, C2
  • the attribute allows the player to recieve a random buff after sitting down and spending 20-30 seconds to divinate the fate of himself/herself and his/her party[2nd column buff, cannot be renewed until the duration ran out]
  • the buff should always increase something and decrease something else in exchange, as divinations usually were a double-edged sword, they could cause your rise or demise by following them [maybe something like : evasion+50% & accuracy -50%, max HP +30%& max SP -30%, crit rate +30% & magic amplification -30%, etc. and of course vice versa]

Kabbalist

Reduce Level

  • skill is removed as it no longer has any use ingame [no longer applies to boss monsters]
  • effect becomes a Class attribute for Gematria&Notarikon

Golem (name is a placeholder)

  • a new summoning skill is added to C2, capping at level 5
  • uses the Sorcerers Summoning skill as a base, allowing the player to summon golem-type mutant monsters [e.g. Stone Froster,Yonazolem,Gazing Golem,etc.] via a card
  • summoned golems don’t count as summons, but rather fall into the same category as companions (so that Kabbalist doesn’t become a SPR-based summoner Class) with the golem copying a part of your stats based on the starcount on the card (10% per star)
  • every skillevel increases the summon duration by 60 seconds [300 seconds CD time]
  • the golem can’t be healed by any means (it’s just a lump of dirt&stone anyway)

Sefer Jezirah

  • A new skill is added to C3, allowing the player access to Sefer Jezirah, the greatest quell of knowledge for studies on Kabbalism [for those who don’t know, it’s a book]
  • the effect of the skill is based on current C3 skillevel 1 skills (e.g. Dragoons Helmet or Musketeers Prime&Load) and the Pythagorean triangle (3 squared+ 4 squared = 5 squared), which was part of mathematics and number mysticism in the Near East since already long before Kabbalism existed
  • Sefer Jezirah has 3 skill slots[symbolizing the 3 sides of the triangle,cathetus,adjacent leg and hypotenuse], which allow the augmentation of 3 skills based on the Pythagorean triangle
  • slot 1 reduces the Cooldown time of 1 skill put into the slot by 30% (this is representing the 3);
    doesn’t stack with Statue of Goddess Laimas Cooldown reduction[still takes priority over it]
  • slot 2 increases the buff duration of 1 skill put into the slot by 40% (this is representing the 4)
  • slot 3 reduces the SP costs of 1 skill put into the slot by 50% (this is representing the 5 of the Pythagorean triangle)
  • skills can only be in one slot at a time (so noone can put the same skill in all 3 slots)
  • values are halved for PVP

Class Attributes

  • Enhanced Defense Formation:Weakening, C1
  • adds the Reduce Level effect to Gematria&Notarikon
  • substats[accuracy,evasion,attack,matk,defence,mdefence,block,block penetration] of monsters affected are reduced by 1%x number calculated for 5 seconds after applying the debuff [basically a weak “armor break” for most substats]
4 Likes

I think, what all trees in ToS trully need is just way more “combos” or “hidden mechanics”. Devs created those hidden mechanics and never really tried to add more of them into the game during 2 years. For a game which focuses a lot on tile skills, it’s a shame they didn’t think about it before. For exemple you could use Cure on Guardian Saint and it would make a combo. And if you extend the concept of “combos” for all classes, Cure could make a combo with other spells (from Wizard tree for exemple). The game could be way more fun to play with other people. Moreover rebalancing / reworking is not always the solution even if it’s needed, sometimes.

Don’t let staff see this.

As much as I like such discussions, whatever revamps and improvements you guys have, no matter how wonderful and thoughtful they are, none of it will go to your class. All of it will go to a new class on a different tree, just like how Monks discussed improvements some time ago (double punch stance, weapon staying behind monk, a proper skill combo, punches and kicks, monk special stance, reworks of half a monk’s skill set, etc) FOR Monk in a Monk Discussion thread, and almost all their suggestions were used to make Nak Muay.

Jk

2 Likes

i would love to se:
cleric - divine might instead of 1-10 usages +1 make it 5-10 seconds + 1 to all skills

krivis - aukuras get a 1 or 2 % of hp scaling to the dot

monk - attribute spr works like str at 50% the value , increasing attack damage( channeling spirit through your body to make it stronger)
iron skin turned into a buff that reduces damage taken and then bounce x/x% of the “absorbed” damage back to its origin (be it phys magical or projectile)

paladin - barrier attribute remove the knockback and let enemies enter the circle taking continuesly holy magic damage

thanks, you just gave IMC an idea for another wizard rework instead

1 Like

I’d like to add some stuff as well.

Chaplain’s Capella should have a rework too, in my opnion. I don’t think it should reset priest’s buff with a lower duration. It only use is to reset stone skin time. Anyone got any idea? The only one I can think of is it creates a healing zone but that’s just an priest’s version of Aukuras. Maybe increase holy damage dealt by allies inside or taken by enimies inside the area?

Druid

  • Fix knockback / slow / ministun issue while in transform.
  • This has been said multiple times but – Revamp Carnivory / Sterea Trofh. Make it an independent skill because casting Chortasmata in PvP wastes too much time.
  • I’d like if Druid would have their own tab ( Like Sorcs’ Grimoire ) which serves as a ‘pocket’ for multiple transforms, so we can save multiple transforms without having to walk back and forth.
  • Any new offensive skill from C3 that has a vine-like concept? Like rooting enemies for x seconds? ~None~
    Like, C3 is cool with Hengestone and all, but it doesn’t offer much after that.
  • A seed thing that does HoT ( Heal Over Time )? ( This might be too much )
  • Summon Shrek

Druid = Red Class = but it’s in the support category. Big LUL