Tree of Savior Forum

Cleric Revamp: Brainstorming Ideas

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

Capella could simply give all buff effects combined into a Capella buff that stacks with the individual buffs instead of overwriting them, making a full SPR Priest3>Chaplain a viable buffer instead of a bad Pardoner…

Currently, the best I can see is to combine PriestC3>Pardoner3 full SPR with Squire3&Sadhu3, make a basecamp, buff the whole party and then leave party/change character, there’s no real benefit taking such a buff character with you to clear content…

Another idea for sadhus.

Since possession is the most used skill and has the best chanelling animation ( :wink: ) Delete oob and make possession a 0 cd channeling skill, it is a “New” mechanic that no class have, and could make sadhu quite interesting. Maybe nerf the dmg to match current dps on its 6,5 channel/20s cd. (Tough i feel it is unnecessary, it may be too strong when paired with t.prana)

Also, kinda off topic, what do you guys think will come first, clerics new rank8 or tree rework?

:upside_down_face: :upside_down_face:

Remove OoB making the player have 0 defense while in OoB.

that’s exactly the problem there. having full buffer/camp in a party wouldn’t be beneficial in current game content, and at the end of the day they are simply collecting dust from the other ‘main character’.

Changes that I propposed to Sadhu are listed down below with more suggestions:

1 Like

Monk - Asura Strike.
154 chars…

Delete Nak Muay and give Nak Muay back to Monk.
(Oops jk wrong thread :tired:)

I wanna bring this up again with some ideas. Overall, the Cleric Tree is pretty nice, specially with recent changes bringing more personality to Heal-oriented builds. So, again, as we did with Archers, my guildmates and I took some time to address some Cleric classes and what could make them a little bit better. It is not as intense as the Archer Tree suggestions, but we think that they could be very healty changes to these classes. Most of them are simple tweaks, but there are some classes that deserves better attention. Let’s begin:

Cleric

Cleric is already very solid, even more with recent changes. There are two skills that could be better and address even more the support characteristic of the class

Circle 1

  • Cure - change it to be an AoE spell, not a Tile Magic. It will remove the lv.1 debuffs of allies nearby and deal holy damage to monsters. This could make it more versatile for support
  • Deprotected Zone - Magic Tile fixed in 5 seconds, debuff will apply completely and will last for 10 seconds. Debuff value will increase based on skill level
Priest

The class struggles with skill points distribution, making players choose between buffs/AA/seller or Heal. The goal is to reduce a little bit of points required, allowing the Priest to perform both roles (buff/heal) decently, but also keep rewarding people who choose one of the paths, add some quality of life and address the only damage skill it has.

Circle 1

  • Monstrance - change to be an AoE skill. Applies buff and debuff when cast, following the regular buff area of other skills
  • Ressurection - Maximum level reduced to 1. The effects will be the same as the actual level 4.

Circle 2

  • Revive - Maximul level reduced to 5. The effects will be the same as the actual level 7.
  • Revive: Duration - now requires Revive lv3.

Circle 3

  • Exorcise - New mechanic: exorcize enemies around the Priest (small area, similar to Zalciai), dealing Holy Damage. Damage will increase with level, Demon-type monsters receive 1.5x damage. 2 overheats.
Krivis

Class is fine already, just a small change to give it more fire power as a damage class

Circle 1

  • Zaibas - Slightly increase in damage multiplier, considering that this skill doesn’t cause any secondary effect, like Divine Stigma, and it doesn’t scale with skill level.
  • Zalciai: Magic Amplification - increase the Magic Amplification bonus, so the skill can be more meaningful for a magic damage classes. Also, considering that mAmp is very underated, it makes the skill very forgettable as it is right now.

Circle 2

  • NEW Zalciai Attribute - enemies under Zalciai effect will have their defenses agains Fire property damage reduced. Requires Zalcial lv.6
Bokor
  • NEW Mackangdal Attribute - change the skill to be a self buff. Toggle ON/OFF
Dievdirbys

As a support class, the buffs should be based in SPR (as the Owl damage is) and scale with the levels. This way you can make higher circles more desirable and have an impact in party play.

Circle 1

  • Zemyna Statue - SP reduction scale based on Diev’s SPR. Maybe something like [(SPR/50) * Skill Level]. This way you could address one of the big things of the end game: SP Consumption and lack of classes that can help with this.
  • Laima Statue - Maybe scalling Cooldown reduction with SPR can be tricky, so you can scale by level (Lv1 - 15%, Lv6 - 20%, Lv11 - 25%), ending up in a higher reduction if you invest into this statue. Move Speed reduction could be based on SPR. (Note: with this idea and values, Statue Lv5 + Divine Might will sill grant the same Cooldown Reduction as it is today)

Cirlce 2

  • Carve Owl - increase the damage multiplier, as the Owl’s area is static and predictable.

Circle 3

  • NEW World Tree attribute - triggers Heal over Time, but statue duration reduced to 15 seconds.
Sadhu

One of the big changes. As Sadhu is the second Damage-based class in the Cleric tree (considering Krivis recent change to red), we think that it lacks on damage capabilites. The ideas behind is to give the class more tools for more consistent damage rotation and also make it more self-sufficient when it comes to protect the physical body.

Circle 1

  • Out of Body - Maximum level 5, each level will increase range and extra Psychokinesis damage to the Spiritual Body’s Auto Attack. Physical defense reduced by half, Block Rate and Evasion removed while in Spirit Mode.
  • Astral Body Explosion - Moved to Circle 3 with all attributes.
  • Prakriti: Recovery - moved to C2
  • Out of Body Basic Attack: Defense Weakened - change to reduce magic defense instead of physical.
  • Vashita Siddhi - removed
  • Out of Body Enhance and Evasion Attributes - removed
  • NEW Garima Siddhi - creates spiritual influence on enemies, dealind DoT during 10s. Inflicts 2s root in enemies under Garima’s effect. Requires Spiritual Body.
  • NEW Mahima Siddhi - Expands your spiritual influence into enemies, shocking their spirits. Deals AoE damage and requires Spiritual Body.

Circle 2

  • NEW Laghima - makes your physical body lighter, allowing it to levitate. While under Laghima’s effect, your defenses will be reduced to 0, physical body will be imune to melee physical attacks and Tile Magic (even Heal). 3s duration (increase 1 second per level), 30s cooldown, requires Spiritual Body.
  • NEW Mahima Siddhi: Confusion - triggers Confusion when using Mahima Siddhi (same way as old Vashita Siddhi attribute). Requires Mahima Siddhi Lv.6
  • NEW Garima Siddhi: Heavier - Increase root time by 1s per attribute level. Requires Garima Siddhi Lv.6, max level 3

Circle 3

  • NEW Laghima: Maintain Defenses - Removes Laghima defenses penalties (Out of Body penalties still applied).
Paladin

Barrier do provide nice defenses, but it goes against the game battle idea of grouping mobs together, specially if you are a melee attacker and you see your mob being separated and you don’t have enough area to cover. The idea is to bring another “defensive” concept for Barrier, helping dealing with hordes in a different way

Circle 3

  • NEW Barrier: Restriction - inverts the Barrier mechanic: instead of expand and protect allies, it will shrink and retain enemies. Animation starts with full size then shrink down to 2/3 of it, grouping and locking enemies inside of it. Duration reduced to 1/4 of the learned level. Requires Barrier lv3 and can be toggle ON/OFF.
Chaplain

Following Priest’s suggestions, the idea is to make it more useful for different builds, adressing Magnus Exorcismus and Deploy Capella, that can be very situational.

  • Magnus Exorcismus - now does not require Exorcise (once exorcise suggestion changed it to a AoE skill, not a Tile Magic). Increase damage multiplier to make it more desirable.

  • Deploy Capella - Sacellum duration reduced to 20s, cooldown reduced to 35s, applies Last Rites too. Now each level will apply all the corresponding buffs at once with their respective durations, but every Deploy Capella level will increase their duration, up to 150% with lv5 Deploy Capella.

Monk

The idea is to make other skills more rewarding and desirable, also to bring more damage power to the class.

Circle 2

  • NEW Class Attribute: Faith Combo - Punch skills will trigger a Combo buff that lasts for 2s and stack up to 5 times. If you use a skill that is not from the Combo, the buff will be removed. Each buff stack will grant 20% increased damage to the next Combo skill used. Skills that triggers the combo: Palm Strike, Hand Knife, Energy Blast, One Inch Punch and God Finger Flick.
  • NEW Iron Skin attribute - allows projectiles to be reflected as well.

Circle 3

  • NEW Class Attribute: Demon Bane - Monk skills deal 2x damage against Demon type monsters.
Oracle

Idea here is to make damage skills more simple and also gives Foretell more usability, once is the only new support skill that you can have if you invest in Oracle more than 1 circle. All changes are trying to give Oracle more simplicity and supports like invulnerability and SP regen, that are not so common among Cleric Support classes.

Circle 1

  • Change - cooldown reduced to 30s, max level 5.
  • Counter Spell - cooldown reduced do 30 seconds, maximum level 5.

Circle 2

  • Death Sentence - reasonable damage scale, cooldown reduced to 25s, debuff duration increased to 15s. It will cause DoT but, at the end, it will trigger an increased damage.
  • Death Sentence: Penalty Reduction - changed to Time Reduction, reducing Death Sentence duration by 1s per level (it will reduce the DoT, but will trigger the final blow faster)
  • Foretell - moved down to C2. Magic circle will not move, increased area (like Chrono’s Stop). Now will grant a chance to nullify damage to allies during Foretell’s duration. Still grant the nevermiss effect. Foretell level will increase % chance of nullify damage.

Circle 3

  • NEW Foretell attribute - will grant Sp regen to for allies under Foretell effect. Requires Foretell lv 6.
  • Twist of Fate - now will reduce 20% of maximum HP, but will create a 5s debuff. If enemy is not defeated, then it will recover 2x the HP reduced.
  • NEW Twist of Fate attribute - can be applied to regular bosses, but with 1/3 of the HP reduction. HP recovery doesn’t change and follows the skill level. Cannot be used in World and Raid Bosses. Cooldown increased to 120s.
Miko
  • Hamaya - increased skill animation
Kabbalist

Class got nice rework recently with the Heal changes. There is one thing missing:

-Circle1

  • Double Chance - increased area, something like Hamaya’s area around the caster.
Druid

Changes already announced made Druid so good that it seems unreasonable changing anything. But such changes made all the transformation gimmick almost useless

Circle 2

  • Transform - transform animation and transformation’s skill cast animation decreased 50%. Transform’s skills damage increased 100%.

Circle 3

  • Lycanthropy - Wolf form duration fixed in 60 seconds. Wolf and Awoo forms will be affected by Meltsis (so Wolf form will need party play and Awoo form can be more independent if invested into Krivis class).
Taoist

It is hard to suggest changes, cause we are missing the last circle yet to come. But we can aggree that it can be better than what we have, specially being a R8 support class.

Circle 1

  • Tri-disaster Charm - AoE increased 2x.

Circle 2

  • NEW Tri-disaster Charm Attribute - doubles the elemental reduction effect, but reduce it’s duration to 20s. (this might make a good defensive spell against Wizards in PvP or magic damage in general)
  • Upper Level - Triggers a 5s debuff in enemies that deals Lightning DoT. Skill level increase damage. Cannot be reactivated into the same monster.
Inquisitor

As Taoist, we are still missing the C3 yet to come. This is a simple change that could make Iron Maiden more re-usable

Circle 2

  • Iron Maiden - cooldown reduced to 15 seconds

:slight_smile:

Like how Exorcist’s gregorate and Pardoner’s indulgentia work? :tired:

Yes. Cure aiming for Lv.1 debuffs only, Indulgentia Lv.2 and Gregorate do both and in a larger area. and more gimmicks.