Tree of Savior Forum

Design Breakdown - Cryomancer

WARNING - This thread isn’t made for new players or those that seek guidance on how to use said class, please look for proper threads regarding it such as class overviews and build guides. Design Breakdown is a design discussion thread only and has no purpose to help players on practical aspects of the game.

Starting another Design Breakdown this time not with one nor two, but three classes to cover - Pyromancer, Cryomancer and Psychokino. At first this was supposed to be a duo breakdown but it felt like Pyromancer has some points to discuss regarding Psychokino and it would miss the chance, as it is too much information to be covered (and read) there’ll be a day difference from each release and then the clash will be added later. In case this is your first time on a Design Breakdown topic go to this link for some basic information.

Cryomancer - RANK 2 - ATTACK (?)

“Cryomancers use powerful ice magic to freeze enemies, or protect their allies from enemies by using ice walls.”

As if the ice theme wasn’t enough to hint out the whole identity of Cryomancer is to keep enemies in place, not only that but the class also does it with freeze debuff and deals only ice damage. For this ice wizard the theme is all about the element and few is seen out of it. The costume is based on inuit garment, as they live in the arctic their clothes are fully made of local animals adapted to the environment.

Before going into the skills it’s interesting to take a look at two debuffs, freeze and frostbite (Frost Lord card). Freeze is a debuff that locks all enemy movement for a short to mid duration and, upon the latest change to the class freeze received, increases lightning damage received by 50%, frostbite does the same but slows enemies instead of stunning them. As this single aspect is what makes them different it could be possible to make frostbite an intermediate stage of freeze, a debuff that will guarantee the next freezing skill or effect to apply the debuff regardless of the base chance. I’m not sure if those two debuffs stack and that would be the only loss on tying them and honestly it is a fair change.


Ice Bolt (A) - Counter Lead

Just some straightforward ice magic, it’s simple and has a pretty ice shard on its animation to deliver the blow. The small area effect is great for a direct target skill and works well to freeze a couple of enemies near the main target, even tho there’s no mention on it nor how many enemies can be affected by this. It would be nice to know the value of freezing chance as it is an interesting element of the skill.


Ice Pike (E) - Lead

Taking the original execution of Ice Pike is unlikely for it to have any particular influence outside fantasy on modern media, it’s a simple take on how to direct ice through ground and the visuals sell it well. Unfortunately that was lost with the class rework and now its only at the enemies.

It’s amazing that the current version of Ice Pike was approved to be shipped as it’s too powerful for a basic low rank skill, the old one was buggy but it did respected its placement with its short range and small hitbox. A mere c1 skill can freeze all enemies on screen without even bothering to aim properly, the chance to apply it is 100% (not informed) and the only thing that prevents it to land is the basic resist along with preventive buffs. Adding the 3 overheats the skill has it is possible to freeze all enemies in sight for over 12 to 15s at level 1, meanwhile higher rank skills can’t reach this same power level even with levels invested. Ice Pike does it with sole overheat, has more range, deals damage, amplifies lightning damage as well, all that with not real commitment. This is easily one of, if not the most, powerful and reliable control skills in the game and it comes with no cost at all, it became an easy safety skill that requires no thought to be used.

The whole idea of having it as a guaranteed freeze falls flat when it can’t be missed and by having a huge area it, this direction itself isn’t bad but has to be employed properly. One way to realign it is to convert it back to a short length line or cone hitbox and have it to grow wider with level, it can even grow up to a circle (or half) when maxed, and this gets it back to use at close distance which is fair for the 100% freeze chance.


Ice Blast (C) - Relief/Chain

There’s a slight chance that the finger snap was based on a famous anime as Ice Blast has a Pyromancer counterpart, yet even without that it’s an interesting choice as it communicates a directed skill with screen range perfectly.

Ice Blast is the definition of a Relief skill, it uses the established identity and theme to build an interesting skill that goes against them, as the only way to use it is to deal damage. The only issue with it is how it’s troublesome to use without Frost Tree, having it to remove freeze and be able to be resisted (which i believe it was fixed by this time) also makes it harder to be that effective. As this skill is conditional it can be understood as it damages all enemies on screen as long as they’re frozen, that’s something that could be clarified on tooltip.

Something that can be done here is to expand the skill to use frostbite as well, if the debuff is taken as part of freeze it can even be applied after Ice Blast is used on a frozen enemy, and remove it as the usual interaction. Taking into the skill allows it to be used twice in a row and it can be make it more friendly to use. Lastly if frostbite were applicable to bosses it can finally allow Ice Blast to be used on them by itself as at the current state it relies on Ice Wall.


Ice Wall (C) - Gimmick

It doesn’t seem like this skill draws any reference not even from standard media, there’s a slight chance that the inspiration for it lies on using ice to build iglus but that may be more of a stretch.

This is the kind of gimmick that is perfect for the class, it can be used to lock down enemies when positioned properly and also has a nice treat for melee attacks as it shots ice pellets upon hit. Unfortunately there’s no information about the damage of pellets nor how many hits a wall segment can take before it breaks, it also isn’t consistent as which wizard tree skills can trigger the effect. For new players it can be fairly confusing to see those uninformed pellets to be there at all and when triggered they fly facing the caster direction instead of following the hit flow, it’s known as the skill was tested by many yet it isn’t intuitive. As for the direct freeze and damage, uninformed and dealt on contact, the skill is impractical to use but that is addressed with Ice Blast combo applying it in explosion. Even with all those critics Ice Wall can be taken in a broad range of levels without getting players down and rewards creativity, not to mention it’s a fun skill to use.

Ice Wall weakness is how it has few cells at early levels starting with only 2 at level one, it is better than having no floor but it’s also too little to be effective. A way to address it is by having segment count fixed, with attributes to expand at higher circles, and work with duration or hit count for the leveling aspect. It may be interesting for Ice Wall to have small a frostbite aura as well. It’s also interesting for the skill to have a two stage use as done with Capture, when using the skill again it will deactivate Ice Wall completely as misusing it can be really annoying and dangerous to other players.


Most of this circle is well put out, three skills follow the class identity in distinct ways and the relief skill makes use of this same trio, however as both Ice Bolt and Ice Pike improvements are damage they are forced to compete for skill points. Ice Pike is way out of balance it can overshadow Ice Bolt completely on every single aspect, as the supportive identity of Cryomancer that is at full power at level 1 it is just a matter of numbers and the one with the best values will always be the winner.

The current state of the circle allows it to be a perfect filler with a ‘save me’ button at no real cost and even comes with a fair share of good skills, the only thing preventing it to be a thing is how diverse and useful the wizard tree classes are and some invisible requirements that certain classes have.


Subzero Shield (C) - High Lead

For that works as a counter it’s great to have a visual indicator for both user and aggressors, the choice is a simple shield like shape and makes it easy to understand that is a defensive effect to watch out for.

Subzero Shield works with layers, for it to be effective it needs the user to wear a shield or have a buff that enables block without it, then it requires the stat itself or CON enough to be able to block, lastly it relies on the freezing chance from the skill level itself to have the effect delivered. By having a scale of duration and chance it only gets worse to be applied, having only 15% chance to apply on a successful block for 18s isn’t enough to be useful at all, when maxed those values rise to 60% and 45s which is a huge difference. It’s understandable that due the skill nature it can’t have it to be active all time nor have a high chance of freezing but at least one of those factors should be fixed as the skill itself has requirements to be used. In the future Subzero Shield will have a hit count to expire and won’t deal damage to the aggressor, that isn’t mentioned at all, and as much as it helps the skill to be balanced it won’t make a difference if those two elements stay as they are.

Another option to get this skill on the rails is to have both elements fixed, but instead of freeze it can apply frostbite, and have an additional block rate, be that +% or extra block, that increases with level. This change, if under freeze-frostbite expansion, changes the freezing part into an active effect and also allows it to have a freeze attribute for c3 that is triggered if the aggressor is under frostbite.


Snow Rolling (C) - Midground

Having it to be a ball of snow that collects everything in the way is one of the most creative ways to mimic the power of an avalanche, the best part is that by taking such execution it makes the best use of the game aesthetics as a goofy and fun skill.

Snow Rolling has four leveling factors making it one of the most overscaling skills in the game, as much the target component doesn’t matter much for it and the uninformed size increase is mostly for convenience, which attack ratio and duration increasing with level is dangerous combination for a damage over time skill. It’s funny to see that this skill scales as a snowball as each single point invested increases its power exponentially, however this kind of design makes it almost impossible to not to be maxed. The other element that doesn’t work as well is how it scatter enemies at the end, it isn’t necessarily a bad trait but it also break the flow when using with other Cryomancer skills.

Going straight to the point, it’s possible tie change the size and enemy count to cast time (which already happens) and remove this aspect from the level itself, then duration and/or damage can be the defining factor on leveling it. A skill as fun and useful as Snow Rolling doesn’t need that many elements to promote itself.


Here is where the class starts to get clumsy, this circle isn’t that impressive as both new skills need a fair share of points to be useful and on one side Snow Rolling is too good to not be maxed while Subzero Shield entry and scales makes it barely useful. It’s also where Ice Pike starts to dethrone Ice Bolt as a more effective overall and has better synergy with Ice Blast as it can make use of the massive area coverage.


Frost Pillar (D) - Grand Lead

Some species of trees will lose leaves on winter to save resources and energy, it also connects with the contact freeze that can happen when water touches ice and, if cold enough, will be bound to it. It’s nice to see this represented on Frost Pillar as the peak of the class but unfortunately this is where the praises ends.

Back in the glory days of Cryomancer this skill had no damage component and would vacuum enemies to the center as a permanent freeze with no escape, that was wrong in many levels and that became an ice damage amplifier, that isn’t mentioned, with a damage over time component. Those changes were a mere compensation and shifted into an offensive skill with some utility, the freeze effect is applied continuously but will be removed once the skill is over and on that matter Ice Pike does a better job, yet it fails as the damage is laughable for the circle, it just feels wrong.

It’s possible to make this skill shine again with some new mechanics, as ice can group things into blocks it would feel natural for Frost Pillar to do the same. Whenever enemies are frozen in touch they can be counted as a single unit that sums their ADR, this means each group count as a giant monster and have debuffs and damage shared within the group. For target oriented skills it can expand the enemies hit by a little and for AoE attacks can take lesser AAR to hit all them, it’s even possible to have an interaction with other ADR reduction skills and allow it to hit all enemies for a brief time, and it’s possible it can turn out as an issue if not adjusted properly. Having Frost Pillar to apply frostbite, if under freeze-frostbite expansion, can also allow it to be more controllable when grouping enemies.


At this point Frost Tree seems like an obligation to be taken for commiting to the end of Cryomancer and also as it is free damage, it’s interesting that Ice Pike does a better job than it on the first level with the only disadvantage as it can be resisted and has to be reused to freeze again, and the additional ice damage provided can be handy. As c2 get full potential it is hard for the basic skills to stand out, that would be an issue if Subzero Shield were friendlier on execution but as it retains conditions to work it gives a room for a c1 skill to be picked instead.


Conclusion

The old Cryomancer was the class which the analysis model was extracted from, it had all the elements in position going for the identity and as such it would interest players on each circle as they dwell deeper into it. Back then the class wasn’t performed at its best and the latest changes didn’t fixed the individual skill issues, in fact it made Ice Pike go out of control completely as a supreme freezing skill that can’t be contested. Part of the issue with Frost Tree is as it can’t even outperform a basic skill as is a ranged area skill along with the Cryorite requirement, that is more suitable for Subzero Shield. Some improvements are required at c2 as the skills need more levels to scale, Snow Rolling did improved it significantly but it wasn’t enough to get it on the spot.

It’s possible to get it to restore its glory once again by adjusting skill power which isn’t as bad as, in fact the even with it thrown at the ground it still survived due its solid identity. Having ice to fit this control identity works perfectly even as the design process were likely to operate the other way around, it does capture the nature of ice as this stalling element that drains action of all things.

C 1 C 2 C 3
Identity A B A
Theme A A A
Gameplay B B B
Cohesion E D D
Point Distribution B C D
Dropout A C A

The discussion doesn’t end up here. If you haven’t read Pyromancer’s and Psychokino’s go take a look at the overall points at least as those are shorter to read and going deep on skills isn’t that necessary, it’s too much to ask to read all them so if you’re already aware of the classes just skip to the end.

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Before starting the it i’d like to put a small disclaimer. This isn’t the usual Design Breakdown as the point itself isn’t to take only the classes but also how they relate with their siblings, for ToS it is way harder to have classes that compete in certain fields as players have to chose between class A, B or sometimes even a C and for this matter i’m taking three classes that have entangle in gameplay and identity, this doesn’t mean other less alike classes are free from those issues.

My whole point here will be to bring the discussion up more than having those three bare to their bones, for that i ask you guys to bring your thoughts on the matter instead of taking only the classes. I also plan to make other twin clashes as well for this same reason but they won’t use this same structure as each one has different convergent points and some may differences to be pointed as well.

Non related - A poetry of Ice and Fire

Before we start the real discussion it felt like it could be interesting to do some mentions on both Cryomancer and Pyromancer design as they have an unique relationship. From start their identities are polar opposites as one focus on consistent damage and the other goes for mob control, this carries over on how they’re played and even with their themes which guarantees they’ll have unique values and shouldn’t clash with each other.

When we get into their kits is where the things start to get interesting, every single skill has a counterpart tailored over the identity and it feels completely different. That can be why some skills were redesigned to fit this duality as they lost valuable components for questionable reasons. As for the “special mode” we have two skills that prevent any skill usage during its execution and can be directed around at will.

Small Radius on Enemy Ice Bolt Fireball
Large Radius on Ground Ice Pike Flame Ground
Wall (damage on touch) Ice Wall Fire Walll
Debuff Oriented Damage Ice Blast Flare
Pillar (damage and control) Frost Pillar Fire Pillar
Self Buff Enchant Fire Subzero Shield
Special Mode Snow Rolling Hell Breath

The real beauty on this form of design is how those classes complement each other and if played together can make the most use of their counterpart, that’s something that other ranks can’t achieve and it’s what solidifies this duo as a perfect placement. Anyway, let’s get into the real discussion.


Intersections

At this point many may question why those classes were picked for a trio clash as they’re distinct enough from each other, and the truth is they really are but at the same time any change on them can disrupt the balance. It can sound as an exaggeration but please bear along with it so then you can get your own conclusions. For starters let’s review their identities and playstyle.

Pyromancer - Deals damage over time and deploys magic on the terrain.
Cryomancer - Stop enemies on their current location without the need of being in close range.
Psychokino - Moves enemies around and deals damage over time.

When we take only the rank 2 classes the design line is great as they’re aim for different goals but once we get Psychokino to the following rank the dynamic is weakened, this is due Psychokino being right in the middle of both classes on identity and partially on gameplay. At the end of the day Cryomancer is a control class and having it to get enemies stuck where they are isn’t as different to get enemies stuck into another place, in fact the perceived identity of Psychokino is more into general control as the movement aspect can be overlooked easily over the output its skills provide. As the game allows you to go back to previous classes it doesn’t make sense to have a hybrid class of the former rank, if so would it be allowed to be better than the specialized one at it own job or does it have to be worse than both and be the third wheel.

One argument that can be used in favor of those classes to be more distinct is how each one uses a different element but in ToS that isn’t much of a deal, for a game to have an elemental system it needs a fair range of skills to cover each one of them or few skills with enough availability to have elements as a strategic part in the game. Instead of the usual tactical use the approach here is to have a small bonus and penalty as that fits the game structure better, such is the fact that instead of having high values as 50% or 100% we have only 25% and that is more friendly for builds that lack elemental diversity.

As a matter of fact Psychokino needs some improvement as the base kit is at best clunky and weak at worst and to address it some concessions will be required on it and its siblings as well, the next part will show some issues regarding class identity that are present right now even at this fragile balance state.


Trespassing

Any Design Breakdown starts with an introduction and has a link redirect to an older thread about class design, there i point the concept of Relief skills and why they are important but one thing isn’t addressed properly and that is trespassing.

The role of Relief skills, and that also include Midgrounds, is to present something that doesn’t follow the class playstyle so others can have an option when exiting it. Sometimes players will seek a class for one of two basic skills that are required to their build but they don’t really want to dwell into what the class does and in this scenario it is important to have a completely different thing to pick, the issue tho is how to make it out of the class identity without going into another class identity territory. That’s something hard to avoid and many classes have skills that trespass their fellows but to allow that is to diminish class value, but even if it can’t be avoided it can at least be controlled and reduced.

Pyromancer, Cryomancer and Psychokino have at least one trespassing skill on each other identity and we’ll get into every single one along with some options for them but before we get into it let’s take in mind a new identity component for Psychokino, closure. Psychic Pressure, Telekinesis and Gravity Pole are skills that lock movement and this is an interesting element to be used in concessions.

Flame Ground x Heavy Gravity x Frost Pillar

Those are all skills that have a significant duration and deal damage on enemies on the ground, Flame Ground is at rank 2 while the others are at rank 4. For placement it is reasonable for Frost Pillar to deal damage over time as it is a final circle skill but as matter of fact the damage component is new and isn’t part of the core identity of the skill, in fact the skill could be as effective if it had another powerful component that isn’t related to damage.

When we put both Flame Ground and Heavy Gravity side by side they be taken as reskin and despite the second one be able to hit flying enemies and remove this same property it doesn’t translate to the gameplay feel. Going back to the Flame Ground section i’ve pointed how it can work with a the old circle size and expands over time ending at the current area and that can feels natural for a fire skill, not to say it can regain the ranged cast, gives it an unique feature and is more aligned with a rank 2 power level, which can be enough to widen the gap between skills. On Heavy Gravity side, if the Flame Ground changes apply, it can have the area location changed to the caster and have duration increased by taking small restriction, terminate the skill if the user exits the circle. When talking about game design we need to have in mind that taking away power is as important as improving a skill if that benefits the whole in the long term, yet that doesn’t mean there aren’t other solutions.

Fire Pillar x Frost Pillar x Raise

These are the long duration heavy control skills, each one is a rank appart and following the order takes 3, 4 and 5 as for circle goes as 2, 3 and 3. The irony here is that the earliest skill, from the only class that doesn’t have control as part of the identity, is the one that plays out more effectively on the control side with 10 seconds of inescapable fake stun, has that effect available from level 1, it also deals a lot of damage and has the lowest cooldown. It is unacceptable for a skill at a rank and circle placement as low as Fire Pillar to be the best with less commitment and the easiest way to address it is by cutting down the duration in half at least and compensate it on damage.

That leads to it to Frost Pillar and Raise which is a really one of the most awkward comparisons to do. Both skills have the same duration scaling but the first deals damage, can be used from far, doesn’t have a target limitation and is a rank earlier in the wizard tree, not to say that Raise does follow the class identity but happens that the execution clashes with the natural identity of Cryomancer. A way to have that sorted out is by giving a new component to Raise that can be used as the leveling improvement but that may not be enough to get it, for another alternative the skill can be downgraded to c2 keeping the same duration formula but require the user to be inside the skill to keep it active and so reach up to 15 seconds of control.

Psychic Pressure x Hell Breath x Gravity Pole

All channeling skills, this time at ranks 3, 4 and 5 for circles 1, 3 and 3. Regarding Psychic Pressure and Hell Breath the relationship they have is healthy, both can be redirected at will but the later can ignore some damage and has way more range but when Gravity Pole joins the discussion it gets weird.

Gravity Pole has the same range as Hell Breath but cannot be redirected and doesn’t has a bind component yet they aren’t as far on damage, cooldown nor SP cost which are the least important elements to be taken in consideration. The fact is, when Hell Breath is being used it protects the user by negating damage and while Gravity Pole does that preemptively which means the fire one is slightly ahead. Here there’s few that easy changes that can be done to realign those skills as Gravity Pole seems to be a more of an image from the past Psychokino’s days than a skill itself.

Snow Rolling x Pyromancer x Psychokino

Snow Rolling is the ultimate trespasser, it is a damage over time skill that moves enemies at will in ways that Psychokino would only dream of. The issue tho is how it scales on every single element it can and turns itself into a snowballing skill, scales are an important element when analysing a skill and having certain components to be improved with level tell a lot about their nature. For Snow Rolling having the number of targets increased with level is a sign it tries to move more and more enemies when invested, while the additional duration and damage says it wants to crush enemies as it can. The issue tho is that changing this skill can be a dangerous game as it is one of the few functional fun skills that players love and is also one of the most iconic Cryomancer spells, yet something should be changed here to let it be less invasive.


I’d expect that some will question both Heavy Gravity and Raise nerf suggestions at this point and for that the only thing to be said is that as a toll for being a hybrid class Psychokino needs a weakness that isn’t present on the previous classes and it can be something that incorporates into the gameplay rather than playing with numbers. It’s even ironic and poetic to have this weakness as the own class identity yet it fits the class structure as to move one the other has to stop, it’s something that isn’t explore in the wizard tree as even melee classes can hit and run and that’s an opportunity to do it.


The whole point to get this out is to show that even when we get classes to a vacuum chamber as most Design Breakdowns are done they can still carry issues beyond themselves and classes that entangle into their close ranks can do great harm.

And that’s how we end this first, and hopefully only, trio breakdown. As usual drop comments on impressions and takes on those classes designs along with any kind of correction as i that is the best kind of interaction someone can provide, dropping a like also helps to show the support for the series and suggestions (even about what class to cover) are always welcome. There will be some change of plans for the following weeks, as this was really tiring i’ll do something different between Canooneer and Fencer + Matador.

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Is funny I changed my Cryo C1 for wiz 2 right after the changes without ever testing the changes in cryo skills…

the last straw that pushed me into the change was that at the time ice spikes was bugged and invisible…

I wish there was an attribute to change Ice pike into what it was before. Way less AoE but the benefit of possibly hitting the same enemy more than once seems fair to me.

Also, I feel like the Rune of Ice nerf a while ago killed cryo-psycho-Rc Ice Wall combo. I haven’t seen anyone do that combo in weeks lol. The fact that Ledas necklace does not work for Ice wall shards doesn’t help either.

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They fixed it by making it auto target enemies, the area size is the same as current Flame Ground and hits even flying enemies.

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I felt that the main thing that killed Cryo or made it so much less popular than before was the loss of suction from frost pillar. Back then people go cryo mainly for the cc it provides but now it seems like pyro could do the same but more effectively (fire pillar makes mobs closer compared to being more spread out when using frost pillar).

I feel that maybe they should give like an attribute at C3 that creates suction to make the class good again. Right now you don’t seeany cryos at all

I still see way more cryos than pyros running around. Being a Cryo-Kino myself, i think the class only got better with the update. Yes, we lost the suction that was a big part of the class and the main reason people picked it. BUT the new ice pike, faster casting in general and bigger snowball make up for it.
The class still have a lot of synergies with other classes and provides excelent cc. Paired with kino mobs just don’t move and the good old icewall + PP combo is still reliable damage against bosses.

Maybe its just me I rarely see cryos nowadays. Most of the cryos i see are Cryo summoner (cryo+sorc+nec), rarely do I see cryo kinos or cryo chrono. Pyros are more often seen with pyro-kino, pyro-giants (pyro with runecaster).

Kinda wish ice wall can be triggered by more skills in wizard tree. Also preset ice wall formation would be nice but maybe too much to ask.

Ice blast removing freeze is counter-productive for me. It should extend freeze duration or leave frostbite instead.

Snow rolling bug where riding animation end prematurely but caster still stuck in animation. Although it still deal dmg, mobs are not CC’d so caster is vulnerable. It is almost suicide to use in high stage CMs and it is very irritating to me despite how good dmg and CC capability it has.

Frost pillar losing suction effect is over-nerfed. They should tone down suction power, range or limit number of targets instead.
Also, recent trends look like they need every skill deal dmg which is okay in normal situation. But in ET where I need to CC mobs without killing it is kind of worrisome.

By the way, frost pillar still amplify lightning dmg to targets resisting freeze? All I see is gust-like debuff which increase ice dmg to targets.

Rune of ice nerf is also overkill. But RC itself is still valuable thanks to knockdown prevention. Also cryo-psycho is still decent IMO. Now that falcs are everywhere, landing icewall+pp on boss is quite easy. In addition, dont forget onmyoji can extend PP range so it can hit 4x4 walls easily. Only downside is single target dmg is low when icewall is on cooldown.

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The old Frost Pillar had two issues, the first one is that it was control lock trap with no escape chance (which also helped it to bug hard) and the second one is that it trespassed Psychokino’s identity territory but i’ll save that for later.

I’m not sure if that changed at all.

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Without frost pillar pulling ability, cryomancer lost a lot of utility. Its only utility now is freeze, whose problem is similar to dievs silence: its resisted by too many mobs and most of endgame content mobs are immune to it.

That would be ok if they gave cryo dmg, which didnt happen. actually, since most of cryo dps builds used rune caster, i would even call it a nerf: from 300 percent (!) to 150 percent.

So yeah, now cryo is a niche class thats used in some sorcerer builds. Its kind of ironic cuz ure better off using froster lord card if u wanna feel like an ice mage that deals dmg.

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Just unequip your weapon simple problems only need common sense as a solution

I have to agree. Undeniably, Ice Spike makes Cryo1 way too powerful for a class rank 2 skill. Big aoe range, insta cast, no aim, sure freeze CC.

I am no wiz expert but I definitely suggest Cryo1 for support wizard builds come rank 10. That freeze from Ice Spike is too good to pass up…

Cryo was neglected because of Frost Lord card. Even now I hardly see them in CM and especially Velco. I won’t say cryo is the best of R2 option because Pyro1 and Wiz2 have their own use.

This is a bit off topic but there aren’t any Cryo thread.


^recorded on my earlier day when I started Velco. Still not used to timing and Velco AI. Latest run I can compete DPS with other meta DPS class.
I haven’t discussed this build cause IMC might nerf the build but I don’t mind now since R10 is close.
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Yeah that is only a workaround I have known so far. But I use INT build and with thaumaturge in party, I still have dmg around 1/3 so mobs still die. It really helps anyway.

Nice to know that. Maybe I miss something but gravity pole with fire fox is also can trigger ice wall shards too. Not sure if it is recent change or feature since release.

You know what I miss, seen the Cryo costume :frowning:

I used to love that fluffy thing and seen Cryomancers wear it everywhere :pensive:

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I take Cryo1 for one and only one reason: Ice Pike. Huge aoe, instant cast, instant freeze, low cd, 3 overheats. It saved my ass in CM countless times, especially when Fire Pillar is on cd.

Idk about c2 or c3, but Cryo1 is one of the best filler c1 class you can possibly get because of Ice Pike and low rank class.

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I know exactly what you mean, I had a free rank on my Alchlinker (with a dash of sorcerer)
with the choices being Wizard 2, Pyro 1 and Cryo 1.
Did not want to add Pyro because I already have a PyroSorc, Wizard 2 was what I had before and it felt lackluster.
Tried Cryomancer (hadn’t used a Cryo in like 2 years) and was pleased with Ice Pike, it’s sooooo good for PvE crowd control.
Ice Wall however, I rarely use. (Same with Ice Blast, maybe I just need a guide on Ice Wall.)

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