Tree of Savior Forum

Every ART's reviewed!

Before i quit this game, i want to make useful retribution to the community!
Guys, please help me fill each ART review below, based on your own experience. I will edit my post regularly

Archer
  • Appraiser Blindside: Focus
    Changes the Overheat of [Blindside] to 1, and changes it to a [Fire] property attack that can be channeled for 2 seconds. Inflicts the [Expose Weakness] debuff on enemies that causes them to take 30% more damage from critical strikes
    Pretty good if you want to get the most out of appraiser’s debuffing. It just adds to the typical debuff from blindside. The 2-second channel doesn’t turn the skill into a DoT or spread out the damage though - it all happens at the beginning and you’re just stuck in an animation for 2 seconds as some sort of penalty-kaizaxl

  • Archer Leap: Dexterity
    Reduces the cooldown of [Leap] by 5 seconds. Increases Movement Speed by 10-20 for 3 seconds after using [Leap]
    Really helps for moving around (if you do not get rubberbanded too often, which imo became better recently even with my lvl 4 Leap I am using)- Cless_Alvein

  • Cannoneer Sweeping Cannon: Siege Shot
    [Sweeping Cannon] deals 50% more damage to Boss monsters, and instantly destroys enemy [Installations]. Does not destroy Territory Wars installations
    Pretty straightforward, worth noting tho : It does destroy your ALLIES Icewalls too, might be bugged idk -zorgadoth

  • Falconer Hanging Shot: Dodge
    When using [Hanging Shot], your hawk will rescue you from an emergency, providing you temporary invincibility and decreasing damage taken by 30% for 5 seconds after [Hanging Shot] ends
    The idea is nice but 90% of the time the falcon is far away and doesn’t work and the worst part is a huge message appears in the center of the screen and you can’t see what happen for several seconds u_u -merrieta01

  • Fletcher Magic Arrow: Ember
    Changes [Magic Arrow] to fire directly at enemies. When the target inflicted with [Magic Arrow] dies, the debuff is transferred to enemies within a range of 100 one time. The duration and damage interval of [Magic Arrow] is the same as the default skill, and the duration of the debuff upon transferring to new targets is [Current Duration] + 5 seconds
    This art seems to vary in usefulness depending on the situation, though I end up just using it everywhere out of laziness. When you have a choke point and are fighting weaker enemies (think lower stages of a CM) you probably want to keep the original magic arrow because many monsters will walk through the ground DoT. But against tougher enemies you’d probably be able to spread the DoT to more targets with the art, improving your overall damage. Against mobile bosses this is undoubtedly more DPS than the original magic arrow. I get the feeling this version of magic arrow doesn’t silence, but I need to play around with it more to be sure -kaizaxl

  • Matross Crouching Strike: Lightning
    Adds the [Lightning] property to Crouching Strike. In addition, after using the skill, the [Swiftness] buff is applied to you for 10 seconds, causing all Matross skill attacks to multi-hit 1-2 times
    your damage with Matross skill can now doubling or tripling. A core arts to get first -Fengxian

  • Mergen Arrow Sprinkle: Barrage
    Causes [Arrow Sprinkle] to deal equal damage to all enemies in range The number of hits is changed and damage per hit is increased by 30%
    TRAP, animation still show old Arrow Sprinkle, but the damage is worse and removed multihit aspect

  • Musketeer Snipe: Conceal
    After using [Snipe], your character enters [Stealth] for 5 seconds and your Movement Speed increases by 10
    Basically a Cloaking after shooting. A must-have: life-saving art that will get you out of trouble whenever you snipe, or even to chase someone that wasn’t killed with the first shot. Also works after Prime and Load :slight_smile: -a.minoru.suitsu

  • Pied Piper Stegreifspiel: Marschierendeslied/Lied des Weltbaum/Wiegenlied/Dissonanz [Stegreifspiel] will always trigger [Marschierendeslied/Lied des Weltbaum/Wiegenlied/Dissonanz] upon use
    Amazing for pied piper. This art ‘unlocks’ pied piper from the broken skill builds where you intentionally spec less skills so that Stegreifspiel picks the correct song all the time. With this art you get to have a proper, full piper build and get exactly the song you want out of Stegreifspiel. Likely you’d take either Lied des Weltbaum for more damage (in PvE and sometimes PvP) or Dissonanz (for PvP) so you can stun more often -kaizaxl

  • Quarrel Shooter Kneeling Shot: Fortress
    [Kneeling Shot] relocates four nearby pavises to form around the caster upon use, granting a shield to the caster that lasts for 15 second. The shield amount is equal to 25% of the caster's maximum HP for each relocated pavise, and after receiving the [Kneeling Shot: Fortress] buff, you cannot receive it again for 30 seconds
    I know moving shields isn’t that big deal, but the health-shield you get it’s nice when you want to survive some strong attacks or as a reactive method. The downside, you have to quickly tap and untap Kneeling shot since Kneelight shot isn’t a good skill lol. -sagevoor
    If you use Skia Crossbow ichor with this art, The pavises get teleported, but the ballistas stay where there were
 Also Kneeling is kinda clunky to use, maybe its just my ping screwing me, but getting off from Kneeling stance often doesnt work. The shield effect is quite nice though -Zeucleio

  • Ranger Bounce Shot: Insta-Freeze Arrow
    Adds the [Ice] property to [Bounce Shot], freezing the target for 2.5 seconds and inflicting [Slow] on other enemies hit for 7 seconds. Damage increases with a fewer number of targets hit. Damage: ([Maximum Targets] / [Targets Hit]) * 10%
    ???

  • Ranger Barrage: Perfect Angle
    The attack range of the skill is reduced by half, and the damage is increased if only one target is hit. Attack Range: Half of the original arc. Damage Increase: 100%
    ???

  • Sapper Punji Stake: Instance
    [Punji Stake] is now set up immediately, and when it attacks an enemy their movement speed is fixed to 10 for 5 seconds, in addition to increasing the damage they take from the caster by 30%
    Still makes mobs bounce around, but it’s a must have with the instant cast and the extra dmg is worth it against bosses. -Cless_Alvein

  • Tiger Hunter Tiger Hunter: Bounty Hunter
    Damage dealt against boss monsters is increased by +30%
    ???

  • Wugushi Latent Venom: Enervation
    Enemies inflicted with [Latent Venom] have their STR decreased by 3% every 2 seconds, and the caster's STR increases by 5%. The reduction and increase of STR applies only to a maximum of 50% and is dependent on the target's STR at the time buff/debuff is applied
    Cast on enemy, gives you +50% of your current total STR. The skill continues ticking even if target is dead.The best archer arts hands down. Solid, constant and reliable- adrian.agulto.rn

Cleric
  • Chaplain Visible Talent: In Goddess’ Name
    The [Visible Talent] buff no longer accumulates damage. It now causes you to ignore the enemy's block and evasion when attacking, and deal additional damage in proportion to their block and evasion
    I didn’t test it for too long
but for PvE I think it is totally useless. Monsters have 0 block afaik from databases. Their evasion isn’t that big either
 For the fun part
 as I saw the additional damage is not even added to Sacrament
even tho it is so little it wouldn’t make big difference.
    So it is most likely supposed to be a PvP attribute. Well
 if you need a 10 sec no-miss skill
here it is
 maybe acceptable on exos or something
but I don’t think ppl would choose Chaplain over other classes just for this

    In feud some ppl would maybe already know I prefer to try to 1hitKO them
 even tho actually I can switch on and off the attribute and make that 1 hit not miss
but it still depends on cds
etc
 so situational

    Overally
 I think it’s just horrible and that’s it. xD
    -Ayalon

  • Cleric

  • Dievdirbys

  • Druid Chortasmata: Healing Garden
    [Chortasmata] no longer attacks enemies, and its Skill Factor is added to the skill's Healing Factor
    It really good ART for party heal, low CD (only 4 secs left after skill ends) -x_uoxaj

  • Exorcist Katadikazo: Flame Spear
    Changes the property of [Katadikazo] to [Fire], and after the spear lands, fire remains and deals damage to enemies
    Katadikazo is a trap. the FG is 1/10 dm of the 1st hit -lumo.aq

  • Inquisitor

  • Kabbalist

  • Krivis

  • Miko Omikuji: Financial Fortune
    The chance for [Omikuji] to apply a Great Blessing is increased to 10%, the critical rate bonus is removed, and it has the following effects instead. Great Blessing Buff Duration: 30 minutes. Great Blessing: Increases Looting Chance by 500 and provides a 20% chance of preventing you from losing equipment durability for 1 minute
    A total waste of resources. Losing the crit rate bonus is horrible. If you wanted looting chance you should just get a thaumaturge-kaizaxl
    The LC buff doesnt dissapear if you switch maps, so you can do multiple CMs after receiving the buff once. Put this Art and a Thaumaturge together, and you can easily reach 4k LC at stage1 of a CM -Zeucleio

  • Monk

  • Oracle

  • Paladin

  • Pardoner

  • Plague Doctor

  • Priest

  • Sadhu

  • Zealot

Scout
  • Ardito Leather Mastery: Plate
    While equipped with 4 pieces of [Leather] armor, your Physical Defense is increased by 25% and damage taken is reduced by 5%
    NICE boost for survivability, but a little bit expensive at the cost

  • Ardito Recupero: Endurance
    Removes the HP recovery from [Recupero] and increases the buff duration to 30 seconds. While [Recupero] is active, the Stamina consumption from dashing is reduced by half and the Stamina consumption of Taglio is removed.
    GREAT combined with Misrus Dagger for 30 sec infinite Taglio, you just need lv 1 recupero to enjoy this

  • Assassin Hallucination Smoke: Commission to Kill
    Upon using [Hallucination Smoke], one enemy within the cast range is inflicted with the [Assassination Target] debuff for 20 seconds. Enemies inflicted with the [Assassination Target] debuff are prioritized for the teleportation effect of [Behead], and they take 25% more damage from [Dagger] attacks from the caster
    Must-have for any dagger-focused scout build, especially when bossing. Gives you a lot of damage for bossing. It allows you to use the teleportation effect in PvE, which is pretty nice for dodging boss attacks -kaizaxl

  • Bullet Marker Freeze Bullet: Fog
    [Freeze Bullet] creates a fog during the buff that chills and eventually freezes enemies. Enemies within the fog continuosly gain stacks of the [Chill] debuff. Enemies under the [Chill] debuff are slowed, and will be [Frozen] for 2 seconds upon reaching 4 stacks
    Er
Outrage+Freeze Bullet gave the same result, faster and cheaper

  • Corsair Jolly Roger: Support Shot
    Upon gaining the fever buff from [Jolly Roger], a bombardment falls around the location nearby the flag, dealing damage to enemies
    LITTLE additional damage from bombardment, cool animation

  • Enchanter Over-Reinforce: ALL
    The Enchant Round cost of using [Over-Reinforce] is increased by 5 times, and the effect also applies to armor. (Top, Bottom, Gloves, Shoes)
    MUST HAVE for any enchanter, it boost survivability by a lot

  • Linker Joint Penalty: Chain Heart
    The number of targets for [Joint Penalty] is changed to 1, and that target receives 100% increased damage from the caster. When you attack an enemy inflicted with [Joint Penalty], there is a 50% chance for the caster to recover HP equal to 1.5% of the damage dealt. Duration: 20 seconds. Increases the cooldown by 40 seconds.
    This art can’t save linker. The bonus damage debuff isn’t up as much as one might like. The lifesteal isn’t good enough in content that matters. The heals don’t feel significant in things like Misrus or Skiaclipse and against players you don’t deal enough damage at all to really heal. -kaizaxl

  • Outlaw Rampage: Lawlessness
    Adds the [Ice] property to [Rampage], and enemies hit after using the skill are knocked down or become [Frozen] for 2 seconds. Not available while riding a companion
    Adds an interesting cocktail of CC to this skill. Might have some use in PvE, but I’d want it for a PvP build that want to play around survivability -kaizaxl

  • Rogue Knife Throw: Zenith
    The range of [Knife Throwing] is changed to a circular area around you
    GREAT! Knife Throw perform much better with this ART, spreading bull-eyes debuff wider

  • Schwarzer Reiter Evasive Action: Cobra
    Reduces the Evasion bonus of [Evasive Action] by half, but you are immune to normally removeable debuffs while using [Marching Fire] and [Retreat Shot]
    This is the best art :> -Lubu20

  • Scout Cloaking: Successful Ambush
    After killing an enemy, there is a 30% chance you will enter [Cloaking] for 2 seconds
    BAD for bossing, good for mobbing, especially for Asio Dagger user

  • Sheriff Westraid: Final Roulette
    [Westraid] now grants 100% increased critical rate instead of the original effect, and this effect decreases by 3.5% every second. (Decreases until at 30%)
    This is actually a lot of crit rate, but scouts get enough crit rate elsewhere in the build. In isolation the effect is neat, but it just feels like not enough when what sheriff actually needs is better SFRs. -kaizaxl

  • Shinobi Bunshin no Jutsu: Mijin no Jutsu
    When your clones disappear, they use [Mijin no Jutsu]. The damage dealt is based on the Skill Factor of the caster, and the SP of the caster is consumed upon use
    TRAP! You can do bunshin+mijin manually without ART, 5 ninjutsu bomb (500 silver)+additional bunshin CD is much cheaper than the cost of making this ART (2 mystic tome+5BG+36K attribute point)

  • Squire Cloth Mastery: Sewing Master, Leather Mastery: Master Craftsman,Plate Mastery: Smelting Master
    MUST HAVE for any squire, your squire need to equip 4 (cloth/leather/plate) to use this ART

  • Thaumaturge Swell Brain: Physical/Magical
    [Swell Brain] no longer increases Looting Chance, but increases the STR+DEX / INT+SPR of you and your party members by 10 per attribute level
    Too expensive to be useful, and a big negative if your character is for farming. 10 Art pages + 25 Blessed Gems for 50Str+Dex while losing the LC, no thanks -Zeucleio

Swordman
  • Barbarian Leather Mastery: Animal Instinct
    While equipped with 4 pieces of [Leather] armor, your race is changed to [Beast-type] and your Minimum Attack is increased closer to your Maximum Attack
    10 levels attribute, gives you beast type (good to take extra damage from archers in PvP) and makes your minimum attack get 5% closer to your maximum attack -Aotsuke; USELESS FOR RAPIER USER

  • Cataphract Rush: Pull
    Enemies are gradually drawn toward the you while using [Rush], and enemies take more damage the closer they are to you
    Vacuums enemies to you for the entire duration, seems to ignore knockback resistance as it seems to affect the character’s movements directly -Aotsuke

  • Doppel Zornhau: Rush Attack
    [Zornhau] Overheat +2. Increases SP consumption by 50%
    Hmm. I wouldn’t say that that Doppelsoeldner’s Rush Attack simply makes the spell have three overheats, as it’s a really useful Art. I would put it this way:
    Doppel Zornhau: Gives Zornhau three overheats. Each use of Zornhau lets you activate Zucken and Redel (two of Doppel’s main DPS attacks), so this Art effectively gives you two more combo chains.
    Or something.
    Basically, it’s a pretty big spike to your DPS. For those who don’t know, Zucken and Redel are greyed out unless you activate them as a combo after Zornhau (or Zwercchau, if you’ve got the Zwerchhau: Connect attribute)
    * -hallowedthings

  • Dragoon Dragon Fall: Death From Above
    After using [Dragon Fall], you no longer move to the targeted position, but instead jump and throw your spear at the location, dealing damage to enemies and then returning to your original position
    Makes a massive spear fall down instead of jumping there, animation is still as slow, glorified spear throw -Aotsuke

  • Fencer Epee Garde: Nobility
    [Epee Garde] increases the damage of [Fencer] skills by 50% when attacking enemies from the front, and reduces damage by 30% when attacking from other directions
    Epee Garde is 50% increased damage from the front, 30% penalty from sides and back. Can be good if you can keep aggro and tank the enemy, assuming it doesn’t move much. It’s detrimental otherwise -Don_Falce

  • Hackapell Hakka Palle: Guerilla
    Increases the Movement Speed of nearby allies by 15 and provides immunity to [Slow] for 10 seconds after using [Hakka Palle]. Allies riding a companion have their Movement Speed increased by 20 instead
    self-explanatory

  • Highlander Highlander: Immortality
    If you more than 20% of your SP upon death, consume 20% maximum SP and resurrect where you died after 3 seconds. (5 minute cooldown)
    Revives you on the spot after 3 seconds with 20% of your maximum HP at the cost of 20% max SP but no invulnerability and not counted as a revive. (ex: if you die in CM then revive, the CM is still considered as failed, and is not counted as one in instances) -Aotsuke

  • Hoplite Spear Throw: Earth
    Adds the [Earth] property to [Spear Throw], and enemies hit by the spear are [Stunned] for 3 seconds. Spear Throw's knockdown effect is removed
    It replaces knockdown with a stun. It very useful in PvE as a good guaranteed stun against multiple enemies at once. In PvP it will depend largely on the stun resistance of your target(s), I’m fairly sure it is effected by the CC nerfs in PvP, but should still hinder you target for longer than knockdown assuming you get the stun to take effect -Ceiteus

  • Lancer Rhongomiant: Duel!
    Enemies hit by [Rhongomiant] are inflicted with the [Duel] debuff for 20 seconds. Enemies under this debuff take 50% more damage from other participants of the duel, and 25% less damage from other targets
    Applies a debuff on the enemy making it so that now you receive 50% extra damage from the one you target without dealing extra, and 25% less from others for 20s. If you kill the target with rhongomiant, you still get the effect and reduce damage from everyone for the full duration and amount -Aotsuke

  • Matador Corrida Finale: Raging Bull
    Adds the [Fire] property to [Corrida Finale], and it deals continous Fire damage in the area for 5 seconds
    Little additional fire damage, cool animation

  • Murmilo Cassis Crista: Gladiator
    [Cassis Crista] no longer provides 50% resistance to status ailments, and increases the damage blocked from [Gun] attacks by 100%
    Bugged/Misleading tooltip, | On tooltip, reduces all gun damage by 100% (not final) on block, but it’s actually only basic attack damage that gets reduced -Aotsuke

  • Nak Muay Ram Muay: Warrior
    Adds a chance to kick your enemy while attacking with Ram Muay stance active. In addition, if you inflict a critical hit with a basic attack or a skill, the cooldown of [Muay Thai] is reduced by 1 second
    MUST-HAVE for every Nak Muay

  • Peltasta Guardian: Reflect Spell
    Removes the damage reduction effect from [Guardian], and instead reflects 50% of damage taken from enemy magic attacks. (You only take the remaining 50% damage):
    Remove the damage reduction but halves magic damage taken, reflecting one half of it and still taking the other. -Aotsuke
    Please keep Guardian at lv 1 if you take this ART

  • Retiarius Disarm: Weapon
    [Disarm] removes enemy weapons instead of their shields. Scouts will have their sub weapons removed
    Simply removes weapons instead of shields, good to use against 2 handed weapon users or scouts -Aotsuke

  • Swordman Thrust: Charge
    Increases the Overheat of [Thrust] to 2, and upon use, dashes to your target and deals damage
    Simple auto-guided dash forward (like rhongomiant) -Aotsuke

  • Rodelero Targe Smash: Break
    If [Targe Smash] is used on a [Frozen] or [Petrified] target, the associated debuff will be removed. If the target is an enemy, they will take additional damage
    Removes freeze/petrify status on allies/enemies (not self) hit by it, pretty solid for GvG if many cryomancers, spell has a lot of base AAR -Aotsuke

  • Templar Plate Mastery: Divine
    Regardless of the armor type you are using, allows you to use both Advanced Orders and Battle Orders even while not riding a companion. While equipped with 4 pieces of [Plate] armor, reduces Physical and Magic damage taken by 5% and decreases damage taken from [Holy] property attacks by 30%. Cannot be used simultaneously with [Arts] Leather Mastery: Animal Instinct
    A must have for any Templar just for the ability to use the Orders skills while on foot, The damage resistances are nice as well -Ceiteus

Wizard
  • Alchemist Tincturing: Fine Elixir (HP/SP)
    Obtain the recipe to craft Small Elixirs of HP/SP Recovery with [Tincturing]
    TRAP! elixir need blessed shard to craft, not worth at all

  • Bokor Hexing: Dark
    Increases the minimum critical rate of all Dark-property attacks on enemies under [Hexing] by 2% per attribute level. Increases SP consumption by 10%
    ???

  • Bokor Mackangdal: Cheating Death
    [Mackangdal] consumes 2 times as much SP and the damage it deals cannot incapacitate you. Survive with 0.1% HP per attribute level
    ???

  • Bokor Zombify: Timed Zombies
    Reduces the duration of zombies by half, but causes them to explode when they die, dealing 300% of magic attack as damage to enemies within a range of 80. Adds a 5 second cooldown to [Summon: Release]
    ???

  • Chronomancer Backmasking: Mystery
    Reverts your location, HP, and SP to that of the last time you used [Backmasking]
    ???

  • Chronomancer Slow: Absorb Time
    Slowing enemies decreases their Movement Speed by half, and your Movement Speed increases by the amount they lost
    ???

  • Cryomancer Ice Wall: Magic Igloo
    [Ice Wall] is turned into an igloo when there are 6 or more walls and the starting point of the ice wall connects to the endpoint. Grants immunity to [Freeze] debuff and reduces damage received from [Ice] property attacks by 60% while inside the igloo. Also heals the caster’s HP by an amount equal to the caster’s HP recovery value every second
    Good Art if you have high regen. Base regen without any regen items/ buffs would heal you for 15% of your HP. -peonage_parisi

  • Elementalist Meteor: Concentration
    Creates 3 fireballs around the caster upon using Meteor. Every time you use Meteor, one fireball is consumed, and Meteor is instantly cast with no cooldown and with reduced damage and range than normal Meteor. Once all fireballs are consumed, Meteor enters cooldown
    ???

  • Featherfoot Levitation: Nullify
    Upon using [Levitation], caster receives 4 second immunity from all normally removeable debuffs, which are also removed upon use
    ???

  • Necromancer Flesh Hoop: Dance of Death
    The Skill Factor of [Flesh Hoop] is increased based on the amount of [Corpse Parts] you currently have. Skill Factor Increase: ([Current Corpse Parts] / 2)
    ???

  • Necromancer Raise Skull Mage: Supporter
    Only one Skeleton Mage may be summoned and it lasts 600 seconds. The Skeleton Mage provides a buff that has the following effects. Increases the Physical and Magic Defense of Skeleton Soldiers by 100%. Skeleton Archers use their basic attacks without waiting
    ???

  • Onmyoji Yin Yang Harmony: Heaven and Earth
    Reverse the energy of yin and yang, causing it to deal double the number of hits, but decreases the size of the magic circle
    Yin Yang arts basically double hit count and the circle shrink over time from the original size to about 1/4 of it, which doesn’t matter imo cause if they can escape the one with art they surely can escape the one without art -ligerre98

  • Psychokino Heavy Gravity: Distort
    When [Heavy Gravity] and [Raise] are stacked in the same location, a fused magic circle appears to immobilize enemies and enemies are lifted into the air then dropped when the magic circle’s duration is over
    Not worth your time. This art’s CC is weaker than raise since raise is essentially a stun. Skills can still be cast while under the effects of distort. I guess it gives you a scenario where you can’t accidentally cancel your heavy gravity with raise? Since you can continue to have the DoT from heavy gravity even if you cast raise on top of it. -kaizaxl
    with heavy gravity arts, use raise reset the heavy gravity duration so I think it’s quite useful if you have Misrus staff -ligerre98

  • Pyromancer Prominence: Flame Jewel
    Upon using [Prominence], a red flame will rotate the caster for 30 seconds
    Really cool art, makes Prominence way more practical and it lasts for almost 100% uptime with this -zorgadoth

  • Pyromancer Fire Wall: Crossfire
    Doubles the number of hits of [Fire Wall], and it is created in a cross pattern upon use
    ???

  • Rune Caster Cloth Mastery: Enchant Rune of Destruction
    While equipped with 4 pieces of [Cloth] armor, you gain the [Rune Enchant: Destruction] buff. The [Rune Enchant: Destruction] buff increases critical strike chance, physical damage, and magic damage. Critical Chance Increase: 15%. Damage Increase: 10%
    It’s a slightly smaller version of Leather Armor Mastery, basically. I like it, it’s cool. It is a little less than just natural Leather Mastery, but keep in mind you can have cloth’s better MDef, Cloth Mastery, this, AND Squire’s Leather Art all at once -Tankhime

  • Sage Dimension Compression: Gravity Sphere
    Fire a black sphere in the direction the caster is facing. The sphere lasts for 5 seconds, moving slowly while pulling in enemies
    Dimension compression art make it into a similar/more potent magnetic force, downside is it always right infront of you instead of choosing location like magnetic force -ligerre98

  • Sage Missile Hole: Master of Dimensions
    Store the damage taken from missile attacks and deal back 50% of the total damage to all nearby enemies when [Missile Hole] ends. Increases the cooldown by 45 seconds
    ???

  • Shadowmancer Infernal Shadow: Drain Vitality
    Upon using [Infernal Shadow], gain 50% of the enemy’s maximum HP as a shield, and decrease the HP of the created shadow by 50. The damage absorbed by the shield cannot exceed the caster’s maximum HP
    Quite useful in PvP, perhaps not something you’d care for in PvE. Stealing the HP of strong enemies to use as a shield will give you a huge edge. Against stronger players, having an infernal shadow with halved HP won’t be much of a detriment since it’s unlikely you’d be able to go through all 100% of the HP anyway (if you could, you wouldn’t need to pull an infernal shadow). -kaizaxl

  • Sorcerer Summoning: Self
    You can no longer ride your summoned demon, but it will use all of its skills automatically. Increases the Physical and Magic Attack of your summoned demon by 130% of the caster's Magic Attack
    GOOD especially for some buffed summon, the ART cost is cheaper and stronger than the cost of lv 100 Riding Attribute

  • Taoist Begone Demon: Shout
    When an installed charm disappears from a charm skill, there is a chance of [Begone Demon] automatically triggering
    ???

  • Taoist Eradication: Transfer
    Reduces the damage of [Eradication] by 20%, but causes it to inflict the [Talisman] debuff on enemies that are hit. Enemies under the [Talisman] debuff periodically deal Lightning damage to other enemies nearby them. Talisman] Debuff Duration: 10 seconds. Damage Interval: 1 second. Damage: 2% of [Eradication] damage
    Good against tanky mobs and bosses that have targetable objects around them. If you have icewall, you can use erradication on a straight icewall and make it damage anything that goes near the wall. Specially useful against bosses. -peonage_parisi

  • Warlock Pole of Agony: Evil Spirit
    One evil spirit is summoned every 0.5 sec near [Pole of Agony]. The effect of [Invocation: Demon Spirit] is applied. The Skill Factor of spirits created is equal to that of [Pole of Agony]. If you do not have [Pole of Agony] learned, the arts effect will not activate
    Really good for playing an Evil Spirit Warlock, as the spirits created via Pole of Agony are WAY stronger than Invocation. Important note, Pole of Agony will NOT summon any spirit if your Invocation already summoned enough, basically don’t cast Invocation if you plan on using PoA’s spirits -zorgadoth

  • Wizard Teleportation: Return
    Using [Teleportation] a second time within 2 seconds returns you to the position you were at before using [Teleportation]. Is not affected by the attribute [Psychokino: Teleportation].
    Do not take if you’re a psychokino. It basically gives you an extra invincibility frame that you can take advantage of. Situationally useful -kaizaxl

8 Likes

Archer: Leap

  • Reduces the cooldown of [Leap] by 5 seconds
  • Increases Movement Speed by 10-20 for 3 seconds after using

Really helps for moving around (if you do not get rubberbanded too often, which imo became better recently even with my lvl 4 Leap I am using)
I also really like the lower CD to be able to dodge boss attacks and some pvp stuff even more frequently

1 Like

Sapper: Punji Stake

Punji Stake is now set up immediately, and when it attacks an enemy their movement speed is fixed to 10 for 5 seconds, in addition to increasing the damage they take from the caster by 30%

Still makes mobs bounce around, but it’s a must have with the instant cast and the extra dmg is worth it against bosses.

1 Like

Swordsman:
Thrust - Simple auto-guided dash forward (like rhongomiant).

Rodelero:
Targe Smash - Removes freeze/petrify status on allies/enemies (not self) hit by it, pretty solid for GvG if many cryomancers, spell has a lot of base AAR.

Retiarius:
Disarm - Simply removes weapons instead of shields, good to use against 2 handed weapon users or scouts.

Murmillo:
Cassis Crista: Bugged/Misleading tooltip, | On tooltip, reduces all gun damage by 100% (not final) on block, but it’s actually only basic attack damage that gets reduced.

Doppelsoeldner:
Zornhau - Simply makes the spell have 3 OHs.

Dragoon:
Dragon Fall: Makes a massive spear fall down instead of jumping there, animation is still as slow, glorified spear throw.

Barbarian:
Leather mastery - 10 levels attribute, gives you beast type (good to take extra damage from archers in PvP) and makes your minimum attack get 5% closer to your maximum attack.
Calculation is : (Maximum attack - Minimum attack) x [Attribute level] x 5%

Highlander:
Immortality - Revives you on the spot after 3 seconds with 20% of your maximum HP at the cost of 20% max SP but no invulnerability and not counted as a revive. (ex: if you die in CM then revive, the CM is still considered as failed, and is not counted as one in instances)

Hakkapell:
Hakka palle - Increase movement speed of allies around you by 15 as well as a slow immunity for 10 seconds, doubled for mounted characters.

Cataphract:
Rush - Vacuums enemies to you for the entire duration, seems to ignore knockback resistance as it seems to affect the character’s movements directly.

Lancer:
Rhongomiant - Applies a debuff on the enemy making it so that you both take 50% more damage from eachother, and 25% less from others for 20s. If you kill the target with rhongomiant, you still get the effect and reduce damage from everyone for the full duration and amount.

Fencer:
ÉpĂ©e garde - 50%/30% increased damage if hitting from the front/other sides.

Peltasta:
Guardian - Remove the damage reduction but halves magic damage taken, reflecting one half of it and still taking the other.

That’s all for the ones I’ve tested myself so far.

1 Like

Epee Garde is 50% increased damage from the front, 30% penalty from sides and back. Can be good if you can keep aggro and tank the enemy, assuming it doesn’t move much. It’s detrimental otherwise.

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Yeah don’t get fooled like me. :tired:

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Tooltip says 15 > 20 for mounted chars but I’ve tried it on day 1, it was giving cap movespeed. “Fixed”?

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As QS - Fletcher - Piedpipper I’ll give my opinion.

Quarrel Shooter:

Kneeling shot: fortress - Relocates your nearby pavises to form around the caster upon use, grantin a shield to the caster that lasts 15 seconds. The shield is equal to 25% maximum hp for each relocated pavise.

I know moving shields isn’t that big deal, but the health-shield you get it’s nice when you want to survive some strong attacks or as a reactive method. The downside, you have to quickly tap and untap Kneeling shot since Kneelight shot isn’t a good skill lol.

Fletcher:

magic arrow: Ember - Changes magic arrow to fire directly to an enemy. When the target with the magic arrow debuff dies, it’s transfered to enemies within a range of 100m one time.
Duration of the skill is the same. Be careful!! the silence attribute won’t work when the Art is on.

The skill is good if you want to do more dps against bosses or pvp. I usually switch on/off the art depending the situation. Both versions have their pros and their cons.

Pied pipper:

Stegreifspiel (it has 4 different arts, one for each song: sleep, stun, double damage, and antiknocbacks song. Only one can be active at the same time)
Stegreifspiel will always trigger XXXX song. It still can fail and do the 50% duration effect.

Amazing! Double damage song for 23-30 seconds?? yes please!! Didn’t try the other versions but no need. Also you need to learn ONE art for each song. Just pick your favourite one and leave it like that.

1 Like

Wugushi’s Latent Venom Arts.

I will have to say that personally is the best archer ARTS if you ask me.

Cast on enemy, gives you +50% of your current total STR. The skill continues ticking even if target is dead.

I gain more than +500 STR due to this arts, making me with 23k physical attack on a crossbow.

The best archer arts hands down. Solid, constant and reliable.

4 Likes

Rune Caster Arts
Cloth Mastery: Enchant Rune of Destruction
“While equipped with 4 pieces of Cloth armor, you gain 15% crit chance and 10% damage increase.”

It’s a slightly smaller version of Leather Armor Mastery, basically.
I like it, it’s cool.
It is a little less than just natural Leather Mastery, but keep in mind you can have cloth’s better MDef, Cloth Mastery, this, AND Squire’s Leather Art all at once.

2 Likes

The idea is nice but 90% of the time the falcon is far away and doesn’t work and the worst part is a huge message appears in the center of the screen and you can’t see what happen for several seconds u_u

1 Like

Appraiser Blindside: Focus

  • Changes the Overheat of [Blindside] to 1, and changes it to a [Fire] property attack that can be channeled for 2 seconds.
  • Inflicts the [Expose Weakness] debuff on enemies that causes them to take 30% more damage from critical strikes.

Pretty good if you want to get the most out of appraiser’s debuffing. It just adds to the typical debuff from blindside. The 2-second channel doesn’t turn the skill into a DoT or spread out the damage though - it all happens at the beginning and you’re just stuck in an animation for 2 seconds as some sort of penalty.

Fletcher Magic Arrow: Ember

  • Changes [Magic Arrow] to fire directly at enemies
  • When the target inflicted with [Magic Arrow] dies, the debuff is transferred to enemies within a range of 100 one time
  • The duration and damage interval of [Magic Arrow] is the same as the default skill, and the duration of the debuff upon transferring to new targets is [Current Duration] + 5 seconds

This art seems to vary in usefulness depending on the situation, though I end up just using it everywhere out of laziness. When you have a choke point and are fighting weaker enemies (think lower stages of a CM) you probably want to keep the original magic arrow because many monsters will walk through the ground DoT. But against tougher enemies you’d probably be able to spread the DoT to more targets with the art, improving your overall damage. Against mobile bosses this is undoubtedly more DPS than the original magic arrow. I get the feeling this version of magic arrow doesn’t silence, but I need to play around with it more to be sure.

Pied Piper Stegreifspiel: Marschierendeslied/Lied des Weltbaum/Wiegenlied/Dissonanz

  • [Stegreifspiel] will always trigger [Marschierendeslied/Lied des Weltbaum/Wiegenlied/Dissonanz] upon use

Amazing for pied piper. This art ‘unlocks’ pied piper from the broken skill builds where you intentionally spec less skills so that Stegreifspiel picks the correct song all the time. With this art you get to have a proper, full piper build and get exactly the song you want out of Stegreifspiel. Likely you’d take either Lied des Weltbaum for more damage (in PvE and sometimes PvP) or Dissonanz (for PvP) so you can stun more often.

Miko Omikuji: Financial Fortune

  • The chance for [Omikuji] to apply a Great Blessing is increased to 10%, the critical rate bonus is removed, and it has the following effects instead.
  • Great Blessing Buff Duration: 30 minutes
  • Great Blessing: Increases Looting Chance by 500 and provides a 20% chance of preventing you from losing equipment durability for 1 minute.

A total waste of resources. Losing the crit rate bonus is horrible. If you wanted looting chance you should just get a thaumaturge.

Assassin - Hallucination Smoke: Commission to Kill

  • Upon using [Hallucination Smoke], one enemy within the cast range is inflicted with the [Assassination Target] debuff for 20 seconds.
  • Enemies inflicted with the [Assassination Target] debuff are prioritized for the teleportation effect of [Behead], and they take 25% more damage from [Dagger] attacks from the caster.

Must-have for any dagger-focused scout build, especially when bossing. Gives you a lot of damage for bossing. It allows you to use the teleportation effect in PvE, which is pretty nice for dodging boss attacks.

Outlaw Rampage: Lawlessness

  • Adds the [Ice] property to [Rampage], and enemies hit after using the skill are knocked down or become [Frozen] for 2 seconds.
  • Not available while riding a companion.

Adds an interesting cocktail of CC to this skill. Might have some use in PvE, but I’d want it for a PvP build that want to play around survivability

Sheriff Westraid: Final Roulette

  • [Westraid] now grants 100% increased critical rate instead of the original effect, and this effect decreases by 3.5% every second. (Decreases until at 30%)

This is actually a lot of crit rate, but scouts get enough crit rate elsewhere in the build. In isolation the effect is neat, but it just feels like not enough when what sheriff actually needs is better SFRs.

Linker Joint Penalty: Chain Heart

  • The number of targets for [Joint Penalty] is changed to 1, and that target receives 100% increased damage from the caster.
  • When you attack an enemy inflicted with [Joint Penalty], there is a 50% chance for the caster to recover HP equal to 1.5% of the damage dealt.
  • Duration: 20 seconds
  • Increases the cooldown by 40 seconds.

This art can’t save linker. The bonus damage debuff isn’t up as much as one might like. The lifesteal isn’t good enough in content that matters. The heals don’t feel significant in things like Misrus or Skiaclipse and against players you don’t deal enough damage at all to really heal.

Psychokino Heavy Gravity: Distort

  • When [Heavy Gravity] and [Raise] are stacked in the same location, a fused magic circle appears to immobilize enemies and enemies are lifted into the air then dropped when the magic circle’s duration is over.

Not worth your time. This art’s CC is weaker than raise since raise is essentially a stun. Skills can still be cast while under the effects of distort. I guess it gives you a scenario where you can’t accidentally cancel your heavy gravity with raise? Since you can continue to have the DoT from heavy gravity even if you cast raise on top of it.

Shadowmancer Infernal Shadow: Drain Vitality

  • Upon using [Infernal Shadow], gain 50% of the enemy’s maximum HP as a shield, and decrease the HP of the created shadow by 50%
  • The damage absorbed by the shield cannot exceed the caster’s maximum HP

Quite useful in PvP, perhaps not something you’d care for in PvE. Stealing the HP of strong enemies to use as a shield will give you a huge edge. Against stronger players, having an infernal shadow with halved HP won’t be much of a detriment since it’s unlikely you’d be able to go through all 100% of the HP anyway (if you could, you wouldn’t need to pull an infernal shadow).

Wizard Teleportation: Return

  • Using [Teleportation] a second time within 2 seconds returns you to the position you were at before using [Teleportation].
  • Is not affected by the attribute [Psychokino: Teleportation].

Do not take if you’re a psychokino. It basically gives you an extra invincibility frame that you can take advantage of. Situationally useful.

2 Likes

Hoplite:

Spear Throw: Earth
-Adds the Earth property to Spear Throw, and enemies hit by the spear are Stunned for 3 seconds
-Spear Throw’s knockdown effect is removed

It replaces knockdown with a stun. It very useful in PvE as a good guaranteed stun against multiple enemies at once. In PvP it will depend largely on the stun resistance of your target(s), I’m fairly sure it is effected by the CC nerfs in PvP, but should still hinder you target for longer than knockdown assuming you get the stun to take effect.

Templar:

Plate Mastery: Divine

-Regardless of armor type you are using, allows you to use both Advanced Orders and Battle Orders while not riding a companion

-While equipped with 4 pieces of Plate armor, reduces Physical and Magic damage taken by 5% and decreases damage taken from Holy property attacks by 30%

A must have for any Templar just for the ability to use the Orders skills while on foot, The damage resistances are nice as well

.

1 Like

Druid’s ART

Chrostomata Healing garden : Cancel DoT damage of Chorstomata and change skill factor to heal factor
It really good ART for party heal, low CD (only 4 secs left after skill ends)

2 Likes

QS Kneeling Art: If you use Skia Crossbow ichor with this art, The pavises get teleported, but the ballistas stay where there were
 Also Kneeling is kinda clunky to use, maybe its just my ping screwing me, but getting off from Kneeling stance often doesnt work. The shield effect is quite nice though.

Miko Omikuji Art: The LC buff doesnt dissapear if you switch maps, so you can do multiple CMs after receiving the buff once. Put this Art and a Thaumaturge together, and you can easily reach 4k LC at stage1 of a CM.

Thaum Brain Arts: Too expensive to be useful, and a big negative if your character is for farming. 10 Art pages + 25 Blessed Gems for 50Str+Dex while losing the LC, no thanks.

Krivis Aukuras Art: Some might say this is too expensive for just a small quality of life improvement, but I’d be lying if I said I didn’t like it lol. Honestly this might be one of my favorite Arts.

Archer Leap Art: Useful, reduced cooldown on Leap is very good, and the mov speed buff is a nice extra.

1 Like

Chaplain

Visible Talent: In Goddess’ Name

Description: The [Visible Talent] buff no longer accumulates damage. It now causes you to ignore the enemy’s block and evasion when attacking, and deal additional damage in proportion to their block and evasion.​

Opinion:
I didn’t test it for too long
but for PvE I think it is totally useless. Monsters have 0 block afaik from databases. Their evasion isn’t that big either
 For the fun part
 as I saw the additional damage is not even added to Sacrament
even tho it is so little it wouldn’t make big difference.

So it is most likely supposed to be a PvP attribute. Well
 if you need a 10 sec no-miss skill
here it is
 maybe acceptable on exos or something
but I don’t think ppl would choose Chaplain over other classes just for this


In feud some ppl would maybe already know I prefer to try to 1hitKO them
 even tho actually I can switch on and off the attribute and make that 1 hit not miss
but it still depends on cds
etc
 so situational


Overally
 I think it’s just horrible and that’s it. xD

1 Like

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Really good for playing an Evil Spirit Warlock, as the spirits created via Pole of Agony are WAY stronger than Invocation.
Important note, Pole of Agony will NOT summon any spirit if your Invocation already summoned enough, basically don’t cast Invocation if you plan on using PoA’s spirits


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Really cool art, makes Prominence way more practical and it lasts for almost 100% uptime with this


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Pretty straightforward, worth noting tho : It does destroy your ALLIES Icewalls too, might be bugged idk

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thauma arts changes you from loot to buff, and you must choose to buff the party str/dex or int/spr on the arts.

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with heavy gravity arts, use raise reset the heavy gravity duration so I think it’s quite useful if you have Misrus staff. Dimension compression art make it into a similar/more potent magnetic force, downside is it always right infront of you instead of choosing location like magnetic force. Yin Yang arts basically double hit count and the circle shrink over time from the original size to about 1/4 of it, which doesn’t matter imo cause if they can escape the one with art they surely can escape the one without art.

1 Like

Elementalist Arts
Meteor: Concentration
“Creates 3 fireballs when using Meteor. You can instantly cast them and the cooldown starts after all 3 are used up.”

It’s broken strong. And the tooltip is somewhat misleading. Not in a bad way, though!
When you use Meteor, you actually cast the original Meteor and then you’re given the 3 smaller ones to use. It isn’t some type of tradeoff attribute. You get 1 big, and 3 small meteors.

For additional info: The smaller ones cannot be reticle-aimed. They function a lot like projectile-based attacks, and auto-aim to whatever your character is aimed at. They also seem to have about half the range (still really big) and about half the damage, so about 2 1/2 Meteor’s worth of total damage.

In addition
 they also all work with Flame Ground attribute.

Because they definitely needed to.
So pick Pyro or make some scrolls and go wild.

1 Like