Tree of Savior Forum

Food for Thought: What if... clerics can't heal?

Please either play Cleric or play the game longer.

Both Cleric and Wizard support are amazing in general, just because you don’t autoattack doesn’t mean that Sacrament is useless for other people. I honestly don’t know how you honestly got the idea that cleric support is bad. You can’t let support skills be an end all be all. Like your example with Revive, it’s already a 100% uptime second chance for your allies, preventing them from dying once in its’ duration, plus it gives invulnerability for a short period that allows whoever is dying to recover from damage or reposition or whatever, you’re using it to prevent deaths in the first place, just because it doesn’t proc means it’s useless.

  • Krivis extends buffs/shreds crit res and boost crit damage/AoE regen or Fire Prop atk boosts
  • Priest has a plethora of abilities that let your party survive(Mass Heal/Revive/Aspersion/Stoneskin), or deal more damage(Blessing/Sacrament/Monstrance).
  • Diev has Cooldown/SP Cost reducing statues for utility, refreshable invulnerability for defense, and AoE silence that prevents mobs from attacking.
  • Bokor has Hex debuff that boosts your ally dark damage dealer’s damage.
  • Paladin has defensive buffs via Barrier/Sanctuary/Resist Elements and HP Regen boost with Restoration
  • Sadhu can transfer their stats to an ally with Prana
  • Pardoner can extend debuff durations and boost magic defense, for those planning to incorporate it in their builds.
  • Oracle at c1 already has all you need from the class, Magic dispelling Counterspell/Debuff blocking Prophecy/Ability to see hitboxes(albeit a little buggy) and chance to null attacks completely with attributed Forecast
  • Druid has 50/67% uptime invulnerability via Sterea Trofh
  • Plague Doctor lets your party spread spreadable debuffs, block debuffs, and Healing Factor.
  • Kabbalist has damage boosting Gevura/Double Chance and Max HP boosting Ein Sof, making the one buffed nigh unkillable.
  • Taoist boosts Lightning/Melee damage with Storm Calling and allows breather areas with Dark Sight.
  • Miko boosts Melee damage and allows extensions of Dievby Statues.
2 Likes

I’ve made this comparison many many times. Before the damage rework the game was actually dark souls with one wrong move getting you killed ( see: winner wall maps) now its much closer to dynasty warriors with worldbossing being a gear/base camp check than a “difficult” engagement.

2 Likes

It seems that you don’t think beyond the numbers, about the underlying logic of Cleric buffs…

Let me rephrase it for you so that you may understand me.

Let’s compare e.g. Cleric and Wizard buff effects.

Take for instance Ein Sof and Haste.

Ein Sof increases the maximum HP limit of your character.
To have e.g. Haste have a similar effect, Hastes effect would have to change to increase only the upper movement speed limit from 60 to e.g. 90.
So, the buff Haste by itself does nothing, it just allows you to go beyond your 100% limitation.
This would only benefit players that can break through the limit with skills/items/etc.

That’s a reason why I say some Cleric buff concepts are bad.
Ein Sof by itself does nothing.
If I don’t have a healing/recovery skill in the party that can fill up those extra parts of the HP bar that are initially empty, chances are large that you don’t really have a benefit from the initial skill effect (even if prolonged with Melstis to 91 seconds duration at level 17, you can only use 3 alchemist HP pots and 2 NPC pots to fill your extended HP bar during this time, which will in many cases not be enough to fill up the extra 340% HP-bar).

Revive and Ressurection are another example. The better your equipment is, the lesser the effect of the skill becomes (i.e. inverse scaling to gear), meaning they are most effective with no CON and naked, while a geared player with enough CON&defence will never face death [unless he facetanks everything in a long battle and thus breaks his gear], so the skill becomes potentially 5-15 dead/wasted skillpoints on the character that could’ve been invested into something else.

Imagine you’re playing any Archer/Swordsman and one of your skills deals only 10000 fixed damage.
In the beginning it would be great, but later the points would be dead/wasted.
It’s exactly the same problem with Revive and Ressurection.
It only covers for someone elses lack of something (HP/defence), so it isn’t support but instead promoting lazyness, wrong stating& undergearing for content, while people who properly play the game have no benefit from the skill.

If we take e.g. Thaumaturges Swell skills for a support comparison, while their effectiveness decreases with everyones gear progression, it still has an immediate effect on attack&defence of the party.
This is a good example of how to scale a useful support skill so that it still is relevant for game progression instead of becoming useless.

Also, your concept of support skills seems a little warped.
In your eyes everything that increases/decreases something looks like a support skill?

Debuffs are not support skills, they are debuffs.
Debuffs can be beneficial in synergetic relationships (e.g. Hexing causing curse ailment, which increases dark property damage), but by themselves they do not benefit the players. If e.g. the party is full of Priests with 1 Bokor[that does not have Effigy/Damballa], the 50% dark property boost does nothing.
How is this support? It’s just an assumption that someone might benefit from this.

Reality is different. It takes a lot of planning and setting up the right party (which is very difficult because people tend to have dozens of different builds that may synergize with one Class but don’t with another of another player and/or his skills/attributes/weaponry/etc.) to get a beneficial outcome for everyone.

That’s where I draw the line to support skills. Support skills are supposed to be always helpful for the party.
These augmentations have to benefit everyone (like e.g. Haste,Swell Left Arm,Spiritual Chain being useful for most content of the game).

The 3 categories of support are:

  1. status boosts
  2. mitigation skills (damage/status ailments)
  3. recovery skills

Since we’re talking here just about the first two categories I have to say that Cleric is pretty bad in category 1 (status boosts) and only excels in mitigation (damage&status ailments).

And, as I said, mitigation is redundant if you play/stat/equip properly. So with continuous progression in gameplay experience and gear, Cleric becomes obsolete as a supporter [“the walking pot”-problem, Cleric being just a convenient addition that covers for the lack of something, with people playing full-“support” builds as subs to run content like e.g. ET or Belcoper Nest more often; maining a full-support build is not viable for farming,etc, but that’s another design flaw of TOS…] and is just a “convenient” addition[e.g. people in shout looking for thauma/Chrono because of the buffs, but instead of looking for a specific Cleric they just want any “healer” so that they don’t have to git gud, improve their equipment and/or spend money for pots].

“You don’t need to think about healing if you aren’t healing in the first place” - A certain monk

If clerics couldnt heal, this thing shouldnt happen

:tired:

So a skill like kagura dance isnt support because you might have no physical damage users in your party?
Transmit prana isnt support because the stat you transfer isnt always helpful?
Zalciai isnt a support skill because you dont always have users that benefit from critical attack?

I can kinda agree on hexing not really being a support skill, but aiming isnt a support skill? Come on now.

2 Likes

I take exception with your definition of a support. I don’t think it’s very helpful to draw a distinction between positive status effects and negative status effects and then simply call the former supports and the latter debuffs. Rather, these two sorts of skills are subclasses of an umbrella group known as support skills. It is, indeed, much more helpful to define support skills as any sort of skill that assists gameplay not by dealing damage or restoring health but by manipulating secondary effects. Even your own classification belies this:

If you’ve noticed, despite drawing a distinction between debuffs (staus ailments) and supports (status boosts), you’ve classified negative status effects as support skills.

I main clerics, and I really don’t think you actually know much beyond what is stated on the skills themselves.

You contradicted yourself by saying that debuffs are not support skills, then placed status ailments on support, then calling my idea of support being warped. Having support skills that are always helpful are nice, but wanting to have all support skills benefit everyone in your party is such a stupid idea because everyone would then be building the same build over and over again, which beats the idea of having a crapton of classes to work around with.

Maybe you’re forgetting that ToS let’s you take multiple classes/ranks of the same class, so you have a larger variety of skills to work with, which makes a lot of those buffs have more use(the same tree that gives Ein Sof also gives Heal/Mass Heal, just to remind you). You’re looking at buffs at a standalone point when the whole point of the game was to mix and match your classes to tailor a role. Other games with fewer class options/linear class pathing might work with this logic, but definitely not in ToS because by then everyone is building the same build path over and over again.

Comparing Ein Sof and Haste, two skills that don’t have any sort of similarity to both barring that they are both buff skills is a bad example of comparison, because by then you’re nitpicking the concepts to suit your side.

Might as well add damage amplification to your idea of a support, considering you forgot about that when considering your idea of one.

2 Likes

I made the comparison to elucidate what I mean when I say Cleric has bad support.

Summary

I took Haste because Haste has an immediate effect on your movement speed, no matter how much you initially have, and it actually increases the status instead of just increasing the upper limit (as movement speed has an upper limit of 60/63 currently, I thought it would be a good comparison of the effects, but it seems you still didn’t seem to get what I mean).

Again, Ein Sof does nothing, it only increases the upper limit of your HP bar.
If you don’t fill up those HP bar%, you’ll still get oneshot by a strong attack that oneshots you without Ein Sof.

It’s like fishing in a swimming pool, if you don’t put any fish into the water you can have the best fishing rod and still won’t catch anything.

I hope this makes it clear what I mean.

That’s exactly the point, looking at every Class on its own. Only if a Class is synergetic/good enough on its own it is good enough to advance into with every build. There is no point in creating Classes like Chaplain that only work with certain Classes (i.e. Priest) without locking them onto said progression [e.g. Priest3 as prerequisite to become Chaplain].
The value/viability of Class and its skills decreases with every Class that doesn’t synergize with its skills, and especially if its own skills don’t synergize with each other.
If you have to combine certain Classes with your initial Class just to make the skills good/viable for playing, it’s actively decreasing the build options you have because you lose Ranks.

That’s why you won’t see many build variations for certain Classes, it’s a direct showcase how badly designed they are.

Of course, that shouldn’t be part of the discussion here, that’s why it is for the best to come back to the main point, which is the focus of the first 3 Ranks on healing skills and the possible impact on Clerics if they are disabled/nerfed for content.

To sum up my point, I think it would not affect Clerics as much as it would affect and reveal builds/Classes/equipments/investments/playstyles that are ineffective/subpar/underinvested.

Every player that doesn’t effectively:

  • know how to play the game
  • avoid getting mobbed
  • use boost potions
  • kite/evade actively
  • invest properly in his character (statbuild/equipment)

would be affected, thus making the game more interactive and character-focused (tree of alts becoming less of a thing with Saalus nerf and free additional entries on dungeons without tokens).

I’d actually like to see this, so that players stop whining about their own inability and start using their builds innate abilities (e.g. Quarrelshooter actually running around while attacking, what’s the point of Running Shot if you facetank monsters because there is a Cleric throwing Heals near you?).

But that’s not what I can see from the current content incoming. Players keep huddling together in Belcoper Nest and just get a Kabba3Priest to solve the problem with heals,Revive and Ressurection.
IMC even boosted armor defence with the latest patch but I still cannot see the players actually overcome the comfort of just huddling with Linker to share full CON, Revive and Mass Heal.

RO had an answer for this with e.g. Satan Morrocs no-ressurection debuff (10 minutes long you cannot ressurrect or be ressurected, you have to start again from your safe point outside the instanced map),
but I guess TOS is too casual to tread that path of increased difficulty.

-Topic was about what if clerics can’t heal
-Slowly changes to Wizard Support better than Cleric Support, then to Cleric Revamp rant

:joy:

what did I do to deserve this?

2 Likes

You literally don’t understand that the same tree that gives Ein Sof also has enough healing to recover the missing HP in just a few heal tiles/one mass heal casting. Thinking about it standalone is such an idiotic idea because you’re bound to have at least Cleric 1 when you get Kabbalist for Ein Sof.

Going back to Ein Sof vs Haste. Haste does nothing if you are a class that has long casting animations(Elememe, Cannoneer) because you’re gonna spend a lot of time mid skill animation that the increased movement speed is wasted. Immediate effects mean jacksh*t if you can’t benefit from what they do. Why the heck would I need Swell Brain’s MAtk boost if I am a Physical attacker, why would I need Swell Right Arm’s PDef/PAtk boost if I am using a 2h wep/use mainhand weapon only, why would I need Quicken Atkspd boost if I am a magic user/not an AA build? What are you stuck with? Swell Left Arm’s Attack Boost, which still won’t benefit everyone in the party if you have a full support build in party that isn’t designed to deal damage in the first place.

It’s like fishing in a swimming pool, with fish in the water and a fishing rod to catch it, but it won’t mean anything if you don’t know how to utilize said fishing rod or what fish to catch.

I hope this makes it clear what I mean.

You call wizard skills immediate effects that benefit the whole party but forget that not everyone benefits from them fully, just like what Cleric tree does. It’s all about getting a build that offers multiple ways to support.

Only if a Class is synergetic/good enough on its own it is good enough to advance into with every build.

Said ideology won’t work in a game that has a varied class system. Classes like Chaplain are also part of an Autoattack build(Priest 3 Chap Kriv 3 Inquisitor) that benefits from the autoattack buffs it gives while having the ability to heal your allies via Priest Mass Heal/Revive.

Go run 40f/WB/Raids without a Cleric and let’s see how it goes for you.

RO’s no ress debuff means that if you die, you die. New content has resurrection limits and you can’t resurrect on some content already, which is why things like Resurrection/Revive are useful.

1 Like

(currently owns a cleric2 > priest3 > chaplain > kabbalist3 for dps https://tos.neet.tv/skill-planner#411222cfff.2a4a5565.112f3f5975.253545.1f3f7aa5)

We don’t need clerics, we only need priests that can revive and resu.

Being a juicy meatshield is also support + swordies have Squire that can cook/provide moral SUPPORT better than your mom/girlfriend/wife

I literally got dumber reading this, thank you maybe now i finally qualify for disability checks.

4 Likes

Squire is not a support, with only the table it does nothing. Krappa

what is swift step
what is circling
what is hunter
what is scout
what is overestimate, blindside, and even zhendu ■■■■■ sake
W H A T I S G O O N

b-b-but theyre debuffs, not support skills
so you’re saying a skill that solely exists to boost other players damage isnt supportive? Crowd control isnt supportive? do you know how retarded that sounds?

why am I even replying this is either some high tier bait or some completely clueless lad arguing about stupid ■■■■

guess I answered my own question :tired:

2 Likes


wew lad

So, debuff =/= supp but
magic = supp

ok

No benefit from having a boss’ hitbox doubled (Hail hello), having an AoE defense ratio almost completely nullified, completely negating mobs for 10 minutes? Ah.

No it’s not. It’s an extremely valuable crit buff for any non-archer patk class.

Sacrament is pretty much made for yourself, as a chaplain and AA Inquisitor, being quite the best AA build currently. If you’re not going for this build, don’t level it and just buy from pardos, simple.

Heal: If you’re in danger to lose HP, chances are high that you will come into the danger of losing HP again, and since Heal is only viable at cleric 2, the subject will really die so I will use my heal tiles to deal damage.

It’s almost like it’s better to have a chance to survive than being straight up dead.

I really don’t get if your arguments are a very top tier bait (my regards if it is the case) or if you really just don’t know what is the cleric tree.
If that’s the case, consider buying less Leticia cubes (or something less acceptable) and actually play the game yourself.
I feel like you’re the kind that would say “it’s okay to go Mordschlag 15 and Deeds of Valor 0” and be convinced that you’re right.

2 Likes

I don’t see any value debating with an elitist prick.

Are you sure it’s an elitist? looks like a new player to me. :tired: