Tree of Savior Forum

General cleric feedback

I’ve been playing this game for a couple weeks now and I managed to play over 100 hours (please send help) and have solely been playing cleric classes. I felt like making some choice comments on some of, but not all of the cleric classes in general. This will basically cover the ones I have played (so this will pertain to cleric, priest, krivis and little bit of paladin). I made two clerics one being a c1 pard at this point and the other being a c1 monk and plan to work on a sadhu once i think of a build i wish to pursue.

Disclaimer:

this is going to have a lot of rants on buffs, will talk a lot about specific numbers and give feedback to specific skills. This is by no means meant to be intended changes, but rather to shed light and spark discussion in areas of the game that I feel are unpolished or unbalanced. While giving positive feedback to areas of the game that I felt are exceptionally well done

also I make a lot of typos, apologies in advance


Cleric:

overall I love cleric, it rather literally is a class that focuses on utility and healing, while picking tools that will be useful later into the game. There are some parts I feel like need to be touched up on


Safety Zone is a great skill, it provides what i feel like is provides a lot of utility in a circle 1 skill. I feel like the benifits for just being the cleric at any point are too great as you get a 20 second you can’t touch me button on a 48 second cooldown. My only real feedback here is that I feel like it should be adjusted to either have a shorter duration at lower levels or a higher cool down at lower levels


Deprotection is an interesting tool that allows you to use your SPR to lower enemies defense. I like it as a utility skill but I feel like it is completely outclassed by the priest’s Monstrace and as a result I see no reason behind this skill. Perhaps if the skill had a larger aoe size or also lowered magic protection it could see more light, but as of now it’s just a better scaling Monstrance with less base power/range/utility/use


Cure is pretty simple, does high scaling int damage in a small area with little base power. It definitely feels like one of the tools you put only 1 point into for the utility of being able to remove poison and other weak cc, but it has a massive downside of it taking almost a second to cast. While I don’t think cast time should be reduced I really do think the magic circle needs to be out their sooner. The utility of removing a poison isn’t really effective if you can’t remove it quickly and there is no point in trying to remove a stun because most stuns don’t last longer then the time it takes to go to an ally who is stunned and then use cure. Chances are if an ally is stunned cure wont ever be there in time


Priest:

When I first played priest I thought it would be a stronger healer then cleric, but turned out to be happily surprised when it more added different utility in being able to resurrect and buff allies, however a lot of the buffs i would describe as too strong and possibly more effective then they should be


Monstance is more like a monstrous amount of free DEX. With only 1 point invested into the skill it currently provides +10 dex and +30% DEX (this is a number I pulled from a monk build http://www.tosbase.com/tools/skill-simulator/build/ntlvskxx0j/) to all allies for 20 seconds on a 23 second cool down. While providing an extra bonus effect of lower enemies defense and evasion based on you SPR.I personally feel like the amount of free dexterity it gives with so little investment into the skill to be rather absurd and feel like the current amount should be achieved on rank 11-15 of the skill. While the skill would be a decent 1 point skill for SPR based priests


When I first read that revive’s duration lasted 90 seconds I was confused. I legitimately thought the move had a typo or something there was no way there was a buff that would resurrect you, give you invincibility and recover a % of you max hp for 90 seconds on only a 2 minute cool down. My gods, was I wrong. Something about this skill’s duration or cool down needs to be adjusted, this feels like the skill you use to make up for gaps in your healing or for someone who is about to die, not the skill you use because you can. It honestly the most poorly balanced skill I’ve seen in a long time.


Resurrection is really good at it’s job, 30 second cooldown and it will bring back that mage who manages to get himself killed a lot. My only real complaint is that the move is capped at skill level 5, but revive is not. Revive wouldn’t even need to improve it’s cast time just the % hp it gives to allies you resurrect.


Krivis:

I honestly love krivis. I find it’s tools more based on the situation at hand then the priest, but the fact you are forced to interact and decide on how to properly use the tools/buffs it has makes it so much enjoyable to play, but I feel it lacks in some areas


The 2 minute cool down on aukuras means you need to use it wisely and I really like that about the skill, but I feel like the effects it has for a 2 minute cool down is too little. For me the skill is lowers the boss ACC in an area. The healing it contributes feels very minuscule as it doesn’t scale with any 1 particular stat making the healing portion of this skill useless.

If it were me I would decrease the active time on aukuras to 30 seconds at all levels and give it a rather noticeable health recovery every 5 seconds with in the aura it creates. While increasing the healing by a small portion of the users SPR stat. Which overall would be a very different skill, but would feel impactful given it’s 2 minute cool down which is what it should be.


When I first got divine stigma it was awesome I received 43 levels worth of INT and STR should i get the skill off. I was able to develop strategies of using the traps bosses create to buff myself, but now at level 153 with a good number of free stats given to me through questing I feel like it’s not nearly as strong as it once was and going for the buff just doesn’t have the benefit it once did.

Once again if it was me, I’d either increase the duration and allow the buff to stack so you could get multiple ones off and get a stronger buff as you use the skill correctly or allow the skill to give a bonus % STR and INT based on how much STR and INT the person with the buff has. For example: a 100 int mage gets the buff and receives the buff with a +15 INT and +10% INT so he gets +10 from the +10% so altogether he gets +25 INT


Paladin:

Incredibly fun to play. Smite is super fun to use and the utility it provides is super unique as well, but i feel like it is missing.


Restoration is an awesome skill with a terrible tooltip. Basically the skill improves any and all healing of nearby allies, it does not restore hp over time. My only real feedback is this skill feels suited towards players that want to heal better while not building for INT or SPR, so it would be nice to see the skill get stronger with CON or something similar


TLDR; cry cry, nerf priest buff krivis