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[Guide] Swordsman's Battle Manual (All classes) - By Cathexis

What should I choose between those?

  1. Earthwave lv 15 Doom spike lv 10 Rush lv 3
  2. Earthwave lv 13 Doom spike lv 10 Rush lv 5
  3. Earthwave lv 15 Doom spike lv 8 Rush lv 5
    I want to put 2 points for Impaler and Steed Charge so I must sacrifice 2 points from those 3 skills
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Is going through 2 Corsair circles worth it for Hexen Dropper? I also heard that dual weapon assault is kinda useless on Fencers, because we mostly use skills anyway. This led to reconsider if losing C2 Fencer justify getting Hexen Dropper. What do you think?

@Cathexis Do you know if Sword>Pelta>Hop>Cata3>Dragoon is viable? I mean, i know that they are more about mobility than dps, but will the dps be too low ? Will Dragoon skills by themselves be enough to raise my dps ? btw, i am more into PvE than PvP.

How about the 50% attack effect ?
its 50% of our physical damage stats or 50% of output damage ( with skill ) ?

you can try that on OBT dude. and share if it is effective and overpower. :astonished:

http://www.tosbase.com/tools/skill-simulator/build/k1heldyt08/

Total noob here , sorry .
I made this build thinking in use 1H sword and shield to the tank moments , alternating for 2H swords to deal more damage. But now I’m wondering if is there any advantages or disadvantages between Swords and lances? DPS, Speed…


How does this dragoon build look?
Also what should my stat point allocation be?
3:1:1 str:dex:con?
maybe 3:1 str:dex?
other options?

How does this build look for a more PvP oriented Shinobi? Anything I should change in it?

And assuming I do a C3 Corsair build, what would be the best class progression for it? Would it be better to do a DWA based build like Swordsman C2>Barbarian C2>Corsair C3? Or something more standard like Swordsman C1>Peltasta C1>Hoplite C2>Corsair C3?

Thanks!

This definitely need to be stickied !

@Cathexis

are Katon no Jutsu and Mijin no Jutsu damage scale with int / Matk ?

I’ve heard of some say Skull Swing being a skill that reduces defense to 0. Most monsters even at 280 don’t have 600~700 defenses like some people think they do. Stop this meme.

352 def. At level 285.

Skullswing will give you +352 damage at level 280, but like we talked it will give you that damage AT THE END OF YOUR HIT.

So basically it’s not a base damage increase you know? The defense you lowered isn’t added to your base damage but it just means you can hit +356 more damage because

1 defense = 1 damage reduced

That’s it.

Skullswing might be great against 700 defense, but when is that?

Level 500? Level 700?

Skullswing is NOT at all better than Warcry or Frenzy and it never will be as those 2 skills add more attack which is base damage that can crit, be increased by armor weaknesses, be increased by combos (like Helm+Cleave). Especially since Skullswing is a 40 second cooldown debuff that disappears as soon as the monster dies while buffs stay with you and these buffs can also be shared to other Swordsmans via Linker.

Stop these Highlander memes, I beg of you. Memelander Highs?

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@Cathexis

Is viable to mitigate the effects of a lvl 9/10 deeds on doppel by using cross guard to block just before the monster attacks?

I will answer this one - no.

Block and Dodge don’t proc stacks form Deeds. You are actually needed to be hit in order for it to work.

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Actually Skull swing is equal to 352 patk here. And it IS base damage increase.

Because damage reduced by armor will further be multiplied.
And if you are 2H user, you will get this bonus to both of your weapons.

So Skull Swing is definitely one of the strongest patk buffs in the game.
And it’s for SURE better then Warcry and Frenzy, when talking about boss fights at least. And it will also boost damage of every physical damage based party member, regardless of having any linkers in the party. I’m not even sure that Warcry and Frenzy are shared through link.

As far as I know, they aren’t.

edit Defence (not block, wrong word) does deduce from patk. What are you talking about both when saying both weapons though? Satk doesn’t matter in that calculation so whether that armor break is there or not it doesn’t change a thing for it, unless you’re playing something like a corsair I guess.

There is one more problem with it. It’s a rank 1 debuff and as far as I’m aware they can be resisted, at least from my experience with HK as linker 3.

Yeah, I meant corsair and other dagger/pistol users who can attack with side weapon. Satk is deduced by armor, it’s not different from main attack in terms of damage calculation, just the weapon is different. I was mostly talking about corsair, yeah.

So armor break will basically add enemy armor to your patk on both main and side weapons.

It’s true that it’s rank 1 debuff and can be resisted, though I’ve heard chance of resisting is not very high.

I had quite a lot of situations later on with HK getting resisted, but in comparison to how much I used it the rate was incredibly low. It did increase with levels though, the higher I went the more often it happened - but still at a low ratio. It was annoying each time though :grin:

I wouldn’t say armor break adds patk to both weapons, because you can only take def down to 0. If a mob had 100 def to begin with, that only gives you +100 damage from main weapon, and +100 damage from off hand if off hand has more then 100 damage to begin with. I assume main weapon will most likely have more then 100 :yum:

That’s what I mean, but 100 damage to every weapon of every party member is exactly level 15 Weapon maintenance squire buff or 30 STR for full STR character. So it’s quite a lot.

And the main advantage: it scales incredibly good into late game.

This is a pretty good guideline if people are confused with some classes and their skills. But some of your points about some classes being somewhat useless.

Like Rodelero and Squire. I hope that the Rodelero becomes something more in the lines of blocking, countering and reflecting damage. And Squire can put camp and table in more places, maybe some dungeons can keep that way, but why can’t we put the table in cities?

A question about the stat allocation, what is better? Putting the points like the ratio you proposed or focus in a single stat at the beginning and later balance them?

I’m planning with going for a High STR, maybe All-rounder if they improve some of the classes. Would be good to put DEX(except bonus pts) till around level 50 for the evasion and crit early game?

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