Tree of Savior Forum

~ ✞ ✞ ✞ Here lies Chronomancer ✞ ✞ ✞ ~

Am I the only one who thinks Chronomancer should be able to “Reset” damage taken instead of only being able to revive with 1 HP? It’s probably a hard concept to apply to ToS but they it sounds more in their theme as Time mages.

They are kinda meh and only worth for Pass in their currently state, in my opnion. Time Forward is a great concept for PVP but it’s not well done thanks to it single skill. Maybe it should be a debuff and increase skill Cooldown by 20% like Dievs do. Just Throwing an idea. Hope IMC work on Chronomancers. I wouldn’t complain if they move Chronomancer to Scout too since Scout “Magic” classes are Support Mages and since they are throwing Lorewise stuff throught the window, it could be accepted.

2 Likes

ITS_TIME_TO_STOP

3 Likes

If the chronomancer class could say something to defend itself from this Re Build, they certainly say …

Post hidden by community flags

Mr/Miss “Community”, yes I know is 1 person that is doing this…

I hope you choke on a cockatrice and all my posts…

1 Like

I agree with this idea, Chronomancer, the time controller should has this. :satisfaction:

but man, is the drama what pushes the developers and he is giving some suggestions
Also, the drama makes it funnier

Time has stopped for Chronomancer. R.I.P.

Just delet chrono and put an end to its misery.

1 Like

Imagine Chronomancer reverting time and give access to Pre-rebuild formulas/skills/CDs/OH/etc xD

But yeah, as Chronomancer can only hasten the time forward or stop it, there is no point in crying over spilled milk.
I don’t even know why Chronomancer doesn’t have chant omission (= 0 cast time) and double casting (allowing to cast two spells together simultaneously) to quicken spell rotations, which would be actually useful for Wizard.

Both changes wouldn’t be OP.

Slow should increase animation- and cast time inside the area by up to 200% (capped at level 10) so monsters feel slowed down instead of simply having their movement speed reduced.

Time Forward should be changed to skip the CD time of skills of the caster by 2 * skill level seconds,
so at level 15 you could cast a 15 seconds CD skill three times before it actually goes on CD, granting it virtual overheats;
Does not work on skills with actual overheats (so the benefit doesn’t get too large).

Reincarnation should become a self-buff, working like auto-resurrection that triggers if the character dies within the buff duration.

Backmasking should become a black hole for skill effects/damage if used on damage skills like e.g. Pillar of Agony, allowing them to have their effect time running backwards until it’s 0 and the skill disappears [for a maximum of 1 second per skill level = 10 seconds maximum additional skill/debuff/whatever duration;
can’t surpass the original skill/effect duration],
making a cleverly timed Backmasking an up to +99% duration boost for ± anything imaginable.

munk version thread when

1 Like

Bump for saving the Chrononie, they only have 1 skill thats useful in general, and even that taxes your wallet on every use!

Rest of the kit are either extremely situational or straight up bad (Reincarnate/Slow)
Please help us #SaveTheChrononies

4 Likes

Simply change Time Forward to put every enemy skill on cooldown and you have fixed the class.

Yeah, something really needs to be done. As it stands, Chronomancer is basically a costume that has the ability to reduce cooldowns.

how about double casting? Give Chrono a buff that allows a certain number of spells cast after the buff to be repeated shortly after the 1st one ends.

High cooldown, and cooldown starts after the last spell has been duplicated to avoid abuse

2 Likes

You mean kinda of like a temporary “overheat” buff?

Ohohohoho… What do we have… here?

So Chrono-chan got some love in today’s kTEST patch:

  • Some Wizard, Rune Caster and Sage skills now deal bonus damage against slowed targets (mostly +50% dmg and +30% to Dimension Compression and +100% to Energy Bolt)
  • Slow gained an attribute to apply a self-buff to slow enemies with your attacks at 1% chance per attribute level (max: level 10)
  • Reincarnate gained an attribute to apply it on you and your allies, granting auto-revive for Reincarnate’s duration (it replenishes all HP if you’re incapacitated when under Reincarnate effect)
  • Pass gained a new attribute to turn it into a “target on self” skill, but doubling its effects
  • Quickcast gained a new attribute to increase the accuracy of your magic attacks

Stop and Time Forward got some changes too, but IMO those above are the highlights of Chrono buffs given today.

2 Likes

I guess, but you wouldn’t need to re-cast the skill that is duplicated it would just happen automatically.

Reincarnate is the wizard Revive…

It’s literally the same skill except it trades HP for invulnerability…

am liking the changes but I feel like something is still missing… but why D:

what is missing is that right now, chrono skills are so focused on PVP, and there is really still no reason to take it outside of pvp build :(, of course everyone can still take it for PASS but still is very on the low side for PVE.
just look at overall this change: solo pass is OP in pvp since is 3x3 and not always you have a friend with you, but in PVE, normal pass is way better!.
QC accuracy buff seems to really allow spells to have 50% accuracy buff or you get flat 50% or higher chance of hitting always one of those two things (google trans), but outside of scouts and their super huge evasion buffs, is no needed to have this type of accuracy buff!
time forward is not needed in PVE as well. edit: they should really have taken this buff to put attribute in time forward, where transform itself in a damaging DOT spell, after all time forward we look at as well lore wise as like the body of enemies decaying and receiving damage by the action of TIME itself, so a attribute like this would be complete valid and make overall pve and pvp chrono a little better, similar as how linker gained a good atk spell in the past too.
STOP new attribute to affect ourselves and remove debuff , screams PVP as well, also if we put it in lvl 15 now it should have 25 cd against 10 sec duration, good as control in pve, but mostly PVP still!
also the revive skills allowing us to revive player now, with 50 sec PASS in PVP, would make super OP as well, we would be able to use all the time, if we combo with stop having only 25 sec cd at max lvl as well, we can really survive and revive allies a lot of times, that the nerf allows us to do, hey talking about this everyone still knows if the PVP nerfs are still working? like the one limiting the amount of revive for example haha.

and to make everything worse chrono is severe lacking Skill point right now :(.

So Slow now boosts damage on basically non-elemental Wizard spells (neat, I guess), but did they increase the area of Slow at all? Especially with the loss of Linker/Hangman’s Knot, I wonder how practical the setup is to proc the bonus in PVE vs groups of mobs. I know there’s the new attribute that gives you a max of 10% chance on attacks to slow, but it’s still 10%.

They’re seemingly trying to push a Time-Space theme here with the Slow bonuses. Does Sage have a vacuum type spell? I’ve never played Sage.