Tree of Savior Forum

Hoplite and Dragoon are completely broken

Dragon fear isnt that bad +3 aoe and spreads"fear".
Fear debuff split dragonfalls dmg in 2 lines.

I come from the Lancer side before rebuild so all skills i need on my cata/lancer are dragonsoar & Dethrone.

Dethrones trap debuff works now on bosses.
And it makes things a lot easier to stop them moving with lancers tiny hitboxes.
(Looking at the stupid 330 boss)

Dragonsoar is a nice filler with low cooldown and 3 oh.

I like it more then the hop variants ^^

hm, yeah i misunderstood that

i am not sure about barbarian

from my understanding frenzy only works with auto attacks so stacking it is a pain and warcry seems useless against bosses as it stacks with the numbers of monster it hits

also barb has poor synergy

tbh swordman tree REALLY REALLY is in dire need of a decent support “circle”

Frenzy stacks build up per hit now, if you attack a mob of 5 monsters and hit each one of them, you automatically get 5 stacks. Not just that but it also builds up when using skills. It’s super easy to get 20 stacks from a big mob just by using a skill with high AoE atk ratio like Seism or against a boss by using Poucing. The stacks provide at total +40% physical damage for any attack you make, including skills. It’s an absurd buff for PvE, being even stronger than Deeds of Valor from Doppel.

As for Warcry, it’s indeed not as useful against bosses, but Seism + Cleave are still pretty strong skills for any swordmen. Seism can stun, has a high skill factor for a 2 OH 15 sec cd skill, and a huge AoE area accompanied by +17 AoE atk ratio. And now that bosses can be stunned, it’s not hard to get Cleave to do 1200%+ skill factor against a stunned boss.

Anyways, sorry for going off-topic.

well i am playing on a mount so none of the barb skills are working mounted

40% physical sounds awesome but its prolly not worth it compared to picking a full circle which i can actually use

I’ll have to go offtopic and ask you a question as well. What’s your opinion about Murmillo in Re:Build? I find it pretty lackluster as a Pelt>Rod>Murmillo.

I agree with you, I tried Rodelero and it was super lackluster. Rodelero lacks on AoE, damage, and has no useful defensive skills whatsoever. I later proceeded to try Barbarian and it felt MUCH more powerful than Rodeleros. I just replied to another person in this thread:

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Gonna try to switch it out, too bad you left out Sprint, which is probably my favorite skill the game (you can continue sprinting after the buff has worn off, as long as you don’t cancel it).

I also miss Sprint, but I found it too difficult to keep up, it costs a lot of SP to keep spamming it every 20 seconds and the overall skill point cost just isn’t worth it anymore. You can take points away from Headbutt, Shield Train or Scutum to max out Sprint, but I find it a huge downgrade to your dps to do so. I would not recommend taking points away from Frenzied Slash as it lowers the amount of targets it hits.

Sprint also doesn’t give as much move speed as it used to. It used to increase +1 move speed per mob “provoked” but I didn’t really notice such improvement anymore? (though I can be wrong).

You can sprint while using Sprint so it gives around +20 speed and +10 after the buffs runs out, as long as you keep sprinting.

Taking out 15 skill points from Shield Train and Scutum means you’ll get aproximately 30% less damage with each of those skills (comparing lvl 10 skill with lvl 1), that’s a huge dps loss. But of course it depends what you want to do with that character. That build is a purely PvM character, if you want to make a Murmi for PvP, of course Sprint will be essential (Frenzied Slash wouldn’t be as essential then). Move speed is quality of life in PvM, it’s not as essential as dealing more damage is, but of course that comes down to personal opinion.

I’m pretty sure our finestra skill description is wrong. The Korean homepage mentions that the skill increases your critical strike chance, which is a different stat from critical rate and not display in your stat window. This would also make more sense since the skill is changed to a % increase buff with rebuild, since critical strike chance is added as a % increase at the end of the calculation that determines what your crit % against enemies is.

I agree with this, Finestra seems like a fix +30% critical chance (with your final crit being capped at 50%). I did some simple tests auto-attacking mobs and found that without finestra, my crit chance is about 1 in 10 in average, while with finestra it goes up to around 3 in 10.

thought it was 30% increased crit chance against the monster

since crit chance is calculated with crit resist and crit rate in mind, so that 30% will just be a multiplier to the sum of that calculation

sounds like its just 30% crit chance and ignores the mobs crit resist, which is strong af if true.

RIP Dragoon, agree with only helm no more than.a minute drain sp to 0, kabalist ein sof also nerfed, cannot insta full sp like before

Too bad that the rest of the kit ain’t worth a class slot.

depends on build
i heard hop cata lancer is a top bossing build in KR

I’m enjoying my Hop + Barb + Reiti build. It lacks the survivability of Peltasta, but surely deals more damage than Murmi + Pelta + Barb. I think the real strength behind Hoplite’s class is Spear Lunge’s debuff. Boosting damage by 50% is a lot in Re:Build, and that skill has 5 overheats!

Spear Throw now has an effect that it didn’t before: it knocks down mobs and shocks them for 5 seconds. This means normal mobs don’t attack anything for 5 seconds, doesn’t work on bosses though. I found it great to combo with Throw Rete because of it’s relatively comfortable AoE aided by huge AoE atk ratio. Since Throw Rete has an attribute to further increase damage now, you can easily get +130% pierce dmg buff to Spear Throw, which makes it a monster. Couple it with Frenzy, Warcry, and well, you get the idea.

Pierce deals pretty good damage against bosses, but it’s animation time is still super annoying. Coupled with Spear Lunge, it’s 456% * 4 skill factor, which is pretty good for a 5-overheat skill (even if it’s animation is still slow). Against normal mobs, however, it’s pretty weak.

Stabbing is your best skill against bosses, it deals 4210% factor on total, counting all hits and the increasing skill factor over hits. Couple it with Spear Lunge’s +50%, Throw Rete’s +50% (or more depending on attribute, but halved against bosses), and Frenzy’s +40% patk and you get a really strong nuke against bosses.

Synchro Thrust and Sharp Spear are unfortunately quite disappointing. Synchro has way too low skill factor to make up with the +100% damage from counters and Sharp Spear just boosts your crit atk way too little.

And of course, Finestra, which is still a good buff, though a little too harsh on the SP consumption.

I’m still trying to figure it out, but I’m disappointed in Murmillo (it feels clunky, slow skills, helmet duration…, what’s your opinion about the class?), so I might try Reiti. Still relying on spear + shield, cos you might as well go Lancer then? I am loving Barbarian so far, so ++ to you on that.

It’s true that some Murmi skills have sloppy mechanics. Sometimes Frenzied Slash teleports you backwards, sometimes forward, Shield Train sometimes gathers mobs behind you, and Emperor’s Bane is sluggish and unreliable damage as sometimes it picks mobs with very low hp left. Of course I would love if all that was fixed, but even with those problems, I still enjoy Murmi a lot. I just love the fact you can stun bosses so much and actually protect people in your party when doing saalus, for example. I feel like that’s the true job of a tanker. Things like keeping the aggro or Swash Buckling bosses don’t really work in ToS against bosses.

Given the new Guardian provides +10 AoE defense ratio, I will eventually try to stack 40+ AoE defense on my tanker and check if the rumors of bosses having 40 AoE atk ratio are true or not. New equipment seem to give a lot of AoE defense so maybe that will be possible now. If you get more AoE defense than the boss has AoE atk, then you can prevent the boss from damaging anyone else as long as you take damage yourself. It’s all rumors and I haven’t tried it out yet, but I will be testing it when I can gather enough money to buy the gears.

Reiti is certainly super fun to play with as well, it’s not a tanker, of course, but the animations are quick and the skills damages are quite high.

I also use 1h spear + shield on my Reiti. With the automatic weapon flipping, you can equip a sub-dagger on your alt weapon slot and Dagger Finish will automatically switch to it for you. It’s great that the skill’s damage doesn’t depend on the dagger atk itself, too, because it would be expensive to have a good dagger along with a good shield and 1h spear. Dagger Finish is super strong against mobs with less than 50% hp, it already gets +100% dmg if the mob has as high as 49% hp left.

Blandir is obviously super strong too, great area, skill factor, AoE atk ratio and super cool animation. It has a high cooldown but the 3 overheats make up for that.

The Rete debuffs are super strong, like I mentioned before, getting +50% damage boost on Re:Build is a lot, and the Retes provide as much as 100% or more. The attributes make them absurdly strong. My only complaint is that mobs somehow seem to resist the debuff quite often (that’s really annoying) like 10 or 20% of the times.

Trident Finisher is a little lackluster now since it’s skill factor is so low and it sorta depends on Rete to deal additional damage (small AoE too). It’s certainly not what it used to be, but it’s still good to have given it’s super quick animation and atk-speed based mechanic.

Disarm is quite useless in PvM, too long cooldown for too little duration. Of course you could always shove one point into it just for the debuff but I feel like even that is not worth it.

Can you share your Reiti build?