Tree of Savior Forum

Ideas for Kabbalist C3 and Kabbalist rebalancing

After thinking and calculating some things over, I’ve got some ideas for the Kabbalist C3 and the ongoing rebalancing for the Cleric class.
1st of all I believe we have to take a short detour and see what Kabbalist is currently at, what I believe the developers tried to do with Kabbalist and what Kabbalist is currently aiming at.

Lets talk about Kabbalist in general 1st.
Kabbalist, as it stands, stems from the Hebrew word [קַבָּלָה] ,
which translates to something like “tradition”. As far as one might find out from the net without counterchecking scientific analyses/archaeological material, it seems that the so-called “Kabbalist” was a specific kind of Jewish mystician from the middle ages.

The in-depth context is very complicated and split-up in several different types of theoretical and scholastical focuses, similar to how alchemy was split up/had different research focuses depending on the goal/study pretense.
I believe that TOS’s Kabbalist is based on the “Practical Kabbalah” as it seems to be the only form of Kabbalism which tries to manipulate divine forces to ones will and also features the divine realm (e.g. “Ein Sof”, the godly creation) and the Merkabah “methods” [Merkabah itself seems to be sth like a “taxi” for people who want to know the truth; it takes them to the door to the godly sphere afaik, maybe that’s why you can ride it; too bad in TOS all it does is exploding beneath your feet…].

According to wikipedia (not really a trustworthy source, but I’ll use it anyway) that’s also where it splits away from the real Kabbalism and becomes more like the Near Eastern magic/mysticism schools which were the foundation for European alchemy and later European magic theory [e.g. Aleister Crowley] as a seperate and shunned tradition [yeah so much to Kabbalist… the shunned scholar-like magician striving for power,knowledge and worldly manipulation; seems similar to the fate of Dr. Faustus, the prominent medieval alchemist/sorcerer; let’s just hope the devil doesn’t get his hands on our Kabbalist too xD].

It seems that even the story of the “golem” of Prague is somehow related to the Kabbalistic studies, would be a great addition to the skill set actually. Anyways, the numerical part of the Kabbalist [Gematria & Notarikon] stems from the “Gematria”, which depicts the calculation of written words mainly from the Hebrew alphabet. It’s funny to see that the system actually features the numbers from 1-900 for the different consonants, as vowels are typically not counted towards the numbers.
Too bad I have no idea of Hebrew, otherwise I could countercheck the Gematria vs. the values used ingame :frowning:

Then there are several methods to calculate the numbers… would be funny to see more of them ingame, maybe based on RNG which one is used by a certain skill to give different sums for the same skill used on the same monster. Wikipedia lists 17 different methods with variations in the calculation process.

Notarikon is another one of the 3 methods of number calculations in Kabbalism, which seems to have been used to derive essentials by using initial and final letter combinations for “calculating” new words/sentences.

Temurah is the final one we have yet to see in TOS and by far the most interesting one: It’s basically the total rearrangement of words by replacing letters after a certain scheme, creating new words/names in the process.
It would be awesome to rename enemies and make number calculation skills more or less effective in the process.


After the short introductory lore talk, let’s look at the current stae of the Kabbalist ingame. First of all, let’s do it the classical way by seperating the skills into 3 simple categories: attack, buff and debuff.


Let’s start with the attack skills (as this section is the shortest one currently):

Merkabah is currently the only attack skill of the Kabbalist class in its two Circles revealed. It has 5 levels, is a holy property ground targeted magic attack that moves along a targeted line from the caster to the targeted point on the map assigned as its end point.
Each skilllevel results in a heavenly chariot, aka Merkabah summoned and moves on the ground towards the selected destination where it explodes, dealing magic holy property damage to all enemies within a certain area around it. With a current patch apllied in KTOS, Merkabah will now also hit enemies it touches along the way.

The CD time is 45 seconds regardsless of skilllevel, while damage, number of chariots and SP consumption rises with level. From Circle two onwards, the skill gains several defensive attributes to aid the players when near the chariots, slowing down the movement and allowing the chariots to take a certain amount of hits before they vanish prematurely.


Next we come to the buff category, which features 2 skills:

Revenged Sevenfold is a defensive buff with a maximum of 15 skilllevels that allows the user to reduce incoming damage one time within 60 seconds buffduration to 1 and reflect seven times the damage + x ( bonus damage in % based on the skilllevel) back to the source that attacked the Kabbalist or anyone else who got the buff [as the buff applies for the Kabbalist and nearby summons, pets, players in the same party,etc (for a maximum of 7? targets I think)]. The skill duration as mentioned above is 60 seconds or one charge, whichever runs out 1st, while the CD time is 40 seconds. Reflected additional damage and SP cost scales with skilllevel.

Ein Sof is the second buff of the Kabbalist, a ground based magic circle which increases the maximum HP of the first character that steps into it. The magic circle itself has a duration of 15 seconds regardless of skilllevel (can be increased by and attribute), but the buff duration is based on the skilllevel (20+3*skilllevel seconds). The CD time of the skill is 60 seconds.
As mentioned before, the buff duration as well as the maximum HP% increase[20% per skilllevel] and the SP cost scales with the skilllevel.


Last but not least, the debuff category, which features most of Kabbalists skills :

Gematria is one of the two number calculation skills currently featured by the Kabbalist class. It calculates a number from all the letters of the monsters “true name” and displays it over its head afterwards. Is required to use the other advanced debuff skills. Has a maximum skilllevel of 15, and the skilllevel affects the maximum number of targets[skillevel*1 targets] affected by the skill as well as the SP cost. Has a CD time of 10 seconds regardless of skilllevel.

The other number calculation skill ingame, Notarikon. It calculates the number from only the first and the last letter of the monsters “true name”, and shares all other characteristics of Gematria [skilllevel*1 targets, CD time 10 seconds, 15 skilllevels, is required to use the other advanced debuff skills, etc.].

Reduce Level is a debuff skill that reduces the baselevel of the monster affected by Gematria or Notarikon by the number calculated and displayed above the head of the monsters + an additional value that’s as big as the skilllevel of Reduce Level. Has 35 seconds CD time, while the debuff lasts only for 10+skillevel seconds for every target affected by Reduce Level debuff.
The reduced level is displayed as "Reduce Level - x"
in orange capital letters above the affected monsters heads. Affects all targets within its Aoe with the Gematria/Notarikon debuff and overwrites it in the process. Has a maximum skilllevel of 5 and the SP costs scale with the skillevel as well as the additional level reduction and the debuff duration.

Similar to Reduce Level, Double Chance only affects monsters with the Gematria/Notarikon debuff. It works basically like a debuff version of Revenged Sevenfold, as it allows the user to deal several hits to certain enemies for one time, and the addiotional damage per hit scales with the skilllevel. However, it’s an aggressive debuff that allows the user to turn one of his physical attacks into a multi-stage attack which hits for 10%*skilllevel% damage per hit. The number of hits dealt to the enemy is equal to the number calculated onto the enemy with Gematria/Notarikon before the Double Chance debuff is applied.
The CD time of the skill is currently 35 seconds after it was reduced[from formerly 42 seconds] for balancing reasons in KTOS. It has 10 skilllevels and the damage% per hit as well as the SP cost scales with the skill level.
Affects all targets within its Aoe with the Gematria/Notarikon debuff and overwrites it in the process.

The last skill[currently] of the Kabbalist. Clone allows the Kabbalist to multiply a certain monster [not all monsters can be cloned] based on the number calculated by Notarikon/Gematria. The amount of monsters is equal to the number calculated (currently a maximum of 9 additional monsters), and the “lifespan” of those clones is equal to the number calculated by Gematria/Notarikon + the skilllevel of Clone. The maximum skilllevel of Clone is 10. Cloned monsters will not give EXP but drop items if killed before they vanish, and cannot be cloned again.
The CD time is 73 seconds and the SP cost as well as the additional clone duration scales with the skilllevel.

In contrast to Double Chance and Reduce Level, though, the skill only applies to one monster, regards of how many possibly targetable monsters have the Gematria/Notarikon debuff.


So, after this quick overview we have to see how well the Kabbalist fares in different situations. First of all, we have to note that “Double Chance” and “Clone” are Kabbalist Circle 2 skills, so we first look at how good/bad Kabbalist C1 is.

Kabbalist C1 provides 5 skilllevels on the following skills(if the skill level cap is reached, it is shown with a [max] behind the skills name):
Merkabah[max], Gemmatria, Notarikon, Reduce Level[max], Ein Sof, Revenge Sevenfold.

That’s a total of 6 skills.
However, not all skills are stand-alone skills, as Reduce Level requires at least 1 point invested into either Notarikon and/or Gematria to do anything as it requires the number calculation-debuff to work.

Let’s look at the other 5 skills first and analyze what you can do with them at Kabbalist Circle 1:

Merkabah. As we can assume from viewing the skill introduction video from tosbase.com
http://s01.tosbase.com/video/skills/41204.mp4

we can see that the skill sends out several chariots that move towards the located point and explode there to deal damage. As stated above, the number of chariots summoned is equal to the skilllevel, so level 5 will summon 5 chariots e.g.
As the skill damage per hit scales quite “good” with the skilllevel [(765+ 175,39x(skilllevel-1) x skillevel number of chariots], the damage itself isn’t a real problem at C1.
However, there’s one big problem of Merkabah, which is the high CD time of 45 seconds. As the only damaging skill this class features until Circle 2 and the only source for Kabbalist C1 to deal damage, the CD time and total absence of overheat charges make this skill very bad at Kabbalist C1.

The damage is basically way lower than 5 levels of Cure or Heal can offer for way less silver invested into the damage attribute[ even more if the Kabbalist has INT for the main stat as Heal and Cure additionally scale with INT for additional damage while Merkabah does not] with ~2 times the CD time.
Besides quick explosion damage, Merkabah can’t do anything at Kabbalist C1 and only features 2 attributes: Petrification (which petrifies cursed targets hit by Merkabah for 3 seconds) and the generic damage increase attribute.


The next skill is Ein Sof. At a maximum of 5 skilllevels at Circle 1, the skill can’t be effectively used to increase ones maximum HP as the increase only lasts 20+3*skilllevel seconds, which is 35 seconds at level 5, while the skills CD time is 60 seconds.
However, the skill still has its uses as Circle 1 comes with two useful attributes: SP recovery and Increased Healing Capacity (or however it will be called when its name is localized).

SP recovery allows the user to trade 50% of the HP increement for instant
SP recovery when stepping into the skills magic circle, allowing it to recovery basically everyones SP by ± 100% (skillevel 3 required to learn the attribute; my current Ein Sof recovers about 5-6k SP at skilllevel 3 with this attribute activated). With 20% maximum HP added per skillevel, this skill can recover up to 50% of the users current maximum HP as SP this way when stepping into the magic circle [limited to one person at a time as only one person can recieve the Ein Sof buff; not limited to party members].

The other attribute (currently only featured in KTOS) doubles the HP recovery rate
of the Clerics Healing skills [Heal, Mass Heal] while under the Ein Sof buff,
making even the unsustainable buff a useful skillpoint investment at Circle 1.


Revenged Sevenfold is the other buff.
At Kabbalist Circle 1, it already has access to all its attributes (longer buff duration, chance to curse monsters hit by the skill),
and as only the reflected additional damage scales with the skilllevel, the skill is basically doing well enough even at skillevel 1.
As the skill has a limit of only 1 reflection regardless of level during its 60 seconds duration,
it’s useful even at Circle 1, as it can prevent damage from 1 source once (it reduces the incoming damage to 1 and reflects seven times the damage back to the source).
However, this also features a fatal flaw since the damage reflected is based on the final damage you would’ve taken if you’d been hit by the attack, so all your defence will heavily reduce the reflected damage in the process, making it unwise to increase the skilllevel if you plan to increase your defence above a certain limit.
With a 40 seconds CD time, the use is limited.


The next part will feature Gematria and Notarikon together,
as both skills are basically identical with each other.
Both skills have a 10 second CD time and can hit a number of targets equal to their skilllevels,
however, since the AoEs of the skills are very small, it’s hard to hit 5 or more monsters if they are above a certain size.
At Kabbalist Circle 1, the use of the number calculation-debuff is severely limited though,
because only Reduce Level can make use of it, and low numbers calculated on some monsters have a very diminishing effect.


Last but not least there’s Reduce Level.
This skill is the only skill at Kabbalist C1 that makes use of the number calculation-debuff.
It takes the number calculated from the name and adds a number equal to its skillevel onto it.
This number will then be substracted from the current monsters level to virtually reduce
its level by that amount for 10+skillevel seconds.
This will benefit the Kabbalist as the monsters and users level difference
also increases the attack value difference. A monster that is at a higher level than the player will deal significantly more damage onto the player,
and a monster lower than the player will have a penalty induced onto its physical attack power.
This allows to player to partially negate the level difference penalty
on higher leveled monsters and induce an attack penalty/increase it on equally/lower leveled monsters
for a short period of time, since the skills CD time is very high (35 seconds) compared to its duration.


After the analysis of the Kabbalist C1, let’s analyze Kabbalist Circle 2 now.


We’re staring again with Merkabah. Although the skillevel cannot be increased any further than 5,
the 2nd Circle of Kabbalist strenghtens Merkabah manyfold by adding Circle 2-specific attributes to it.
There are 4 new attributes in total, Reduced Movement Speed, Enhanced Durability, Divine Protection and Increased Magic Defence.

Reduced Movement Speed allows the the chariots to move slowly over the battlefield, which allows the user to mount the chariot, or to move alongside it, in turn making it possible to recieve the additional benefits from the other new attributes.
It also allows the chariots to deal damage while travelling through the enemies (see KTOS update 15.12.2016),
as the slow speed allows more enemies to get hit several times by each chariots, allowing to pull mobs along through the chariots’ wheels for additional damage.

Enhanced Durability allows the chariots to take additional damage before breaking by reducing the damage it takes to 1 per hit
and increasing its HP per attribute level to a maximum of 25 (which means every chariot takes up to 25 hits until it breaks).
This makes it easier to draw the aggression of enemies onto it and allows a longer sustain on the battlefield if its
movementspeed is decreased.

Divine Protection increases the damage of allies near the chariots as well as nullifying incoming damage on them,
making it possible to protect oneself with it.

Increased Magic Defence increases the magic defence of characters near the wheels by up to 200 (depending on the attribute level).

All in all Circle 2 turned Merkabah into the Kabbalists signature skill by applying all these useful changes onto it.


The next skill is Ein Sof. At a maximum level of 10, not only did the HP increement rise significantly,
but now it’s also possible for builds including Dievdirbys’ Goddes Laima statue in their builds to maintain the HP increement effect permanently,
as the CD time is reduce to 48 seconds with Laima while the lasting time of the buff itself is 50 seconds at level 10.
Nothing more added at Circle 2.


Revenge Sevenfold can reach level 10 now, which only increases the additional damage by up to 50%.
Nothing more added at Circle 2.


Gemmatria&Notarikon are buffed by two class attributes available at Kabbalist Circle 2,
Enhanced Defense Formation: Saved Time” and “Enhanced Defense Formation: Target Increased”.

Enhanced Defense Formation: Target Increased increases the maximum number of targets affected
by Gematria and Notarikon by a maximum of 3 (1 more target per attribute level).

Enhanced Defense Formation: Saved Time decreases the time needed for the calculation.
This is just a visual effect to see the calculation result faster
as you can already apply debuffs like Double Chance and Reduce Level while the calculation is still visually “in progress”.

Also, both skills can be increased to a maximum level of 10, which increases the maximum amount of targets hit by the skill.


Reduce Level gains nothing from going Circle 2.



Then there are two new skills featured at Circle 2:


Double Chance features the possibility of hitting the monsters multiple times for (currently) reduced damage per hit.
The debuff lasts 1 hit only per monster and the number of hits applied are depending on the number calculated and applied onto them (number calculation-debuff) by Gematria/Notarikon.
With the skill reaching a level of up to 5 at Circle 2, the maximum amount of damage is 50% of you normal attack value (it’s a physical attack so only patk values counts towards the number)
per hit, so depending on the calculated number and the skilllevel, the skill can effectively increase or decrease the damage you deal onto a monster(or do nothing if the calculated number is 0).


Clone will multiply one monster by the number calculated by Gematria/Notarikon,
with the clones having a life span of the number calculation-debuff number+ skillevel seconds,
which results in a minimum duration of 2 seconds for 1 additional target at skilllevel 1 and up to 14 seconds for 9 additional targets at skilllevel 5.



After the analysis of both Circles currently, let’s talk about the use of the skills for Circle 1 and 2 respectively, and about Class/skill synergy next.
This will be done in a short list form as the part above already stating most information.
Each skill will also get a “Solution:” section, as to how to make the skill more useful.



Let’s start:


Merkabah


Circle 1: The skill is in a really bad shape at Circle one, as it can be only used to stagger enemies it passes through
and damage those who are close to the point where it explodes. The CD time is way too high for a damaging skill, nearly no other Class in the whole Cleric tree features a damaging skill
skill with such a high CD time and no overheat charges on it except Paladins “Turn Undead” skill (2 overheat charges and a chance to instantly kill monsters justifies the long CD time here,though)

Circle 2: The skill is completely change with the power of money (through attributes) as the skill gains offensive and defensive value.
Still, the problem of the high CD time as the only damaging skill of the Kabbalist remains.

Possible synergy: Sadhus Out of Body leaves the body without protection, so the defensive attributes of Circle 2 can help to increase Sadhus survivability near Merkabah.
Also physical melee classes like Inquisitor or Chaplain profit from the protection and additional damage near the chariots.

Solution: To make the skill more useful, the skills CD time needs to be reduced to ~30 seconds. Currently it’s really hard to use the skill offensively due to its high CD time
for all builds that don’t include Dievdirbys (45 seconds), especially at Circle 1 where the skill can’t do any wonders without the additional attributes.
The maximum traveling duration of the skill is somewhere around 15 seconds with the reduced movement attribute activated,
so the CD time would still be twice as high as the effective protective duration,
making the skill somewhere near equal to Sterea Troph of Druid at its maximum potential (50% protection uptime inside the grass[15 seconds uptime 30 seconds CD time]).
This would provide great help towards every non-damage focused Cleric build including Kabbalist into its class combination and provide some value even if Kabbalist is taken at higher Ranks (8/9 onwards).


Ein Sof


Circle 1: The skill is really great to increase your heal value and recover HP/SP[with attribute], or to survive a certain time when your Safety Zone/other protective skills are down.

Circle 2: Builds with Diev included can maintain the Hp increase by the skill permanently now, besides this, skill usefulness is still the same as at Circle 1.

Possible synergy: Good synergy with healing skills Heal and Mass Heal and thus with Cleric and Priest Class; as it doubles the healing value for one player,
it may allow players who want to make a heavy SP-useage DPS build to possibly skip one Circle of Cleric (as Cleric C2 is currently the meta because of 10 heals and improved Safety Zone)
and exchange it for Priest or Krivis if at least Kabbalist C1 is included at Rank 7.
It has a good Synergy with all classes that require many SP to use skills [Bokors Effegy spamming e.g.]
and with Classes like Sadhu that have less/decreased protective abilities to increase their survivability by multiplying their maximum HP instead.

Solution: To make the skill more useful, the skills base CD time should be reduced to 50 seconds.
This would enable Circle 2 Kabbalists to maintain their HP increase even without Dievdirbys in their builds,
thus allowing players to freely choose between going Kabbalist C3 or not[as this is a really big enforcement to absolutely advance to Kabbalist C3 for certain Class combinations].
However, to control the SP recovery, the 10 seconds that are substracted from the base CD should be added to the “Ein Sof: SP Recovery”-attribute instead
to not increase the amount of SP recovered over time as compensation.


Revenge Sevenfold


Circle 1: The skill is basically situational as it reflects damage based on the enemies attack and your defence value 1 time.

Circle 2: The same problem as Circle 1, the skill didn’t get any better by advancing to Kabbalist C2.

Possible synergy: Revenged Sevenfold has a great synergy with Sadhu as Sadhu is the only class that can reduce his defence to 0,
thus enabling you to reflect the maximum damage during Out of Body
while also protecting you one time from the heavy damage you’d have taken otherwise (killing two birds with one stone).
It also provides great synergy with Bokors zombies as Revenge Sevenfold is also applied to summons/companions,
allowing a Bokor Kabbalist “alone” to use the skill to its full potential numberwise (as you get several Revenged Sevenfolds with one cast instead of only one buff on yourself).

Solution: It’s really hard to tweak this skill without making it OP because reducing the CD time is very dangerous.
However, the lasting time increement of the attribute could be increased to 4 seconds per attribute level
to make the skill last 2 times its CD time(perfect for dodge builds and/or builds with many different damage mitigation skills).


Gematria&Notarikon


Circle 1: The skills are good to induce the number calculation-debuff onto some monsters.

Circle 2: The skills value doesn’t increase but decrease as the class attribute increases
the number of targets for free (with Divine Might you can get the value of level 5 Gematria/Notarikon with only 1 point invested into the skill).
As the AoE of the skill doesn’t increase, the value of leveling the skills beyond level 1-5 is basically 0.

Possible synergy: None, because no other Class has any profits from the debuff provided by the skills;
Only Reduce Level and Double Chance provide synergy with these skills.

Solution: To make the skill better, the AoE of the skill has to increase. I’d suggest that level 7 and level 12 thresholds
double the effective AoE of the skills (so that it can’t be reached by having 5 points + Divine Might buff)
so that more monsters can be affected by the skill according with the target increase by skilllevel.


Reduce Level


Circle 1: The skill is very situational and not very good on monsters that calculate for low numbers unless you get it at level 5+.

Circle 2: The same as at Circle 1, no improvement at all.

Possible synergy: Goes well with Classes that have to take high physical damage during melee fights, like Inquisitor,
or Sadhu with his 0 defence during Out of Body, as an additional protective skill.

Solution: As builds with Diev can reduce its CD time to below 1:2 CD/lasting time ration,
it seems to be unwise to change the CD time. However, the lasting time could be increased via an attribute (basically 5 seconds more duration at attribute level 5 and 5-10 seconds higher CD time)
that increases both CD time and lasting time, which would make the skill less situational
e.g. in boss fights because the duration is too short to cast many skills in it (animation delay,cast time,etc.).


Double Chance


Circle 2: the skill is potentially really good for any physical build including Kabbalist as it can increase your damageoutput severely with a certain amount of dedication onto your Kabbalist.
The problem is the small AoE affecting only a few monsters.

Possible synergy: Classes with physical focus like Inquisitor.

Solution: The skill is already very good, but it could be improved by further reducing its CD time and/or increasing the AoE of the debuff to affect more enemies at once.
It also requires an AoE buff for Gematria and Notarikon to apply the number calculation-debuff to more monsters at once to make the skill more useful.


Clone


Circle 2: The skill multiplies the number of one monster.
The duration of the clones is very short, so it’s hard to kill the monsters for the Kabbalist without a damaging class in its build or
unless in a party.

Possible synergy: Oracle, as it’s the only Class that can turn this skill into a useful skill to farm items, or at least having Clairvoyance scrolled.

Solution: none, the skills is too situational to make it any good besides in farming builds.
Maybe if it could affect more targets than one from a certain level onwards or via attribute that are under the number calculation-debuff it would be better…



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As to not make the previous post any longer and more complicated to read through, the ideas for Kabbalist Circle 3 will be featured in this post.

At first, we have to think about how to increase the value of the calculation skills a little bit more, that’s why I want a new skill and a new attribute for Kabbalist C3 focus on the number as well. The new skill I think that’s required to make the current Gematria&Notarikon more useful is the following skill:


Temurah


Temurah should be a 1 skilllevel skill that focuses on averaging and alternating the numbers calculated by Gematria and Notarikon.

As the original method of Temurah features exchanging letters and thus alternating the original value calculated from the word as well, I believe the skill should do exactly this. However, to make the skill more useful for the Kabbalist as well as inside the game, I’d like it to have a twist:

The skill should calculate the average of all numbers from all monsters affected with the number calculation-debuff within a certain area by adding all numbers together, dividing them through the number of monsters, adding or substracting 1 from it (randomly; this is the Temurah exchange of letters that increase or decrease the numeric value represented in the skill) and overwriting the number calculation-debuff with this new, now averaged number for all affected monsters.

This would greatly increase the tactical gameplay as you could use Gematria and Notarikon seperately to generate higher numbers on certain monsters and then averaging them onto the mass to increase the value of the skills that rely on the number calculated. This way monsters with inheritantly low number values due to their name could get higher numbers in the process.


Something that I absolutely want to see on the Kabbalist C3 is the creation of the Golem: If it’s featured as a skill, it could be named Emeth.

Everyone who knows the saga of the Golem of Prague knows that Jewish magic/mysticism/Kabbalism[as it’s the power of numbers inherent to the letters that make it possible to “create” life] is the source that created the monster we know as “Golem”, which is a lump of rubble awakened by the power of the word “Emeth” written onto his forehead. By erasing the prefix E- from the word, the living Golem turns into rubble again, as “Emeth” equals “life” while “Meth” equals “death”.

This ritual seems to have direct connection to Kabbalism as it seems to have been mentioned in a text from the medieval city of Worms commenting on the Seifer Jetzira (the “book of creation”, basically the alma mater of all Kabbalists as it contains the Kabbalistic numerical mysticism from a to z [32 paths of god (10 Sephiroth + 22 alphabetical letters)], the 7 syzygies in the life of man, the dualism of ideal and reality(creation), etc.]) to feature a spell that can give life to unliving materia by combining certain numbers and letters.

This is on what the myth of the Golem of Prague builds onto, as Rabbi Judah Loew ben Bezalel creates his own “Adam” [a direct analogy to how Jahwe created Adam from the dirt; the golems name was Josef,though].

If it has to be made into a skill

[details=Emeth details] The skill should have 5 skilllevels that feature 5 different golems that can be created from rubble combined with golem cores. There are already enough items like “Glyphring Fragment” or “Egnome Fragment” or “Shnayim Fragment” which could be used as body material for the Golem.
The status values(except movement speed,size, AoE defence, AoE attack ratio and attackspeed which are taken from the original monster) of the golem should be 1:1 copied from the Kabbalist and multiplied from level 2 Golems onwards (level 2= 1,25 times your stats, level 3= 1,5 times your stats, level 4= 1,75 times your stats and level 5 = 2 times your stats).

The 5 skilllevels would enable you to create 5 different kinds of Golem with each of the requiring another amount of debris to create the Golem:

Level 1 creates a Golem based on the monster Yellow Moya , requiring 10 pieces of Moya Fragments to create. This level is the only level that creates a golem without a core as it is impossible to find a small mutant type monster to provide a monster core for the Golem.

Level 2 creates a Golem based on the monster “Sauga”, requiring 20 pieces of rubble+10 Sauga cores. The pieces of rubble could be any fragments from medium-sized mutant golem-like monsters like e.g. “Shnayim Fragment”.

Level 3 creates a monster based on the monster “Gravegolem”, requiring 50 pieces of rubble+ 10 Gravegolem cores. The pieces of rubble could be
any fragments from medium-sized mutant golem-like monsters, but maybe others than those the “Sauga”-golem requires.

Level 4 creates a monster based on the monster “Egnome”, requiring 100 pieces of rubble + 20 Egnome cores. The pieces of rubble could be
any fragments from large-sized mutant golem-like monsters, e.g. Egnome Fragment.

Level 5 creates a monster based on the monster “Grey Golem”[the first boss in the Siaulai mission], requiring 250 pieces of rubble, consisting of 100 large rubble pieces, 100 medium rubble pieces and 50 small rubble pieces [basically a collection of all the pieces that are required to create the other 4 Golems] + instead of cores, it requires the user to ready a certain number of Grey Golem cards.

The skill should have a certain CD time of somewhere between 3 and 10 minutes, and Golems should follow you around passively as long as they or you aren’t attacked [defensive A.I. as the Golem is originally a creation to protect something]. [/details]

Ideas regarding Meth

It would be nice to have a skill called “Meth” that blows up the Golem and deals damage around it, but it will be difficult to do as there probably wouldn’t be enough place for another skill, so the Golem alone should suffice. Maybe you could integrate the damaging/blowing up parts into the Golem itself so when it dies, it blows up and damages everyone around it, similar to the flying monsters that explode after death in the level 50 instanced dungeon e.g.


About other possible skills:


If you make Nachash/Nahash [as the name was datamined from the client],
it would be great if you could give the skill the Earth property.
The earth property is underused currently ingame [which is quite sad] and the snake is attributed to the earth as in Genesis 3-14:

The LORD God said to the serpent, "Because you have done this,
cursed are you above all cattle,and above all wild animals;
upon your belly you shall go,and dust you shall eat all the days of your life

It is cursed to crawl over the earths surface and eat dirt/dust while doing so.


Another possible skill could be the “Key of Solomon”, “Vessel of Solomon”, “Harab-Serapel” or whatever you’d call it. The skill would summon any of the 72 high demons of hell from Solomons vessel of brass to unleash hell onto your enemies. The skill could start with only a few ones like Stolas, Decarabia, Buer, and be expanded later on.

The demons don’t even need to be physically visible, just their seal has to be visible on the ground for the skill duration.
As it’s summoning demons, I’d like it to see the Kabbalist having to sacrifice a portion of his blood [=HP] to make a contract with them. That’s what I missed in the Sorcerer as he had to offer no physical sacrifice for invocation.



After rethinking it for a while, I think the whole thing about the Golem has to be made as an attribute. There are several reason to this, the basic ones being:

  • less susceptible for bugs/code interactions
  • easier to handle via blueprints and the working crafting system
  • reliable and working summoning items already ingame to base the scripts onto (Alchemists Alchemist’s Stone = Homunculus and Bokor Zombie Capsule = zombie)
  • easy to adjust monster stats/fix the CD time as item CD is not influenced by e.g. Laima statue
  • expandable later on with new Golems to create[Golem cores for monsters that don’t drop a core e.g. could be sold via the shop, e.g. Loftlem Core or Shtayim Core, as it can just reuse the basic monster core image and be added as a new item to the database or integrated as a drop later on for the specific monsters (similar to how monsters got to drop the ingredients for the Alchemist’s Stone) to expand the summoning list] without having to rebalance a skill (just need to balance each item that calls/creates the Golem/ the Golems stats in the database)
  • able to sell crafting items via the Kabbalist Master by adding a shop similar to how Bokor Master had a shop added for the Zombie Capsules which can act as an additional silver sink

This would give you the freedom to create other skills for Kabbalist C3 and still enable Kabbalists to have their Golem as the Golem is by far the most famous Kabbalistic creation ever and represented so often in this game in several different forms[I’ve never played a game featuring so many different kinds of Golems in one game so far that weren’t just recolored versions of each other in my over 20 years of gaming experience].

I’m excited what you can/will make out of this idea!



Here are some ideas of attributes I’ve come up with for Kabbalist C3:

Merkabah:

  • could get an attribute that drags along enemies its chariots roll over, similar to Snow Rolling of Crymancer, and continuously deals damage in the process (this also drops flying monsters to the ground) or

  • get an attribute that increases the traveling distance to 1,5-2 times the current range

  • get an attribute that summons multiple lines of Merkabah instead of just one with a certain chance (~10-20% chance at max attribute level; every single chariot has its own chance of being copied); Up to two additional lines of Merkabah chariots can be summoned this way, for a maximum of 15 chariots

Nachash (if the skill is really coming) or whatever damaging skill is planned for Kabbalist C3:

  • could get an attribute to curse enemies who are hit by it with a low chance (5-10%) to provide a solid chance to make use of the Merkabah Petrification attribute instead of relying solely on Bokors Hexing;
    Nachash (which is serpent in English) is often identified with the snake that defied the will of god and dared to entice the humans in the paradisic garden (Eden [Semitic] / Paradeisos [Greek] both have the meaning of garden when translated) to eat the forbidden fruit from the tree of wisdom and was thus cursed.
    Having this skill curse enemies struck by the cursed snake would be interesting.

Double Chance:

  • could get an attribute that spreads the debuff to other monsters in its vicinity if the monster is defeated while it still has the debuff

  • could get an attribute that provides a chance for the debuff not being removed after 1 hit (thus having a “double chance” on the effect)

  • needs a toggleable attribute that makes only the Kabbalists attacks remove the debuff and trigger the damage multiplication; This is absolutely essential for the skill to be useful as random attacks from other players,bots or party members will make the debuff naught if it lasts only one hit and requires preparation !!!

Reduce level:

  • requires an attribute that increases the basic debuff duration by 5 seconds; the current basic debuff duration of 11 seconds is too short to make it useful, considering the long CD time; Best would be +5 seconds duration and +5 seconds CD time

Possible additional Class attributes:

  • as written above, Kabbalist C3 needs to feature crafting a Golem, which would be best via a crafting attribute

  • another possible class attribute could feature a way to reduce CD time of the Kabbalists skills by killing monsters with the number calculation debuff on them; this could be anywhere in the range from 10-50% of the calculated number in seconds of CD time reduction; this would exclude all skills that use up the debuff to apply their own one, e.g. Double Chance and Reduce Level, as well as every support skill, and just apply to skills that are able to kill the monster;

Another possibility would be that using Gematria, Notarikon or Temurah get a chance via a class attribute to invoke Ez Chajim, the great tree of life of Kabbalism; Ez Chajim would then apply certain buffs or debuffs upon the monsters and/or players standing inside of it [Ez Chajim should be treated as a magic circle written onto the ground] and based on the specific Sephiroth attributed to the monsters by Gematria/Notarikon/Temurah.

I’ll come up with more stuff later on.

2 Likes

About balancing Kabbalist and Plague Doctor.

As you recently have started to balance classes to make the left4dead Classes more viable, you may not forget Kabbalist. Kabbalist is currently one of the least played Classes (even more rare than Monk e.g.) because it doesn’t do anything besides providing free SP regeneration via Ein Sof at Circle 1, while Circle 2 is basically extinct.

This is because of two facts:

  • Plague Doctor is better at everything at Rank 7 (healing, buffing, debuffing, dealing damage and preventing/removing status ailments)
  • Rank 8 Classes are like 1000 times better than Kabbalist C2

Let’s look first what Plague Doctor can do:

  • Incinerate : deals high damage over time by hitting a target twice per second with fire property damage; the basic debuff duration is 1 second per skilllevel, it got 2 overheat charges, only 20 seconds CD time and its damage gets multiplied by x times with the recently introduced Agny Necklace

  • Healing Factor: generates a magic circle on the ground which applies a buff to one target that rapidly regenerates the HP of a target up to the HP amount it had when it stepped into the circle to recieve the buff;
    At lvl 6 the CD time is equal to the buff duration

Bloodletting: Makes the character and his party members lose some HP every second to prevent rank 1 and rank 2 debuffs; At lvl 6 the CD time is equal to the buff duration


Fumigate: heals rank 3 and below debuffs of party members, 30 seconds CD time


Beak Mask: prevents rank 2 and below status ailments on yourself and grants 80% resistance against rank 3 status ailments; lvl 12 is required for the buff duration to be as long as the CD time (80 seconds)


Pandemic: spreads debuffs from targets to nearby targets (range increase by an attribute from Circle 2); 25 seconds CD time


Plague Vapors: spreads a toxic cloud onto the enemies that damages enemies 2-3 times per second; if incinerated, the targets recieve additional damage from Incineration; 2 overheat charges, 38 seconds CD time, 10+skilllevel*1,5 seconds debuff duration


Disenchant: removes buffs from a target with 10%*skilllevel probability; 51 seconds CD time, the amount of possible targets increase by 1 per skilllevel




So, after looking at the skills, we have to notice that the usefulness of over 70% of Plague Doctors skills is given because they provide more benefits to the player than the current buffs/debuffs of the Kabbalist.
The Plague Doctor has 2 attack skills with pretty long skill durations due to their debuff nature, which are expandable with the help of Pardoners Discerning Evil to make them ± last until the CD time is over or longer when maxed.

They can also hit a large group of enemies at once in contrast to Kabbalists Merkabah, which can only attract many enemies but basically not damage them enough if we look at Rank 8 content monsters (200-400k HP monsters are common while Merkabah deals only a few k damage once a chariot explodes).

The current update of Merkabahs wheels hitting enemies while passing through them didn’t do anything to fix this issues, as these hits are way weaker than the explosion damage of the chariots and the damage tick is like once every 3 seconds…

To fix this disparity between Merkabah and at least Incineration of the Plague Doctor, the following measures must be taken:

  • decrease the CD time of Merkabah to the same time as Incineration, 20 seconds; the Divine Protection attribute of Merkabah should add CD time (10-15 seconds)while activated to balance this out between offensive and defensive use, but Merkabah should be able to kill Rank 8 content monsters by itself with the same investment as in Plague Doctors Incineration

  • increase the overheat charges to 2 for Merkabah to match the skill with Incineration and Plague Vapors (2 skills, both with 2 overheat charges for Plague Doctors vs Kabbalists Merkabah without overheat charges and 2 seconds interruptable cast time isn’t just unfair but plain bias against Kabbalists)

  • increase the number of hits dealt by Merkabah passing through enemies per second. It should match Incinerations 2 to 3 hits per second. Also, remove the hitlimit per chariot to make it more fair, as Incineration also hits all enemies affected by the skill for the same amount of times and has no hitlimit but a time limit; with only Merkabah having both, a time- and a hit limit, Merkabah is way weaker when dealing with hordes of monsters

Last but not least: give Kabbalist an attribute that doubles the damage dealt with Merkabah for Kabbalist C3. It would be nice to see it in a form that also drags enemies along
[wheels with spikes * - *] , but the damage has to rise to take into account the potential damage increase of Plague Doctors Incineration via Agny Necklace, unless you plan to add something similar for the holy property to boost the damage of Heal, Cure, Exorcise, Magnus Exorcismus and Merkabah.

Even with all these increases, the damage of Merkabah will most likely not even match the damage of Incineration, but at least it would make it possible for Kabbalists to deal enough damage with their only damage skill they have within 2 Class Circles to manage Rank 8 content!

3 Likes

only ■■■■ i love this post, i am a studen of kabbalah and i really miss the angels and the tree of life (Sephirod), imagine how cool be if we coud summon angels and demons _

Gotta update this post due to the new changes with the latest balancing changes& gonna seek out new/better ways for rebalancing suggestions (it seems +CD time/-CD time attributes are a no-go now and Plague Doctor also got changed a little, so I need to make adjustments accordingly).

Also, bump for the Golem!

Make it happen IMC and find out the emeth about Kabbalism :slight_smile:

Really nice post!! So excited about your ideas for circle 3.

It is hard to know what new they have planned for the class, but I would love to see a change on Double Chance, so it can be more used due to the setup gimmick (and awful area of effect).

I read somewhere that they were not touching r7 and r8 classes too much in the balance changes because they are not completely finished (regarding new skills and attributes), they wanted to finish them first. Let’s hope for good things on kabbalist