Tree of Savior Forum

If You Could add a skill

I wonder why everything has to be temporal…
They’d be able to squeeze more silver from the users, if they forced you to feed them to avoid their death instead.

A Cannon Bash skill for Cannoneer with strike damage and stun % to shove your cannon down sages missile (ass)hole.

this one?

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Dragoon c3

Skill Name: Gather Swing

Effect: Swings the spear from both direction in order to gather mobs around the caster to the faced direction. Roots for 4 seconds. Aoe Atk Ratio +12. Slash damage. x2 %… damage. Requires Two-handed spear to cast.

The aoe of this skill is as big as rush from catapract or cyclone from doppel. This skill would finally allow dragoon to be a viable pve class. Curently it is impossable for dragoon to position its self to deal with group of mobs with such small aoe skills. This skill would be the pocket frost pillar that a dragoon can use to cast other damaging skills to actually damage the enemy monsters.

Rogue’s feint atribute: defeseless - enemy loses all defensive buffs and 50% of his block rate

(Sorry for my bad english)

Doppel C3

For the power of Grayskull : Increases damage 99999% for one hour, cooldown of 20 seconds. When casting, 50 chance to get invulnerability for 30 minutes.

Cooking as a passive action known by all classes, no recipes (so much raw meat and it’s even edible…) that or a cooking class (I don’t consider Squire a cook).

Sorcerer - Attribute for Summon that allows you to select one skill from the summons to be used passively. (Make summons visible instead of a black shadow.)
[Invoke] - a second Summon can be used.

Bokor - (Reanimation) For a brief period of time your zombies start “healing” and removes the decay effect while the skill is in effect, they also becomes faster, do more damage and take more damage.
Attribute - (Decay) The zombies start losing HP instead of regenerating it in a faster rate than the normal Decay effect. When Damballa is used during this period, damage is increased. Effigy Overheat becomes 5 instead of 3 whilst Decay (attribute) is active.

Wugushi - (Not sure what to name it, basically a different Throw Gu Pot) [Throw ___]
Throws a pot (obviously) but instead of being a liquid, it’s a vapor/gas, Bigger AoE than TGP, Hits Flying, 11 second duration, less damage than TGP. Is affected by the card in Throw Gu Pot, except instead of a new skill added on the skill it tweaks the gas/vapor by Durations/Damage/Hit Rate and other special effects.
Attribute that makes Jincans more aggressive while inside the vapor/gas/smoke. Hits flying.

Alchemist - (Throw Concoction) Throws a variety of crafted concoctions (reagent dependant) - adds a new tab similar to Wugushi’s where you decide what will be thrown.
Adds new Recipes to Tincturing, (Explosive bottles, Acid, Smoke that allows you a 75% chance to dodge both physical and magic in a small AoE for 6 seconds. amongst others)

Corsair and Doppel - (WANTED) Create an instance where you’re either searching for an RNG treasure [More Silver dropped on boss] (Corsair) or a Wanted Human/Demi-Human enemy/quest [More EXP] (Doppel) party can be brought, they can both be stacked, enemies in Corsair instance come with pillaging(silver) and are hyper aggressive in Doppel’s. (Map bought with Silver for Corsair, Wanted Poster/Contract for Doppel.)

Centurion readded and changed to that skillset someone made that makes it a summoner type.

swordsman c3

#STARBURST STREAM

after dealing 16 hit combot a swordsman gains plot armor.

Please… just get rid of the awful generic meteor from elementalist and give us the good old meteor storm from ragnrok online.

In all honesty all games after ragnarok had a “Meteor” skill, but not too many have a meteor storm/shower one :c .

In case you dont know what meteor storm is lol.

Its honestly strange how many things ragnarok did better than ToS even tho they have the same creator, lol

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Featherfoot
Vitality Drain
Drains the life of enemies surrounding you, healing you and putting them in a weakened state for the next few seconds.

Not Meteor Storm tho …

Every wizard ever was spamming the ■■■■ outta Stormgust for a reason. MS visual effects were badass yeah but the spell was too random and weak to ever be considered good.

ToS Meteor is much more like Warlock’s Comet, long cast but good burst on a large AoE

Wrong, watch some videos of woe 2.0, meteor storm was the main source of damage thanks to salamander card, storm gust was good in woe 1.0 but with bragi and salamander card you can ignore the fact of the “randomness” since you are spaming meteors like no tomorrow lol.

Yeah this is why i hate meteor, almost all games that i had played after ragnarok had a “Meteor call/summon” skill wich consisted in “Long cast, long cooldown 1 big hit” skill, ALWAYS the same and its so generic that has become boring at this point x.x specially because visuals are MEH

Totally agree with you, WOE and battlegrounds were good enough to keep the game alive for so many years, too bad here in tos the DEVs dont even know how to fix pvp in the first place, i wanted to suggest a type of BG content for this game but then i realized how much they struggle fixing bugs, let alone balancing classes, so yep, battlegrounds/gvg seem to be out of the picture for now.

I’m a big fan of Quarrel Shooter, I actually think it is a fun class and RS is obviously strong, the rest of the skills have interesting utility where they aren’t totally useless so it doesn’t feel all that bad to get RS (as opposed to, imo, getting Scout3 for Split Arrow feels like misery)

What I would like to see is expanded attributes for QS (this is true for a lot of classes honestly, attributes that are interesting or helpful outside MORE DAMAGE are underutilized in this game and could go a long way to making each class feel better). Also think Attributes should require some level of investment outside of “money and time” if you want powerful attributes you should also have to invest skill points into the skills that use them. So I had a few ideas below that utilize these things.

Also Stone Shot should be usable with a Musket, cause why the hell can a musket not fire a stone shot but a crossbow can???

Attribute:
Take a Breather (Stone Picking, Requires QS3, Requires Stone Picking 3, Ranks: 2)
When you use Stone Picking the cooldown of Running Shot is reduced by 1 second per attribute rank.

Attribute:
Build Anew (Tear Down, Requires QS2, Teardown 3, Deploy Pavise 6, Ranks: 5)
Destroying a Pavise with Tear Down reduces the cool down of Deploy Pavise by 2 seconds per attribute rank.

Attribute:
Field of Spikes (Scatter Caltrops, Requires Scatter Caltrops 3, Ranks 1, Toggleable)
Scatter Caltrops is deployed over a wider area.

Attribute:
Made for This (Stone Shot, Requires QS2, Stone Shot 6, Musketeer 1, Ranks 1)
Stone Shot can be used with a Musket and deals 1.5x damage when using a Musket but stuns for half the time.

Attribute:
Spiked Barricade (Deploy Pavise, Requires QS2, Deploy Pavise 6, Scatter Caltrops 6, Ranks 1, Toggleable)
Deploy Pavise now scatters half your total caltrops around it.

Attribute:
Stable Position (Deploy Pavise, Requires QS3, Deploy Pavise 11, Ranks 5)
Increases critical rate proportional to shields defense. Cancelled on Movement. Triggers Shield Mastery: Missile Defense at half duration.
Applies the proportional value by 10% per rank.

Attribute:
Can’t Think of a Cool Name (Running Shot, Requires Running Shot 3, Ranks 5/10/20? Somewhere balanced)
While Running Shot is active Auto attacks against Stunned, Bleeding or Slowed enemies deal 10 Earth Property Damage per rank

Hackapelle
Agile Rider (Buff or attribute)
Recover from knockdowns/knockbacks quicker by 50%.

Just something different than Pain Barrier from swordsman.

The following are new attributes I would add for Pyro3:

  • Class Attribute - Empowering Flames: Enemies inflicted with [Burn] caused by you take 35% additional damage from fire property attacks. Max level 1. (works similarly to the cryo attribute for Lightning damage)

  • Class Attribute - Fiery Soul: Each time you cast a fire spell, your casting animations are sped up by 15% and your move speed by 2. Stacks up to 3 times. Lasts for 10 seconds. Each cast refreshes the buff. Max level 1.

  • Fireball Dual Cast: Cast 2 Fireballs at once. Cooldown increased by 2 seconds. Max level 1

  • Enchant Fire Enhance: Increases additional fire property damage of [Enchant Fire] by 1% per attribute level. Max level 50

  • Enchant Fire Burning Strikes: 2% chance per attribute level to inflict [Burn] when attacking an enemy. Lasts for 8 seconds, with each second dealing damage equal to 10% of your physical or magic attack (whichever is highest). Effects allies. Max level 5.

  • Fire Wall Perpetual Flames: Fire Walls last full duration regardless of hit count and target AOE Defense ratio. Fire Wall duration is halved. Max level 1.

  • Flare Explosion: Flare deals damage in a small area around the exploding target. No target limit. Max level 1

  • Flame Ground Damage Interval: Decreases the interval of [Flame Ground]'s damage tick by 0.2 seconds. Max level 1.

  • Fire Pillar Multi Pillar: Fire Pillar gains 1 Overheat. Fire Pillar no longer stuns. Max level 1.

  • Hell Breath Focused Flames: Maintains [Hell Breath] casting even when character is attacked. Can absorb up to 2 knockdowns. Max level 1.

  • Hell Breath Fan the Flames: Width and length of Hell Breath cone is expanded. Max level 1.

  • Hell Breath Damage Interval: Decreases the interval of [Hell Breath]'s damage tick by 0.1 seconds. Max level 2.

Enchanter
Enchant Headgear:
Applies random stats similar to enchant scrolls
Headgear loses 1 potential
:thinking:

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Sounds great actually, If isn’t permanent shouldn’t have to loose potential and if you make it 24 hours like the armor ones would be a good way to profit

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