Tree of Savior Forum

KRtos (class, content) vids & discussion : first post = retiari & onmyouji vids (CLOSED TOPIC BY REQUEST)

Hy guis

I was wondering if some of you that are testing the new classes could clarify some things to me:

  1. Considering mage build using Rod+Shield and Enchanter 2(with Enchant Earth) using staff, which one will block more hits?

  2. Is Lightning Hands shareable trough Spiritual Chain (linker) or Share Buffs (templar)?

  3. Nobody put points on Enchanter’s Agility skill right now, they’ve changed this skill to have decent effect? It’s now worth investing some points?

  4. A full CON mage would still be good with Enchanter C2? I mean, it’s a big loss in terms of elemental damage on enchant lightning when you didn’t invested points on INT/SPR? I don’t know how to proper calculate the formula on tosneet.

  5. Enchanter is good in PvP/GvG scenario? Not as main support build but with ofensive build? Can they do decent damage? Would be a bad idea to pick Enchanter 2 over Shadowmancer2 for PvP?

  6. After patch, how Blind Faith is working now, do we still have more damage with full SPR builds?

  7. Any news about the new Earth Tower system? (3x per week, hard mode etc)

  8. Would Fencer3>Murmillo be better than Fencer3>Matador? I see everyone saying that Matador isn’t good but… what are the popular class picks for Fencer3 on r9?

  9. I saw that the popular farmer build is now Linker2>Thauma3>Shadowmancer2, I would have problems farming with Linker3>Thauma3>Shadowmancer1 full SPR? or it’s still good even not picking rank2?

I’m sorry for asking too much.

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If your shield has +Block stats (like aias), you will block more with shield. Otherwise, staff and shield will block the same with Enchant Earth buff.

Lightning hands cannot be shared.
Agility is not worth, low effect.

Tosneet will automatically calculate it for you, please go to the skillplanner and click ‘stat points’. Then, put your stats and hover your cursor on the skill enchant Lightning:


https://tos-ktest.neet.tv/skill-planner#21277aaaii


Blind faith will consume 50% of your current SP, and use it as damage for your next 40 hits.
Formula for blind faith level 6 (with divine might) = 3 x [your consumed SP] as bonus damage.
Example: if you have 1000 SP, you will consume 500 SP. And your bonus damage will be 1500.

Earth tower system, no news.
Matador will get rebalanced this week, I will update it once they have balanced it.
Easiest farmer is Linker2-thauma3-Enchanter2. Shadowmancer2 version works too.

This is linker3 thauma3 shadow1, what do you think about it:

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Videos
Matador testing Muleta at HG 340 here
Sword3 Barb1 Cors3 Shinobi1 doppel1 814 dex siau here
Highlan2 Barb1 Cors3 matador2 siau here

After-patch Sapper3 Falc3 Bullet1 dungeon 300 here

Krivis3 diev1 kabba1 taoist 2 mashinos mace at siaulai here
Krivis3 monk miko zealot2 using only krivis and miko skills at new library here

@Michaelson Falconer was just changed so need more feedback first.

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doppel ? many people pick shino at r9 right ? some vid pls

understood, thx for explain <3

rawr, dat Krivis3 diev1 kabba1 taoist 2… I loved it -

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that build is pretty weak,though, considering it got over 651 INT and still took this long at max level with the new 350 2 Practo mace to take down bosses with less than 2 million HP.

That guy has 6412 magic attack after all…

Let’s hope Rank 11 will be there next year around Christmas so we can finally see some good builds taking action, as the current 9 Ranks are a little too restrictive to build something decent with the non-meta Classes.

There’s no need for more Rank 8 Classes till then, because it’s annoying that they postpone the release of new content due to being buggy, questlines needed to be written and time taken to design at least 7 skills for every Class, just to rebalance them for several weeks afterwards.

Delay over delay instead of improving the gameplay experience for everyone with new/reaccredited content and possible character growth (even without new level caps,this is possible, e.g. by playing with the character-monster level gap).

it’s easier to add more classes than increase ranks though, that’s the whole reason they decided to separate new ranks with new classes altogether.

new ranks require increased level cap, new maps, new quests, new bosses, new monster models, new bgm, new equipment, etc.

new class just requires new class costume and skills, and a lot less quests and dialogue

Not exactly everything specifically needed but you get the idea, new classes will be used as filler content for sure over increased level cap and ranks.

EDIT: to also add another point, you can’t have increased character progression but no content to challenge that so new ranks still require new level cap and associated content

I actually kind of like IMC to create a class ceiling though, like Rank10 is the last rank players can get to for classes. As all subsequent classes start their circle 1 at rank8, all will neatly conclude their circle3 by rank10.

With this cap it helps players to solidify their builds as players will have to make choices of what classes to choose within their 10 available job circles. It also allows for better balancing of classes as

  1. Developers have a class cap to work on; ability to to make classes appeal to players more so that they will main it while forgoing the other classes. With a cap it is easier to guage which classes are weaker and make changes to them.
  1. Eliminates the problem of class saturation and ‘over-generic’ builds. Example will be chrono3, if there isn’t a class cap and classes go rank11+, a number of players will just include chrono3 in their wizard builds. Why bother asking for a chrono if by rank13 every wizard is a chrono? Builds will lose their uniquity and in the end every build is able to do most of the things without any distinction between them.
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Or they could do what FFT did and introduce more classes that required specific ranks in previous classes (like the chaplain and to some extent RC). They already hinted at them with class masters anyway.

And they should add new classes for ranks 1-7 instead of adding it just to rank 8.
More options and customable builds this way

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Doing the same way as FFT won’t work, that class system takes only one class active per character allowing such thing, if they apply that to ToS you’ll force players to take classes that they might not want nor need. The only way that such restriction make sense is by having only a class as requirement.

Well, sure. It didn’t say for it to be adapted exactly the same. We don’t have quite a lot of their classes so obviously it wouldn’t work. That’s also why I gave chaplain as an example and referenced RC. Chaplain requires priest3 and for a time wiz3 was “highly beneficial” to RC (8sec cast on skills “needing” [quickcast]).

Again, yes. That is the point because that said philosophy of class building is already present in the game. I want to take chaplain but don’t want priest3 so essentially I am forced to take classes that I might not want nor need.

To reiterate, this system of “forcing specific class combinations” is already in place. Attributes support this as well. We have cross class attributes basically do nothing if you don’t have the class paired with it. Murmillo has attributes that do nothing if you don’t have pelt or rod. Archers have attributes that do nothing if you don’t have musketeer or cannoneer.

This would be my point of contention. That is not the only what it would make sense. Requiring 3 ranks in priest isn’t so different from requiring 1 rank each from 3 classes (or any combination of 3 ranks for that matter).

I thought thats because the AoE ratio of punish before. just like if you can hit 3 mobs and each mob spreads it,s damages then it would be triple damage to all.
I agree that this skill is too OP, but i just don’t think that it was a bug before. It seems to be more like a FAIL Mechanism rather than fail code (Bug).

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Umm sorry, but this is an online games, it means that the game will NEVER be done developed unless it is closed.

Having a ceiling != done development.

That’s just stupid. The Rank 7 Classes would be fu(%3d because they can’t advance towards a Rank 8 Class, although Rank 8 Classes are way stronger than Rank 7 Classes.
Just taking a Rank 7 Class at Circle 1 is also a stupid idea, because C1 Classes at Rank 7 all suck big times, no matter which one you pick.

By the way, the developers already announced with their upcoming patch preview that they are aiming at a Rank higher than Rank 11 (they continued to count Rank 8,9,10,11 and continue with …).
I think they’re still aiming at Rank 12 for a hard cap, as you’ll be able to build a character with 4 Classes maxed.

By forcing everyone to have just 10 Ranks, you’re enforcing generic builds, because there is simply no room to build something unique.
What benefit is it to me if Class x has a cool effect but no damage and I can’t build some damage on top because I’m capped at Rank 10?
Noone would do the high EXP grind just to end with a half-assed build because you capped off any interesting build options prematurely.

I think the new system should give every player the option to end his build with a Rank 8 Circle 3 Class (which would be achieved at Rank 12) simply because every new Class coming out will be a Rank 8 Class, and by cutting builds off one or two Ranks early, you will deem Rank 6&Rank7 Classes pretty much worthless to take/build in your character.

Maybe they could put a soft cap in the Rank-up system so that you can only have one Rank 8 Class in your build to ensure more build divergency.

First of all, sorry everyone for going off topic.

Let us just paint the scenario when the ceiling of Class ranks is set at rank12. For a player who took Rank8 classes at R8-10, they will have 2 additional circles to play with. To round up classes which have good dps, players would take up utility/support circles to make it an all rounder build. Clerics can go priest2 for the 2 circles, wizards perhaps can take sorcerer c2 or thau2 for some dps buffs and such.

This, although it makes individual builds really good, dilutes the essence of forming a team, which is one of the fundamentals of an MMO. Why should a player bother grouping with another cleric support or wizard dps when he/she can have both dps and support in the same build?

  • Rank12 | Cleric2>Diev1>Sadhu3>PD3>Tao1>Priest2? or a
  • Rank12 | Wiz1>Pyro1>Linker2>Thau3>Enchanter3>Sorcerer2?

There is a limitation for taking dps circles since most of the dps builds will have a dps skill rotation to follow, any more is just redundant as skill cooldowns reach a point where it can be looped again. Hence the choice is to go utility circles when your dps skill rotation is already good.

What happens when the rank cap is pushed further up? Rank 13, 14? The higher we go the less unique our builds will be, everyone will be taking the same utility circles making builds all look generic.

Limitation breeds Creativity.

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I hope they settle with 10 Ranks + 1 Master Circle Rank. Then we can go and get all that Awakening Class and EX skills bullshit almost every MMO have. Going further beyond 10 Ranks would make every Wizard in the game go with Chrono3 or Thaum3 something (unless they change how Pass works like turn it into a channeling spell) like Wiz3Ele3WL3Chrono3.

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I loved the playstyle.