Tree of Savior Forum

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

Thank you very much for the answers.

I didn’t know that trick of stat points on tosneet, thanks :smiley:

That shadow1 build doesn’t seem bad as the owner is not using strong items.

Blind Faith on full SPR build seems OP, with Arcane Energy Lv.16 and Empowering Lv.10 we can reach insane amount of Max SP.

skillbar/brain also limits the number of classes i want to play, not worth get rainbow builds if you are on 12 rank.
i think the ideal cap should be rank 10, 3 full classes besides the main tree or 3 classes and a unique splashable (app/miko/shinobi).
Also i think swordman, cleric, wizard and archer are pretty well balanced so you can play circles 1/2/3, and that helps building the trees too.

i just think this game lacks real passive skills, everything needs to be clicked to work, this could break design hard for the future.

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Agree on that, i don’t think that kind of restriction is good for the game (as well for Shinobi clones, an RC giant rune) since prevents synergy. I think it would be better overal to change it to improve all Shield based skills and provide half the effect to the other strike skills, it’s more a matter of make class design more inclusive.

That’s the same as saying you want SR 3 but don’t want to take SR 1/2 or don’t want QS but want to take Running Shot, if that happens to most players it’s a design flaw else you’re asking too much.

It’s completely different, people take C2/3 for new skills, improve old skills and special attributes, even if you’re forced to go all the way to C3 you get those benefits that 3 C1 (or a C1 and a C2) won’t. Even tho i hate Squire-Murmillo i think it’s good for then to have that option, that wouldn’t be the case if Murmillo forced you to have both Peltasta and Rodelero (or even Hoplite along).

@Nekorin

They can make it go that far as long as they give all classes a solid identity, stop giving everyone low cds and 3-4 OH, stop overloading classes with 10+ skills (yes Fencer, i’m looking at you), fix overscalling, learn how to do proper limitations and how to use their own game mechanics.

@dasdasdas

Yes and no, they also have issues by their own such as Cleric 2 being almost a must due double Heal and Divine Might. Having to level passives doesn’t feel rewarding nor is as interesting as leveling active skills, they’re testing toggle skills now which is more interesting since they come with a drawback and have an On/Off state.

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I could be reading too much into it, but I think IMC is learning (IMHO not fast enough, but since I have no gun to my head forcing me to play it’s fine) of the falconer rework. It is getting “fire and forget” skills and a toggle. We never had a toggle before, it was always a buff with a duration and a cd. That’s as close as a “passive” as they’ve gone.

We are also getting more augments to AA (with significantly long duration)

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pls.
multishot was given that crap mod sinply bcz of its synergy with circling. Now circling its self is getting changed. But no change whatsoever in multishot (Now dont say that its a rank 1 skill. Just compare the dmg mod with heal tile and you will understand).

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Then it’s a matter of preference. I just happen to like the direction we are going in (not completely but its something for me), you don’t. IMC could do a 180 into something I don’t like and you do. I am with you in that they chose to specifically target skill synergy instead of applying a general tag for all skills that use shields. I call it (lazy) hard coding vs natural synergy.

Yeah, exactly that. We ALREADY take class circles we don’t want for stuff that we do. I only want [limacon] but the attribute requires c3. I only want RS but it’s a qs3 skill. I am suggesting something that is already status quo. I want something but it needs this class and that class.

In that context it is indeed different. But I’m talking about unlocking a new class by taking specific ranks in earlier classes and not improving a class your already have by increasing circles.

On the point of murmillo. The kit itself isn’t actually good. Murmillo is good precisely because of the interactions it has with pelt and rod. This isn’t even really a point of contention because you can still take pelt rod on a squire3. sw1-pelt-hop-rod-sq3-murm-x (at r9).

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It’s a failed mechanism, hence, a bug, it wasn’t intended to work in this way: the attribute (Earthquake) is supposed to splash the skill damage around, not to multiply it endlessly for every monsters hit (or until you reached you own AoE cap). :slight_smile:

Right now, if you have 10 AoE Ratio, Punish will hit 5 (medium) monsters 7 times each (2+5) instead of hitting those 5 (medium) monsters twice (after the fix) resulting in an abnormal total amount of damage (as shown in the picture above)!
Back in May2017 I didn’t even have a Gale Slasher/Sarkmis yet and I was already doing ET21-35 runs thanks to Punish, with a a trash Viene Twin Blade +6 with no trascendence (lv220 blue weapon lol)… :smiley:

This ability has been completely broken but it kinda escaped the radar for a while, 90% of the Doppels on my server didn’t even knew about it because they never tested anything during the free reset event (or read anything about it) and even now, many players didn’t even understand the kTOS change because they never used Punish in the first place, because they placed the skill points in Cyclone, following old threads/builds/suggestions.

anymore new updates???

Videos
Battle templar (ehh) here
Corsair 800+ dex atk speed test here
Corsair shinobi fencer siaulai here
Dragoon trying combo here


Arch3 QS3 Musket3 Siau here

Endgame gear Sorc enchanter at HG 340 here
Wizard linker runecaster featherfoot solo dung 300 here
Elementalist featherfoot siaulai here

Inquis1 Taoist1 at 340 HG here

@twkofrank Matador & Musket rebalance should be soon.

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Why is he even trying combos on this map, he must deal 1 damage to monsters of his level anyway :tired:.

Thank you! by any chance is there any videos on inquis2? pve/pvp, also murmillo2, oracle3 updates?

Chaplain Inquis2 at new library here
Inquis2 PvP here
Murmillo2 PvP here
Murmillo2 PvE here


Cannon3 solo dung 300 here
Cata3 Lancer2 solo siau here

2x Inquis try double wheel

Today was a new patch on ktest. Falconer nerf, and more changes. Bye bird.

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RIP Falcs

AR2, QS3, FALC3 BM1
Expand was bugged, not working ( Now it’s gone, so No problems here, right? )
Still OP

vids old

#20characters

I’m a little anxious about the Wizard rebalance coming now.
I can sense a Frost Pillar nerf incoming.


You wouldn’t happen to have found any videos on the new Sorcerer summons?
I’m curious if Froster Lord has the Frost Cloud/Frost Pillar skill.

Oh wait, did I understand that right???

Circling gets a new attrib that adds “+3 attack rate” (used google translate) so I am guessing that is AoE attack ratio?

Someone verify please?

Yes, Circling: Expand now activates a buff when you use Circling. It gives you and your allies +3 AoE Attack Ratio for 11 seconds. You can pay 25.5m to make this buff last 25 seconds instead, but it’ll give you only +3 AoE Attack Ratio anyway. Pretty great, right? Hahaha… Haha… Hah…
:tired:

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Just noticed with the latest patch on iTOS that now the recovery effect of Canceril card and Praktiris healing attribute is always affected by your CON recovery bonus, not only under Ein Sofs influence, so I guess the developers changed it and that’s the reason why Canceril cards healing effect got a Cooldown on it now.

Would be cool if someone from KTOS/kTest could affirm this.

Also, about the Canceril adjustment, does anyone know if every card can trigger its healing effect separately or do all Canceril Cards go on CD with their effect once one of them is triggered?

Yes the vids are quite old.
The video reply was a reply to this question:


This is correct. Circling expand was removed and the new attribute was added as a silver scam.

@ReportofAusterity Yes, the latest Korea patchnotes mention a CD on all % chance when hit to recover HP or SP cards. Canceril, cerberus, woodspirit, etc. cards get a 15s-25s cooldown (varies per card).

Curious about rebalance for matador & musketeer, then the wizard classes.

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