Tree of Savior Forum

KTEST] New Fireball

If I remember IMC’s balance philosophy, they don’t want lower ranks to be too viable for high end content, so Pyro’s damage now seems to fit that. I’m curious how well Pyro performs in Rank 2-5 content at least.

If that’s the case, then why doesn’t IMC just let you recycle ranks? As in, once I get to R5, then r1 drops off and I can then use 15 extra points in R5 instead of the useless R1? That logic of not viable doesn’t seem to be a good one. Lower ranks are your base and you should be able to build on them, not discard them.

I think the biggest difference in damage comes from my 3 ranks in thaumaturge, since I have a similar weapon, agny, my atributtes are at level 50 of all damage skills (+25%), and my magic attack with shield reaches around 3000.

What monster are you testing damage?

I’m testing on Stupid Kepa’s lv. 1. I had attributes around 50 too, but they were reseted, so now I have them all zeroed.

I also have mixed feelings about it. But this “It’s literally more useful to use auto-attack (1.8k damage on auto attack, 2.5k on FB)” isn’t true xD

Lv 5 fireball is almost 442% of your magic attack (with agny and max attribute). Your auto attacks are only 100% of your magic attack. That fireball is more than 4 times your auto. You can cast two of those making it 884% your auto attack in 9 secs. Adding sage doubles that to 1768% of your magic attack that’s almost 18 times your auto hit. You can do that three times in a row with sage before cd of 42 secs. Fireball hits harder.

Lets go full pyro lv15 with 596%*2 = 1192%. Almost 12 auto attacks. Dupe and get 2 times that making 2384% making that almost 24 auto attacks in 9 secs (add a few secs to set it up like 2 secs). So ya. :confused:

Also here is a video testing it out with only lv 5 fireballs with sage. Its okay, but not great (only pyro1).

If this video shows up (cant see it right myself) then pyro c3 is best and not pyro c1. Seems to not be worth taking at c1 in my opinion if people are looking for some dps with support builds. To set that up is a bit much and to keep them from popping your ballz is hard too (:wink:). Glad i got blink skill to help take aggro away. lol

Note: my magic attack was 1700. Forgot to add that. And those fireballs can be upgraded another 50% from attributes. I didn’t have any attribute on them so they can hit harder if i do that (another 200% added for duped fireballs). I’m also mostly Spr build. lol

As a rank3 pyromancer, doing a few runs on the 290 dungeon with friends, I think I should share a few comments.

  1. Fire Ball: due to low cooldown and low-medium damage, it’s nice as a filler skill between others, I was doing about 7k damage per fire ball against the fire mobs (with thaum buffs). It’s no longer the best skill at pyromancer’s arsenal, but still usable to deal damage, much easier to use if you have melee friends.

  2. Flame Ground: low damage, low duration, low-medium cooldown, and skill points don’t really give a lot to it, if not because it causes burn as long as the field remains, no reason to go further than 1 point.

  3. Fire Wall: Low-medium damage, low-medium cooldown, it would be a better skill to put points into but… damage is fixed at each level, however, every 2 levels you gain an extra tile, not bad, specially since it leaves a 10 second burn debuff, I personally use level 4 Fire Wall since I really don’t like to build tiles around the boss, and with just a tap I leave 3 tiles through them.

  4. Flare: Medium-High damage, low-medium cooldown, this one gains a sizable boost from lvl 1 to lvl 15, requires burning debuff, but one already has 2 burning skills just at pyro1, and gain another one at pyro2, very recommended.

  5. Enchant Fire: A buff skill, now it has int and spr scaling if I’m not mistaken, which increases per level, the best part is the extra layer of attack, makes it easier to bring down barricades, place any amount of points here if you like, but at least put 1 for the utility.

  6. Fire Pillar: Skill gained at rank 2, it has a wiiiiiide area now, regardless of level, a shorter cooldown compared to before, and ticks faster than flame ground, a better skill to max, even if it only last 10 seconds, since on top of damage, it inflicts a CC effect together with a burn, yay flare!.

  7. Hell Breath: Weird skill that leaves you in place, takes little points to max, may inflict a debuff that boost fire damage, and has lower cooldown than before, ticks faster than Fire Pillar and no longers drains your SP by a percentage, but by a flat amount.

The damage of pyromancer is no longer a just use fire ball to win, Agny is still useful now, specially with the lower % scaling skills, which gain a pretty good boost, most skill points placement are preference, but it is strongly recommended to grab all of them.

In theory fireball have a fine damage…

Initally i didn’t believed when people told that pyro received a huge nerf
But then i was able to test it today, i don’t know why but in practice my auto attack actually does more dmg than my fireball, you can test it and see if it happens to you too.
I have to cast like 8-10 fireballs to kill a small mob that is 50 levels lower than me, before the patch i killed it with one ball and i think i have decent gear for my lvl (not transcended or 2 prac). Fireballs was hitting 3k and my auto sometimes hit 3.5k (i’m full int and using red gems so my auto numbers vary)

I don’t understand why people think low rank skills don’t have to do damage in higher lvls if there is a level scale now. If lower rank skills don’t have to do dmg it will be always better to get dps class at rank 7-8 and fillers 1-6. Also, elementalist is a rank 4 class and has more damage than warlock…

Despite everyone else trying to Justify the new fireball, I totally agree with you.

I decided to put only 1 point to it just so it can inflict burn, and maxed out flare and other pyro spells that seem a lot more useful. I also removed Linker from my build and replaced it with other classes to synergize.

AS for the question of “here is no reason to go pyro over other higher ranks classes, why would it be?”
^ Because for a class system like TOS, all classes should be equally viable end game. Just because a class is available at rank 8 does not mean it should be stronger. This would imply that every player should pick a rank 8 class once they reach rank 8.

This destroys the freedom of creating a custom class build. You should be equally viable end game regardless if your build consists of purely rank 1 and 2 classes. (example: wiz3>pyro3>cryo2)

[quote=“maganimousflame, post:143, topic:356125, full:true”]
If I remember IMC’s balance philosophy, they don’t want lower ranks to be too viable for high end content, so Pyro’s damage now seems to fit that. I’m curious how well Pyro performs in Rank 2-5 content at least.[/quote]
Meahwhile, Highlanders, another rank 2 class, dishes out tons of damage which is even viable at endgame and nobody complains "But it’s a rank 2 class shouldn’t be able to deal more than 10k damage because it’s only rank 2 :cry: "

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What are the alternatives for alche 3 now, then? Did anyone test pyro2/linker2/alche3 with combustion lvl11 + with the silver explosion attribute and alchemist missile to see how it performs?

Sadly Silute was a lag fiesta yesterday and i couldnt try anything.

EDIT: https://pastebin.com/b3EwKifG

The Instagib boss gimmick is now gone, you cant Dig lvl 15 + Combustion lvl 15 to do insane burst damage in kTOS, it will explode 3 items no matter what level combustion is.


Wiz 3 > Ele 2 > Alche 3 up 21 positions, maybe thats the answer then