Tree of Savior Forum

kTOS General Thread v2.0

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for me,what is killing in this aspect of costumes, is the class exclusive thing; why? i just does not understand why in this day and age the reason to make something like this, if i can use wizard robe on my swordsman, i should have being allowed to; and if i want to use a more ā€œarmor typeā€ from swordsman costume on my cleric or wizard, the same applies.
and when we have those event costumes; like beach costume, or ceremonial costume, and so on, some of them are so good and others not, so i would like to simple be able to choice the one i like and use.
i can understand about class costume, since it gives special animations, but the rest i can not agree, is so like 10 years ago games.

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Is the two-hand mace attribute for c1 paladin and monk and not c3 like they said in the previews or is it wrong? Also why didn’t they add a unique attribute like most two-hand weapons have, or is it just getting the cleric c1 mace mastery:stun attribute for it and that’s it?

they changed it to c1(class1 or rank1 from paladin and monk ) not cleric 1, but there is nothing about not needing a attribute ; it should have be a new attribute at pala-monk1 that you buy just like other weapons.
https://tos-ktest.neet.tv/attributes/10025
like you can see in the link

Yeah, but I was hoping to see something like these
https://tos.neet.tv/attributes/301016
https://tos.neet.tv/attributes/103017
https://tos.neet.tv/attributes/107019
https://tos.neet.tv/attributes/114010

It’d really help it do something more than dmg but I’m not sure how good these maces are

what? 2 hand blunt is for monk/pal c1 now? they might as well make it cleric c1 … just as i thought paladin was doing something :sob:

they have only 15%-20% more damage i believe than normal one hand (but don’t be mistaken, past enchant+trans those 20% transforms in a lot more).
plus they have status focused on melee; the 2 pract one have 92 str 74 dex if i’m not mistaken for example and huge 280 block pen, that allows us to really push that str and not add too much dex as pala ; where a normal mace so far have int-spr like skull smasher.
but in the end a good shield +1hand is better in my opinion, the con given by shield 1 pract 2 pract is just too good to pass on or if you can farm that HG 4 slot for 150-200 extra critical rate as well but i’m still happy about them, the 2hand pract hammer have really good adds, the block pen in my favorite for pally from 2pract, where for monks i would go with 1 pract, since there is no need of too higher block pen since monks already have higher dex, allowing for a better investment in other areas like trans or enchant.
well: those attributes you linked as well are not use type attribute but mastery ones. maybe we can have inquisitor with a mastery attribute in the future; since in their opening image he have being show with 2hand mace, so they have being planning for this from a long time; they just take even more to add on the game.
@BeMagnificentt
i’m the same as you; this 2hand mace should have been pala exclusive or at least pally inqui ā€œonlyā€, be it rank 1 or 3, but pala only, after all monk uses their fist.

spear masterie was added months after release, dragoon spear mastery also was added way later on

https://tos-ktest.neet.tv/items/203204 practo hammer
https://tos-ktest.neet.tv/items/210305 two handed equivalent
https://tos-ktest.neet.tv/items/204111 2 practo hammer
https://tos-ktest.neet.tv/items/210400 two handed equivalent
https://tos-ktest.neet.tv/items/203306 315 free dungeon purple hammer
https://tos-ktest.neet.tv/items/210304 two handed equivalent
https://tos-ktest.neet.tv/items/204110 solmiki hammer
https://tos-ktest.neet.tv/items/210501 solmiki two handed hammer

they have different sub stats along 20% more max damage and 15% more minimum damage

I really hope they get some serious feedback about Werewolf cards. The only reason they were an effective choice was their ability to eventually become a reliable increase to non-situational critical rate. By having a 30% chance to go off, it becomes nothing more than consolation for failure to execute a back hit, which is not reliable enough to be worthy of the card slot for PvP OR PvE.

To make matters worse, the slot houses some of the most potent cards for either gameplay mode, including but not limited to the incredibly overpowered Gazing Golem, which will easily become the most commonly used card because of how effortlessly it can be triggered internally and externally, its long duration, and the fact that it negates the most frequently encountered obstructions to gameplay in a very absolute way.

I really like a lot of these changes, but some of their considerations are honestly baffling. It is my sincerest hope that they do not take this chance to dismantle an archer option that can compete with the already almost-unavoidable choice of archer2.

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dude; where i more or less agree with you about rogue situation x werewolf for stand alone rogues because it came ā€œtoo soonā€ for them, and just only because of that because i must say that is past the time where sneak hit being the only ā€œtoolā€ that rogue has to offer as a class; the synergy with ranger hacka have being buffed a lot in those past months; going as far as having vendetta doing 3,3k%(1600-1700% per OH) plus feint+barrage doing 2k% per OH and lacrymator and so on and all of this mounted and with 0 attribute; so it can go even higher.
The synergy of sneakhit as well, because hacka charge and vendetta can turn mobs-boss around for that extra burst with critical without even having the need to use werewolf and the synergy just keep going.
So as rogue player there is nothing to be sad about; rogue never have being stronger than it is now, and the synergy with hacka is fair stronger as well, so the class have received a huge buff not a nerf.
the only ones who could receive nerf is the stand alone rogues, and those should receive it, after all critical rate is something truly precious right now and rogue +werewolf are more or less giving it fair to easier if you compare any other class in the game at least now rogue’s would need to learn how to play their classes and combo with synergy classes like hacka to keep going strong and not being used as critical slave buff ā€œonlyā€,because like i wrote before as rogue player it never have being stronger, only the slave buffs ones are fuckedup by this.

https://tos-ktest.neet.tv/items/210400

how to get those costume? can you purchase it from tp npc?

Is it possible to play in Ktest yet?

Requires almost the same amount of Kugheri Numani’s Bell as Regard Horn xbow…It requires the same item for some reason

Exdee intensifies

Im very disappointed on this too, its a joke that some demon lord cards are worst than regular boss dungeon cards. I mean, helgasercle card only gives 50matk at level 10, yeah seems like chappa and glass mole are still kings on the red card slots. Overall some cool card concepts but the fact that they are not % based just kills them.

These are the new TBL costumes

Yes?

Its so amazing i shouldn’t be mad. but monks don’t use 2 hd maces. I don’t want to hold mace just to have it disappear while I’m punching, only to have it magically reappear when I’m done. Am I being an ā– ā– ā– ā– ā– ā– ā–  or that stupid?

6 Likes

nah, you are not.
i simple can not understand sometimes why we have things like that in this game in 2017.
it would be fair easier for example: monk3 costume with gloves, making the shield-blunt vanish this would be the BEST every monk would use i would take monk3 just for that; or even costume type weapons, for every class and of course a gloves type for monk would be nice, i bet everyone would buy, i myself can say that if they release a gloves costume for monks, i would buy…
but more important i still can not accept-understand this costume class restriction, those things should exist for classes costumes only, the rest should be all without restriction, at least i would buy more if it was like that.

or for example a subtype costume; where it would ā€œgiveā€ only effects, so we can mix with normal costumes for extra effects, similar as how class3 costume works, but only with the ā€œeffectā€ for each skill, or glow and so on, those things are so nice and good to have, even more than simple clothes.

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Oh, I think I saw in one of the thousands of posts the info that is not possible anymore if you don’t already have acess to it, so I asked. :slight_smile:

[quote=ā€œraikoseifuu, post:9412, topic:321901ā€]
the info that is not possible anymore if you don’t already have acess to it
[/quote] Oh, im not sure about that. I started there long ago.