Tree of Savior Forum

KToS General Thread v4.0

the system will stay only for a few days once re build hits and is way to compensate players for the overhaul change, is not something permanent, so if some players wants to upgrade a shield so they can simple change later on and obtain some minor advantage of course they can is a minor advantage that can be taken from some of course but the main point of the entire system is that is made for uses who already have old weapons for months in game and are severely affected by the re build! and in the end the same can be said for users who trade one handed weapon in a two handed weapon, it also uses more shards! so the guy is taking advantage of the system to gain shards but then again is something acceptable for one time thing and for a huge changes like this one.
and remember everyone:
if a weapon have been traded 1x1 scenery after the patches hits, it loses the ability to be changed, and also only works one time per weapon as well and also the weapon need to be made before the patch hits live servers as well if i remember the korean dev blog correctly, so keep this in mind so there is no complains later about buying a “cheap” weapon and trying to reroll them and be taken by surprise that she was already “changed” or things like that!.

For all intents and purposes, shields are armor.

  • In the past, the safe zone to upgrade was +3, just like other armors
  • Marketplace has them under Armor
  • Only 1 Partis Solution needed for the velcoffer set bonus, unlike weapons that take 4
2 Likes

Shield 9/12 pot -> bow 10/13 pot
5 Likes

love you very much sire!

So, if this is possible…

probably people will make Velcoffer Shields and put them to +11 (or more) & Trans 10 (since it requires a LOT less gems — 67 in total) and exchange it for any Velcoffer weapon on Re:build.

The question is (and I’ve made this question in another topic): are the chances of enhancement failure of Shields the same as the Weapons? Will it be that simple to put a shield to +11 in the scenario I described above?

yes, is possible but this is only possible if you do it now, once re build hits, any changes made on items make it impossible to be swapped ^^.
there is nothing against it if a player want to do it simple as that, is a temporary system not a permanent one, there is of course some penalty and buff as stated by imc conversion table, and this is it !.

1 Like

Yep, I forgot to mention that part:

Even if the item is on your character before the Re:build, it will be ‘unexchangeble’ if you refine/enhance, transcend, socket, etc.

On Ktos there’s this part of the patch note confirming that — here:

2. 무기 계열 변경

  • 계열 변경이 가능한 아이템에 변화가 생기는 경우(강화, 초월, 소켓, 아이커 장착&추출, 각성, 거래, 외형 변경) 계열 변경의 기회는 사라집니다.
1 Like

MIk4Z80

4 Likes

its actually less then 67 blessed gems because of the event that reduces costs by 50% for every even trans/enhance

You missed this part:

Its been some time since ToS 2.0 went to kTest. So painful to watch Monk gameplay videos on Re:Build.

Palm Strike + Hand Knife is such a hard CC players only use Palm Strike and gimp damage.

Energy Blast makes monsters fly away so far they end up not using it.

One-Inch Punch is so weak no one bothers to even use it.

God Finger Flick … is God Finger Flick, nothing changed much on its usage. Would’ve been better if its debuff can spread like Appraiser’s Blindside.

Double Punch is so weak you wonder why you even take a single point in it other than reskinning auto-attack (at least make it change Monks into a bare-handed stance). Nak Muay AA and Demi-Wolf AA > Double Punch. Heck, you do faster auto-attacks with dagger sub-weapon spam WITHOUT Double Punch attack speed buff compared to using maxed Double Punch. Just something to think about.

Golden Bell Shield most of the time is spent using Palm Strike + Hand Knife, then wait 1-2 seconds for mobs to fly up and down, and repeat, only to have enough time to use Palm Strike + Hand Knife on mobs. Energy Blast cannot benefit from the full duration (at most 5 seconds, and repositioning usually takes 1-3 seconds). Moot skill other than on bosses.

Iron Skin does so little even with maxed out points you wonder why IMC don’t just make it a 1 pointer skill. At least give it a blue aura that persists so it can be a fashion skill, much better than the useless skill it is now. Also, Stone Skin > Iron Skin memes.

As I feared since ToS 2.0 just came out, Monk and Monk’s skill set is still just flawed, and on top of that, lacks significant damage compared to other DPS classes in the Cleric Tree. All I see on Monk gameplay as of now, is simply spam Inquisitor/Zealot/Chaplain/Paladin skills off cooldown, and using Smite + Palm Strike + Double Punch as filler due to the hard CC or other skills being that weak. Nothing much has changed since Monk got reworked in ToS 2.0 aside from less-than-decent damage buffs. All of Monk’s core damage skills are locked behind hard CC skills that are weaker than other classes, and also lack any utility of any sorts while other classes have better damage and better utility skills. In almost any circumstances, there is no reason to pick Monk over other classes as in any case where Monk is considered, there are easily other options that can do better than Monks.

In the end, Monks are better off before with Double Punching spamming without the stupid 0.05 seconds unnoticeable Hit Delay.The state of things are still the same, where R8 classes are better than R2 classes (heck, Exorcist-Inquisitor-Zealot is strong), and Monks overall (looking at the pros and cons, the big picture kinda thing) got nerfed yet again. As useless as Monk’s other skills were, at least Double Punch was strong enough to carry the class like how Rubric is for Exorcist, but the returns from sacrificing Double Punch is just far too much.

So much for “balance” (Yes, its another Monk rant from a Monk main)

5 Likes

On the bright side, there will be more (?) voices airing out this sentiment with ktosters (maybe?).

1 Like

Monk desires aside, now would seem to be the time to ask “are melee scouts basically just displaced swordsmen due to them not relying AT ALL on aspd?”. The pistol scouts have a clear AA build, but melee scouts still rely on skill cycling (aka piano play) making them no different than a swordsman.

Watching ktest rebuild videos with monks in them is honestly depressing.

Sometimes it feels like monk is some kind of imc inside joke answer to the usefulness of monks in ragnarok.

3 Likes

IMHO IMC just doesn’t know how to differentiate monk from every other melee dps. Other than flavor or personal taste, why go monk? It fills no specific combat role (just your generic hit button = damage) nor does it do anything different from a swordsman (use weapon to smash).

They’ve had the opportunity to apply toy hammer mechanics to skills but they didn’t. They’ve had the opportunity to try auto casts (like falconer) but they didn’t.

If the dps is gonna stay low how about giving monks more healing then? How do you feel about a small mass heal-splosion on skill use? I dunno. Something other than dps because IMC clearly doesn’t want monk to have good dps.

To be honest there are so many ways to do it, be it combo-ing, toy hammer mechanic, a new skill, or at least some sort of class-defining mechanic. Golden Bell Shield just feels far too subpar to be even considered a “mechanic”, and the skills Monk has at the moment is just too crap in comparison to other DPS classes in the cleric tree, much less to make use of for Golden Bell Shield.

In my personal opinion, IMC didn’t do much simply because they have no idea how to too, and that other classes have ideas that conflict with anything that may go to Monk in future. Monk got the short end of the stick from that. Double Punch is an auto-attack now, and can be counted for Chaplain Visible Talent, thus taking that into account in balancing. Cooldown reduction idea taken by Inquisitor. Skill spamming? Nak Muay. Even then, those classes can utilize skills from other classes into their own skills to make themselves stronger (God Finger Flick on Breaking Wheel, Double Punch to Visible Talent etc), but Monk’s own buff does not affect other class skills (Golden Bell Shield only buffs Monk skills). Most of Monk’s debuffs are gone (Bleed, Armor Break, Double Punch Strike Debuff), along with a lot of things taken from Monk (Golden Bell Shield barrier thing looks cool, why remove it), but nothing to replace it with to keep Monk’s uh, UNIQUE AND PERSONALITY (if it had any aside from Double Punch spam which is now crap). Heck, at least give Double Punch a proper stance like Nak Muay’s bare-handed stance. The whole thing with changes to Monk and ToS 2.0 just feels like removing content, nerfing things and reusing old assets, and Monk got the worst of it. For example, any Monk who sees how Foretell works in ToS 2.0 can tell its just CBT Golden Bell Shield with lower cooldown.

Its a very screwed up triple whammy when you main a Krivis-Monk-Zealot and all 3 classes get re-balanced to be much worse than before (even with Blind Faith memes), much less other classes. Even more depressing that all 3 classes are supposed to be considered Red DPS classes in its current state.

It’s pretty clear that Re:Build’s class balancing hasn’t been fully completed yet.

There’s been a total overhaul on Chronomancer and Oracle right after the release on kToS, and of course some incosistencies between classes still remain (i.e. dragoon helmet being nerfed but murmillo’s helmet not).

IMC might have rushed the release date with many balancing still pending because they need to be bringing in more new players before the end of the year (at least in kToS).