Tree of Savior Forum

KToS General Thread v4.0

Maybe Exorcist will be adjusted a little,too.

There’s a chance that Engkrateia,Gregorate or Koinonia will go to Priest or Chaplain and Exorcist will get Turn Undead and/or Magnus Exorcismus from Paladin/Chaplain.

Exorcist will probably even more attack-focused after the update than currently.

I’m wondering about Paladin,though, if it loses Smite and Turn Undead, it’s stuck with Demolition and Conviction, which are not very good skills currently (new modifiers might change this).

Since Smite is moved, unless it goes to Inquisitor, it might be even a bad option to chose for any Inquisitor-based build.
I really hope that the developers will have at least one attack skill per Class with less than 20 seconds CD time so you have something to cast regardless of your other Class choices.
If not,we’re in for a hell of a ride where auto-attacking will be the norm and skill casting will be every once in a while…

its clearly caster focused its getting the highest scaling for int.

I’d like to see Exorcist’s supportive moves shifted to Priest as well. It seems like Exorcise was removed, but Magnus Exorcismus is probably just going to be a regular cast ability, or maybe even cast from Aqua Benedicta

And now I think it is not a coincidence to think that the Heal system is in fact changed even with all the facts being put :disappointed_relieved:
From the dev’s note part 5 no. 4 you can see that they delete/changed the special effect comes from Master Circle Costume


(In short, the Cleric Circle 3 Costume Heal effect is changed)

1 Like

I read the translation with google, and it seem all our alt will reset to the base class. I wonder what would be the case for certain class
e.g.
QS3 Scout SR3 will it be reset to an archer or scout?
Linker Thauma Shadowmancer, wiz or scout?
or will those build able to choice their base class depend on their build?

Well since scout is not a base class for now maybe they will turn every char back to sword, archer, cleric and wiz and give 1 base class reset / char.
Maybe that won’t be enough though since we won’t have much time to test all these things so some might end up picking a new base class they won’t like and screw up one of their already max lvl chars…

There’s got to be some way for us to reset our base class to Scout. Wouldn’t make sense at all if they didn’t allow that option.

IMC really wants paladin in that tank role, but they need to buff restoration and resist elements heavily for it to happen.

Also, I agree, conviction and demolition seems a bit barren for the attack skill side.

Actually, new CON stat gives resistances too, doesn’t it? I’m pretty sure this will help scale Sanctuary and Barrier builds to fill that tanky team support space quite nicely. I know I’m very fond of my Sanctuary Plague Doctor.

Paladins won’t ever be able to tank properly until IMC gives them a reliable taunt. They could have all the HP in the world and that wouldn’t mean anything if they can’t maintain aggro. On the other hand they are still great HP sponges with barrier devotion.

The real question is, who is the poor class that will get the dreaded lvl 15 - 184 sp - 3 OH Smite? Will combustion finally be useful? Can deadly combo finally deadly something for real? Find out on the next episode of DragonBall Z!

4 Likes

Paladin’s niche isn’t tanking the way swordsmen do anyway. Like you said, it’s HP sponging, providing the party with defensive buffs, and defending objectives with barrier. Also lowering enemy property resistances with Conviction and Resist Elements.

1 Like

what do you mean paladin is not a tank, set a barrier and see how your party immortal af :roll_eyes:

1 Like

Taking damage for someone else is not tanking, aggro management is. At least learn the terms you are using. There is a huge difference with preventing damage by maintaining aggro on yourself as a tank than preventing damage by transfering it to yourself as an hp sponge.


It is both… The main essence of tanking is to take the damage away from your more squishier allies allowing them to survive. This can be done by either literally redirecting the damage or attention of the one doing the damage.

The Cleric-Paladin in this game of ToS is literally the best version a tank can be. Not only does he take the damage for the team, but also provides the role of a healer as well. This effectively cuts out the need of a member to be a healer, opening up a slot for another dps.

The only reason Paladin isn’t prevalent right now is because its not a very popular idea. I have seen a few Paladin builds that would tank for our whole guild during the early days of card parties and guild missions. Don’t under estimate the effectiveness of tank Paladin.

7 Likes

It’s also very boring. If everyone covers his own behind it’s more interesting.
Another reason why tanking with Paladin isn’t popular is because you receive 100% of the damage, resulting in the player being punished for bad equipment choices/enhancements of other party members.

The new system will probably reduce the need for a Healer to 0 if the equipment&stat boost is right.
With evasion being more effective, you can dodge a lot of damage, and block still negates a good portion of incoming damage as well.

DPS role will probably be gone completely with the changes, because the difference will be way smaller now.
It’s better to go hybrid to gain extra survival - and/or buff capabilities [buffs will now get a decent scaling that prevails throughout the game and is more effective than just adding a fixed low number to your damage output/sub-stats] in exchange for some damage skills that will just clog up your control slots (as all Classes offer similar damage modifiers now, the loss is small or non-existent if you’ve already a complete rotation covered).

If people still go for full damage builds they probably don’t understand the new theme, or IMC messed up the balance & scaling once again xD

The real problem of paladin tank isn’t the fact you take 100% dmg. It’s the fact that the damage you take from allies reduce YOUR armors durability. So you can’t tank for that long without repairing which is idiotic > the more people you tank for, the less time your armor will have durability. The skills makes you take damage for them. It doesn’t change the fact that the ones being hit are them, and their armor. So well that’s a fail in the spell. ^^

4 Likes

I know that it is not from Paladin, but you could use Inquisitor’s Judgement for that.

But IMC should fixt the problem with armor durability…

Is it mention somewhere in one of the dev blogs how many skills each base class and the other classes get?

I don’t see it making much sense giving base classes attacks skill, if they only have 15 skill points to allocate. They’ll automatically be weaker than the attack skills of all other classes except when having special effects or debuffs but then we have the problem of 1 point wonder skills again.

That’s another reason nobody actually “wants” to tank. You can’t sustain it in unless you use repair kits or have a squire ready to serve.