Tree of Savior Forum

KToS General Thread v4.0

I don’t know my last rank yet but I’m considering priest-chaplain too. I just don’t know what’s up with pardoners now and if it is intended that Last Rites and Sacrament don’t stack.

Yes exactly, most swordman skills are very limited in terms of AoE (which makes sense, since we’re melee classes, and we also have higher pdef/hp to justify having smaller AoE – so I’m not complaining about AoE by itself). But having both bad AoE and bad skill factors – coupled with the fact we rely so much on AoE atk Ratio – is a huge downer.

The overheats in that simulator are wrong, but It’s still super disappointing to see Zornhau being weaker than Bash. How would 5 overheats even make up for that?

It also bothers me they added nearly zero interaction from the other classes with Hacka. According to the simulator, they didn’t even bother changing what skills can and can’t be used while mounted. So how the heck am I even supposed to build a Hacka? With Cata and Pelta? That seems like the only valid choice since Lancer or Dragoon (the only two other mount-available classes) are spear only, and thus would require switching (which cmon, is a TERRIBLE IDEA IN FIRST PLACE – who the hell wants to get two weapons to trans 10, when you could build for just one?)

And I feel like, such build, Pelta - Cata - Hacka - feels underwhelmingly bad. I mean, Murmillos can already use sprint and compete in formula 1, why would I want to gimp my build with a squeaking bird?

But anwyays, let’s hope IMC will eventually see what they did, and make things better for all of us.

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If they didn’t bother making those new barb and rodelero skills usable mounted then believe it was added for the new mounted horse of templars and players that want to keep using mortal slash.

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dont flag my memes again, you monster :sad:

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In spite of ‘having all the information’ and being a self-titled Chap loyalist, you don’t seem to appreciate how chaplain works at all. It NEEDS auto attack buffs because the entire identity of the class is auto attacks + on-hit line damage. Chaplain can provide the line damage and attack speed, while monk provides an additional hit with DP. this is HUGE for chaplains. It means all of chap’s buffs will be striking twice per auto attack, not like the old DP where it counts as a skill.

Choosing all classes that focus on a specific playstyle is not a poor choice. It’s what you’re supposed to do in order to make strong builds. By focusing on one idea and making it stronger. that’s called synergy.

Auto attacks have never been filler for auto-attack builds. Auto attack builds have existed since the game’s inception. Chaplain is an auto attack class so you take abilities that augment auto attacks if you play Chap.

You’re ‘doing it wrong’ if you’re not honing in on a class’s identity and the tools it’s given. Sure I might not want to put 15 points into Double Punch but I’m still taking Double Punch for what it can grant my Chaplain. So far all you’ve done is say ‘this is a bad idea!’ without giving many SUBSTANTIAL example ofs exactly WHY you think it’s a bad idea beyond just “I personally perceive that auto attacks need to be filler and you should use other skills!” which is pretty ignorant.

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Are you sure about that? Isn’t it just an extra line? Nak Muay stance didn’t proc things twice either.

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Was really looking foward for this update, but with those cleric and swordsman nerfs, I don’t want to come back anymore. I guess I’ll be just checking out the Scout class.

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how about confirming if the changes are bad on your own instead of running away cause they might look bad…

AA’s will “never” be filler so long as we get “unlimited” skill slots and “unlimited” number of skills. The reason AA’s can’t be filler is the sheer amount of skills allows to fill all gaps in a skill cycle. So the only option is to completely build for AA or nothing.

In terms of lines of attack, AA’s lost:

  • ench fire scrolls
  • daino line of atk and aspd (unless the attribute is still there)
  • sacrament and last rights stacking

That’s pretty huge chunk gone.

And what do we possible get to replace them (cleric-chaplain-x-x)? From the current list it seems like you go AA-support because if you go AA-dps you seem to be better off adding more dps skills to cycle instead of AAing.

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You may want to watch the video again, this wasn’t happening at least from what I could see. There was no difference between the number of aspergillum hits between the DP spam and regular attack, and Bong did both.

Just double checked the video, and no it is just one tick of last rites and one ticket of aspergillum per double punch.

Nice lecture you gave me about a class ive been playing since it was out tho. Cute.

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No Running Shot?? QS is dead? :frowning:

Too bad this will never be the case. There isn’t a rotation, even with chaplain as a one circle hidden class that results in this situation. There was always be downtime in between skills where you can fit in auto attacks even in the current iteration of the game.

When you can only pick 3 classes this will be heightened even more. There will be significant downtime in between your skill rotations for auto attacks.

In my eyes, auto attack + support will go chaplain, whereas auto attack + DPS will go monk. IMC is clearly trying to get rid of ‘pure auto attack’ builds, and I think that is a move for the better.

Can someone post pls gameplay of the new rune caster and taoist pls?

I’m not diligent enough to go data mining to figure out stuff I need to make an informed decision. I don’t have a ktos account either so I’m waiting on ktos overlords for their words of wisdom.

Werewolf on 20sec cd peaked my interest though.

As for scout, nothing in the class tree sez main-hand AA build. Seems like it’s reserved for off-hand. Even lightning hands is specifically worded for off-hand.

Melstis with 90 sec cd gives me headache… :frowning: It feels much more unreliable than it was.

I heavily advise ignoring the list generated by @Wurmheart. Not only is a lot of the information completely incorrect, but it is also missing a ton of information for why changes were made or other things that were modified.

If you’re going to make a list, either make it comprehensive and accurate or don’t bother. Just stating random little changes with no context and also being heavily negatively biased about it helps nobody.

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@nxscythelynz see what I mean :relieved:

Judging by the comments here, i guess skill cds have been increased by a LOT. But we have to put into consideration having 3 skillsets of equal power (HOPEFULLY). so I guess the cooldowns are increased to make way for more combos and rotations. The buffs having such shorter duration are really sad though.

As a cleric main, I’m really worried about the changes so far. Such a big leap from the usual play style. But nonetheless still excited and looking forward to it. :cold_sweat:

It’s going to be a huge change to everyone’s playstyle, which I think is what makes a lot of it scary for most people. The most important thing is being able to adapt to what’s being changed and treat it like it’s a new game–only you have a bunch of high level or max level characters all ready for it.

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I can’t believe Linker and Thaumaturge are in the Scout tree…I was wtf with this build I been seeing with Linker and Shinobi in the same build until I saw the simulator.