Tree of Savior Forum

KToS General Thread v4.0

Using anything in the current live should not even be a point right now, they just rebuilt the whole class system, status system and balanced the ■■■■ out skills/equipment etcera

You could at least wait till it gets out then you can cry about what is viable or not
til then just stop bitching about it lol

4 Likes

So if mechanics and synergy is the issue then what’s the problem with physical wolf?

The idea of the build is to get a high amount of crit rate and crit damage from the wolf transform while scaling it with 2h mace because full wolf draws its damage from both Matk and Patk. When wolf form is down you transform into a medium/animal for more crit rate and use monk’s double punch as filler between attacks, while also providing healer-level party support with a combination of max Aukuras and druidweed. Divine Stigma is also used to boost your STR and Zalchaia is used to boost your crit damage even higher when in wolf form. With attributes you keep wolf form up for long enough to burst, and against groups or bosses you pre-cast inquisitor’s wheel and then transform into full wolf and beat on it to clear out mobs or deal heavy damage to the boss. Once wolf finishes you restore SP with ein sof and start again. How is there no synergy there?

Leather gear from the unique raid shouldn’t be itemized for possible cleric hybrid builds thats what random stat gear is for or just mix and matching diff types for ichors.

1 Like

im not bitching about viable builds, i’m giving constructive criticism on a set of items that IMC wants to release with their upcoming changes if your going to make items that are focused for a roll but then add 1 stat that deviates from that roll and makes that stat useless why did you even add that stat in the first place just don’t add it.

1 Like

This person gets it.

What about Wolf Zealot? :o
Something like Krivis/Druid/Zealot

would this complaint be different if the item just straight up didn’t have the stat line?

if it didnt have int at all i would have been fine with it like i said before

like i said before if the stat line wasn’t even present there would be no need for me to complain or for other players to complain about it, its just stupid to make such a powerful item and then brake it because some pleb/troll wants to play a hybrid build that is not really optimal in what they are focusing on doing. This is not D&D go RP with some loby gear not end game gear.

They didn’t give it CON because it would be too OP, and that’s it lol

Again, if the devs want to support a hybrid build with an endgame item, then who are you to say that endgame build isn’t intended and viable? If it has gear that suits it, then make use of it. Don’t cry about something just because it doesn’t suit your ideal of what an ‘endgame’ build should look like.

8 Likes

Monk is going to look bad on paper, probably because of the fact that the majority of the skills are affected by attack speed.
So yeah, while they look to be about 200-300% per, when you’re able to throw them out in less than a few seconds, I suspect they’ll equal out a little more fairly balanced

Also since phys and magic are largely similar, gear should reflect that for clerics imo.
If they wanted to put Con on leather armor, nothing was stopping them from doing that just because they added Int first.
But they didn’t want to, so w/e

A few questions to maybe turn this back into an actual discussion thread:
Does OoB still reduce your p.defense to 0?
Are there any still existing/new hidden skill combinations?
For example, like:
Bless/Restoration -> Heal (this one is almost obviously gone)
Lethargy -> Earthq.

Quarrel Shooter Changes
[Quarrel Shooter on Tos Guru]
-Running Shot removed.
-Shield Mastery: Quarrel Shooter attribute removed.
-Deploy Pavise bleed chance now locked to 100%, and the Bleeding Chance attribute has been removed. The duration of the Pavise is now locked at 30 seconds. New attribute added: halves the duration and block count of the Pavise, but gives all nearby allies +10% block penetration, and gives only you immunity to knockdown/knockback.
-Scatter Caltrops Duration attribute removed. The base duration on the skill has not changed.
-Stone Shot cooldown increased (10 -> 15 seconds). Stun duration now locked at 4 seconds and does not scale with skill level. It has a new line to state stun chance in the skill description, but never changes from 0%, so likely bugged.
-Rapid Fire cooldown decreased (25 -> 20 seconds). Reduce Critical Resistance attribute removed. Now caps at skill level 15.
-New skill: Kneeling Shot, taken from Archer. Now caps at skill level 1. Provides a 15% increase in attack (instead of flat), 35 range (same as old maximum), and 30 attack speed (old level 1 value). Critical Rate and Precise Attack attributes removed. Enhance attribute now provides 0.5% increase to the attack gain with 100 levels.
-Teardown cooldown decreased (50 -> 45 seconds). Overheat decreased (4 -> 3). Teardown Statue attribute removed, but the skill now has the functionality by default.

-New skill: Block and Shoot.
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For 5 minutes, you have increased block (20% per skill level). Any time you block, your attack afterward is a guaranteed critical strike. Caps at skill level 5. Cooldown is 1 minute.

4 Likes

Can we assume all the QS attributes not connected to skills are still there? Or are any or all removed? Now that I think of it Cryo has a bunch as well, do they still exist?

Oh, there was only one I believe, and that’s Shield Mastery. It is gone. I’ll update the description.

When most of Monk skills are very barely above 100% skill factor and Double Punch being 50% x 2 (the attack speed is negligible btw), Energy Blast being the main damage but has its charge time back at 5 seconds and easily interrupted (not to forget it needs Krivis Divine Stigma, further locking it to a very underwhelming Krivis class at the moment, and because Divine Stigma is needed, Fade + Energy Blast is impossible) while being unable to turn it’s knockback off, Iron skin offering a measly 0.5%-7.5% physical damage reduction after 15 points, and Armor Break offered from Monk is 0.5%-7.5%, and yet Cleric Smite, a base class skill, can out-damage almost all of Monk’s kit DPS-wise and Paladins have better everything else while having arguably similar or better damage, it might as well be better to just auto attack and abandon Monk entirely for other classes that can offer more. Even Nak Muay looks like its doing better than the class it came from while Monk has just became a Nak Muay knockoff. No matter how low the skill factor of skills would go, there is no justification for skills from a red class to only deal a little over 100% skill factor while its stronger skills are gated behind needing another class and long charge times with no Surespell effect.

Monk is that class that continuously gets ripped off and gets their skills and ideas stolen by other classes whom IMC then makes them do it better while leaving Monk in the dust. Why hasn’t IMC deleted Monk yet?

QS seems really good if Block and Shoot works with weapon swap

4 Likes

I’m particularly interested in this skill. What skills are people gonna “reserve” the sure crit for? What will actually work? How long does the 100% crit ability last?

Yes Out of Body still reduces defenses, Sadhu still takes more damage when using it.

Yes quite a number of existing skill synergies are still there… like lethargy + earthquake, icewall + PP, Conviction + Smite etc. There are some new synergies between classes though, but still don’t know what they do… like Miko’s new random buff skill with Kabbalist’s R7F grants a debuff on the monster that get hits by R7F, but not sure what the debuff does currently.

2 Likes

Now, we’ll do something different.

New Class: Assassin.
[Assassin on Tos Guru]


Master: Rashid Zabanya.

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Skills
Hasisas
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Allows you to drink a Hasisas Potion, improving your physical abilities at the cost of adverse effects to your health. Increases attack speed, but causes you to lose 1% HP every 10 seconds. Lasts 5 minutes with a 30 second cooldown. Has an enhance attribute to boost the attack speed gain, an attribute to cost you to lose HP every 20 seconds instead, and an attribute to also provide 20% evasion. Requires a reagent (Hasisas Potion) to use that you can buy from the Scout Master.
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Behead
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Attack the enemy’s neck, causing them to Bleed for 1 minute. If used in PVP, teleports behind the enemy. If used from Cloaking, it deals triple damage. Has an enhance attribute, an attribute that silences enemies for 5 seconds, and an attribute that causes enemies to take additional Bleed damage based on a % of their max HP. Cooldown of 25 seconds.
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Instantaneous Acceleration
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Accelerate forwards instantly, cutting down enemies in your path. Has an enhance attribute, an attribute that causes it to hit twice but for less damage each, and an attribute to stun for 3 seconds. Has a 20 second cooldown and 2 overheat.

Hallucination Smoke
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Create smoke that lingers on the ground, causing enemies to see hallucinations. This reduces their evasion and critical resistance by 20%. Any enemies that touch the smoke are debuffed for 20 seconds. Raising the skill level increases the duration of the smoke. Has an attribute that causes enemies to take damage when the effect ends(?).
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Piercing Heart
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Take your dagger and strongly pierce the heart of an enemy. This causes them to enter cardiac arrest, preventing them from being able to recover HP for 10 seconds. Has an attribute to increase the duration of the debuff by 5 seconds and Heartbreaker, which increases your critical chance by 50% for 10 seconds after use. Has a 30 second cooldown and 5 overheat. If used after Keel Hauling, it is a guaranteed critical hit.
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Annihilation
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Immediately hide and quickly cut down all enemies before you. Strikes all enemies in a wide area 14 times. Has an attribute to give 10 seconds of Stealth after use (with +5 increased movement speed), and an attribute to double critical chance against Bleeding enemies.

14 Likes

Skeleton count is far too low, new Skeletons are worthless, only ones max is now combined.

Like most other things about this patch, fun factor is being lowered, but this one went too far. :frowning:

1 Like