Tree of Savior Forum

KToS General Thread v4.0

This. Swordsman buffing before a boss fight, Goddesses help you if you wanted to proc all Frenzy stacks as well.

Old video at least post a more recent video after the monster/boss over nerfs.

Edit: nevermind canā€™t even see the damage but musketeer got 2nd place at the end.

Edit2: https://www.youtube.com/watch?v=0J5HhPijs5w
Better :satisfaction:

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looks good to me, the highest level of content should take close to the fail timer to complete even with a decent group.

That group just stood there and took velcofferā€™s curse over and over instead of jumping, which is a huge strain on HP and SP.

Actually,this is not overpowered. The magic defense of the boss is increased by roughly 62,5% via Judgement, which means the damage is not doubled by doubling the amount of hits.

Of all the mechanics that are introduced into TOS to create interactions between skills, this one is actually one of the few which are counterbalanced, i.e. you get doubled amounts of hits on enemies who have a naturally higher magic defense;
in the case of this boss, the magic defense is as I stated increased by 62,5% in exchange of doubled hits.

In comparison, skill interactions like Lancers Crush>Quintainn, which have no downside at all,
are far more overpowered. Or e.g. Grooving Muzzle, which now gives 100% uptime on 30% def ignore effect, probably effecting all skills used while having a musket equipped.

In my opinion, if all skill interactions would have a positive and a negative effect to counterbalance the efficiency (e.g. Crush reducing the damage received by enemies by x while reducing the damage dealt by them by z ) of combinations, it would be way more balanced.

The problem of the easy kills is the over-nerf of the bosses to cater casuals.
As long as a T5+ 390 player can easily kill the normal dungeon bosses solo within 2 minutes,
thatā€™s way too nerfed for an actual group content.

Imo itā€™s better to give better rewards for the dungeon via cubes [e.g. Raid Portal Stone recipes] rather than nerfing it to be a quick clear for leveling purposes only as itā€™s right now (right now itā€™s even harder to kill the 330 dungeon bosses than after Re:build hits)ā€¦

RIP Templeshooterā€¦

Didnā€™t Templeshooter got overthrown by Frost Lord?_?

Kinda, but it was still viable for a Sorc Necro. Now there is no reason to use that summon because it has super slow and inaccurate attacks and bosses love to keep moving around, the missile damage debuff was the only advantage it had.

They really are pushing Pyro as Necroā€™s best combo now, with Enchant Fire affecting summons and now the new corruption debuff increasing fire damage. I can still go Pyro-Sorc-Necro but a build without Sorc is a possibility to me now.

I really donā€™t like when people talking about plague doctor say stuff like ā€œPD is always a good class, but itā€™s basically just Bloodletting: The Classā€ To me, that doesnā€™t really seem like a very good class if it only brings one thing to the table and status immunity is such a mechanically unsatisfying niche.

Donā€™t forget that it still has bloodletting, it just got merged into Methadone, which is a very strong buff now. It also got a form of Haste, so it can apply that to the party too. Also its offensive abilities are nothing to sneeze at.

yeah, but this merge made a 55s uptime with 60s cd to a max 20s uptime with heavy investmentā€¦ pd is now a selfish self healer self immunity to ailments while having decent sustained to boot.

it is THE haste skill XD, just re labeled, but yeah it is great utility nonetheless

when i mentioned that i donā€™t see the point of pd was only in the context of our friend there saying he meant to take a support class and make full support char, for this purpose i donā€™t think pd is really good atm

:expressionless: look at Appraiserā€¦

unknown

A glimmer of hope in the seas of kTest, pray for Monks.

6 Likes

it only affects autos, it adds an extra hit and makes the auto crit and penetrate 30% defense.

This is what confuses me though. The point of moving some classes to scout was so scout could ā€œmonopolizeā€ AA-ing. That also hints at making the other classes piano heavy. Why do they have these AA only ability in some non scout classes when AA play is very lacking in support for non scout classes?

Iā€™m happy that I can still AA on non scouts, but itā€™s limited to basically 1 skill per class. I now have to take 3 classes to make anything AA for any class and itā€™s only going to be 3 skills to support the play style.

Iā€™m saying non scout AA skills need to affect piano play as well.

hybrid piano and aa builds probably
havenā€™t auto attack builds always used like 2 - 4 buffs anyway.

and the Corsairā€™s Double Weapon Assault in rebuild ? still the same tresh low DPS compared to skill spam ? or we finally have an AA thief in the game?

hfh
Nice.
So, velco can be silenced.

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That was the ā€œreasonā€ why scout took the classes that it took, but in practice we still see piano > aa on scout. The only AA builds you see on scout are pistol users.

Pray that be a bug because we were about to get perma growl velcoffer before they changed growl to a taunt. Every group will just want a rogue so they can try to perma silence him into a corner for afk kills.

The skill description doesnā€™t say so,though. It only states that the additional hit & crit chance is exclusive for auto-attacks.
I doubt the defense ignore effect and the accuracy increase only affecting auto-attacks unless proven otherwise via kTest videos.

Would be cool for Inquisitor, Malleus Maleficarum can silence monsters :smiley:

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its fairly easy to test for itos, since it has barely changed
it doesnt work for skills lol.
probably the only person ive seen misunderstand the concept of the skill lol

scratch that lol, i dug deeper found the official source and yea it is as you say, 15% defense ignore wasnā€™t noticeable when i tested it

but uhh yea musk damage is gonna be real meaty.