Tree of Savior Forum

KToS General Thread v4.0

Really now. This is what aspergillum and OOB should aspire to.

On to musketeer, looking pretty good with available class options (hopefully can work with block and shoot if the buff doesn’t require a weapon).

Monk with skills of 7.5% defense ignore at max says Hi :sweat_smile:

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tbh aspergillum is currently the second strongest(?)* AA modifier in the game, second to limacon, with 132% (211% with max atributes) add dmg (meaning you still get another 100% from your normal AA) , and can be double by capella. adding defense ignore on top of it seems a bit extreme.

  • lightning hands was nerfed to the ground (36% add dmg at max lvl) and so was dgs (113% max dmg, not aditional) so it is more for this fact than for aspergillum itself.

Edit: even if OoB remain 150% matak aspergillum is stil stronger due to being additional dmg.

Agreed - Aspergillum is fine considering it is in a tree with last rites and the auto-attack damage stacking buff.

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Skill description now lists it at a 100% skill factor regardless of skill level.
I don’t really see the benefit in OoB AA’s aside of range and being able to attack while channeling/casting tbh.

And it still uses x3 fake hits last I saw, weren’t those supposed to get removed entirely?

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but doesn’t last rites scalling completely suck? while also deleting sacrament? or did they changed any of those?

i think aspergillum is fine because both capella and visible talent(?)

yeah if was 150% could be boosted to 240% which means more dmg than aspergillum itself, but it loses the base dmg. so would be weaker nonetheless

and yeah, aside from certain point at beta, sadhu’s OoB never got a time to shine, and doesn’t seem to be this time, there are a good skills to justify sadhu into a magic dps cleric build but OoB AA ain’t one of them.

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Hard to say the only info I have on rites is some ktests done by crevox which showed that the damage scaled based on skill level, and since it has 15 points to Sacrament’s 10, it will most likely end up being better than sacrament down the road.

Capella is nice but I am not sure what it is going to affect, I think capella is more to augment skill-based clerics like exo.

you meant ‘Hunter’ instead of ‘Rogue’, right?

I mention aspergillum because despite its scaling, it is still aa only. Grooving muzzle affects all musketeer damage. That’s the difference.

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-Rod Mastery casting time reduction increased (30% -> 50%).
-:tired: sad to be a staff user indeed
maybe IMC will give staff like 1.5 times the matk of current re : patch :sad:
might as well delete staff from the game at this point :tired:
my fellow wizard comrades, we must fight to free staff from evil IMC

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While you’re at it, a small oomph to 2h swords/mace/spears would be greatly appreciated

oh… wow, i tought grooving muzzle only affected AA… this is really huge them.

tell me about it :tired:, my fire bender-esque char is really sad because staff mastery is a really good thing going for pyro, but meteor casting would be better on rods ¬¬.

they could compensate this by giving a innate pain barrier effect to staff users :distinguished:, this way you cast slow, but no way to be interupted unless hard CC.

Guys must you hit level cap in order to get 3 classes other than your base class when Re:Build comes?

no, I don’t know the specifics but I’m pretty sure you just need to be high lv at like rank 8

Don’t cry, Cleric is even worse with only +10% Healing when using a one-handed mace.

Imo every one-handed weapon should have a decent weapon mastery effect to compensate for the damage lost by not utilizing a two-handed weapon.

Sure, you can’t use a shield, but block being only 50% damage reduction and knockback/-down protection (and only useful on high block stat investment because bosses now have high block penetration), evasion is clearly better than block and still open for two-handed weaponry…

They already got enough boost compared to normal one-handed weaponry. Just look at all these two-handed weapons featuring extra attack or additional skill levels. Even random stat weaponry always has at least 3 stats, compared to the disastrous 1 stat on one-handed weaponry/shield…

If you ask me the simple fact that you need to invest way less to have a good two-handed character is already enough compensation.

The whole thing would be different if IMC didn’t overdo it with their boss nerfs, but judging from the footage from kTest, there is no need for one-handed weapon+shield unless you want utility [i.e. knockdown protection & less damage taken from physical attacks].

you know what is ironic, my chrono is the rod user and my other wiz uses staff :expressionless:

The kTOS streamer 발러 VALOR uploaded a video where he rates many classes on Re:Build. What are your thoughts?

I can’t say I agree with him on most points.

Starting with Swordsman, Doppel deserves a higher tier. Cyclone is an amazing AoE skill, DoV is a good self-buff and DPE is very interesting for farm-oriented builds. The other damaging skills look satisfactory IMO. The only thing that Doppel is lacking is the attribute for Punish for splash damage when used on knocked down enemies. Highlander isn’t on the list, but it’s another great class in the Swordsman tree. Barbarian is looking fine, but a bit overrated. It looks strong and balanced. As for the spear classes, Lancer is pretty much the same with Crush Quintain, Hoplite isn’t appearing very often on the uploaded vids, Retiarius still strong, but Dragoon is lacking. Based on the available showcases, only Dragon Fall looks promising. I also miss the attributes to create buffing zones for Gae Bulg. Oh, and Cataphract looks okay, I guess. I still don’t like how Acrobatic Mount works, but there aren’t any glaring issues there. Templar and Hackapell have too many compatibility issues. I’d love to see Templar using riding skills from other classes, opening many possibilities for Templar builds. The compatibility issues with Hackapell have been commented on the last Re:Build FAQ, so at least IMC is aware of that. Nak Muay, Murmillo and Rodelero are fine. Peltasta is powerful, but I don’t really like how IMC deals with that class. Instead of just shoving too many +def/-dmgtaken buffs, why not create a buff to increase your AoE def ratio and your own hitbox so you can explore this mechanic better?

Moving on to Wizards, I think we’re getting closer to balance. Taoist may be a bit stronger than other classes, but it should be fine now that they removed the bonus dmg from lightning property attacks against frozen enemies. However, removing those interactions hurt classes like Bokor, Warlock and Shadowmancer, specially these two. Onmyoji may be on the weaker side, but it’s still salvageable because of its interactions with other classes. Sage deserves more attention by the players on the test server. I believe I haven’t seen any videos yet showing what can be duplicated by Micro Dimension or the performance of the class in IDs, raids, CM, etc. Alchemist was overrated by him, but yeah, the class looks pretty fine. However, I wish IMC changed how Tincturing works. There’s no logic in giving potions different levels, because NO ONE buys potions of lower levels. It makes no sense at all! I think that they should add new effects for crafted potions based on the character achievements, i.e., craft X potions to receive a special title that adds an effect Y to your potions. Something like that. Oh, and Magnum Opus is bugged (can’t unlock enough grid tiles to craft Homunculus) and Homunculus still needs a rework, but they’re aware of that. Necro is still waiting for a Necromicon rework. Other classes are okay I guess. Chrono is dead, but I already talket a bit too much about it on another topic.

Ok, let’s talk about Archers now. Well, saying that only Wugushi is good is simply absurd. In fact, I think it’s the class tree with the less issues at the moment, but some classes still need some tweaks (Fletcher and Mergen need SFR adjustments; some skills are great, while some others are pretty weak). Appraiser needs an actual useful skill instead of that crappy Insurance (well, maybe it’ll be important for GTW, I guess). Cannoneer is good, but an escape skill/attribute to quickly retreat from Bazooka would be great too.

Clerics now. Huhh, I wouldn’t say all Cleric classes are good. Monk looks very weak and deserves help. Oracle looks like the dumpster where IMC is just throwing all skills and effects they don’t know what to do with. The whole issue with Diev balancing is the bad decision to make Owl Statues hit in 360°. I think leaving them as they were would be better, while adding a tool to rotate your Owls (for example, with Carve Attack; a new effect that, when you use Carve on an Owl Statue, it rotates CW or CCW depending if you’re in front or behind the statue). I don’t like that PD gained Haste, I think re-adding Sleep as a PD skill would suit it better (not a targeted AoE, but a cone-shaped AoE attack). Apart from some needed SFR adjustments, I think the other Cleric classes are okay.

And finally, Scouts. I think IMC did a good job with that tree except for… Squire. Let’s wait for what they have for Squire in the future, but, at the moment, it feels a bit out of place. I think that creating a new class with Repair and Armor/Weapon buffs (Blacksmith, Swordsman tree) and taking those skills off Squire skill set would open up room for new ideas for this class. In short, it’s lacking active support abilities. IMC could learn a thing or two from Final Fantasy Tactics’ Squire. The new classes look great and Outlaw is my favorite one so far. Assassin is a bit weird, it looks like it has too much AoE power (Annihilation), but it’s lacking single target damage. Anyway, it’s a bit too early to have a good conclusion about those two and the available vids don’t really help, so maybe people in the test server haven’t fully understand yet how to chain Assassin skills in order to maximize their damage output. Oh, and please fix Mokuton no Jutsu already for Christ’s sake.

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So, what wizard classes still use staves over rods? Is it an exclusive passive mastery or something?

I would guess anyone that wants chronomancer would be nice with staves so they can still have quick cast. That, or classes with mostly instant cast abilities.

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Ok, thanks. I thought some specific wiz subclass had some sort of staff mastery that made made it convenient to equip.