Tree of Savior Forum

KToS General Thread v4.0

Haha I do wish for the same as well with regards to Monks. At this rate, Monk-Chaplain-PlagueDoctor will be another Auto-Attack bot class with how Double Punch uses no SP, Aspergillum having a 900s buff and Modafinil having 100% uptime.

(Hides in cave before Monk gets the negative Boker generalization treatment)

^hides in cave to write more monk walloftext. But rest assured, he will be out in less than a day.

So monk 194 sfr is the highest AA in paper? Comes with aspd, self strike debuff, other class that can synergies. I wish they make monk more of a combo class instead.

1 Like

Shadowmancer with shadow condensation

Dagger Slash
-Hitting with the skill now provides a stacking buff that increases damage dealt with daggers by 7% per stack.

Heh, this should be a buff or something imo, instead we’re forced to take a ā€œuselessā€ skill just for it…

what a waste

its not ā€œuselessā€ i use it all the time on my assassin, nice filler

common IMC 30 minute Finestra, gimme

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Warlock and Featherfoot have skills that cause curse and hexing have two uses now

Nice buffs to needed classes and skills. Hope there is more to come.
I guess they are scaling things up so we can keep up with lvl 420 content… anyway it’s good to hear about buffs instead of nerfs in most cases :stuck_out_tongue:

Sheriff

all skills now deal damage to enemies under silence, but silence does not work where it matters, Velco and any real strong boss who comes, useless buff

Now that Sage is a green class, they buffs his damage. Yet no sign of actual ā€œsupportā€ skills (i dont like the new Blink, teleporting allies will make then angry). Looks like IMC cant decide what Sage is.

Its a pvp class. Regardless,with SR and Link, Sheriff will hit like a Truck now

What you mean by 2 uses. Featherfoot do have more curse now but if I’m not wrong Hexing provides some sort of dark crit debuff of some sort doesnt it? Does it mean I have to constantly recast Hexing since there is a 50% chance the debuff might get removed? Or am I interpreting the skill description wrongly

It is strange to change 2 of the Hoplite’s(1sword/1hop) buffs to 30 and leave out finestra. I was already switching to Zega for Sharp Spear/Finestra every ~minute so this doesn’t change anything really. Welp.

Nice to see the dragoon changes made but still think some changes need to be made. So many 1-point wonder and generally underwhelming skills.

  • Serpentine is still useless or 1-point filler.
  • Dethrone is still 1-point wonder skill
  • Gae Bulg is still in need of an aiming mechanic. Mobs move causing you to miss (also 1-point wonder skill)
  • Dragon Fear tooltip and effect don’t match up. 3 vs 9 seconds of fear applied (please God let 9 win out since the skill still seems underwhelming with the 9 seconds right now)

~Azura Skyy

Any news on what actually changed? Was speaking with @Queue about Dragon Fall as it has existed since I cam back in January of 2018 at least… there is no charge time or at least no reason to charge? You can literally tap the hotkey and the skill goes (albeit with a tedious windup animation). Queue also tested in ktos and said it functions as we know it today in itos.

~Azura Skyy

Doesn’t the damage increase with charge?

It does for dragontooth but that skill charge shows Lv 1…2…3…4.5.6.789101112131415!

Dragon fall has no level indicator and just blank bar that fills and eventually says max.

~Azura Skyy

Yes I can vouch for that too
Clearly the devs don’t play the game to know what’s actually wrong with dragoon

Just remove the god dam charging for tooth and make the class less animated. With All these animation of 1s in Every single skill makes the class extremely clunky to play

Dragon fall simply has a 3s window for you to Aim your jump . You can double tap it for instant release . The issue with dragon fall is the skill posing and looking all cool after the jump ( no iframe ) basically a self stun of 1s

2 Likes

I always liked the concept and look of dragoon, but the charged skills, random hit boxes and forced animation of skills that locks your character in place really turned me off.

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If you thought Dragoons have a problem Monk gets an Attack Speed buff from Double Punch and it caps out because of its animation time, you will literally attack faster with double punch stance with an off hand weapon attack than if you used double punch the proper way and to rub salt in the wound even further the skill literally makes you attack slower at lvl 1 because of the animation time than if you had it off. Lets see how long it will take the devs to figure this out.

This is our future as Monks now.

IMC totally didn’t balance Monk via a theory-craft excel sheet and calculator, forgot to make the class fun at all, returned Monk to how it was pre-Re:Build Double Punch meta but making Chaplain a must, made every other skill (especially Golden Bell Shield with its cooldown reset) redundant with how Double Punch is better and low-investment, didn’t put in any effort in balancing Double Punch by making it an Auto-Attack to bypass its 0 cooldown skill problem altogether, and made the class as bot-like and boring as possible in the name of balance.

:tired: