Tree of Savior Forum

KToS General Thread v4.0

Somebody please translate this to korean and send it to IMC.

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We know that you want Templar to be changed. You let it clear with all your alt accounts here.

My bet is that IMC chose the wrong skill design for Templar, making an instance looks like a mount/companion, judging by how people often mislead both and demand the instance to be treated as a companion.

More than that, it is a GvG class. The class now have OK skills for PvE, but this is not the field this class was supposed to be relevant. If it’s good in PvP/GvG, then this should explain why they are not prioritizing it. There are classes in way worst situation.

Plot twist IMC pulls a Nak Muay Monk shenanigan and makes a new class with those interesting Chaplain ideas.
:haha:

In my opinion, IMC is screwing up balancing Auto-Attacks with Chaplain, Monk and Sadhu. Recent patches seems to kinda imply that they gave up on Sadhu with regards to that (concentrating on Sadhu’s other skills while making Sadhu’s Auto-Attack into a debuffer for ABE), but Monk seems to be taking over Chaplain as the Auto-Attack class (on top of its existing skill set) with only Double Punch while Chaplain only has Visible Talent over Monk. It feels better off leaving all the Auto-Attack work as Chaplain’s sole specialty instead. I wish IMC can change Double Punch to not take Auto-Attack buffs (increase Double Punch skill factor to compensate) so Chaplain skills are balanced/buffed by itself without having to be balanced down with other classes, and become relevant again.

Currently, Last Rites is weak, Binatio is pointless as Double Punch fulfills what Binatio can do and more, Paraclitus Time is a bit redundant with Gazing Golem cards (I guess it has its uses if other cards are considered), Deploy Cappella has a 50% downtime for a class that is a constant DPS and Visible Talent is such a single target skill that only has uses in bossing. As of now, Chaplain is really weak and really feels like a class that’s either paired with Monk or for supporting Holy damage with a strong Holy-Damage class like Exorcist, not a class that can somehow hold its own at anything.

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IMC mentioned in one of their blogs a few months ago that they would indirectly buff chaplain by making it viable through pairing it with sadhu, monk, etc. for auto-attacking.

Now that we went through months of sadhu and monk ktest buff patches, chaplain isn’t in a better position.

The class needs a direct buff to all of their skills.

They hardly have any attributes for their skills. Why don’t they get a class main attribute that increase their aoe attack ratio? Why doesn’t binatio have an attribute that increases crit rate for example? Why don’t they get additional attack lines on their auto attacks the more chaplain buffs are activated at the same time? Why is there hardly any new equip in the last few months created that benefits the class like cafrisun and manahas? Why do they have no hidden skill synergies that makes pairing them with other classes more attractive and viable?

It is interesting that they stated with last sadhu patch (sfr increase, possession 2oh, etc) that they were doing the numeric corrections now, while the other changes had to be postponed.

This leads me to consider that we will see some Chaplain changes to “maybe” wrap up the AA aspect of Sadhu, Monk and Chaplain

That’s interesting but it would require a new skill to balance point distribution, i personally like some features of the current class kit though. I agree it needs some changes but i think it is more interesting to keep the Visible Talent similar to the live version and give it some support effects as neither Monk nor Sadhu (that isn’t really an AA class) has that. My suggestions are the following.

Some Chaplain rework ideas

Last Rites (Heavy Rework)

Basic attacks applies a 1s debuff to enemies, defeating marked units will trigger a damage splash to nearby enemies. Timer refreshes with more attacks.

  • Add attribute to increase debuff duration up to 3s.

Paraclitus Time (Heavy Rework)

Generates an aura to nearby allies, upon using skills half of the SP cost will be directed to the Chaplain. A percentage of the redirected SP cost will be reduced based on skill level.

  • Attribute to apply effect to HP as well.
  • Attribute to negate redirect to allies that have more current SP/HP than the Chaplain.
  • Attribute to disable effect based on % SP threshold.

Aspergillium

  • Added attribute to apply additional damage equal to the highest Aspersion defense value to Aspergillium attack line (Ex: 2000 PDef + 8% PDef Aspersion -> 160 extra damage).

Binatio (Small Rework)

Halves attack speed and doubles the damage of all attack lines. Attack speed penalty is slowly reduced with skill level.

  • Duration fixed at 15s.

Deploy Cappella (Heavy Rework)

Installs a cappella that constantly generates aggro towards all enemies in the vicinity and grant knock back and knockdown immunity to all allies, if the cappella isn’t destroyed all allies will be healed. Increases heal and cappella HP with skill level.

  • Attribute to apply Pain Barrier effect for X seconds when healed by cappella.

Visible Talent (Small Rework)

  • Cooldown fixed at 25s, duration based on level (6~10s).
  • While Visible Talent is active the user receives knock back and knockdown immunity.
  • After the timer expires the Chaplain will receive a 5s Unleashed Talent buff that releases all stored damage. Once Unleashed Talent timer expires it will be replaced by Latent Talent buff with 20% of Unleashed Talent value.
  • Attribute to increase Latent Talent damage to 50% of Unleashed Talent.

Also, all that has to be applied to Out of Body attacks, it’s a matter of consistency.

4 Likes

I like your ideas, besides Capella giving knockdown/back immunity, that for me looks too much party-wise , and also Binatio might end up being overpower. But on a single-target aspect, might be OK anyway.

The sad thing is that Chaplain falls apart exactly where it was supposed to shine, auto attacking. I said it before: melee auto attack is terrible. QS was a thing because it was ranged and RS gave high mobility too, while attacking at the same time. Besides the auto attack aspect, Chaplain doesn’t provide anything else for other builds, it’s a complicated dependency relationship.

Devs can make it work, but at the cost of making melee auto attack too powerful for a single target aspect, which would be fine for me specially if you consider that Monk and Chaplain have no range to a small one. With Sadhu you gain more skills, but not sure if we gonna see again the glorious days of Sadhu Spirit Auto Attack anymore.

EDIT: also… and what about the thing of the new Scout tree was to be the branch for auto attacks? Corsair is there, with a lame DWA, only viable AA class is SR, as always. This would give another PoV for these Cleric classes, if they ever consider removing this aspect from Chaplain entirely, and making Monk viable outside of it too.

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I don’t think they can make mobile melee AA to be a thing, i can see it like Pouncing/Taglio and that doesn’t look good imo (can’t say it isn’t functional), my biggest fear if they try it out is how unreliable it will be with high ping.

The knock immunity is to compensate for Paraclitus Time not providing the effect (which i don’t understand how it connects thematically). Additionally Druid is the only non-support class that has a healing skill which is quite a big deal for damage oriented clerics, this sort of gimmicky heal can work to keep the gap between class types and still be a way effective in party play as the current Chaplain is 100% selfish.

This “minigame” also works with Chaplain melee nature and puts it farther from Diev territory as a static aura effect. Personally speaking, i think these are more valuable than Holy damage empowering (that is more of a third party skill for Exo) being an almost exclusive cleric thing.

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Yes, I don’t think that it is possible or either useful to have melee AA mobile, it would be very very weird. I was just giving my view on why Pre-ReBuild QS auto attack was a thing: not only because of extra lines, but also being able to move while attacking from a distance. I doubt that melee AA will ever be viable with the same formula. Maybe if they buff the damage to the sky, then it might be viable (also a cheap way to fix it).

Absolutely true, and very niche with the auto attack theme. It is also weird that we have a DPS class that has absolutely no skill that deal damage, only buffs. This is not the case of any other DPS class that also have at least one skill towards auto attacking.

2 Likes

Your whiny comment is off-topic.

People discussing the recent cleric changes on ktos, how chaplain leaves to be desired compared to the other classes, and how they would improve its skills, are not off-topic.

Whats with people spam flagging comments that are on-topic and discussing the changes that IMC is implementing or some wishful changes about some classes in this post.

3 Likes

The flag spam is real LEL.

Anyone has videos of Highlander Buffs (IIRC it was 1-2 kTest patches ago), especially pertaining to Cartar Stroke and Wagon Wheel? Wondering if those buffs make those skills worth using.

People didn’t even bother to translate those changes for some reason xD

@crevox could u kindly translate the Highlander changes? :pleading_face:

The list of changes to Chaplain were formatted to look like actual changes so it should be both flagged into off topic and for being misleading.

2 Likes

Literally says how to fix chaplain in the first line and posted after a few people were discussing how chaplain is underwhelming nothing off-topic about it.

3 Likes

Okok suggestion taken , no need to be offended . I Guess it was the spam that irked others , like you are trying to force that chap ideas of yours down other’s throats

Accidental flag war triggered :smile:

https://forum.treeofsavior.com/c/class-and-rank

Would be a more suitable thread

WAGON WHEEL
[ Add ]

[ Shock ] Damage to the target is increased by 50% .

Leaves [ Burn Mark ] Debuff to a hit enemy .

  • Duration 5 seconds

  • marking wheels ; an enemy that [ Kata stroke ] using [ the Wheel - The cooldown is reset . When the cooldown initialization [ rut ]debuff is removed .

[ Change ]

The time required to cast a skill is reduced by about 30% .

  • 0.8 seconds → 0.55 seconds

KARTAR STRIKE
[ Change ]

It changes to be movable during charging .

SKYLINER
[ Change ]

Skill count

  • Level 1 : 169% → 169% ( Same as above )

  • Increase per level : 8.5% → 11%

Cooldown time

  • 20 seconds → 15 seconds

MULLINET
[ Change ]

[ Shock ] in boarding state Increases the amount of damage to the debuff target

  • 100% → 150%

CROSS GUARD
[ Change ]

The effect changes .

  • Block 5% increase → Block probability 1% increase

[ Stiffness ] Debuff effect

  • pricking vulnerability → vulnerability (i have no idea what this means…)

Hope this helps

Wait…Can anyone explain this to me?. Are they renewing the skill or are they adding more effects?

From what I can tell, those are new effects being added to the current Ram Muay.

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