Tree of Savior Forum

KToS General Thread v4.0

I’m ultimate casual (even with 4000+ play time) and still using +11 Savinose t10/8/5 armors/weapons and some unique grade accessories. You can still easily handle unique raids (solo or normal with party) and Irredian Shelter boss, Uphill normal and hard (with 1-2 more players), solo pre-EP12 CM (stage 5-6) and EP12 challenge mode stage 3. Also solo/casual some legendary raids and maybe Misrus (another hunting ground boss - depends on your build/survival skills).

So, do not worry much about your items and try to enjoy your characters and builds :blush: (and do not compare your damage and demoralize with watching KTOS videos)

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Thanks for this.

i can already do this with minimal difficulty

haven’t tried this yet

i actually tried before ep12, i died so fast, and i don’t have time to practice the mechanics.

so right now i am trying to find out what the predicted gear progression/s will be… based on the coming future patches, and also the (maybe) minimum threshold values suited for this ep (e.g. def, mdef, hp, atk/matk)

Completed the quest to obtain ARK, before I got to lvl 440, while using Event Savinose gears. Got it on vid if you wanna reference:

Base classes have been buffed!

So, whose gonna do a super base class build? I know you want to.

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Multi-Shot buffed to 360% x 10, cooldown changed to 5 seconds, Overheat changed from 2 to 1 … sweats in 100% more Multi-Shot final damage and no cooldown from Moringponia Bow.
:heeey:

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People don’t sell +16 on the market unless it has 1 potential and no slots, generally.

Feelsbad about a post I made more than a week ago, +16 is generally hard to get, what can one say other than hope Golden Sockets are in the market. The one who started that topic has continued his Savinose talk in a different thread now.

its getting harder to allocate base class skill now

Guess I will have to use at least one of the new 3 extra skill points they will give on the base classes

Been messing around in kTest with the Cleric changes,

Heal: Self attribute feels just about as long as if you double-tapped Heal to heal yourself without the attribute to begin with. Could be because of the lag but we’ll see.

Fade: Shift attribute removes Fade’s Aggro kill switch effect, instead giving a 12 second self buff (regardless of what level your Fade is) that reduces damage taken and increases healing received by 15%, sounds like a nice skill for one point. Its hard to test 0.5s invulnerability (or if its even invulnerability to begin with) in kTest.

Guardian Saint: Belief attribute is an interesting one due to the effects of Irredian and Boruta Seal. Assuming one has Boruta Seal, its 10% more damage + healing power for 100% uptime (no attribute) or 30% more damage and less healing power for 50% uptime AKA 15% more damage overall (with attribute). Might have to think a little bit about this one.

Smite damage buff is OK I guess, but now with Smite in the picture, physical clerics may have to skip Heal/Guardian Saint for the first time in forever to consider 5/5 Smite or 1/5 Smite simply for the buff (60s buff, 5 overheats, 12 second cooldown :joy:).

An interesting patch for sure, not sure what to really feel about it.

new henshin costume https://www.youtube.com/watch?v=KETQsF9mMr0
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from https://tos-ktest.neet.tv/items?order=cdated&f=1
new weapon skin
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So this is apparently the weekly boss reward for mirtis… so nice (fully tradable too!) https://tos-ktest.neet.tv/items/639123

New hairstyles:
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Buffed Energy Bolt and Magic Missile (20230 matk, attributes 100):

Buffed Smite (17221-19742 patk, attributes 100):
Just Smite:

Smite+Conviction:

Judgement+Smite:

Judgement+Smite+Conviction:

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Fade seems like a good PvP disengage I guess. I’m simply not really a fan of the base class attack skills, including Smite, so this update got me with mixed feelings.

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So we finally get this hair … but its a Beauty Shop Hairstyle with its limited selection of hair dyes instead of a Wig …

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When your base class skills are stronger than the attack skills of shop classes like Pardoner, Squire, Alchmist, etc.

I know shop classes, but still.

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Making the base classes’ damage skills not bad is nice…but they need to address the elephants in the room…like Alchemist, Squire, Pardoner, and Ranger.

BTW, some skills that did not have interactions with flying monsters now do…unless, of course, Google’s translation is trolling with my heart.

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There are so many elephants in the room in regards to classes with skills that are still not up to speed skill factor and usability-wise with rebuild changes that we might as well call it a zoo.

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Pardoner is at least more useful in combat than Alchemist or Squire, but yes I hope that they finally take some time to do a good proper look at shop classes in one big sweep. Alchemists STILL can’t craft homunculus and their potion sprinkles don’t scale with anything. There’s still no reason to use different items for Combustion and Combustion is still a worthless skill. And as for Squire…well…

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Yeah… IMC still forget Alchemist/squire…
Now energy bolt does more damage than Alchemistic Missile

Guess they tweaked the numbers a bit from kTest to kToS, Smite hitting for half its value from kTest now and Multi-shot getting pulled back a bit in damage.