Tree of Savior Forum

Let's scout an idea to improve

Scout was my first build ive made in this game and wasnt quite what I excepted(rerolled)… this class should be fun to play and useful but I cant see anything coming so there are my suggestions

Edit: added some other ideas

Scout:

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  • c1 Flare shot - fires to a target, reduce cooldown to 30s, increase area effect per lvl, if target dies before it expires then flare drops on the ground
  • c1 FluFlu - ground targeting (throws noisy decoy), lure monsters at its location, confuses, explodes after 5s, fears (reduce cd to 35s)
  • c1 Cloaking - additional cooldown reduction by 1s per cloaking lvl
  • c2 Perspective distortion - remove
  • c3 Scan - remove
  • c2 Sentry Decoy “new skill” - Place a decoy (structure) that has both effects of scan and perspective distortion, increases duration and area of effect per level (can be destroyed)

attributes change:

  • c2 Perspective distortion: physical damage - remove
  • c3 Scan: cofusion - remove

New attributes:

  • c3 - Sniper: allows to use scout skills with musket
  • c1 - Camouflage: Solid barrel - increase block by 25, reduce movement penalty by 5, can resist harmful effects, add some steel elements to barrel (req camouflage lv5)
  • c3 - Camouflage: Veteran - allows to use kneeling shot, steady aim, sniper’s serenity, grooving muzzle, prime and load, snipe, headshot, penetration shot
  • c2 - Camouflage: It’s just a barrel - loses monster’s aggro
  • c2 - Camouflage: Barrel roll - rolls away when knocked back evading and nullfiring any attack, knocking down small and medium sized targets, activates when barrel block count is reduced to 0, removes barrel at end of duration or destroys barrel and stuns you for 2s when it crash on wall or structure (works only once during pvp)
  • c3 - FluFlu: Scatter bomb: add aditional explosion and apply bleed for 10s (aoe)
  • c3 - Flare shot: Firestarter - activates second flare after first expires, apply burn for 10s
  • c3 - Cloaking: Hide and Seek - reduces cloaking cooldown by 15s (with lv15 cloaking its 5s cd or 2s with monster gem and divine might)
  • c3 - Cloaking: ??? - damage over time does not reveal, only direct damage type skills and attack will remove invisibility
  • c2 - Sentry Decoy: Physical damage - Increase physical damage of allies within range of decoy by 25%
  • c3 - Sentry Decoy: Inspect - Scan monster’s drop
  • c3 - Sentry Decoy: weak spot - reduces pdef and mdef of large, extra large and boss type monsters
  • c3 - Split Shot: Geometry - bounces back to target, can bounce back from walls and structures

Aditional mechanics:
Teardown and deploy pavise knockback barrel, fluflu and sentry decoy

Bokor:

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  • c2 Mackangdal - cooldown 60s
  • c2 Samediveve - increase hp by 20% instead of flat value, glyph duration 30s, cooldown 30s
  • c3 Ogouveve - glyph duration 30s, cooldown 30s

attribute changes:

  • c3 Ogouveve: Decreased Strength, decrease strength by 5% per attribute level (25%)
  • c2 Mackangdal: Decreased Cumulative Damage - Decreases accumulated damage from [Mackangdal] by 1% per attribute level (max lv 20)
  • c3 Bwa Kayiman: Zombie defence - Increases zombie’s chance to nullfire attacks by 2% per attribute level when using [Bwa Kayiman] (max lv 10)
  • c3 Damballa: Chance of Zombification - remove

Zombie changes:
add buffs for zombies: optional

  • Methadone, Resist ellements, Monstrance, Last rites, Physical link, Kagura dance, Quicken, Enchant earth, Agility, Missle hole, Rune of protection

Scale zombie:

  • strike type atk, gain bonuses from strike type debuffs
  • resist stuns, knockback, knockdown, launch, raise

Wheelchair zombie:

  • slash type atk, gain bonuses from slash type debuffs
  • resist stun, knockdown

Zombie:

  • pierce type atk, gain bonuses from pierce type debuffs
  • resist stun

New attrbutes:

  • c3 Zombification: transfer part of caster str, dex, crit atk, crit rate to zombies (req Ogouveve lv5)
  • c3 Zombify: Plague - circle cast on self and follow caster
  • c3 Zombify: Cursed Plague - enemies are cursed in range of zombify circle (req hexing lv1)
  • c3 Samediveve: Undying - gain 100% of the effect
  • c3 Ogouveve: Power - increases aoe ratio of players around glyph
  • c3 Hunger: reduce zombie hp by 50%, zombies under effect of Ogouveve and Samediveve regen hp during attacks (req lv5 Ogouveve, lv10 Samediveve)
  • c3 Damballa: epicenter - pulls all zombies to targeted area
  • c3 Damballa: advanced zombification - emerges 1 new zombie per level of damballa

Alchemistake rework:

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  • c1 Combustion - overheat 2
  • c1 dig - max lv1
  • c1 Awakening portal - max lv1, open avekening tab and portal for all party members (requires awekening stone to enter dungeon, enchance system change)
  • c2 unstable mixture “new skill” - cd 30s, throws, deal explosive(fire) dmg and burns targets on targeted area (drop 3 flask parts on the ground)
  • c3 Unstable potion “new skill” - cd 30s, throws, add random buffs to all friendly characters on targeted area and apply random debuffs on enemies, number of buffs and debuffs increase by 1 per skill lvl (drop 3 flask parts on the ground)

Note:

  • Flask parts cannot be picked up and disapear after 15s
  • Unstable potion buffs are unique and potion related like aoe ratio, movement, damage, defence bonuses and are stronger version of potions that are in game
  • Unstable potion debuffs: defence reduction, damage reduction, poison, bleed, slow, confusion, blind, purify, property resistance reduction, armor break, sleep, stun,

New attributes:

  • c2 Combustion: ??? - can target vial parts
  • c3 Combustion: Blast - has 4 stages, launch enemies in center, knockback in small area, knockdown in medium area, spread burn to enemies in large area (now that reminds me of mustang from fullmetal alchemist)
  • c2 dig: Geology - acquire 1 additional material per attribute lv (max lv15)
  • c3 unstable mixture: Napalm - leaves trial of fire on the ground that burns enemies for 2s per att lv (max lv5)
  • c3 unstable potion: Unstable power - players under effect of unstable potion gain additional 25% enchance attribute damage of skills and effects
  • c3 Large vial - drop 2 additional vial parts and increase unstable potion, unstable mixture effects by 50%
  • c3 slippery surface: unstable potion knockdown enemies in area for 3s

Rework awakening instances and rewards:
New enchance system and stats:

  • acquire items for completing tasks in awekening dungeon and use them to awake items
  • weapon awakening has 2 stats, main effect and bonus stats

New random awakening stats:

  • aoe ratio, movement speed,
  • increase other stats based on item level

New bonus main awakening effect: choosen by player (weapon only)

  • % chance to bleed, poison, burn, freeze, purify, slow targets
  • % strike, pierce, slash bonus type dmg
  • % bleed, burn, poison damage

New maps (choosen at random with different tasks to complete)
for example:

  • Start as popolion, avoid or escape from predators, survive, use unique skills
  • Labirynth, find way out, avoid traps, use unique skills, labirynth slowly collapse
  • Camp defence, build defence structures, repel attack, use unique skills
  • Lost in desert island, find a way to make SOS sygnal, search and aquire items, fight predators, use unique skills

New gem: elemental gem - add property damage

  • can be acquired only in awekening dungeons
1 Like

Hey, nice ideas!

This would create a heavy sinergy with Musqueteer, almost making it mandatory for the class. Maybe grab this idea and expand a little more, like, allows to use skills that can be “shot through the barrel spying hole”, then add some skills like the Wugushi single target venom one (there are probably more). Penetration shot looks like doesn’t fit for the role.

Nice idea, but looks a little bit OP if you pair it with Falconer, specially with the attributes…

What about a menu window (like Wugushi’s venom pot) that shows the potions and let you equip the ones that you wanna throw for both skills?

Love the ideas for awakening! Specially the challenges stuff. This would make the proccess a lot more used and more fun.

  1. Depends on the barrel type
  2. scout3-falc3? you can do it right now as support but I didnt see any scout3 since r8 release and perspective distortion works only with melle type atk
  3. mby if they would add ooze type bosses like acid, fire, water that alchemist could use
  4. yea right now awakening dungeon is like afk and then clear… boring and stats are outdated

Im not here to balance thing just throwing ideas that would make game more interesting and fun to play

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