Tree of Savior Forum

New Cleric Rebalance/QOL Changes in Ktos

-Cleric Branch-

Cleric:
Divine Might - Buff range increased by 50%
Fade – Buff range increased by 50%

Priest:
Aspersion – Duration increased from 120 seconds TO 300 seconds, Buff range increased by 50%
Blessing – Duration increased from 60 seconds TO 300 seconds , Buff range increased by 50%
Sacrament - Buff range increased by 90%
Revive - Buff range increased by 50%

Krivis:
Melstis - Buff range increased by 70%

Dievdirbys:
Carve Attack – Strike Width increased by 30%

Bokor:
Zombify - Improved AI for Zombies, Large Zombies and Wheelchair Zombies

Paladin:
Restoration – Unable to be removed by right clicking the buff, Duration increased from 60 seconds to 300 seconds, Buff range increased by 50%
Resist Elements - Buff range increased by 50%
Smite – Strike Width increased by 20%
Conviction - Strike Width increased by 70% and Strike Length increased by 15%

Monk:
Double Punch - Strike Length increased by 20%
Palm Strike - Strike Width increased by 30% and Strike Length increased by 30%
Iron Skin - Strike Width increased by 30%

Pardoner:
Indulgentia - Buff range increased by 50%
Decatose - Strike Width increased by 30% and Strike Length increased by 15%

Oracle:
Arcane Energy - Buff range increased by 50%

Plague Doctor:
Bloodletting - Buff range increased by 30%

Kabbalist:
Revenge Sevenfold - Buff range increased by 50%

Inquisitor:
God Smash - Strike Width increased by 30%


Bonus Pic of NEW 2H Blunt weapons coming soon

3 Likes

Yess monk and inq buffs, gimmeee

Finally a proper Inquisitor weapon…

Now we just need to be able to use mace + pistol LOL.

2 Likes

sweet baby cheez-its…

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Why only Revenged Sevenfold? Gematria,Notarikon and Double Chance are long overdue for AoE extensions :frowning:

Zombie A.I. improvement sounds dangerous, as if it was approved with the IMC seal of quality…

Also pretty unfair that the 2hand mace has less attack than the 2hand sword, it should have more if you ask me,alone because it’s way heavier and stronger and looks more badass.

Btw, I hope the twohanded maces are Cleric only, because Cleric is the only base Class that has no exclusive weaponry :frowning:

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Also pretty unfair that the 2hand mace has less attack than the 2hand sword…

maybe because maces also have base magic attack???

yeah but Clerics can’t equip twohanded weapons other than the maces so that argument is void. IMO it should have the attack value of 2hand swords and matk value of staffs

i’m all for that because i main clerics, but that kinda seems op…

Also Skullllllllllllllllllllllllllllllll Breakerrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrr!!!
(the name of the unique twohanded mace for those who can’t read Hangeul).

I Think I’ll jump the train of twohanded maces if my Kabbalist can equip them,they just look so awesome (+ I most likely don’t need to farm that Skull Smasher anymore xD).
Let’s wait for the substats. I expect great values of Vienarazis twohanded mace :slight_smile:

this “rebalance” patch didnt change much stuff other than the range and buff durations of too many clases. Still waiting for a proper kirivis/cata fix.

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More damage for clerics? While a part of me is giddy, the other part just thinks oh gawd why! :joy: :sob:

The range and duration increase to buffs is going to be amazing.

Will it really be a completely new weapon category… or is it a attribute for monk3 and pala3 to be able to hold a NORMAL blunt weapon with two hands?

Completely new weapon type there also will be new class that can use 2h blunt.

3 Likes

That new Sacrament range is a great quality of life boost. I can’t count how many times I’ve missed wandering party members when maintaining Sacrament.

So the new 2h blunt weapons are going to be for a special new class (or classes)? Or will it attach as an attribute to some existing class? Those hammers look bigger than the character. Would be amusing to have a cleric with no STR swinging one of those around like a whiffle bat. (The screenshots show that they have magic attack too, so it can happen.)

Wait! Is there a corresponding increase in SP cost or reagent consumption (Holy Water/Powder, Gyslotis) with these changes?

I don’t think there is going to be an assigned Class.
If there’s any, it will basically be Cleric only, similar to how Staff is Wizard only.
The reason is because this weapon is both physical and magical at the same time, so it would have to feature physical and magical Classes with the attribute to wear them, that’s why I think that it’s similar to Staff=Wizard only -> Two-handed mace = Cleric only.

Two-handed Cleric Class would be fun, but at the same time I would prefer a Class that wields two maces instead of a two handed one. Anyway, seems that a lot of Clerics will change to two-handed mace at Rank 9 since there’s ± no benefit from wearing a shield and/or dagger for most Clerics atm(as monsters only deal ~300-1500 damage while a simple recovery skill heals around 5-15k HP and a pot recovers 8-12k, all with low defence values [no 315 equip,barely upgraded,non-transcended]).

I wish they also increase the range for Mass Heal…

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Seems like the 2H blunt weapon is as follows:
“equippable by Paladins and Monks, both classes requiring a Circle 3 attribute for it.”

I hope they keep it that way. Nobody would use 1h mace if every class could equip 2h…

Giving the attribute to Monk3 and Pala3 only is a big incentive to pick these classes for better dps. I feel like Pala 3 should have a shield mastery instead (like tons of +block for using a shield) but 2h mace is good 'nuf.

I resetted all of my clerics out of Paladin and now I feel like Paladin would be much more appealing by giving extra dps (Sadhu 3 PD2 was so much more appealing). Can’t wait to make my 5th Paladin.

1 Like

Honestly I wouldn’t want that setting. First of all, it has yet to happen that a Class has a mainhand weapon attribute locked to Circle 3. Swordsman Classes always feature the Weapon attribute on the very first Circle.
It greatly diminishes the value of taking a Class because you have to invest 3 Circles.

Although Barrier is nice to have, it’s pretty silly to choose Paladin C3 only for the weapon attribute.

Also, the second problem I see is that the matk value is so high. Both Monks and Paladins are basically physical damage dealers, so why would you take 3 Circles of Paladin or Monk just to finish your build with magical damage dealers?

There’s also the issue of the lack of useful subweapons for Clerics. While shields are nice to have, they provide nothing aside of defence and block/CON.

So,let’s hope for Cleric only for the two-handed maces and instead improvement attributes for Paladin & Monk C3 if they wear them (more critrate,more attack or more damage). Or some useful subweaponry for Clerics to substitute for the useless daggers <_<