Tree of Savior Forum

New Swordsman Rebalance/QOL Changes in Ktos

-Swordsman Branch-

Swordsman:
GungHo – Duration changed from 60 seconds + (Skill level * 5) TO 300 seconds
Thrust – Strike Width and Length increased by 20%
Pommel Beat – Strike Width increased by 30%
Double Slash – Strike Width increased by 70%, Strike Length increased by 10%

Highlander:
Wagon Wheel – Strike Width increased by 5%
Crown - Strike Width increased by 10%, Strike Length increased by 40%
Moulinet - Strike Length increased by 10%
Skull Swing - Strike Width increased by 70%
Vertical Slash - Strike Width increased by 40%
Skyliner - Strike Width and Length increased by 40%

Peltesta:
Umbo Blow - Strike Length Increased by 10%
Butterfly – 2nd Strike Length increased by 20%, 3rd Strike Length increased by 30%
Umbo Thrust - Strike Width increased by 10%
Langort - Strike Length increased by 10%

Hoplite:
Pierce – Additonal Property added: When enemy has Serpentine Debuff on itself, the damage increase of 50% is changed to 70%.
Spear Throw – Do not need to pick up your weapon after throwing it anymore.

Barbarian:
Helm Chopper - Strike Length increased by 40%

Cataphract:
Rush – Aoe Atk ratio increased from 3 to 8, Strike Length increased by 30%, When you have the Lancer buff [Initiate]; increase this skills damage by 30%

Rodelero:
Shooting Star - Strike Length increased by 10%

Corsair:
Dust Devil – 3rd Strike Length increased by 10%
Hexon Dropper - Strike Length increased by 10%

Squire:
Armour Maintenance – increased performance of 60%

Doppelsoeldner:
Mordschlag - Strike Length increased by 30%
Cyclone – Strike Range increased by 20%
Sturtzhau - Strike Length increased by 10%

Fencer:
Attaque Coquille - Strike Length increased by 15%

Templar:
Battle Orders – Cannot be removed by right clicking the buff, Buff range increased by 50%
Mortal Slash - Strike Length increased by 15%

3 Likes

Why increase for Gung Ho? Level 1 already 20 seconds longer than cd

Cataphract:
Rush– Aoe Atk ratio increased from 3 to 8, Strike Length increased by 30%, When you have the Lancer buff [Initiate]; increase this skills damage by 30%

Doppelsoeldner:
Mordschlag - Strike Length increased by 30%
Cyclone – Strike Range increased by 20%
Sturtzhau - Strike Length increased by 10%

ah right, for some reason i thought charge was steed charge, will change it

:heart_eyes: thanks very informative

You la loose less mana.

You have got to be kidding me IMC. There is already more than 100% uptime in gungho and you made it longer?

There is much more better buffs to have longer duration. COUGH PAIN BARRIER

That way sw3 is not a requirement anymore. Oh well. Decent patch anyways. I’m still kinda forced to make all my swordsman to sw3 just for pain barrier.

2 Likes

lmao, buffing rush stike length

imc is retarded

1 Like

QOL patch for less of hassle play. Those increased duration are for buffs that you will keep it 100% up time anyway and it will affect game play much.

1 Like

Gung Ho already a much longer uptime over it’s cd, I don’t understand why it’s even longer now. Especially when the other buffs didn’t get touched. It would’ve made more sense for concentrate and pain barrier to be increased from a QoL standpoint, those are the ones you are always recasting.

But it’s still not too much of a big deal tho, I’m just nitpicking.

Pain barrier is really important. There are lots of builds that cant accommodate sw3 since they will lose a lot of potential just for a 34 second pain barrier. TBH I just get sw3 for max pain barrier and I still got leftover points.

Oh well They increased gung ho duration. I wont use gung ho or concentrate anyways because it is a waste of buff slots.

Only pain barrier has value in the swordsman tree (base swordsman in case you peeps cant comprehend what im saying).

They could at least make pain barrier 30 seconds then 1 second per level. Oh well this is IMC we’re talking about.

2 Likes

If they gave us everything we need in one circle, where would the fun go?

We classic Spearboom now.
They should have gave Pelt’s shield lob that effect too.

General AoE boost, I was still hoping IMC would let some of the other swordie tree class skill usable in mid jump or cancel-able via dash input giving our melee more combo capacity and less reliant on PB uptime.

Full linear crisscrossable branching class tree build-ups each rank promotion.
Only minus I see is the pilled-up bunch of skill.

I mean rainbow shield juggernaut Sw>Pelt>Hop>Rod>Squi>Dop>Temp>Murm would work like a charm while still keeping the Squire and Templar circle not gutting out the build’s DPS/Tanking capacity.

But yeah most branch-up will like be waaaay too OP tho.

Lol cleric has access to a lot of one class wonders that offers too much tbh. Asking for one buff duration extension of pain barrier is not too much if you ask me.

Something like

Pain barrier
lv.1- 25s
lv.2- 26s
lv.3- 27s
lv.4- 28s
lv.5- 29s
lv.6- 30s
lv.7- 31s
lv.8- 32s
lv.9- 33s
lv.10- 34s
lv.11- 35s
lv.12- 36s
lv.13- 37s
lv.14- 38s
lv.15- 39s

Oh well imc never listen to its players anyways. In the end gung ho gets the duration extension and it’s always up to the devs.

2 Likes

sw3 like me didn’t want more second of pain barrier.

it useless , just 5s for cooldown time.

We need old GungHo that scale with Patk (in Ktest) back.

they should make pain barrier 300 seconds long and have the level affect your status resist. 15% +level.

Is it so hard for you to comprehend that these are QoL changes? Almost every buff that has 100% uptime got its duration changed to 500s so there’s no need to recast so often, which many people find annoying.

And the cyclone should have +1000 AoE Ratio

they make all perma buff 5min. blessing ect. and gung ho too. no balance just qol.

1 Like

Using the Cataphract’s Rush in combination with the Lancer’s Initiate buff will increase damage.

I know these are still tentative, but with the likelihood considering previous dev talks, oh well there goes the Catagoon revival dream. It seems they really want Cata3 to be most optimal for Lancer - PVE or PVP, offensive or defensive.

Achieving a well-aimed shot with the Dragoon’s attribute-enhanced Serpentine will increase the Hoplite’s Pierce damage, and using a spear over long distances will no longer require you to retrieve it in order to throw it again.

…and Hoplite for Dragoons it seems, and even then HopMurm builds will probably still outDPS them unless they nerf Cassis attributes which is a very stupid thing to do (nerfing one class because another is too weak).

Hopefully things don’t push out like this in the end. They really need to rethink this through.