Tree of Savior Forum

Official Class Feedback Thread Post-Patch

I actually feel that pole> dt in new patch.
mastema is a given top dps skill in wl.
but pole can hit multiple units at the same time and it’s a bit safer as well to use in et. (drop pole in between waves instead of having to dt and run into mobs)

probably more on playstyle and preference though so yea. perhaps because ele and wl’s mastema skills got buffed so much that it feels like dt is left in the dust.

I would actually lvl invocation > dt now because it has more usability in mobbing. it is especially strong in et now and although it does not spawn new spirits if old spirits kill mobs, it is a handy tool in cutting down the hp of other mobs.

invocation spirits for me do around 20-23k dmg per pop of the spirit.

atm my skill build is 10 mastema 10 pole 9 invocation and 1 dt. the 1 point in dt is for earth tower gimmick.

They actually buffed Evil Sacrifice to do all hits per spirit of DT rather than just once like pre-patch. So you don’t actually have to rub your face against a boss anymore, you can simply send your Theurge spirits at a boss and it will do all 15 hits.

Also I would still invest a value point in Invocation simply for the Dark Property boost and to have it.

Prior to Patch:
lvl 194-ish
70-ish str, 26 con, 5 int, 32 spr, 165-ish dex
Archer C-2, Ranger C-3, Falconer C-1
Gears were attainable thru quests/craft/market <-- I rarely do instance dungeons because its hard for me to kill stuff alone, and impatient to wait for a party.

† Am able to kill monsters decently even if attack slow, but at least I can spam some skills so I’m just fine.

Post Patch

† Same build, same rank, same skills - hard to kill high HP monsters, noticed increased attack speed, Some Ranger and Archer spammable skills now have a usage limit of 5 before cooldown (oblique shot, heavy shot)

† I get the feeling my ranger skills have been nerfed really bad. Before I can at least 1-shot or 2-shot a mob using Barrage lvl 15 at lvl80+ enhanced attribute, NOW I have to spam a lot of other skills together with barrage before same monsters i’ve been hunting prior to patch die, and even then there’s some waiting for all my skills to cooldown on my keystrokes before I can attack skills again. Not fun :frowning:

† I changed to one with High Str stat medium dex, and same con and spr, and there’s barely any change in damage when using skills, just that I hit harder when I do normal attaks. Difference I noticed tho with higher STR, is higher Falcon damage on Hovering - which I really like. Also understandably with medium dex comes to no evasion, which recieving damage hurts.

† Tried High Dex next time with medium str same con and int - yes I can evade, yes, I attack fast, yes now and then I get a 1k crit, but c’mon it takes too long to kill a moyabu - even with skills being spammed. Spent more on condensed sp potions

  • Someone please fix the ranger and archer skills. Am so unhappy with the damage and result. I hate the 5-usage before cooldown on oblique shot and heavy shot (archer skill)

Sapper

Awkward to use and shitty damage pre-patch and post-patch. When is IMC going to rework this class and make it feel good to play like Trap Hunters from RO? Those were pretty fun. I love the concept of Sappers, but it just feels so clumsy in this gameplay. Here’s some suggestions.

Make Stakes (arguably great damage conceptually) do damage without moving enemies in and out of it. Have it do its damage every 1 second that an enemy is in it, since they don’t last terribly long as it is. If this means scaling back the damage so it doesn’t melt bosses, so be it. Just make it so that it does persistent damage.

Make Punji Trap aimable after planting it, like based on the direction you’re facing when it triggers. This would make it far less burdensome to combo with traps like Spike Shooter and actually allow you to shred mobs without having to kite a mob away from or toward an area where you set up your perfect trap layout.

Make Claymore Trap a circular area instead of a one-directional cone, making it able to be used without a headache of kiting and positioning. Claymore in Ragnarok was beautiful, bring it back.

Give Collar Bomb the same treatment as Claymore, letting you trigger the bomb when you use the skill again rather than relying on there being more than one target available. Placing it on the wrong mob, like a ranged mob that won’t move where you need it to just brings a migraine on.

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Flu Flu’s cooldown is too high
Perspective Distortions range is too small. Plus it drains mana like a fiend.
Indulgentia is absolutely horrendous
Krivis needs more SPR scaling.
High Anchoring is really bad
time Bomb Arrow’s radius is annoyingly small.
Bounce Shot isn’t good enough
Would like an Enhance for Enchant Fire and Enchant Lightening.
Sorcerer does not feel right at all.

Transcribed from a related thread that’s a bit too similar to this one.

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anyone mentioned the low summon dmg from Sorcerer ? and the low dmg from the summon skills ? :frowning:

Here are my feedback from the classes i have tested :slight_smile:

Paladin

Conversion - the converted monsters are very weak and have bad AI

OR - maybe we can create a new skill for Paladin? Heres my Idea:
Hammers Of Deities - In an area in front of you summon 5 spiritual hammers to smash the ground in front of you many times over 4 seconds, dealing physical strike damage with each hit.

Smite - Decent Damage but the SP cost is very high compared to its damage, i think it should have 50% less SP, but a stun chance attribute which increases it back up to 100%. because right now its not worth going 15 skill level bcuz it just adds ALOT of SP cost and too little damage per skill level.

Sadhu

Transmit Prana - theres a glitch where you can double buff yourself, we dont know if its intended or not

Miko

Overall deserves a damage buff, or nerf the prequest for miko.

Krivis

Zaibas - severely weak and bugged, needs a huge buff and fix and maybe a nerf to stormcalling instead

Aukuras - maybe melstis could keep the buff on while youre outside the area?

Divine Stigma - Deals a Holy Property DoT as well as the already existing effects, and instead of flat amount increase stats by a % per skill level and nerf duration.

Bokor

Reduce cost for weelchair and giant zombie by a few attribute points

About swordclass, i play a lot with pelta/rodel/murm/templa
Pelta= its awesome, the damage its ok, def desbuff for umblo trust its so strong, only down for the classe is rim blow continue actually useless until they have atrib to cancel the annoing knockback and perhaps a damage buff when hit stunned targets(remove the frozen/petrified one).
Shield lob its tottaly bad, need be remake.
Butterfly better damage?/new bonus damage?
Langort its… Strange hard to switch with class, perhaps some overheat help
Rode= better much better than before.most part of the skills its good only annoing is shield push knockback actually disturb you team much more than help with the damage desbuf how need a buff(25%!!!) make armor desbuff not stack can be good to… Targe smash its a point yet, i see like the strongest atk in rodel arsenal so need be right? New bonus damage against knockdown enemy even need reduce the base damage can be a good call
Murm= closed to perfect no one issue.
Templar= battle order buff scale in % perhaps
Mortal slash more quick? Its so slow take about 2~3s to make all the move lol!?!?!
More combat oriented skills.
:stuck_out_tongue:

What would be nice if an attribute was added that let fireballs not explode on contact but last for a shorter duration and then explode afterwards, so that kino/linker/sage/cryo/alchemist(etc can take advantage of them.

Fireball: Stabilized - Fireball will not explode for 15(??) secs after placement
or change
FireballL: Burn Debuff - Fireball will not explode but causes burn to enemies with in range

something like those should work well with other classes for combos

Warlock

Mastema is great
Pole of Agony is fine, but 60s it should have slightly larger AoE
Dark Theurge is mediocre now, as a risky skill which spirit will get destroyed
Invocation, worst thing is it gets destroyed easily with 1 hit, im okay it doesnt respawn, but it shoudlnt be hit. range, aoe hit, mid range destroy them very fast
Drain , useless skill
Sabbath, very buggy sometime dont know where spirits gone

I might end up missing a few key things, but here goes.

Quarrelshooter
QS appears to suffer heavily from the dex and attack speed change. Seems primarily to be a problem of stats, and that there just aren’t enough points to bring the damage up to what it was, and I’d say at this point that QS is the least compatible class with others for the time being.

Missile Hole
Why were bleeds/poisons changed so that missile hole now blocks every tick? Is this a bug? Why would you buff this skill given how absurd it already was.

Pyro
Similarly to QS, pyro just doesn’t seem to fit anywhere anymore in wizard builds, as its DPS was (perhaps) over-nerfed. On the other hand, cryo adds and enhances nearly all later class ranks with its utility.

Miko/PD
-Miko is fine in its current state, perhaps buff its utility skills a little more, or add more things that Clapping can buff, so that miko isn’t pigeon-holed into Diev builds.
-Plague Doctor is currently fine, though similarly to the miko gripe, why not promote its utility/support abilities, rather than nerf its damage or make it less easy to play?

Gripes
1.) Missile Hole still removes any enjoyment from playing an archer in PVP. Please consider revising this skill in PVP.
2.) The damage is just too high and defensive stats are just way too poor. TBL is just an utter clusterfuck right now. This buffs some skills to a ridiculous degree, especially considering that they are paired with CCs or immunity for the caster (keelhauling, out of body explosion, and revenged sevenfold are the ones that stand out the most). And those are skills that aren’t even problems because of synergy with other classes, the skills themselves are just 0 risk and absurd damage given said 0 risk.
3.) Templar is still worthless.
4.) Full-draw lost its damage gimmick and for a skill shot, it was a nice thing to have if you could hit with it.

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I’m not sure where you got this information. I covered Bento’s Sage in Wugu poisons yesterday after he’d put up Missile Hole, and not a single poison tick was blocked. Ate through his HP really quickly too.

Heres my ideas of changes (classes i have tested)

Cleric

  • Guardian Saint - You and Allies in Aura will take 5% per skill level less damage from attacks but each attack taken will drain casters SP based on how hard the hit was.

Krivis

  • Aukuras - Aukuras at the moment is decent but it really seems to not be used because of how inconvenient the skill is during solo play and group play. Its stationary so you never really benefit from it unless you set it next to a campfire and sit down, but you wont need a campfire because you’re a cleric. A change for this skill would be to reduce cooldown and skill duration proportionally. this would allow for you to use it more often and not just set it down and run away leaving it there

  • Zaibas - This skill is very underpowered and bugged due to the nerf. The 84% mATK should be changed to around 150% mATK and instead nerf stormcalling. multiple targets hit at same time from (Splash Attribute) will only use 1 hit count.

  • Divine Stigma - Should now have a Holy property DoT effect over the duration, this will help with the lack of many damage skills for krivis players. and instead of a flat amount the stats should increase by 1.5% per skill level and should also effect CON and SPR (attribute)

Paladin

  • Smite - This skill has a very high SP cost scaling in relation to its Damage Scaling. This skills SP cost scaling should be reduced by around 30-50% and should scale damage by %pATK rather than a flat damage. It should also gain an atribute that gives a reasonable chance to stun for a small amount of time (.5-1.5 sec) (if stun does not knockback) to help with Conviction stun bonus.

  • Restoration - This skill is bad by itself, but the fact that it increases the heal amount from “Heal” helps many Physical Paladins. A way to make it better is by giving it a small HoT, this is a cliche skill that this game lacks and it fits in with this skill perfectly. While in the Aura, you gain a small amount of HP (.5-1%) of HP every few seconds (does not scale with anything but is effected by HP regen buffs like “Restoration” and “Aukuras”).

  • Conversion - This skill is severly underwhelming as the AI of monsters are even worse than pets. it should be removed from the game and replaed with Conviction to allow easier leveling for paladins, or should be replaced with a new skill. it could also be fixed by improving AI and damage of converted monsters.

  • Barrier - Overall a really good skill and good concept, but there are a few bugs and problems. Monsters and enemy players are able to freely walk through barrier ( players easier than monsters). Players and monsters should not be able to walk through barrier. Also Barrier should do damage = %pATK to enemies being pushed back by the wall. (could be added as a attribute as an alternative to the mATK version), also, not related to this skill directly, barrier should be removed as a simony skill.

Sadhu

  • OOB - still in a bad state. now has some lee way due to ABE and Posession but im sure they will be getting nerfed soon. OOB should deal damage = 50% mATK every hit and have increased attack speed and aoe size

  • Transmit Prana - Has a bug(?) that lets the INT transfer apply to you not sure if intended or not.

Oracle

  • Forecast - You and Allies in warning AOE gain an increased chance to block the attack (5% increase of block stat while in forecast AOE, increase scales from casters SPR)

  • Resetting - When resetting, all items with drop chance of 20% or below will have their drop chance increased ( Attribute lowers this to 10%)

  • Death Sentence - Decrease Debuff time to fixed 20 second, add 3 Overheat and reduce cooldown to 1 minute, fixed to 1 skill level.

Lol Sorry i was being extra but i enjoy making patch notes.

Imho, Plague Doctor should have its utility skills buffed and aoe capabilities tuned down to suit its intended support role. The green icon class is outdpsing most of the other red magic icon classes within the cleric tree. Players use the class as a dpser rather than a support (green class) haiz. Or just make it lose the green icon to become red and it will all be well.

My main complain from SR would be Marching Fire.

It’s a Rank 8 skill but Marching Fire was always weak and is still weak after patch. There’s still no Enhance attribute. The 5-target cap makes it unusable on most AoE scenarios and it also locks you from using any other skill (aside from Retreat Shot which cancels Marching Fire) for the buff duration.

The only use for the skill right now is clearing weak monsters while moving or PvP for the range and mobility, aside from these use cases it isn’t worth the time because the skill lock/restrictions.

I expected the skill would get a target cap increase from 5 to 10 or at least get an Enhance attribute like any other Rank 8 DPS skills from DPS classes.

The overall rework makes SR really better to play and covers a bit of the downtime but AoE wise (talking about pack of strong monsters, such as in Earth Tower) it feels weaker due to the long cooldowns and the Retreat Shot nerf.

You need probably more than the double or even triple of the investment to be able to AoE properly compared to other classes such as Elementalists and Doppels when the main point of SR always seemed to be focused on its strong AoE potential.

More or less Priest3’s renewed StoneSkin minus the sp drain per hit.

It does, a whole bunch of other skills just missing the % in their tooltip description.


My feedback:
General

  • Increase most of Physical based attack skill animation based on DEX(ASPD)
  • Enable passive regen when in combat(gets disabled when attacking/using skill even when regen counter hits 20seconds)

Swordy

  • SkullSwing’s Armor break duration it too short
  • Bunshin cast time still takes too long
  • Pierce needs an overheat
  • ShieldCharge has shieldcrawl speed, it should increase movespeed per lvl
  • Change JollyRoger Missile buff to all around party damage increase and doubles Pillage rates

Wizs

  • Each of Pyro and Cryo’s weapon based additional elemental damage into % and scale from INT&SPR
  • PhysicalLink still spreads damage full received instead of reducing(attribute) and dividing it to party.
  • Give Combustion extra AAR and an overheat

Clerics

  • nothing much to point out, besides Kriv and Diev getting their damage nerfed most of cleric tree still feels OPwell rounded

Archers

  • Allow usage of some other Archer class tree skills while on KneelingShot stance
  • Give Claymore, DetonateTraps and SpikeShooter an overheat
  • Change Falcon pet equipment slot from armor to weapon

Dragoon:

A lot of things to say about dragoons, i’ll copy paste what I said in some other threads.

To start:

1- In fact you aren’t rewarded to put your debuffs (Gae bulg/Serpentine) on the target, you are punished if you use your skills without them. The game is already punishing you with knockbacks and Monsters that have a really high mobility.

2- The Sp costs of dragoon skills are REALLY high. The ratio Damage/Sp is horrendous.

3- The damage output of all the rotation is low.
Just to give you numbers:
One charge of a lvl 15 Cyclone an aoe skill has a total skill ratio of 6939%.
The whole rotation of dragoon skills with DT 10 / Gae 10 / Serp 1 / Tooth 4 / Dethrone5 is 7033%…

4-The skill rotation isn’t smooth because of 1. You have to wait for your debuffs to come back to maximize your damages. So basically all your cds are as a long as the longest one.

5- Where is the bonus Ae ratio of the skills? No AOE ratio bonus = locked into no aoe possibilities…

6- Where are the CC on the skills? No CC = can’t really support

On the skills:


is really a non rewarding skill because of the spear picking up and fixed range of use.
To be honest, which warrior really want to throw away its weapon while fighting?
The bonus damage ( roughly 15% not double as some people might thought) is fine but the cooldown is too long.

Idea=> reduce the damages and the scaling by 2 but lower the cooldown to 15-16 sec. It should have been like a FAST gap closer TARGETED on a monster if a fixed range is the main idea.

is a stationary and long casting skill. The range is fine.

Idea => Remove the casting time that shouldn’t exist as a melee. Plain skill but doing the job. Adding the same CC as Dust devil could be nice as an attribute (you give a lot of energy to the target that should be released somewhere, why not in a rotation :persevere: )


The animation is fine (even if being locked at the end of it is annoying). The Attribute cost in SP is insane.

Idea => Change the cooldown to 16 sec and lower the duration of the attribute to 8 sec if you want to keep the same uptime.

The area of damage is really small and the animation is too long (your are struck like 1 sec in the animation even if the damage are done). The skill ins’t doing what it is suppose to do => Enemies hit with this skill are temporarily launched into the air. Not implemented yet?

Idea => Fix the CC issue by making it doing what it is intended to do and make the Range bigger.

Dethrone was designed as a really long range AoE damage. The damage are fine as they are BUT it is not usable as it is. Non boss monsters can’t be targeted properly after the use of Dethrone resulting in frustration for the user and its party. The CC (root or snare) provided by this skill is unique and should be kept.

Idea => 1- remove KB effect on the skill, that will help your server and your players (desynch will be removed too).
2- Remove the Overheat of the skill and fuse the damage. It will be hard hitting as the player want it to be !
2- Add an attribute where dethrone cd is reseted/reduced a lot is the target is launched into the air (Raise skill or Dragon soar) for flashy combos and more aoe abilities.

SW tree interactions that should be added to help dragoon:

Hoplite


An attribute on Long stride to be able to teleport on your spear while landing a huge aoe blow. This attribute will also reduce the cd of long stride. The knockback could be kept or removed.
=> it will help the pitiful aoe damage on Dragoon while giving utility to a never used skill.

an cd reduction on Spear lunge to make it match Dethrone and Serpentine cd. It is also true for all the pierce skill in game (murmillo / Cata…)
Remove the overheat but keep the overall damage from it. So add the 2 charges into one but multiplied it by 2/3.
=> will make the skill rotation much smoother.

Cataphract

An attribute to transform Stead charge into a leaping charge to get back faster the spear you threw with Gae Bulg

1- An attribute to be able to charge Dragoon tooth and Doomspike at the same time (if DT charging is kept)
2- Give a cd reduction to Doomspike.
=> will lower the overall charging time and upgrade the dps.

Corsair

An attribute to use Hook on a launched into the air monster, to be able to grabbed him and smashed him on the ground for a nice combo…

Skills in my view that still need changes:

General:

Time of def reduction skills 3 secs is too low

Cataphract:

Earthwave,steed charge and doom spike: Needs an overheat

Dragoon:

Dragontooth = Remove charging, or at least, charge when walking
Gae Bulg = Needs an overheat, removal of “the game throw and catch dog” weapon and improvement of the passive buff/debuff to at least 10% insteead 2%
Dragon Soar = A better AOE, and a passive to throw enemy away
Dethrone = A passive for removal of pushing effect
Passive damage for boss and High sized monsters = Insteead 2 and 4%, 10 and 15%

Peltasta

Shield Lob = Incereasing damage

Corsair:

Jolly Roger = Change for something like Falconers’ Hovering
Unlock chest = Change for some kind of debuff

Rodelero:

Slithering = Improve damage and speed
Shield charge = Improve damage and speed
High kick = A passive for throw enemy away
Shield push = Don’t sure about the def reduction here, but i think that is too low

Hoplite:

Pierce = Overheat

Lancer

Joust = Change of little waiting time for instant use

Shinobi

Kunai = 1,5 sec hold time debuff like Rodelero’s Shield shoving
Mijin no jutsu = Change for something like Rogue’s Lacrymator with some damage maybe

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Part of the problem in your damage is putting Gae Bulg at 10 and Serp at 1… You get more damage from Serp being almost 10, since it benefits from its own debuff and is a 7-hit skill, thus benefitting more from its enhance attribute than Gae Bulg 10 does. Dragoons are not terrible right now. They’re not as overpowered as they were before because of the slight nerf to Dethrone, but they are not terrible. The enhance attributes are now focused on the multi-hit skills, grossly boosting their damage compared to before when people would just Enhance Dethrone and spam it.

Dragontooth 10, Serpentine 9, Dragon Soar 1, Gae Bulg 5, Dethrone 5, used as part of a combo with, say, Hoplite skills, still does a significant amount of damage to bosses, comparable to their performance pre-patch. I can’t speak to the other suggestions, but I think Hoplite is fine, save for maybe a slight reduction on Spear Lunge cooldown for ease of maintaining rotation.

I agree with some of the suggestions people have made though about an attribute for removing Dethrone knockback, or reducing the charge time on Dragontooth.