Tree of Savior Forum

[Paladin] Restoration needs a buff?

I mean, the restoration values wouldn’t be so bad themselves if the regen mechanics worked at reduced intervals with this skill. 1 tick every 20 seconds while standing is practically nothing, might as well not use this skill at all since it won’t make a difference. For this skill to be useful it either needs to:

a) Have much higher regen values (both for the HP and the SP),

or

b) Reduce the regen intervals by a significant amount, 5 seconds a tick would make this skill useful.

What do you guys think, is Restoration as useless in kToS as in our version?

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People tend to use restoration for it’s hidden bonus to any healing skill, not the hp regen.

It’s a bit low ish for dex/str builds (20% iirc) but for int & spr builds it’s a welcome change.

HP regen is a stat that should be reworked tbh.
SP regen isn’t as bad, but still far from ideal.

Restoration is fine when you use it in combination with other heals.

A C3 Cleric Paladin for instance will have very powerful 15 heal tiles.
Similar a C2 Krivis Paladin will put down alright passive healing.

However given Pardoners exist restoration scrolls can be used (if you want to dump the cash) instead of actually investing into the skill.

For the skill itself the only thing is that levels past 1, aren’t very intriguing at the moment based on current knowledge. If I were to buff it, it would be the intention of encouraging level 15 restoration.

I’m talking about buffing it’s primary function, which is supposed to be boosting the HP/SP regeneration. Sure the hidden synergy with heals is decent but it’s doing a poor job at what it’s primarily supposed to do.

it’s true and i agree, as of now there is very little point in maxing this skill or even taking more than 1-3 level in it

a) This will do nothing… 20 healing interval is too long and by the time it came up, we most likely have already got full healing from the heal skill.

b) this also wont do much, 5 seconds hp tick wont be doing much… we can heal ourselves and pt members to FULL hp in twenty-ish seconds intervall. Unless the tick also applies to SP regen, in which we will be able to manage pt members SP better like the cat buff

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i’d rather rework the current system instead of a & b . Aside from the hidden healing interaction, i suggest the skill will :
c) Restore back every damage taken by Skill Level x 1 or 2 or 3%. So, at skill level 15, we will recover back 15% / 30% / 45% (Depending on balance) instantly. Due to it being almost 100% uptime (downtime being the recasting), i think it should be 15% or 30%.

Restoration doesnt “need” a buff, a buff would be welcome, but the heal bonus is good enough. if we do get a buff on resotration, maybe a defence increase attribute, or dark property resistance like sacarament

Restoration is one of those skills that could be made to have only 1 level in it, nothing would be lost, and all we’d gain is less expectations of the skill.
It still wouldn’t be “amaaazing” but since all Clerics have heal 5, unless they had a stroke and went 5 cure, 5 DPZ, and 5 SZ. It will always be of benefit, which is good.

Tbh all skills that are “1-point only” seriously need a rework.

Restoration is 1 point only, 3 points if for some reason you want that sp regen, and max only if you use Animus.

Monstrance is 1 point only, 4~5 in the rare occasion you need it for debuffing, and anything past that actually makes the skill worse (hidden cast time? circles overlapping?).

Change is 1 point only, and anything past that actually makes the skill worse (mobs can show up lower or higher lvl?).

Slithering is 1 point only, and anything past that gives only a really marginal gain (more dmg but no buff/debuff duration increase?).

Umbo Thrust is 1 point only, and anything past that gives only a really marginal gain (more dmg but no debuff duration increase?).

And well, of course many other skills.

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Actually, you can get the SP Regen at Skill Level 1. What Restoration Lv.3 unlocks is the +100 HP Recovery


But yeah I agree, “1-point only” skills need a rework.

IMO it needs a bit of rework in SP regen attribute, as mostly melee paladins have a difficult time dealing with SP issues, however overall its hidden buff in healing tiles/mass heal is okay.

Seriously, +50 SP regen for early paladin classes helps a lot, but when you start using like 200 SP per cast of a skill it becomes very insignificant.

Well, you could just get C1 Krivis or C3 Krivis to solve that issue with a full-fledged Aukuras that reduces your HP regeneration time by 7,5+0,5 seconds per skilllevel, effectively increasing your Hp regeneration by a lot[or just buy Aukuras Scrolls…].

For SP regenaration, there is Kabbalists Ein Sof attribute. I understand that it’s painful for some builds, but you can’t expect to have everything.

Just imagine everyone would have the boni
of Ein Sof +Restoration+Aukuras+Healing Factor to increase their overall survivability [so much that it would be actually impossible to kill them in the process] so early into the game (lvl 330 cap of like 600 intended baselevels and around 11-12 Ranks).

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Restoration isn’t meant to sustain you and your party during combat, I think it’s supposed to help your party recover between monster waves without spending Cooldowns on other skills. Sadly, the current Restoration and the regen mechanics in general render this function redundant, my suggestions were meant to at least make this effect noticable.

Restoration’s primary function needs a buff, that’s for sure. What kind of buff is up to the developpers, there’s a ton of ways they could go about fixing this skill.

For starters I think %based regen instead of flat amounts would prevent this skill from falling off in end game/new content.