Tree of Savior Forum

Preliminary beginners guide to Clerics

Do you consider that a buff ?

  • Zaibas now has a flat 82% modifier.
  • Hamaya now has a base 131% modifier and gains +15.7% per skill level past 1. It now has a fixed 8s duration as well.
  • Effigy now has a 10s cd and 5 overheat.
  • Carnivory now has a base 163% skill modifier and gains +9% per skill level past 1. Also it now has a fixed 25 number of hits regardless of skill level

Effigy becomes totally useless with the 10s cd/5 overheat :joy_cat:

The damage is slightly higher…Hum… I was never OK with the damage and the limited number of hits that carnivory deals. Now is It turned it into “”"“Burst”""" ish damage?
If there are 10 Monsters placed in chromostata (or whatever) when carnivory is activated, they’ll receive 2 hits and 5~ of them will receive the last ones… I don’t understaaaaaaaaaand ;-----;

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At the very least it is better than the previous iteration for some of the skills, which have really low % factor. In past iteration every multi-hit will need to depend on priest c3’s blessing to get the damage as their % are a pitiful 40-60%.

Some 'buff’s are totally uncalled for though, like zaibas, effigy, carnivory.

Don’t really understand IMC’s way in balancing skills. Yes in a way multi-hit skill damage need to match single hit skills, but then they forget one very important thing which is multi-hit skills take time to deal their damage.

At any time the recipient of the damage can move out of the multi hit skill hit area and get way lesser damage than what is intended. Unlike single hit skills once it connects the full damage is dealt. Which is why in most games, DoT often deals more damage over time compared to DD skills.

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They even put the 10s/5 to Tet Mamak La, which is needed to position zombies and, if you don’t have a full weelchair zombie summon, you need to cast it more than once since it’s “eaten” by the first zombie that approaches it.

I wonder if they even play their own game at this point.

They defnetly don’t :sweat:

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I do think this 10s/5 overheats is just some playtest scenario the devs come up with so that they can get some idea/data on how such skills interact when they are limited. Chances are they will revert back imo (hopefully as we never know how they think >.>)

It kind of creates a big woohaa on archer’s side too with the 10s5o implementation.

And come to think of it… Out of Body is also a 0 cooldown skill, I think IMC forgot to change this to a 10s5o skill too lol. Poor sadhu.

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LMFAO :joy: :joy: :joy:

I really hope you are right, it seems to me that they are blindly doing a trial and error.
But it’s always IMC, I’ll set my expectations low to not be disappointed too much :smile_cat:

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Read somewhere that Magnus has a fixed 9s duration.(?)

checks out, see: https://tos-ktest.neet.tv/skills/41303

So ME also got the more dmg, less duration treatment …

It makes sense on the Archer side since almost every class have 2 or more 0 cd skills. Now, why Monk? Do you hate fun IMC?

Looking more and more like burst damage than DOT now with all these shortened durations.:frowning:

ME became wtf, I mean just look at the skill, leveling it from 1 to 5 does nothing now: no longer duration, no higher multiplier, no hitcount/second increase.

Putting more than 1 point in ME is now a 100% waste of points…

Yea it has to be some kind of bug

Isn’t it that the patch was trying to promote better weapons and not skill Lv/modifier reliance?


So these smaller skill modifiers go hand in hand with the increased weapon damage(s) right?

I don’t mind IMC wanting to put the spotlight on Clerics as the primary support class, but it seems like they’re doing it by stripping them of some of their best DPS options. I can only comment on the ones that I’ve played.

Monk
Should be okay provided they revert the format of Double Punch back to its original state. As others have said, hopefully this is just some kind of weird test and they’re not seriously considering turning the skill into a cooldown/overheat deal. Having that basically unlimited skill as filler really helps smooth out the gameplay for physical Clerics who, up to the point of taking Monk, have had to use underpowered auto attacks as a source of DPS.

Druid
Yeah…about this. Cutting the star DPS ability (Carnivory notwithstanding) just doesn’t make sense. Was it over-performing or broken in some way that I’m not aware of? I can understand if IMC doesn’t want players to be able to sit in Lycanthropy all the time but they’ve taken it too far. Slashing Carnivory’s max number of hits is weird too. It already suffers from the issue of not being a true AoE. The more enemies in its radius, the fewer hits each of those individual enemies receive. Sure, it chews up bosses pretty nicely but, as someone else said, anything mobile can run out of it at any moment.

Obviously it’s still early and there’s no telling how things will look yet but, as of now, that nerf bat hurts.

Tested my main cleric’s hybrid (physical/magic) support build. Not too bad It is actually great! With new balance patch it is easier to build hybrid dps with enough damage in both physical and magic department.

Build switch from C2>Diev3>Miko>Kab>Inq to C2>Priest3>Miko>Kab>Inq. SPR build.

Build is in default package gear from ktest. Max out SPR at 298. Yields around 1300+ blessing damage and 300+ holy from sacrament with max lv50 blessing attribute.

So far changes found.

  • Pears of Agony no longer has the 8+ hits trigger in 8-10secs. They will explode when the mobs go right over them for a 1 hit attack. It behaves more like QS’s caltrops now.

  • Kagura Dance xx Breaking Wheel combo is still intact which is great. Damage calculation isn’t changed that much from currently what we have.

     
    However it does seem that holy damage of Kagura doesn’t apply now though, which is kind of weird. Need to test more.

Overall the build is really well rounded now. Having really good support + viable dps. Not sure whether to change kabbalist out for Oracle or PD hmm.

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I’m not looking only at the skill modifiers, there are some changes that make no sense at all.

I can’t stress enough how nonsensical is the 10s cd/5 overheat for effigy or tet mamak la.
Effigy, for example, deals 3x damage at 3rd hit. With 5 overheat you kill the whole skill.

Tet keeps its 0CD.
Effigy though…

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btw, do all mobs have a normal rank variant now? as in no more ■■■■ ton of special and elite only mobs?

Because that would open up new options for transform and conversion (if it ever gets its bugs fixed).