Reinheit’s Battle-Thaum Compendium
updated: November 16, 2015
Table of Contents
BT-I. What is the Battle-Thaum?
BT-II. Introduction
BT-III. Why?
BT-IV. Stats
BT-V. Equipment
BT-VI. Class Advancements and Builds
BT-VII. The Skills
BT-VIII. Pros
BT-IX. Cons
BT-X. Etc Notes
[ BT-I. ] What is the Battle-Thaum?
The Battle-Thaum (I’ll refer to it as BT from now on) is both a solo AND party-focussed melee Wizard branch I’ve spent hours researching, playing, calculating, and trying to perfect in the 2nd International Closed Beta. It mainly relies on weapon modifier damage and the inherent MATK in the main hand to deal sizable damage, while having much more survivability than most classes.
[ BT-II. ] The Introduction
Hello ToSers! My IGN is Reinheit (Laima) and I thought I’d share a post on an experimental build I’ve so cleverly (-_-) named the Battle Thaum. I’ll explain in detail what class route I took, what I wished I took, some pros, some cons, and some things I believe would REALLY benefit this battle-wizard archetype in Tree of Savior in the future. I hope with the community’s knowledge, opinion, and help, we can delve deeper into this build concept and start a different movement in the current Tree of Savior meta. I’ve only gotten my toon to 130ish due to creating and REcreating characters to test out different combinations, so take what you will with a grain of salt (and reprimand me if I’m making wrong assumptions or calculations) – alot of this is speculation too!
[ BT-III. ] Why am I writing about a build that isn’t relevant in DPS, heals, pure support, or Linker?
It’s important to understand that with (all?) MMO’s, metas come and go. I doubt IMC or Hakkyu Kim will allow ToS become a damage dealing race. Things will change. Builds will nerf. When that happens, I’ll be happy knowing at least I’ll have a relatively fun time playing on something that isn’t simply hack-and-slash or point-and-click.
The BT is flexible. The BT is adaptable. The BT can stay relevant for just about any type of mobs (even 30 or 40 levels higher than it). The BT can have more than one role in a party. The BT mitigates close to all damage. The BT is viable.
[ BT-IV. ] The Stat Ratio:
STR / CON / INT / SPR / DEX
0 / 1 / 3 / 3 / 0
[ BT-V. ] The Equipment
Suggested Equipment at 75 or 120:
Ideal Options (not for beta)
- Any +damage Wand** (will explain in detail below)
- Arde Dagger** (will explain in detail later) (slotted with Physical Damage RED gems)
Cash-tight Options
- Wizard Blade (or any high MATK mace, slotted with Magic Damage BLUE gems)
As of iCBT2, the elemental bonus damage on weapon seem to boost overall attack by the most. Since Wizard classes can’t benefit from primary weapon physical attack stats, the BT is purely dependent on the boosts from these subsidiary bonuses.
**The Arde Dagger is a MUST as the +153 fire attack boosts both physical and magic damage – even more so if you put 0 points to STR.
**Although Wands don’t seem to exist in iCBT2 (correct me if I’m wrong), they give huge +dark damage bonuses. Although we can’t absorb the main weapon’s physical attacks, we can definitely absorb these bonuses. Will need to confirm in the future.
[ BT-VI. ] The Build (up to Class 6)
My current Class path:
Wizard > Cryomancer > Linker > Thaumaturge > Thaumaturge > Thaumaturge
Alternative Class path (the one I wish I made):
Wizard > Pyromancer > Linker > Thaumaturge > Thaumaturge > Thaumaturge
[ BT-VII. ] The Skills
will only write on the one’s I’ve found to be absolutely vital to the build or have interesting synergies with each other.
Sleep - Wizard 1
Makes an enemy fall asleep. The enemy awakens once you’ve reached your limit of attacks.
NOTE: I haven’t gotten used to using this consistently enough to speak too much about it, but it DOES help remove a threat of stragglers that don’t get Linked or Shrunken.
Ice Pike - Cryomancer 1
Make ice spikes sprout out in a line, inflicting damage and freezing enemies by chance.
NOTE: The main crowd clear for the Cryomancer. When you hit multiple enemies that are linked, 2 or 3 hits seem to proc at once. Speculation: this MAY be due to each of Ice Pike’s “columns” actually being individual AoE cells. I managed to hit a boss with a 4-hit Ice Pike at one point.
Ice Wall - Cryomancer 1
Create ice wall to trap enemy with chance of freezing nearby enemies.
NOTE: Weirdly enough, our highest damage dealing skill. I try to spawn these in a 2x3 column (at level 5) to make my hits most effective. Each shard that comes out seems to be affected by INT and also by damage boosting buffs = synergizes well with Swell Left/Right arm.
Joint Penalty - Linker 1
Link (5) enemies, so that they share damage taken.
NOTE: Great for damaging multiple mobs with your single-target spells and auto-attacks. Has an interesting effect with Ice Pike. AoE’s will not proc more than once on linked mobs. Great for getting rid of pesky boss traps. On another note, Earthquake, Energy Bolt, and the Krivis’ Zaibas cancel the link. I don’t think any one instance of those skills is worth canceling our 35 second debuff (unless it’s a surekill).
Hangman’s Knot - Linker 1
Tighten the link to gather up the linked enemies in front of you.
NOTE: Amazing for positioning and dropping Shrink Body on the mobs.
Swell Left Arm - Thaumaturge 1
Enlarge the size of your and party member’s hand and increase attack.
NOTE: Our bread and butter we should constantly keep up. While the +154 attack at level 15 is nice, it truly shines when it’s attributes are fully upgraded. With “Enhance” and “Shrink Size Specialty” maxed we get a whopping +290 attack per hit. Consider this damage boost when Ice Wall x 4, with dagger attack speed + move canceling. Most bosses drop down to 33% in one Ice Wall w/ these buffs.
Swell Right Arm - Thaumaturge 2
Temporarily enlarge your party member’s offhand, increasing attack if it is equipped with a shield or dagger.
NOTE: A great skill that boosts ourselves and allies depending on their style of play. Although it’s +121 physical/magic defense OR +111 physical/magic attack is nice on it’s own at level 10, we can tack another +150 def/atk on with the “Enhance” attribute.
Shrink Body - Thaumaturge 1
Shrink size of target.
NOTE: Our everything-spell. With the maxed attributes, ANY magic spells (not aa’s) do 160% damage, ANY of our attacks do a bonus +140 attack, AND it drops enemy attacks to 25% damage (this sounds like it still hurts, but hard damage (armor) reduction seems to occur AFTER this effect so we’ll be seeing ALOT of 1’s from the mobs). With 2 uses (that last 20 seconds each on 10 mobs at a time) before a 25 second cooldown, we can basically keep them tiny forever. Again, our everything-spell.
Transpose - Thaumaturge 1
Change (swap) your INT and CON.
NOTE: Although a little buggy at the moment (when you use Transpose again before the cooldown is up, your health drops back to pre-Transpose maxHP), having the option of survivability or dishing out damage is a relief. OR we can always have the stats meet in between with the “Equilibrium” attribute toggled on. In a previous test when I put every point to INT at level 120, I transposed and sat on 21k health and still dished out around 60% of the damage I was doing at full INT. I only dropped 2 points into this to cover the cooldown time.
Reversi - Thaumaturge 2
Control enemy’s magic circle.
NOTE: As the description says, we can make the enemy’s circle ours. What it fails to mention is that it’s a casting circle area of effect that we position. I’ve yet to see a cap on the amount of circle’s we can control as I stole 6 or 7 enemy heals in one Reversi. Also, we get THREE of these guys before going on cooldown. This can be used as both our survivability and a damage dealer. Unsure about this, but it seems to take OUR INT and use that as the modifier for the circle.
[ BT-VIII. ] Battle Thaum build PROS
- extremely flexible and can fulfill many roles in a party. (debuff support / tank / linker (a role of it’s own now -_- / semi-DPS)
- I believe it’ll work just as well with Pyro (if not better) damage wise as it the AoE’s dropped don’t need attention like Ice Wall does.
- Fun as hell to see intimidating monsters shrunken to squashable stuffed toys.
- If you’re in a pickle, just Transpose and step on a heal ( or convert an enemy’s circle) for +5k or 6k health. Damage output isn’t reduced significantly either.
[ BT-IX. ] Battle Thaum build CONS
- lacks sheer DPS damage
- Shrink Body seems to fail once every 5 times or so, unsure why.
- Shrink Body requires getting up close and personal. Hangman’s Knot helps with landing all of your de-buffs this way.
- Shrink Body doesn’t work on Bosses = much smaller damage output.
[ BT-X. ] ETC Notes
I plan on updating this as we find out more, and hope you guys can contribute to this as well!