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Reinheit’s Battle-Thaum Compendium [WIP]

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!

5 Likes

Does Swell Body work on bosses?

Afraid not :frowning: neither the debuff or visual effect seem to latch on to the boss

Dooooes shrink body works on bosses?

Can you stack both on one monster?

Nah, using one while the other is still active cancels the previous one out.

Most debuffs and CD don’t work on bosses either. (Ie. Freeze, stun)

So sad, since bosses are the only things worth using CC on.

I guess I’ll have to be happy Lethargy does, at least.

You can swell body the glowing monsters seen in the field.

Yep! Basically any monster other than the instanced bosses can be enlarged and/or shrunken

It’s all fun and games until you mention the price for the enhances … that won’t even matter late game where your punny +300 atk won’t compare to the 2000-3000 dmg crit archer/highlander/andabunchofothers will deal. I was going for thaum > chrono but got discouraged when I heard half (if not all) chrono skills were bugged.

I hear ya. For now, I’m using this Thaumaturge as more of a support/keep-your-team-alive party member in instanced dungeons and boss fights. I doubt any one who opts for Thaumaturge can ever deal as high damage as the others.

Heres to hoping that rank 7,8,9, and 10 opens open some possibilities for damage output since we’ve already got so much utility :smile:

I feel so sad when I see transpose not working as it should… If i went from full INT to full Con, that would give me more than 30k of HP, imagine how bossy that would be when you do instances and need to be a tank (they see me rolling, they hating!!!)

I tried to make this build works but one of the reason it’s hard is because anything weapon a magician hold automatically makes it shoot energy ball which is annoying. Chrono’s skill being buggy as well and not increasing your attack speed.

There is another staff that might work on your favor, it’s called Black Staff and it’s the exact opposite of Wizard blade, it’s a staff with physical attack on it, might want to check that one out.

Not a Thaumaturge myself but this class might suit me more than my current build wiz>pyro>linker2>chronomancer I pick a Chronomancer to test a skill.
This is my char while solo leveling or questing atm.



with Thaumaturge I will get more damage boost!

Im sure will try wiz > pyro > linker1/2 > thaumaturge in next icbt if it has icbt3.

bonus hope you get some idea from this.

@Franco
It’s definitely a buzzkill to use one of our most unique skills and instantly see the red, glowing health bar :frowning: I end up worrying more about death than feeling secure haha. For the moment, I’ve found the best (and only) reason to use Transpose while soloing is if I see an enemy healing circle first: Reversi the circles, transpose and BAM +20k health.

@tehmimichan
I agree! So far, playing as a Thaumaturge has been nothing but compromises. I’ve constantly checked the market for Black Staff’s but have had no luck yet. However, before testing on the Black Staff, I was having a go at the melee potential of staves and found 1 pro and 1 con:

The pro is it’s basic attack splash (3 enemies). This helps justify NOT using Joint Penalty for mobs less than 4.

The con is the extremely laughable attack speed, albeit, this may change drastically when the Chronomancer buff actually works.

On a side note, equipping an Arde (or Karacha) gives us two bonuses: added fire damage mAtk/Atk, AND faster melee attack speed. Since we don’t have any massive, scaling, active melee attacks, we’d benefit most from attacking more frequently.

@arkgolf
Thanks for posting videos of your build! I can definitely see how the Thaumaturge would fit nicely into the build too! Also, thanks for proving that Pyro’s sheer damage output is much greater than the Cryo :wink:

I have one question and one test request from you @arkgolf :

  1. In that last video “TOS 2015 11 11 17 49 33 373” you seem to be proc-ing THREE hits for an auto attack for the magic AND melee. I understand Enchant Fire gives you one extra hit, but where’s the other one coming from?

  2. Does the damage of Flame Ground change when you switch weapon AFTER you cast it? ie. If you cast Flame Ground with a high mATK staff and it starts dealing 500’s to an enemy, does the damage change/weaken after removing it or changing it entirely to a no mATK weapon? I wish I could test this myself but I have no DoT skills as a Cryomancer. If this turns out the way i think it will, it might open new doors for our melee wizard archetypes.

1 Like
  1. Yes. If you change weapon, your damage will now use your new weapon.

I’d guess the Cafrisun Set

no 2. is like @exdarklight answer

For 1. it’s from an item you may not believe but I use this set

it’s work well with priest buff too
500+ damage * 4 hit

without priest buff at demon prison 1st
my AA did 348 + 283 + 193 = 824 damage
link target took damage bonus = 882 damage


at level 140 with priest buff my damage goes up to around 600-700 per hit (total 2400~2800 with just AA)

this set is too good especially for me
Cons: I have too low defense, but it is not a problem

ps. Im not full int and Im a support class.

@exdarklight
Thanks for clearing that up!

@dmhamilt @arkgolf
Dang! That is a sweet combo. I haven’t had a chance to look into item sets yet but this makes this low weapon damage + elemental damage concept that much more viable! Thanks for the heads up!

This game is very funny.

I brought a toy hammer to test my idea “Does is it work with magic?”
here is a result


as you can see it work well with magic attack.

Now my 2nd idea came up “Can it be critical?”
So I reset my stat and put a point into Dex
here is a result


yesss it can be critical

Dagger test

this is awesome !

2 Likes

That IS awesome.

I can’t really tell what the explosion effect is doing though, is it procing every other tick of the flame ground?