Tree of Savior Forum

Scout spend MORE stamina than WIZARDS and CLERIC. What is the meaning?

This is an ABSURD! Just imagine, in ANY logical situation, Wizards and Cleric should be slower classes, and apply their time on getting smarter or something else, relative to magical stuffs… What is the reason for they have MORE fisical condition to run or jump than Scout? Look… they are S-C-O-U-T… Really… This is just unlogical and UNFAIR.

As a trade for stamina what about we nerf the hole tree? its a fair trade off because Scouts tend to be assassins that burst anything alive or dead in question of seconds, they turn invisible, have invincibility with overhits not to mention Linker or smash bullet. They get extra movement speed when sprinting as much as Archers BUT archer can’t in combat. So its reasonable they consume more stamina than other classes.

Meanwhile SRs still can’t sprint without dismounting :tired:

2 Likes

Wizards only gain half speed when sprinting, I would rather have the normal +10 mov speed for double the STA cost.

Top damages on PVE and PVP are always Wizards… Actually, scout’s are weak in the endgame in this aspect.

Its 'cause they have a fixed movespeed when attaking. Don’t need to stop or anything.

They shouldn’t have the normal +10 mov speed and neither uses half stamina when sprinting, because they are WIZARDS, not a athletic being… and they have AOE skills, HUGE range, GENBU and TELEPORTATION. So, no… don’t force something like that.

Its funny because when SR was an archer class, it could sprint and attack if you had one circle of Hacka in your build.

Sprinting should be the same to all classes, but I will not argue with you because you are obviously biased towards Scouts.

1 Like

You’re always :expressionless: complaining or whining about something.Just the way you word your threads seem like an angry whiny child :thinking:.

2 Likes

Fallacy… If you don’t have arguments, so don’t lose your time trying to put some “stereotype” on someone else. If I’m complaining, it’s because SOMETHING is really wrong, and no one have courage to TALK about it, or the game is just being abandoned.

If it sounds wrong for you then why not start by offering a solution that’s not gamebreaking?
Archer who’s ranged and stamina last normally is restricted and cannot do it in combat
Warrior who’s stamina last like normal and can dash regardless in combat or not is mostly melee attacker
Wizards who have large AoE / have summon / can crowd control / or have creeping death charm, can teleport short distance and is able to dash regardless in combat or not is having the dash speed considerably slower. If I might add a little, teleport will fail if the road you are traversing is upwards in considerable degree or the destination for teleport is outside the map so it’s not like wizards can teleport just willy nilly
Cleric while having access to most things like physical attacker via Inquisitor or magical attacker via Exorcist, or healer via Priest, or misc like pardoners have the most plain dash that’s nowhere as fast as Scout and your character will get staggered if got hit. While the advancement itself is versatile, clerics basic auto attacks still melee
While scout have access to gun for ranged auto attack, complete with jobs who specializes in utilizing guns in their skill. Even melee class like assassin have instant acceleration for extra mobility or shinobi have attribute to reduce stamina consumption. While you don’t even have to think about stamina if you are Schwarz Reiter because you can’t dash while mounting anyway

1 Like

Hi, we’re scout master race. Please remove all disadvantage, and nerf all low ■■■■ that stronger than us.
Insert some capslock raging yells here

1 Like

Acceleration has 20s cd. It’s just unthinkable to use it as a movement skill, since it has been design as one of the MAIN attack skill in the assassin class, once it has a good DAMAGE and stuns the target. Insivisibility can’t be used on combat (nonsense 'cause shadow can use shadow’s pool in combat, again, what’s the logic on it?), almost every skill gives damage while in borrow in Rogue class, etc. So, scouts (the ones who doesn’t uses guns) has no solution to scape if not by running away… And UNDERSTAND: We’re talking 'bout one of the (if not the most) fragilest classes on the game.

Also 2 over hits, decent distance. Assassins have silence, bleeding. Also, Scouts that use guns can only run away too.
Not to mention Linker “balanced” skill set…

Are we talking about bow archers now?
Scouts have a ton of survivability, if you gear up it becomes a pain in the ass to kill a scout that knows what he is doing. And try to survive for more than 5 seconds scout burst per second.

Oh right. Dagger scouts have to run away since ritirarsi, recupero, evasion or lachrymator is not an option huh
Edit: oh? Instant acceleration have 2 overheat? That’s nice. Teleport without arts isn’t that far and without psychokino, it didn’t have overheat

Shadow pool is 50s CD skill for duration of 10s at max lv. Unless you are chronomancer who can also apply pass for total of 20s shadow pool buff with consecutive use
The other skill with similar effect would be chronomancer stop with break time attribute on, but this one have 100s cooldown :smiley:
Sounds too overpowered, huh

guys, guys, stop compare us scout master race with those lower shjt class. Us master race is unique and must be stand above anything!!!

it’s fine, just craft Alchemist Stamina pills, use 3x Cyclops card to boost your Stamina pool to 80+ and you can run forever.

It’s the same for everything by the way if you didn’t notice:

Wizards and clerics spend way more SP than scouts,swordsmen or archers when using skills just because their SP pool is a bit higher (which can be covered by putting on some items with SP item awakening [over 600 SP per item are possible now]).

Scouts also have the advantage of higher evasion, which means their dash is less likely to be interrupted compared to cleric & wizard, who have their dash cancelled easily by getting hit.

In my opinion, with the recent patch that put archers dash at +10 movement speed and allowing them to dash in combat, it is clerics who should receive compensation for their dash now being less useful than archers [because archers can attack while moving, have larger range and can dash at the same speed in combat now].

The best dash distribution should look like this:

Swordsman:
+10 movement speed while dashing
can dash on mount
continue dash when getting hit

Cleric:
+10 movement speed while dashing
continue dash when getting hit

Archer:
+10 movement speed while dashing

Scout:
+13 movement speed while dashing
2x stamina use for dash

Wizard:
+6 movement speed while dashing

Archer has +13 movement too, but they can not run in combat. Just correcting the info.