Tree of Savior Forum

[Tips] Collection of helpfull suggestions for a fast and succesfull dungeon run... even with search for a party

After encountering a lot of strange gameplay in dungeons I decided to summarize a few, I hope so, helpful tips for a successful and fast dungeon.

Two things upfront, this isn’t by any means something that applies to every situation and those are suggestions that I experienced to be helpful. Although English is not my first language, so sorry about my bad grammar and hopefully it is still understandable.

Cleric

A cleric is always helpful and later on even necessary for a dungeon run, but it is always important to remember that some cleric classes are not exactly built to put out big heals.

For example, a player decides to choose to go C1-P3-… so this is actually a build with a decent heal, however a lot of players don’t realize it because there are just a small amount of heal tiles on the floor. It isn’t as affective as a C2 built but as long as all the melee builds stay together it is quite effective.

Tips for Clerics:

  • Never ever put your heal tiles directly under other players, exception when another player is almost dead and he really needs an instant heal. Otherwise, every time a player receives a small amount of dmg he uses up a heal tile. When I play my Cleric I usually put the heal tiles behind the melee players. So they just have to take a step back to get a heal, ranged players can easily get to them and nobody is consuming tiles without the need to get one.

  • Try to put out heals as soon as the cd is gone, it helps a lot if you just have 5 tiles to begin with.

  • As a C1-P2-… build it is smart to always attack from a position where u are able to just throw your massheal out and get all of the melee players. Or if u are playing with a tank, use ur normal heal tiles for the none tank chars and position yourself so that u face the tank and use ur massheal to heal him if necessary.

  • Talking about tanks, if u don’t have any massheal try to position one heal so that the tank just has to take a step to the right or the left to get to the tiles.

  • Clerics are capable of giving a lot of buffs, especially in “search for party” groups it is difficult not to overbuff people. Just try to think about that not every buff is strictly necessary. Someone is giving out quicken and haste, don’t “steal” those buffs to give monstrance.
    Just a small reminder, the buff limit for non token users is 6 (?), wizard and archer classes can have 7 buffs after rank 5, while swordsmen and cleric are receiving 9 buffs. (Not sure if those numbers are the right ones but I think so)

  • Look at the buffs another cleric char can give, meaning, if another cleric char has a higher sacrament or blessing or…, don’t overwrite it.
  • Don’t buff in a stupid way. Meaning, a wizard char does not need sacrament, exception would be a wizard who uses physical autoattacks and those are a realy rare breed. So if u have to choose between giving sacrament to a wizard or a swordsman, always choose the swordsman. An archer does not need stoneskin as bad as a swordsman may need it and all the other buffs that are giving defense increase.
    What this means is, try to understand your skills before you use them.

  • Don’t kill with your resurrection skill. So if u decide to resurrect put a safety zone doen or heal tiles under the person you want to resurrect if there are still monsters around and there is a risk for the other person to die again if you pick him up.

  • Paladins can use their restoration skill to help wizards to regain their sp fast if they stay right beside them at a bonfire. Also use your barrier to corner and gather mobs if there is no tank. Push them against a wall or position the barrier in a way that players can stand inside the barrier and still hit the mobs. And please don’t stand in the middle of a pack of monsters and then use your barrier to scatter them again.

Tips for the rest of the party

  • If there is a C1 Cleric in your group, try to play it safe, don’t take unnecessary dmg, try to “jump over” attacks etc.

  • Melees should try to stay together, tanks are here the exception, so that you can all have the benefits of a massheal, or a sacrament etc.

  • After you killed a pack of mobs, look at your buffs and if they are running out just wait a second before everyone is scattered, if you have smart cleric in your group he is going to use this moment to rebuff you.

  • Never run over heal tiles when you don’t need them.

  • Try to stay in the area around the dievderby statues, they are actually not a decorative feature, they do really help in a fight.

  • Don’t run half a map away if your health is low. I know that some clerics don’t pay attention to the health of the group but if they do it is annoying to leave the rest of the party on their own to heal you. Back up a little bit and then wait for the Cleric to react. If u have a stupid Cleric, then run but if not stay :smiley:

  • Try to avoid standing in a safety zone as a ranged build, you just take hits out of the safety zone and you don’t need those. Let swordsmen or other melee builds stand in them, also they are unpredictable if u have a lot of monsters around so sometimes they are a deathtrap.

  • This is not a general tip but just a suggestion. Don’t always lay the blame on the healer if you die. Most of the time it is not his fault but poor gameplay in the group and an annoyed Cleric is always tempted to just let you die.

  • Remember that heal spells have a cooldown: 22s for the tiles and 30s for massheal.

Swordsmen

Most of the tips for swordsmen are included in the Cleric section when I mention “melee builds”. So I’m going to focus on the tanking aspects of the swordsmen tree.

Tips for the Swordsman:

  • Always tank against a wall or even better if there is a corner. With this setup all the monsters are facing you and the other partymembers can attack from behind, this is really good with a rogue in the party. But it also helps because monst monsters attack just in front of them so the rest of the group is safe with this setup.

  • Use swashbuckling when it is not in cooldown. It gives u a small indirect heal and you keep the aggro.

  • Learn the dungeon layouts, it really helps during gameplay when you know where good positions are to tank. For example the Sia partymissions, in the golem room, the lower left and right corners are really good places to tank the golem. He usually get’s stuck in the clutter on the floor so he does not roll away and ground effects are not wasted. Same goes for the mole and poata in this mission tank them in the lower left or right corner, then both of them are stacked and the rest of the party avoids a lot of dmg and hand out even more.

  • Use potions, I know that they cost silver but in the case you don’t have a healer they really are important, so buy the good stuff and use them. In a group setup without healer a good tank makes the difference between a fast run or a really annoyingly long run.

  • Hybrid builds like S1-P1-H2… try to use your dps skills when you can. I play a S1-P1-H2-C2 aswell because I really was annoyed of the poor tanking and I wanted to try it out. So when I tank I always wait till my ignore pain is active and all the other buffs then I switch to spear and arde instead of spear and shield, use spear lunge, then stabbing and pierce, switch back to shield and tank again. Wait till ignore pain is ready again and do the same stuff.

  • Because this is a really important point I’m going to mention it again, remember that heals have cds as well so try to avoid dmg and just blindly run into situations. Even as a melee build it is possible to avoid a lot of dmg in a bossfight by jumping over attacks.

Tips for the rest of the party

  • When there is a swordie in your group who tanks don’t make his role more difficult by running up front, I look at you archers =). Let him get the aggro first and then start to attack it helps him a lot and yourself in the longrun.

  • Wait till you put down ground effects, a good tank tries to position the mobs, mostly bosses, first. So you put down flameground or statues first the mobs will not stay in in them. This is really important for dievderbies, because you can avoid getting your owls thrown over the whole map by positioning them between the boss and the wall.

  • A healer should always have a good eye on the health of the tank, I never put a safety zone down for them unless they really have low health and I don’t have heal ready. Try to buff them as a tank, so they can benefit more from aspersion and stoneskin then all the other classes.

  • Paladins can actually try to help the tank out with barrier, with a little bit of trying it is possible to corner the mobs even better around the Peltasta while giving him the magic defense buff.

  • Everyone can help out with bringing mobs back to the tank or not running away with them.

Archers

I know nothing about this class, never played one, so those tips are just about what I encountered during missions and dungeons. I can add suggestions from more experienced archers, if you want me to.

Tips for the Archer

  • Most archer builds are dps builds so usually they get the aggro without a tank. So when you have the aggro of all the monsters or the boss, it is really helpful to run in small circles not doing the zickzack run trough the whole map. This is really important when playing with a pyro or a diev, when they put there stuff down try to kite the mobs trough those groundeffects not away from them.

  • Communication always helps, you want to use kneeling shot, just ask a cleric to put the safety zone down for you instead of hogging it next to the boss, with the risk of killing yourself and the other partymembers.

  • Don’t kite to far, try to avoid aggroing new monsters in dungeons while you are kiting.

  • Stay out of the AoE range of bosses, I really don’t understand why a lot of archers are staying up close to bosses, maybe it has a reason and I would be happy to understand it. For me it just looks like a lack of skill, you have the opportunity to avoid this kind of dmg so why not use it.

Tips for the rest of the party

  • Clerics should consider to put a heal down for the archers, I usually try to put one a little bit farer away so they can easily reach them. Most of the time I do it ever second heal.

  • Try to give archer a safe place to do their dps, so don’t pull those monsters right to them.

  • I think rogue has a skill that benefits from attacking from behind, so if there are those kind of synergies, try to make them possible.

  • When it is possible try to avoid gathering the mobs around stuff that can also be targeted

  • Buffs are really huge dmg boosts for a lot of archer classes, an archer always benefits more from haste and quicken then a priest or a peltasta.

  • As Mooon mentioned that require to be closer to the target (?), so clerics should propably have an eye on them.

Wizards

Same as archers here for me, so this is going to be a short one too.

Tips for the Wizard:

  • Don’t put ground effects down as soon as you see the boss, wait if a tank pulls those mobs into a corner.

  • Remember that flame ground can be effected by reversie so be carefull with those kind of skill in higher levels. I think some of the mobs in the lvl90 dungeons are also capable of turning flameground.

  • Try not to kill partymembers with icewall, I recently had a run with a Cryo who managed to corner some melees under the boss, not a fun experience.

  • This is just a nice thing to know, when u link a lot mutant or deviltype monster together with a paladin in your party, it is possible to kill a lot of monsters in a short amount of time

Tips for the rest of the party:

  • Use skills like icewall, it has a good synergy with doppelsoeldner, so some cryos also have psychic pressure, if they don’t just autoattack the wall.

  • Try to keep the fireballs beneath the monsters, it can’t be avoided to kick them around but don’t do it on purpose.

  • In dungeons try to have a heal ready if there is a snowrolling cryo or put down a safety protection zone.

  • Wizards are really dependant on their sp so if they need to put down a bonfire just give them those 30s instead of rushing away.

Like I mentioned before, those tips are what I think about as helpful and they are limited to my experiences. So if anyone thinks they are bullshit or knows something else just mention it and I try to adjust the post.

6 Likes

Nooooooooooooooooope. People need to get over this, in ToS you do NOT need a cleric or a tank for the dungeons or missions they are very easy.

Lots of good tips here.

I would just like to add a few more tips for when there are multiple Clerics in a party:

  • If there are 2 Priests in the party, keep an eye on Stone Skin and time your usage so that you have Stone Skin up 100% of the time. It is really a fantastic buff.

  • If there is more than 1 Cleric in a party and no Swordsman - one of you is most likely going to need to take on the role of tank.

  • Aspersion is a stupid buff. If your party has too many buffs, this should be one of the first ones you stop using.

  • Revive is a fantastic buff, but if your party has too many buffs and is not at risk of dieing - you might be able to stop using this one too.

Nice article. Have some feedback on the Archer section for being such a great essayist.

On point 3, the targeting system is bad. Real bad, worse if there are other neutral objects/mobs nearby like a Tree Root Crystal, the Diev statues, the Sorc’s summons and that darn lantern in Siau.

On point 4, the only reason Archers would go close to a boss would be due to a) the hit-boxes for some bosses are so bad that you have to go near them to be able to use your skill while doing animation cancelling without getting the notice “The target is too far away”, or b) their skills. Look at what class they’ve taken. Some common examples would be;

  • Rangers for Barrage
  • Sappers for their traps
  • Rogues for Backstab and (maybe) Capture

Good tips.
Even though this is situational, maybe add a tip for swordsmen who is not taking the role of tank to turn off their provoke attribute.

oh and i thought someone don’t know it :)) this just applies on my daily mercenary dungeon runs though… most of my time running here is that they don’t let me put the boss into position first. I usually put them into a corner or wall so they only face me

One tip I’m surprised I didn’t see… (unless I missed it?)

If your group has a lot of first-line buffs getting tossed around and no Krivis with Daino, PLEASE don’t use unnecessary party buffs. There’s a limit to how many can be active at one time and it can be a massive pain if more powerful buffs are being overwritten with short, less vital ones, leaving the powerful buffs stuck on cooldown. This isn’t always an issue but if you have a Priest and a buff-heavy Wizard like a Pyro/Thauma/Chrono then you’re going to run into issues very, very quickly if people aren’t showing restraint. You should also keep in mind that non-party buffs can be first-line buffs and your party buff spamming could be screwing over nearby Swordies and Archers as well, even if the buff line looks fine and dandy on your end.

Buffs which are NOT essential and should usually be left out if buff slots are full:

- Reflect Shield (scales really, really badly, unless you’re a Wiz2/3 with high SPR, generally not needed in party play)
- Swell Left/Right Arm (debatable, depending on what other buffs are in the group and how high level the skill is/how much you invested in the attribute, but if it’s pushing out high-damage combos like Sacrament/Blessing/Fire Enchant it’s probably not needed)
- Monstance (I’m not overly familiar with this skill so it could very well be quite useful, but it only lasts 20 seconds. If I had to choose between a 20 second DEX boost and one of several 2min+ long buffs that have cooldowns as long as the duration, I’d much rather do without the DEX)
- Increase Magic Defense (don’t see this one often, but unless there are tons of magic mobs and your party keeps getting blasted to low HP this probably isn’t needed)

Other skills/buffs which are fine, but should be tread with care:

- Safety Zone (takes up a first-line buff slot, so try not to walk through it if your buff line is full and you don’t plan on staying in it)
- Fire Wall (this skill has an attribute that gives fire resistance when standing in the wall tiles similar to Safety Zone, and like Safety Zone it also takes up a first line buff slot, so please consider turning it off if you use this skill/attribute!)
- Swift Step (gives evasion and also critical at C2 and has an optional attribute that makes it available to the whole party, however if your party is mostly magic-based classes that don’t benefit from crit you may want to turn off the party attribute)

Buffs that are really useful and should usually take priority (probably not complete, I don’t know every class):

- Divine Might (+1 to every skill, which is never a bad thing to have)
- Sacrament (adds an extra holy-element hit to your autoattack, which stacks with skills like…)
- Blessing (adds a chunk of extra damage to each and every hit that lands on an enemy, including additional hits from buffs)
- Fire Enchant (same as Sacrament but fire-element, works great alongside Arde/Karacha Dagger)
- Quicken (makes your autoattack faster, which can be a massive boost to your overall DPS at higher skill levels)

Anything not included on any of these lists is either situational, a skill I’m not familiar with enough to mention, or belongs to Krivis (in which case you shouldn’t have this issue, really).

You should also check what classes your teammates are in case someone else might have a better version of a buff you’re carrying (ex. you’re an Archer C1 with Swift Step Lv5, but your teammate took Archer C2 and has Swift Step Lv10). Using a lower-level buff will overwrite a higher-level one, even if your weaker buff has a much shorter duration. If you’re not sure, it doesn’t hurt to ask the other player what level their buff is to make sure the party is getting the best possible boost.

Also, speaking of buffs (and speaking as a Pyro player), if you want Fire Enchant for the extra hit keep in mind the range on the party buff is ridiculously tiny. You need to be right on top of the Pyro to receive it, so if you want the buff please try to stay close together when it expires or ask the Pyro player to warn you before casting it so you can move into position.

why did I end up writing so many words this was going to be a short&sweet post, I’ve lost control of my life…

Already put that one in^^ But its a long thread so no harm no fowl:D

Remember to not to stand in the red circles, black circles or anything that is a boss’ attack animation/cast before resolve.

Jumping is your friend.