Tree of Savior Forum

Two handed weapons are too weak

Honestly I think everything, including arde dagger, hat elemental damages and blessing buff should only trigger once per attack (or skill).

Chaplains aren’t so strong because of the many hits they deal. They are strong because blessing +170 dmg triggers on each of their 4~5 hits (plus arde dagger).

Well, I did specifically say staves suck. There’s no excuse for staves. Their magic attack is just way too low compared to rods which get to use a secondary weapon.

i think what they need to do with warrior is remove the HP buff for Highlander and only gives Peltasta, at the same time, buff two handed sword.

it will create an option where warrior could chose to be tank or DPS. Currently warrior do not deal as much damage as other class, but their dash and tank-ability makes them the fastest leveling class in TOS, and their AOE are pretty decent compare to other DPS class.

Because you’re looking at the wrong dungeon. The level 170 2h sword counterpart isn’t hell and heaven, but this

Although it’s true that, some lolopanther items sucks donkey balls while the other is fcking amazing.

Lolopanther Musket/Pistol is probably the best one out there by far since they both give +2 and +1 skills to their class respectively.

The weapon balance really sucks overall. Also there are just so few weapons. It really baffles me how this game can have so much ‘content’ as far as different types of enemies in its many many maps, and yet the majority of these enemies drop nothing, especially at higher levels. It feels extremely unfinished (and yes I know it is unfinished, because the game is going to have 600 levels - but if it’s 600 levels of mobs that have no drops and limited daily dungeon runs, what’s the point?)

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That weapon is terrible.

  • AoE Attack Ratio 2
  • Critical Rate 30
  • Critical Attack 132
  • Accuracy 44 (WHY!?)

The stats on it are nice but the problem is again, 2 slots only and the damage range is low:

235 ~ 436

low end is terrible
(even some level 170 1H have more)

The damage values and the stats as well for an orange weapon are terrible. It’s just horrible. If it had say 400 low end and 500 high end it would be an OK weapon, but as it is it’s just bad.

Look at this weapon:

Gray item, damage is
##280~520

Crit attack is kind of terrible stat in this game and 132 crit attack is just 132 damage per critical and 2H sword users lack greatly in critical RATE because we don’t have Finestra.

Big 2H swords should have tons of critical rate in them and 3 gem slots. How 2H swords are right now are a joke.

im using Venier (+298 holy dmg) + Arde dagger (+158 fire dmg)

does this elemental damage added to all my barb/fencer skill?

Yes, this is why 2H are so weak.
##456~456
Is your damage now.

This is why no one uses 2H in this game at all unless they have to.

Yup, atm I’d like to see one of two things happen:

  1. Give attributes that buff 2H swords. Something like your usual “2H Sword Mastery” that raises the % damage that 2H swords do, so that 2H can keep up with dual wielding/multi-hit classes who get a massive damage spike from the flood of buffs to each of their hits. This wouldn’t be necessary if buffs gave a % damage boost, but since it’s a flat value multi-hit classes benefit more.
  2. Raise the damage for 2H swords. 2H swords are clearly meant to be a sort of reckless weapon with a big gap between min and max, but atm the damage values aren’t high enough to be worth it. This could be by raising the max damage or by raising the min damage, both of which will increase the average damage dealt.

Blessing falls off pretty hard later in the game. (right about when you hit rank 5, or Chaplain actually)

@actinium04

Not just all your skills, to every hit. (be it normal, or skill hit).

For example:
If your ability hits 10 times, then it will apply both the holy damage and the fire damage 10 times as well.

Every bot past rank 3 will build into priest/chaplain for blessing.

I honestly don’t think a supportive class should have (by far) the best sustained DPS up until lvl 200. And content before level 200 should be important to balance as well (well, or any level content, really).

Yep, no matter how you look at it… spears does everything a sword can but better.

The Catacobms Pike is pretty garbage, anyhow, since Elements already existed.

I’ll repeat what I said before: Blessing falls off late game. Chaplains main source of damage is not blessing, but Aspergillum.
The reason bots go for this build is because since it’s auto attack and buffs it means less programming and less computing load.

So you want to nerf cleric classes leveling ability…? ( which is already pretty low to begin with)

Two handed weapons are too weak? we need Three hands weapon ASAP!! :open_mouth:

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[You do not have enough hands to equip this]

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Damn it!!! :open_mouth:

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Well actually no. Some of my friends are already 280 and they are still happy to get blessing buff. Yes It doesnt increase your damage to x3 to your previous damage like in lvl 80s, but it still is a nice buff that increases a teams damage by a lot.

Not exactly.

2H bow is quite strong with its +100% damage bonus to flying enemies.
In fact 2H bow shits on pretty much every weapon type when it comes to flying enemies.

Staff is certainly underwhelming but Maledoom isn’t really for regular wizards anyways. Its a weapon for Sorcerers since Summons scale off Int and not magic attack.

Arde does get overrated at times there are a fair amount of other secondary choices (including Shields) that outvalue it defensively and/or offensively. Itos has a weird fixation with the weapon that currently goes for 400k in Ktos and in January was at 240k lol.

Highlander has the crit attack attribute but it’s also fairly underwhelming, a shame it isn’t more potent, likewise for Staff which at best has an attribute for 9 fire damage (lol wtf?).

2h Bow is the best 2h weapon followed by 2h Spear. The rest just don’t have defining attributes of value.

Yes I forgot about flying enemy attribute but it limits you to flying enemies making it unreliable.

Sorcerers summon scales with any elemental damage + matk + int, making arde builds better again. Lets say summoning is lvl 15 meaning 1.8 of int will be damage so 22 int is 39.6 damage combined with 286 matk and 22 more matk from ints bonus is 347,6 damage to summons from maledoom alone. Lets check catacombs club + arde, 308 + 153 making it 461 damage increase. Not even counting the gems that could be put in.

I hate it that a staff atribute is pyro only or a sword atribute is highlander only while there are other circles that can use the same weapon. This is limiting the build diversity.