Tree of Savior Forum

We need to talk about the Wizard Rebalance

I dislike the enchant fire nerf too… It was quite a good skill, especially for AA builds.

My guess is that, since this skill is quite iconic to pyromancer, and pyromancer is an attack class, so they wanna nerf the support skills of pyro… Yea even my dumb absurd reason can’t explain why… XD

@hei_1 I think they overkilled it with using reagents/catalysts on skills. A few powerful skills/buffs that require reagents will be fitting, but they just overdid it. I mean really? 2000 silver for cat buff? I don’t even find it that useful in solo content, and the cat is so damn slow even with the attribute…

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I guess I need to get busy mass producing the scrolls on my enchanter before I respec away from yet another class getting shafted with mat costs.

Don’t bother to make it high lvl, you won’t have SPR to make use of it anyway.

Heavy gravity… I wonder how well it will synergize with elementalist and shadowmancer…

But seems promising to sap-wugu though.

I’m kind of annoyed that the shifts always go from full one stat to full another. idm since I don’t play meta but being forced to go full SPR…I really don’t see…how this improves anything but i mean it doesn’t…unimprove anything either i suppose HAHAH

Would’ve been pissed about the item reqs to cast before, but now full support builds don’t really exist and chronos can viably make money I guess it’s a fair trade. was surprised they hadn’t nerfed chronos before, I can’t really say I’m uber happy about the pass nerf since I chain pass a lot for non-combat reasons and rarely see chronos work together to chain pass anyways, (isn’t that kind of coordination/synch actually a more interesting part of the gameplay…?) but oh well.

linker sounds interesting, but god please rework SC so that the chain doesn’t break so easily and can share buffs that are actually worth the effort. The damage boost probably will but…just upping dmg…on stuff…

i dislike the Everybody Do Damage thing now. i dont have a cryo but removing their main utility in favor of…making it a damage dealer sounds a little boring? welp, should probably wait and see before making judgements

can i uh. suggest that instead of making people buy 23321893218932 items to clog their inven and constantly keep track of it that they instead allow maybe. the sale of either a high cost item that allows unlimited use for a duration of time, OOORRR the sale of a cumulative cost item that counts for maybe 500 uses per or something?

Kino and elementalist change are very interesting for me, i wonder if some kind of wiz2kino2ele3XX is viable now. Im wondering how much the c3 heavy gravity duration increase is gonna be though beause that can make or break kino c2 and force you to go c3 as always, which i dont want. Also wondering how much the additional dmg meteor does with flame ground.

Very excited overall, but concerned for attributes forcing specific paths or at least heavily encouraging them.

I agree with a lot of this but the whole Alchemist throwing potion thing is dumb, it’s the same issue with necromancer honestly, these are MAGES, they shouldn’t have to throw stuff, they’re not pitchers, or cavemen, THEY ARE MAGES. Nobody would ever die to someone chucking corpses at them, they’d die to being disassembled by some ■■■■■■■ who wants to chuck corpses. There should be some sort of skill for Alchemists that fits but I’d rather something FMA inspired or something related to gold rather than some idiot throwing a bottle of dangerous liquid.

Overall though Alchemist is a complete shop class, if they’re not gonna add a large amount of combat options then it really doesn’t matter if they add any, as long as it’s shop spells function well (which they do not) Briquetting, Awakening and the Item Creation skill need work.

I would like to see some Necro changes and buffs though, remove Corpses Cannon, Flesh Strike and the one that makes body parts fly around you and add some Necromancer spells in their place. Like instead of Flesh Strike how about a skill that drains life from enemies, restoring a small amount of casters hp, but more importantly a large amount of summons hp, since they decided to make the summons so ridiculously frail, being able to heal them as a master of necromancy would be great, but it’d also make a lot more sense than chucking a ball of dead body parts. Instead of the defensive one we could have some sort of aura that damages people inside of it, if you get close to a Necromancer you lose hp, so you have to kill em quick or you pay the price yourself. Instead of Flesh Cannon we could literally anything else, just don’t make the best attack for a mage class something that takes little to no magic to do.

In real life I’m a Necromancer, you know why? Because I can throw some chicken I bought at the grocery store at you.

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Necro self-healing? Welp, time to rework FF then. Necro is a summon-centered class - it is right there in the icon. I agree with you on Necro having more summon-aiding spells and less attack spells(since they suck anyway)but don’t try to steal a core feature of another class. Wizards are not Clerics.

the alchemist throwing stuff is a reference to Ragnarok Online…

Some people cant leave the past behind and realize that, this is this and that is that :neutral_face:

EDIT: am ok with changing Flash canon, only if they give the evil laugh o all the necro skills :3

only reason I went necro to be honest :sweat_smile:

Wahh Hey I really like flesh cannon :frowning:

I don’t think necromancer needs a rework, it works really well the way it currently is. The only thing I’d do is replace or rework flesh strike.
You may not like the corpse style for it but I personally like it since it’s different and not your every game necromancer, I also don’t see them changing that aspect and I hope they won’t.

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AHEM!!! https://www.youtube.com/watch?v=r_s2RvXZnN4

to me the alchemist class should be the jack of trades class

like having shop, magic, melee, support, and ranged abilities translated through alchemic means

it may not be as potent as their derived counterparts but their strength lies on versatility

:pensive: please give me the text version cause I cant watch anything that long, it will take some space on my timeline and I could waste that time on something more productive like typing this totally not pointless post xD

thanks for the edit, will read after I wake up

it’s an RPG series that focuses on alchemists that predates RO alchemist class. as you can see, throwing synthesized items for various purposes has been a long tradition for the whole alchemist throwing stuff. there is also the chemist class in final fantasy series that has the same concept. just saying that the concept is not exclusive to RO that ToS shouldn’t “replicate”.

i like what i read… i am a cryo 3 ele 3 sorc2 now if only we have a skill reset… or just a rank reset so i can rest the attributes for it… ill still stick to what i took…and just play around with it… hehhehee

I’m concerned about the false freezing status frost pillar would apply on bosses. Will it be gone too??

And this reworked firewall… Still have count limit? I hoped they changed it to be 5+character’s aoe at least. Btw, what happens if we pull enemies with magnetic pole into firewall with attribute on? Pushed, pulled, pushed, pulled hahaha

Cursed enemies receive addtional damage from dark property. I see some baddas damage when there are wl and ff in the same party.

pretty happy about most of these changes.

pyromancer:
flame ground now reminds me of zealot skills. having fire balls remain on the stage for their max duration even once they’ve reached their hit limit is interesting (can we keep exploding them with flare after they’ve used their hit count? possible revival of pyro>sage?) - just spawn tons of fire balls and keep exploding them with flare. good job here, imc - let’s hope it’s viable in some capacity.

cryomancer:
yes, frost pillar no longer pulls enemies. but let’s face it - frost pillar made all pve content entirely trivial, especially alongside cryo>chrono’s frost pillar > pass combo. this change looks interesting. as for crowd control, snow rolling is now a c2 skill - so we should be able to have level 10 snow rolling which is quite the boon. switch to an audras staff when using this and that might be a viable replacement for crowd control. also good riddance to gust - i loved the little animation it had but it was a completely worthless skill.

elementalist:
holy crap - an earth spell that’s not earthquake? and, with earthquake now having 1000 skill factor against ground enemies, maybe an earth-element themed build could be viable? on a more serious note, these elementalist changes are pretty good. hail, while inaccurate, is now double damage - and runecaster’s rune of ice now increases all ice spells by 50% (hail included) - so elementalist>runecaster has even cleaner synergy than it already did. mix in the shorter cooldowns etc of the rune spells and you’ve got a really nice build going on here.

thumaturge:
so swell right arm will no longer boost main hand damage. this is an inconvenience, as you can’t stack high magic attack as easily as before - but a good 2 hand staff with a few trans levels is already better than using a rod+dagger / mace+dagger, so nothing was lost here. left arm also adds attack to pets, and right arm gives them defence. thuma3>necro3 and thuma3>sorc1 builds both work nicely here.

psychokino:
heavy gravity is just what this job needed. currently, there is a gap in their rotation unless they hold psy pressure and gravity pole for their max duration. heavy gravity pads this out perfectly - as long as the cooldown isn’t gross. now the more interesting part is psychic pressure becoming pretty scary DPS. its skill factor has been increased to x1.5 (50% boost) - which should mean it has a skill factor of 403 at level 15 with level 50/100 enhance attribute (+25%). cards exist to boost damage against stunned enemies by 30% (10% per card), and psy pressure is eternal stun - meaning psy pressure, with the stun damage cards, is essentially a 524% skill after this change. that’s 524% every 0.5 seconds for 10 seconds, with a very high target count - we just need a way to gather mobs together so we can land it on everything. I;m very interested in the prospect of wiz1>cryo1>psycho3>thuma3>sorc1, though. with heavy gravity, psychokino can now keep a neater rotation going, and is may be enough to have viable dps if you boost it higher with thuma. psycho and thuma also both act as support, with psychokino crowd control filling the void left by the changes to cryo’s frost pillar. thuma also now boosts sorc, and SPR - required for sorc - scales your thuma buffs, including swell brain making up for not being INT for your psycho DPS prospects. psycho3>thuma3>sorc1 looking very interesting.

chronomancer:
RIP

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im happy with these changes, mostly improve mage class in here, but some of them will have significant effect on the current build, so, u guys might know about what i want to say next…

i want to ask, are we gonna have chance to have atleast 1 reset rank, whether its on dlc or any event ?

Actually Rod+Dagger is potentially powerful than 2H-Staff even at T10, i calculated both T10 Rod and T10 Staff is only 900-1000 Matk different included 2 extra gem, but a dagger itself if with Matk/Int Rolled can add +300 Matk, and my swell right arm is already +1300 Matk with Ducky Gem, but sum up that is around 500-1000 Matk loss doesn’t really that matter when you can really stack up to 10k+ Matk.

@nightrain_scy Are you sure? Masinios Staff has 1605 magic attack while Masinios Mace has 1143-1263 (average of 1203). That means at stage 10 trans the staff has 4809 while the mace has average of 3609. that’s a difference of 1200. add 300 from 2 extra blue gems and you have a difference of 1500. You’re right though, really, as this is an extreme example and only just surpasses mace+dagger combo. I admit I’d not looked at it that closely - just thought it would even out, which it does for the most part. When we push 10k+ magic attack, as you say, the changes to thuma really aren’t anything to cry about. It’s a little sad that we can’t just trans a single weapon and switch between dagger or shield now, though - switching between defense or offense on the fly.

edit: while dagger with int stat rolled on it will indeed push you higher, refine levels on 2-hand staff vs 1-hand mace/rod should even out this difference, surely? resulting in a +16 staff at stage 10 trans slightly out-doing +16 mace at stage 10 trans with dagger? Not entirely sure on this, though.

thaurmaturge is still good class with nerf , the best skill for thaumaturge is shrink body attribute that makes your magic damage very high

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