Tree of Savior Forum

What are your dream changes to your main classes

Doppelsoeldner’s Redel to be a “channeling” skill, on which the longer you hold the button, the longer the character keeps slashing (obviously with a max limit of time), but locked in that position. I think it would be a cool addition to the “high risk, high reward” aspect of the class, by making your character deal more damage consistenly but standing exposed to enemies coming from behind or beside you.

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Mounted Fencer

/20chars

Quarrel shooter: make pavise block ranged attacks or something usefull idk. Also, rework rapid shot and teardown.

Wugushi : it’s good, but needs something else.

Hunter : yeah, growling and hounding are great, but I want my pet to do things instead of just standing still.

Sapper : rework claymore trap. It’s useless.

Archer: fix leap and I think archer class should be the class with more crit rate buffs instead of scout class.

Alchemist: Homuculus pls!! Also delete Dig and rework combustión and alchemy missile.

Necromancer : I think it is in the weak side. Bokor is just far superior in everything. Give it some interaction with Featherfoot or Warlock idk.

Chronomancer: give back haste and rework slow.

Sage: micro dimensions copy skill attribute should be better. It does literally nothing.

Omnyoji : Nerf THAT shield.

krivis : rework or delete Daino. Give aukuras the old heal attribute…

Pardoner: shop and indulgentia are ok. The rest of the kit is trash.

Miko: buffs in general

Kabbalist: improve number skills. Gevura is ok but CD is too long.

Paladin: improve auras and damage skills.

Taoist: Buff all the Damage.

Bling%20Popo

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Well, I’d like to see the sage class with … something else. The idea of being a “dimension mage” is incredible but all those skills are … weak or ineffective. They could improve it to deal more damage … I don’t know what to say.

I’d also like to see some changes in the alchemist class. Maybe change some skills that aren’t useful at the moment and change it to something useful for party/group support, adding some buffs or protecting gears, like turning them unbreakable or throwing something to immobilize monsters for a period of time.

That’s it for now.

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Honestly, I would delete Elementalist and this is what I would do

Pyromancer

  • Give Pyromancer Meteor (3rd rank skill), and Fire Claw (1st rank skill)
  • Delete Prominence

Cryomancer

  • Give Cryomancer Hail (2nd rank skill), delete Ice Blast
  • Make Snow Rolling a channeling skill
  • Add attribute that increases Lightning Property damage on frozen enemies

Psychokino

  • New Skill: Black Hole (since it deals with Gravity and stuff). Summon a Black Hole that sucks mobs towards it, and explode at the end (similar to old Frost Pillar but with no freeze and only 1 explosion damage at the end)

Elementalist >>> Change to new class: Geomancer

  • Give this new class the following skills: Toyou (2nd rank skill), Storm Dust (1st rank skill), Rune of Rock (3rd rank skill, rename it), Greenwood Shikigami (2nd rank skill, rename it)
  • Add other new skills to it as well
  • Add an attribute to increase Earthquake damage and size

Onmyoji

  • Since skills have been moved to other classes, make this into some sort of animal theme class. Howling White Tiger has a tiger aspect. Maybe some other Eagle/Bear sort of skills that suits the animal theme. It summons a Fox as well so…

Runecaster

  • Make Rune of Protection party buff. Add some other Rune skill to make up for removal of Rune of Rock
  • New Skill: Rune Essence. Essentially the same skill effect as Elementalist’s Elemental Essence.

Taoist

  • Remove Begone Demon and Upper Level
  • Add Electrocute (1st rank skill)

Chronomancer

  • Change Slow to summon a big magic circle, the size of Stop. Enemies who step into the circle will be slowed by x amount depending on skill level. Cooldown will increase by xx???

Necromancer

  • Remove all 3 of the summon skills, and change to to Raise Undead
  • Necronomicon allows you to customize what summons to summon. For instance, you can summon 2 Warriors/2 Archers/1 Mage or 3 Warriors/2 Archers depending on how you customize. All summons will be resummoned when you cast “Raise Undead”

I still have many other ideas but this will do for now

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Give Monk and Sadhu a synergy where Out-of-Body spirit copies whatever Monk skills I use.

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Maybe they should add Suzaku (red Phoenix) and Shenlong (blue Dragon) and focus more on shikigami summoning as an alternative to sorcerer (basically an elemental summoner).

Wizard should have a Korean-based wizard as well, featuring combining elements together through the use of trigrams for field-type effects, so you can build a bridge between onmyouji and elementalist/whatever elemental wizard out there.

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Like I was thinking along the lines of Maplestory’s Kanna theme sort of class.

Or Dragon Nest’s Soul Eater. Although maybe her skills are most suited for Warlock/Bokor

Poor Onmyouji flavor getting robbed here. Each onmyouji skill represents one of the Five Elements, and yinyang of course.

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I feel they could still keep the elements. Thing is those skills which I shifted over do seem a good pick for the respective classes to me. If we add a Earth based Wizard Greenwood Shikigami and Toyou would fit perfectly. That’s why I thought of an animal/spirit themed class that could still keep the elements. For instance, some sort of Phoenix (fire element) and Arctic Wolf (ice elementl) could be nice for Onmyoji to have the spirit theme, while keeping the elements as well.

  • make 1 base class as novice and can change to any class in this game by use growth ratio
  • make all class can use any weapon but no special buff weapon mastery if use by wrong skill
  • make marriage system and adopt child. have family buff and some special skill

yeah like the weeb Shinobi running attribute !

Just remove Bokor’s chance to remove hex debuff when using Effigy, whenever they decide to add that over here. That’s it.
I’ve always been pretty content with Bokor otherwise…

Other than that…
I used to really want to see a high dps Cryo that doesn’t rely on Ice Wall (I just find Ice Wall lame and weird to use) and has nicer looking skills.

Maybe give Cryo an attribute that changes freeze debuff into a frostbite debuff (more damage with ice skills + slowness debuff, but no hard cc) and some wide aoe skills.
Instead of the Cryo-kino synergy, turn the ice wall shard mechanic into a Hell Breath+Spike Shooter-esque channelling skill.
Maybe add a snowstorm that inflicts a DoT and blindness to setup into the dark-type classes like Shadowmancer or WL, since there’s not too much that actually inflicts blindness…

I do agree to add more eastern beast theme to Onmyoji, but removing Greenwood and Toyou means the replacement have to be specific wood beast and earth element since they respectively represent wood and earth because onmyoji skills represent Fire - Earth - Metal - Water - Wood - Light -Dark. Maybe adding tsuchigumo (earth spider) and kodama (tree spirit yokai) to onmyoji will do?
I’m still against the idea of removing skills from rune caster, especially if it’s offensive skills since rune caster is just barely okay as a attacker category class right now. Making similar skill is okay though, or maybe reworking rune caster into support category class and give it tons of new runes with supportive ability like Rune of Gift (Gebo), Rune of Water (Laguz), Rune of Travel (Raidho), Rune of Insight (Ansuz), Rune of Wealth (Fehu), and Rune of Awakening (Dagaz)
Geomancer sounds rocks, like wizard version of druid. Reworking hail animation into rain of stalactites and making earth version of shadow thorn will fill the skill slots

I thought of removing Rune of Rock because it would fit nicely if there was a new Geomancer class. But of course we would need to add another skill to make up for that loss. Adding new skills to fit the lore of Onmyoji would be nice.

For me, Runecaster is the kinda of class that should have long casting skills but have devastating damage. It would be nice if we actually still have Enchanter to be the support wizard that gives various Enchants to support the party.

Tbh I think rune should be a support class instead. Instead of throwing runes at enemies to deal dmg. Why not use rune to strengthen team instead like a buffing class.

I like the idea of rune essence, how about rune of weaknesses, apply to all type of bonuses for party. 20 sec just like elementalist’s so you actually need to be actively casting the skills.

Rune of ice should work like taoist lightning charm but apply to party and all attack.
Rune of rock could be use to cast aoe shield (similar to templar shield) which scales with matk.

Geomancer should be a class tho. Imo. We shouldnt delete a class.

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I prefer calling that a “Terramancer “.

Though “Terra” doesn’t end with an “o” like “Pyro” or “Cryo”, but it represents “earth” more precisely than “Geo” which actually means “the planet earth”.

Just my little opinion 0-0\

This is because of the “lore” or at least the description they put for Runecaster.

There were never many Rune Casters in the Siauliai and Orsha areas. But since the Millenary, Rune Casters have spread throughout the Kingdom. Still, most of them can be found in the Northern districts of the Kingdom. Rune Casters are wizards who use ancient symbols imbued with magic. Although it takes some time to draw energy from the symbols, they contain enormous power.

I do agree the issues about removing Elementalist but I personally feel there isn’t a need to have a class that uses multiple elements, considering that class only have 1 skill per element. Might as well move those skills to the element specific class and make them stronger. We already have a Fire/Ice/Lightning/Dark (2 in fact)/Poison class, now we only need a Earth Property class.

yeah but sadly, doppel doesnt interact with classese that keep the enemy in 1 spot for too long or at least long enough to make it worth the “risk”
Doppel is ok being a burst class, DoV is already a good risk, that + Double Pay Earn (if they ever make the skill useful like giving x2 the drops)