Tree of Savior Forum

What are your dream changes to your main classes

Nice thread, there was so many things I dreamt of without ever bothering suggesting the change.


Deeds of Valor to increase damage based on missing health, and not just flat increases right on activation.

Like 15-20% damage increase when full hp, goes up to 70% at 20% hp.
I love berserkers, and the “high risk high reward” theme is really out of Doppel, when it’s supposed to be their core.


Hakkappel to use pistols again like they did in their times (and not just for a leg shot), real hakkas used pistols about 70% of the time and close-range weapons for the rest, while Schwarzer Reiter is the opposite, more melee weapons than guns.
I feel like Hakka should just move to Scout tree.


Dragoon to either get shortened animation times (would ruin their epicness) or make them Murmillo-tier class with really slow hitting spell but big damage on it, much like the current Dragon Fall, but on other spells as well.


Bring back Vertical Slash, Skull Swing and Eartquake attribute on doppel. :tired:


Bring a change on Lycanthropy that makes the non-awoo form viable, like some sort of berserker form with huge damage on beast skills but still unable to use normal skills, with infinite AAR again, without the atrocious SP drain and mediocre duration.


Make Emperor’s Bane actually grab people by the head or neck in PvP, and not just have them float and headbutt their legs…


And most importantly, make Cassis Crista/Goon Helm or any other kind of helmet of the likes in the future, able to be colored/dyed, or make it possible to hide without hiding your wig/other helmet (like velco or knight ones).

2 Likes

historic core of doppel is support that just fight to open enemy formation for cavalry charge
Doppel need to rework for support (green circle) for against pelta & templer
and debuf monster defense.

example

reviv mordschlag (5 lv)

on hit, strip helm on enemi and reduce INT&matk 10% per lv

punish
attribut Entehren

reverse effekt of aura/magic zirkel near to punish ( restoration deal dmg, foretell increas damage taken, flying colors reduz ally crit an so on)

zwerchhau
remov debuf, add new debuf ignore shield def and make blok = 0 for 10 sec,
on monster, reduz def by 3% per lv

make zucken & redel counter that can activ when attaked, allow you use it

double pay earn make attribute instead skill, when activ, take more damage but can use stronger skill (punish, cyclone, sturzhau, zornhau) and earn more silver from monster
attribute lvl reduz damage taken while activ

deeds of valor becom party buf, party take more dmg but can ignor 1% of enemi def per lv of skill

zornhau deal more damage when health low, add new attribut that give rage buf when HP less 15% for 5 second (rage buf = damage x1.6, like full enhance attribut) after use zornhau

sturzhau make interupt all skill and remov defensif buf from target (like hard shield,genbu armor)

Swordman too many damage and no support, bad tree design.

same archer scout, best make some red class green with more buf & debuf to halp parti

make energy blast bigger if you charge it all the way something like this, im pretty happy with the current changes on monk now you can make a AA monk and a Skill based monk wich ll be awesome !

5 Likes

Energie blast change is sad, now skill deals no damage even if maxed (2 second max duration).
old system with long charge = more duration was beter

change only save hand knife, palm strike, double punch, rest still bad

2 Likes

try krivis chaplain it does insane dmg on a shot amount of time (not swordie dmg, but good cleric dmg) divine stigma+capella energy blast + golden bell energy blast its great

Pyromancer
-give prominence a bit larger attack area. At the moment, prominence looks like only effective for large type monsters or bosses. Maybe it’s just me, but I feel like prominence does less damage than rune of destruction against small enemies

Psychokino
-give raise attribute to make it raise magic circles on the ground so those circles can attack flying enemies (I know we have Taoist upper level, but hey why not? This might be useful for build where there’s no room for Taoist)

Chronomancer
-Bring back haste. I really want to set off to the every corner of the map with Haste + Rune of Giants
-Maybe also add sleep to chronomancer. The theory is you are using chronomancy to tamper with target’s biorythm and make them fall asleep. There’s attribute to make it work on bosses too, but only for 3s and increase SP consumption by 50%

Rune Caster
-Make rune of protection party buff again, and remove the casting condition for damage reduction
-If it’s possible, why not make most of offense skill can be used in giant mode, but of course the size of skill AoE does not change. The main issue of RoG is that it will become extremely powerful if someone cast skill like hell breath on giant mode (Rune of Justice animation also appear bigger. Idk about the hitbox though). IMC already pull it off with storm calling (The skill is usable and the storm size stays the same), hopefully they can pull it off with some other similar skills that requires you to select targeted area like storm dust, micro dimension, fire pillar, fire claw, hail, etc
-Add more runes. For instance there’s a rune called kenaz, Rune for fire / torch (it looks like: [く]). It lobs the fire version of rune of ice and inflict burn. Give it same skill modifier and cooldown like rune of ice and it’s good to go to synergize with rune of ice (because the thing about Rune of Ice s that it only freeze enemy under minimum one debuff)
-Or if people would prefer rune of ice reverted back to ice property buff to synergize with cryomancer, rune of fire can be something to synergize with pyromancer
-make rune of giants into one point skill. Give it 60s CD with 60s duration

Onmyoji
-Remove the casting to summon fox shikigami. The main idea is to make it have actual 100% uptime because there’s a small amount of gap where you need to cast to resummon it. If the fox can be summoned without casting it will be much friendly for pyromancers or psychokinos who prefer staff

sapper - give the rogue’s old capture to it
QS - give scout’s old barrel to it or bring it back for scout base
hunter - turn growl into a buff for the pet so you can still use attack skills

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.

1 Like

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

1 Like

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.

1 Like

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

1 Like

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

2 Likes

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.

1 Like

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.

1 Like

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 !