Tree of Savior Forum

What build is everyone planning to run first for early access?

Fencer Build Edited~

Some people brought up some really good points about the previous version, and those things were taken into consideration for the edit.
Mostly just the Fencer class points were reallocated to fit the build that my previous circles laid out for Fencer.
As well as, Moving Paltasta to rank 3 for a better early start with my Swordie~

However I left a few things intact so it still fits my playstyle and skill rotation with Fencer.

Still no Cross Guard for double damage?) But if you hate the idea of swapping weapon then I won’t try to persuade you)

But bash lvl 5 makes my eyes bleed) Especially on duelist who suffers so much from random knockback.

Also you can get a rapier with +2 to all fencer skills so consider putting 1 point in esquive for occasional 30% eva buff (I hope they will improve animation a bit though).

@Derael
There’s no way to fit it in, lol.
Fencer already has to swap dagger and sheild.
I also get manual block from paltasta, and with C guard I don’t need cross guard.
Fencer already ignores enemies def when using piercing attacks.
I’m not sure why you want me to have cross guard so bad, but I really don’t need it .-.

Also, there’s literally nothing else to put points not but bash and It’s a good sorce of CC so I’m not sure what the problem is…

Bash is fine.

5 bash, 5 gungho, 5 pain barrier.

Is the most used route in swordy 1.

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( Ķ” ° ͜ Ź– Ķ” ° ) :tada: :confetti_ball:

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Not sure what cross guard buff exactly does, but it seem to double every piercing hit on enemy. So every your Piercing attack deals damage twice.

That’s why it perfetcly synergizes with pierce defense ignore trait (so you will deal double damage while ignoring enemy armor). But yeah, there is a problem that you need to swap shield/dagger to get passive bonus.
I’m even considering going peltasta c2 build with Shield Lob to get passive bonus until picking shield, but it’s cd is devastating. I would’ve definitely picked it if it’s cd lowered by 20-30 seconds when you pick the shield. But I know that it shouldn’t be too short (like spear throw with 0 cd). I like this skill for roleplay purposes mostly. Just imagine a fencer rush forward covered by a shield, then throw it to the enemy face and unleash storm of rapier hits on the enemy. It mught be an attribute that prevents you from picking up the shield for a x seconds and increasing CD to current value (orignal CD shouldn’t be higher then 40 seconds for such a skill I think), but instead lowering your cd by given number if when you pick it (so final cd would be lower, at the cost of x seconds of vulnerability).

It would also be great if they intoduced a class (like weapon master) with an attribute that grants an ability to put additional weapon to swap slot, designed in a way that it has skills for every weapon working together. I would definitely pick such a class if playing swordsman) Though I know it’s just my pipedream :pensive:.

About Bash, I just mean that 3 points in it are great for knockdown, but spending 2 points for 36 damage feels wrong for me. You can exchange it to 2 seconds of knockdown immunity or additional hit for 110xMultihit damage from concentrate. Sure it’s not that important and won’t make any difference, but Min-Maxing part of my soul aches when I see it)

Overall your build is great and I’ve got some insight for my build from it as well. These are just small points I disagree with, but I don’t think they are essential)


I think you are underestimating concentrate. It grants bonus damage for every hit in multihit skills while using only 1 stack for those skills. So for characters with lots of multihits it dishes out quite decent damage. And both fencer and highlander have some multihits. It’s easy to deal 3k bonus damage per 1 use of concentrate. And if you are playing Doppel you will deal even more with cyclone. So I really doubt it’s the most used route, it’s not optimal damage wise.

Concentrate is Additional damage yes.

WHich falls off greatly lategame, as no modifiers get applied to it. Nor def.

111 damage for 11 hits.
So you can get 111 damage per hit, per enemy.

Let’s say you do it correctly. And use cartar stroke. That’s 5 hits= 555 extra damage.
Or cyclone= about 1,5 hit’s per second. Will eat up a whole concentrate in it’s level 10 duration. But dish out 1222 damage extra to each enemy.

But here comes the hook.
Is that alot?

Bash does knockdown and 72 damage more at level 5.
Sure dps wise bash sucks. But early game that will help more, as filler skill.
And concentrate damage or bash damage doesnt mater lategame.

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You misunderstood a bit. Cyclone uses 1 stack per skill not per hit. While damage is applied every hit. So 2 cyclones will deal 22111=2442 damage and eat 2 stacks. Add here moulinet for 555 more damage and 1 more stack. Then Cross Cut for 222 damage and 1 more stack. Zucken and Redel for 9111 damage and 2 stacks. It’s already 4218 damage for 6 stacks. Even if you deal 5 more attacks for 111 damage it will be 4773 damage. It’s 239 DPS. Maybe not a lot but not insignificant. It’s comparable to 1 additional skill.

Difference between level 4 and 5 is at least 4773-4620=153 damage. It’s 7 dps per point in far from best scenario.

While Bash will add 3632=316 damage per 18 seconds if you constantly use bash. This is 9 dps per point (with maxed attribute) in best case scenario. Difference is insignificant, but in first case you will deal this damage passively (and consider AoE as well).

But since DPS increase from both lvl 5 concentrate/lvl 5 bash is low, I suggested to invest in pain barrier.

You get everything you need (knockdown) from bash lvl 3, so 2 extra points in pain barrier are more profitable.

For the same reason 1 point from Gung Ho can be reallocated to Pain barrier as well, because it’s DPS is also insignificant (However it will provide around 15-20 bonus dps per point, since it affects physical damage that scales with crit/attibutes). So optimal build is Bash 3, Gung Ho 3-5, Concentrate 4(because 3->4 worth 2 points) and Pain Barrier 3-5 based on your preferences. In my builds I usually go 3 3 4 5 but for fencer 3 5 4 3 is better I think (high eva/multihits/etc).

But as I already said, this profit is insignificant, it’s all about min-maxing part of my soul.

Hmm.

That actually makes it worth it for lategame.
If i dont use up the whole stacks on one cyclone, it would be usefull.

That’s exactly what I mean.

I always tought it would substract per hit round on cyclone. Not per mob, but atleast 1 per atk to all.

Hmm gonna reskill my tank build a bit.

I’ve just uncovered that defense is actually substracted from your CritATT. It makes Skull Crush mandatory for every DEX build.

I’ve seen the video where corsair lvl 178 dealt 1 damage crits with knife and ~35 damage crits with sword. The only possible meaning I can think about is that damage formula works like (150 dmg - 200def)*1.5+100 crtAtt=25.

I always though that it will be 100, since base damage can’t become negative. It seems my rodelero-fencer dex build dies here. Why would I invest 15 skill points to destroy 225 defense for 10 seconds if I can simply destroy all the defense permanently at a price of 5 (actually for 1) skill points. I’m not sure yet about the duration of shield push defense decrease, korean nexon site has a description where duration is 7(+5) seconds at levels 14-15, but still, it only decreases armor by 225 and doesn’t scale into late game. That’s so disappointing.

Level difference greatly affects damage.

Level difference simply multiplies enemy defense. You can just think that enemy has 50% more defense and forget about level penalty.

…thats old old knoweldege.

Atk gets def reduced before multipleirs.
Check the big mechanic thread~

Crit atk altough is always true damage.

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I know the formula, but I though that basic attack couldn’t go negative, so (150atk-200def)=0. But it seems that (150atk-200def)=-50. So CrtAtt is not actually true damage in it’s original meaning, because crit att is reduced by def like that. Otherwise those 1 damage crits were impossible.

Hmm…

I never had an atk lower then the enemys def.
That’s some quality work.

Interesting find.

IFurther proving that full DEX builds are silly if you plan on going the late game…
Especially if you didn’t circle something with a Armor or DEF break.

This also explains why my Fencer hits much harder then my other Swordies despite investing in less STR then them…
This is a good find indeed

That’s DEF ignore AND +15% on peircing attacks~
Which means there is NO dmg penalty for Fencer unless they resist my attack type.
And Fencer has consistent access to all 3 physical dmg types.
2 OF THEM A HAVE 0s COOLDOWN!

The Pierce debuff is only 5 seconds anyway so I wouldn’t get anything worthwhile out of it besides maybe one skill doing double dmg

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@Derael trust us, we went thru a lot at krToS. why would krToS players explain our experience so much to guide the rest of the people? it is not why we want to win over the debate (or showing the superior). we can simply just ignore the questions. we just hope the players last played from iCBT2 do not repeat the same mistakes like we experience in krToS. you can ignore our advice, but no good to debate :smiley:

Yeah, DEX builds now seem even more useless.

But Fencer doesn’t suffer too much from it, due to 100% uptime defense ignore debuff. That’s another reason why we build DEX heavy fencers. But the problem is that with such a debuff every class but highlander will lack damage late game.

So players are literally forced to get Highlander in every party that deals physical damage, or they will simply lose tons of DPS. And every DEX build has to get highlander c3 in order to deal damage.

Even Fencers need Highlanders to effectively utilise other types of damage if going DEX heavy. I planned to get rodelero C3 for a skill that decreases armor by 225, but why do I need it if Highlander has a skill that nullifies armor.

That’s the second reason why I wanted to get Rodelero, because Fencer by itself already has quite a lot of slash and pierce damage and only needs more strike damage to be perfect. But right now Highlander will not only drastically outdamage Rodelero (who is considered weak anyway). Even with maxed armor debuff and even against proper armor type. With that debuff it’s also has much better utility than rodelero.

I personally think that it should be reduced to 50% armor reduction insted of 100%. And make it stack multiplicatively with other % debuffs while flat debuffs apply in the end. (like 5000.50.5-225=-100) Negative armor might even increase damage (this will help making flat debuffs remain useful even in late game). And since armor reduction scales much worse then damage it won’t make a big differense in terms of damage.

This way Highlander will complement with another armor reducing classes instead of making them useless.


That’s exactly why we take cross guard. You can even use 2 or 3 skills during those 5 seconds of vulnerability. And you can spam cross guard every time the enemy attacks you to get another 5 seconds. It will provide almost the same block rate as peltasta using guard. (around 1500 at level 280, with lvl 10+ Cross guard).
And maxed cross guard with full STR build will provide around 2000.
The only downside is a small delay for weapon change before and after blocking. But I’m sure that in PvE this double damage will outweight weapon swap delay. It will improve your DPS by around 50%, I think.

But this is not mandatory in any way, so even if you won’t use it you won’t lose too much.