Tree of Savior Forum

"What to expect from each class" Thread

I want to start a discussion of what to expect from each class (gameplay wise). Please share your build and your experiences.

I have made numerous wizard alts and a couple of archer alts so I’ll try and contribute my experiences

Hopefully this thread serves as a guide for people to see what each class actually does and what the skill descriptions don’t tell you

NOTE: This is NOT a complain thread, but just to highlight the lows of each class

Pyromancer

  • Fireball is melee range so you have to be careful planting it so as not to die from mobs.
  • Fireball can be pushed around with melee hits so expect a lot of lost DPS and plan accordingly.
  • Flame ground lasts long but ticks slow, so plan to lure mobs into it.
  • Firewall is melee range and is quite vulnerable to getting canceled while casting. Be careful as well.
  • Flare will not work unless you have the fireball attribute
  • Flame pillar immobilizes targets so lure the mobs into them.
  • Hell’s Breath is a channel so plan accordingly.

Hunter

  • Your pet will target things in front of him
  • Snatching will only work on flying mobs, BUT it can target traps and other non-flying mobs as well. This will cause snatching to FAIL. This also works on FLYING BOSSES as well.
  • Coursing will not end if the target dies before the duration ends. The pet will stand there until the duration ends, so plan accordingly. This does not work on bosses
  • Retrieve does not work on bosses
  • Your pet will get stuck sometimes. If you plan on only being Hunter C1, grab some points in Pointing which will usually fix it being stuck. Hounding (Hunter C2) is a way superior version of pointing and will not cause your pet to run around like a headless chicken.
  • Growling works on bosses

Linker

  • There is quite the cast animation for Hangman’s Knot so plan accordingly.
  • Hangman’s knot only goes off if you are facing the general direction of your links.
  • There is a hit limit to Joint Penalty which is (Skill level*10)
  • Physical link will share 100% of the damage to all party members. Try not to use this skill.

Bokor

  • Hexing has a hidden +1 target hit per additional level
  • Effigy cannot be used until a target is afflicted by hexing
  • Hexing can target friendly mobs. The animation will cast but the spell will not go off

Peltasta

  • The HP increase from swash will increase your maximum HP not your current. Expect missing HP.
  • If you want to guard bosses’ attacks, usually begin your guard at the upswing of their animation to block it.
  • Blocking will kill your armor durability so bring spares.

Sorcerer

  • (Sorc C1) Your pet will attack only if you are near it, otherwise it will follow you instead. So keep close to your target
  • Mana regen is disabled during summoning, prepare sp potions
  • You can cancel your summon by clicking the summoning buff at the your buff bar
  • Hold will make your pet go and stay there, attacking anything in range.
  • Attack ground will make your pet go there, attack something, and come back to follow you after it kills it.
  • You do not have to stay in riding for the full animation of boss skills. You can get off after the animation starts.
  • The pet does not benefit from quick cast attribute.
  • You cannot use summoning in town.

Quarrel Shooter

  • Caltrops and Pavise will cause monsters to aggro to it. Very useful in dungeons.
  • Leveling will be slow until Quarrel Shooter C3 where you get running shot so hang in there!

Archer

  • The Swift Step crit chance will only affect you. Majority of classes will not benefit from sharing this buff to the party, so please turn the attribute off. This will allow more space in the buff bar.
  • Kneeling shot can be cancelled by jumping.
  • You cannot use any other skills in Kneeling Shot
  • Kneeling shot will add your dex to every attack which is useful for dex heavy builds.
  • Multi-shot can become an AoE if you have enough AoE attack ratio or the monsters have no AoE defense ratio
  • Full-draw will cause targets to share damage.

Runecaster

  • Even though the skill mentions the 8 second casting time of spells, it is ETERNITY in PvE so plan accordingly.
  • Each spell cast will consume a rune stone which can be bought from the Runecaster NPC
  • You cannot move while casting Runes
  • You cannot attack or use skills in Rune of Giants. You can however, jump and cause damage.
  • Rune of ice will not affect ice deployment skills. It will affect Ice wall though,

Elementalist

  • Frost cloud cannot hit flying units
  • There are long cast animations for Elementalist, so plan your build accordingly.
  • You cannot move while casting any Elementalist spells
  • Stone curse can affect flying units.
  • Electrocute has a small range and a long cast animation so plan accordingly.
  • Rain will boost not only friendly spells but enemy spells as well.
  • Prominence with attribute can be controlled, but it requires a bit of practice.

Build specific expectations

Cryo-Kino

  • Your damage will be low outside of your combo.
  • Your damage will be high during your Ice wall + PP combo
  • Ice wall HP is based off skill level of ice wall
  • The amount of ice wall you can hit with PP depends on position/formation of the wall and PP levels. Plan your build around this.
  • Position your combo in a place where you cannot be interrupted. This can be mitigated with Surespell.
  • Ice wall shards will fly in the direction of the caster

Pyro-Cryo-Kino

  • The fireball will explode when hit by Psychic Pressure.
  • Icewall will stop the fireball from moving.
  • Fireball range is half the range of icewall shards
  • Fireball will explode in a circular direction.

Rouge + Ranger

  • Barrage will hit twice on targets affected by feint.
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