Tree of Savior Forum

Which class hasn't been drastically altered yet since extended KCBT3?

Let’s do a count, so we know which classes are next to be “fixed” and how close they are to possibly finishing KCBT3.
I’ll start with the Swordsman tree:

  • Swordsman
  • Hoplite
  • Squire (probably doesn’t need fixing)
  • Centurion (probably doesn’t need fixing)
  • Doppelsoldner

Edit: Barbarian fixed

I don’t really know what’s considered to be drastic, but from the Cleric tree

  • Cleric
  • Krivis
  • Dievdirbys
  • Sadhu (only some nerfs IIRC)
  • Monks…

Hmmm… You can check the latest changes here.
I also suggest you bookmark or save it for future references, Have a good day! :blush:

no changes to hunters and falconners so far.

I think Thaumaturges will receive some changes. They are really boring, Shrink and Swell Body are not that good and Transpose is useless.

Most classes that really needed love already got some.

No love for Pyromancer so far. There have been a few nerfs so far, but that’s about it. Firewall is pretty much not worth taking if you don’t go beyond rank 1, Fireball got nerfed, afair, and Flare still has huge SP cost/cooldown to warrant using it, considering it’s also a conditional skill.

Although they added a new skill to their kit, I gotta agree they need some love again after the nerfs.

I don’t get Pyromancers really, and I personally don’t feel like they come out as fire mages all that much. Every skill just looks like a gimmick or trick with a flame skin on it. I would like to feel like Pyromancers are really manipulating fire, I’d like to see something like a firestorm or scorched earth sort of skill. To cut to the chase, I want to see the screen full of flames and everything burning, not just a lame fire ball you can push or a firewall with awkward placement. /rant

I completely agree with this.

I feel that Pyromancer is currently very lacklustre for a DPS class as it is now, as it lacks a lot of versatility and half of its skills are poorly executed. Pyromancer’s early spell kit is way too gimmicky to work effectively as well.

Personally, I would change Fire Ball to either a lock-on skill like Energy Bolt or a targeted skill like Fire Pillar. This way you target an enemy from a distance, launch the ball forward (i.e. it would travel to the spot and damage enemies), then it would stay in place. This allows for much less kiting and gimmicky projectile mechanics, especially for the bread and butter skill of the class. As it is right now, you have to play around it which is very difficult in quite a few situations, especially with the change to Reflect Shield.

Flare would be much better as a fire shockwave which radiated from yourself, which could either deal extra damage on burned targets or inflict burn it itself. Maybe on burning targets, they explode just like the Elementalist ‘Fire Attribute: Explosion’ effect, which spreads the burn attribute further. (Keep the awesome click though, I love it.) Add an attribute which can knock enemies down, you have yourself an anti-swarm skill.

Enchant Fire also needs a change on how it works stat wise, but if they fix it and increase the range as well, it’ll be just fine. The fire debuff attribute needs to last longer though, or become an aura-like debuff, of course balancing the effect to be weaker.

So far, I find Fire Pillar, Fire Wall and Hell Breath to be working fine and these are pleasant and fun skills to use, they work and fit the class. Fire Wall is the right mix of gimmick and utility as it is now.

The main thing here is not to buff Pyromancers because they’re not the strongest, it’s to give it a much more intuitive and resourceful skill kit that it needs to help it deal damage effectively.

That’s just my opinion after testing a lot with Pyromancer.

I think Fireball is fine, it should be on bottom of the priority list. Its range is acceptable for the amount of hits it does, even after nerfing the base damage.

Flare should be thrown away with Ice Blast. If IMC thinks the way they worked before was too strong, should just get rid of them.

IMO, Enchant Fire’s attribute should reduce Fire resist from monsters you hit with your basic attacks. And yeah, better scaling from SPR, INT, level or something else.

Fire Wall could start with 2 or 3 tiles (and higher max hit count), the nerf was too harsh, like 80% damage loss.

Moreover, Psychokino needs work with the useless Teleportation and Magnetic Force. Linker’s Physical Link and Spiritual Chain should be only one skill, and then give a new skill for him.

I only played with cleric,
but I saw hunters with many bugs and falconer needs more dps and attribute dmg
Seems like only falconers dont have attribute dmg =/

But but! The awesome finger snap!
Seriously though, I don’t see how the skill was too strong. It’s a conditional, eats a lot of SP and has a long cooldown. AND, it’s sight based! If you look away from your enemies, it doesn’t do squat. So yes, you could deal a lot of spike damage, but only under very specific conditions and you would run out of SP fast. I don’t see why they had to nerf it.

They should either buff the damage again, or reduce SP cost/cooldown. Otherwise, it’s not really worth putting points into.

totally agree,
imo they should buff ice blast now
and make flare works like ice blast…
I heard ppl complaing that its hard to apply the burn effect on monsters (???)

@Satoru
Just because they removed some broken skills (savagery/agressor),
doesn’t means they need to remove skills like ice blast/flare
There are many ways to balance… I think if they should reduce cooldown

and ice blast+flare mechanics are cool :smile:

From my experience, applying a burn debuff wasn’t hard but by the time you had a choice between another Fire Ball or Flare well… Fire Ball was the best choice. Was there any way other than Fire Ball to cause Burn? I think it’s the only one I know of that does and it’s an attribute.

Pros of 2nd Fire Ball

  • More hits than DPS
  • Overall Damage than Flare for only a small amount more SP cost (cost efficient)
  • Can place Fire Ball and run or lead mobs into it

Cons of Fire Ball

  • It only has 2 charges
  • You have to put it at your feet

Pros of Flare

  • It’s AoE
  • Has 3 charges (IIRC)

Cons of Flare

  • One burst of damage which overall is lower than even Fire Wall
  • Must be facing the burned target
  • Not very SP efficient
  • Target must be burned and the duration of the burn is 5 seconds
  • Flare doesn’t cause burn AFAIK so… More Fire Ball to cause the debuff

Doesn’t firewall also cause burn? It would be rather weird if it doesn’t, really. I mean, you’re frigging walking through fire <_<

Also:

[quote=“Garrnett, post:13, topic:40815”]
One burst of damage which overall is lower than even Fire Wall
[/quote]Really? Firewall damage seemed rather low compared to flare to me.

As far as I’m aware, nothing but Fireball with its attribute inflicts burn. Also, Firewall is still dealing pretty good damage for me even at Lv 5. I’m Lv 183 on the KR server and vs a Lv 191 mob, it deals around 810 damage per hit with the Enhance attribute at Lv 45.

[quote=“Garrnett, post:13, topic:40815”]
Pros of Flare

It’s AoE
[/quote]Idk if AoE is a good term. It hits all burning targets in the area, but only them and once. Reading it is “AoE” makes me think of the old Ice Blast, that made frozen targets explode and do AoE damage (but now also nerfed to the ground).

[quote=“Soukyuu, post:14, topic:40815”]
Doesn’t firewall also cause burn? It would be rather weird if it doesn’t, really. I mean, you’re frigging walking through fire <_<
[/quote]I am not sure how burning was before, or the conditions of Flare to be used, but until CBT2 you could use Flare on targets suffering from Fire Wall. That is no longer possible tho.

[quote=“Kiyoshiro, post:15, topic:40815”]
Firewall is still dealing pretty good damage for me even at Lv 5. I’m Lv 183 on the KR server and vs a Lv 191 mob, it deals around 810 damage per hit with the Enhance attribute at Lv 45.
[/quote]Still has 12 hits max. and normal monsters have 3,5 ~ 5k HP, or something like that by the level (my Wiz is also there). You cast Fire Wall on a mob and it will disappear instantly leaving everyone still alive, lol.
But it’s decent for single target (tho Fire Ball level 5 still has more DPS regardless).

However, with the addition of Flame Ground, I think level 5 Fire Ball, Enchant Fire and Flame Ground is the best build (at least for C1 Pyro only).

Companion AI + range has been fixed, which is good to Hunters. But the skills indeed have not been “fixed”:

  • Retrieve’s duration (in skill description) is still confusing
  • When pet is in Hounding mode, it stops auto-attacking, come on. (tell me if it has been “fixed”)
  • Even I don’t see the benefit of using Hounding at all. (tell me if it is now working)
  • etc etc

I also agree with Falconer. True Hanging Shot’s long duration invincibility seem OP. But come on, in the latter stage, who would want to be prevented doing skills for 15-29s for the sake of invincibility? Considering (1) being invincible does not mean you are the tank and (2) archers are basically DPS classes.

Oh, and the duration of the Falconer’s skills are totally ridiculous. They do not have any skill with short CD, rendering the falcon to be useful only per 2 minutes. The rest of the time falcon is just a decoration. I hope they add new skill or they have already planned some in Falconer’s next circles.