Tree of Savior Forum

Wizz Revamp, some requests/Discussions pls DEAR IMC

I’m still a lil skeptical about these changes, specially the ones regarding wizard itself. Therefore here are some interesting thoughts about what could be done with the classes (i’ll split between ranks and post as i can).

Side Note: If a skill is called by ‘Name’ it will be taking the old version, if ‘Name+’ it’s the updated one.
Edit: Added a list with skills on each cicle, absent skills can be taken as removed.

Mechanic Changes Those are just quality of life changes.

Elemental Properties
Change Elemental Properties to affect skills based on the compatibility, adding their value to skill factor if they match elements. Non matching elements will still be added to the end of damage as currently.

Ex:
MAtk: 1000
Fire Property Attack: 300
Meteor 10: 2335%

Current 1000 * 23.35 + 300 = 23 650
New (1000 + 300) * 23.35 = 29 055

Scroll Crafting
Disable scroll crafting if the crafting class doesn’t match the targeted skill circle.

Current: Barrier can be crafted as Pardoner 1.
New: Barrier requires Pardoner 3 to be crafted.

Scaling
Added a floor to all direct buffs skills (Enchant Fire/Lightining/Earth, Swell Left/Right Arm, Sacrament, Blessing, Gung Ho, Concentrate, etc)

Current: 0.X * lvl * (Stat ^ 0.Y)
New: 0.Z + 0.X * lvl * (Stat ^ 0.Y)

Two Time Skill
Some skills can be casted twice within cooldown timer applying a follow up effect, if the cooldown resets the second cast will be ignored (will be used later).


Wizard

New changes add some quality of life and makes C2 more interesting, tho it comes with the cost of C3 being uninteresting for most of the builds.


C1

  • Enegy Bolt
  • Sleep
  • Lethargy
  • Magic Shield
  • Earthquake

C2

  • Magic Missile
  • Surespell (old Quickcast)

C3

  • Overload

Removed

  • Quickcast

[C1] Magic Shield+
• Shield efficiency based on lvl and INT
• 5% of mitigated damage as SP consumption per hit taken (Ex: 10 000 defense = 500 SP)

[C2] (New) Magic Shield : Reinforce
• Doubles SP consumption and shield efficiency.
• Dispells and Disables Magic Shield if SP is lower than 50%.

[C2] Surespell
Cast Time Reduction: 5 + 6 x lvl % (11%/35%/65% at 1/5/10)
• Shareable through Spiritual Chain (explained later)

[C3] (New) Overload [Toggle Buff] - Cast the same skill multiple times based on skill level and overheats. Only affects offensive skills that have overheat.
Multicast Limit: 1 + lvl
SP comsumption: 125% per cast

[C3] Overload : Condensed Magic - Changes multiple cast into multiple hits (Ex: Meteor hits 2x instead of cast 2x)
[C3] Overload : Extra Cast - Enables one extra cast, this effect doesn’t apply if under Multicast Limit. SP consumption increased to 150%.

Examples
1] Overload 1 + Energy Bolt 15
Casts Energy Bolt twice, one overheat left for 132 SP. Next cast will fire Energy Bolt once for 66 SP.

2] Overload 1 + Energy Bolt 15 + Overload : Extra Cast
Casts Energy Bolt twice, one overheat left for 158 SP. Next cast will fire Energy Bolt twice for 158 SP also.

3] Overload 2 + Energy Bolt 15 + Overload : Extra Cast
Casts Energy Bolt 3 times taking all overheats for 237 SP. No extra cast allowed.

4] Overload 5 + Energy Bolt 15
Casts Energy Bolt 3 times taking all overheats for 198 SP. No extra cast allowed.

5] Overload 5 + Energy Bolt 15 + Overload : Extra Cast
Casts Energy Bolt 4 times taking all overheats for 316 SP. No extra cast allowed.


Pyromancer

Some options to recover some of the old DoT DPS that was drifted out since Fire Ball change, all those focus on the Burning aspect and have more synergy with Flare.


C1

  • Enchant Fire
  • Flame Ground
  • Fire Wall
  • Flare

C2

  • Fire Pillar

C3

  • Hell Breath

Removed

  • Fireball

[C1] Enchant Fire
Burning Chance on Attacks X + Y x lvl %
• Burn damage based on Enchant Fire damage.
• Consume Pyrite.
[C1] Enchant Fire : Ablaze - Changes Energy Bolt, Magic Missile and Mud Wave (Elementarist) into Fire Property skills.
Energy Bolt → Fire Ball - Spawns a Fire Ball on hit location, upon explosion it will spawn a Blaze.
Magic Missile → Magic Fire - Spawns Blaze expiration.
Mud Wave → Magma Wave - Applies burning to Petrified enemies.

[C1] Flame Ground
• Stacks flame up to X times. Flame damage increases with skill lvl and attribute.
• Still targetable.

[C1] Fire Wall+
Cells: 3.5 + 0.3 x lvl
• Applies Fire Wall Burning for 5s on hit, refreshes while inside it.
• Cells stay for full duration (don’t know if will be changed).
[C1] Fire Wall : Knockback
• Applies fear as well.

[C1] Flare+
• Each burning effect will activate one instance of Flare (could have damage nerfed and more overheat if needed).

[C3] Hell Breath+
• Additional damage based on amount of burnings.
• Doesn’t consume Pyrite.

Cryomancer

Since IMC is taking some of the support potential of it (for some reason) it would be interesting to explore possibilities that make the class expand to it’s identity instead of going for the DPS route.


C1

  • Ice Bolt
  • Ice Pike
  • Ice Wall
  • Ice Blast

C2

  • Subzero Shield
  • Snow Rolling

C3

  • Frost Pillar

Removed

  • Gust

[C1] Ice Bolt
Cast Time 0 to 2 s
• Cast time only affects Freezing chance (X + Y x time %)

[C1] Ice Pike
• Hitbox changed to cone, angle increases with level.

[C1] Ice Wall
• Pellets fired based on hit angle.

[C1] (New) Ice Blast : Ice Shatter - Destroys Ice Wall cells instantly dealing 3 hits of Ice Blast.

[C2] Subzero Shield
• Consume Cryorite.
• Shareable through Spiritual Chain (explained later)

[C3] Frost Pillar+
• Freezes all enemies every 1s
• Only deals damage to enemies that aren’t frozen.
• Frozen enemies touching other enemies will have their hitbox and AoE Defense Ratio combined as one unit (similar to Joint Penalty).
• Doesn’t consume Cryorite.

Examples

Soon… Can’t be properly explained without drawings.


Psychokino

This is one of the few odd balls, it’s under offensive category but it doesn’t have enough skills to follow it and as a control class it has to compete with Cryomancer. The main focus here is to fix both the damage side of it and add a consistent form of control, disruption.


C1

  • Psychic Pressure
  • Teleportation
  • Magnetic Force
  • Telekinesis

C2

  • Heavy Gravity

C3

  • Raise
  • (New) Force Burst

Removed

  • Swap
  • Gravity Pole

[C1] Psychic Pressure
• Lenght increased by level
[C3] Psychic Pressure : Gravity Pull - Slowly pulls mobs to the center of the hitbox.

[C1] Teleportation
Targets: 1 lvl (Teleportation : Swap)
• Changed to target location
• Animation cast halved.
[C1] (New) Teleportation : Swap - Enables swap with enemies.
[C3] (New) Teleportation : Panic - Changes teleportation to random location within range (same as current). If Teleportation : Swap is active the closest enemies will be teleported to the initial location.

[C3] (New) Telekinesis : Collect : Each time Telekinesis hits the ground it will snatch an enemy hit (limited to Telekinesis targeting).

[C2] Heavy Gravity
• Deals additional damage to flying enemies (1 hit only).

[C3] (New) Force Push - Push enemies away from caster dealing damage on hit, enemies take further damage on collision.
• Pulls all enemies to the end of hitbox.
• Hitbox increases with skill lvl.
[C3] (New) Force Burst : Pull - Changes the direction to drag enemies towards the caster.

Linker

This is a rather sad case of a class with a great concept that couldn’t deliver all it could do, not only that but it’s being nerfed several times to the point that it feels lackluster in every single rank and relies on two basic skills most of the time. Along with that there’s a poor skill point distribution that doesn’t give you back the investment…


C1

  • Joint Penalty
  • Physical Link
  • Spiritual Chain
  • Hangman’s Knot
  • Unbind

C2

  • Spiritual Shock

C3

  • Lifeline

[C1] Joint Penalty
Hit Count 10 + 2 x lvl
[C1] Joint Penalty : Elemental Weakness ← Joint Penalty : Lightning/Poison/Earth - Increases elemental damage by 5% per attribute level.

[C1] Physical Link
Damage Reduction 5 + 1 x lvl%
• Split damage proportional to allies max HP (not sure if they did it already)
• Removed link limit, only applies to party.
• Change color to green.
[C1] Physical Link : Defense ← Physical Link : Endurance - Increases AoE Defense Ratio by 1 per attribute level.
[C2] Physical Link : Strong Bond - Grants Immunity to Joint Penalty while Physical Link is active.
[C3] (New) Physical Link : Life Saver - If any party member receives mortal damage from Physical Link the skill will Unbind and all linked allies will have their HP set to same proportional value.

[C1] Spiritual Chain
Duration: 60s
Cooldown: 30s
Shared Buff lvl: 1 x lvl
• Added more buffs to be copied including stanced buffs, these will be dispelled (as default) if requirements aren’t met.
• Skills with demerits won’t be shareable.
• Follow the same rule as scrolls.
• Caster will still get the obtained level regardless of Spiritual Chain.
• Change color to blue.
[C2] (New) Spiritual Chain : Guidance - Enable some buffs with detriments to have only their positive effects copied while Spiritual Chain is active.

[C2] Spiritual Shock
• Color changed to purple (or red).

[C3] Lifeline
HP Threshold 90 - 8 x lvl % (only for Physical Link)
SP Threshold 90 - 8 x lvl % (only for Spiritual Chain)
SP drain: X + Y x lvl per s
• Changed to Toggle.
• Disables if the caster hits the threshold.
• Enables use through Physical Link.
• Rearrange HP to proportional value (both on use and cancelation).
[C3] (New) Lifeline : Regenerate - Decrease the HP regen interval by 1 per attribute level.


@solidchris

We know that the chances are almost null, still it’s fun to do it.

Part 2 - Part 3

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Wizards have enough tool to play with PvP and PvE.

This patch would be nice.

(post withdrawn by author, will be automatically deleted in 1 hour unless flagged)

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Part 1


Thaumaturge Probably one of the most popular and powerful classes on wizard tree due its great synergy and enhancing power, it deserves some quality of life changes along with some small nerfs to stabilize.

C1

  • Transpose
  • (New) Minimize
  • Swell Body
  • Shrink Body
  • Swell Left Arm

C2

  • Reversi
  • Swell Right Arm

C3

  • Swell Brain

Removed
Swell Left Arm: Shrink / Swell Body Speciality


[C1] Transpose
Cooldown 30s
Duration Unlimited
• Max lvl 1
• Rearrange HP to proportional value (both on use and cancelation).
• Can be reused to cancel it, cooldown starts at activation.

[C1] (New) Minimize - Shrink itself to evade enemy attacks.
Duration: 5 + 1 x lvl s
Cooldown: 45s
Movement Speed: 10 + 1 x lvl
Damage Dealt -90%
• Grats nullification chance (same as Cassis Crista).
• Disables and is disabled by Rune of Giants
• Can be reused to cancel it, cooldown starts at activation.
• Remove aggro.
• Self use only.
[C2] Minimize : Confusion - Applies confusion to enemies targeting the caster.

[C3] (New) Swell Body : Jumbo Size - Increases enemies size to Large.

[C1] Shrink Body
Damage Dealt -20%
Damage Received +20%
[C3] (New) Shrink Body : Pocket Size - Decreases enemies size to Small.

[C1] Swell Left Arm+
• Values slightly reduced (-20%)
[C2] (New) Swell Left Arm : Heavy Blow - Adds a chance to knockdown small monsters when using basic attacks.
[C3] (New) Swell Left Arm : Non-dominant Hand - Increases Max PAtk/MAtk gained from Swell Left Arm by 20%.

[C2] Swell Right Arm+
• Values slightly reduced (-20%)
• Grats 50% PAtk/MAtk of offhand bonus for two handed weapons users.
[C3] (New) Swell Right Arm : Dominant Hand - Increases Min Sec PAtk gained from Swell Right Arm by 20% for offhand weapons and Block Rate by 10% for shield.

[C3] Reversi : Restart - Magic Circles will have their duration and hit count restarted.

[C3] Swell Brain+
Magic Amplification Threshold 15 + 7 lvl %
• Adds a floor to MAmp fluctuation (Ex: 500 MAMp goes from 0 → 500 to 250 → 500 at lvl 5).
• INT bonus removed.
[C3] (New) Swell Brain : Dense Head - Reduces the distance when knockbacked by 10% per attribute level (max 3).

Elementarist The main issue with the class is the high dependance on Wizard 3 due the cast time restriction, thus the cast time was shortened and added extra effects for full cast.

C1

  • Mud Wave
  • Electrocute
  • Hail
  • Prominence

C2

  • Dust Cloud
  • Spark

C3

  • Meteor

Removed

  • Rain
  • Meteor : Evasion

[C1] Mud Wave ← Stone Curse - Drags Earth forward to damage and petrify enemies.
AoE Attack Ratio: +5 + 1 x lvl
Cast Time: 1 to 3s
• Increases skill lenght based on cast time up to additional 50%.
• Hits only once.
• Petrification duration fixed at 5s.
[C2] Mud Wave : Petrify Enhance - Increases duration by 1 second per attribute level (max 3).

[C1] Electrocute+
Number of Targets 3 + 0.5 x lvl
Cast Time: 1 to 3s
Bounce Distance 50 to 150
• Increases the bounce distance (how far the lighting can go from enemy A to B) based on cast time.
[C3] (New) Electrocute : High Voltage - Increases the number of hits by 1 per attribute level and the minimum cast time by 1 second (max 2).

[C1] Hail
Duration 10s
Cast Time 1 to 4s
• Damage Increased by 50% (instead of 100%)
• Increases pellet size based on cast time.
[C3] (New) Hail : Blizard - Doubles the ammount of pellets and increase the minimum cast time by 1 second.

[C2] Spark ← Freezing Sphere
AoE Attack Ratio +5
Cast time 1 to 2s
• Changed from Ice to Lightning.
• Applies Shock for 5s.
• Increases bolt size based on cast time.
[C3] Spark : Electric Stun - Change Shock to Stun.

[C3] Meteor+
Cast Time 1 to 3s
• Increases size and AoE Attack Ratio based on cast time.
[C3] Meteor : Flame Ground+ - Spawn Flame Ground based on caster’s level on Meteor impact, increases minimum cast time by 0.5s.


Sorcerer

Disclaimer - This is class that i had minimal experience (only CBT2) so i can’t be sure how effective it is currently or which skills are trully good, from what i was able to collect from few Sorcerer players it seems like aside Summoning and related skills the class doesn’t have any appeal or use for skill points therefore everything written bellow will be taken from scratch.

The main idea is to take a different approach make it more focus on High Class Summons, letting the army minionmancer role to Necromancer. Names are only for basic identification.

C1

  • (New) Siren
  • (New) Kraken
  • (New) Gryphon/Griffin
  • (New) Basilisk

C2

  • Riding
  • (New) Blood Pact
  • (New) Hellhound

C3

  • (New) SoLuna

Removed

  • Grimore
  • Summoning
  • Summon Familiar
  • Summon Salaminio
  • Summon Servant
  • Morph
  • Attack Ground
  • Desmodus
  • Evocation

About Summons - these items doesn’t apply to Devil Pact.
• Sorcerer can retain only one summon active.
• Summons can be affected by damage debuffs.

Class Attributes
[C1] (New) Devil Pact - Enables Devil-type boss summoning by using card as items (doesn’t consume them). Efficiency based on SPR, card level and Sorcerer circle.
Regular Card Duration: 300s
Legendary Card Duration: 120s
Group Cooldown: 150s (all cards from same color)
Local Cooldown: 300s (all copies of the same boss regardless of level)
[C2] (New) Morph - Summons and Bosses will spawn on the replaced unit location.
[C2] (New) Link Summon - Enable Summons (only base Sorcerer units) to be linked using Physical Link. Doesn’t apply Lifeline.

[C1] (New) Siren - Sumons a stationary demon that taunts enemies.
Duration: 30s
Cooldown: 60s
Max Targets: 4.5 + 0.5x lvl
SP Cost 120 + 6.7 x lvl
• Cannot attack but can be attacked.
• Won’t move unless if forced to, moving it will break the taunt.
[C3] Siren : Lullaby - If defeated casts Sleep. SP +30%.

[C1] (New) Kraken - Summons a stationary demon that guards a location and hit enemies nearby.
Duration: 30s
Cooldown: 60s
SP Cost 185.2 + 16.8 x lvl
AoE Attack Ration: 5 + 1x lvl
• Won’t move unless if forced to.
• Deals Strike type damage.
[C1] Kraken : Ice Attack - Changes Kraken attack to Ice Strike type. SP +30%.
[C2] Kraken : Slam - Chance to apply Stun when attacking. SP +20%.

[C1] (New) Gyphon/Griffin - Summons a fiercy demon that charges into enemies and attacks frenetically.
Duration: 45s
Cooldown: 90s
SP Cost 240 + 28.7 x lvl
Charge Distance: 50 + 10 x lvl
Critical Rate 20 x lvl
• Whenever it targets a new unit that isn’t in attack range it will charge.
• Deals Strike type damage on charge and Slash type damage on basic attacks.
[C3] Gyphon/Griffin : Sharp Talons - Increases Critical Rate by 30 per attribute level. SP +50%.

[C1] (New) Basilisk - Summons an agile demon that poisons enemies.
Duration: 30s
Cooldown: 60s
SP Cost 147 + 15.7 x lvl
Movement Speed 30 + 2 x lvl
• Deals Magic Poison type damage.
[C1] Basilisk : Exploit Weakness - Decreases PDef/MDef by 5% per attribute level (max 5).
[C2] Basilisk : Venomous Nature - Changes target once poison is applied. SP +10%.
[C3] Basilisk : Stone Curse - Petrifies poisoned enemies. SP +20%.

[C2] Riding
• Enables use of buffs and Sorcerer skills while riding
• Keys rebinded to Z, X and C.

[C2] (New) Blood Pact - Temporarily enhances summon power and extends its duration. All damage taken from summon will be redirected to the master.
Extended Duration: 10 s
PAtk/MAtk/PDef/MDef +5 + 2 x lvl%
[C2] Blood Pact : SP Consumption - Decrease damage taken by 10% per attribute level and deduct it from SP instead (max 3).
[C3] Blood Pact : Duration - Extends duration for extra 1 second per attribute level (max 5).

[C2] Hellhound - Summons a reckless demon with high attack and low defense.
Duration: 30s
Cooldown: 90s
SP Cost 333 + 33.3 x lvl
• Deals Pierce Dark type damage.
[C2] Hellhound : Watchdog - Reduces wandering range of Hellhound.

[C3] (New) SoLuna - Summon twin demons with different properties. Sol attacks are meele and deals
Fire Slash damage while Luna attacks from afar dealing Ice Magic damage.
Duration: 90s
Cooldown: 180s
SP Cost 365.25 + 48.35 x lvl
• Both share HP.
[C3] SoLuna : Buff Affinity - Applies Enchant Fire to Sol and Subzero Shield to Luna when buffs are casted. SP +10%.
[C3] SoLuna : Disperse - Sol and Luna will prioritize different targets. SP +20%.

Chronomancer Along with linker (that still has lifeline) this is the only stat free class in the game, the current plan is to add SPR as a limiting factor which doesn't use the stat on its full potential properly. It's possible to give some scale to Chronomancer without taking a free stat buildpath from the class, along with that a new take on Quicken since its value was diminished upon Attack Speed introduction to DEX.

C1

  • Quicken
  • Reincarnate
  • (New) Fast Forward
  • Slow

C2

  • Stop

C3

  • Backmasking
  • Pass

Removed

  • Slow: Critical Resistance

[C1] Quicken
Duration: 300s
Fragment of Time: 1
• Increases Attack Speed based on SPR and skill level.
• Grants Evasion based on SPR and skill level.
• Adds an extra attack line to basic attacks based allies’ Attack Speed.
[C1] Quicken : Time Rift ← Quicken : Critical Rate - Increases Critical Rate by 30 agains targets whitin Slow area. +1 Fragment of Time.
[C2] Quicken : Haste - Increases Movement Speed by 3 per attribute level, consumes +2 Fragments of Time (Max 5).
[C3] Quicken : Double Up - Doubles the additional line damage.

Examples
A) Quicken 330 + Attack Speed 400
(330+400)/1000 = 73%

B) Quicken 130 + Attack Speed 400
(130+400)/1000 = 53%

C) Quicken 330 + Attack Speed 100
(330+100)/1000 = 43%

[C1] Reincarnate+
Targets 3 + 0.5 x lvl
• Doesn’t work on bosses (almost done by this point).
[C1] Reincarnate : Jackpot ← Reincarnate :Two - Enemies respawned by reincarnate have 0.5% per attribute level of chance to obtain EXP jackpot buff.
[C3] (New) Reincarnate : Double Loot - Enemies respawned by reincarnate have 5% per attribute level of chance to respawn with previous loots (max 10).

[C1] (New) Fast Forward - Advances enemies time, decreasing the duration of buffs and debuffs.
Targets 3 + 0.5 x lvl
Time Advanced 1 x lvl
• Condenses DoT debuffs into a single hit.
• Works agains stop targerts.
[C2] Fast Forward : Selective Acceleration - Halves non-DoT debuff time lapse (Ex: Stun, Lethargy, Slow).

[C1] Slow
Circle Duration 5 + 1 x lvl
• Movement Speed reduction based on skill level and SPR.
[C3] (New) Slow : Debuff Extension: Increase the duration of debuffs applies on enemies affect by slow by 1 second per attribute level (max 3).

[C2] Stop
Duration 5 + 2 x lvl
• Stop buffs and debuffs counters.
[C2] (New) Stop : Slow: Applies slow to enemies after stop expires.
[C3] (New) Stop : Selective Halt - Stop only enemies debuffs.


Necromancer Since Sorcerer took the elite summoner spot (check it above) Necromancer can take the army summoner one being the one with expendable soldiers. The early necromancer ranks don't make the class barely feel like a summoner at first circle which is a bad thing when you want to deliver an experience, i know there may be a lot of techinical issues on it but it's more align the indentity.

C1

  • Gather Corpse
  • Flesh Cannon
  • Corpse Tower
  • (New) Raise Dead

C2

  • Disinter
  • Flesh Hop
  • Raise Skeleton (old Raise Dead)

C3

  • Flesh Strike
  • Create Shoggoth

Removed

  • Dirty Pole
  • Raise Skull Archer
  • Flesh Strike: Shogoth Explosion

[C3] Necromancer: Corpse Capacity - Increases Necronomicon’s maximum corpse capacity by 40 per attribute level

[C3] (New) Gather Corpse : Skeleton Curse - Killing an enemy with Gather Corpse will spawn a Fighter Skeleton.

[C1] Flesh Cannon
Attack 106 + 5.8 x lvl %
Cast Time 1 to 3 s
Duration 2 to 4s
• Base hits removed, changed to 10 to 20 based on cast time.
[C2] Flesh Cannon : Flesh Hop Load - Consumes Flesh Hop to cast Flesh Cannon instantly with max duration.

[C1] Corpse Tower ← Corpse Tower + Dirty Pole
Decay Duration 10 + 1 x lvl
• Removed additional damage based on skill level (works as regular summons).
• Applies decay to all nearby enemies and enemies hit.

[C1] (New) Raise Dead - Summons Ghouls using corpses on the ground.
Max number of Ghouls 3 + 1 x lvl
Duration 5 + 1 x lvl
Cooldown 40s
• Ghouls receive Invincibility and Pain Barrier for 5s after spawned.
• Can’t be used with Necronomicon corpse.
• Ghouls receive Invincibility and Pain Barrier for 5s after spawned.
[C2] Raise Dead : Necronomicon Reserve - Raise Dead will always summon a minimum of 1 Ghoul per attribute level when casted taking 5 Corpse from Necronomicon per unit (max 4).
[C3] Raise Dead : Explosion - Ghouls explode for MAtk when defeated.

[C2] Flesh Hop
Hit Count 50 + 5 x lvl
Duration 40s
Cooldown 55s
Corpse Consumption 10 + 1 x lvl
• Base hits removed, changed to 1 hit every 0.2s second on contact.
• Each hit dealt or receive will increase the counter disabling the skill once exceeded.
• Reduces physical damage received by 20%.
[C3] (New) Flesh Hop : Thick Shell - Increases physical damage reduction by 10% by halving the hit count.

[C2] Raise Skeleton
Max number of Skeletons 2 + 1 x lvl
[C3] (New) Raise Skeleton : Archer Skeletons - Summons 1 Archer Skeleton per attribute level when using Raise Skeleton (max 4).
[C3] Raise Skeleton : Collect Corpse - When a Skull Soldier defeats a monster, the Necronomicon gains 1 corpse per attribute level (Disables Raise Dead interaction).
[C3] Raise Skeleton : Burning Weapons - When casting Enchant Fire all Skeletons receive bonus PAtk based on skill level (based on new attribute).
[C3] Raise Skeleton : Frost Armor - When casting Subzero Shield all Skeletons receive bonus PDef/MDef based on skill level (based on new attribute).

[C3] Flesh Strike
Cast Time 2 to 4s
• Increases size and AoE Attack Ratio based on cast time.
• Spawns a Ghoul for each enemy killed (based on Raise Dead limit).

Alchemist Just the kind of class that feels bad for every single circle and to make things worse the class design force you to it to the end to have the minimal use for it. The idea here is make crafting less punishing for some extent and also give some tools to play around for those that don't want to invest much on the class.

C1

  • Tincturing
  • Briquetting
  • Combustion
  • (New) Potion Mist

C2

  • Gem Roasting
  • Magnum Opus

C3

  • Item Awakening

Removed

  • Dig
  • Combustion : Using Silver
  • Alchemistic Missile

(New) Potion Pouch - Similar to Wugushi Poison interface, enables alchemist to equip a potion to be used on Potion Mist.

Catalysis Crystal ← Awakening Stone - Removes the potential cost from Briquetting, Gem Roasting and Item Awakening.

[C1] Tincturing
Potions Crafted per Use 5 + 1 x lvl
• Potion levels removed, effects taken as lvl 15 by default.
• Material cost doubled.
• Buff potions duration increased to 300.
• New potions added.

[C3] Briquetting : Change Appearance - Disables the skill effect when toggled and also add shields to cosmetic change.

[C1] Combustion
• Changed to ground target skill.
• Material sacrifice removed.
[C1] Combustion : Loot Catalysis - Explodes all loot on target location for extra hits (doesn’t apply to equipment and gems).
[C3] Combustion : Mist Reaction - Deals extra damage by consuming Potion Mist magic circle.

[C1] (New) Potion Mist - Throws a potion at the target location that has different effects based on selected potion.
Duration 5 + 1 x lvl
Consumes 2 potions
• All potions apply a different instance of their effects that stacks with the item itself.
[C1] Potion Mist : Offensive Reaction - Changes the effect of Potion Mist apply the opposite effect to enemies (Ex: Antidote :left_right_arrow: Poison, Movement Speed :left_right_arrow: Slow).
[C2] Potion Mist : Increased Size - Increase the area of Potion Mist, consumes 1 extra potion.

[C2] Gem Rosting
• Enables equipment to be placed for Gem Roasting at cost of 1 potential (customer can input Catalysis Crystal).

[C2] Magnum Opus
Amount of Ingredients 1 x lvl
• Grid removed.
• Enables stacked use (same as Simony).
• More combinations available (Gems, Catalysist Crystal and others).

[C3] Item Awakening
Tier Promotion 1 x lvl
• Changed to Shop with party interaction.
• No longer grants random stats with random values to items, instead promotes the base stats of item to the next tier level.
• Tiers - 1 (1), 15 (2), 40 (3), 75 (4), 120 (5), 170 (6), 220 (7), 270 (8), 315 (9), 330 (10), 350 (11).
• Promoting an item will also increase the required level of it.
• Items can be promoted multiple times limited to the tier cap.
• Item rarity, gems, substats, enhancement and transcendence aren’t changed when using awakening.
• Cannot be used on Appraisable gears.
• Calcite comsumption based target tier.

Examples

Audra - Tier 6, MAtk 699
Lionhead Shield - Tier 9, PDef 606

1] Awakening 2 + Audra
Tier 6 → 8, MAtk 699 → 1095, Potential-1

2] Awakening 3 + Awakening 3 + Audra
Tier 6 → 9, MAtk 699 → 1273, Potential -2

3] Awakening 5 + Audra
Tier 6 → 11, MAtk 699 → 1412, Potential-1

4] Awakening 2 + Lionhead Shield
Tier 9 → 11, PDef 606 → 672, Potential-1

5] Awakening 5 + Lionhead Shield
Tier 9 → 11, PDef 606 → 672, Potential-1

Rune Caster

Another class that i have no experience at all, just the same treatment as Elementarist for less punishing casting. Additional tweeks for more broad use of class being useful for all kind of build paths.


  • (New) Rune of Wealth
  • Rune of Destruction
  • Rune of Ice
  • Rune of Giants
  • Rune of Justice

Removed

  • Rune of Protection

(New) Rune of Safe Return - Craftable consumable, same effect as warpstone (300s cooldown).

(New) Rune of Wealth - Creates a magic circle that adds Looting Chance to enemies within the radius.
Looting Chance 25 + 25 x lvl
Duration 9 to 15 s
Cooldown 40s
Cast Time 2 to 5s
• Increases duration based on cast time.

Rune of Destruction
Cast Time 2 to 5s
Duration 4 to 10s
• Increases radius based on cast time.
• Upon landing applies Destruction debuff, enemies defeated with Destruction will explode dealing damage to enemies nearby based on skill level.
Rune of Destruction : Expiracy - Explode the enemy once the duration expires dealing damage to itself only.

Rune of Ice
Cast Time 1 to 4s
Duration 30s
Freeze Duration 2 + 1 x lvl s
Cooldown 70s
• Increases radius based on cast time.
• Freezes and damages enemies within the circle.

Rune of Giants
Duration 40s
Cooldown 70s
AoE Attack Ratio +6 to 12
Size and Meele Hitbox Increase: +10 + 15 x lvl %
Cast Time: 2 to 5 s
• Increases AoE Attack Ratio based on cast time.
• Jump speed slowed.
• Increases size of some magic skills as well (Earthquake, Ice Pike, Hell Breath, Swell Body, Kundela Slash, etc).
• No longer grants Movement Speed and stomp damage.
• Enables all skills to be casted
• Disables and is disabled by Minimize
(New) Rune of Giants : Earthquake - When casted for full time Rune of Giants will add effect Earthquake to jumps, casting it on use with half of the damage (based on caster skill level and MAtk). Consumes 1 extra Rune.

Rune of Justice
Cast Time 2 to 4 s
• Increases skill lenght based on cast time up to additional 50%.
• Lenght reduced.
• Removes shield and invincibility buffs.


Part 3

2 Likes

while i do love all the changes to lightning damage; since is my favorite element and i myself thinking of creating a new elementalist just because of the new electrocute i must say that most of the changes that you have wrote is the same as it exist now:

is exactly like the current electrocute; at level 15 it have 10 targets and at level 16 it will go to 11(so divine might aya)
the cast is also 3 sec if i’m not mistaken;
now; having the opportunity to stop at 1 could have been nice; but like you wrote if we need to full cast to obtain the full effect of level; no one would increase the level and would not full cast!.

the next patch it also become 10 sec.
the cast is fixed at 3.

could be good; but i’m saying this just because i like lightning more; after all the class is elementalist not lighting mage, so having all of them being lighting would be too bad!. .

loved your c3 attribute. but if could add a twist of it; i would add something like : you can only choice one of them!, why is that?
first: would be nice to have multiple players taking their own attribute to boost the element they like more; or the classes they choice before; would really create a good amount of elementalists, and all of them would be different, some would prefer ice +runecast and thus hail; some others would choice pyro+meteor and thus fire and of course some others like me would choice lightning ^^.
But a few things to keep in mind:
the meteor + flameground already have being done in the preview^^but it will work a little different, instead of creating a new flameground, it will simple be inverted, if you use meteor on the flameground you will gain extra damage to it plus where the aoe ratio is fixed at all levels, the area is not, it increase with the level so even if you try to keep meteor at 1, you will never be able to use all it’s potential of hitting 15 middle mobs, you need to put at level level 5 so the area of the skill can target a good amount of mobs and thus use the aoe atk ratio base it have, so is very similar with the one you wrote too!.
hail + blizzard; would be too OP, the new Hail have up to 1k+ per shard, if you double this and if you add a synergy with falconer3; it would break the balance of the class and all other options!.
and the eletrocute one: how far would it go? it would depend on the level, so it could compare with the other two, i believe a good 3 level would be nice, 5 is too much!.

to end:
first you started your opinion on elementalist saying it was to dependent of wizard 3 and quickcast but your suggestion would make it even more dependent!, in all options you gave for all skills once you go full cast it will increase the damage-hits-number of enemies, so of course anyone who play the class would choice to put quickcast with it so he could release even faster and nuke everything else after all this is what we call synergy in the game.
Second: outside of meteor you can easier play a elementalist with surespell, or in the future runecaster surespell attribute too. it will be a little boring but it can be done without much problems, maybe this is what IMC is planning with meteor + pyro synergy and runecaster+ hail synergy with the future balance!.
conclusion: you should go create a elementalist right now; because almost if not more than half you have wrote here is already being done or will be add in the future balance of the class, so there is nothing you will miss with the class and if i could say, if you do not like wizard3 with it; runecast will gain a cripple version of quickcast and a surespell, so where it would not be the same as wizard3 it will also only require one circle, the uptime of surespells is not being show yet, since it will only come in the future patches, but the quickcast one is 100%(uptime ), so you should keep this in mind if you try to jump on the elementalist wagon.

First i’d like to take clear things up, i’ve playerd most of wizard classes (few build combinations tho) for full extend so i’ll state when i have no experience on given class, some i don’t have as must playtime but it isn’t the case with Elementarist.

For elementarist i had two builds tested ending with Alchemist 3 (at time Elementarist 2) one as Wizard 3 - Elementarist 2 and another one with Pyromancer - Cryomancer - Elementarist 2 and from that i noticed that casting is the main Elementarist issue.

The issue that cast has is that when dealing with ground skills you lose agency while you wait your skill to be used, if you manage to cast your skill the payoff is delivered else you just get frustrated by not being able to cast multiple times…

Taking that i thought the best way to give options without cutting cast out of way is to untie it from skill usage and damage factor, this way you can still use the skills for some extent without Focus Cast (check Wizard part) and withing being that behind, so in this case it is less Wizard 2-3 dependant (not to say that Wizard 3 has only Quickcast as skill now).

Here is the theoretical outcome of new Hail (taking 3s as cast time, not sure if it’s correct) for Wizard 1 to 3 compared to kTest.

Current
Wizard 1 - 3s, can be interrupted and requires full charge to use. 10 s duration.
Wizard 2 - 3s, requires full charge to use. 10 s duration.
Wizard 3 - 1.5s, requires full charge to use. 10 s duration.

Suggested
Wizard 1 - 3s, can be interrupted and can be use after at least 1s for 5s duration (7.5s at 2s).
Wizard 2 - 2s, can be use after at least 0.65s for 5s duration (7.5s at 1.3s).
Wizard 3 - 1s, can be use after at least 0.35s for 5s duration (7.5s at 0.7s).

As you can see it still makes WIzard 2-3 a good choice but it’s easier to play around without it.

As for Electrocute i agree with you that it isn’t a good idea to use targets as limiter, i just changed it to a
friendlier short cast.

Hi all, I did not catch up with the fireball + psychic pressure combo since May 2017 (When fireball became a single hit skill)

So what is going on with this combo CURRENTL? Does it still work right now?

Also, about the upcoming wizard patch, I do not see any mention about the fireball + psychic pressure. Is this combo really coming back? Or just a theory based on fireball lingering after hit?

I really like psychokino, and I’m trying to theory craft a build that includes pyro, psycho, RC. Thanks

Consider it

Is that a video? Cannot watch it for some reason…

1 Like

I will try new one, can you view this?

Yea this one is fine, thanks a bunch.

Ok, so I see fireball+pressure is there… That build is awesome, but I really wanna squeeze RC into it. I will research more and find a way, thanks.

I recommend kino3 to get focus attribute to prevent interrupt on psychic pressure. Pyro1 will already give you fireball. If you need more cc, take pyro2 for firepillar (10s stun hidden effect). Pyro1/2 + kino3 will have space for runecaster.

well, if he is going to get kino 3 for maintain cast, “only” is not worth; since he wants runecaster and rune caster rune of protection now have a maintaincast + knockback+knockdown immunity on it’s rune of protection , it have only 30 sec downtime if i’m not mistaken as well.
So in the end would be better to take pyro2, for fire pillar for the stun effect + extra damage for the firework combo with fireball, and stop at kino2
edit: can you also tell me if the reset event is per character (wizard) or per team?
if i have more than one wizard on the team, would i be able to reset all of them everyday?

I will try to figure out if the firework combo is based on fireball damage or pressure damage. I have seen it getting -25% fire damage penalty on fire type mob, so the firework beams are [Fire] & [magic].

Currently rune of protection does not work, probably bugged. Though most wizard skills work during giant mode now (not sure if intended). Works during giant: flame ground (but not flare), most elementalist skills, (some more skills).

you replied me, in the middle of my edit: so i’m gonna answer again here since it have higher chance that you will see!.
can you also tell me if the reset event is per character (wizard) or per team?
if i have more than one wizard on the team, would i be able to reset all of them everyday?

this about it being bugged is really bad; but i’m would not be worried about it, since when it reach here after a few months, would already be fixed i believe (at least i hope so). so would be best for him to build up with this information in mind.

1 Like

I have 2 wizard on ktest, I can only reset 1 wizard every day, so is per team.

Yes, it will be fine to take kino1 too once rune of protection works properly! You could even fit Cryo + Pyro + Kino + RC for Shard+ Firework build. Reminds me of old King of Builds wizard build.

too bad ; i’m already have 2 wizard that i build up and may need to reset, and wanted to create a new one since right now i’m having a wizard vibe, but with having to share resets later on, may really create me trouble.

i believe we are already past those types of builds, with recent updates imc seems to have being adding a lot of attributes, and most of them good ones, for circle 2 and 3 of the classes, so i do not think that a full rainbow or semi rainbow builds like this one would survive in the future of the game, even more because rune of ice is not the same as it was in the past and for it to work we really need to invest on those icewalls so it can have more HP!, something that pyro does not have problem with it, so it can work even as pyro1 but of course we would probably lose damage if is in fact based on fireball damage but would not even be close to having to lock 3 circle of cyro for icewall HP.

On a side note: can i ask something off topic? do you know if there is any fanclub for new mounted classes for wizard or cleric? after all archer and swordsman already have their, so i have being waiting for a long time for something similar in wizard or cleric tree, and even have one build already done for them , so i wanted too know if there is anything about it in the korean community, or if at least anyone mentioned about wanting it, or if there is plans about it.

No, there is no fanclub for this. Most players are satisfied with the TP mounts already. However if you look in game data (or on tosneet), you can see wizard and cleric have some ‘can be used during riding’ skills, so perhaps in the future?

i was refering more about mounted classes, not TP mount; like cata’s SR lancer and so on!

yeah, this is why i wrote before , i already have build up one char for that, haha, they are at rank 9(but only at rank 6 classes taken) and just waiting for the day this class will show up :(, but nothing so far it seems .
the strangest thing of them all; is that the build is wiz2 linker 3 sorc1 , since nothing would beat having a wizard mounting a pet plus a demon following him close behind haha, and with this last patch where they focus linker in the spr path with the new skills doing cap damage, make this build even more powerful, maybe one day they will see it live once imc release a new class with a mounted wizard ^^.

Part 1 - Part 2


Warlock Another class with few to none experience, just some changes to make it play more around spirits as a main resource instead of bombs and steroids.

C1

  • Pole of Agony
  • Invocation
  • Dark Theurge
  • Mastema
  • Evil Sacrifice

C2

  • Drain
  • Demon Scratch

C3

  • (New) Soul Impact

Removed

  • Warlock : Dark Attack
  • Ghastly Trail

Evil/Demon Spirits - Base duration set to 8s.

[C1] Pole of Agony
• Defeated enemies spawn Evil Spirits.
[C3] Pole of Agony : Demon Spirits - When Invocation is active spawns Demon Spirits instead.

[C1] Invocation
Additional Spirit Duration 2 + 1 x lvl
• Changed toggleable aura effect , drains SP every second.
• Increases Spirit duration only when active.
• Radius increases with skill level.
• Extra damage component removed.
[C2] Invocation : Party Play - Party members can also spawn Evil Spirits when defeating enemies within Invocation range.
[C3] Invocation : Ghastly Trail - 1 Spirit per attribute level will follow the user while it moves, if they reach the caster they’ll orbitate around it (Preference for Demon Spirits). Doubles SP drain (max 10).

[C1] Dark Theurge
Damage 132%
Evil Spirits Summoned 3.6 + 0.4 x lvl
Duration 5 + 2 x lvl s
Cooldown 45s
• Removed hit count, rotation slowed.
Dark Theurge : Demon Spirits ← Tough Evil Spirit - Summons 1 Demon Spirit per attribute level (max 4).

[C2] Drain+
SP Recovered per Spirit 2 + 0.5 x lvl
Duration 15 + 2 x lvl s
Cooldown 45s
• Absorption limit removed.
• Each spirit grants extra Dark Property Attack based on level (less spirits required for higher Drain levels).
• Dark Property Attack limit based on SPR.
• Removed cooldown reduction component.
• Demon Spirits counts as 3 Evil Spirits.
• Refunds SP cost from Dark Theurge.
[C2] Drain : Keep Demon Spirits - Doesn’t drain Demon Spirits.

[C2] Demon Scratch
• Defeated enemies spawn Evil Spirits.
• Locked to ground.
• Pulls Spirits along the scratch (not the ones spawned by it).
[C3] Demon Scratch : Demon Spirits - When Invocation is active spawns Demon Spirits instead.

[C3] (New) Soul Impact - Deals massive damage using absorbed spirits.
AoE Attack Ratio 8 + 5 x lvl
Cooldown 0s
SP Cost 50 - 2 x lvl % Max SP
• Takes 3.5x Drain Dark Property Attack as skill factor.
• Cannot be casted wihtout Drain buff.
[C3] Soul Impact : Dark Theurge - Enables to use the skill without Drain as long as Dark Theurge is active (calculated as if Dark Theurge gets absorbed).

Featherfoot Same as previous one, this time taking it more towards the blood fantasy.

C1

  • Blood Bath
  • Blood Sucking
  • Ngadhundi
  • Kurdaitcha

C2

  • Kundela Slash
  • Levitation
  • Blood Curse

C3

  • Enervation

Removed

  • Bone Pointing
  • Blood Sucking : HP Supply Enhance

[C1] Blood Bath
Attack 224%
Duration 3 + 0.5 x lvl s
Heal on Damage 15%
• Consumes enemy bleeding for extra 50% final damage and 10% extra healing.
• Puddle disappears after the target is defeated.
[C2] Blood Bath : Instant Kill - If the enemy is defeated when Blood Bath is casted it will explode and heal for 4x the amount.

[C1] Blood Sucking
Heal on Damage 40%
• Heals extra 20% against bleeding enemies.

[C1] Ngadhundi
Duration 5 + 1 x lvl
• Decay changed to Bleeding (Magic Type).

[C1] Kurdaitcha
Movement Speed 18 - 1 x lvl
Footprint Duration 3 + 1 x lvl
• Changed to toggle with SP drain.
• Is disabled by Levitation.

[C2] Kundela Slash
• Additional damage to bleeding enemies as well.

[C2] Levitation
HP Threshold 60% - 4% x lvl
• Changed to toggle with HP drain.
• Disables if HP goes lower than threshold.

[C3] Enervation
Cooldown 35s
Aditional Attack 70% per debuff
Max Debuff Counter 1 + 2 x lvl
Duration 10s
• Increases damage based on number of debuffs applied to enemies (excluding Enervation).
• Hit count removed.