Author Topic: Tree of Savior: 2nd Beta is over! So what did we learn?  (Read 39085 times)

MatsuriSakuragi

Re: Tree of Savior: 2nd Beta Oct 27 - Nov 25
« Reply #60 on: November 04, 2015, 01:20:34 PM »
I almost feel kind of unneeded between them though, hahaha. I eventually just said 'Oh hey another boss you'll kill before I even get flame ground set! I'll just have a seat...'

Oh, and they can mow through mobs faster than I can even get earthquake cast. It's ridiculous.

How do I get stronger though? Everyone says INT is a waste and I should run CON/SPR, but what is the point of these slow-ass AoE spells when they don't even fully kill things?

Chaore

  • Kai Ni Recipient Many Years Late
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Re: Tree of Savior: 2nd Beta Oct 27 - Nov 25
« Reply #61 on: November 04, 2015, 06:29:17 PM »
I almost feel kind of unneeded between them though, hahaha. I eventually just said 'Oh hey another boss you'll kill before I even get flame ground set! I'll just have a seat...'

Oh, and they can mow through mobs faster than I can even get earthquake cast. It's ridiculous.

swordies need to be nerfed

i felt the same when i briefly played with amra really

i was getting exploded and amra was just like 'TIME FOR STAB'

pasu

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Re: Tree of Savior: 2nd Beta Oct 27 - Nov 25
« Reply #62 on: November 04, 2015, 06:56:59 PM »
I almost feel kind of unneeded between them though, hahaha. I eventually just said 'Oh hey another boss you'll kill before I even get flame ground set! I'll just have a seat...'

Oh, and they can mow through mobs faster than I can even get earthquake cast. It's ridiculous.

How do I get stronger though? Everyone says INT is a waste and I should run CON/SPR, but what is the point of these slow-ass AoE spells when they don't even fully kill things?

Didn't know there was a ToS thread on here! Hello fellow wizard, I went circle 2 wizard on rank 2 and it was an unforgettable experience. I'm a pyro too, so what I did was to get lv 1 flame ground then max fireball (you might want to get enchant fire too if you're partying with people and there's so much plant mobs in the game but ofc around lv 70 the mobs become fire resist instead lol) my friend says i should max firewall for dps but firewall has a crazy cd of 48 seconds ...

My build is kinda like 75% INT because I want to be a rebel the fireball's burning damage apparently scales on INT (and said burning damage needs attributes to even have a chance to burn)

Also uh just enjoy the ride first when I was around Septni Glen I was doing pretty high dps, not higher than the swordie who could do burst (compared to pyro's DOT) but he still needed my dps and stuff, yeah... for flame ground it's pretty much me luring a bunch of mobs, placing it down, then kite them around it by jumping everywhere until they die (which is pretty fast like 5-7s?)

i should probably get to changing my sig but im too lazy

art thread / yukkuri quest thread

MatsuriSakuragi

Re: Tree of Savior: 2nd Beta Oct 27 - Nov 25
« Reply #63 on: November 04, 2015, 08:00:47 PM »
Well, it's worth noting that I'm only doing Pyro for one circle since I'm focusing on Psychokino instead. But I am undecided on whether I'll take that through all three circles or have two more to work with afterward-- I guess Thaumaturge may be okay for the attack buff?

Kiro

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Re: Tree of Savior: 2nd Beta Oct 27 - Nov 25
« Reply #64 on: November 04, 2015, 08:15:18 PM »
I spent some time reading a Reddit thread yesterday and it was really insightful.

https://www.reddit.com/r/treeofsavior/comments/3r9hcl/class_balance_is_really_really_bad/

It highlights that the stat point system is flawed and thus being abused. The primary function of STR is to up your dmg of your attacks but it does it only by 1 attack damage. That is peanuts. But look at SPR, CON, and DEX. Spirit gives sizable SP gain and recovery (and Block Penetration which is actually becoming useful), CON is the same for HP and DEX gives Crit rate and Evasion and Accuracy. So based on specific Highlander and Barb skills, what they are doing is stacking DEX instead of STR to get insane Evasion for survivability as well as Crit chance to more than make up for the loss of damage (100 points of damage in STR isn't "that" much). The easier change would be to nerf the Highlander/Barb skills, but it's probably more important that the stat system needs to be changed before the release of the game or the mechanics of the game will not be used in their intended manner.

I don't have experience with INT and I'm seeing here that some skills scale with INT, but with cooldowns being static and long, I imagine all DPS classes would approach combat the same way: spam the most efficient AOE attacks with the lowest cooldowns as much as possible and that probably makes SPR the king of stats as a result.

Case in point, I've rerolled my Archer's stats into high SPR. My auto attack damage is less, but I don't care because I'm not using it for grinding anymore. Instead, I spam Oblique Shot which has 0 CD and cast time and hits 2 targets for more damage than a single auto attack. I can sit on the ground with a 300 silver bonfire and regen my full 1800 SP in about 30 seconds and the bonfire will be there for a long while. I'm not even full SPR, I decided to tack on some DEX and a little bit of CON for their survivability and Crit. I don't invest a single point into STR even though it's my cl*** stat and I'm farming way better than before.

I'm committed to trying Sapper 3 for this character just so I can see the final trap and the improved damage on the current traps. It is pretty good and fun, but I wish the non triggered traps actually lasted longer so I can preset them way ahead in advance. Most traps last around 10 seconds so you pretty much place Stockades and pull the mob and depending on the difficulty, throw in the Claymore and Broom Trap. Probably gonna test Falconer as my Class 6.

Ruka

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Re: Tree of Savior: 2nd Beta Oct 27 - Nov 25
« Reply #65 on: November 04, 2015, 11:52:49 PM »
Okay, my friends decided to reroll so I'm doing so with them. I'm going to be doing Wizard-Pyromancer-Psychokino-Psychokino-???-???, but I have no idea how to build that stat or skill wise. My friends are both playing highlanders and are practically OHKOing bosses while I'm barely doing any damage to them since I've got so much invested in SPR. Are wizards just this weak or are highlanders just that broken?
Highlanders are broken because that Carter strike freakin' wrecks and it takes A LOT of INT and MATK to do any decent damage with magic.

On the other hand, pyromancers are great at farming.


Bio

  • resident walker
Re: Tree of Savior: 2nd Beta Oct 27 - Nov 25
« Reply #66 on: November 05, 2015, 01:13:25 AM »
Magic doesn't often have an int damage multiplier, and in the cases that it does like meteor the multiplier doesn't increase per levels but only the flat damage does and sp.

MatsuriSakuragi

Re: Tree of Savior: 2nd Beta Oct 27 - Nov 25
« Reply #67 on: November 05, 2015, 09:34:59 AM »
Ugh, forget it. Playing wizard is utterly atrocious. I was doing way better on my priest.

That or I'll just make a highlander like everyone else and destroy everything just by looking at it. I may or may not be immensely bitter at how disgustingly unbalanced this game is.

Ruka

  • Lab Syndrome
  • "Even a failure produces valid results."
    • Ruka Sari Sari
Re: Tree of Savior: 2nd Beta Oct 27 - Nov 25
« Reply #68 on: November 05, 2015, 10:14:06 PM »
I am finding that Elementalist is more or less required to have Wizard c2 for surespell because the charging on their spells locks them down in place. Unless you have a party, you are going to get cancelled a lot.


MatsuriSakuragi

Re: Tree of Savior: 2nd Beta Oct 27 - Nov 25
« Reply #69 on: November 05, 2015, 10:54:24 PM »
I'm going back to my Priest. I've decided if swordsmen break the game, then I'm going to make them absolutely terrifying monsters.

Forget Priest though. I'm going Krivis. Check it. I set up a skill tree specifically built around the highlander's stupid high critical hits.

Chaore

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Re: Tree of Savior: 2nd Beta Oct 27 - Nov 25
« Reply #70 on: November 05, 2015, 11:05:39 PM »
I'm going back to my Priest. I've decided if swordsmen break the game, then I'm going to make them absolutely terrifying monsters.

Forget Priest though. I'm going Krivis. Check it. I set up a skill tree specifically built around the highlander's stupid high critical hits.

That's...interesting, how exactly does melstis work? Because uh, if it maintains buffs like I think it does, I might have to try and catch up to you and tail around you -forever-.

MatsuriSakuragi

Re: Tree of Savior: 2nd Beta Oct 27 - Nov 25
« Reply #71 on: November 05, 2015, 11:22:08 PM »
Not entirely sure. Looking at the video, it seems to be a magic circle around the caster and I assume people need to walk through it for the extension. It may not be worth it, and if not that's points I can put into Daino or something.

pasu

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Re: Tree of Savior: 2nd Beta Oct 27 - Nov 25
« Reply #72 on: November 06, 2015, 12:22:08 AM »
So I was trying to farm a fox mask in Mausoleum 5F, and found two people with Touhou names so I just switched to this outfit of mine:



We ended up partying and playing together for several hours, too bad friends list is borked  :ohdear:

i should probably get to changing my sig but im too lazy

art thread / yukkuri quest thread

Ruka

  • Lab Syndrome
  • "Even a failure produces valid results."
    • Ruka Sari Sari
Re: Tree of Savior: 2nd Beta Oct 27 - Nov 25
« Reply #73 on: November 08, 2015, 07:18:48 PM »
It took a while, but I'm liking my Cryo-Elementalist build soon-to-be-alchemist. Mobs will die as long as I have SP.


Chaore

  • Kai Ni Recipient Many Years Late
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  • You Finally Did It, Kadokawa.
Re: Tree of Savior: 2nd Beta Oct 27 - Nov 25
« Reply #74 on: November 08, 2015, 07:39:04 PM »
i've somewhat stalled on playing so if anyone starts a new character around 56ish feel free to petition me for help

MatsuriSakuragi

Re: Tree of Savior: 2nd Beta Oct 27 - Nov 25
« Reply #75 on: November 09, 2015, 01:29:28 AM »
this game would sure be fun if it didn't crash every few minutes

MewMewHeart

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Re: Tree of Savior: 2nd Beta Oct 27 - Nov 25
« Reply #76 on: November 09, 2015, 03:47:51 PM »
this game would sure be fun if it didn't crash every few minutes
Or the files corrupt causing you to reinstall it.
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MatsuriSakuragi

Re: Tree of Savior: 2nd Beta Oct 27 - Nov 25
« Reply #77 on: November 09, 2015, 04:40:17 PM »
I still haven't reinstalled-- the corruption seems to be really hit or miss and honestly I think that's just a catch-all "something broke" error that doesn't actually mean anything other than "it's your problem, sucker, not ours". :V

Kiro

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Re: Tree of Savior: 2nd Beta Oct 27 - Nov 25
« Reply #78 on: November 10, 2015, 08:26:39 AM »
Time to post now that the servers are undergoing weekly maintenance.

I think the game definitely starts ramping up  for solo players right around the 130 range where I'm at. For instance, the mobs in the Great Cathedral not only hurt, but cast terrible things like Freeze. That factored in with the lack of zones around the 135 level means you really have to step back and start grinding. And the game really makes party grinding more efficient if you value your time. The level 132 Legwyn dungeon sadly can only be run twice a day as opposed to 5 times for the lvl 90 dungeon, but I gained almost a full character level per clear going from 131 to 133. While it gets better after a few levels, apparently the real stopgap is around lvl 168-175. With the same lack of zones and an even steeper experience curve, people are resorting to mass farming a single zone (Demon Prison 2) and with only 1 channel there, experience is tough to come by. 175 unlocks the next dungeon and also will be around the time you get to Class 6. Judging by my pace, I don't think I'll make it before beta ends.

But hey, there's neat things to do like farm the Mercenary missions for hats. So many hats, so many accessories. That's one thing I think IMC are doing right with the game. Even a casual player will be able to get neat looking hats with pubs. The missions have some variety even if the bosses are still mostly trivial with their only challenge being how much damage they can do and how some of it tends to be unavoidable. The guarantee of loot, even if it is vanity, makes these missions fun even if the experience gained is not that great.
[attach=1]

Also a nice picture of my Mercenary group with some of our drops. We didn't even specifically pose, it just ended up this way. The Corsair also appears to be a really good Swordsman group class. The Corsair acts as the party leader (notice the pirate hat icon rather than a crown icon for the party leader) and provides a group buff when he places his pirate flag on the ground; our damage gets boosted if things die so we start to combo up for insane damage in large packs.
[attach=2]

In the meanwhile, if I can't get to Falconer, I'm going to run some damage tests and determine how good the Sapper skills are for PVE and PVP. With so few skill points available even at Circle 3, I really want to plan it out for whatever the live launch of TOS has to offer and whether to even go up to C3. My initial impressions after some testing in order of power:

Broom Trap (learned in C2): C3 is probably necessary just for the increased damage to Broom Trap. Broom Trap is easily the strongest Sapper trap overall. It's brainless, put it down, no channeling time, and kite within the spinning lasers. It's one true weakness is the inability to hit flying mobs, but it will hit bosses at least. This trap makes Sappers viable overall. I've been buying up all the regents on the Market whenever it comes up as it is a specific common drop from a lvl 98 mob. It was great while leveling, but I wouldn't want to bother with that anymore. The average cost is 3 regents x 80 silver = 240 silver per cast.

Stake Stockades (learned in C1): The best thing going for Stake Stockades is that it costs no regents. You press the button and the trap appears after about half a second with the spikes sticking out in the direction you are facing. Great easy damage on bosses and pretty good for monsters once you get used placing them. With some levels invested in them, their damage is really high and can almost one-shot monsters at my level if they crit. They will probably be much harder to utilize in PVP and since you can only place 2 down before they go on cooldown, probably not as effective there.

Claymore (learned in C1): When I think about Claymore and Stockades, they almost complement each other. Each use requires a 300 silver regent. The arm time for it is overall longer, closer to a second. Furthermore, you have to trigger it manually afterwards and that can mess things up due to how the enemy moves as well as where you have aimed it (the enemy can even knock it away). The damage is two part, once in the cells immediately surrounding the trap before it fires, and then the second larger damage number in a cone in front of the Claymore. Because of this, damage on the boss is so-so because it is only one target, but damage in large mobs is superior to Stockades. Another side benefit is a knockdown effect of things hit by the big blast. My only concern is if the damage is "good" enough for it to warrant constant use, but in the end, I think it is because cooldowns are so long in TOS that you have to have something to do. 40 seconds is a bit high for this skill, but bearable enough.

Collar Bomb (Learned in C2): I'm not even sure what it means by "setups" in the skill description, but I assume it's the number of things it can hit. You place a bomb on your target and it rotates around your target. If the rotating bomb hits another monster, it explodes and does pretty damn good damage. The huge problem with this skill is monsters can "resist" the bomb being placed on them. When this happens, it sets the skill on cooldown (45 seconds) with nothing to show for it. Also, if the monster doesn't actually run towards any ally, it doesn't explode so it has to be done in groups. Amusingly enough, it will work on Stone Pillars summoned by bosses and damage the bosses. In the end, I just don't know if I can fit this into an all around build.

Spike Shooter (Learned in C3): The sole trap learned in C3. You can't leave this as a level 1 trap because the range of the line is abysmal that low while still having a 100 second cooldown. The damage is also weak there. It has to be either 0 or 5. This is the one I still need to test more because it is actually pretty hard to set up. It takes time to drag out the mouse to the distance you want it set up as and you have to get the monster to walk through it. So I'm finding it's better to just run it over your target monster and as they're moving, they will trigger it. The cooldown is what really hurts the viability of the skill because in that time, you can set 2 Claymores that arguably does more damage. The spikes don't pierce and I am not entirely sure if they automatically home in on the nearest targets or fire off into the open air.

Punji Trap (Learned in C1): This trap is either bugged or terrible because it has a 3 second cast time and doesn't always arm after the cast is complete! Even if it was bugged, that cast time does not make it feasible  to be used during combat. So the skill is only good for PVP specifically in controlling space and if you have prep time. At best, it's a 1 point wonder just for the fling back crowd control.

So... based on 45 points into Sapper, I'd probably go:

Broom Trap 10
Stake Stockades 15
Claymore 15
Collar Bomb 3
Spike Shooter 0
Punji Trap 0 (I really hate this skill at the moment)
Conceal (to hide your traps) 1
Detonate Traps (to disarm opposing magic circles, this includes traps, heal tiles, and ground buffs) 1

I'm torn about Collar Bomb not being so high, but it's kind of a risk/reward skill. If it goes off, great, if not, it sucks. So probably a decent place for leftover points and an additional skill on your rotation if you can spare the mana for it and other skills are on cooldown. Argh, I need to do more tests. Is it better to go more STR or more DEX? The SPR builds as it turns out, are best for early game leveling, but on the actual launch of the game, I think I'll bite the bullet and buy SP pots to avoid having to buy respecs. I think 50 SPR is probably good enough for the Sapper all the way to endgame. Also, I need to consider whether I should be using a 1h Crossbow and supporting Sub-weapon or even a Shield for a dedicated Sapper build.

MatsuriSakuragi

Re: Tree of Savior: 2nd Beta Oct 27 - Nov 25
« Reply #79 on: November 10, 2015, 12:43:46 PM »
I've been considering my plans for OBT when it starts up here since it's a little late to rebuild anything now.

Can anyone tell me if Paladin is as good as it looks? Normally I shy away from those classes because they seem to be little more than boring tanks in other games, but here it seems to be a solid support class.

If it's as good as it looks, I'm considering dropping Priest entirely because there's not much they can do that a Cleric cannot already do that isn't supplemented by other classes-- namely, resurrection and a couple buffs.

Meanwhile, I could do:

Cleric-Cleric-Cleric-Paladin-Paladin-Paladin:
Full access to Heal at its full potential, which should be pretty good if I'm running high CON/SPR, Cure for ailments and AoE damage, and Divine Might because hell yes everyone can have an extra 10 skill levels! Meanwhile, Paladins can boost HP and SP recovery and elemental resistance by a whole lot, and also provide an Armor Break-style skill with Conviction and do some crowd control with Barrier, which totally damages enemies when they touch it while keeping those inside safe! Smite seems like a pretty okay attack option, too.

Cleric-Krivis-Krivis-Paladin-Paladin-Paladin:
Consider this to be more the "red mage" build-- but Krivis supplements Paladins in the best way: Aukuras boosts HP recovery a bit, but more importantly it reduces HP recovery time by up to 5.4 seconds, which means when stacked with Paladin's Restoration, the party will be recovering a lot of HP very, very fast, with less need for Heal support. Zalciai is also pretty great for supplementing the Swordsmen on the team, especially crit build Highlanders. Zaibas is a nice AoE option. Divine Stigma might be useful. Since I'm not really running a buff build, Circle 3 of Krivis is not needed for Melstis. Meanwhile, the Paladin can do what I previously mentioned, making for a well-rounded support class that can take damage and deal it too, while making sure party members take minimal damage.

Just consider: at maximum potential (including attributes) in this build, Aukuras+Restoration will be restoring 150+437=587 HP every 14 seconds or so-- and roughly every 5 seconds if able to sit. That's pretty crazy if done right, and can help fill in cooldown times for Heal and so on. It also adds 50 SP recovery, too, which is nice, even if its speed isn't enhanced.

Damage from fire/ice/lightning/earth/poison would also be reduced by 162, with a 21% chance of straight up nullify (with max attributes). And I thought the 25 dark resist I got from Sacrament was great!

Meanwhile, anything I hit with Conviction will have fire/ice/lightning/poison attack reduced by 100, which would obviously stack with Resist Elements.

And I could vary this up a bit to let myself have some attack options with Zaibas and Smite if needed.

EDIT: I made an example build: http://www.tosbase.com/tools/skill-simulator/build/w3algumltu/

PLEASE tell me it's as good as it looks.
« Last Edit: November 10, 2015, 12:56:18 PM by Enoshimatsuri Junko »

Kiro

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Re: Tree of Savior: 2nd Beta Oct 27 - Nov 25
« Reply #80 on: November 10, 2015, 06:27:53 PM »
Can anyone tell me if Paladin is as good as it looks? Normally I shy away from those classes because they seem to be little more than boring tanks in other games, but here it seems to be a solid support class.

If it's as good as it looks, I'm considering dropping Priest entirely because there's not much they can do that a Cleric cannot already do that isn't supplemented by other classes-- namely, resurrection and a couple buffs.

I was actually going to make this my next character. I spent a decent amount of time thinking about it when parties weren't working and I didn't want to grind on the Sapper. What I wanted was a character that could fill the role of an above average support while still being able to solo effectively if needed. My initial idea was to go Cleric 2, Priest 1, Paladin 1 for this ICB2 test. Based on your comments though, I guess there are 4 possible paths to Paladin:

Cleric, Cleric, Priest, Paladin
Cleric, Priest, Priest, Paladin
Cleric, Cleric, Cleric, Paladin
Cleric, Krivis, Krivis, Paladin

My Cleric is around 40 and decided to go Cleric2 rather than Cleric1 + Priest1. The reason I did it that way is that I wanted a character that could solo a bit better until Class 4 and thought the Heal Damage would make up for the use of a weaker Heal and Priest buffs going the other route. In the end, I'm not exactly sure if that was the right decision. The heal damage as far as I can tell is better, but maybe not that much better and the Heal amount is the same story due to how skills level up in a mostly static fashion. Also, the flying mobs in some zones like Chapel are really slowing my soloing down as Heal doesn't hurt flying mobs. Deprotection Zone and Safety Zone are both freakin' amazing when leveled and I'm guessing Deprotection Zone is core to a good Cleric damage build as it is also low cooldown. Safety Zone is even better than it's RO counterpart as it blocks boss spells and major attacks. The only weakness to it is that it doesn't prevent crowd control effects and knockback can knock you out of the Zone despite not taking damage. But seriously, Safety Zone is OP. I think Cure is a 1 point wonder. The damage it brings is minimal after level 20. However, all of this is predicated on Cleric 2 as I haven't personally tried the Priest buffs yet.

Priest buffs as far as being on the receiving end of them, are amazing and Resurrection is probably necessary on the Launch version as I doubt you will get iCoins so freely for those free self-resses. I think for at least the Cleric I want to build, 1 Circle of Priest is mandatory. The only question is if Cleric2, Priest1 or Cleric1, Priest2 is preferable to me. The buffs do cost a Holy Water regent, but in the long run, I doubt that is of any consequence.

I was mainly looking at the Paladin for Smite damage as well as the support skill and aura. Damage often comes sporadically in group play and if Heal is on cooldown, the aura is probably a godsend to keep people from panicking too much while they wait for Heals to appear.

I haven't given Krivis a consideration though. But I am curious and can make another Cleric. Matsuri, if you want me to tailor it to a specific build, I can do that and do a Twitch vod for it later when it is leveled. The current Cleric can probably get to Class 4 Paladin by this weekend if I play it more now. I'm also going to do one for the Sapper before beta ends.

Edit: Oh yes, about Cleric 2 abilities. Level 10 Divine Might doesn't boost the skill level by +10. It boosts it by +1 for 10 uses of a skill. I'm not sure if that is a worthy investment. There is an attribute you learn that when you use it, it will do 100% attack damage to nearby demons. It might be worth 0 points, 1 point wonder, or the full 10. Not sure yet. Fade is a de-aggro option (makes you transparent/invisible) and worth 1 point. It's also nice to use when running through a zone with aggro mobs. I'm not sure the Cleric 3 skill is worth the investment and it'd only be good for leveling the earlier skills. I'm almost certain I would never spec Cleric 3 for my Cleric classes.
« Last Edit: November 10, 2015, 06:43:22 PM by Kiro »

MatsuriSakuragi

Re: Tree of Savior: 2nd Beta Oct 27 - Nov 25
« Reply #81 on: November 11, 2015, 04:27:55 AM »
The more I think about it, they're all pretty similar overall, just with a few slight tweaks. Cleric focused Paladin gets great use out of Deprotection and Safety Wall (Though I'm mighty disappointed about divine might now), Priest focused Paladin is a defensive fortress (All of the paladin buffs, PLUS Aspersion, Mass Heal, Sacrament's dark reduction, and Res/Revive? So good.) Krivis focused Paladin is more attack oriented and turns everyone into rapidly regenerating bulky critslammers.

Since my friends run Highlanders/Barbs, they seem to want me to run Krivis more for Zalciai. I personally think it's the most fun choice myself. But since I'm already playing Priest right now I think I'll go Paladin next and play hyper protector of the team and see how I end up. A shame we can't keep our characters after CBT ends.

As for Cleric2-Priest1 or Cleric1-Priest2: the latter seems better. Not only do you get access to res and mass heal, you can boost everyone's phys def by 40% with Aspersion, which will be super strong if you're running CON/SPR. Heals in general are influenced by your max HP and your INT, but if you do plate armor mastery and invest in a lot of CON, you make yourself not only super bulky and defensive but also boost how well you can heal without needing to bother with the dump stat that is INT. Sacrament also gives dark resistance, which Resist Elements does  not affect.

Kiro

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Re: Tree of Savior: 2nd Beta Oct 27 - Nov 25
« Reply #82 on: November 12, 2015, 10:07:24 AM »
I found Choja ingame. He also found the World Boss Necroventer.[attach=1]

It seriously takes way too many people to do the bosses, but I guess that's ok because if you contribute enough, everyone gets a loot cube. I forgot what he got, but I got Legwyn Pants from it. Choja: I'm still going to hold onto it for a few days so if you change your mind and want it, let me know.

Chaore

  • Kai Ni Recipient Many Years Late
  • *
  • You Finally Did It, Kadokawa.
Re: Tree of Savior: 2nd Beta Oct 27 - Nov 25
« Reply #83 on: November 12, 2015, 04:44:38 PM »
I should really buckle down to atleast try to get a few ranks higher.

I want to atleast -try- and see if this build works before OBT.

Nat Tea

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Re: Tree of Savior: 2nd Beta Oct 27 - Nov 25
« Reply #84 on: November 13, 2015, 08:14:32 AM »
I found Choja ingame. He also found the World Boss Necroventer.[attach=1]

It seriously takes way too many people to do the bosses, but I guess that's ok because if you contribute enough, everyone gets a loot cube. I forgot what he got, but I got Legwyn Pants from it. Choja: I'm still going to hold onto it for a few days so if you change your mind and want it, let me know.
i've been found. and i am also one of the most angriest support mages in the game just because i get so much crap for what i do.

So let's get things straight: this game is fundamentally broke as hell. You can crunch the numbers with the formulas given and what you get is some scary stuff, fixing it would require rehauling classes and the entire game in general. Some of the things include: 1) criticals will always bypass defense so why even get str to challenge defense, this is why dex barbs are the ultimate in kill(steal)ing everything and 2) 10% drop rate on world bosses regardless of damage done because why not and 3) dropping your gems despite being untradable and quest rewards so you have to farm for more if you die. The concept and gameplay are fun but everything under the hood just drags it down so much AAAAAAAA


In other news, here's what I got from the classes I play:

* Wizard C1: Magic Bolt sucks but you have to use it as your attack spell! Lethargy is OK. Reflect Shield is nice with high SPR which you can use as Thaumaturge. Earthquake is a decent aoe DO NOT USE AROUND LINKERS IT IMMEDIATELY UNLINKS

* Cryo C1: Ice Bolt is your bread and butter. Ice (s)Pike is strong and hits four to five times, good for bosses. Ice Wall can be hit with staff melee (C for keyboard) but you don't get that option with 1h rod and shield and cryo attributes upgrade those so uhhh. Getting enhance attributes for Ice Pike makes it incredibly strong.

* Linker C1: Joint Penalty links monsters and Hangman's Knot brings them together, basic stuff. Physical Link is usually not worth it (it will link you and if you're squishy you're dead) and Unbind is for when that situation arises.

* Thaumaturge C1: hahaha ok there's some really funny garbage here
- Swell Left Arm is +30/43/51/60/68 atk+matk. Its Enhance attribute adds +3 atk+matk per level 50 levels max. It technically has bad scaling because it's numbers instead of % but +68+150 atk+matk is the amount of damage of a +15 weapon as a bonus.
- Swell Body's description is actually wrong, it says it doubles item drop rate but in reality it gives you a copy of an item when it drops. This means you can get a copy of a 0.01% drop and also get really rich from frequent recipe drops.
Shrink Body isn't really worth it unless you're with archers and Transpose is ??? no idea how to use correctly and it lasts too long. If you go C2, you get Swell Right Arm which is the same funny garbage except it also adds def+mdef if you're using a shield. I discovered most of the game's problems from this class itself i mean seriously

* Chronomancer C1: more funny garbage
- Quicken is actually nonfunctional. It does not give attack speed whatsoever. Its attribute gives +5% crit/-2% evasion per level for five levels and it still works. Remember when I mentioned criticals being dumb? Yeah, this helps make that problem more prevalent. I'm not helping!
- Reincarnate makes a mob reappear at 1-5% health for the same rewards with a 2m cooldown (2m30s if you have reincarnate two attribute which is 1% chance of two mobs per level for 5 levels). It demonstrates that rare mobs exist and that's dumb.
- Stop stops enemies. They also can't receive damage while stopped. I don't know how to use it in normal gameplay. It has a cool visual effect though.
- Slow is a generally good debuff to inflict and all monsters can be inflicted with it. Its attribute is "Decreases the critical resistance of an enemy affected by [Slow] equal to 15% of your INT." which means I'm making the critical problem worse! CRITICALS

* Chronomancer C2: I'm not actually rank 6 yet but let's get a rundown of what I'll get
- Haste is what everyone wants. It makes you move faster. Faster is better. The attribute also increases evasion by 20 per level for five levels. It's numbers based but we are getting ridiculous at this point
- No one knows how Backmask works. That's why I'm getting there. I don't think I'm getting there. People say it even works for turning time back to resurrect world bosses. Who knows?

Anyway I play Wizard and I know too much about this game now I really want to get excited for this game but I'm burning out so fast and they just announced an open beta in Korea


I still look cute though


EDIT 2: Kiro: nah i don't need them
also here's the video of the open beta trailer https://www.youtube.com/watch?v=sayYpOhqJXg

also I heard they removed the bullet hell sections of bosses in the obt maybe they'll get rid of invul periods too
« Last Edit: November 13, 2015, 09:03:19 AM by Nat Tea »
Horie dorie~
Pixiv: http://pixiv.me/choja / PSO2: Choja (Ship5) / 3DS: 3496-9942-9472 / PSVITA: choja206 (English) / chojahiragawajpn (Japanese) / Cosplays: Koishi Komeiji, Kogasa Tatara
Tumblr contains cooking and cosplay. Twitter contains me retweeting everything.
I draw but I do not use artist title. I also write, but I have been inactive lately. I want to get better at those things and more!

pasu

  • what are they talking about!
  • *
  • medi for 14.5 never ;_;
Re: Tree of Savior: 2nd Beta Oct 27 - Nov 25
« Reply #85 on: November 15, 2015, 03:23:20 PM »
* Thaumaturge C1: hahaha ok there's some really funny garbage here
- Swell Left Arm is +30/43/51/60/68 atk+matk. Its Enhance attribute adds +3 atk+matk per level 50 levels max. It technically has bad scaling because it's numbers instead of % but +68+150 atk+matk is the amount of damage of a +15 weapon as a bonus.
- Swell Body's description is actually wrong, it says it doubles item drop rate but in reality it gives you a copy of an item when it drops. This means you can get a copy of a 0.01% drop and also get really rich from frequent recipe drops.
Shrink Body isn't really worth it unless you're with archers and Transpose is ??? no idea how to use correctly and it lasts too long. If you go C2, you get Swell Right Arm which is the same funny garbage except it also adds def+mdef if you're using a shield. I discovered most of the game's problems from this class itself i mean seriously

also I heard they removed the bullet hell sections of bosses in the obt maybe they'll get rid of invul periods too

Man, I liked the bullet hells. Interesting point about linkers and Earthquake, will keep that in mind for OBT (I want to go pyro linker, trying out pyro thau now) 

Transpose shot my hp up from 2.1k to 11k because I pumped lots of INT, but since it doesnt heal all that extra hp I'd need a healer if I want to tank

Question though, why does Reflect Shield require high spr?

i should probably get to changing my sig but im too lazy

art thread / yukkuri quest thread

Ruka

  • Lab Syndrome
  • "Even a failure produces valid results."
    • Ruka Sari Sari
Re: Tree of Savior: 2nd Beta Oct 27 - Nov 25
« Reply #86 on: November 15, 2015, 07:46:37 PM »
Man, I liked the bullet hells. Interesting point about linkers and Earthquake, will keep that in mind for OBT (I want to go pyro linker, trying out pyro thau now) 

Transpose shot my hp up from 2.1k to 11k because I pumped lots of INT, but since it doesnt heal all that extra hp I'd need a healer if I want to tank

Question though, why does Reflect Shield require high spr?
The damage caused by Reflect Shield is just a bonus. It's true value is to allow you to continue charging spells while being hit without cancelling the charge.

This is especially good for mages that don't get wiz 2.


MatsuriSakuragi

Re: Tree of Savior: 2nd Beta Oct 27 - Nov 25
« Reply #87 on: November 15, 2015, 08:27:52 PM »
Finally hit Paladin last night. How the hell do you build these dudes statwise? You'd think I'd need more physical strength, but since STR and INT both suck...

Ruka

  • Lab Syndrome
  • "Even a failure produces valid results."
    • Ruka Sari Sari
Re: Tree of Savior: 2nd Beta Oct 27 - Nov 25
« Reply #88 on: November 15, 2015, 09:24:35 PM »
Finally hit Paladin last night. How the hell do you build these dudes statwise? You'd think I'd need more physical strength, but since STR and INT both suck...
You'll actually start to need STR/INT (whichever you use) around when you get to the Mausoleum area. And they do get better as you pump more points in them because of point bonuses. It just takes a lot of points.


MatsuriSakuragi

Re: Tree of Savior: 2nd Beta Oct 27 - Nov 25
« Reply #89 on: November 15, 2015, 10:15:59 PM »
Hmm. How should I distribute it all then?