Tree of Savior: Stat Distribution

stats

There are many differing opinions on Stat distribution in ToS and currently no clear-cut superior option however there are a few trends and considerations I will go through.

An indepth description of all the stats and substats can be found on tosbase wiki.

Pure Str or Int. Your abilities will mostly gain bonus from STR, however this bonus is flat. For example, Str resulting in 81 Physical Attack will add literally 81 Damage to the end of calculation. STR also increase critical damage however you’re not going to be critting much with a purely STR build.

Pure Dex for Physical Classes (Magic can’t crit btw). There are 2 reasons for this, Evasion and Critical. There are 2 considerations for this, firstly as you level up so will enemies stats so to keep critting and evading you will need a lot of dex, secondly you can’t evade magic.

Pure Con. Outside of a few skills all the bonus damage from STR or INT is a flat increase with most of the damage coming from skill ups, some players choose to pump just CON only. This is a much rarer option but I believe is valid even for non-tanking oriented builds.

SPR. Full Support Clerics usually go Full SPR or some mix of SPR and CON because of many Cleric skills scaling with SPR. Besides Clerics some people like to get some SPR for SP and SP regeneration but with the availability of recovery items I’d advise against this.

Content Considerations: PvE

Accuracy: I’ve seen people concerned about Dex levels in regards to being able to hit monsters. There is gear available for people to gain enough accuracy to never touch Dex so outside of Critical/Evasion builds, there is not much reason for Dex.

HP: People have been worried about HP required to stay alive in PvE content. From my own experiences and looking at how others survive at higher levels I’ve seen anywhere from no CON to 50ish CON to full on CON and nothing else. This one I believe is personal preference, just see how you go and add some if you need. A factor to consider is the main Cleric healing skills work based on percentage of health so the more health you have the more effective healing is.

Content Considerations: PvP

PvP is dynamic so its hard to give a certain answer and this may depend on classes as well. But here are some example things to think about.

Accuracy, how much accuracy will you need against your average PvPer? Are Evasion builds popular?

HP, You will always need some extra HP for PvP as you can’t control who the enemy is going to hit outside of spacing and positioning yourself. If a Catapract impales you and pulls you towards their team, you’ll need to be able to survive that or you’ll end up doing nothing.

STR/INT, This I believe after considering the above is as much as you can get without neglecting the above too much.

How much accuracy and HP you need before you can pump offensive stats will depend on the metagame – You will want to build around what everyone else is doing, because well you want to beat them right? As of now in Korean Tree of Savior, evasion builds arent’ popular because magic is popular and well, evasion can’t dodge magic so you can probably get away with little to no dex.

PvP is a complex topic on its own I will discuss in another article.

Tree of Savior: Monk Options 3

clerics

In Part 1 I covered the anatomy of a Monk, In Part 2 I covered all the options on the way to Monk. In this part I provide a simple example and my reasoning behind it.

Here is an example Monk build. I call this a Generalist Monk build as it is suited to any content. The classes from Rank 1-7 are a mix of Cleric, Priest and Monk. There is a decision to be made dependant on whether you want the Priest C3 skill Iron Skin or Cleric C2 Safety Zone attribute.

Cleric C2 Safety Zone attribute allows your skill to go from blocking 10 attack to 40, you’ll also get Divine Might (Use limited All skills +1) and Fade (Aggro Drop Skill)

Priest C3 Iron Skin level 5 increases your parties block rate by  + (400 + SPR x 4) so even with no SPR invested thats an extra 1600 block rating which is huge.

Difference? Safetyzone blocks everything, but not status effects. Iron Skin increases your characters natural blocking extremely high but remember blocking only blocks physical attacks, magic still hits you. PvE wise either is a great choice, PvP wise Iron Skin is more likely the desired option as this skill has effectively nullified the electiveness of all Physical classes, evident by the dominance of Plague Doctor (Cleric Class) and Wizards in the top 50 PvP in the Korean Tree of Savior.

Rank 1 – Cleric C1

Max Heal, 3 Deprotected Zone, Max Safety Zone.

You will be leftover with 2 Skill points. If you are going to Priest C3 for Iron Skin, simply distribute the left overs wherever you want. I advise the rest on deprotected zone as the role of Cure is made redundant by Antidote items, but 1 point if you want to save a little money, higher ranks only make it do more damage. If you’re intending to go for C2 save the left over points for Cleric C2 skills.

Rank 2 – Priest C1

Max Blessing first, increase, 1 Monstrance for 30% Dex increase and then Max Resurrection. You should be left with 3 skill points I advise to either hold on for higher rank Priest skills.

Rank 3 – Priest C2

1 Sacrament and Max Blessing. Depending on how you spent on C1 you should have 5-8  spare skill points. I advise spending it on Revive as it can prevent people from dying if you have suitable reaction times or Aspersion for more physical defence and offence.

Rank 4 – Priest C3 or Cleric C2

Priest C3, Max Stone Skin, Blessing . The leftovers should be distributed between revive and Mass Heal. Exorcise is magic (int) so ignore.

Cleric C2, Max Safety Zone, Heal and Divine Might. If you saved your skill points from C1 you can afford to put at least 1 skill point into Fade which allows you to drop aggro from monsters. Here you will also unlock the Safety Zone attribute previously mentioned that increases the amount of attacks blocked greatly.

Rank 5 – Monk Time, Checkout the Monk section in Part 1

Build on skill simulators for TL;DR or easy viewing.

Generalist Monk with Stone Skin

Generalist Monk with Big Safety Zone

This generalist monk build is great support in general with acceptable damage and great solo. You will be useful no matter what content you are playing. Stat wise I recommend giving this article a read for some direction.

 

Tree of Savior: Monk Options Part 2

energy_blast

This part of the my Monk overview focuses on the Pre-Monk options. Rank 1-4 as Monk starts at Rank 5. Please read Part 1 if you want to look at only the Monk part.

Rank 1: Cleric 1 is where we start and is mandatory.

Heal: 5% Healing per tile, higher level creates more healing tiles, scales with INT, but the fact that its % based is what’s important for Monks.

Safety Zone: Blocks attacks but not effects (Eg. Knockback)

Cure: Cures level 1 status ailments, damage scales off INT, otherwise a measley static damage with skill up.

Deprotected Zone: Static Defense reduction, synergises with sword usage due to sword attack attribute applying weakened defense status

RecommendationHealing should be maxed for better healing support, Safety Zone is great and should be maxed as well, Cure is easily replaced by consumables and other classes with better abilities I’d advise to ignore. Deprotected Zone is lacklustre as it scales poorly but get level 1 for its Sword Attack Debuff may be useful and there are reports of it interacting with Knife Hand attack. Left over points I’d advise dumping into Deprotected Zone or saving for C2 Cleric if you choose to level Cleric again.

Rank 2: Cleric C2, Krivis, Priest

In this rank, I believe there are two very powerful options. Cleric C2 or Krivis C1.

Cleric C2

Divine Might: Gives you +1 to all skills for the next 1-5 skill uses.

Fade: PvE Skill to Drop aggro. (won’t work Solo, no one else to aggro to)

Recommendation: Whilst Cleric C1 the Safety Zone only blocks up to 10 attacks, by going C2 you can rank it up to level 10 providing 10 more blocks totalling 20 but also unlocks a new attribute which provides up to 20 additional blocks for a total of 40 attacks blocked. As a nice bonus to C2 besides the godlike Safety Zone you get more Heal ranks, Divine Might which boosts the skill level of all skills by +1 for your whole party up to 5 skill uses. You’ll have some skill points spare to get 1 Fade for party PvE purposes or more into Deprotected Zone.

Krivis C1

Aukuras: Increases Natural out of combat health regen speed and amount, decreases enemy accuracy (unsure about exact mechanics)
Zalciai: Increases ally Crit and Decreases enemy Crit by a flat amount but also scaling with SPR can be attributed to increase magic damage.
Daino: Increase buff limit for party 200 sec duration 6 sec Cool Down. Normal buff limit of 5 this skill provides +1 buff limit per level.
Zaibas: Lightning Damage Spell field. Scales with INT

Recommendation: The main reason for Krivis C1 is that the game has a buff limit of 5 and as a cleric class you have options that will easily break this limit. When you cast a buff when you’ve hit the limit it will overwrite the oldest one, Krivis can circumvent this with the skill Daino. The left over skill points can be spent on anything really, dex/crit builds are very all or nothing, Zalciai can assist and also provides increased Magic Attack so is a great option. Zaibas may be chosen if you’re going for a quirky INT build, but I’d advise against that as there are non-monk options which do Magic/Int damage much better. Aukuras increases your natural health regen so is very meh, but its this or Zaibas tough call, Zaibas might help you level up and has good base damage at lower levels.

Rank 2 Conclusion

Cleric C2 is an extremely powerful all round option whilst Krivis C1 provides a much needed buff limit breaker and support via Zalciai. Increasing the buff limit is not only for yourself but the whole party, many classes have many self buffs that can easily be overwritten by yours (to detriment). Priest C1 is only recommended if you’re rushing for Priest C2 for both Blessing and Sacrament buffs but do not get Priest C3 as you’ll need at least Krivis C1 for exceeding the buff limit.

Rank 3 and 4: Priest, Bokor, Dievdirby

The Rank 2 Choice is overall beneficial and not skewed towards any particular playstyle. Ranks 3 and 4 will be the main defining Ranks to change or supplement Monk play which is mostly spamming Double Punch. Your choice will be either 2 C1 Classes or 1 C2 Class. If you do not do Cleric C2 or Krivis C1 in Rank 2 then you will have the option of doing C3 but I’d advise against this as the C3 options are not particularly useful for Monk in my opinion.

Priest C1
Aspersion: Provides % based physical defense increase and itself is an attack based on SPR.
Monstrance: Increase Dex for Allies, Debuffs enemies evasion and defense for a tiny base amount scaling with SPR stat.
Blessing: Static Damage Increase.
Resurrection: Revives dead team mates, attribute to revive up to 5 people, level up reduces cast time and health targets have on revive.

Priest C2
Sacrament: Additional Holy isn’t triggered by skills, only auto attack but the bonus attack component still applies to skills. Both parts are small flat bonuses.
Revive: 90 Sec Buff which instantly resurrects target and provides 1 second of invincibility and 5% HP per level up.
Mass Heal: Heals 10% HP scaling with +2% per level, INT and SPR.

Recommendation: The usefulness of Priest is dependant on the context of long-term vs short-term planning. At this stage of the game the static bonuses from Aspersion, Blessing and Sacrament are massive, however as the game drags along (we’re at 280/600 projected base levels) these bonuses will become less significant. Aspersion does have a % scaling component for Physical defense which may be useful depending on the game content and the bonus attack component scaling with SPR will be insignificant as Monk as we don’t get that stat. From the perspective of PvE or PvP the benefits of Priest translate to either fine and in PvP resurrection and revive provide big value.

Should Priest be your choice I’d Maximize, Blessing get at least 1  Sacrament and for PvP resurrection and some revive also, left overs skill points will depend on the utility you want between resurrection, revive, mass heal and monstrance with these choices left I feel any mix of these is fine but omit mass heal as this requires active casting and aiming, you’ve already got Cleric heal which you can just plant on the ground without much care.

Krivis C2

Divine Stigma: Sticks on to the enemy  and activates on kill. Applies flat STR and Int Buff lasting 6 secs at level 1 and 1 second extra per skill level, 36 Second Cooldown.

Recommendation: In the Context of Monks, Krivis C2 is only picked for Divine Stigma, but since its an on kill trigger this will largely be PvE option. Critical Builds may benefit from higher Zalciai ranks though. Krivis C2 is overall a weak option in my opinion.

Bokor C1
Hexing: Reduces Magic and Darkness resistance

Effigy: Ranged Magic Attack, every 3rd use has bonus damage

Zombify: Creates a magic circle on the ground, stuff that dies here becomes Zombies for you.

Tet Mamak La: Throw a skull telling your Zombies where to go.

Bokor C2

Mackangdal: Makes your target invincible for 10+skill level seconds. However once the buff is over all damage received is dealt in an instant.

Bwa Kayiman: Knocks down enemies and some extra damage. The knock downs are great, you can keep mobs CCd for a while.

Samediveve: Buff your Zombies HP and Movement Speed, you receive half the effect.

Recommendations: The main reason for going Bokor on Monk is the Zombies and because they will require kills to trigger this is purely a PvE option, do not get this for PvP. Whether to get C1 or C2 is up to you, C1 may provide an adequate body count but C2 gives you attributes that boost your Zombies, excellent CC and the Samediveve buff.

Hexing and Effigy are magic so not useful for Monk, Hexing can provide a darkness resist debuff which may be useful if you get a Dark element weapon but that is too specific. Zombies scale depending on monster, their HP scales with SPR butare reported to have iffy AI. Mackangdal might be an intersting support skill, Bwa Kayiman is excellent crowd control get at least 1, Samediveve is a small flat bonus. C1 Bokor gives you meat shields from Zombies, HP and Movement Boost from Samediveve (Flat though) and a possibly intersting support skill Mackangdal. Effigy level 1 might be useful as a ranged pull and you’ll defeinitely have spare points due to half the skills being completely useless for you. C2 Bokor unlocks Zombie attributes that allow you to summon Wheelchair and Giant zombies which are faster/stronger and increase your Zombie count. The Samediveve buff from C2 will give you and your Zombies flat bonus HP and Movement speed. You’ll have spare points to play with Mackangdal (Delayed Damage) Bwa Kayiman (Pretty Bad) or one of the magic skills for a ranged pull or if you get a darkness weapon.

Dievdirby C1
Vakarine Statue: Creates Statue that allows you to teleport to other Goddess Statues.
Zemyna Statue: Statue emits an aura that reduces SP cost and SP recovery time (passive SP Regen).

Laima Statue: Statue emits an aura that reduces cooldowns by 20% has attribute to increase enemy cooldowns

Carve Attack: Pericing Attack that scales with STR, does bonus to plants and gives chance to drop wood thats used for carving statues.

Dievdirby C2

Owl Statue: Magic Attack Turret that blocks attacks in-front of it.

Tree Statue: Emits aura of silence on enemies.

Recommendations: All statues took 5 seconds to carve in the CBT that i participated in, but since then I’ve read that its been reduced to 2. This is significant as it produced mobility issues. However said that, all the statues have a lengthy cooldown, so if you have a fast moving team the statues can be difficult to use. I can see Deivdirby very useful for boss fights however. Carve is not spammable, it has Overcharge 3 allowing you to use it 3 times before going on cooldown, but as a monk you’ll be spamming Double Punch making this skill less useful.

PvP wise I can see this class C2 being very useful for 2v2/5v5 Arena PvP for the Silence Statue and Area Denial via the Owl Statue. The SP and Cooldown statues will be more useful for PvE long fights (Bosses). Due to the % Nature of the CD and SP Reduction Statues  I believe they will also be useful throughout the lifetime of the game.

Should you choose Dievdirby I’d advise going to Dirby C2 for the Silence Tree and Owl Statue. For point spending I’d advise 5 in all statues, this provides either 100% for the SP and CD statue, you’ll have 10 points left over, the teleport statue can be convenient, Carve I believe is a waste, but may be helpful if you’re low on stamina for double punch as this uses SP instead but keep in mind this is an overcharge skill with 17 second cooldown.

Rank 4: Sadhu and Paladin

Sadhu C1
Out of Body: You leave your body in spirit form, your spirit is invincible but if anything touches your body it is cancelled. Your auto attacks become based on MAGTK not STR. Increased level increases range.
Pakriti: Teleports your Body to Spirit.
Astral Body Explosion: Magic Damage Explosion
Vashita Siddhi: Channelled AoE Debuff by flat amount, may confuse enemies.

Recommendation: Outside of some quirky INT build, I’d advise against picking Sadhu at all.

Out of body scales with INT not STR, though I guess you could make an INT monk for use with Energyblast (Scales with STR, CON, INT – Exactly how is unknown) since it has a 60second CD you can OoB the rest of the time in lieu of the STR scaling Double Punch. Pakriti is a 1 pointer for mobility, Astral Body you might get lvl 1 for knockback, Vashita i don’t recommend channelled low debuff with chance of confusion.
Paladin C1
Smite: Small AoE, does bonus to Devil and Mutants

Restoration: HP Regen Aura (Set Amount) Attributed for SP aswell

Resist Elements: Flat Elemental Resists and % per skill level of completely nullifying elemental damage (Fire, Ice, Lightning, Poison, Earth). On cast debuffs enemies at a flat rate too.

Turn Undead: AoE Deals damage and chance to instant kill Devil type monsters, Change to instant kill based off SPR.

Reccomendation: Turn undead and Smite are extremely situational, Resist and Regeneration Aura are the only useful things here. Everything is at a flat rate and low value however and will be less useful at higher levels. I don’t advise getting Paladin at all.

Important Notes on the Pre-Monk choices:

At Rank 2 the Big Choices are Cleric C2 and Krivis C1, these benefit all playstyles.

Priest C2 is an all-round good option for their offensive buffs. Due to the amount of buffs you may want to consider at least Krivis C1 to go along with it.

Bokor C1 or C2 are good PvE only options that may be weaker against bosses due to a lack of corpses.

Dievdirby C1 or C2 are strong long term options but suffer from mobility issues.

Sadhu and Paladin right now is just no good for Monk players right now.

Summary:

Sorry if this a lot of text for you but the pre-monk part of the character has many choices and I don’t think there is a set ultimate choice, it will depend on your goals. That said there are obviously more or less suitable choices.  I will do another write up in the days coming in regards to specific builds and stat point distribution.

Thanks for reading.

 

Tree of Savior: Monk Options Part 1

monks

Playing with a skill simulator and analysing every skill and attribute to come up with some good Monk builds has been quite a puzzle for me. Due to the open nature of classes and content I don’t think there is such a thing as a one true build or a best build that I’ve seen many ask for however there are some very powerful options and considerations that must be addressed.

Monk class itself starts at Rank 5, we begin at rank 1 as Cleric so we have 3 Ranks to play with. To best fill in these 3 ranks we need decide what the purpose of your Monk is for, general PvE farming, Boss Killing, PvE, GvG etc… and look at what each option provides.

Firstly I want to look at the Monk class itself.

Iron Skin: This is a damage reflect skill however it only works on melee physical attacks. There are many ranged and non-physical attacks in this game and the skill is channelled which means if you’re using this skill you’re not attacking, buffing, healing or doing anything else.

Double Punch: This skill has no cool down and effectively replaces your normal attack, costs stamina to use. The damage type is Strike/Blunt which does 50% bonus to plate defense and -25% to leather defense. You can keep a sword handy to circumvent this (Get the weapon swap attribute asap!)

Palm Strike: AoE Ratio 6 and applies bleed. Ratio means the number of things that the AoE hits, so palm strike hits 6 targets in a small AoE, there are items that boost AoE ration btw. The Area effect is small, 15 second cool down and lacklustre damage by itself. I advise getting level 1 for the bleed effect.

Hand Knife: AoE Ratio 2, small AoE applies armor break which reduces the targets armor value, I’d advise only getting level 1 for the effect.

Energy Blast: Shoots an energy beam in a straight line AoE, no target limit. The longer you charge the more damage it does, knocks back with each hit if you find the knockback annoying you have a toggle trait to turn this on or off. This is great for burst damage (60s Cool Down) and knockback for crowd control, max this one. An intersting note about this skill is that it scales with STR/CON/INT how is unknown but may give room for a quirky INT based monk build.

One Inch Punch: Dashes to target, applies bleed and silence. Great skill for PvP or silencing a pesky caster mob. Get at least level 1.

God Finger Flick: Ranged attack that uses 100 Silver, small damage. It’s on a 25 second cooldown and you’re unlikely to have any other ranged option to interrupt casters. I’d advise at least level 1 for PvP but can be a little difficult to aim.

Golden Bell: Blocks Magic and Ranged Attacks, Channel depending on level 4-8 seconds. Can be attributed to protect the area around you not just yourself. I am unsure how high or if you should get this skill at all, though I can see this being useful to block predictable magic damage or in PvP give Wizards a  hard time.

General Recommendation: Max Double Punch and Energy Blast, get at least level 1 Palm Strike, Hand Knife, One Inch Punch and God Finger flick for utility purposes. You’ll have 16 points left over, I think it’d be great to level Golden Bell and then distribute the rest wherever you want but avoid Iron Skin it is close to useless.

In Part 2 I’ll go through all the options on the road to Monk. Part 3 shows an example skill build and reasoning. This write-up on stat distributions may give insight into how you might want to approach building your Monk’s stats.

Thanks for reading my conclusions, let me know your opinions or if you have any additional information as there are some unlisted interactions between skills in ToS that may be relevant.

 

Tree of Savior: Character Classes

classes

Some of the Many Tree of Savior Classes

Tree of Savior is launching with over 80 playable classes and many more to come. However you don’t simply pick one and go as with ala WoW or most other games. ToS is a little more complicated.

In ToS you start in a lodge and you name it, the name of your lodge is essentially your player name and its what all players see when they interact with you.  From then on you create your characters which you can name whatever you want and don’t have to be unique.

I think the best way to explain the ToS class system is to explain the terminology involved. In Tree of Savior there is: Base levels, Class Levels, Circles and Ranks.

Base levels are your regular levels. When you create your first character you select a class, your starting options will be Swordsman, Archer, Wizard or Cleric. As you play the game you’ll accumulate exp that will level you up and allow you to distribute amongst character statistics you feel are needed, very straight forward.

Class Level are capped at 15, gaining class levels awards skill points for you to allocate to gain or improve skills.

Ranks are Tiers of 15 class levels, every time you reach the class cap of 15 you’ll want to do a quest to advance to a higher version of your same class or a new class. When you do the quest and pick a class you’ll advance to the next rank ready to gain another 15 class levels. Higher ranks give more class choice options.

Circles refer to the times you’ve picked the class. So advancing from Rank 1 to Rank 2 you decide to pick the same class e.g. Cleric Choosing to remain Cleric instead of changing class will unlock new abilities for the class and be known as Cleric Circle 2 or Cleric C2. A Cleric upon reaching Rank 2 deciding to change class to Priest instead for example would then be known as Cleric C1/Priest C1 in Rank 2.

Notes: Picking the same class can only be repeated twice for a total of 3 ranks as the same class (Circle 3 Max) Each time you pick the same class you’ll gain new abilities for that class and can rank up your old skills even further.

Picking a new class still allows you to use your old skills but you cannot level them up.

Each time you rank up more options for class changes unlock, currently there are 7 ranks allowing a lot of choice to cater for different types of play.

For a list of classes and more information fansite tosbase has comprehensive information. Tosbase also has a a nice skill simulator that you can play with to make your own combination of classes and abilities. Playing with this skill simulator will give you a good idea of how the class system works if you’re still unsure and give you insight as to what’s available for long term game planning.

Tree of Savior: Combat – The Return of Normal Attacks

big_red_kepa

Group of players fighting early elite monster The Big Red Kepa a.k.a “Red Kappa”

Tree of Savior brings back normal attacks. In modern games they’ll have you spamming special abilities every moment possible in “rotations” so the special moves aren’t that special at all. Most special attacks and buffs in this game have moderate cooldowns anywhere from at least a couple of seconds to minutes. Certain classes do have attacks with no cooldown effectively having replacements for their normal attack but thats very specific.

Players will initially rely mostly on auto attacks and and gathering groups of monsters to unleash larger attacks to blow up. Wizards will do this too, however their rods/staves shoot magic as a normal attack which is based on their magic power so their normal attacks are not useless either. This may be quite an adjustment to Modern MMO players where the concept of normal attack has been mostly eliminated.

Ragnarok vets must also make an adjustment though. In this game the existence of cooldowns everywhere can be very jarring to a Ragnarok player. Modern MMO players are quite used to this, lower spells have no or few seconds cooldown and huge spells having 10 minutes or so cool down.

In Ragnarok players managed their skill usage based on their SP resource  (skill points, functions the same as mana) so larger devastating spells would take more mana. Operating efficiently demanded players self moderate sp consumption, skill usage and availability of consumables and support classes. An extreme example from Ragnarok is the Monk skill Guillotine-Fist taking all SP and preventing SP regeneration for 5 minutes however if geared and built extremely narrowly and specifically well could down an MvP (World Raid Boss) in 1 hit or with support from consumables and other classes repeat and continue to down the bosses very quickly. As a side comment on the character customization this build was quite useless outside of that one purpose (thus really hard to level up) and you needed to be specifically geared for every different boss.

I for one am happy with the return of normal attacks and hope players will find this hybrid game-style enjoyable.

Tree of Savior Gameplay: Leveling

tos_town

Crowded first town at the start of Closed Beta, players chatting, trading and forming parties.

The general gameplay in Tree of Savior is following a main story and comfy grinding.

At the very beginning you’re introduced to a short tutorial and main quest. The mainquest will suffice up till a point but you’ll find a need to grind. I see two kinds of player reactions.

Firstly the Ragnarok or Asian MMO veteran, these guys may forgo the main quest after the tutorial and just grind. It’s important to do these quests however as they give a general indicator of where to be and provide exp via cards, bonus money and items.

Secondly I see modern MMO players from the Everquest/Warcraft Clone era, they do the main quest up until its too difficult, struggle and give up, they’ll generally worthwhile quests along the way as they’re accustomed to being directed by quests and having indicators above NPCs for every quest.

For the Ragnarok vets, the problem is easily resolved just by going back and keeping in mind for future alts. WoW players are most likely just going to get fed up and give up and to be honest its not entirely their fault as they’re accustomed to having directions or orders all the time and there isn’t really much telling them to go grind and explore other than the main quest getting more and more difficult.

The difference in perspective due to prior MMO experiences I find quite interesting. Ragnarok vets may be annoyed at the main quest but put up with it whilst WoW players are likely to be annoyed at the grind but may enjoy the main quest, polar opposites.

For the WoW era players I’d advise you guys to keep an open mind and treat the game a bit more like a hack and slash rpg like Diablo, with that kind of a perspective the game might be more enjoyable and its a free to play game so its not like you have to abandon FFXIV, WoW or whatever Everquest clone you subscribe to. This can be the game you play outside of your weekly raids or other miscellaneous daily quests they make you do.

Have fun and see you guys in game.

Tree of Savior (ToS)

tos_web

My Cleric rescuing some villagers

I’ve followed this game with whatever little scraps of info given since it was known as Project R1. Luckily I was able to play in the closed beta and heading closer to launch I’ve been doing a lot of theory-crafting in preparation.

For those who don’t know what all the fuss is about this game is being developed by the original creators of Ragnarok Online and Grenado Espada. The purpose of ToS is to bring the Ragnarok Online experience into the modern era.

What made Ragnarok Online unique was that it was open world (no instances), had free-trade and robust character, item and monster system and large scale guild vs guild pvp known as War of Emperium.

General gameplay was purely grinding/exploring for exp or resources to fund dangerous expeditions, pvp or crafting. Trade was healthy due to the flat item system and no concept of “Soulbound” items. Unlike modern MMOs the only quests in the game were for story, specific items or access to areas, you did not do mindless arbitrary quests all day to level, to level you killed monsters either solo or in parties and due to the robust systems in place you could cater your character to solo or party and different maps contained different mixes of monsters suited to solo, partying or both.

Ragnarok Veterans or general MMO players tired of all the WoWclones I encourage to  give this game a try.

The game is available via steam.

Early access starts on the 29th of March, the game becomes available free to play on the 28th of April.

I hope this game lives up to its potential as there hasn’t really been a game like this in a long time.