First for this custom build. I will have to define all possible paths a Tank can take. '
Elemental 2- Strong Elemental
Elemental 1- Strong Elemental
Nearly equal to Elemental 1 strong element
Elemental 2, 1 and Luck are ranked. As raw percentage reducing techniques. The Elemental 2 versus the correct elemental monster. Has over a 50% damage negation. Elemental 1 has a solid 50% damage negation. While Luck can potentially negate the extra 50% from Critical hits 95% of the time. Making it potentially more versatile than either of the previous. Since it doesn't just apply to a certain element. I'm aware of the -20% negation a Elemental 1 gets versus a Neutral Elemented Monster.
Archers benefit strongly from Luck as an offensive statistic. Though, this statistic can also be used defensively as well. Worst case scenario in the game. Is that you are dealing with around 5,000 to your opponents damage statistic. That's abnormally high even for Episode 5. Though, my calculations support that it can be done.
According to the information I've picked up. With 1,000 Luck you are looking at around 40% critical negation. Versus monsters that don't carry Luck. So, 2,500 Luck should give you a solid 95% Critical Negation. I don't see 2,500 Luck happening though. Without the use of Level 7 Lapis.
Weaknesses of this build- Not suited for Hardcore Player versus Player. Looses some of its bite in Player versus Player. Not Self-Reliant.
Strengths of this build- A VERY strong Anti-Tank build for both PvP and PvE. Excellent at negating damage in PvE.
Note: By not self-reliant. I mean that this build can be played. As Insane Offense or Insane Defense. The use of other Defensive statistic such as Hit-points with Luck. Will make you virtually unkillible. On the other hand, you need Dexterity to hit. The Luck statistic in PvP and some of PvE. Will not always act as a strong defense in all cases. The use of Orange Statitics in Offensive or Defensive Statistics. Will majorly impact how this build works. You could just place several of your orange statistics into Hit-points. For a more Defensively build character. You could go even further, just linking all Defensive Statistics with your Hit-points. Though, a strong Luck Focused Archer. With all Offensive Statistics. Makes it impossible for anyone to hide behind any level of Defense. Making the High Hit-point PvPers. The only ones that can potentially survive your arrows.
The problem with trying to do a tank build as an archer is that you don't have any skills that can hold aggro for multiple mobs.
You only really have a couple of AoE attacks, and nothing that is a guaranteed hit.
Priests/mages have frost barrier/fire thorns, defenders have taunt, fighters can pull it off because they have so many AoE attacks, but archers and rangers struggle a little.
I'm not saying it's impossible, but it is a lot harder and you have to be prepared for the fact that you will lose mobs. You need to have a plan for what happens when you do.
Your definition of a Tank is a Party Tank. Not a Tank Build character. It is possible to build a Tank. For the sole purpose of soloing. In fact, some areas require it.