- The game is not yet officially released by Aeria when this was written
- Aeria Games retains the rights to names, locations, items, ect and can edit content to be better suited for the player base
- This guide is not written by me; I am simply translating. The original source can be found here
- As the guide is not written by me, currently it is not updated with Templar tanking build/techniques. Live with it.
- Translations are done by me. Upon release Aeria may choose to localize things into something else
- For in-depth information about skills, licenses, and knowledges, visit the [Info] Classes
- Kite tanking is just one method of tanking that the guide decided to focus on. You are welcome to just stand there and take hits but as the guide says, you lose a lot of durability that way.
- I haven't actually played the game so I may not be able to answer any specific questions regarding the classes or techniques.
The HP that equipments give is fixed; additional HP is dependent on class knowledge and class differentiation.
A stable amount is all that is needed to easily get to 50%; it is not necessary to wear special orange grade equipments.
Evasion is not a primary concern for the path of a pure tank that focuses on bosses.
The game has set malice generation to be pretty basic; one Provoke is all this is needed to aggro the boss.
At end game, most of the fatal attacks are from magic damage thus it is necessary to collect equipments with resistance.
By using the two factors of after attacking, monsters will stay in place while waiting for their attack cooldown and any obstacles on the field, you can significantly decrease the amount of times the monster attacks.
With the healer as the circle’s focal points, kite in either circular direction. This increases the time between the boss’ attacks and makes it easier for the healer to support.
High HP, immune to fear
HP as main, defense as secondary
Able to solo tank bosses. High HP and defense. Keep HP at at least 10k so bosses don’t kill you in an instant
High mobility, more convenient to tank groups, immune to sleep
HP as main, malice and evasion as secondary.
HP-17 Malice-5 Evasion-5
Knights are mainly used to drag a train of mobs in instances. The only area malice skill is Judgment Storm so add some points into the Knowledge for malice increase.
No information currently
The first two trophies are required. The last two trophies are the late game trophies that tankers should obtain.
Lightning and Nature resistance increase 16 points
2% chance to activate on attack to cause the target to not obtain any buffs for 8 seconds
Pure White Horn
Lightning resistance increase 10 points
1% chance to activate on attack to inflict faint on target for 3 seconds.
5% chance to activate on attack to increase all resistance by 10 points for 12 seconds.
Decrease damage taken by 50 when attacked.
5% chance to activate on attack to increase defense by 2212 points for 10 seconds.
1. WIL/HP Tank:
Tank build with WIL as its primary stat and Knowledge points focused in HP makes healers easy to support. For example, a tank with 300 WIL and a cleric with 400 WIL heal for an average of 2500 and crit heals for 7000.
2. STR/HP Tank:
Tank build with STR as its primary stats and Knowledge points focused in HP. Has the highest block rate and is suited for situated battles.
3. AGI/Evasion Tank:
Tank build with AGI as its primary stats and Knowledge points focused in evasion. Easily takes out regular mobs but has low HP and is easily taken out by bosses.
Conclusion: If you don’t want to spend a lot of money on maxing out your gear focus on these two attributes: Not to be killed off quickly and able to have a healer heal you back up.
Boost HP -> Boost defense -> Boost magic resistance -> Boost physical resistance -> Boost stats
10k HP, 8500 defense, magic resistance 40+. The higher the physical resistance and stats the better.
Later in the game, people will often ask “I’ve used all my skills, why can’t I hold the boss down?”
In reality, what’s important for generating malice isn’t with “attacks with high malice generation” but is the combination of Declaration of Anger and the amount of attacks.
Declaration of Anger
: Increase malice by 125 points and decrease damage taken by 50 points for 30 seconds
In other words, even if you only deal 1 damage, you still generate 125 points of malice. It is through the use of multiple attacks to raise Declaration of Anger’s effects that you immensely increase your malice.
Malice generating combo
: Declaration of Anger -> Provoke -> Bloody Attack -> Angry Punch -> Any Attack -> Repeat
: Declaration of Anger -> Provoke -> Malestorm -> Judgement Storm -> Any Attack -> Repeat
Always keep Declaration of Anger up and follow up with a multi-hit attack
Finally to grade yourself on your kite tanking look at the durability on your shield:
The heroic tanks that stand there without moving will need a repair hammer after a round
Kite tanking leaves about 120/200 durability after a round.