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RIP Tanks 2.0

Discussion in 'Toram Online Class Discussions' started by Caskadia, Sep 6, 2016.

?

What's the next type of tank you want to see?

Poll closed Sep 20, 2016.
  1. 1h/Shield

    6 vote(s)
    50.0%
  2. 1h/Arrow

    2 vote(s)
    16.7%
  3. 1h/Knuckle

    1 vote(s)
    8.3%
  4. 1h/Dagger

    2 vote(s)
    16.7%
  5. 1h/Magic Device

    2 vote(s)
    16.7%
  6. 2h

    1 vote(s)
    8.3%
  7. Other: Say in a post

    1 vote(s)
    8.3%
Multiple votes are allowed.
  1. Caskadia

    Caskadia Well-Known Member

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    CURRENT NEWS:
    *** The new tank I will be making is a 1h/shield tank *** tests under progress...

    If you want to see a certain type of tank made, cast your vote in the poll above. After two weeks, I will work on creating an ultimate tank based on which choice won.

    All tanks I make are tested and tried. I generally make my tanks for a general populace, where they usually don't need any specific gear setup to work. They are also able to take and keep aggro from all variants of Kung Fu builds, otherwise I will not post them here.
    I pride myself on making tanks for people that want to customize their gear to their needs, so I do not list any crystals that I use, nor gear unless they are necessary.

    If you are interested in tanking, and have any questions, feel free to ask them here. I have studied tanking aspects extensively, and know quite a lot. However, I may not answer some questions, depending on the nature of them.

    Legend:
    * = optional
    spoilers = tank builds/skills
    bold = section
    italicized = important information

    Recovery: This skill will remove one or more status ailments on the player. The higher the level, the more status ailments that can be removed.

    Quick Draw: The skill will sometimes give you an extra 100 mp when using your skills. It works while doing a combo, and has around a 30% proc rate at max level. With the changes to shell break, this has seen a small amount of usage, but I would recommend still maxing it out. Due to how many people in a party now use some form of guard breaking (for the mp recovery), a tank does not have as much chances of getting the mana regeneration through shell break as you'd think. Quick Draw is a fall back skill for this.

    Guard Skills: The guard skills are passive stats given to you while wearing either heavy or light armor. The heavy armor will give you 10% extra guard rate at max level, and the light armor will give you 10% more evasion at max level. Personally, I only use guard skills when I have extra points, but heavy armor mastery helps a lot when using shields, and light armor mastery helps a lot when using light armor.

    MP Charge: For obvious reasons, I find this skill extremely useful. Having the skill to restore your mp through other means than sitting down, or auto attacking an enemy is invaluable. There will be times in boss fights where you may run out of mp, and MP Charge is what you'll need. At max level, it restores 300 mp, and takes anywhere from 3-6 seconds to cast.

    Provoke: A simple aggro-generating skill. It costs 200 mp at max level, and creates 1200 aggro points. It's quite useful for instances where burst aggro is necessary, but a combo will generally be better for sustained aggro generation.

    MP Boost: At max level, this will permanently increase your mp total by 300. It's not a passive skill I would go out of my way to get, but it is useful as it allows for more aggro-generation. Get this only if you have the extra points to spend and want it.

    Sober Analysis: Proven by Mugami to be useful, it will slowly recover your mp over time, every 3 seconds at max level. While I consider it outclassed by Shell Break and Quick Draw, it's still a good passive for maintaining mana during a fight.
    _______________________________________________________________________________________________________________________________

    TANKS

    This build is one of the easiest and effective tank builds. It does not require much to be used, and has an effective combo for stopping enemies. At a minimum, this tank can be effective for maintaining aggro against any player at around Lv50.

    Stats: max Vit > Agi
    Having full vitality will give you upwards of 20k health. I put the rest of my points into agi for the higher dodge rate and attack speed. Some people prefer mentality for the status resistance, but I have never had a real problem with it, as I keep the recovery skill on a hotkey to use whenever I need to. Likewise, some tanks put the extra points into intelligence for the magic defense, but dodging skill shots and aoes are fairly easy to do, so I see no point in getting extra magic defense.

    Skills points: 87(*132)
    Martial: 41

    10/10 smash
    10/10 bash
    10/10 shell break
    10/10 sonic wave
    1/10 heavy smash
    Shot: 16 (*36)
    5/10 power shot
    5/10 moeba shot
    5/10 paralyze shot
    1/10 smoke dust
    Magic: 10
    10/10 mp charge
    *Knight: 10
    10/10 provoke
    *Survival: 15
    5/10 safe rest
    10/10 hp boost
    Support: 20
    5/10 mini heal
    5/10 recovery
    10/10 sanctuary

    Combo: 100 mp cost
    Non Interrupt:
    moeba shot > smoke dust(save) > sanctuary(swift) > heavy smash(con) > shell break(con)

    Interrupt:
    smash > smoke dust(save) > *sonic wave(swift) > *sanctuary(swift) > shell break(save) > bash(swift) > moeba shot(swift)

    *sonic wave and sanctuary are interchangeable with each other, depending on how the boss reacts to different interrupting skills. IE: if the boss takes a long time to recover from a flinch interrupt, having sonic wave in such a close consecutive chain of interrupts is not recommended. You'd want to switch it with sanctuary to get the most out of each interrupt delay time.

    Neccessary Gear:
    Main Weapon: Drills
    Secondary Weapon: High Quality Wood Arrow/Mushroom Arrow/Optional
    Armor: Light-Modelled Armor
    Additional: Optional
    Special: Magician's Ring/Knight's Talisman/Optional

    This build is what was requested from the tank poll. It utilizes a 1h sword and shield, and focuses on spamming fast attacks for aggro, as well as keeping your damage taken to as little as possible.

    Stats: max Vit > Dex/Crit
    You want to max vitality first to make sanctuary more effective. Afterwards, it's a choice between dexterity or crit. Dexterity would be for if you want to do some damage, as well as hit more accurately. Crit would be for if you don't care about damage, and want to reach close to 100% crit, so your attacks will never miss. Please note that dexterity will reduce the chances of your attacks missing, but crit will completely negate that possibility (with 100% crit).

    Skills points: 130(*140)
    Martial: 11

    5/10 smash
    5/10 bash
    1/10 shell break
    Shot: 20
    5/10 shot mastery
    5/10 long range
    10/10 quick draw
    Sword: 38
    10/10 hard hit
    6/10 astute
    6/10 trigger slash
    5/10 sonic blade
    10/10 spiral air
    1/10 tempest
    Magic: 10
    10/10 mp charge
    *Knight: 10
    10/10 provoke
    *Survival: 15
    5/10 safe rest
    10/10 hp boost
    Support: 20
    5/10 mini heal
    5/10 recovery
    10/10 sanctuary
    Priest: 1
    1/10 holy fist
    Shield: 15
    5/10 shield mastery
    10/10 shield bash

    Combo: 100 mp cost
    Non Interrupt:
    astute> shell break(save) > holy fist(swift) > trigger slash(swift) > tempest(save) > sanctuary(swift)

    Interrupt:
    hard hit > shell break(save) > shield bash(swift) > spiral air(con) > astute(con) > trigger slash(swift) > tempest(save) > sanctuary(swift)

    Neccessary Gear:
    Main Weapon: Fan/Brutal Dragon Sword/Black Sword of Delusion/Sword with c10/10
    Secondary Weapon: Marble Shield, Relief Shield
    Armor: Plate Armor/Heavy-Modelled Armor
    Additional: Optional
    Special: Magician's Ring/Knight's Talisman/Optional

    One of my favorite builds. The two hand tank can get 100% crit with relative ease, and thus have 100% accuracy. In addition, its aggro generation is one of the highest in the game, and allows for the player to keep tanking without worry.

    Stats: max Vit > Str/Agi
    You want to max vitality first to make sanctuary more effective. Having more str will allow you to do more damage, while having agi will allow you to dodge more auto attacks and attack slightly faster.

    Skills points: 110(*120)
    Martial: 11

    5/10 smash
    5/10 bash
    1/10 shell break
    Shot: 20
    5/10 shot mastery
    5/10 long range
    10/10 quick draw
    Sword: 33
    10/10 hard hit
    6/10 astute
    1/10 trigger slash
    5/10 sonic blade
    10/10 spiral air
    1/10 tempest
    Magic: 10
    10/10 mp charge
    *Knight: 10
    10/10 provoke
    *Survival: 15
    5/10 safe rest
    10/10 hp boost
    Support: 20
    5/10 mini heal
    5/10 recovery
    10/10 sanctuary
    Priest: 1
    1/10 holy fist

    Combo: 100 mp cost
    Non Interrupt:
    holy fist > shell break(save) > astute(con) > trigger slash(swift) > tempest(save) > sanctuary(swift)

    Interrupt:
    hard hit > shell break(save) > astute(con) > spiral air(con) > trigger slash(swift) > tempest(save) > sanctuary(swift)

    Neccessary Gear:
    Main Weapon: Stubborn Hammer
    Secondary Weapon: n/a
    Armor: Plate Armor
    Additional: Optional
    Special: Magician's Ring/Knight's Talisman/Optional
     
    Last edited: Sep 27, 2016
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  2. Caskadia

    Caskadia Well-Known Member

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    saved for future
     
  3. Caskadia

    Caskadia Well-Known Member

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    saved for future
     
  4. Caskadia

    Caskadia Well-Known Member

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    saved for future
     
  5. Caskadia

    Caskadia Well-Known Member

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    saved for future
     
  6. Luer

    Luer Well-Known Member

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    IGN:
    Luer
    Do you have a build for tanks that don't rely on vit but rely on mntl and agi?
     
  7. Caskadia

    Caskadia Well-Known Member

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    I could make one, but why are you looking for a tank that relies on agi and mentality?
     
  8. Groot

    Groot ┐('~`;)┌ Elite Member

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    [​IMG]
    ag and mentality lol
     
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  9. Luer

    Luer Well-Known Member

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    Luer
    It doesn't have to be agi but a mentality tank would be cool right?
     
  10. Caskadia

    Caskadia Well-Known Member

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    Mentality gives you resistance to getting debuffs such as poison and paralysis. However, it is not 100% resistance at max. I personally think that if I made a tank only stat-ed with mentality and agi, it would make no more than a slightly less damageable dps-healthed player.
     
  11. Precaria

    Precaria Precariø ♂ Retired IG Super Likable Elite Member Wiki Contributor

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    Precaria
    Mentality not only increases Ailment Resistance by 1% every 3 points but also Neutral/Physical/Magic Resistance by 1% every 10 points, just like every refinement level on armors, shields and additional gear. Also the AMPR from Sober Analysis version of Mugami has been proven false. Only automatic MP recovery inside battle, no AMPR at all. If you want to test it use around AMPR+20 in your equipment without Sober Analysis, then take it off and level up the skill to 10, compare the amount of MP regained per auto attack. The difference is evident. Sober Analysis activates MP recovery inside battle on intervals of 3 seconds and the amount of MP recovered per tick is exponential to the skill level and your MaxMP.
     
    Last edited: Sep 9, 2016
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  12. Caskadia

    Caskadia Well-Known Member

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    Can I see the thread/calculations on Mentality? Or something to prove this? I'm not trying to sound contradicting, but I'd like to see some studies done on mentality to really consider using this stat in place of something else that's more tangible. As for the sober analysis, I'll just edit it out.
     
  13. xamxy

    xamxy Well-Known Member

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    xamxy
    hello. can u make bs vitality lvl 105 into a tank? tnx
     
  14. Caskadia

    Caskadia Well-Known Member

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    Two new tanks have been added. 1h/Shield and 2h tanks. Also, bump.
     
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  15. mamattew

    mamattew 桃井 日奈 Elite Member

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    I haven't tank characters cri
     
  16. Luer

    Luer Well-Known Member

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    Tank chars have so much control doe u shud try em
     
  17. 《(RêD)》

    《(RêD)》 Member

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    SkyShots
    You know we're all crying for a spear tank cask ^^
     
  18. wamz

    wamz Member

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    How about knuckle / shield guys?
     
  19. Luer

    Luer Well-Known Member

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    Knuckle tanks aren't really that viable
    Knuckles are clearly made for aspd, proven by armor break often triggering due to high max aspd. Therefore limiting aspd via skill like Guard(Heavyarm), and wearing guard increasing equips knuckle tanks fail (justIMO).

    Oh there's that Precaria infinite mana knuckle shield build doe, it just might suit your needs :)
     
  20. Caskadia

    Caskadia Well-Known Member

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    Been a long time since I came to this forum again. I've been doing other things as of late, but I'm back in Toram and building new class tanks.

    If anyone is interested, I'll post my sword and shield guardian tank, my knuckle shield guardian tank and my Halberd tank here.
     
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