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Caskadia's Guide to Archer Tank

Discussion in 'Hunter' started by Caskadia, Nov 6, 2015.

  1. Caskadia

    Caskadia Well-Known Member

    Joined:
    Jul 30, 2015
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    Please find the tank you are looking for in my video based on the times listed.
    Hi there everyone,
    My name is Caskadia and I’m a tank aficionado. Over my time in Toram, I’ve developed many tanks, and done many tests, now I’d like to share with you some of my best tanks that I’ve done and give you this guide in the hopes that everyone will try it out.
    I give many thanks to Helquin, Atlass and Lunaski, as they support me in my tests and trials of trying to make better tanks.

    There are basic skills that I almost always get with my tanks. These skills are Fighters High, Recovery, MP charge and Provoke.
    • Fighters High allows me to do large hp recovery when I get out of combat during boss battles. Yes, it is possible to force your character out of combat to allow for natural hp regen. Fighters High allows it to happen faster.
    • Recovery is the second tier skill after mini heal. It removes a debuff and can heal more debuff at higher levels. Generally, I leave this at level 1.
    • MP Charge is just a general use skill that lets me recover mana faster after the end of a boss fight.
    • Provoke is one of the best tank skills to use. It gives a huge boost in aggro and will pretty much allow you to aggro any boss with ease. I always max this to make the mp cost down to 200 mp.
    As a note, I generally try to have high AtkSpd to deal with the proration of the whole team. Between my auto attacks and my skills, the proration of the whole team is generally always balanced.
    Without further ado, enjoy :D
    __________________________________________________________________________________________________________________________________________

    Archer Tank: Stats – 1:1 ratio of Dexterity and Vitality
    Skills:
    Shot Tree –
    5/10 Power Shot
    5/10 Bullseye
    10/10 Arrow Rain
    10/10 Moeba Shot

    Magic Tree –
    1/10 MP charge

    Martial Tree –
    5/10 smash
    10/10 Sonic Wave

    Survival Tree –
    5/10 Safe Rest
    10/10 HP Boost
    1/10 Fighters High

    Support Tree –
    5/10 Mini heal
    1/10 Recovery

    Shield Skill –
    10/10 Shield Mastery
    5/10 Shield Bash
    10/10 Shield Cannon

    Knight Skills
    10/10 Provoke

    Combos:
    * = Consecutive bonus
    Moeba Shot > Sonic Wave* > Shield Cannon* > Arrow Rain*
    Sonic Wave > Moeba Shot* > Shield Cannon*

    Gear:
    Magic Bowgun +6 (boss drop) (xstal is 100 mp)
    Water Element, Atk +2%, AtkMpRecovery +3, Cast Speed +250, Ailment Resistance +10%
    Kite Shield +6
    Guard Rate +10%, Guard Power +22%, Map HP + 90
    Forest Wolf Garb (boss drop) (xstal is 100 mp) – Heavy Mod
    Dodge +4, Crit Rate +4, AtkSpd + 200
    Feather Cape
    Mp + 50, AtkSpd + 500, Magic Resistance + 5%, Natural HP Regen – 50%
    Muscle Talisman II (xstal is eerie)
    Mp + 300, Str + 4

    The Archer Tank relies on being able to hit from pretty much any spot and get that aggro from auto attacks as well as spells. Its’ combos are all long-range and, because of the relatively high dexterity, they hit quite often. In addition, this type of tank is one of the few tanks I’ve made that can easily hold aggro even against a str/crit 2h user, without using provoke.
     

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