Battle Series: True Tank/Swordsman
Created by Vahn on Aug 26th 2015 (Last Updated: Oct 21st 2016).
This is a public build.
1
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<<BATTLE SERIES>>
True Tank for Swordsman
-----------------------------------------------------------------------------------------------
AN IN DEPTH GUIDE TO BUILDING THE PERFECT TANK BUILD FOR ADVANCED PLAYERS ONLY.
Welcome to the Battle Series. This is a guide to build a 'extreme Tank builds'. The aim of the series is to help players build the extreme build they want or to give them a direction on how one can be done. This series focuses on very specific builds meant for one purpose only battle. Battle here includes 1Vs1/ 2Vs2, PvP, PvE, World Boss and Solo questing. Also these builds won't work in all situations due to their extreme nature. So if I find something too unreasonable I tone it down a notch to make it more playable. There won't be any party skills nor unique crafting skills in this series,unless they offer a lot to the battle. If you are looking for those, you might want to take a look at the Extremely Versatile (EV) Series which focuses on all aspects for a balanced and enjoyable game.
COMPATIBLE: This series is very close to the EV Series. This means that it is quite easy to create a combination build if you want something between the balanced and the extreme builds. I only meant this as a guide to help you in building the perfect build for you. Though if you are lazy or need direction no sweat, I got you covered, with plenty of options to choose from. More Battle Series, will be coming soon.
Battle Series: True DPS/Swordsman class: http://www.tosbase.com/tools/skill-simulator/build/dcwl1wziks/
RECOMMENDED: This series is recommended for users who are not new to their base class and already have at least one character in it. If so then this series will look at making you into a powerhouse in very specific way meant to suit your game-play style.
WHY CHOOSE THIS BUILD?: This built is the best out there until new alternatives emerge. At the moment nothing else exist which is even close to this. Throughout the series when we will aim to be battle powerhouses. we make no compromises.
Building a Tank is quite a tricky thing to do. Just like how we did our DPS last time on this series, when taking defense into account we can't ignore offense especially since ToS is a grind fest. You'll be killing literally thousands and thousands of a single monster and you're going to need some attack power in there too, unless you want to make the game unplayable. After making this build and compromising on some really good attack skills, I couldn't be happier that ToS focuses on normal attacks than skills. So in the end it all works out, provided you raise your attack stats to a decent enough level. I'll talk more about this in the Stat build section.
HOW TO EVALUATE SKILLS FOR TANKS:
1.Defensive skills: First you only want to focus your skills points on these type of skills. So basically defensive skills that give you that defensive boost without decreasing your attack for example are more valued so you want to max them out.
Other thing you should consider that many people don't is the increase of stats per level. Lets take Swordsman's pain barrier for example. It starts out with 15 seconds, which is a decent enough duration. But now for each skill point that you put into it, it goes up by 1 sec. It would be better if you invest into other buff skills instead like Gung Ho that go up by +5 sec each time you invest your skill. But let's not invest in Gung Ho for this build. The last thing we want is to decrease our defense, instead Concentrate is valued more because it increases our attacks without taking anything away.
Offense: You knew this was coming. Can't just have defense. Even though by choosing a tank we are leaving out diversity in attacks, what we shouldn't leave out is the power present in some of them. So we can't choose all the attacks we may want but what attacks we do choose, let's make that pretty damn powerful.
Don't just look at the attack power either. I covered some of this in Battle Series: True DPS/Swordsman under section MISCONCEPTIONS. It basically talks about looking at whether the attack contains any buffs/stuns/poison, multiple attacks or less cool down times with some examples.
This is also quite important, but sadly many loose sight here. Whenever you extend a class' circle, it means that you have reached a higher rank. With higher ranks comes greater responsibility and POWER. DO NOT spend more points on the previous rank skills before checking to see whether the higher ranks ones are more powerful. Let's say you were rank 2 and spend 5 points on Umbo blow a pretty good skill with stun, knockdown and additional damage for block. Well spent points indeed. But after going to the 2nd circle you gain a higher skill called Shield Lob. Now take a look at this:
Umbo blow-Lv 15: attack 509, Shield Lob-Lv 5: attack 501
Can you see the difference. Even with Umbo blow's amazing attribute skills[Explained in Misconception section] it is still not worth spending more than 5 points on it for its weak damage output.
3. SKILL POINTS: You now need to know when to save skill points and when no to. Each class is given is 15 points, which must be used for that same class since it doesn't carry over to the next class. So this means that skill points only carry over when doing circle extensions for the same class. Now as you previously saw it is important to invest more points into higher level skills to reap more benefits. As your level increases so does the difficulty of the game. It's not enough to just play catch up or do a linear increase. In order to keep your edge over other, you have to go for an exponential one. This may seem silly or even a bad idea at first, but there are times when you have to save up those precious point. Especially when you want to extend your circle. No matter how difficult the game is right now, ti is only going to get even more challenging. That's where all those saved points are going to the future. At the same time you don't want to save up all your points and struggle. Find a reasonable balance that works for you. If you try to copy by build, you'll see that I'm saving up and redistributing a lot for the Peltasta class with its three circles. Due to this I have maximized the 'Value' i am getting from my precious skill points. This now gives me a overall edge over the other. I hope you can see my point.
MISCONCEPTION: See the small circles under each skills? These are called attributes. Now you shouldn't confuse the attributes with skills that you learn. So each specific class has some unique or common attribute Skills that it shares with other classes. Unlike class Skills, which you can learn by changing classes or extending circles, these attributes skills can be learned by going to the 'Master Class' NPC in cities. You might have seen it mentioning something about increase per attribute level. These levels are specific to each attribute skills and can reach a max up to what the attribute mentions. Now even after learning these skills, you can't use it as it is. These attribute skills have to be used in combos with class skills. Each class skill will active a certain attribute skills, which is indicated by the circle under each class' skills. When deciding to leave out a weak skill make sure you also pay attention to its attributes before deciding.
COMPARISON WITH OTHER BUILDS : This section focuses on comparing this particular build with its closest competitors.
DISCLAIMER: I mean no disrespect to the other builds nor their creators out there. All the comparisons will be between popular builds present in this wiki. You have full rights to disagree.
DECISION TIME: This is a fun section meant to help players decide between two conflicting options, that they'll eventually come across.
WHAT MOST PEOPLE AGREE ON:
From all the builds I've seen most people agree on taking the three circles of Peltasta, since the other alternatives such as Hoplite and Rodelero while showing shields on their skills don't have any sort of defensive skills whatsoever.
Most people also agree on going with Squire due to its all enemies on scree including Boss trapping skills (You'll want to max this) and armor enhancing skills ( What better way to be a tank for your party, than making them all tanks?. Max out).
Finally, we come to the section that causes all the debates. The Centurion Class. This class was meant to be played with a true tank. It works so well by amplifying all those tanky decisions you made down the road and making all those scarifies on the attack so damn worth it. Most serious tank builds will consider extending Centurion for a 2nd circle atleast, to minimize the wasted potential. In order to shorten this guild we will now reach the final conclusion by going through the build battles and seeing what the top 3 tank builds have done right or wrong and reach our conclusion on the 'True Tank' build.
BUILD BATTLE: Here I will compare my builds to the Top 3 builds in the same category and see how they fare. I will start with the most popular to least.
NOTE: Due to all the changes and overhauls in the build system. Many of the top builds have become outdated. So a comparison with them will not be a very fair one. This can take place once we have more updated builds in the list.
STAT BUILD: Since there are a lot of skills in this build that decreases your damage as much as 50% not to mention all the decent damage skills and variety you miss out on. So let your Skill build take care of the tank part and develop your stats in a balanced way. Because as I said ToS is very grindy and you're going to need all the attack you can get. I'd say follow the Extremely Versatile Swordsman Build. you could add a extra 10% from attack to defense if you want. Also remember one important thing. As soon as you feel like you have a disadvantage compare to the other or your enemies are taking too long to kill, invest in attack for a few level. That's it thanks for reading this long as guide. You can be sure that I'll continue on with this series. I have learned so much and I'm weirdly having fun.
WARNING: Most skills are still being changed/transferred or created right now. When the next Closed Beta starts I will update all of my builds with new information. Till then you can be certain that this is 'TRUE TANK' build. You can be sure I'll keep bring in the new updates to the build section as the skills are in a constant flux right now and are still being perfected. I'll append a 'New Section' to this guide if there is something to comment or inform then.
-----------------------------------------------------------------------------------------------
NEW UPDATE: AUGUST 27TH
CHANGE IN SP FORMAT OF ALL SKILLS:
There was a SP bug that displayed two different formats.
When creating builds it was displayed as
SP: [Base] * [No.#]
When viewing builds it was displayed as
SP: [Base] + ( [No.#] * Skill Level)
More information can be seen here:
http://forum.tosbase.com/viewtopic.php?f=20&t=1348&p=7653#p7653
FIX: So from now onward all SP will just be displayed as a numeric value. So all of you can now revise your builds by factoring the increase in SP per level.
-----------------------------------------------------------------------------------------------
New Update: September 5th
Right now you can't use any other skills while in with a Centurion. Though doesn't mean all the block and defense skills are useless. But, yes, just don't expect any combos. They may update this in the future to reward players with specific builds. I'll keep you posted.
-----------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------
UPDATE: NOVEMBER 10TH
Since, this build was released many more skill details have been revealed and some balance issues have been fixed. So I'll do a complete over haul and change to it. I'll also add a new section on what I think is significant. This isn't a perfect build and never will be. But, I'll continually try to improve it, make changes to it based on comments and keep this build relevant. Update to follow~
-----------------------------------------------------------------------------------------
<<BATTLE SERIES>>
True Tank for Swordsman
-----------------------------------------------------------------------------------------------
AN IN DEPTH GUIDE TO BUILDING THE PERFECT TANK BUILD FOR ADVANCED PLAYERS ONLY.
Welcome to the Battle Series. This is a guide to build a 'extreme Tank builds'. The aim of the series is to help players build the extreme build they want or to give them a direction on how one can be done. This series focuses on very specific builds meant for one purpose only battle. Battle here includes 1Vs1/ 2Vs2, PvP, PvE, World Boss and Solo questing. Also these builds won't work in all situations due to their extreme nature. So if I find something too unreasonable I tone it down a notch to make it more playable. There won't be any party skills nor unique crafting skills in this series,unless they offer a lot to the battle. If you are looking for those, you might want to take a look at the Extremely Versatile (EV) Series which focuses on all aspects for a balanced and enjoyable game.
COMPATIBLE: This series is very close to the EV Series. This means that it is quite easy to create a combination build if you want something between the balanced and the extreme builds. I only meant this as a guide to help you in building the perfect build for you. Though if you are lazy or need direction no sweat, I got you covered, with plenty of options to choose from. More Battle Series, will be coming soon.
Battle Series: True DPS/Swordsman class: http://www.tosbase.com/tools/skill-simulator/build/dcwl1wziks/
RECOMMENDED: This series is recommended for users who are not new to their base class and already have at least one character in it. If so then this series will look at making you into a powerhouse in very specific way meant to suit your game-play style.
WHY CHOOSE THIS BUILD?: This built is the best out there until new alternatives emerge. At the moment nothing else exist which is even close to this. Throughout the series when we will aim to be battle powerhouses. we make no compromises.
Building a Tank is quite a tricky thing to do. Just like how we did our DPS last time on this series, when taking defense into account we can't ignore offense especially since ToS is a grind fest. You'll be killing literally thousands and thousands of a single monster and you're going to need some attack power in there too, unless you want to make the game unplayable. After making this build and compromising on some really good attack skills, I couldn't be happier that ToS focuses on normal attacks than skills. So in the end it all works out, provided you raise your attack stats to a decent enough level. I'll talk more about this in the Stat build section.
HOW TO EVALUATE SKILLS FOR TANKS:
1.Defensive skills: First you only want to focus your skills points on these type of skills. So basically defensive skills that give you that defensive boost without decreasing your attack for example are more valued so you want to max them out.
Other thing you should consider that many people don't is the increase of stats per level. Lets take Swordsman's pain barrier for example. It starts out with 15 seconds, which is a decent enough duration. But now for each skill point that you put into it, it goes up by 1 sec. It would be better if you invest into other buff skills instead like Gung Ho that go up by +5 sec each time you invest your skill. But let's not invest in Gung Ho for this build. The last thing we want is to decrease our defense, instead Concentrate is valued more because it increases our attacks without taking anything away.
Offense: You knew this was coming. Can't just have defense. Even though by choosing a tank we are leaving out diversity in attacks, what we shouldn't leave out is the power present in some of them. So we can't choose all the attacks we may want but what attacks we do choose, let's make that pretty damn powerful.
Don't just look at the attack power either. I covered some of this in Battle Series: True DPS/Swordsman under section MISCONCEPTIONS. It basically talks about looking at whether the attack contains any buffs/stuns/poison, multiple attacks or less cool down times with some examples.
This is also quite important, but sadly many loose sight here. Whenever you extend a class' circle, it means that you have reached a higher rank. With higher ranks comes greater responsibility and POWER. DO NOT spend more points on the previous rank skills before checking to see whether the higher ranks ones are more powerful. Let's say you were rank 2 and spend 5 points on Umbo blow a pretty good skill with stun, knockdown and additional damage for block. Well spent points indeed. But after going to the 2nd circle you gain a higher skill called Shield Lob. Now take a look at this:
Umbo blow-Lv 15: attack 509, Shield Lob-Lv 5: attack 501
Can you see the difference. Even with Umbo blow's amazing attribute skills[Explained in Misconception section] it is still not worth spending more than 5 points on it for its weak damage output.
3. SKILL POINTS: You now need to know when to save skill points and when no to. Each class is given is 15 points, which must be used for that same class since it doesn't carry over to the next class. So this means that skill points only carry over when doing circle extensions for the same class. Now as you previously saw it is important to invest more points into higher level skills to reap more benefits. As your level increases so does the difficulty of the game. It's not enough to just play catch up or do a linear increase. In order to keep your edge over other, you have to go for an exponential one. This may seem silly or even a bad idea at first, but there are times when you have to save up those precious point. Especially when you want to extend your circle. No matter how difficult the game is right now, ti is only going to get even more challenging. That's where all those saved points are going to the future. At the same time you don't want to save up all your points and struggle. Find a reasonable balance that works for you. If you try to copy by build, you'll see that I'm saving up and redistributing a lot for the Peltasta class with its three circles. Due to this I have maximized the 'Value' i am getting from my precious skill points. This now gives me a overall edge over the other. I hope you can see my point.
MISCONCEPTION: See the small circles under each skills? These are called attributes. Now you shouldn't confuse the attributes with skills that you learn. So each specific class has some unique or common attribute Skills that it shares with other classes. Unlike class Skills, which you can learn by changing classes or extending circles, these attributes skills can be learned by going to the 'Master Class' NPC in cities. You might have seen it mentioning something about increase per attribute level. These levels are specific to each attribute skills and can reach a max up to what the attribute mentions. Now even after learning these skills, you can't use it as it is. These attribute skills have to be used in combos with class skills. Each class skill will active a certain attribute skills, which is indicated by the circle under each class' skills. When deciding to leave out a weak skill make sure you also pay attention to its attributes before deciding.
COMPARISON WITH OTHER BUILDS : This section focuses on comparing this particular build with its closest competitors.
DISCLAIMER: I mean no disrespect to the other builds nor their creators out there. All the comparisons will be between popular builds present in this wiki. You have full rights to disagree.
DECISION TIME: This is a fun section meant to help players decide between two conflicting options, that they'll eventually come across.
WHAT MOST PEOPLE AGREE ON:
From all the builds I've seen most people agree on taking the three circles of Peltasta, since the other alternatives such as Hoplite and Rodelero while showing shields on their skills don't have any sort of defensive skills whatsoever.
Most people also agree on going with Squire due to its all enemies on scree including Boss trapping skills (You'll want to max this) and armor enhancing skills ( What better way to be a tank for your party, than making them all tanks?. Max out).
Finally, we come to the section that causes all the debates. The Centurion Class. This class was meant to be played with a true tank. It works so well by amplifying all those tanky decisions you made down the road and making all those scarifies on the attack so damn worth it. Most serious tank builds will consider extending Centurion for a 2nd circle atleast, to minimize the wasted potential. In order to shorten this guild we will now reach the final conclusion by going through the build battles and seeing what the top 3 tank builds have done right or wrong and reach our conclusion on the 'True Tank' build.
BUILD BATTLE: Here I will compare my builds to the Top 3 builds in the same category and see how they fare. I will start with the most popular to least.
NOTE: Due to all the changes and overhauls in the build system. Many of the top builds have become outdated. So a comparison with them will not be a very fair one. This can take place once we have more updated builds in the list.
STAT BUILD: Since there are a lot of skills in this build that decreases your damage as much as 50% not to mention all the decent damage skills and variety you miss out on. So let your Skill build take care of the tank part and develop your stats in a balanced way. Because as I said ToS is very grindy and you're going to need all the attack you can get. I'd say follow the Extremely Versatile Swordsman Build. you could add a extra 10% from attack to defense if you want. Also remember one important thing. As soon as you feel like you have a disadvantage compare to the other or your enemies are taking too long to kill, invest in attack for a few level. That's it thanks for reading this long as guide. You can be sure that I'll continue on with this series. I have learned so much and I'm weirdly having fun.
WARNING: Most skills are still being changed/transferred or created right now. When the next Closed Beta starts I will update all of my builds with new information. Till then you can be certain that this is 'TRUE TANK' build. You can be sure I'll keep bring in the new updates to the build section as the skills are in a constant flux right now and are still being perfected. I'll append a 'New Section' to this guide if there is something to comment or inform then.
-----------------------------------------------------------------------------------------------
NEW UPDATE: AUGUST 27TH
CHANGE IN SP FORMAT OF ALL SKILLS:
There was a SP bug that displayed two different formats.
When creating builds it was displayed as
SP: [Base] * [No.#]
When viewing builds it was displayed as
SP: [Base] + ( [No.#] * Skill Level)
More information can be seen here:
http://forum.tosbase.com/viewtopic.php?f=20&t=1348&p=7653#p7653
FIX: So from now onward all SP will just be displayed as a numeric value. So all of you can now revise your builds by factoring the increase in SP per level.
-----------------------------------------------------------------------------------------------
New Update: September 5th
Right now you can't use any other skills while in with a Centurion. Though doesn't mean all the block and defense skills are useless. But, yes, just don't expect any combos. They may update this in the future to reward players with specific builds. I'll keep you posted.
-----------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------
UPDATE: NOVEMBER 10TH
Since, this build was released many more skill details have been revealed and some balance issues have been fixed. So I'll do a complete over haul and change to it. I'll also add a new section on what I think is significant. This isn't a perfect build and never will be. But, I'll continually try to improve it, make changes to it based on comments and keep this build relevant. Update to follow~
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Rank 1
![]() ![]() Swordsman |
![]() 5 / 5 5 Video Thrust: Enhance Type: Passive * Increases the damage dealt on an enemy with [Thrust] by 0.5% per attribute level * +10% added damage at maximum level Swordsman 1st Circle required Thrust: Continuous Attack Type: Active * Activates consecutive attacks when using [Thrust] by 1% chance per attribute level * Increases SP consumption by 10% Swordsman 1st Circle required Thrust: Bleeding Type: Active * Inflicts [Bleeding] on stunned enemies for 5 seconds with [Thrust] * Bleeding damage is proportional to character's STR * Increases SP consumption by 10% Swordsman 2nd Circle required Thrust [Physical] - [Pierce] Push the point of your weapon into enemies, performing a strong piercing attack. Level 5: Attack: 169% AoE Attack Ratio: 1 SP: 19 Type: Melee / Attack Cooldown: 10s ![]() 4 / 5 3 Bash: Enhance Type: Passive * Increases the damage dealt on an enemy with [Bash] by 0.5% per attribute level * +10% added damage at maximum level Swordsman 1st Circle required Bash: Splash Type: Active * Increases AoE attack ratio of [Bash] by 1 per attribute level * Increases SP consumption by 10% Swordsman 2nd Circle required Bash: Knockdown Type: Active * Enemies hit by [Bash] are knocked down * Increases SP consumption by 30% Lv3 Bash required Bash [Physical] - [Slash] Inflict damage on an enemy with a powerful attack. Level 4: Attack: 191% AoE Attack Ratio: 0 SP: 18 Type: Melee / Attack Cooldown: 6s ![]() 5 / 5 Concentrate: Enhance Type: Passive * Increases additional damage of [Concentrate] by 1% per attribute level Lv3 Concentrate required Concentrate Increases your attack damage. Level 5: Additional Damage: +11 Number of Hits: 10 Duration: 45 seconds SP: 24 Type: Melee / Buff Cooldown: 20s ![]() 1 / 5 Pain Barrier: Duration Type: Active * Increases [Pain Barrier] duration for 5 seconds * Increases SP consumption by 10% Swordsman 3rd Circle required Pain Barrier Temporarily grants immunity to being affected by knockback, knockdown and stagger. Also increases the chance to resist status abnormalities. Level 1: Duration: 15 seconds SP: 32 Type: Melee / Buff Cooldown: 39s |
Rank 2
![]() ![]() Peltasta |
![]() 5 / 5 2 Umbo Blow: Enhance Type: Passive * Increases the damage dealt on an enemy with [Umbo Blow] by 0.5% per attribute level * +10% added damage at maximum level Peltasta 1st Circle required Umbo Blow: Stun Type: Active * Enemies hit by [Umbo Blow] have a 5% chance per attribute level to become afflicted with [Stun] for 3 seconds * Increases SP consumption by 10% Peltasta 1st Circle required Umbo Blow: Add Knockdown Type: Active * Enemies hit by [Umbo Blow] will be knocked down * Increases knockdown power by 40 per attribute level * Increases SP consumption by 10% Peltasta 1st Circle required Umbo Blow [Physical] - [Strike] Use the bump of your shield to attack enemies. Deals additional damage to enemies staggered by a block. If the attack is accurate, 30% of your shield's physical defense is added as extra physical attack and provocation applies 50 times higher. Level 5: Attack: 297% AoE Attack Ratio: 2 SP: 33 Type: Melee / Attack Cooldown: 12s Required Stance: OneHandSwordShield, OneHandSpearShield, RapierAndShield ![]() 2 / 5 Swash Buckling: Focused Defense Type: Active * Decreases the damage taken by 5% per attribute level for 10 seconds when using [Swash Buckling] Peltasta 1st Circle required Swash Buckling: Provoque Specialty Type: Active * Increases [Provoke] effects by 10% per attribute level when [Swash Buckling] effect is applied Peltasta 2nd Circle required Swash Buckling: Maintain Provocation Type: Active * Increases duration of [Swash Buckling] by 1 second per attribute level Peltasta 2nd Circle required Swash Buckling Hit your shield to provoke nearby enemies making them pursue you. Provoked enemies' movement speed increases, and become immune to provoking skill for 30 seconds. Level 2: Targets 8 Provoke duration 5 sec Increases max. no. of targets by 8 for 35 sec SP: 24 Type: Melee / Attack Cooldown: 20s Required Stance: OneHandSwordShield, OneHandSpearShield, OneHandSwordDagger, OneHandSpearDagger, RapierAndShield, RapierAn ![]() 5 / 5 Guardian: Evasion Type: Active * Increases character's evasion by 50 per attribute level when [Guardian] is active * Increases SP consumption by 10% Peltasta 1st Circle required Guardian: Reduce Damage Type: Active * Reduces damage received by 20% while [Guardian] is active * Increases SP consumption by 30% Requires Peltasta Circle 2, Guardian Lv 6 Guardian Increases your physical and magic defense. Cannot be used with Gung Ho. Level 5: Physical and magic defense +100% Duration 32 sec SP: 28 Type: Melee / Buff Cooldown: 50s |
Rank 3
![]() ![]() Peltasta |
![]() 10 / 10 Guardian: Evasion Type: Active * Increases character's evasion by 50 per attribute level when [Guardian] is active * Increases SP consumption by 10% Peltasta 1st Circle required Guardian: Reduce Damage Type: Active * Reduces damage received by 20% while [Guardian] is active * Increases SP consumption by 30% Requires Peltasta Circle 2, Guardian Lv 6 Guardian Increases your physical and magic defense. Cannot be used with Gung Ho. Level 10: Physical and magic defense +100% Duration 47 sec SP: 46 Type: Melee / Buff Cooldown: 50s ![]() 5 / 5 Shield Lob: Enhance Type: Passive * Increases the damage dealt on an enemy with [Shield Lob] by 0.5% per attribute level * +10% added damage at maximum level Peltasta 2nd Circle required Shield Lob: Splash Type: Active * Increases AoE attack ratio of [Shield Lob] by 1 per attribute level * Increases SP consumption by 30% Peltasta 2nd Circle required Shield Lob [Physical] - [Strike] Attack an enemy by throwing your shield. Your shield drops on the targeted area, and your physical defense decreases based on the value of the equipment. The shield may be picked up immediately, or it will automatically return to your inventory after a certain amount of time. The decreased physical defense will return back to normal once your shield is back in your inventory. If the attack is accurate, 30% of your shield's physical defense is added as extra physical attack and provocation applies 50 times higher. Level 5: Attack: 276% AoE Attack Ratio: 3 SP: 30 Type: Melee / Attack Cooldown: 14s Required Stance: OneHandSwordShield, OneHandSpearShield, RapierAndShield ![]() 5 / 5 High Guard: Rim Blow Speciality Type: Active * [Rim Blow] damage increases 60% when [High Guard] is active * Damage increases by 10% per attribute level starting at Lv 2 Lv6 Rim Blow required High Guard: Umbo Blow Speciality Type: Active * [Umbo Blow] damage increases 60% when [High Guard] is active * Damage increases by 10% per attribute level starting at Lv 2 Lv6 Umbo Blow required High Guard Switch into an active defense stance using your shield. Increases your block. Level 5: Block +250 Duration 30 sec SP: 37 Type: Melee / Buff Cooldown: 60s Required Stance: OneHandSwordShield, OneHandSpearShield, RapierAndShield |
Rank 4
![]() ![]() Peltasta |
![]() 3 / 15 Swash Buckling: Focused Defense Type: Active * Decreases the damage taken by 5% per attribute level for 10 seconds when using [Swash Buckling] Peltasta 1st Circle required Swash Buckling: Provoque Specialty Type: Active * Increases [Provoke] effects by 10% per attribute level when [Swash Buckling] effect is applied Peltasta 2nd Circle required Swash Buckling: Maintain Provocation Type: Active * Increases duration of [Swash Buckling] by 1 second per attribute level Peltasta 2nd Circle required Swash Buckling Hit your shield to provoke nearby enemies making them pursue you. Provoked enemies' movement speed increases, and become immune to provoking skill for 30 seconds. Level 3: Targets 9 Provoke duration 5 sec Increases max. no. of targets by 9 for 35 sec SP: 27 Type: Melee / Attack Cooldown: 20s Required Stance: OneHandSwordShield, OneHandSpearShield, OneHandSwordDagger, OneHandSpearDagger, RapierAndShield, RapierAn ![]() 15 / 15 Guardian: Evasion Type: Active * Increases character's evasion by 50 per attribute level when [Guardian] is active * Increases SP consumption by 10% Peltasta 1st Circle required Guardian: Reduce Damage Type: Active * Reduces damage received by 20% while [Guardian] is active * Increases SP consumption by 30% Requires Peltasta Circle 2, Guardian Lv 6 Guardian Increases your physical and magic defense. Cannot be used with Gung Ho. Level 15: Physical and magic defense +100% Duration 62 sec SP: 64 Type: Melee / Buff Cooldown: 50s ![]() 7 / 10 Shield Lob: Enhance Type: Passive * Increases the damage dealt on an enemy with [Shield Lob] by 0.5% per attribute level * +10% added damage at maximum level Peltasta 2nd Circle required Shield Lob: Splash Type: Active * Increases AoE attack ratio of [Shield Lob] by 1 per attribute level * Increases SP consumption by 30% Peltasta 2nd Circle required Shield Lob [Physical] - [Strike] Attack an enemy by throwing your shield. Your shield drops on the targeted area, and your physical defense decreases based on the value of the equipment. The shield may be picked up immediately, or it will automatically return to your inventory after a certain amount of time. The decreased physical defense will return back to normal once your shield is back in your inventory. If the attack is accurate, 30% of your shield's physical defense is added as extra physical attack and provocation applies 50 times higher. Level 7: Attack: 306% AoE Attack Ratio: 3 SP: 37 Type: Melee / Attack Cooldown: 14s Required Stance: OneHandSwordShield, OneHandSpearShield, RapierAndShield ![]() 10 / 10 High Guard: Rim Blow Speciality Type: Active * [Rim Blow] damage increases 60% when [High Guard] is active * Damage increases by 10% per attribute level starting at Lv 2 Lv6 Rim Blow required High Guard: Umbo Blow Speciality Type: Active * [Umbo Blow] damage increases 60% when [High Guard] is active * Damage increases by 10% per attribute level starting at Lv 2 Lv6 Umbo Blow required High Guard Switch into an active defense stance using your shield. Increases your block. Level 10: Block +400 Duration 30 sec SP: 58 Type: Melee / Buff Cooldown: 60s Required Stance: OneHandSwordShield, OneHandSpearShield, RapierAndShield ![]() 5 / 5 2 Butterfly: Enhance Type: Passive * Increases the damage dealt on an enemy with [Butterfly] by 0.5% per attribute level * +10% added damage at maximum level Peltasta 3rd Circle required Butterfly [Physical] - [Strike] Use your shield and sword to attack multiple times. When the attack is accurate, adds 100% of shield's physical defense to your physical attack and applies x50 provocation. Level 5: Attack: 275% x 3 AoE Attack Ratio: 2 SP: 33 Type: Melee / Attack Cooldown: 25s Required Stance: OneHandSwordShield, OneHandSpearShield, RapierAndShield |
Rank 5
![]() ![]() Squire |
![]() 5 / 5 Arrest: Slow Type: Active * Applies [Slow] with a 4 seconds duration after [Arrest] ends * Increases duration of [Slow] from Lv2 by 0.4 seconds per attribute level * Increases SP consumption by 10% Squire 1st Circle required Arrest: Defense Weakened Type: Active * Decreases physical defense of enemies affected by [Arrest] by 2% per attribute level. * Increases SP consumption by 20% Squire 1st Circle required Arrest Bind all enemies, including boss monsters, to prevent them from moving. Level 5: Maximum Targets: 6 Duration: 10 seconds SP: 66 Type: Melee / Attack Cooldown: 52s ![]() 3 / 5 Repair: Service Type: Active * When repairing equipment with [Repair], gives a 5% chance per attribute level to repair twice the original value Squire 1st Circle required Repair Opens a shop to repair damaged equipment. Items can be repaired beyond their maximum durability and last longer. Shop prices increase when installed in a map with a dungeon. Level 3: Repairs over 3 durability SP: 0 Type: Melee / Attack Cooldown: 60s |
Rank 6
![]() ![]() Centurion |
![]() 3 / -950 Conscript Create a formation that calls on the squads members. Level 3: Able to assemble 6 squad members SP: 58 Type: Melee / Buff Cooldown: 22s ![]() 5 / -950 Phalanx: Slow Type: Active Inflicts [Slow] when an enemy's attack is blocked while in the [Phalanx] formation. Increases the duration of [Slow] by 4 seconds per attribute level. Centurion 1st Circle required Phalanx Change to the Phalanx formation. All of the squad members' block will be focused to the 3 in the front row. Level 5: Additional Block: +50 Consumes 1% SP every 2 seconds SP: 76 Type: Melee / Buff Cooldown: 0s ![]() 5 / -950 Crane Wing: Change Formation Type: Active Changes the shape of the [Crane Wing] formation. Changes into a shape that will lure enemies more deep inside. Centurion 1st Circle required Winged Formation Change to the Crane Wing formation. Decreases the defense of enemies within the formation while targeting the leader. Level 5: Defense: -65% Consumes 1% SP every 2 seconds SP: 79 Type: Melee / Buff Cooldown: 0s ![]() 1 / -950 Schiltron: Healing Time Type: Active Decreases a member's HP recovery time by 2 seconds per attribute level while in the [Schiltron] formation Increases SP consumption by 20% Centurion 1st Circle required Schiltron Formation Change to the Schiltron formation. All squad members will stop at once while raising their weapons to prevent from enemies rushing in. Level 1: Consumes 1% SP every 2 seconds Maximum Level: 1 SP: 45 Type: Melee / Buff Cooldown: 0s ![]() 1 / -950 Change Direction Realign direction of formation to leader's view. Level 1: Rearrange in line with leader's direction. Maximum Level: 1 SP: 33 Type: Melee / Buff Cooldown: 0s |
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