Author’s Note
' ' It has the elegance of a sword
The might of a shield,
How you choose to fight or yield
Its yours to wield.' '
Greetings saviors, I'm Ersakoz from Telsiai who goes by other alias such as ersako, erza , shota-jail. I have been playing shield classes during the times of Murmnobi, with him in times of glory and despair. I'm glad to say shield classes are once again revitalized in Re:Build for the sole purpose: Soaking Damage
Teaching others is both a grueling and reward experience; grueling because of the demands placed upon the pedagogue to deliver accurate content while facing the reality that not everybody will be convinced nor succeed no matter the effort ; rewarding because teaching comes a greater understanding of the needs of others by sharing in both their successes and failures , not to mention the fact that the teacher himself becomes better at this craft as he opens himself up to listening and learning from others.
As many know of my laid-back and memey approach to events in both guild and /r ToS discord ,there are times where one has to pick up his shield and be a serious aggro-whore and do his job right.
Let me introduce you to the world of Tanking
Content Page
- What is Tanking/OT
- How to Tank
- Building a Tank
- Version Log
** Content subjected to changes and modifications / updates when necessary.
Till the day i stop holding the shield
Tanking/Over Threat is a popularized terminology used by players where the player’s intention is to be the one taking in damage typically by being dangerous or detrimental, or using a game mechanic that forces it to be targeted and secondly, to ensure that they can survive this damage through sheer health points or via mitigation.
A mechanic that tanks rely on is known as “threat”, which is generated from damage and taunts. This makes monsters attack the tank. Tank units are typically central to group play, and a large amount of responsibility is placed on them. A tank’s death could cause the opposition to overrun the party as they cannot cope with the magnitude of incoming damage.
Tanking in Tree Of Savior has always been non-existent primarily due to the fact that the previous meta renders any character a tank as long as he/she has access to a good set of armor and stacking CON.
The current Tank in Re:Build is well equipped necessary with mitigation skills, threat-holding passives and abilities, at the same time able to dish out noticeable damage and acceptable cool-downs.
Although not relevant in every single PvE aspect in Re:Build, tanks still to play an important role to facilitate not only easier set-ups for teammates , but also hasten the killing process.
One Fine example i would use is non other than Zaura, the pesky Demon Lord that tends to Cyclone out of range or simply jumping away from everybody’s skills. It was really annoying to kill, and time-wasting as it keeps avoiding everybody skills. A good tank is able to control aggro, which allows him to control the direction that Zaura jumps or spin. The location where the tank pulls the target is also a vital factor in limiting Zaura’s movement.
With ToS introducing more Raid bosses with maneuvering abilities, the presence of a Tank can greatly influence and improve kill speed.
Typical Scenario of a wild Zaura out maneuvering out of everything
Positive demostration of Tanking and holding aggro
Credits ktos DC
I will simplify the process by explaining the logic in simple and easy to follow steps.
-
Skill
Using the appropriate skill in order to achieve Threat/aggro -
Terrain
Spotting and picking the right spots to keep the target in place. -
Party
Having the necessary classes and team mates to maintain your Well-being
I will go through the various passives, skills and equipment in the next section. The primary focus here would be on that of Terrain and Party.
If you played and explored the terrain of ToS long enough, you might notice most of these maps are non-linear and off uneven gradient. The high-low gradient or steps that exist in ToS are entirely aesthetics and sometimes a thorn in the side for making skills miss or not connecting entirely. Although it might look like a mere tiny/elevated step , it sometimes forces ground tile or projectile skills to miss entirely. A perfect terrain would be a place that is flat, narrow and linear.
By holding aggro in tight corners and flat ground , optimal DPS can be achieve by allowing the target to be hit. At the same time, aggro can be used to control how a target maneuver by forcing it to move in the intended direction.
Using Zaura once again as an example, you can control zaura to jump or spin against a wall, effectively removing its annoying trait in the process
Drawn with professional industry grade tools like Photoshop CS9 and Illustrator
Stylus used: ADONIT pro3
Windows Surface Pro 6
A balanced party set up would be optimal to achieve this tanking process. For the average-geared player, a combination with a healer is by far the most logical one.
Support players/main are hard to comeby in lower levels, do make friends with them!
Good friends:
KABBALIST
PALADIN
PLAGUE DOCTOR
PRIEST
Self explanatory if you know what each class do. Basically they make you less reliant on potions if needed and make your live easier. They will also help you mitigate even more damage . With the assistance of a support, you are basically immortal.
Welcome to the last and most important portion of this guide.
Building a character has been simplified in Re:Build , at the same time opening more options for Swordman players. There will be times where you will miss the old system that allows you to use more skills from classes. With the new BASE CLASS + 3 CLASS system in Re:Build, each choice plays a heavy and significant outcome and role of the character built.
Some classes are designed for a specific purpose, provide a certain unique buff/debuff or special interaction with other classes to reproduce a desired synergy. IMC have greatly improved this aspect by enabling more cross-class synergy and the introduction of autoswap.
Autoswap enables the automated use of a certain skill ( that is locked primarily to a particular weapon) and then swapping back to the default set. Do note that having the Autoswap feature requires the user to equipped the secondary weapon in his/her alternate equipment slot
Demostration of autoswapped Dagger Finish when shield is equipped.
This thus removes the original restrictions of shield class. Re:Builds allow 2 hand wielding swordsman to benefit from Peltasta’s Buffs while using their main weapon. However this might not be an intended design and overlooked by IMC.
Also, Block has be changed to mitigation all forms of damage by 50% instead of entirely nullifying physical damage.
An ideal build should be:
- Not having too many classes with skills, you cant use all of them
- Take classes that provides strong debuff/ buffs
- best to have balance of buffs + skills ( and no CD issue)
- cross-class synergy
I will be highlighting several prominent classes that are capable of mitigating or reducing damage to stay in topic. I have hyper-linked resources to the mentioned classes and passives for the reader’s convenience
SWORDSMAN
Provoke
Provoke is a passive available to all swordsman classes.
It Increases threat values when attacking enemies by 50% per attribute level. (Max lvl 10)
This applies to all of swordsman classes, enabling it to maintain threat aggro easily.
PELTASTA
Pelt is the starter pack to every tanker’s kit. It is designed to have defences bonuses , as well as damage mitigation. Threat passives also allows it to mantain aggro with ease.
Peltasta: Double Provocation
Increases threat levels by 2 times when attacking the enemy with Peltasta skills
Swash Buckling
Hit your shield to taunt nearby enemies into pursuing you. The movement speed of threatened enemies increases, and they become immune to threat for 30 seconds. Duration of debuff is fixed at 10s across all levels and levels only increase the number of targets taunted. It is a top tier taunt/threat as it can pull targets that arent aggroed to you for 10s. However when the debuff ends, the target will return to the one with the highest threat.
Duration can be increased with [ [Swash Buckling: Maintain Threat] ] up to a max of 15s (https://tos.guru/itos/database/attributes/102027)
Hard Shield
Basically the best part of Pelt now is non other than this Buff.
Increases your defense in proportion to the defense values of your currently equipped shield.
Defense Increase: [Shield Defense] x 200%
Duration: 300 seconds
It encourages/rewards players to invest and transcend their shield.
Guardian
At level 5, it reduces the physical and magic damage you receive from enemies, and increases your AoE defense ratio.
Physical and Magic Damage Taken: -40%
AoE Defense Ratio: +10
Duration: 15 seconds
Best used when faced with heavy/hard-hitting windows while waiting for your healer Healing abilities to be off-Cool down
Umbo Blow
But Why?
Use the bump of your shield to attack enemies. Deals additional damage to enemies staggered by a block. If the attack is accurate, threat values apply 10 times higher.
it provides a 2 lines of damage when target is staggered. Staggered debuff is triggered by successfull blocking of a skill. This was actually nerfed not too long ago from 50X. ( Actually data-ming tells otherwise, it was 100X threat ). Despite the nerf, it is still entirely relevant
I will use an old clip to demostrate how the double hit works
At max level it does 349%. 2 OH , 10s CD
x2 with easy block, x 10 with passive , x 2 with Pelt passive, x 1.5 with swordsman provoke.
with no attribute, and at 2 OH it is equivalent to: 20 940% SFR worth of threat value
The other pelt skills have similar effect but arent worth taking due to their long Cooldowns and bad animation. Remember my point mentioning have too many skills is bad? Umbo does considerable damage at a very low cooldown.
Another newbie friendly attribute introduced to Shield Classes in Rebuild is:
Identical attributes can be found in Rodeo, Murm as well
Peltasta: Shield Attack
- [Rim Blow] / [Shield Lob] / [Umbo Blow]
- Shield attack skills use not your main weapon attack, but your shield’s physical defense values as attack instead
This allows a user to allow his skill to scale from his shield instead of the main weapon. Its ideal for people who already own a T10 shield and a weak main hand. Shield Attack attribute only calculates from the physical def of the shield .Extra bonuses from stats are not included
However they still receive buffs as long you wield the required weapon.
[Rim Blow] / [Shield Lob] / [Umbo Blow] +50% from Murm Helm
The template build i use is:
If you are using it for HG farming and want to taunt many targets, you can add less umbo blow for it. Do keep in mind , there is no FIXED build. It depends entirely on the character’s purpose.
HG: need taunt
Bossing : need threat level
Purpose are different
RODELERO
Rodeo in Re:Build is now an arsenal of skills with moderate CD, decent damage. However popularity is low as it does not really provide a timed buff. It is a defense class designed to be reactive and not passive.
A unique trait of Rodeo is how involves 30% scaling from user’s shields. Once again, it rewards users for investing and transcending a shield.
Shooting Star
Unique PVP based skills are also included like:
Shield Bash
Use your shield to ignore the enemy’s block and attack. Shocks affected targets and deals increased damage to Plate-armored enemies.
Skill Factor: [SkillFactor] % AoE Attack Ratio: [SkillSR] Deals +100% damage to Plate armor enemies [Shock] Duration: 10 seconds
Shield Shoving
Use your shield to interrupt enemies. The target is turned around and becomes momentarily unable to act. Affected enemies become vulnerable to Strike attacks.
it is a mini-stun that provides a 30% strike debuff
Shield Push)
Use your shield to interrupt enemies. The target becomes afflicted with [Unbalanced]. Chance to knock down and reduce the defense of enemies affected by [Unbalanced]. Attacking the enemy from the back deals increased damage.
It has a unique unbalanced debuff that reduces the target defence up to 15% at maximum level. In this Unbalanced state, targets subjected to hits are also pushed and knocked down. However it only affects lesser bosses. Targets are also silenced in this state
Shield Charging
Use your shield and dash to push enemies away. Enemies nearby fall down when hit with the shield. Your block and physical defense increase while Shield Charge is active.
If the Sprint buff is active, affected enemies have their movement speed reduced.
It is one of the reactive defensive skills as mentioned earlier. It doubles defences at max level when the shield charging buff is active
Slithering
Hold down the key to crouch and move forward. While slithering, you cannot be knocked back or knocked down, your block increases and your damage taken is reduced. Triggers an attack immediately after movement has ended.
If the Sprint buff is active, Slithering’s movement speed penalty is cut in half, and affected enemies turn around.
Basically you hold down the skill to be in slithering status to reduced oncoming damage by 50% and increase block rate by 50%
Rodeo are a pain in the ass to build as they differ in both PvE and PVP skill distributions.
My ideal PVE build would be:
Targe smash has the worse and slowest animation in the whole universe of ToS. Use it when really run out of skills to use. The 100% bonus shock synergy is the only redeeming feature of the skills.
i have not really used Rodeo in my PVP builds , but i was forced/convinced to use Rodeo, my build would be:
Montano has a very good and useful slow debuff.
Shield Charge and Slithering are excellent escape skills. You can even sprint with it to overcome the movement debuff as well as holding it when others are CC-ing you. (Holding it down in Frost Pillar/Raise)
However due to limitations of circle choices, i dont pick Rodeo in my PVP shield class due to the fact that i value the buffs of other class more. Rodeo isnt bad, its just we are constrained only by 3 choices.
Another well kown fact of picking Rodeo is it allows the user to enjoy shield benefits while wielding a rapier with Fencer: Offensive Rapide
[Targe Smash] / [Shield Charge] / [Shield Bash] / [Shield Push] / [Shield Shoving]
- 50% from Murm Helm
TEMPLAR
Templar is a GVG exclusive class that shines really well in oriented team play
I will focus mainly on the defensive capabilities for this one.
Shield Charger
Build a Shield Charger that grants guild members with a protective Shield Gauge. The shield’s durability recovers automatically once it reaches a certain threshold and caps at 2 times the recipient’s max HP.
This skill requires a [Shield Charger] item to install.
Shield Amount: 40% of caster’s HP
Shielded Allies: 5
Duration: 60 seconds
Requires Shield Charger x1
Self explanatory, easy HP buff
Non-Invasive Area
Create a non-invasive area around yourself that pushes enemies to the outside.
Duration: 10 seconds
Number of Pushes: 15
Consumes 52 SP per second
Basically a shinra tensei
MURMILLO
Basically the best class that can offer Tank like status without the use of Pelt Buffs, and strong enough to be to be a semi-DPS class. Re:Build has enabled Murmillo to maintain its defensive design without losing its DPS edge. The pre Re:Build design murmilo was a failure of a design due to it’s weak skills and high CD. It has transited into a low CD class, with decent DPS if properly geared, at the same time maintaining its position as the best tank role to have in both PvE and PvP
Cassis Crista
Equip your Cassis Crista and prepare for battle. While the helmet is equipped, any physical attack damage you receive is reduced by 50%, and attack skills using the helmet have their damage increased by 50%. Use the helmet again when it’s equipped or mount a companion to remove the helmet.
(Does not allow for automatic weapon swap.)
Worse part about this now is the annoying 60s duration which you have to refresh every now and then.
It reduces all incoming damage by 50% (Physical, magic, DoT ) and a 49% chance to resist all forms of debuffs. Using a helm also boost helmet and some skills by a significant amount.
Helm vs No Helm
The only defensive ability is that from the helmet, while the rest are primarily offensive in nature.
Evade Thrust
Lunge your sword at the enemy’s neck while defending yourself behind your shield. Your damage taken from magic attacks is reduced and your block chance increases while you are attacking with [Evade Thrust]. Damage on bleeding enemies is increased.
Skill Factor: 544%
AoE Attack Ratio: 3*
[Bleeding] enemies receive damage increased by 50%
Magic Damage Received: -30%
Block Chance: +40%
At first glance it might look like an ordinary skill with sub par skill factor. The 50% bleed synergy renders it as one of the best skills murm has to offer. Pairing it with Hoplite is an obvious choice due to [pierce] typing synergy. The low CD and 3OH of Evade Thrust makes it his main DPS skill in PVE.
If invested at max attribute, it is a whopping 870%per thrust and 1305% on Bleeding targets.
Frenzied Slash
Perform a long leap forwards and strike foes on the ground. Enemies hit are temporarily stunned.
This is a 1 pointer, worthy for ranged target stunning or escape. However it tends to bug now where user is teleported back to original location if Hit.
Headbutt
Headbutt an enemy and turn them around. Attacked enemies have a chance of becoming stunned, and stunned enemies receive additional damage from this skill.
If Dragoon Helmet is active, Headbutt’s property changes from Strike to Pierce.
Basically a 100% boost when Helmet is equipped
and another bonus 50% when stunned
Scutum Hit
Swing the shield to attack enemies in front of you.
Enemies outside of a certain range become afflicted with Bleeding.
Basically nerfed from 3 OH + built-in stun into a 1 OH skill. It deals decent damage and gives a chance to bleed. ( Evade thrust Synergy) . Bleed scales to STR stat
Scutum hit + 50% when helm equipped
Shield Train
Rush ahead with your shield and push enemies forward. Then, strike the ground with your shield to gather the enemies in front of you. Gathered enemies become temporarily unable to move.
Another 1 pointer skill due to it’s long CD and subpar SFR. Primarily used as a mob gathering mechanism.
You can adjust the direction of both the first and second hit of shield train in the desired orientation
Shield train +50% when helm equipped
However, in PVP Murm Builds, max shield train is more valued over Evade Thrust
Grab your target and swing them in the air, making them vulnerable to Strike attacks and stuns. Repeatedly use the skill while your target is held to headbutt them and deal damage to nearby enemies.
Additional damage is applied when equipped with a helmet.
Emperor bane +50% when helm equipped
Other skills cant be use in this state , unless “connected” target is dead. It also provides a strike debuff in the cases of bosses. Disabling bosses with Emperor’s Bane is not possible, however you can stun them
Recommended build (PVE) :
Updated: 16/3/19
This thus concludes my guide on classes.
- WEAPON
- ARMOR
- CARD
WEAPON.
Depending on your main class, you might be restricted to them in the form of 2 handed weapons. However you still can have Shield equipped on 2nd Equipment slot to benefit from some shield buffs. With the Shield Attack attributes found in pelt,rod and murm tree you can also use scaling from shield.
Spear is a popular 1h weapon choice due to its versatile nature. It also open you top options like hoplite which is a very good crit-based class. Swords were also designed for use in most of the shield classes, however you are locked out from classes that a spear man would also enjoy.
For newbies who have wizards or clerics, you can considering owning a mace to be shared between them and your swordsman. This is an economically friendly option at the expensive of having less physical attack as compared to other swordsman 1h weapons.
ARMOR
Very Straight forward, and depends on what you want to achieve.
But if you want to tank, pick either cloth or plate due to the mitigation bonus.
Anti Magic bonuses are easily obtainable via Enchanter’s buffs, and with the removal of block nullifying physical damage completely, Plate is currently the top option for armors.
CARD
List of Monstercard and their effects:
- Every character will now have a total of 12 card slots, regardless of Rank.
- Monster cards are now divided into 4 groups, each characterized by a different frame color: Red, Blue, Green and Purple.
- You can equip up to 3 cards of each color group.
- To equip a card, open the Monster Cards slot UI and right-click or drag the card to equip.
- To unequip a card without reducing its level by -1, you will need to use 200K silver
Reds:
(Bleeding synergy with EV thrust)
3 X Prison Cutter
Bleed scales to STR
or
3 X Velnia Monkey
Poison less recommended since it ticks slower/no STR scaling
Purple:
Used in conjunction with your choice in Red.
2 X Biteregina for VELNIA MONKEY
2 X Rajapearl for PRISON CUTTER
+
1 X Gazing Golem
You can go 3 proc cards instead of 2:1 ratio if you feel the rates are underwhelming
Blues:
3 or 2:1 Ratio using:
Nuaele (magic def) or Zaura(Physical def)
Budget option:
Armaos % CHANCE , generate shield
Greens:
3 X Blut CON
Alternatives:
Netherbovine STR
Simorph STR/CON
[ V1.00] 26/1/19
- Guide updated to with the following:
- What is Tanking/OT
- How to Tank
- Building a Tank
- Version Log
[V1.01] 8/2/19
- Corrected Values and Bonus for Murm Helm - skill interaction
[V1.02] 10/2/19
- Highlighted and edited common misconceptions about Shield Attack Attribute
[V1.03] 16/3/19
-Updated changes to Murm Helm damage reduction, and updated skill build for AOE update
Credits:
Iriez
Lymsleia
Mevius
for their never ending passion towards swordsman