Tree of Savior Forum

[Guide] Tanking, Murmillo and Rank 8

Yeah I saw that, updated my OP to include this info but will not add any info yet regarding classes which use these weapons because it’s still very early days and things can change a lot in 1-2 patches. Will give it some time.

pardon, but i disagree. i tested this like a hundred times. anyway, let’s say that damage do provoke monsters, bare in mind that peltasta tankers will gonna have trouble keeping aggros on hold now that Guardian was revised to percentage reduction, in conjunction with high guard, there’s no damage coming out at all. and we definitely cannot tank with these buffs.

lol, inb4 swordsman discrimination. that ruined the purpose of this thread.

no one should play tank anymore.

In my OP I mentioned that Guardian has received further changes in KTOS:

Guardian - Physical Defense increase was recently changed to 10.2% + 1.8% per skill level and physical attack reduction was changed to 2% + 0.9% per skill level (Source).

This means at Guardian lv 15:

Physical defense = +35.4%
Physical attack = -14.6%

Which makes it much more useable.

You said damage doesn’t provoke monsters and you’ve tested it a hundred times. What levels did you test this with? Because for me, starting from rank 6 onwards I start to notice it, and then from rank 7 onwards when everyone gets their final rank, the difference is definitely noticeable.

I hate this as well, but the fact is that currently Earth Tower lv 1-20 do not require tanks at all. In fact, a tank drags the party down as they use up heal tiles, whereas Cryo/Chronos can do the same job better without taking anywhere near as much damage, plus offer better support buffs to the group.

However, things could change in the future. A very easy change to make tanks viable again is by introducing monsters that are fast, hit hard and are immune to cc’s. This way they can’t be stopped by Cryo’s Frost Pillar or Chrono’s Stop/Slow.

Regardless, tanks are still fun to play in a way. Dragging a whole room of monsters into an elememe’s ground AOEs is pretty satisfying.

Edited stats recommendation to DEX. With few stats to play with, DEX benefits you more (eg. 100 DEX > 100 STR)

Hi @GoldenCross
About choosing between STR and DEX, isn’t better havin higher damage (even if you’ll put just a maximum of 100 points or less in STR) than rather count on a low crit chance to do more damage?
I don’t actually know much about it, but it seems like that the benefit from DEX isn’t so superior at all from the benefit given from STR (or at least in PvE).

100 STR adds very little to your base damage. STR is flat scaling, so each point increase = a set number. When Murmillo skills come, they have 7000-8000 base damage each skill and they’re single hit. Adding 100 damage from your 100 STR won’t do a lot.

100 DEX on the other hand, will raise your crit by noticeable amounts and if you crit, it’s +50% damage.
100 DEX also gives you dodge - even though it’s low, every bit counts as a tank. There are times where you need to move and can’t hold C down to block, so evasion will help that.
Finally, accuracy - for future-proofing, in case there are monsters past lv 280 with high dodge and your +3 gloves isn’t enough anymore and you start missing. You can’t afford to miss your hits.

Well, but with 100 points on STR you should reach 210 STR so you’d get around +200 Physical damage, which means around 500 physical damage (just counting base damage without gears and stuff).
It wouldn’t be as effective as a crit tho, but at higher levels with around 150-200 crit rate you’d not have such high critical chance. Not a clear idea on how crit rate works on TOS tho, I may be wrong I guess.
At this point point DEX may be superior, I mean counting evasion and accuracy too as you mentioned.
Still don’t know tho xD

Hi!

I’ve been playing Pelt C3 for quite sometime now and I’ve been enjoying it so far as a full tank, I feel like I have the responsibility to make my team mates stay alive with the heal of Cleric Class. I also play as the leader of the party since I should be the one who should face the Mobs/Boss first.

These are the skills that help me with my job.

Level 1 Guardian w/ Max Dodge Attribute with a little bit DEX on my build @ Level 160 with 60 Dex. (will give you the current Dodge stat when I come home)

Level 3 High Guard w/ Max Def Attribute w/c gives me 50 solid Def.

Level 5 Pain Barrier w/c allow me to Hold the aggro w/o being knocked down.

Holding C (Guard) and Wise Positioning w/c is away from my party mates.

Arrest Level 2 at the moment w/c lets me hold the Boss that are changing target any moment.

Hope this helps :slight_smile:

looks like pelta’s buff is good

Where’s the patch notes for this week?

already release here http://tos.nexon.com/community/tosnotice/view.aspx?n4ArticleSN=464

but not translate it yet

just went through this, not much change for swordsman but a lot of new content added.

Thanks for the link, I might do the translations in a new topic

Hi GoldenCross! You say that shinobi’s bunshin make me take too much damage as a tank, but i don’t understand, there is an attribute “Bunshin no Jutsu: Decreased Damage” and it says = Decreases damage taken by 4% per attribute level when there are at least 2 clones from [Bunshin no Jutsu]. Wouldn’t Bunshin a tool of a tank? I didn’t found anything pointing that you take more damage while bunshin is active. Would you show me where it is?

As a Shinobi I can answer for you instead. GoldenCross might be referring to the old Bunshin that made you take 5x more damage (1x per clone). That was ridiculous and painful, only useful for bossing. It’s now been changed to 50% more damage taken (10% per clone). So with attribute only 30% more damage, or no extra damage with 2 clones. I always use 5 clones no matter the map as your kill speed will far outweigh the 30% extra damage received.

Sounds awesome right? Pop 2 clones as a tank to help DPS. In reality, with a half decent grind party mobs are dead by the time your Bunshin finish channeling. Also while you’re channeling Bunshin you can lose aggro and give your main DPS a hard time.

By going Shinobi instead of Pelt3 though, you’ll be a rockstar against bosses. No need for rush parties, they all die in 20 seconds or less. No one queuing Siau mission? Np, go solo it. Need mats from Crystal Mines mission? Go solo that too. So in the end you’re right IMO. Shinobi will give a shield tank a huge damage boost, especially handy if you need to solo when group is not on, faster Saalus runs, etc…

Aaaah i see, thanx m8. By the way, are you the Stormriderz from Nightswatch guild?

That’s me. Am I in trouble? :cold_sweat:

In kToS, Umbro Thrust’s armor break duration is going to scale with the skill level, similar to Vertical Slash. I’d recommend trying to max out Umbro Thrust if possible if you want extra duration, otherwise the fact that it has 2 charges should be enough to cover for the AB duration.

Hi @mrcactuar13 you mean by scaling with the skill level
Level 5 Umbo = 5 sec(skill level) or 15 sec(default time)+5 sec(skill level)

I believe it’s the latter, one of the kToS translation threads should have info on it.

With your experience with shinobi, do you think that rodelero-shinobi-murmillo can be good in pvp? Or it just will be a pve build? The lack of corsair (to have a bunshin with shooting star) feels really painfull in a build like that, but i want to know if it can be usefull in a pvp focus, cause i really like the playstyle of these classes.