murmillo can now use 1h spear patch note release from ktos
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 itâs 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, letâs 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, thereâs 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 doesnât provoke monsters and youâve 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 ccâs. This way they canât be stopped by Cryoâs Frost Pillar or Chronoâs Stop/Slow.
Regardless, tanks are still fun to play in a way. Dragging a whole room of monsters into an elememeâs 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, isnât better havin higher damage (even if youâll put just a maximum of 100 points or less in STR) than rather count on a low crit chance to do more damage?
I donât actually know much about it, but it seems like that the benefit from DEX isnât 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 theyâre single hit. Adding 100 damage from your 100 STR wonât do a lot.
100 DEX on the other hand, will raise your crit by noticeable amounts and if you crit, itâs +50% damage.
100 DEX also gives you dodge - even though itâs low, every bit counts as a tank. There are times where you need to move and canât 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 isnât enough anymore and you start missing. You canât afford to miss your hits.
Well, but with 100 points on STR you should reach 210 STR so youâd get around +200 Physical damage, which means around 500 physical damage (just counting base damage without gears and stuff).
It wouldnât be as effective as a crit tho, but at higher levels with around 150-200 crit rate youâd 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 donât know tho xD
Hi!
Iâve been playing Pelt C3 for quite sometime now and Iâve 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 
Whereâs 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 shinobiâs bunshin make me take too much damage as a tank, but i donât understand, there is an attribute âBunshin no Jutsu: Decreased Damageâ and it says = Decreases damage taken by 4% per attribute level when there are at least 2 clones from [Bunshin no Jutsu]. Wouldnât Bunshin a tool of a tank? I didnât 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. Itâs 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 youâre channeling Bunshin you can lose aggro and give your main DPS a hard time.
By going Shinobi instead of Pelt3 though, youâll 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 youâre 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, etcâŚ
Aaaah i see, thanx m8. By the way, are you the Stormriderz from Nightswatch guild?
Thatâs me. Am I in trouble? 
In kToS, Umbro Thrustâs armor break duration is going to scale with the skill level, similar to Vertical Slash. Iâd 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 itâs the latter, one of the kToS translation threads should have info on it.

