Hello, I am a fairly new player (currently lvl 84) and after reading some guides I came up with the following build. I will register my general thought process while describing my build. The main questions I have for the advanced players regard the capacity to be the Tank in team oriented challenges, later in the game.
The build is: Swordsman > Highlander > Peltasta > Highlander > Highlander > Fencer > Fencer
Or simply: Swordsman C1, Peltasta C1, Highlander C3, Fencer C2
Swordsman
Thrust lvl. 1: Just so I have an initial pierce damage source.
Bash lvl. 3: For the knock down effect with nice three charges.
Gung Ho lvl. 5: I think this buff helps.
Concentrate lvl. 5: I also think this buff helps.
Pain Barrier lvl. 1: More than one level would only increase the duration a little bit. Therefore I found this skill to have high opportunity cost.
Peltasta
Umbo Blow lvl. 4: I have put the remaining points there.
Rim Blow lvl. 1: Just so I have it when my party is able to freeze or petrify enemies.
Swash Buckling lvl. 5: Maximum level to raise the amount of provoked foes.
Guardian lvl. 5: Maximum level just to increase its duration, for convenience reasons.
Highlander
Wagon Wheel lvl. 1: Enough for the launch effect.
Cartar Stroke lvl. 7: I think the damage is nice and I can turn off the knockback effect while in dungeons. And the AoE strike damage is needed in this build.
Crown lvl. 15: I have read that a really big problem for the tank in higher level dungeons are the magic attackers. To make fights with them less risky, since I am not taking Rodelero, I put a lot of points here.
Cross Guard lvl. 1: So I can boost my Fencer’s pierce attacks.
Moulinet lvl. 0: Because I already have a lot of slash damage sources.
Skyliner lvl. 10: An important source of slash damage, to be used after Crosscut.
Crosscut lvl. 1: Enough for making the enemies bleed so Skyliner hits harder.
Skull Swing lvl. 5: To be used in bosses, and I put 5 points here to increase its duration, since its cooldown is enormous.
Vertical Slash lvl. 5: A slash damage skill, to be used mainly in big foes that were hit by Skull Swing. I think this will do high damage, especially after fencer’s Lunge.
Fencer
Lunge lvl. 10: Maximum level to get the maximum bonus to evasion rate. I think this skill will work very well with highlander’s slash attacks.
Sept Étoiles lvl. 10: This has its level maxed in order to help burst high priority targets, like strong magic attackers. Also, to deal a lot of damage to bosses.
Attaque Coquille lvl. 3: I put three levels to increase its (strike) damage a little and its duration to 7 seconds, almost reaching its cooldown (8s).
Esquive Toucher lvl. 0: I wanted to take this skill for its cool animation, but i think it unfortunately doesn’t add too much to the build. Do you think I can spare a point for it, just so I can show it off in the cities? Hahaha!
Flanconade lvl. 1: I don’t think I really need more slash damage, so I put only one point into it to be able to protect myself better.
Attaque Composée lvl. 5: I don’t want to rely on auto-attacks and on the high cooldown Sept Étoiles to deal pierce type damage, so I get this 0 cooldown pierce skill to benefit more from Attaque Coquille.
Préparation lvl. 1: I plan to get this so it boosts the next Sept Étoiles, and parry an attack.
My questions
1) Will I have a lot of problems trying to tank in high level dungeons? I was told that you don’t need to be completely defense oriented in order to have success in dungeons, but to have some damage output too. That was in my mind while developing this build.
2) Which stats would you suggest?
3) What would you change, and, more importantly, why?
Thanks for reading in advance and, please, feel free to leave all sorts of critics.
