Tree of Savior Forum

Is Swash Buckling 15 really necessary?

Hi guys, my full-tank build is that, but I didn’t get to rank 7 yet:

Like I said, I’ll be taking Murmilo when rank 8 becames available, so, before that, I’m going Peltasta C3 at rank 7.
But I’m not sold yet at Swash Buckling 15, I could let it at 10 and have Rim Blow at 15 like Umbo Blow, so I can have another damaging skill to use when High Guard is active.

So what do you guys think ? Is it really necessary for a tanking build to have SB 15 at end game ?

I’ve heard that swashbuckling 5 works the same as 15 but you have to walk near the mobs to make them follow you. I’m not sure about this one though because I have’t explicitly tested it. Just what I heard.

If you think 16 target is enough, then take off 5 points and put them where you would like. I don’t think I would max Swash myself. 10 points is enough.

As someone with Swash Buckling Lvl 15. I can contest that it’s not necessary, but good to have. I can literally use it and grab mobs that aren’t even on my screen on top of like 21 targets that’ll be eyeing me.

Alternatively, dump the level 1 skilks for more points where you want 'em and remove 5 off Swash for umbo or whatever. It’s absurd at how well Hoplite compliments Peltasta though.

In ET it does become necessary if u want a spot. It’s a stronger taunt anyway, holds them in place longer. There’s really not many other good choices for a tank, anyway

Works very well with a decent size radius at level 5… so unless they plan on increasing the monster spawn rate / density on higher level maps, 15 points on it probabaly wouldnt be too useful

1 Like

if only we can reduce/increase the lvl of buff as we please this would be great to max, there are instances that i would want to lure few mobs only.

Max it while leveling. Then reset your skills upon max leveling your murmillo. Nuff said.

It’s not “necessary”, but there’s literally no reason to put points anywhere else. Rim Blow ■■■■■■■ sucks, it’s actually detrimental to your team because it just makes enemies scatter and reduces AoE damage potential, you should remove it from your skillbar completely so you never accidentally use it. Even with High Guard, Rodelero’s strike damage debuffs, and whatever damage increase Murmillo gives it, the skill’s damage is too shitty to be worth using to the detriment of your team.

Actually your skill point allocation makes no sense to me in general. Why would you put 10 points in the terrible atrocity that is Rim Blow, and 0 points in Butterfly which actually does a decent amount of damage without knocking enemies away? Dump your rim blow points into Umbo Thrust and Butterfly instead, and put a point in Langort, the blocking attribute is actually nice. Throw at least one point in Shield Bash, too - I’d max it over Montano since it’s strike damage + a shield skill (so it’ll get a buff from Murmillo), but Montano does help against cloth at least.

Huh?you did not put skill points in Butterfly???lol. It is like going catapract c3 and not taking rush. Haha

The reason I put points at Rim Blow is to have more damage when tanking bosses, since I’ll be using High Guard. I’ll have another set of skills to keep aggro on him. It’s not for mobs in general.

About Butterfly, the reason is I’ll be getting it at rank 7 and it’ll not be that efficient than. When skill rotating, it’ll include High Kick and Shooting Star, with Targe Smash and Umbo Blow. Since UB has 12 sec cooldown and High Kick 15 secs, don’t need another damaging skill. So, I’ll not be needing Butterfly.

And Montano, is actually very good CC and damage to use agains cloth monsters. Having only strike damage is not efficient, since it does reduced damage to leather.

Umbo Thrust at level 1 is enough to reduce armor of bosses, don’t need more points in it. With High Kick, it actually does good damage, so it pays to level it.

Also take in consideration that more damaging skills, means more silver spent leveling their % attributes.

When tanking bosses you should be easily blocking all of their attacks with Guard. For a level 200 character, Guard adds 1,100 block. The extra 170 from high guard will make no difference, and high guard reduces your damage output so much that it actually prevents you from tanking because you’ll be doing so little damage that even with max provoke attribute you won’t hold aggro.