So with murmillo 1 and drg 2’s introduction, we’ve got 2 new paths that open up here: either full tank or support tank.
We don’t know much yet but from what was said, murmillo’s helmet stance lets you block magic. Whether this is actually dependant on block stat and how much dependency it has on it, we don’t know. And whether murmillo is locked into sword/blunt + shield we don’t know either. In a way, murmillo would also “discard” the need of slithering from rode 2 but would still work well with rode 2.
Let’s say we want a build that maximizes block rate:
Sw1 > pelt 3 (maxed high guard) > hop 3 (maxed finestra) > murmi 1
Though I highly doubt people will absolutely want to maximize block since high CON = high block to begin with.
Theorizing that spear is still usable as murmillo:
Sw1 > pelt 2 (lv5 high guard) > hop 2 (lv10 finestra for 100% uptime) > x (your choice really) > drg 1 (lv5 gae bulg for the atk/def buff zone) > murmi 1
Usually you’d want hop 3 for 0 cd spear throw but it seems that murmi has a 0cd aoe skill, or at least a skill with 3 to 4 overheat from the gif previews.
More importantly you’d be able to spend a lil bit less points in con and put them in str or dex since the blockrate will be so high, and you’d still have a small party buff from drg1.
Now for theory support tank:
Pelt 3 > rode 2 > drg 2
Pelt 2 > rode 3 > drg 2
Pelt 2 > rode 2 > x (again, anything works here) > drg 2
-you’d still have access to spears thanks to drg
-you’d be able to put the def/atk zone buff, the +100% damage from all melee source on boss AND the +100% strike damage from slithering/high kick and I’m pretty sure everyone in your party will love you for that
-you’d still be able to deal with magic dmg thanks to slithering
Considering all those damage multipliers you get you’ll most likely do great damage even while full con anyway. Only thing is that you won’t have a 0cd skill to spam.
Thoughts?
Edit:
And of course pelt 3 > squire 3 > murmi 1 will be an excellent choice still