Yes, I main only swordsman classes, all the rest are 0 invest like my alch and rogue
doppel is my most invested character, fencer is the next but I stopped investing on it, then my no damage attribute murmillo.
Yes, I main only swordsman classes, all the rest are 0 invest like my alch and rogue
doppel is my most invested character, fencer is the next but I stopped investing on it, then my no damage attribute murmillo.
why? is the highguard* damage % not multiplicative with murm attribute?
what kind of stats / build path to optimize murmillo as off DPS? and of course being able to leveling solo / dungeons properly, or he canāt?
About Murm: Kabbalist can actually become a better tank once we hit R9 unless they do some magic to his HP modifier.
There are basically two reasons:
Ein Sof increases your max HP by up to 320% at lvl 16 and you recieve 2x the amount of Heal from Heal&Mass Heal thanks to Ein Sofs attribute of 2x Heal while under the Ein Sof buff. This enables the Kabbalist to invest more points into DEX without having to lose out on max HP (which can hit easily over 100k with around 76 points invested into CON) at Rank 9/level 330+. Swordsmans HP multiplier is only affected by the level HP gain anyway, so even at lvl 380 the difference with the same CON/gear is only around 12k HP, while Murmillio canāt multiply his HP any further aside from Swash Buckling (*1,25).
Kabbalist has the ability to go full support build with Dievdirbys and/or Priest included; this enables slow down, CD time reduction, Ressurection and possibly even extended invulnerability with Ausrine, Carve World tree, Safety Zone and improved Merkabah which can block physical and magic attacks when near the wheels while also boosting the parties damage and drawing aggro with the chariots and statues.
These two points alone make Kabbalist considerably stronger in terms of being a damage sponge, especially if you consider gearing him accordingly, while being able to heal himself and, if you take Cleric C3, you can even take damage for someone else if required, which is something Murmillio canāt do, as he canāt protect others but just draw the aggro to himself, while AoE attacks will still hurt other players.
Kabbalist is weak at debuffing and damaging, though, which are the strong points of Murmillio in comparison.
Aside from that, how about going SW3>Pelt1>Rod3>Murm?
Is Pelt C1 really bad as a Rank 7 choice compared to going full Pelt C3 and leaving SW3? SW 3 seems really good because of +15 seconds PB compared to C1 (10 seconds from levels +5 seconds from attribute) and Restrain to stun enemies + more hits for Concentration compared to C1 and a better scaling with your stats.
Also, Bash becomes an additional free knockdown skill at SW c3 to trash/interrupt mobs (good for protecting things e.g.) as you have 8 seconds CD time with 3 overheat charges to knock them down.
that I donāt know, but the penalties you get along with high guard buff is bad.
the build itself is trap only for those taking shinobi because taking hop1 is better.
how kabbalist tank when kabba doesnāt have swashbuckling and provoke
There isnāt really this need for tanks thus far for the current endgameā¦and if anything cryo3 -> chrono3 -> sage is the superior ātankā for current contentā¦IMO.
I do think that pelt should be made into a viable tank for endgame, though.
Well thatās why I was asking. If you go hop1 you get 1 skill worth using for shinobis to copy, but if you go pelta2 you have 2 (each with 2 overheats) - assuming it scales well with the attribute which is a bit of a gamble. Iād hate to spend 9 mil and find out it doesnātā¦
Iāve been able to pull of the combo just fine although things might get a bit squished once I need to include headbutt.
im a HL3>Rod3>Murm
skull swing (armor break) is really helpful. Cartar Stroke is very welcome in this build with the only problem of rotation or more precisely, when to use Cartar Stroke.
while Cartar Stroke is indeed stronger than shooting star (yes it is, even w/ the murm attribute to increase shooting star damage), casting time has always been a problem. The New quick charge attribute did reduce its casting time but is still lacking, so to deal damage faster, I only use cartar stroke after the usual debuffs (skull swing>slither>kick>headbutt) then the normal rod murm combo (shooting star+scutum hit) then i reapply headbutt to take advantage of the remaining debuffs then cast cartar stroke. Usually at this point, the only remaining debuff is skull swing and headbutt. 2 Cartars will still leave you with enought headbutt debuff for 3x targe smash, 2x shield bash, 2x shield shoving assuming you have lv15 Cartar stroke. lv5 Pain Barrier is enough to cast all that i mentioned but afterwards, be prepared to get blown away like any other
sorry for the long reply
People still discussing about tanks?
Why bother with tanks when your Meme and any other stuff can climb ET 1-20 with 2.5k mdef/pdef and has huge aoe considering you are planning for a ET toon. and 4k mdef/pdef for 20-40.
Kabbalist is pretty much useless in E. It breaks stuf more oftenf and make your party fail by accident due to potatoe coding like for example ET 9f r7fold kills the pool enjoy failing it.
Any way back to the point murmillo is pretty much pvp orientated.
Tanky Wise is due to the fact he capitalize on shields + primary weapon.
Also avoiding magic is pretty disgusting.
Other than the High CD huge burst he has with shinobi gimmick pairing for now. He is pretty much not āneeded/ efficientā as a PVE ET class
Anyone else can literally tank any way.
e.g. by Fade used on the party and then attacking to draw the aggro on oneself or summoning Merkabah/Diev statues?
Easy negative tanking by decreasing the aggro on others and thus pulling aggro on oneself.
Failing to keep aggro is also no issue if youāre Dievdirbys because Laima will give you slowdown which enables party members to easily kite all monsters aside from boss monsters.
Ausrine and Safety Zone for bosses, and if you have enough def you basically donāt even need to consider someone to tank, but rather someone to draw aggro so the Wizards donāt get interrupted/cced and to pull monsters to a certain point to kill them more easily with AoEs.
Talking about Murmillo.
Which would be the best for a semi-solo player?
Sw3 > Pelta 3 > Shinobi > Murmillo
Sw3 > Pelta 1 > Rodelero 3> Murmillo
Iām not worried about other classes being better, I just and a fun shielder.
Both bad.
Murmillo works best with Rod 3 for high kick/slithering debuff so 1st build is out.
Second build - why get pelt 1 when u can get shinobi? the ridiculous burst from shinobi outweighs anything pelt 1 offers
Okay.
So changing Pelta for Shinobi make it a decent build?
shinobi gives you a huge burst overall.
Pelt variants will have guardian which is by far the only decent skill seriously that will scale way hell into the game next to pardoner aspersion.
I believe there will be a time where we will need 10k pdef and more and only aspersion + guardian will attain " the true 1 dmg"
Consideration of this burst damage (high cd though) and also we wonāt know if shinobi clones will work with newer skills? ^^^^^^. Other than that
Versus> the swash bot + pelt guardian. which is practically the key for pelt.
For now shinobi offers better. Since you can attain this amount of defenses and deal tons of damage.
We wonāt know in future but itās IMC so you should be ready to get IMCED as long as you are playing āsomething ridiculousā 
Ya guardian is great but I think that pelt should offer more against magicā¦
rod and murm has magic dodge i think itās decent enuff. Lel. + emengard shield and nuaele gives you up to 5k mdef. (assuming you are using phada/sissel trans).
Mdef isnāt much of a issue towards murm classes mostly are the issue of getting knockback or resisted their debuff
I like Swash.
I like to just āshoutā and make the monsters come to me.
I can get it changing one sw circle, but I also like PB 15.
I donāt know what I do.
EDIT:
BTW, Is there any knockdown in this game that isnāt physical? If all, or most of them are, it means that we can block, right?
Yes. Magic bombs etc.Those can be dodge via slithering.
Also those fire aoe from 290. vikas mage
SW1-PEL1-HOP3-COR2-MUR
main weapon spear
main skill synchro thrusting - high damage for good shield
+7% atk spear medium for hop3
+150 cri rate for finestra skill
skill hook for pvp
skill roger for party,rouge silver,rouge item
guardian skill for +def (Maybe for tank)
any skillā¦
spear>sword