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Question about building a tanker fighter
Hello, i was thinking about making a tanker but i have some questions about the builds.
firstly, if i place every single point into END, would i lack damage and thus become ineffective at holding aggro? if so, should i empower mock cooldown time, or add 25 spr (increase damage by increasing crit, and also increase m.def and max sp)? secondly is about the skill empowerment. im not sure what would be good, but im considering devastate duration, and maybe the cooldown/duration of the stuns. would that be a good idea? any suggestions? thank you for your help. |
Well i just started a fighter not too long ago thinking i want to build a tanking fighter... so i had 22 END points in it atm (it's now lvl 24)... i'll let u know wat i personally thinks....
If u're talking about tanking for a big party... i think as long as ur party members are fighting the same mob as u, u should be able to hold the aggro... without any special build... just a mock at its normal cool down should be fine.... if u're thinking about not being able to hold aggro coz u're not doing enough dmg, well i dont think any build will really change that coz the 1H sword is a very weak weapon.. Devestate is one of the BEST skill fighter has, but at the same time it REALLY use up their SP... i think i'm planning to save up 15 pts for devestate (inc power, red SP and cooldown)... Are u building this fighter coz u're planning to tank for a big party? coz i tried building a tanking fighter thinking that's wat they're suppose to do, but 1H sword + shield is SOOOO weak, a fighter is much more fun with an axe + power hit! (i soloed Mara at lvl 21, had to to use a few pots but it wasnt a near death situation) but then i usually solo or duo so i dont hv a big party to tank for my bf tested this on his fighter (lvl 51) and he fought a mob with 1H sword + shield then the same type of mob with a axe (i think the mob was yellow to him)... and he said he ended up hving less HP remaining with the 1H sword and shield coz it killed so much slower, even the extra def wasnt any good... one thing i would suggest is NOT to empower slice and dice coz the weapon and skill is so weak its not worth it... so yeah... LONG post.. that's all just based on my observation as a lvl 24 fighter and watching my bf play his fighter keke... |
Although the damage of an axe is seemingly big for a while, it becomes old having to use hp stones and not being able to take a higher leveled mob while partying. The reason for a fighter is to take the hits not deal the damage. I can see using an axe while soloing but other than that...
If you think that the shield is not helping much think of it like wearing another piece of chest armor. The damage I took from Harkans while using an axe was enough that they would 3-4 hit me and if we got mobbed Bam! dead. But when I switched to 1h I not only could take being mobbed but I could comfortably tank the harkans without worrying to much about my Hp. As for the build I would either go for +25 spr then the rest end or pure end. The 25 spr not only add crit rate but it will also add M.def (which a fighter has very little of). If you want to be a good tanker stay away from str because for str to be very useful you will need quite a bit of it. If you go the End build you will have the most hp possible and End adds to your def as well/ |
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Now that I use an enhanced 1h & shield, it takes a LOT longer to kill Orcs and I can't solo one without using a stone or two. I could even solo Blue Trumpys with the Halberd, but I can't with a 1h & shield, unless I plan on using 20+ HP stones. A +9 Halberd can kill an Orc Hunter in about 3~4 hits when using skills. |
Well i'll probably only use the fighter for tanking in parties, and i can easily level up at lower levels by plvling myself, so i dont see any need to solo... but about strength, i read that if u lack strength, u will not deal enough damage to keep the monsters on urself, and the monsters will attack party members as a result... is this true? its because i read this that im considering mock cooldown...i would probably want to mock several monsters at once or go to dungeons...
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To keep agro you use kick/mock it works as long as your dd isn't to high of level.
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Thank you for ur replies but i have 1 more question... im considering 25 spr then full end, which should i add first?
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the 25 SPR 1st! always nice to have the crit rates early!
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Hey, sorry for hijacking this thread, but I have a question to ask @__@" I've read somewhere that mock doesn't actually generate aggro, it just brings a fighter's aggro level higher than the highest amount of aggro generated within the party. Is that true? So, whenever aggro is lost, the fighter can just mock again and bring his/her aggro level higher up than the person who took aggro. |
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like for instance, if aggro could be measured by a number, and maybe a mage has 50 aggro towards a monster, the fighter uses mock and now has 51 aggro towards that monster, then when the mage attacks again and recieves 20 aggro, bringing the total aggro to 70, then mock would be useless right? |
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