Defense Class : Tips in Tank
- Mike
- Apr 3, 2015
- 4 min read

Attack and Defend! This branch of classes is your front line in combat. Members of the tanks branch are heavily armored and come equipped with big, scary weapons. The Warrior, Knight, and Templar classes can also cast distracting spells, aiming the target's attention away from weakened enemies.
Shared Skill
Regular skills

Race skilss

Certficates and combinations
Certificate combinations for equipping any certificate unlocked by Warrior, Knight and Templar.
Two Equipped: +2% Strength
Three Equipped: Deep Impact and Combat Cyclone DMG +10%
Four Equipped: Shield DEF +50%, HP +20%
Warrior
Taunt & Rapier Attack = Warrior’s Bloody Rage: Bloody Attack damage increase by +12% Iron Armor & Holy Heart = Warrior’s Fortitude: Titan’s Wall duration +8 seconds
Knight
Rapier Attack & Muscle Flexibility = Knight’s Honor: Judgment Storm damage increase by +8% Elegance & Heavy Shield Defense = Knight’s Dignity: Elegant duration +12 seconds.
Templar
Heavy Shield Defense & Taunt = Templar’s Conviction: Shield Bash damage increase by +12% Critical Attack &Rapier Attack = Templar’s Authority: Judgment Impact damage increase by +8%
Dragon Knight
Taunt & Dragon's Roar = Dragon Knight's Terror: Malice on Reverse Scales lasts 3 more seconds
Drake Soul Gatherer & Dragon Scale Protection = Dragon Knight's Toughness: Flame Drake Mode and Dark Dragon Mode cooldown -5%
Common Information
HP: The HP that equipments give is fixed; additional HP is dependent on class knowledge and class differentiation.
Defense: A stable amount is all that is needed to easily get to 50%; it is not necessary to wear special orange grade equipments.
Evasion: Evasion is not a primary concern for the path of a pure tank that focuses on bosses.
Malice: The game has set malice generation to be pretty basic; one Provoke is all this is needed to aggro the boss.
Resistance: At end game, most of the fatal attacks are from magic damage thus it is necessary to collect equipments with resistance.

Kite Tanking: By using the two factors of after attacking, monsters will stay in place while waiting for their attack cooldown and any obstacles on the field, you can significantly decrease the amount of times the monster attacks.
Tips for Tanking in Dungeons
1. ALWAYS have Declaration of Anger on. This creates more malice and keeps the mobs and bosses focused on you. This skill should always be maxed. You should always have the most malice in the party.
2. Spam your AOE spells after you cast Declaration of Anger. This keeps up the malice.
3. If a mob monster is attacking your teammates, Provoke it right away. Make sure it switches target to you, otherwise your healers might stop healing you and you may die.
4. Make sure the mobs and bosses are a safe distance away from your teammates. You don’t want them to be affected by the monsters’ AOE attacks.
5. If you are a Warrior, try to save your Onrush for when you notice the boss is about to cast something. You want to stop him from casting a major spell with a stun. For Knights, it’s the same thing with Magic Blockade against casting mobs.
Stat Cultivation
1. WIL/HP Tank: Tank build with WIL as its primary stat and Knowledge points focused in HP makes healers easy to support. For example, a tank with 300 WIL and a cleric with 400 WIL heal for an average of 2500 and crit heals for 7000.
2. STR/HP Tank: Tank build with STR as its primary stats and Knowledge points focused in HP. Has the highest block rate and is suited for situated battles.
3. AGI/Evasion Tank: Tank build with AGI as its primary stats and Knowledge points focused in evasion. Easily takes out regular mobs but has low HP and is easily taken out by bosses.
Conclusion: If you don’t want to spend a lot of money on maxing out your gear focus on these two attributes: Not to be killed off quickly and able to have a healer heal you back up.
Cultivation Order:
Boost HP -> Boost defense -> Boost magic resistance -> Boost physical resistance -> Boost stats
Goal: 10k HP, 8500 defense, magic resistance 40+. The higher the physical resistance and stats the better.
Malice Generating
Later in the game, people will often ask “I’ve used all my skills, why can’t I hold the boss down?” In reality, what’s important for generating malice isn’t with “attacks with high malice generation” but is the combination of Declaration of Anger and the amount of attacks.
Declaration of Anger: Increase malice by 125 points and decrease damage taken by 50 points for 30 seconds
In other words, even if you only deal 1 damage, you still generate 125 points of malice. It is through the use of multiple attacks to raise Declaration of Anger’s effects that you immensely increase your malice.
Malice generating combo
Warrior: Declaration of Anger -> Provoke -> Bloody Attack -> Angry Punch -> Any Attack -> Repeat
Knight: Declaration of Anger -> Provoke -> Malestorm -> Judgement Storm -> Any Attack -> Repeat
Always keep Declaration of Anger up and follow up with a multi-hit attack
Finally to grade yourself on your kite tanking look at the durability on your shield: The heroic tanks that stand there without moving will need a repair hammer after a round Kite tanking leaves about 120/200 durability after a round.
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