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TEXT GUIDE: End-Game Build, Breakthrough, Equipment, and Tanking Magic, Phy - MVPS (EP 3.0)
TEXT GUIDE: End-Game Build, Breakthrough, Equipment, and Tanking Magic, Phy - MVPS (EP 3.0)
Prior to reading, it is worth mentioning that being an effective, full time tank is a perilous,
expensive (Zenies wise) undertaking, but fulfilling altogether. In view of the expensive
undertakings required, I would recommend an account be created solely for a tank, and the
other 2 slots of the 3 to predominantly support the main tank.
The writing here is to hopefully help fellow Shield wielders tank past any MVPs, including the
most demanding (but profitable) MVPs at time of writing (Episode 3.0). At this point, I
would've assumed that we have Ymir books at our disposal and close if not in the midst of job/
class's breakthrough.
Builds:
1. On stats: I did recommend a build of 99 Vit, and 99 Int. Vit helps with HP life counts,
natural defense whereas Int helps with magic defense. Standard recommended skills
(pre- breakthrough) by most guides out there.
1. Armour sets. Broadly I had invested (and still investing) in 2 sets with specific themes or
utility.
Overall, Goibne provides the best HP and the most affordable for slotting of cards. With
a fully optimise rune and enchantment, 200K HP is well within reach. This makes it very
ideal for tanking magic based attacks and could compensate for its lack of defense
bonuses.
However, it is only best employed as a complete set (Vit +5, 15% HP, 15% element
reduction of Poison, Holy, Dark, and Ghost) and therefore restrictive in nature when you
attempt to play with different equipment mix.
Garman provides far superior defense bonuses, and has a very nice 10% L- Size reduction
making it ideal for tanking physical attack based MVPs.
A slotted Garman could potentially tank magic based attacks with its flexibility to play
around with element converter cards and Race based- damage modifier equipment (more
on this later). At a full set (Imperial, Duff, Garman) it provides 10% in magic damage
reduction and a slotted Imperial Guard with element reduction cards could nearly
compensate for Static's Shield 25% reduction in Wind, Fire, and Water element damage.
When upgraded to Tier IV, it provides a bonus (but random) 'Shield' buff that adds 30%
of physical, and magic damage reduction. Couldn't quite find its odds of triggering the
said buff though.
2. Weapon: Double slotted Cardo (you could go with the upgraded Green Pike but it did
cost a bomb for double slotting with only marginal increase in utility).
3. Offhand/ Shield. This is where it gets crazy, to be effective we would require 4 shields!
a. Mirror Shield (+Shield chain, Shield boom by 15%) helps for grinding and pvp.
Crafted at GH.
c. Stone Buckler (reduce Large Size neutral/ physical damage by 25%). Dropped by
Detarderous. I employ this to tank large size MVPs where appropriate.
d. Static Shield (reduces water, earth, wind, fire damages by 25%). Dropped by Owl
Baron. I employ this to tank magic attacks by MVPs or Minis.
Back Frost Mistletoe (lucky gatcha draw), Frost Mistletoe (lucky gatcha draw),
+5 all stats and +5% HP +5 all stats and +5% HP
6. Pets: Fyre (4% Dmg, and Magic Damage reduction at Level 10, +5 Vit at Level 10)
In my POV, the real strength of a tank are drawn by Runes & Slotting of cards. Upon
acquisition of the necessary equipment's, efforts of Zenies should then be prioritised on the
aforementioned, then followed by Enhancements, Upgrades, Refinement and Advanced
Enchantments (maximise mentor and friendship points for this).
For the Slotting of Gears and Cards, this would be by far the most expensive undertaking, but
effective.
In order of priority, I would recommend the following sequence for slotting of gears.
1. Armour
2. Shield (1st. Imperial Guard, 2nd. Stone Buckler, 3rd. Static Shield)
3. Garment
4. Weapon (Second Slot)
5. Greaves
6. Accessories
To procure the right cards, it is worthwhile to understand the game's dynamic of damage
reduction/ modification. Broadly we could consider decreasing one's damage by
understanding the creature's:
For element, it is worth pointing that a Fire type MVP say Moonlight do not imply that all
physical damages are fire . They are by default neutral unless it reads 'fire damage, wind
damage' at screen. All magic though are element driven- Storm gust is Water, jupitel
thunder Wind for instance).
Wearing or converting your armours to the damaging elements, say a Wind element on
Jupitel Thunder would reduce its damage by 75%, or 50% of it's winning element (say
Water armour to Fire elements).
https://media.discordapp.net/attachments/522031461532958720/526370718544297984/S
creenshot_2018-12-09-07-58-50-19.png?width=372&height=662
Similar to how Race-based cards modify magic attacks, it also modifies/ reduce magic
damages of the associated race. A Thara Frog card would reduce all Demi- human magic
attacks by 30% in addition to a reduction of 30% in physical attack as well.
Sizes are somewhat intuitive, a Stone Buckler for instance would reduce a Large size
monster's Neutral (only physical) damage by 25%.
Also adhering to the recommended builds above would provide you a default
1. Divine Protection: 10% damage reduction against Undead, Demon Race creatures
3. Goibne’s set effect would provide you 15% reduction against Poison, Holy, Dark/
Shadow, Ghost element damage, whereas a Garman Set would provide you a 10%
reduction of L- Size's physical damage, and a 10% reduction in magic damage.
By order of priority then, I would recommend the following, these had taken into consideration
common MVPs at Valh or ET in approximating cards that will provide the best utilities.
A. Armour:
1. Default Armour Card: Peko Peko (+10% HP), Asuka Card (Def +4%, Dmg Reduction,
4%)
2. Thara Frog Card (30% damage reduction on Demi- Human Race- includes players
as well
B. Shield
1. Khalitzberg Card (Reduce dmg by 10% on Demon Race creatures), Common MVPs,
Moonlight, Doppel, Baron, Time Holder, Dark Lord etc.
Orc Warrior Card (Reduce dmg by 20% on Brute Race creatures), Common MVPs,
Eddga, Altroce, and fair number of Minis.
2. Default Shield Card, Marc Card (15% Water dmg reduction) that resist freezing or
immobilisation effect . Luciola Vespa Card (15% Wind dmg reduction, Lord of
Vermilion is one the most common magic skill).
3. Penomena Card (Reduce Formless race damage by 10%). Late game MVP and
Minis (Clock, Clock Tower Manager, Stormy Knight).
4. Optional: Sky Petite (Reduce Dragon race dmg by 15%) , Common MVPs
Detarderous
5. Optional: Bigfoot Card (Reduce Insect monsters dmg by 15%), Common MVPs
Maya, Mistress etc
Teddy Bear Card (Reduce Undead race dmg by 10%), Common MVPs Osiris
D. Weapon: 2x slots of Meta ant Egg (Increases 5% HP/ card) or 1x Sting* Card with 1x Meta
and Egg.
E. Helmet: Marduk card to resist silent effect, and Nightmare card to resist sleeping effect.
Panacea helps with silent but not sleep so the latter precedes. To not burden our HP with
Clearance though, I would recommend investing in both and slot them as you see fit
depending on the MVP’s skill
G. Accessories: Spore Card (+2 Vit), Exclusive Premium Card (+2 All stats)
With the right armour, card and shield mix, it will provide you quite amazing resistance. Say
when you’re tanking Orc Lord & Owl Baron at fl80/ 90,
I would slot in a Thara Frog Card at armour, and a Khalitzberg Card at my Stone Buckler for L
Size MVPs. Collectively it would provide you a 55% neutral dmg resistance against Orc Lord,
and 45% neutral dmg resistance against Baron ( taken into account your passive skill- Divine
Protection).
When tanking a mix of Medium (Imperial Guard) and Large (Stone Buckler) MVPs, equip
different shields at your items hotkey so you could swap almost instantly.
1. Magic damages are computed on a multiplicative basis (not additive), for instance if you’re
tanking Meteor Storm with a Pasana card and Static Shield (unslotted), the effective damage in
occur will work out to be (0.25)(0.75)= 18.8% damage of an unmodified Meteor Storm.
2. Similar to how race-based cards modify magic attacks, it also modifies/ reduce magic damages
of the associated race. A Thara Frog card would reduce all Demi- human magic attacks by 30%
in addition to physical attack for instance.
Effective damage:
1. Storm Gust, (0.25)(0.6)(0.7)(0.9)=
9.5% of unmodified damage.
2. Meteor Storm,
(0.5)(0.75)(0.7)(0.9)(0.9)= 21.2% of
unmodified damage.
Effective damage:
1. Meteor Storm,
(0.25)(0.75)(0.9)(0.9)= 15.2% of
unmodified damage.
2. Lord of Vermilion
(1)(0.6)(0.9)(0.85)= 45.9% of
unmodified damage.
Effective damage:
2. Lord of Vermilion,
(0.25)(0.75)(0.7)(0.9)= 11.8% of
unmodified damage
Effective damage,
1. Storm Gust, (0.5)(0.6)= 30% of
unmodified damage
Effective damage,
1. Storm Gust, (0.25)(0.65)(0.9)= 14.9%
of unmodified damage
Effective damage,
1. Jupitel Thunder, (0.25)(0.75)=
18.8% of unmodified damage
Others:
1. Consider equipping Obsidian Cape if end damage is still a lot to handle after damage
reduction/ modification. It provides you 50% chance to reduce Magic damages by 50%
at the expense of a reduce by 50% of your Base Defense.
I try to minimise its utility, but it is still an important equipment to have for tanking.
2. Taunt the MVP when you see a red/ hostile circle (2-3 seconds window) prior to MVP’s
casting, you will be able to cancel the casting of spells.
3. Maintain 3x3 from the torch when able if team is employing Sniping/ Corner strategy.
Be weary of the melees HP though, a SinX’s HP is probably 10-15K tops, and my current
base HP (excl food and HP’s buff) is about 180K, so that’s 7-8% HP upon 1 Hit.
2. Play dead. Play dead for quick heals, a Taunt could hold mobs for a good 5-6 secs, so Play
Dead when opportunity arises.
3. No need to press the Taunt button frantically. Tap it twice and you did see a golden
circle, tap aft it cools to maintain the gold circle, and your tank did be taunting almost
indefinitely.
4. Heal, Taunt, and Endure interchangeably when tanking Magic based bosses. As Taunt
has a 2 sec cool down, be weary of spamming it in order to execute a timely Taunt to
cancel the casting of magic/ spells.
5. Shield Boomerang is very ideal to lure at range and pull MVPs (excl fl80, fl90 where it
comes together at you) and Minis when they’re to close against one another.