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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.

Overall, drawing from the experiences at play,

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.

2. Skills, post- breakthrough, by priority:


i. Level 20, Heal,
ii. Level 20 Retribution (Increases holy attack and Heal by extension of 10%)
iii. Level 20 Divine Armor.

3. Rune investments, by priority:


i. Taunt (Empowerment and range): Reduce up to 25% damage from taunted mobs,
and extend an additional 1 metre in effect.
ii. HP Increase of 2%.
iii. Heal empowerment
iv. Healing received:
v. Defense increase of 2%
vi. Endure Unlimited

Equipment & Pets:

1. Armour sets. Broadly I had invested (and still investing) in 2 sets with specific themes or
utility.

Goibne Set (Slotted) Garman Set (Midst of


slotting)

Armor Slotted Goibne Armor (min of Tier Slotted Garman Armor


II, Tier VI (Tier IV)
only with excess $$)

Garment Slotted Goibne Spaulders/ Slotted Duff's Cape (Tier


Duff's Cape (Tier III) III)

Obsidian Cape (Situational)


Obsidian Cape
(Situational)

Leg Slotted Goibne Greaves Slotted Rune shoes (Tier


III)

Advanced Prioritise HP % Prioritise Dmg reduction


Enchantments %

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.

b. Imperial Guard (reduces damage by 10%- neutral dmg presumably). I normally


employ this shield for general mobs, and Medium Size MVPs, Minis- more on this
later. Dropped by Edgaa

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.

4. Accessories: Slotted Vit necklaces (Tier III) or upgraded to


5. Headwears:

Goibne Set Garman Set

Head Goibne Helmet (Recommending to Goibne Helmet, or


stick with it for set effect)
Other Race- Modifiers:
1. Demi- Human: Feather Beret
(10% damage reduction for
Demi- Human)
2. Demon: Hyegun Hat (10%
damage reduction for Demon
race)
3. Undead: Skull Hood (20%
damage reduction for Undead)

Face Mask of Darkness Mask of Darkness

Other Race- Modifiers: Other Race- Modifiers:


Goblin Leader Mask (30% dmg Goblin Leader Mask (30% dmg
reduction of Demi- Human Race, Def reduction of Demi- Human Race, Def
-30). -30).

Mouth Spiked Scarf Spiked Scarf

Back Frost Mistletoe (lucky gatcha draw), Frost Mistletoe (lucky gatcha draw),
+5 all stats and +5% HP +5 all stats and +5% HP

Tail Ninetails (+5% Flee, 10% Fire damage


Ninetails (+5% Flee, 10% Fire
reduction)
damage reduction)

6. Pets: Fyre (4% Dmg, and Magic Damage reduction at Level 10, +5 Vit at Level 10)

Slotting of equipment and procurement of cards:

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:

1. Type of element (Wind, Fire, Poison, Holy, Shadow etc).

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).

The following image provides a good catchment of the elements.

https://media.discordapp.net/attachments/522031461532958720/526370718544297984/S
creenshot_2018-12-09-07-58-50-19.png?width=372&height=662

2. Race (Demi Human, Demon, Brute, Bug, Plant, Undead, etc).

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.

3. Sizes (Small, Medium, Large)

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

2. Faithful: Up to 50% reduction of Holy Element damage

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

Common MVPs: Orc Lord, Kobold Leader, Spatial etc


3. Swordfish Card, converts to Water element, Dokebi Card, converts to Wind
element, Pasana Card to Fire element. These may be substituted with the elemental
armours at Rifts, but it would be at the expense of your tanking gear and set effect.
Personally I would recommend to invest at the elemental convert cards.

4. Argiope Card, converts to Poison element, provides 75% dmg reduction on


Shadow/ Dark, Undead, Poison element and 25% dmg reduction on Fire, Water,
Wind elements.

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

C. Garment: 1. Raydric Card (Reduce 10% Neutral dmg)

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

F. Greaves: Ferus card that adds additional 10% HP.

G. Accessories: Spore Card (+2 Vit), Exclusive Premium Card (+2 All stats)

Tanking Physical MVPs:

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.

Tanking Magic Based MVPs:

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.

MVP/ Race Spells casted/ Element Recommended armour/ card (element),


Offhand

Spatial/ Demi 1. Storm Gust/ Water 1. Saphien/ Swordfish card (Water),


Human 2. Meteor Storm/ Fire 2. Slotted Static Shield with Mark
Card (15% Water dmg reduction,
anti- freezing effect)
3. Goblin King Mask (30% damage
reduction for Demi- Human race)
4. Nine Tails (10% Fire damage
reduction)
5. Feather Beret (10% damage
reduction for Demi- Human race)-
Optional (Equipping it will be at
the expense of Goibne’s Set effect
not Garman).

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.

Time Holder/ 1. Meteor Storm/ 1. Lucius/ Pasana Card (Fire)


Demon (or Fire 2. Slotted Static Shield with Luciola
Devil) 2. Lord of Vespa Card (15% Wind dmg
Vermilion/ reduction)
Wind 3. Nine Tails (Back) (10% Fire damage
reduction)
4. Hyegun Hat (10% damage
reduction for Demon/ Devil race)-
Optional (Equipping it will be at
the expense of Goibne’s Set effect
not Garman).
5. Dustiness Card at Garment (15%
Wind Damage reduction)

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.

Kobold Leader/ 1. Storm Gust/ 1. Aebecee/ Dokebi Card (Wind)


Demi- Human Water 2. Slotted Static Shield with Mark
2. Lord of Card (15% Water dmg reduction,
Vermilion/ anti- freezing effect)
Wind 3. Goblin King Mask (30% damage
reduction for Demi- Human race)
4. Feather Beret (10% damage
reduction for Demi- Human race)-
Optional (Equipping it will be at
the expense of Goibne’s Set effect
not Garman).

Effective damage:

1. Storm Gust, (0.5)(0.6)(0.7)(0.9)=


18.9% of unmodified damage

2. Lord of Vermilion,
(0.25)(0.75)(0.7)(0.9)= 11.8% of
unmodified damage

Dark Illusion/ 1. Storm Gust/ 1. Aebecee/ Dokebi Card (Wind)


Demon Water 2. Slotted Static Shield with Mark
2. Lord of Card (15% Water dmg reduction,
Vermilion/ anti- freezing effect) or Khalitzburg
Wind Card (10% Damage reduction for
Demon Race)

Effective damage,
1. Storm Gust, (0.5)(0.6)= 30% of
unmodified damage

2. Lord of Vermilion, (0.25)(0.75)= 18.


8% of unmodified damage

Dark Lord/ 1. Storm Gust/ 1. Saphien/ Swordfish card (Water)


Demon Water 2. Slotted Static Shield with
2. Meteor Storm/ Khalitzberg Card (10% damage
Fire reduction for Demon race)
3. Nine Tails (Back) (10% Fire damage
reduction)
4. Hyegun Hat (10% damage
reduction for Demon/ Devil race)-
Optional (Equipping it will be at
the expense of Goibne’s Set effect
not Garman).

Effective damage,
1. Storm Gust, (0.25)(0.65)(0.9)= 14.9%
of unmodified damage

2. Meteor Storm, (0.5)(0.65)(0.9)(0.9)=


26.3% of unmodified damage

Owl Duke/ 1. Jupitel Thunder / 1. Aebecee/ Dokebi Card (Wind)


Demon Wind 2. Static Shield

Effective damage,
1. Jupitel Thunder, (0.25)(0.75)=
18.8% of unmodified damage

Baphomet/ 1. Storm Gust/ To be confirmed


Demon Water
2. Either Lord of
Vermilion or
Meteor Storm
(TBC)

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.

Pointers for et90.

1. Devotion, this could be helpful to safeguard damaging melee at top of corner.

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.

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