Tank Barb 101 Index
Intro:Over View of your new Charactar
Chapter 1:How to Build your Barb
A)Stats B)Skills C)a) Armor C)b) End game Armor D)Weapon
Chapter 2:How toGet Your Barb A Notch Above the Rest
A)Technique B)Ettiquette C)Timing D)The Genie E)Apothicary
Chapter3:Advanced Game Play
A)Demon Or Sage B)PVP C)Game Mechanics D)TW
Conclusion:The summery of Running A successful Tank
Tank Barb 101
Intro:Essentially the less common build found with Barbs.With Tank barbs there are Three main builds, Phys Defence, Mag Defence and hybrid Defence. Phys defence build has a higher physical resistance but lower magic resistance, Mag resistance build is visa versa and hybrid build is a proportial build btw Hp mag def and phys defence to not only soak both types of damage equally but have the hp to sustian what isnt soaked. These builds will use base DEX and STR required to wear Heavy Armor and pump the rest of their points into VIT.The Target for your Hp As you go up in level to be able to tank the appropriate TT's and fb's for your level are as follows. Lv 70 9k, Lv80 10k , Lv 90 12-16k. As Far as your physical Defence as your level 70 8k-10k 80 10k-15k 90 18k-20k The varriance in your hp as well as your physical defence depend on weather you are building for physical defence, magic defence or both at the same time for advanced game play.Keep in mind, the object of the Tank barb is not to kill the boss or mob, but to hold agro while your DD's kill it. Agro has three parts as well; Timing.(Agro is further covered in the following sections below.) Threat level and Damage. You as a tank cannot out damage a cleric or magic user or blade, but you can out threat level them and with timing Ream after hard hitting attacks or crit's you can maintain agro. Doing enough damage to out threat level comes with the build above I described for your stats as well as in the section of holding agro later. This also comes from Maxing tank skills like Flesh ream, Alacrity, surf, frighten and the few others I will cover later on. Timing is one of the most important things to learn, A barb with the correct skills and stats will fall short on holding agro until they learn timing. Timing alacrity to cancel the charging bosses who are about to AOE can save a party exspecially on bosses like Eyes of the Krimson and on most bosses in Fb's and Tt's. This build straight built instead of hybrid allows for an auto agro which makes it easier to maintian agro isntead of fighting for it. In such when you crit on a tiger skill or up your threat level you instantly aquire agro even while normal attacking in tiger. Also with a straight Tank build, I find I do more damage in tiger then in chronos (DD) form. The Ever present sliding Scale between the extra additive Defence and auto agro you get from pure Tank and the Extra damage and crit you get from DD Is determind by three main things. First being How you set your stats. Secondly What the Extra Blue Stats or Additive Stats on your armor are and Last but not Least the Skills the buy. The more skills maxed or bought in tiger the more Tank the game mechanics see you as. On the other hand, the More skills you max or buy for chronos or DD form, the More the Game Mechanics see you as DD. In this sliding sclae the more DD you are seen in the less of a defence bonus and agro bonus you get, but the more of a Damage and crit chance bonus you Get. Same as if the game mechanics see you are more Tank, the Less of a crit bonus and Damage but the higher the agro and Defence Bonus is.
Chapter1 How To build your Barb:
A)Stats-The base Stats of your barb is the very foundation in which everything as a tank is built from. The top three things figured in with the ever present sliding scale between DD and Tank which becomes more apparent as you level thru Game play and very apparrent at lv 80+are Stats, skills and Armor stat adds. Your Base Stats for a solid Tank build that is well rounded are Just enough Str and Dex to wield your Next Dual Axes(The importance of dual Axes is explianed later on in the Weapons' section.)the Rest in Vit(which will add not only to your hp but also to your physical and magical Defence)and none in magick(Having a small mana pool saves alot of coin later in pots and if you run charmed later on that can be spent on other things such as CS and repairing.) These Requirements for Str and Dex can be found at any blacksmith and are usually for every 10 levels.This allows you space to manuver points around as you get closer to your next set of axes. The Weapon Stat Requirements are provided in the Weapons section.
B)Skills- For a First Starting out Pure Tank barb it is a little more difficult in game play and very benificial in long term play.With the abiltity to withstand long term tanking as well as out last many stuns, and damage over time spells makes the pure tank barb ideal weather it is for Game play of Pvp. In the earlier levels of the game spirit is a big factor and until Wq at lv 70 you will never seem to have enough. In such I will include an order in which to aquire skills which makes not only knowing when to buy skills easier but also allows you to know which ones will benifit you in the long run. Personally I have found as a lv 96 tank barb I have not used any skills out of tiger other than my buffs and Untamed Wrath (79)skill since lv 40. The tiger skills more then compensate and out do the Dd skills of the chronos(upright form), even in PvP.In such this allows you to focus primarily on your Passive skills,Buffs and Tiger skills to produce an extremely effective tank earlier in game play and thus make it alot easier. Where most starting hybrid barbs are trying to balance spirit for Dd skills, as well as tank skills, buffs and passive skills, you will have a step up earlier in the game and find quests alot easier to complete. Your skills Will Max in Sets of 3 which makes saving and distrubiting spirit alot easier. The list will be made in the order of importance for making game play and questing much easier for your tank barb. Passive Skills are your highest priority as they will max max first.True Form which adds 30% to your hp in tiger and 50% to your speed, Feral Regeneration which will boost your hp recovery to 20 per second and Shapeshifting Intensity which will provide you an extra 60% defence in tiger will max first. Axe and Hammer mastery as it more then makes up for your damage reduction of true form adding a total of 60% to weapon damage level as you have extra spirit for after your passive,Tiger skills and Buffs are current. Bestial Rage and Swimming mastery will only have one level but are benificial for increased movement speed in the water (swimming) and Chi building for your agro maintianing skills (Bestial Rage). Ream, alacrtiy and Beast kings inspiration are the next set that will max together btw lv 54 and 64. The Third Set that will max is Devour, Surf and Poison Fang Btw lvs 71 and 75. The Forth set involves your 79 skill Untamed Wrath which will require 1 mil in coins to get the medium ink from the vendor in Oht(your culti quest for chronos key should be finished) or at the back Last forge at 1k (if oht isnt accessable) and 20 apoc pages. At this point your Aoe skills of Roar and fighten for Holding agro on large groups of mobs will max at lv 79 and 80. After that Titans and sunder max at lv 85 and 86 leaving you plenty of spirit for your 89 sage/demon skills, or to level to genie more if you wish. You will note to get some of your buffs it is required to get lv 1 bloodbath, this skill is a suicide move for a tank as it cuts your hp. It is not recommended to use or level it. Another Suicide skill for a tank is Armageddon. :) If you prefer a suicide build that will kill you for sure everytime Bloodbath, calamity Axes and Armageddon is the combination your looking for. Not only do you cut your max hp, armageddon takes half your hp per use and calamity axes almost every hit take 5% more hp. If the bosses and mobs don't kill you, your cleric will. :)
C)A)Armor- The Stat adds on your armor are Very important when it comes to tanking, as some adds (blue stats) Will increase or Drop your threat level or may interfere with your build cause delays between skil activations as well as cause you to have a decreased defence in tiger. When looking for Armor, Heavy Armor with High Vit Adds is often most benifical as a primary goal. This Adds not only to your Hp but also to your physical and Magickal defence as a tank. Magick defence adds as barbs are prone to have a lower magickal Defence as a secondary add is often helpful in minamizing Damage Taken. Some ofther Secondary Adds to Vitality that are helpful are; Hp recovery, Mp recovery, Physical Defence, Hp, Max hp and channeling. Each of these will help to increase the threat level of your barb. Some Stats to try and avoid as they Decrease the efficiency, effectiveness and threat level of your Tank barb are; Evasion-you dodge the mobs more yes, but your ream is less effective, Accuracy- Most of your tiger skills will never miss and if they do once in a blue moon. Acc drops your threat level. Dex- Too much Dex on a Tank barb pushes it into the DD spectrum of the sliding scale and you will begin to lose your natural extra defence in tiger. Attack- The job of the tank is not to kill the boss or the mobs, it is to hold agro, since increasing your attack to be extra when you could have a stat to increase your defence or your hp regen or something alot more benificial to your tanking.The importance of balancing your Mag defence with your Phys Defence with your hp Increase becomes alot more apparent as you level. Your Ornaments for protection ie Belt Rings Necklace With High vitality Adds are often very helpful when tanking. When you attain level high enough to Use the Demon pearl which Adds 5% to your max hp as well as 7/8 to Str will save you points in the rest of the Game to put towards Vit as well as it's high additive Defence when it is refined. These Leaves your Cloak and helmet. Cloaks with high Mag defences such as Tauran chieftan dropped in cave of 69 that come with a couple of sockets are where you can make up your mag Def. This cloak is still present on my barb and will be, as there is none I have found with a higher mag defence present on it. Sharding your Cloak with Sapphires (lv90 immacculate, Lv 80 flawless Lv 70 Beautiful)will provide you with the extra magick defence you need to tank. The helmet with Vitality and phys res at least are highly benificial, Also sharding with Mag defence will balance your build out enough to take as little damage from mag mobs as you do phys mobs.Citrine Shards for hp in your boots, legs and Wrists. Leaving your chest for Citrine in the lower levels and Sapphire in the higher levels. Once you have chosen your armor and your Stats for it and it is sharded, refining is the next key to tanking. This increases your phys defence from your ornaments and your Hp from your Gear and can be done with celestones at any elder.
B)Engame Armor- your Endgame armor is extremely important being careful to choose the Right Stats and Right Defence for your charactar. Your Sky demon pearl which has lasted you thru your 90‘s Will be Replaces by Swindlers necklace for your mag def or Cube necklace: Vain. Your Rings of Vit will be Replaced by Seal of Eternal Solitude or +12 Vit Rings of mag Def.Other magick rings Such AS Dark flower spirit will help as well. As an endgame barb your phys def is already Set At this point needing to increase your mag Def is a big step. Going for forests watchers or Nirvana Tier Two of the behemoth helm. Your choice of TT 99 or Rank comes into play. TT99 As a whole with it’s adds and bonuses as a whole is a DD set. Going for the Solid Tank stats of the Rank 8 Gear for your Chest and legs. Or Even TT99 Legs have the Tank Stats. TT99 Wrists though they are indeed DD if you take them nirvana give you the needed Tank Stats. As Far as your belt Going for gold ocean of clouds with 17 Vit or your end Game culti belt is a Good option. Your Cape of Tauran Chieftan From 69-99 that has lasted you alot, can be traded for chromatic Robe:torment which you can get from a wing trophy. Your drop in Hp as you will notice can Easily be made up by refines, Pulling our Citrines as you refine for Sapphires will help with your defence. At this point at least perfect stones in your armor is a good choice. The Damage % bonus from Diamond of Tiger is indeed more effective then any garnet you put in as you refine. Chest Being Citrine, Boots and helm 1/2 Citrine half Sapphire, rest of Gear resharded with Sapphires. Transfering from TT90 boots into Scribes boots increase your Defences greatly. Defence is the key as hp is Secondary with hp Regen. To Soak the Damage, to take the hit, to rebuild fast from it.
D)Weapon-For your weapon chosing that which has consistant Damage for tanking is important. This means having a low and high end damage that are not to far spread apart. Dual Axes are Efficient for this and allow you to easily base your Stats for your TT 60-90 weapon. As a tank barb with your Dex and Str at the minimun Requirement for wielding dual axes it balances out with your Vit adds for a well rounded Build, Where your phys def from the Str and The phys/mag/Hp boost from your Vit work hand in hand with out the detriment from having to high of a Dex. These requirements being Lv37 Pisces Tail 113 Str and 23Dex,masters Handaxes lv 47 143 Str and 28 Dex , BloodRiver Lv 57 173 Str and 33 Dex,TT60 182 Str and 34 Dex, lv 70 212 STR and 43 Dex ,lv 80 242 Str and 45 Dex and lv 90 272Str and 49Dex. TT has Three branches of weapons to choose from in the long run. Tank, Dd and Hybrid. From your Base TT60 Axes when you Reach Level 70 The Branch of Helardy Axes into the Giant Ape for TT80 Into the StarAxes for TT90 is the base set up of Adds for tanking. Thier ability to offer an extra mag def reduction to the mobs, Extra defence, Stun capabilites and that ever so helpful vit add makes them Ideal for thier Job.After 95 the Tt axe line For Tanks stop, this is where I found Lunar to be very helpful. The Lunar axes in the Legendary section with +17 to Vit, +2.0 to range with an extra hp bonus more then make up for the Dex and Str required to use them. These allow you to catch mobs farther out alot quicker, Boost your mag/phys defence as well as your hp. Covering the Three basic needed stats for tanking. Sharding your Axes with Phys Att or Accuracy Shards More then makes up for any lacking that allows you to better hold agro. Since sharding your weapon for these Values to more then make up for whats needed, Adding extra of these to your gear will be a detriment and slip you to far on DD vs Tank sliding scale.
Chapter 2:How To get your Barb a notch above the rest
A)Techniques-Some Simple Techniques you will utalise through out the entire game, that makes in caves and in party's alot easier on you to take as well as saving alot of charactar lives and Experience.
1Flipping. Mobs and Runners will always run directly away from you, Being between them and the other mobs to chase the runner towards a safe or already cleared area will prevent your Dd's from running into the middle of mob, or agroing more then can be handled. This also allows you to control the position of the mobs.Flipping also minamises the damage your cleric and Dd's will take from Aoe as frontal aoe hits harder. This will save the life of your clerics in places such as 51 with Rankar and Wyvern, 59 with Drake,69 with pole and gnob as well as with many aoe mobs you will encounter along the way in TT, bh, fb and out in the field.
2 Pulling back. Lot of times you cannot get to a save position to flip the mobs with out agroing more. Reaming the mob to have agro and running back towards the cleric with cause it to chase you and pull it where you can safely flip it.
3 Catching. The ability of a barb to catch and take agro off the puller quickly is essential. Leading with Ream as it is auto agro often will save the life of your puller. Exspecially with bosses and some mob types. Catching multiple mobs. When many mobs come in ream is not as effective as we would like it to be. In such we are equiped with Surf to slow down incoming mobs,Surf allows the barb time to ream any strays Roar has not caught before they reach party members. Roar to attain agro,Higher level of roar more effective it is at getting the attention of incoming mobs. Frighten to drop the damage of any mobs we would lose agro on, Untamed wrath if all else fials, this Skill stuns all the mobs in the radius for 1 sec allowing Agro to reestablish to the barb.
4 Building chi. The two biggest agro skills on the barb ream and Devour take chi, Using poison fang your damage buff as well as bestial rage as your attacking, Surf to slow the mobs, Frighten to drop thier damage, Alacrity to cancel channeling and aoe all are Chi builders. Surf build enough chi to use ream as alacrityand frighten build enough to use devour.
5 Keeping agro.As a tank cannot out damage a cleric or magic user or blade, but you can out threat level them and with timing Ream after hard hitting attacks or crit's you can maintain agro. Establishing Agro with Ream is often in the higher levels not enough to keep it. Agro as is established in building a Barb is based on Threat level not damage. In your party area where the names are, those names flashing red are those most likey to pull agro off you. If your threat level is high enough no names will be flashing red and there is little chance of losing agro. Consistant damage usually provided by dual axes increase your threat level. As does canceling aoes and magick Channeling. Devour which is your armor penetrator will spike your threat level for 3 seconds if agro is being pulled by two at once 5 seconds if it is only being pulled by one. Frighten which Drops the attack of mobs and bosses also adds to threat level. Though your main agro holder Ream lasting again 5 seconds with one puller and 3 seconds with two pullers is more effective when used in combination with skills that stack your threat level. A good technique I use with my lv 96 barb and have used right along becuase it works is leading with ream to catch Surf to slow them, Ream to restablish it if there are 2 pullers or devour to penetrate armor, Alacrity to cancel the chaneling or Ream if I used devour, Ream to restablish the threat level or Frightenif I have just used ream. Stacking ream alone will not hold agro in the higher levels.
6 Holding Agro on Many mobs. The multiple Aoes a Tank is provided with are often Overlooked in combination for holding agro on mass groups. This is highly important weather in aoe grinding, Rebirth Orders, Caves or out in the field. Leading With Bestail rage to gain Chi Quickly, Roar to Gain the Attention of the mass mobs, Followed by Surf to slow them down, Frighten to drop thier Attack damage, shifting out of Tiger to use untamed wrath and back in to up your threat level and catch any Stray mobs provides you with The two sparks you need to finish them off with Sunder and regain any hp you have lost that BB or group has not Regenerated. In this process it Allows you not only to build chi, keep agro off your party, but allow yout DD's to do mass damage with taking Very very little of it.
B)Ettiquette-Being a Tank barb comes with a set of expectations. These guidelines will Set you above the consideration of most tanking when it comes to being asked to Tank. First five Basic principles are;
1 Always keep the cleric and quest holder/tabber in sight behind you.Ie know where your cleric is at all times. This is your lifeline.(This keep you in range of heals, ready for escort passed areas of danger incase of agro, and Ready for respawns)
2 Leave no one behind (Alot of classes run slower then barbs, if left behind there is a good chance they may agro any mobs left. This also allows you to better keep an eye on your party.
3 You are the tank lead your party.( right or wrong they look to you and will follow you where you go so have confidence.They look to you for guidance and protection.)
4 Commincation is important.(Letting your party know your reaching danger areas, When there are walkers, asking to make sure the cleric is ready for heal of the boss, or the veno ready to pull, or the blades ready to stun in some cases. For a few examples.
5 Protect and take care of your own (The barb has alot of hp and as long as the cleric is alive they can Rez, the Dd's can kill it for you. The barb can take alot more damage then any other classes present and in such is the support structure they will turn to, both in party and out of party.
C)Timing-The most important thing when tanking is timing. Weather it is a clean catch for instant flipping, or a good cancel to prevent aoe from killing your cleric. Or even timing your skills to hold agro against several pullers at the same time. This is one of the most important aspects of the game when playing a tank. Leading your party thru walking mobs when it is clear, holding Agro on mass groups, Being able to pull agro off your party when it's pulled, Timing your skills btw chi build, Mana and skills needed to up threat level to hold agro are all part of your instinct in later game play.
D) The Genie-Now that you have your barb set up you get an extra added bonus feature to set you ahead in game your genie. By Lv 89 your genie will be a good friend that has bailed you out of many circumstances where there clerics have lag or if you get into a bad situation or group. The tank barb longevity Genie makes the Healing skills alot cheaper to buy. Skill Setup such as Tree of protection which completely refills your hp bar in 6 seconds even in tiger, Tia chi to increase your speed or allow your Dd's to hit faster as well as regen hp, Solid shield to absorb damage like invoke, Impact to increase your threat level as well as stack with devour for an increased armor penetration. By 90 if your genie is gold( 61+ Lucky points)picking up alpha male for an extra Auto agro aoe when your skills are on recharge adds another notch to your tanking arsenol.
E) Apothicary Items Several Items along your way will Aid you in your tanking. Items That increase your mp/Hp recovery, Build chi, Absorb Damage, Restore mana and Hp instantly gives you that extra little bit when you need it. Magick Defence charms for tanking World bosses. For Lv 10 apothicary skill one can make;choas Powder which restores 2k hp requiring nectar and savlia root and Life Powder Regening 50Hp/Secfor 10 min requiring Necter and Golden Herb. For Lv 30 apothicary skill two can make;Sickle Leaf Teawhich restores 50 chi requireing elderwood and nectar, Dew Rival Protection which absorbs 1k in damage requireing tuckahoe and salvia root, Orb Of Vibrating Light which restore 4k hp requiring Palo and Nectar and Focus pwder which regens 50mp/sec for 10 min requireing crane and saliva Root
For Lv 45 apothicary three can make; Dew of Lunar protection which reduces mag/phys damage for 20 sec requireing Serpentyne and Tranquilla, Dark Green Ord which restores 6k hp over 30 sec requireing green berry and realgar and Flourish orb which regens 50 hpand mp/sec for 10 min requiring fleece flower and tuckahoe.
For Lv 60 apothicay four can make:Golden Jade which restores one spark requiring purfume dew and fleece flower,Mental Powder Which restores 30% hp and Mp instantly requireing Tulip and Green berry,Dragon Lord Powder Which cuts damage in half for 8 sec requireing Butterfly herb and ligamus wood,Dew God's protect which absorbs 3k damage requireing redberry and black henbane,Healing orb which regens 100 hp/sec for 10 min requireing worm sprouts and ox bezour, and concentrate Orb Which regens 100/sec for 10 min Requireing Butterfly herb and Serpentyne.
For Lv75 apothicary five can make; god's Tea which restores 1spark and 50 chi requiring DevilWood and tulip,Samsara wheel which restores 60% hp and mp instantly requireing Tiery herb and Purfumedew, Renewal Orb Which regens 100hp and mp/sec for 10 min requireing scented fungus and Butterfly herb and Dew Star of Protection which desuces all damage for 20 sec requireing white berry and worm sprouts. (NOTE: Devilwood,Tiery, scented fungus and white berry can only be found in heaven or hell)
Chapter 3 Advanced Game Play
A)Demon OR Sage Now that you have made it thru building your barb and Getting him where you want, now you are faced with the choice of Demon or Sage as you hit 89. As you hit 89 you are faced with Demon or Sage, Sage offers you increased Defence, increased Speed, Increased Hp regen, Instant chi skill of 50 chi and a Triple spark that soaks damage too. You Pure tank build takes as little damage from Magic mobs as physical mobs, your Tanking Tt's with one cleric, Warlord is dropping easily, cosmos isnt a problem, you've tanked all your own bosses and fb's and probly pretty much everyone elses to 10 levels above you.At 85 playing in Rb delta with much ease finishing all 10 levels of it So the question comes to mind what is next? Does the Game end here for the Pure Tank. The Answer is there is so much more and no the Game doesnt end. With 89 Comes Two new whole Maps In lothoranis or heaven AND Hell mommargon(sp?) Also opening Two more fb's 99 Seat of Torment in Heaven and Abaddon in Hell. With a Whole new range of mobs and quests to complete. Speed, Increased Hp regen, Instant chi skill of 50 chi and a Triple spark that soaks damage too. This allows you to stack your magick defence as your physical defence is already taken care of by your extra 89 skill adds. You've Been in frost covered grounds and Lunar with little trouble, now it's time to find bigger and more challenging things such as Warsong and Dragon Temple Raids and City of abomination. You've played in the cube as a daily and Now you get to add Oht as an extra added daily bonus when you hit 90.There is the arena for groups to kill a series of bosses for experience and drops. At 95 you open the Unicorn Forest with a whole new Map and range of bosses and Harder mobs Valley of the Scarred and Extra cube rooms with better Drops and chances at gear. From Here on you Start Getting quests to open different worlds in OHT to bring out new maps and new bosses as well as more ranges of mobs to kill that are a higher Difficulty.
B)PVP With the pure Tank build are able to Pvp against clerics, Venos, Blades, Other Barbs and Archers with Very little trouble.Tuesday Nights at the dragon Temple also refered to as the unground is a passive Pvp Zone. You Do not lose items or experience and get enjoy the full pleasures of PVP against many enimies at once. Almost every faction is present to test thier armor, skills and trian for TW as well as size up the other factions present. Another high PVP rated Area which is open at all times is Secret Passage as well as some room in the cube specifically designed for PVP. Outside The West Gate of Arch later in the evenings is always full of PVP and duelers. Tw or Territory Wars Between Factions is another Great PvP Experience to Learn and impliment Battle tactics, Group Dynamics, Team Effort as well as Test your Skills and Armor against other players. Methods such as carrying Guardian Scrolls, using safety lock and or purchasing binding charms help prevent Gear loss when killed in pvp.
C)Game Mechanics: Staying pure tank barb thru the game gets harder and harder as you go. Buffs on your barb and specific skills reduce and increase your agro per class type. Melee classes such as archers, sins and blades with claws or high aps will pull easier when the Defense is Dropped on the boss by Devour. Poison fang and Water buff increase your threat level against these classes as well as the use of Frighten. If you use Devour Stack threat level with Ream right after. Buffs on your barb Can help or decrease your agro. Buffs like Bramble and Soul of vengence increase your agro on bosses and mobs by consistent Damage. Frighten will increase the chance your magick users will pull on agro. Watching your Team mates to note their personality of their character will help Determine who is more likely to try and pull agro. Outgoing Vs Quiet. The Agro meter on the left of blinking red vs solid red in your Name list of the group. The faster the blinking the more likely they are to pull agro. Other skills such as sunder spikes your agro, but remember agro is a like a teeter totter it will peak and descend, keeping a consistent increase in agro is the key. If you Spike Agro use Ream to balance it out and work on rebuilding your agro. Stones that give you + to defence Lv and -% to damage on gear will be more benificial as a % reduction is overall GReater then A solid number decrease as it Decreases damage taken on a sliding scale of total damage per hit. Instead of just x amount of Damage Taken. Increasing Att Lv as mentioned previous With DoT in the Armor Section, had the same Idea by icreasing your Att by a % based on your refines. Meaning The higher you Refine the More Damage you Soak with out having to reshard later on.
D)Tw; As a pure Tank barb you are a solid Cata-Barb build for TW. First Question you think of is, what is a Cata-Barb. Cata-Barbs can buy Catapult scrolls from the npc at your base in Tw, Should have 10 Cata scrolls and 3 Reserection scrolls. Click the catapult, right click the Cata-Scroll in your bag to aquire the Catapult. The meter on the right side of your screen that is green, yellow or res tells you the distance btw you and your catapult. Be Careful Not to outrun your catapult. Try and keep it in the yellow or green. As a Cata-Barb your job is to get the Catapult to the base of the enemy and Destroy the Crystal. You should have an escort Team in front of your team Clearing your path to the Crystal. The catapult is very effective against towers and thier Crystal and will attack what it is you are attacking. As a cata barb your squad set up should be 3 barbs 1 blade 2 cleric. Two barbs to pull catas, one as a distraction, Blade to watch the clerics and members left behind by the Assault team in front of you. Some Good Apoth for TW Such as Charm of Defense( Perfect Stone (100) lvl 8 apo Mag dam red -50%),Mystic Armor Charm(Perfect Stone (100) lvl 8 apo Phy dam red -50%)Sutra Power Orb ( invincibility 6 sec)Requiring Longen Herb and Tiery Herb,Ironguard Powder - immune to all Dam12sec though you are unable to move)Requiring Devilwood and Longen Herb,
God's Tea (1 spark and 50 chi)requiring Devilwood and Tulips,White Tea ( two sparks) requiring Scented Fungus and Devilwood, Dew of Star Protection (reduces alldam 20 sec) requiring White Berry and Worm Sprouts, Shadow Binder Powder - immunity to all debuffs + 100% speed inc 15 sec.) requiring Tiery Herb and White Berry. Stone Turtle Orb( cuts all Dam by half 16 seconds)requires Scented Fungus and Red Berry.Renewal Orb(100 Mp/Hp regen 10 Min) Before War with enough time for Cool down before entering War.
Conclusion: Running a Successful Tank barb is alot like Running a business. Schedules, supply and Demand, balancing Output Vs input, Networking to get the runs you need. Here Are some helpful Pointers To Keeping your barb With enough runs To be Satisfied, enough coin to progress and enough Time to Get your own stuff Done as well.
A Schedules: Every Tank barb eventually falls into A tanking pattern, on at certain hours for certain groups of people to get Certain runs. Knowing who is on when, what Runs are most available when and regular times you are usually on are important Factors. Setting up A schedule of When to do what runs Each Days Lets people know thru consistency When to contact you for that type of run, knowing you are available for it. Setting up an order of priority for yourself helps as well. Make sure at the end of the night you Set aside Time to Get your own stuff done as well.
B: Supply and Demand: The Tank barb is in high Demand as 95% of barbs are hybrid or DD, 3% have Restated Claws or Quit and the 2% of us left are Swamped with runs. Knowing what runs for your Lv that are in high Demand is important. For the lower Level Barbs 0-20 This will be your Fun til to learn and Grind and Experience your character before you Start your tanking. Level Barbs 30-50 This is when you start getting a taste of what it means to be a tank barb. Culti boss Requests, the start oh Bh invites and the Basic foundation of your tanking Style begins to develop. Lv60- 80 This is where your networking begins, by the time you hit 89 you have regular groups you run with and a basic schedule set up. This is also Where knowing input vs output is Very important to keep your barb Tanking. Having enough Coin coming in to But skills, Gear, Stay in Repairs and pots becomes crucial. Lv 89 Is a whole new game for you as well as At lv 100. Higher Demands and higher quality as well as quantity of Demands comes into play. Lv 90-100+ This is the time most of us Migrate to a TW Faction To meet the needs of our tank. The fast paced environment with Many runs available at all times as well as a large network of individuals is important to your barb to continue progressing. Realizing when you have outgrown the faction you are in and when your barb is not getting it’s needs met is important.
C Balancing output and input- As you Mature and lv as a tank barb you begin to realize the difficulty of playing your barb . In the lower levels the problem is Spirit for skills and which skills Take priority, this was covered Earlier in the manual, World Quest and Crazy stone as well as doing your quests help meet this need. The next problem becomes coin for repairs. Finding level appropriate mobs with the best Drop rate that are easy enough to kill is your first obstacle. Stacking Justice orders, with one man armys’, with wanted orders on the mobs you need for Quests always help a little, but that little bit extra in your earlier levels comes from grinding. until lv 60 the flying mob vipions by the south entrance to lost City, By Misfortune and by The starter town battlemark City are good grinding mobs.
Back When We All Were Young And Crazy, the world was full of new sights and Adventure and The magick around us was abound.
Warning:these Are the little Fuzzy Days, before Nyc Grow into his paws. Pls enjoy.
The stuff you miss 4 years later.
My War Family, Much More Yet to come.











