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'''Remember:''' Immunity thresholds may not be guaranteed against higher-level enemies due to penalties.
'''Remember:''' Immunity thresholds may not be guaranteed against higher-level enemies due to penalties.
= Navigating the Doram Sea: Core Tanking Skills =
Doram Summoners boast a straightforward skill tree with three distinct branches: land, life, and sea. While Tank dorams primarily focus on the '''sea branch''', understanding its key skills is crucial for maximizing your defensive potential.
'''The Big Three:'''
* '''Tuna Party:''' Your signature shield, absorbing damage for yourself and nearby allies. Invest points here for increased duration and potency.
* '''Tuna Belly:''' Self-replenishing HP recovery, vital for sustaining yourself in the thick of battle. Consider additional points for faster activation and cooldown reduction.
* '''Stoop:''' Temporarily reduce your size, gaining increased defense and evasion. Invest heavily for longer duration.
{| class="wikitable"
|+
!'''Skill'''
!'''Properties'''
!'''Description'''
!'''Explanation / Remarks'''
|-
!'''Tuna Belly'''
|
* '''Max Level''': 5
* '''Target''': Ally
* '''SP Cost''': 10 + (10 x Skill Level)
* '''Fixed Cast Time''': 1.0s
* '''Cast Delay''': 1.0s
* '''Cool Down''': 2.0s:5.0s:8.0s:11.0s:14.0s
* '''Range''': 9
|Absorb delicious tuna to restore a portion of the targets Max HP.
* '''[Lv 1]''' : Restores 10% Max HP.
* '''[Lv 2]''' : Restores 30% Max HP.
* '''[Lv 3]''' : Restores 50% Max HP.
* '''[Lv 4]''' : Restores 70% Max HP.
* '''[Lv 5]''' : Restores 90% Max HP.
|Tuna Belly may seem like a basic heal, but for Doram Tanks, it's a game-changer. Let's delve into its mechanics and how to unleash its full potential.
'''Healing Powerhouse:'''
This single-target heal shines when used on targets with high Max HP, making it perfect for tanks like yourself, Devotion Royal Guards, and Tiger Cannon Suras. Unlike Acolyte heals, Tuna Belly bypasses limitations like Undead status or Madogear/Berserk, ensuring your allies stay in the fight.
'''Gearing for Efficiency:'''
While powerful, Tuna Belly's initial limitations lie in its cast time and After After Cast Delay (ACD). To overcome these:
* '''Aim for 1.0s Fixed Cast Time (FCT) reduction'''
* '''Prioritize high ACD reduction:''' Gear up to reach over 56%, allowing bard buffs to push it beyond 86%.
'''Strategic Healing:'''
Choose the right Tuna Belly level based on the situation:
* '''Level 4:''' Heals for 70% Max HP with bonuses but has a long cooldown. Useful for emergencies or topping off allies with large HP pools.
* '''Level 2:''' No cooldown with Spirit of Sea learned. Spammable with proper FCT/ACD reduction, offering consistent single-target healing like no Arch Bishop can. Level 2 heals can average around 40% Max HP, imagine spamming multiple of these per second!
'''Self-Sustaining Tank:'''
Forget relying solely on external heals. Tuna Belly empowers you as a full-tank:
* '''Spam it on yourself while tanking mobs:''' Even if your Tuna Party shield breaks, you can instantly heal back and maintain your stance.
'''Animation Delay Quirks:'''
Tuna Belly has an animation delay unaffected by ACD reduction and ASPD. You'll observe this as occasional longer delays between casts. Luckily:
* '''Moving or being attacked cancels the delay:''' Spam faster while actively tanking and taking damage.
* '''Full-tanks can utilize high ACD reduction and ASPD:''' The delay affects their spamming less.
* '''Support-tanks might need active animation cancellation:''' Moving helps optimize their spamming speed.
|-
!'''Tuna Party'''
|
* '''Max Level''': 5
* '''Target''': Ally
* '''SP Cost''': 10 + (10 x Skill Level)
* '''Cast Delay''': 1.0s
* '''Cool Down''': 10.0s + (4.0s x Skill Level)
* '''Range''': 9
|The spirit of the delicious tuna protects the target for 30 seconds.
This skill will block physical and magical damage until the buff durability runs out.
The durability of the buff depends on the targets Max HP.
* The durability is doubled if  '''Spirit of Sea''' is learned.
* This skill has an animation (delay after attack) for the target, but not for the caster.
* '''[Lv 1]''' : Durability is equal to 10% of the targets Max HP.
* '''[Lv 2]''' : Durability is equal to 20% of the targets Max HP.
* '''[Lv 3]''' : Durability is equal to 30% of the targets Max HP.
* '''[Lv 4]''' : Durability is equal to 40% of the targets Max HP.
* '''[Lv 5]''' : Durability is equal to 50% of the targets Max HP.
|'''An Unmatched Shield:'''
Tuna Party, accessible at level 5, is a cornerstone skill for Doram Tanks. At max level, it grants a shield equal to '''100% of your Max HP''' for 30 seconds, effectively doubling your health! Unlike typical priest shields, this powerhouse boasts several unique features:
* '''Universal Protection:''' Blocks both '''physical and magical''' damage.
* '''Unlimited Hits:''' Absorbs a set amount of damage, not specific hits.
* '''Unbreakable Wall:''' Cannot be dispelled by enemies.
* '''Scalable Strength:''' Scales with '''your''' Max HP, not your target's.
* '''Knockback Immunity:''' Prevents knockbacks while active, crucial for maintaining your defensive stance.
* '''Enhanced Defense:''' Works '''after''' damage reduction checks, allowing defense stats and equipment like Khalitzburg Knight Card to further mitigate damage.
'''Tactical Deployment:'''
The catch? A hefty 30-second cooldown at level 5. Fear not, intrepid tank! You can overcome this hurdle with clever gear choices:
* '''Cute Grass Necklace [1]:''' Each reduces cooldown by 7 seconds, potentially eliminating it for lower-level casts.
* '''Fresh Tuna Talisman [1]:''' Adds another layer of cooldown reduction.
* '''Automatic Module (Power of Sea):''' Further optimizes high-level casts.
'''Tailoring Your Strategy:'''
While max-level Tuna Party is impressive, consider:
* '''Spammable Protection:''' Level 1 or 2 casts with no cooldown can offer '''higher overall damage absorption''' against sustained attacks.
* '''Party Support:''' For support tanks, prioritize low-level casts to shield multiple allies with their own Max HP as a baseline.
'''A Hidden Advantage:'''
This skill surprisingly has no casting animation on you, but on the target! This allows for rapid spamming with enough After Cast Delay (ACD) reduction. Turbo users can even shield the entire party in an instant! Mind the target's animation lock, though, as continuous spamming can hinder their movement and skill usage.
|-
!'''Stoop'''
|
* '''Max Level''': 1
* '''Target''': Self
* '''SP Cost''': 10
* '''Cast Delay''': 1.0s
* '''Cool Down''': 15.0s
|Buff yourself for 6 seconds, reducing incoming damage by 90%.
* You can use other skills while this is active, but can not move cells.
|Stoop, a temporary defensive stance, stands out among your skills. Like Monk's Steel Body, it slashes incoming damage by 90%, offering a formidable shield. However, unlike its counterpart, Stoop lasts only 6 seconds, roots you in place, and allows normal attacks and skills.
'''Navigating the Limitations:'''
The key challenge with Stoop lies in its immobility. Movement, including forced knockbacks, instantly cancels it. To avoid wasting this crucial ability:
* '''Time it judiciously:''' Positioning is vital. Don't Stoop out of position, and anticipate enemy knockbacks.
* '''Utilize Tuna Party's synergy:''' The shield prevents knockbacks, ensuring safe Stooping. Remember, its damage reduction applies before shield depletion, further protecting you.
* '''Maneuver beforehand:''' Consider using Lope for strategic positioning before deploying Stoop (remember, using Lope during Stoop cancels it).
'''Unlocking Its Potential:'''
Beyond timing, remember:
* '''Embrace strategic aggression:''' During Stoop's cooldown (15 seconds), be more cautious. When it's active, push forward boldly, maximizing its impact.
* '''Sustain yourself:''' Utilize Tuna Belly for self-healing, and Tuna Party for additional fortification while Stooping.
'''A Deeper Dive:'''
* The 90% reduction works independently of other defenses, offering a reliable damage shield.
* Defenses ignoring soft DEF/MDEF have no effect on Stoop, making it a potent counter.
* In Bio 5, timely Stooping can even negate party-wiping "Max Pain" attacks (reflected damage). Imagine the satisfaction of saving your team!
|-
!'''Lope'''
|
* '''Max Level''': 3
* '''Target''': Ground
* '''SP Cost''': 30
* '''Var. Cast Time''': 1.0s
* '''Cast Delay''': 1.0s
* '''Cool Down''': 2.0s x Skill Level
|Leap high and far into the air, letting you jump over obstacles.
* When this skill is learned, double the casting time of Emergency Call. (WoE skill)
* This skill can be used in instances, but can not jump over impassible walls.
* '''[Lv 1]''' : Leap 6 cells.
* '''[Lv 2]''' : Leap 10 cells.
* '''[Lv 3]''' : Leap 14 cells.
|Lope, despite its limitations, remains a crucial tool in your Doram Tank arsenal. Let's explore its strategic use to maximize its effectiveness.
'''Tactical Repositioning:'''
Your primary strength lies in anchoring the front line. But positioning shifts require agility. Lope enables you to:
* '''Close the gap:''' Quickly leap towards threats if your DPSise out of range.
* '''Disengage strategically:''' Jump away from overwhelming attacks to preserve HP and shield integrity. Remember, retreating wisely isn't cowardice, it's tactical brilliance!
'''Key Considerations:'''
* '''Target wisely:''' Ensure a clear line of sight to your target location for successful lope activation.
* '''Beware the VCT:''' Tank builds often incur a slight Variable Cast Time (VCT) on Lope. Be mindful of enemy attacks that might interrupt your leap.
* '''Shields offer security:''' Utilizing a shield drastically increases Lope's castability under pressure, allowing you to disengage even in the heat of battle.
'''Unlocking Lope's Potential:'''
* '''Practice timing:''' Master casting Lope just before heavy blows land, creating temporary invincibility frames during the leap.
* '''Coordinate with allies:''' Communicate your Lope usage to ensure smooth aggro management and avoid accidental separation from your party.
* '''Upgrade strategically:''' Consider gear options that reduce VCT or casting interruption chances for even greater agility.
|-
!'''Arclouse Dash'''
|
* '''Max Level''': 5
* '''Target''': Ally
* '''SP Cost''': 12:14:16:18:20
* '''Var. Cast Time''': 1.0s
* '''Cast Delay''': 1.0s
* '''Cool Down''': 6.0s
* '''Range''': 9
|Absorb the spirit of the Arclouse to become very agile. Increases your Movement speed and AGI.
* '''[Lv 1]''' : +20 AGI, Duration 60 seconds.
* '''[Lv 2]''' : +25 AGI, Duration 70 seconds.
* '''[Lv 3]''' : +30 AGI, Duration 80 seconds.
* '''[Lv 4]''' : +35 AGI, Duration 90 seconds.
* '''[Lv 5]''' : +40 AGI, Duration 100 seconds.
|While residing in the Life branch, Arclouse Dash deserves a serious look from Doram Tanks. Not only does it grant a decent +40 AGI for increased FLEE and spammable skill potential, but it also holds a hidden gem for tanks: a reliable Movement Speed buff.
'''Your Position, Your Strength:'''
As a tank, positioning is your battlefield ballet. Leading the charge and anchoring the frontline demands swiftness. But Summoners lack inherent mobility options, relying solely on Lope's cooldown-bound dash. Here's where Arclouse Dash shines.
'''Unwavering Speed:'''
This buff shines in its resilience:
* '''Unbreakable:''' Unlike Acolyte's Increase Agility, it cannot be dispelled by enemies.
* '''Undead Friendly:''' Even under the debilitating Undead status, your speed remains undeterred.
* '''Quagmire Resistant:''' Forget being bogged down by this common Bio 5 debuff.
* '''Self-Sufficient:''' No need to rely on party buffs - you control your own momentum.
'''Keeping Up with the Pack:'''
Maintain the buff constantly (except with Guyak Pudding) and watch yourself effortlessly match other tanks' stride. Couple it with Halter Lead for maximum swiftness and become a truly mobile bulwark.
'''Stacking Strategies:'''
Remember, the buff works like Increase Agility in terms of stacking:
* Doesn't stack with itself.
* Stacks with Halter Lead, but not Wind Walk, Speed Potions, or Guyak Pudding.
|-
!'''Grooming'''
|
* '''Max Level''': 5
* '''Target''': Self
* '''SP Cost''': 15
* '''Fixed Cast Time''': 1.0s
* '''Cast Delay''': 1.0s
* '''Cool Down''': 70.0s - (10.0s x Skill Level)
|Heal yourself by licking your fur. Increases you Flee for a short time.
Cures a variety of statuses;
* Poison
* Frozen
* Stun
* Sleeping
* Bleeding
* Silence
* Freezing
* Frozen
* Deep Sleep
* Fear
* Mandragora Howling
* '''[Lv 1]''' : +100 Flee, Duration 3 seconds.
* '''[Lv 2]''' : +100 Flee, Duration 4 seconds.
* '''[Lv 3]''' : +100 Flee, Duration 5 seconds.
* '''[Lv 4]''' : +100 Flee, Duration 6 seconds.
* '''[Lv 5]''' : +100 Flee, Duration 7 seconds.
|While not a core component of every Doram's arsenal, "Grooming" offers valuable utility in specific situations. Let's explore its strengths and limitations to determine its potential usefulness.
'''Curative Capabilities:'''
Grooming primarily shines as a status effect cleanser. Unlike most healing skills, it bypasses certain limitations, allowing its use even on silenced or frozen allies (excluding "Frozen"). This makes it effective for countering:
* '''Fear:''' A debilitating mental debuff crippling your allies' combat effectiveness.
* '''Freezing:''' A temporary immobility effect hindering movement and attacks.
* '''Mandragora Howling:''' A fear-inducing AoE debuff often encountered in certain areas.
'''Fleeting FLEE Boost:'''
Grooming grants a temporary +100 FLEE buff, potentially helpful in dodging attacks. Unfortunately, the effectiveness of FLEE diminishes rapidly against large mobs due to the "mob penalty" reducing its impact. This relegates the buff to niche situations where dodging a few key attacks can make a difference.
'''Considerations and Usage:'''
* '''Skill Level:''' Maxing Grooming is optional, prioritizing levels based on its individual usefulness for your playst yle.
* '''Strategic Deployment:''' Grooming shines in areas where specific status effects like Fear or Freezing pose threats.
* '''Alternative Options:''' Consider carrying potions or utilizing complementary skills for a more versatile approach to status effects.
|-
!'''Purring'''
|
* '''Max Level''': 5
* '''Target''': Self
* '''SP Cost''': 75 - (5 x Skill Level)
* '''Fixed Cast Time''': 1.0s
* '''Cast Delay''': 1.0s
* '''Cool Down''': 70.0s - (5.0s x Skill Level)
|Heals everyone with a pleasant sound.
Applies the effects of  '''Grooming''' to your entire party.
* '''[Lv 1]''' : +100 Flee, Duration 7 seconds.
* '''[Lv 2]''' : +100 Flee, Duration 9 seconds.
* '''[Lv 3]''' : +100 Flee, Duration 11 seconds.
* '''[Lv 4]''' : +100 Flee, Duration 13 seconds.
* '''[Lv 5]''' : +100 Flee, Duration 15 seconds.
|Suggested Level: 5
Usually somewhat more valuable than Grooming. It has more or less the same impact, but works on the whole party, and has slightly longer length but too longer CD. It is more valuable since you'll really utilize the expertise whereas your partners are beneath status impacts but not you. But the long CD is making it very difficult to utilize. Besides, it's decent to be beyond any doubt merely have typically in your unit.
|}
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