LeopoldsTankSupportDoram: Difference between revisions

From MuhRO
Jump to navigation Jump to search
No edit summary
No edit summary
Line 240: Line 240:
* '''Cute Grass Necklace [1]:''' Each reduces cooldown by 7 seconds, potentially eliminating it for lower-level casts.
* '''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.
* '''Fresh Tuna Talisman [1]:''' Adds another layer of cooldown reduction.
* '''Automatic Module (Power of Sea):''' Further optimizes high-level casts.
* '''Automatic Module (Power of Sea):''' Further optimizes high-level casts (3 seconds per module).


'''Tailoring Your Strategy:'''
'''Tailoring Your Strategy:'''

Revision as of 09:29, 9 February 2024

The Feline Force: Unveiling the Doram Summoner

Unique to the agile Doram race, the Summoner class taps into the power of nature, forging bonds with various creatures to fight alongside them. This versatile class offers three distinct paths for specialization, each catering to different playstyles:


Unleashing Primal Fury: The Animal/Life Tree Path, marked by fiery orange hues, focuses on raw physical might. Summoners on this path command fearsome beasts to tear through enemies, harnessing the untamed power of the wild.


Harnessing Elemental Might: The Vegetable/Land Tree Path, bathed in emerald green, channels natural magic. Summoners here conjure potent spells and call upon mystical flora to inflict magical devastation upon their foes.


Guarding Like the Tides: The Seafood/Sea Tree path, adorned in calming blue tones, prioritizes defense and support. Summoners on this path become stalwart protectors, commanding aquatic companions to bolster allies and shield them from harm.


While each path leads to a defined role, flexibility exists within the first tiers of other trees. This allows for some degree of hybrid building catering to individual preferences. However, unlocking any specialization requires mastering the purple "foundation" skills. These essential abilities, though initially mandatory for any path, offer valuable benefits and deserve maxing out regardless of specialization.

Guardians of the Pack: Unveiling the Doram Tank

Calling all aspiring protectors! The Doram Summoner, with its versatile skillset and loyal companions, offers a unique path to tanking with two distinct styles: the full tank and the support tank. This guide is going to cover two both paths to offer exciting ways to shield your allies and conquer challenging content.


Strengths:

  • Unsurpassed HP: Dorams boast the highest base HP in the game, making them natural tanks.
  • Budget-Friendly: Gear demands are less intense compared to DPS builds.
  • Party Hero: Crucial for tackling late-game dungeons, ensuring your allies' safety. Not only that hi,,but theirills can`t be dispelled, but they're spammable on numerous characters and synergistic with devo and other support skills. Spirit Handler buffs are AoE!
  • Straightforward Gameplay: Master the basics and excel with clear tactics.
  • Self-Sustaining: Forget frequent potions! They can self-heal with Tuna Belly and can incidentally tank mobs by self-spamming and Stoop.
  • No level prerequisites: not at all like devo


Challenges:

  • Damage Deficit: Embrace the "damage not found" message. Solo play? Not happening.
  • Late-Game Investment: While cheaper than DPS, viability requires effort.
  • Not Beginner-Friendly: Mastering tanking takes time and experience.
  • SP Hungry

Doram Tank Stat Guide: Building Your Impenetrable Wall

Stat Notes
Strength Every 1 point;
  • Increases status ATK by 1
  • Increases weight limit by 30
  • Increases weapon damage by 0.5% of your base weapon attack (Melee Weapons)
Agility
  • Increases your ASPD.
  • 100 total points (including bonuses) grants you immunity to Sleep and Bleeding status.

Every 1 point;

  • Increases Flee by 1

Every 5 points;

  • Increases Soft Def by 1
Vitality
  • 100 total points (including bonuses) grants you immunity to Stun and Poison status.

Every 1 point;

  • Increases Max HP by 1% of your base HP

Every 2 points;

  • Increases Soft Def by 1

Every 5 points;

  • Increases Soft Mdef by 1
Intelligence
  • 100 points total (including bonuses) grants you immunity to Silence status.

Every 1 point;

  • Increases Max SP by 1% of your base SP
  • Increases MATK by 1.5
  • Increases Soft Mdef by 1
Dexterity
  • Slightly increases ASPD

Every 1 point;

  • Increases Hit by 1
  • Increases weapon damage by 0.5% of your base weapon attack (ranged weapons, including instruments)

Every 5 points;

  • Increases status ATK by 1
  • Increases MATK by 1
  • Increases Soft Mdef by 1
Luck Every 1 point;
  • Increases Critical Rate by 0.3

Every 3 points;

  • Increases status ATK by 1
  • Increases MATK by 1
  • Increases Hit by 1

Every 5 points;

  • Increases Flee by 1

Every 10 points;

  • Increases Perfect Dodge by 1

Doram tanks pride themselves on unwavering defense, protecting their allies from harm. This guide explores the optimal stat allocation for maximizing your tankiness and effectiveness.

Max HP is King: Prioritize VIT above all else. Both your signature Tuna Party shield and self-healing Tuna Belly scale directly with your Max HP, making VIT your lifeline. Remember, being the bulwark means absorbing damage, not dishing it out.

Defense Beyond HP: Once your HP pool is robust, focus on Resistance stats. These mitigate specific status effects that could hinder your tanking ability.

  • AGI (100+): Boosts FLEE for dodging some attacks and ASPD for faster skill casting (especially crucial for the spammable Tuna Party). Gain immunity to Sleep and bleeding at 100, with additional Burning resistance.
  • INT (100+): Enhances your SP pool and regeneration, ensuring smooth skill usage. Achieve immunity to Silence and blindness at 100 with fear resistance.
  • DEX (50–100): While useful for reducing variable cast time (VCT) and slightly increasing ASPD, most tanking skills have zero VCT, making DEX less crucial. Consider this stat for skills like Lope but avoid overinvesting.
  • LUK (100): A well-rounded stat offering Perfect Dodge and FLEE for general damage mitigation. Unlock immunity to curse and Confusion at 100, with additional burning and fear resistance.

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.
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 (3 seconds per module).

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.