Defender guide

Okay so defender. You have two options.... str or vit. Some people try a 2/2 vit str build.... which is okay, but you wont get the awesome DPS output of a str defender or the epic punching bag ability of a vit defender. Pick one then we'll move on to the skills. You also need to pick if you wanna use an offhand dagger or a shield.

Knight skill tree

3 str 1 vit or full str

1. lvl 5 frozen or darkness. Darkness is more practical for you as you have shield burden to slow enemy movements but frozen looks cooler and its always fun to watch people running around with -80% mobility or so.
2. lvl 1 taunt.
3. lvl 5 rising might, lvl 6-7 this skill if you can.
4. lvl 1 protection, keep protection at 1 till you get to edwin then max it. You can skip it if you want, but its useful as to piss people off that always want you to buff them and its useful as a debuff shield :D.
5. lvl 5 sharpen blade, it works with maces. max it.
6. lvl 1 or lvl 5 bless shield. lvl 5 if you plan to use shield, lvl 1 if you want an offhand dagger.
7. lvl 5 charge. a stun that when chained with rush lasts your entire fixation. max it.
8. lvl 1 invoke just useful for the 20% dex boost.
*optional* 9. lvl 1 assault crash for mainly hp/mp recharge in pve if you get leech on your offhand dagger or (not recommended) on your main weapon should you choose to use shield.
*optional 7x+* 10./11. Psychich crash and crash above can be a useful extra stun and because a defender needs to provide all the support possible, a potential extra stun is worth the SP. Make sure to get all or most of the other skills in the knight and defender tree first but mid to late game you need these skills. Please note, lvl 5 psychic crash is not needed unless you plan to lvl 7 it. at lvl 7 psychic crash has a 10 second cooldown instead of 12 seconds. If you're not going to lvl 7 it, only put one point into psychic crash. max crash above as the higher the lvl it is the more chance there is to stun.

Have a shield on a hot bar you can switch to for charge. It'd also be useful for you to get used to the procedure of switching your shield with an offhand dagger in the middle of a fight.


Full Vit

1. Lvl 5 darkness. Your only job is it be the giant meatbag and provide tactical support. Darkness is the most tactical imbune.
2. lvl 1 taunt.
3. lvl 1-5 protection. Its a base increase in armor pdef and its not really useful until edwin, especially since you've got a ton of pdef anyway... up to you if you want to 1 or 5 it now.
4. lvl 1 or lvl 5 bless shield. It just depends on if you want to use a shield or a dagger.
5. lvl 5 charge. Its a stun. Get it.
6. lvl 5 rising might. Its mainly just so you can buff others with it if there isnt a guardian around. *optional*
7. lvl 5 sharpen blade. a little bit of extra damage.. *optional* lvl 1 it if you want to conserve points.
*optional* 8. lvl 1 assault crash. for grabbing some mp if you have leech on one of your weps.
*optional 7x+* 9./10. Psychich crash and crash above can be a useful extra stun and because a defender needs to provide all the support possible, a potential extra stun is worth the SP. Make sure to get all or most of the other skills in the knight and defender tree first but mid to late game you need these skills. Please note, lvl 5 psychic crash is not needed unless you plan to lvl 7 it. at lvl 7 psychic crash has a 10 second cooldown instead of 12 seconds. If you're not going to lvl 7 it, only put one point into psychic crash. max crash above as the higher the lvl it is the more chance there is to stun.

Defender Skill tree

5 str 1 vit or full str

1. lvl 5 blunt mastery. Extra damage. Get it.
2. lvl 5 blue drain. Really not very effective except against squishy targets unless you have a max melee mace.
*optional* 3. lvl 5 shield mastery ONLY if you plan to use a shield for more than the use of charge or if you want to get it so you can buff others with it.
4. lvl 1 AoE taunt.
5. lvl 5 shout. AoE decreased pdef. GET IT.
6. lvl 5 eternal vitality. 30% increase in vit. Get it for less squishy! not to be confused with a 30% increase in health.
7. lvl 5 fixation. your main dmg dealer. 6-7 this skill asap.
8. lvl 5 shield burden. Wonderful skill. Stops pesky little runners.
9. lvl 5 rush. Nearly unstoppable paralyze. get it.
10. lvl 5 extinction. AoE stun. max it!
11. lvl 1 roha's shelter. Useful if the healer mage or archer gets in a bit over their head with agro.
12. lvl 1 defending nature. to open up the skill tree.
13. lvl 5 empower. 6-7 this skill asap.

Please note, you may want to get the health recovery aura to give you access to ward, but thats totally personal preference. As is if you want whirlwind. Please note whirlwind only works with shields.


Full vit.

This is tricky as not all people use maces. numbers with a * beside them denote you should only get them if you plan to use a mace in your main hand.

*1. lvl 1-5 blunt mastery. additional damage. totally up to you if you want it or if you want to save points. I recommend saving the points till you have all your most important skills maxed.
2. lvl 0 or 5 shield mastery. get it if you plan to use shield instead of offhand dagger or if you want to have it to buff others with.
3. lvl 1 AoE taunt. get it.
4. lvl 5 eternal vitality. 6-7 this skill as you can use the extra vit.
5. lvl 5 shout. AoE pdef drop...... you need it.
*6. lvl 5 fixation. Your one and only chance to do damage.... dont hold your breath tho...
7. lvl 5 shield burden. Stops runners and has tactical value. get it.
8. lvl 1-5 health recovery aura. I recommend lvl 1 but occasionally lvl 5 would be useful if you get a time when you have 2 other defenders in the pt to provide ward and empower.
9. lvl 5 ward. get it. useful if there's another defender in the party who can provide empower.
10. lvl 5 rush. nearly unstoppable paralyze. get it.
11. lvl 5 defending nature. your main job is to protect the squishy..... this does the job. 6-7 it when you can.
12. lvl 5 roha's blessing. great for when someone gets over their head with damage. a last resort skill that can save the day.
13. lvl 5 extinction. AoE stun... max it.
14. lvl 5 empower. 6-7 it asap. its a wonderful party buff.

Note, you may want to max whirlwind because the push back effect is pretty cool.



Lvling spots...
lvl 1-10 tutorial zone. do the tutorial to get a 20% increase in exp talisman that lasts for 8 hours in game and doesnt deplete while you're offline.
lvl 10-15 just kill mobs of increasing difficulty until you find some that give good exp and dont kill you. Do not fight mobs which you die to easily if have to run a long distance to get back to your spot.
lvl 15-20. there are some mobs on the left side of the road from wild highlands to ahkma that are pretty good to kill at these levels.
lvl 20-22ish you can head to ahkma.
lvl 22-27ish akma cave ursas and elder ursas.
lvl 27-32 bloodsouls! these are the fun times
32-35ish mightsouls at ahkma
35-37 leatherheads (you'll need a party)
38. You may want to spend this whole lvl doing specter money quests which can be found at the orc fortress (go to gathering hall and get an orc fortress portal stone from the sundries merchant) the quests are called "blood red key" and "incurable curse" and give 20k each P.S. a bunny is great for this quest.
37-41 mummies also at ahkma
41-45 entrance of rahkon 1 coded in blue on the map below.
46-50 rahkon 1 sofa room the green colored spot.
50-60 alter of roha you can get there using a portal stone from the gathering hall called "pine plateau"
61-68 spire of redemption same map as alter but different portal stone from the gathering hall sundries merch called limestone portal stone.
68-75ish rahkon 3
75-81 j4 and shit on new map.
82-99 rahkon 5 also various spots


DO ALL QUESTS MARKED SOLO!!!!!!! also late 5x is when it becomes pointed to do quests so start doing them.
Map of rahkon 1 the green and blue areas please see above for their explanation. The red area is the entrance.



Next is ahkma cave. it is color coded as follows.
1. Red, entrance contains Ursas and warrior ursas
2. Light green, contains warrior ursas
3. Orange, Contains elder ursas and "Berg" boss
4. Teal, Contains Bloodsouls commonly known as "Bloodsoul Room"
5. Yellow, Contains mightsouls and dark souls commonly known as "mightsouls room" also contains Boss "Nightmare Kan" (its one of those kans I think its the nightmare one)
6. Pink, contains Soul bringers (and a melee mob soul something) and boss "Mollek"
7. Contains deranged mummies, deranged shamans, and boss "Bloody Tyrant"
8. Purple, contains Soul bringers and the same melee mob from mollek room. Also contains "Soul Guardian" boss mob.
9. Blue, contains specters and shamanistic specters and also contains boss mob I'm not 100% sure what kind but "Kan"
10. White, contains leatherheads.
11. Light Blue, contains head collecters and "Ruin Kan"
12. Olive, contains mummies



Armors/weps.
Armors
3-15 benezar and great for these lvls seeing as its a armor with a 99% forge success rate and does decently in these lvls because they will be flying by so fast it will be pointless to spend too much money on amazing weps and armor at this lvl.
15-30 E froianne would be best. protection of rohas on the armor. 150 damage reflect or so if you get lucky.
30-37 graham. it does well at these levels.
37-45 natu if you can get it. Chances are if this is your first char you wont be able to, but if it is aim for 40 and dont settle for anything less than 43. +25 pdef perfered if not +30 or 35
45-58 pluion if you can get it you can probly get it by lvl 50 even if this is your first char. +40ish pdef is nice but +50 pdef is preferred
58-68 enchanted pluion try to get full hp enchants on all enchanted sets from here on out if you can. +40-50pdef
68-78 edwin if you can get it +50 pdef ka'el is also useful. +80 pdef on the edwin atleast! +90 or +100 is preferred
75-8x enchanted edwin +80-100 pdef
8x-9x bedron. +120 or more pdef

Note, the sooner you can get better armor the better.
Note, Vit defenders dont really need to worry about their armor... just get the best you can and chances are you'll be fine lol.

Weapons
1-10 lvl 1x wep the rare one (green background). stats not necessary
10-20 lvl 2x wep, the rare one stats not necessary
lvl 20-30 lvl 3x wep the rare one OR lvl 2x unique wep (yellow background) +whatever str or vit you can get
lvl 30-35 lvl 30 wep, the rare one +whatever str or vit you can get
lvl 36-50 lvl 42 unique wep, you can ancient (blue background) it if you want but its not reccomended because they have high fail rates. +30 str +10 vit or +30 vit +10 str perfered
lvl 50-60 lvl 62 unique wep around now you need to start using incense burners of marea for the dmg drop %. If you want you can use attack speed (for str build not vit) but DD is probably better. +50 or more str or 25% melee preferred or +50 vit/25% hp preferred.
61-70 you can either keep the 61 uniq or make it anchient either one will do. I personally kept my unique and chose to make and dlvl my lvl 81 wep sooner.
70-85 lvl 82 unique +25% melee at least, 41% melee preferred. Get str on the accessory when you ancient it.... +30% or more hp, 41% preferred with vit on the accessory.
85-99 lvl 10x uniq and lvl 10x ancient. Try to get as much melee and str as you can possibly cram into it. 50%+. Same goes for health and vit.
try to get as much vit on it as you can as well, but dont sac melee for str or health for vit

Note, you can use an axe and an offhand dagger together to get an 900 attack speed. the dagger cuts the normal 1200 axe attack speed down to 900.

The sooner you can get weapons the better, but dont risk high dollar weapons on crazy refines just because you cant wait a couple more levels.

Best defender pet is a molly or hawk for str defender and a bear or molly for vit defender.

Thats pretty much it. post here and give me your thoughts.

As a final note, I encourage free thinking! This is a basic guide but if you find it doesnt fit your play style then adjust it so your play style is met. This is, after all, a game and its about having fun!

Credit goes to : Excaliber

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