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What is a Tank?
A tank is a character whose primary role is to
absorb damage and prevent others from being attacked.
Tanks are "meatshields", so to speak, putting
themselves between the enemies and the more
vulnerable party members.
How to be a good Tank?
First lesson to be a Tank is to learn "how
to survive". There are 3 main factors to know
for improve your survivability:
1) Build: add more VIT points to have more HP
and defense or use gems with defense level to reduce
the damage taken.
2) Skills: have a good control of your
survival skills (Invoke, etc) or tools (Potions and
Genie) and their cooldown (time before the skill
will be ready again to use).
3) Positioning: know when to go deep into
enemies, check if your healer is close enough to
heal you as well if you have support class nearby (for
example: an ally BM that can AoE stun + disarm can
help you to stay alive).

How to use my skills
to survive?
First of all, I wait
that my
Guardian Charm
trigger before start to defend myself.
When Guardian Charm is active I need to use what
I can to cover the cooldown.
Note:
The way to act change
every time and depend on the quantity of damage that
you have/can tank and the class behind you.
In general, I prefer to start with Invoke the
Spirit because requires two sparks (means hard to
cast), the effect last longer than the other skills and
cooldown is shorter. If I don't have Chi or I have class
with passive damage attacking me (Seeker with Edged
Blurr, Edgerunner with Halo or Venomancer with Crush
Vigor) I can use a potion that give immunity to
all damage.
Note: If I'm
under attack and stunned I can use Absolute Domain or
Faith from my genie to be able to cast Invoke or use the
potion.
Note: Sanguine
glyph on Invoke the Spirit reduce the channeling and
help to cast the skill faster without being interrupted.
If the damage
on me in not "dangerous" and there aren't strong debuff
nearby, I prefer to use Celestial Eruption or
Raging Slap. If I need some better protection, my
first choice is Solid Shield because is not
expensive for my genie and I can keep Absolute Domain
and Faith ready for emergency.
Note: Golden
glyph on Raging Slap is a very usefull tool because
allow me to create a shield from range and reduce the
cooldown.
Another good skill is Blood Rush with Argent
glyph. The glyph add defense level instead of physical
attack, but the effect is not instant. You gain defense
every time someone deals damage to you. Cooldown is
slow, 3 minutes, so you need to use Blood Rush carefully.
If I can't take the risk, I prefer to use Blood Rush
with Invoke the Spirit to max my defense level without
problem.
Last key skill is Bestial Rage, our main source
of Chi. It give a shield if used under 50% of HP and can
be used to build Chi for Celestial Eruption or Invoke
the Spirit. There are two ways to use this skill:
1) Gaining chi per hit: very strong paired with
anti-stun to use Celestial Eruption multiple time. Care
that the Chi gain effect can be purged, leaving you
without Chi.
2) Instant chi with Argent glyph: you get a fixed amount
of Chi and you have to manage it well. The advantage is
that you can get it instantly when you need to Invoke.
Note: you
can also use Verdant Bestial Rage with Sanguine Cornered
Beast to gain "infinite" Chi and spam Celestial Eruption
to stay alive.
What happen if all our skills, genie and potions are in
cooldown? The answer is simple: Cornered Beast
with Sanguine glyph!
Normal effect is to restore half HP and purify debuff
when we receive a lethal hit, but if we have Invoke the
Spirit in cooldown or we have are in paralyze status,
99% of the time Cornered Beast is useless. I really
raccomend to use Sanguine glyph, it doesn't save from
damage but protect from all debuff and stun.
Seems strong! Why I mention Cornered Beast only now? I
see many players using the skill in a wrong way. I
mention this skill only at the end because is to use
when all your resources are in cooldown. Around 50-60
seconds without stun and debuff allow you to run back in
a safe place (or keep tanking with Bestial Rage + Spark)
and recover the cooldown of all your skills,
potions and genie.
Other minor skills in short:
Elemental Immunity: some genie skills give immunity
to a single element (Fire, Metal, Wood, Physical, etc).
Mighty Swing: with Argent glyph allow you to stop a
ranged DD from attacking you or can be used to purify
debuff.
Tree of Protection: this is the last skill to use,
for desperate saving.
Roar and Frighten: reduce the elemental and
physical attack of the enemies.
Note: be carefull to use Roar to reduce elemental damage
because it also force all the enemies to attack you for
8 seconds.
How to cycle my skills?
The ability to rotate survival skills and tools is the
key for live longer when you have to tank continuosly
for a long time.
In a "perfect" situation, I usually try to cycle my
skills in this way:
1) Immune to damage potion
If you are stunned, cast Faith with genie to use the
potion.
2) Invoke the Spirit
Cast Invoke the Spirit in the last 2-3 seconds of
immunity.
3) Sanguine glyph Cornered Beast
If you are stunned, cast Absolute Domain with genie
to use Cornered Beast.
4) Survive during Cornered Beast
Build Chi, run away from damage, use Bestial Rage +
Spark, Raging Slap, Solid Shield only if necessary.
5) Invoke the Spirit
Cast Invoke the Spirit in the last 2-3 seconds of
Cornered Beast.
6) Argent glyph Blood Rush
Try to cast Blood Rush during Invoke the Spirit to
reach the max defense level before Invoke is over.
7) Use everything you can
Use Spark, Solid Shied, Absolute Domain, Faith +
Anti-Stun, Raging Slap... everything you can within
Blood Rush to recover cooldown of potion.
8) Immune to damage potion
Note: at start I said that I use Invoke the Spirit as
first but in the cycle schema I use potion as first. The
reason is that in 99% of the cases you don't have to
tank for a long time and you run in and out from enemies,
so Invoke the Spirit is the best way to start tanking.
Instead, for pulling catapult or tanking dragons, where
you have to stand more as possible, the best way is to
start with potion because the cooldown is longer and you
need more time to get it back ready.
Main rule of a good Tank?
Stay all the time in Tiger form! Except for HP buff
or rare Argent Mighty Swing there are no reasons at all
to stay in Human form! |
What is a
Stunlock?
Beating an opponent by preventing them from doing
any actions. This is achieved by chaining most types
of CC, stuns for the most part, and that's why it's
called that Stunlock.
Why is that important?
Prevent an opponent to perform any action is very
important to increase the chance for you or your
ally to kill him or to block a key class from doing
his job (for example a cleric to heal).

How to Stunlock? (Basic Informations)
To
perform a good lock we need to know the timing (time
of stun effect and cooldown) and the type of lock
that we can do.
Mighty Swing
is the main skill that provide the best type of lock:
Paralyze. Paralyze status is strong because counter
most the anti-stun and only Technician and a
specific glyph on Purify (Cleric skill) can remove
it. Different from other stuns, Paralyze can't be
removed with Purify Spell or skill that save from
lethal damage as Cornered Beast, Deaden Nerve, etc...
for this reason is the best lock to use before
Armageddon or any other strong skill. Mighty Swing
has a short cooldown, 6 seconds, and paralyze for 4
seconds: you can cast up to 2 skills in this time.
Untamed Wrath is small AoE stun. It lasts 2
seconds, but need 1 minute to be ready again. You
can cast only 1 skill in this time, but te fact that
it stun all the targets around you help to cast a
safe Armageddon or give you the time to go in Tiger
form and try to cast Invoke.
Occult Ice is a genie skill. It creates a
bubble that prevent the target to use skills and
move, but they can use potions. The success is based
on the quantity of Strength on your genie and you
can cast up to 3 skills before the bubble vanish.
Prehistoric Frenzy is an AoE that paralyze
every 2 seconds all the enemies near you up to 5
time. Can be also interrupted after the first
paralyze to follow with another Mighty Swing and
reach 6 seconds of paralyze.
Note: Mighty Swing has only 60% chance to give
paralyze status. Means that you need to be carefull
and, if paralyze fail, you have to interrupt the
stunlock and go back to defensive Tiger form,
expecting the opponent will attack you back.
How to use Immobilize?
Immobilize can be used in stunlock. It prevents your
target to move, but he can use skills. I usually
play Violent Triumph (anti-stun) with Alacrity of
the Beast, Surf or Ancestral Rage (Immobilize) to
keep attacking my target while he can't move.
Make attention on which class you are trying to
immobilize! Some class as Barbarian, Blademaster and
Duskblade can paralyze you (counter your anti-stun),
some else as Archer or Wizard can leap away.
Example
of stunlock:
1) Mighty Swing (Paralyze) > Skill 1 >
Skill 2 > Untamed Wrath (Stun) > Mighty
Swing (Paralyze) > Skill 1 > Skill 2
2) Mighty Swing (Paralyze) > Skill 1 > Skill 2 >
Occult Ice (Bubble) > Skill 1 > Skill 2 >
Skill 3 >
Mighty Swing (Paralyze) > Skill 1 > Skill 2
How to stunlock in 2022?
Stunlock with a Barbarian requires luck and by
the time new abilities has been released on weapons
(Untarget, etc) same as new stuns has been added to
other classes, so the chance to be interrupted
during stunlock is way higher.
The solution is to reduce the stunlock at minimum to
add debuff, bypass defense charm and hit with a
combo.
Add Argent or Sanguine glyph to Mighty Swing
increase the cooldown from 6 to 20 seconds but it
give 100% success with paralyze. This way is more
simple to play and more efficent. Stunlock is short
and you don't have to worry about fail or not with
Mighty Swing.
I prefer start with Occult Ice, try to purge and add
debuff, after use Mighty Swing to be sure to hit
with Amrageddon or another strong skill when the
target is paralyzed.
Example of stunlock:
Occult Ice >
Skill 1 > Skill 2 > Skill 3 >
Mighty Swing (100% Paralyze) > Skill 1 >
Skill 2 |
How to deal good damage?
Now that you know how to stunlock, is time to learn
how to do damage and fill the "Skill 1, Skill 2, etc"
slots. You can obtain high damage by combining "buff"
(everything that increase your damage), "debuff"
(everything that reduce opponent's defense) and a "finisher"
(a skill with high damage).

Buff are
all the effects that increases your attack or any
other attribute that can help to increase the damage
dealt. The effect of some buff stay for long time,
30 or 60 mins, and you can use them once in a while,
without include them into any combo. Different from
buff that give a short advantage, in this case you
need to use them right before attack or during
stunlock.
- Basic buff to
keep active whole the time:
Beast King's Inspiration: increases HP and
the damage of our best finisher: Armageddon.
Srength of the Titans: increases physical
attack.
Poison Fang: add Wood damage.
- Buff to use
right before attack:
Celestial or Demon spark eruption: increases
physical attack.
Blood Rush: instantly increases physical
attack if used with Sanguine glyph.
[Demon
Unique]
You can use Strength of the Titan to raise your critical
hit by 5% for 1 minute.
- Buff to use
during stunlock:
Bestial Onslaught: increases Critical hit and
Rage damage if equipped with Verdant glyph.
Debuff are all the
effects that reduce the defense of your opponent.
There are different way from debuff, from removing
opponent's buff to reducing his physical defense.
Debuff stay for a short time, so they are a main
part in the stunlock combo.
- Remove opponent's buff (purge skills):
Raging Slap: remove 1 random buff from your
opponent.
Clean Sweep: remove 2 random buff from your
opponent and has 20% chance to remove whole buff.
Note: purge skills are the only debuff to use before
stunlock and only if necessary, they are useless if
the target has no buff.
- Debuff to use during stunlock:
Devour / Penetrate Armor: decreases opponent
physical defense. Sanguine glyph on Penetrate armor
high increase the debuff.
Tangling Mire (genie): decreases opponent
physical defense.
Stomp of the Beast King: increase the damage
taken from the opponent. It stack, so you can use it
multiple time to increase his effect. Verdant glyph
increase the % of damage taken from the opponent.
Note:
physical defense debuff from Devour or Penetrate can
be used (stack) within Tangling Mire.
Finisher is a skill with very high damage,
strong enough to give "the last hit".
- Skills with high damage:
Armageddon: this is the stronger skill of
Barbarians. The first choice by far.
Ancestral Rage: a strong ranged attack to
cast in Tiger form. Very good to use with Devour and
can kill target that try to run away from us.
[Sage Unique]
Use Bestial Onslaught to gain the 100% critical hit
chance on the next Stomp of the Beast King.
How to
create a combo?
After mastering stunlock and know your buff/debuff
skills, is time to create a combo to attack your
opponents.
I make an example based on real gameplay.
First I try to remove buff
from my opponent with Raging Slap and Clean Sweep.
Then I use Alacrity of the Beast to reach my target
and start the stunlock. I prefer to use the short
stunlock with 100% paralyze:
Occult Ice (Stun) >
Skill 1 > Skill 2 > Skill 3 >
Mighty Swing (Paralyze) > Skill 1 >
Finisher
To fill the slots with Buff and Debuff I need to
know how long the buff/debuff stay and use first the
one with longer effect.
I start with Devour (15 seconds), then Stomp of the
Beast King (6 seconds, same as Bestial Onslaught but
I can use it multiple time) and Bestial Onslaught (6
seconds).
Occult Ice (Stun) >
Devour (Debuff) > Stomp of the Beast King
(Debuff) > Bestial Onslaught (Buff) >
Mighty Swing (Paralyze) > Skill 1 >
Finisher
I have time for 1 more skill
before use the finisher. Since Stomp of the Beast
King can stack if used before 6 seconds, I can use
another Stomp to increase even more the damage taken
from my opponent.
Occult Ice (Stun) >
Devour (Debuff) > Stomp of the Beast King
(Debuff) > Bestial Onslaught (Buff) >
Mighty Swing (Paralyze) > Stomp of the
Beast King (Debuff) > Armageddon (Finisher)
With this combo I used:
- Devour: reduce opponent physical defense by 50%
- Stomp of the Beast King: increase damage taken by
8% (I used twice, so 16%)
- Bestial Onslaught: increase our critical hit by
40%
Armageddon.... KABOOOOM!
Note: you can use genie skills without count them in
the number of skills that you can use during stun,
because they can be used at same time as barbarian
skill. For example, after Mighty Swing with have
time for 1 skill before finisher. In the example I
used Stomp and Armageddon. But I can add Tangling
Mire while I'm casting Stomp.
Note: you
can use Verdant glyph on Bestial Onslaught, Sanguine
glyph on Penetrate Armor and Verdant glyph on Stomp
of the Beast King to increase the power of buff/debuff.
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Play a
Barbarian is not limited to stay alive, spam Occult
Ice or Mighty Swing and Armageddon. Our job is
important when we are a part of a team. In a team we
need to collaborate with other squad members, we
need to help our DD to kill the enemies and our
squad to stay alive.
For this reason is important to know how to Assist
Attack and how to play as a Support Barbarian.
What's the
difference between Assist Attack and Support?
With Assist Attack you help your squad to kill your
enemies, with Support you help your squad to stay
alive.

How to
Assist Attack?
Assist
Attack is the basic action in a party. When your squad
leader call a target, select him, then click
on Assist Attack (better if you have Assist Attack in a
shortcut) to select the same target.

What to do?
-
Paralyze:
spam Mighty Swing or use Prehistoric Frenzy to
increase the chance to kill, paralyze disable the
chance to use anything except genie.
-
Aggro:
use Raging Slap on single target or Roar for
multiple target, to force players to attack you. If the target is a melee class use Raging
Slap, run away and immobilize him with Ancestral
Rage.
-
Debuff:
Stomp of the Beast King and Penetrate Armor help the
squad to kill fast the target.
-
Chi:
is the most important resource for almost any class.
Use Mo Zun's Taunt or Dissolve to reduce target Chi.
-
Kill:
pay attention to allied Heaven Flame, Vortex, etc
and be ready for Violent Triumph + Armageddon or set
up your Ultimate.
How to play as a Team
Support?
A Barbarian
is a great class for supporting the squad if played
in the right way and any build can play support and
must play support when the squad need it.
What to do?
-
Buff:
keep your squad buffed mainly with HP, then with
Physical Attack. If you are demon use Beast King's
Inspiration often to increase Chi of your squad
mate.
-
Protect:
use Raging Slap or Roar on their strongest DD or to protect
a squad mate that is under attack (for example
Raging Slap on an Archer that attack your
Cleric). Use golden Violent Triumph to save an ally
from debuff and damage for 10 seconds. The damage is
redirected from the ally to the barb, so better to
use in combo with Invoke.
-
Distract:
run near the enemies and Invoke, that will move
their attention on you. Also you can run around them
with Cornered Beast (Sanguine) and Bestial Rage to
distract them for a long time and in a while gain
enough Chi to survive.
-
Disrupt:
use Untamed Wrath or Prehistoric Frenzy to interrupt
a group of enemies or Alacrity of the Beast on a
single target.
-
Debuff:
reduce attack of a group of enemies with Roar (Sage),
Frighten (Demon) and Slam.
Some example of a Support gameplay?
Basic Actions:
1) Buff your squad.
2) Use Raging Slap on a target. (A strong DD
or a BM running to stun + Heaven Flame)
3) Use Violent Triumph and run into a group
of enemies, then use Untamed Wrath and run back.
Advanced Actions:
1) Invoke, use Violent Triumph and run into a
group of enemies, then use Roar. Stay there for
atleast 8 seconds, then run back. If you can’t, use
Faith on your genie.
2) Invoke, use Violent Triumph and run into a
group of enemies, then use Frighten and Slam to
reduce their attack and damage.
3)
Use Cornered Beast, run into a group of enemies,
then use Roar. Wait few seconds, then use Invoke the
Spirit. Use Prehistoric Frenzy to continue blocking
your enemies. Use Frighten, Slam to reduce their
attack, use an immune potion to be safe, then
Untamed Wrath and Armageddon.
NOTE:
Prehistoric Frenzy can’t be interrupted with
Cornered Beast.
Remember
that most the time you pass from Assist Attack to
Support and viceversa continuously.
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Guardian
Charm
Fill your HP when it go under 50%.
Platinum Guardiam Charm can be bought from catshop in
west Archosaur, near the teleporter. Silver Guardian
Charm can be get for free from the Event Boutique. For
Dragon Conquest you can trade 100 Dragonlord’s Coins for
a free Dragon Guardian Charm.
Defence
Charm
Reduce the incoming physical or elemental damage by 67%
for the next 2 hits.
You can use Lucky Coins to get Defence Charm at
Assistant Wang Tsai. You must have atleast one type of
Defence Charm depend if you are weaker at physical or
elemental damage. Have both would be better.
Attack
Charm
Add additional physical attack.
You can use Lucky Coins to get Attack Charms at
Assistant Wang Tsai.
HP
and MP Potions
Recover your HP and MP.
You can use Lucky Tokens to get Festing and Fresh
Dumplings (HP) and Rainbow Lantern Yuanxiao (MP) at PW
Boutique Agent.
Potions
Ironguard Powder and Pangu’s Essence.
Immune to damage.
You can craft Ironguard Powder at the Apothecary or you
can buy from catshop in South Archosaur near the
teleporter. You can get Pangu’s Essence from Alchemy Lab
in Faction Base.
Dew of Star Protection
Vacuity Powder
Shadow Binder
Recovery Stone
Automatically use Potions and Defence Charms.
You can buy the Advanced Recovery Stone from Boutique
for 1,5 gold. It is about 5 milions of coins for 30 Days.
I suggest to set Recovery Stone this way:

Nation
War Buff
Increase your HP, Damage and Defence and cannot be
purged. Lasts 1 hour.
You can use Supply Tokens at Contemplation Forge in
North Archosaur. You can get Supply Tokens from Nation
War.
This buff is really usefull, is free and you need just
one Nation War to craft many of them.
Inkdragon Blood
Reduce 20% of damage incoming from a Critical Hit and
increase your Spirit by 100. Also cannot be purged.
Lasts 1 hour.
You can trade Soldier’s Pay for Inkdragon Blood at
Resource Manager in Faction Base. You can get Soldier’s
Pay from Resource War.
This buff is really usefull, is free and you need just 5
minutes for Resource War one day each week.
Miracle Powder
Recover HP and MP.
You can get it from Faction Base.
This remedy don’t share the cooldown with HP/MP Foods or
Ironguard Powder. Can be use as side Remedy on Recovery
Stone.
Rune
Equip the rune to your weapon to add bonus.
You can get Rune from Morai, from Resource Manager (Faction
Base) or Trade Token of Might from Thursday Night Fight
Merchant.
You obtain Token of Might by pariticping to Thursday
Night Tournament.
An exemple of my Inventory:

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