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[Guide] Morb's How to Tank

By Arkolak - MEMBER - June 10, 2017, 06:19:16
Part 1: General Overview of all Sacrier Spells
Part 2: Overview of Sacrier Statistic Points and Passives

Introduction


Welcome to the third installment of the Revamped Sacrier Deck guide. In this article we will be discussing the two main tanking roles a sacrier can take on in their daily activities. The traditional tanking that could be compared to how a feca sits in place while locking a boss is what I will call a Stationary Tank. The other style of tanking, which relies on casting sacrifice on multiple allies, is what I will call Mobile Tanking. Both styles are very valuable in their own way and, for me personally, they use very similar builds. Hopefully you will find this installment to be both educational and enjoyable to read, as with all of my works I welcome any feedback and strive to provide the best guides I possible can.

Morbid-Angel

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Tanking Abilities
Both forms of tanking typically minimize damage in favor of mazimizing survivability. I have given some room for personal prefference on these stats so feel free to personalize and make the class your own.

Intelligence- Max elemental  resistance, then go full % hp. As a tank having Higher hp is will generate larger shields and be more valuable than starting the fight with a shield.

Strength- Lucklily for us, this game now allows us to have multiple ability sheets. This stat is the biggest difference between a damage build and a tank build. For a Tank build you want to put all your point into hp here, and completely disregard all of the damage stats. For a hybrid damage build maxing melee mastery is an option.

Agility- Two options: Either go full lock, which is prefferable for a stationary tank, or go lock and dodge which is beneficial to a mobile tank which may need to navigate around hostiles but still wants to hold other enemies in place.

Chance- Maximize block and then either dump points into an additional resistance of your choice (I prefer crit first) or dump into zerk damage for that tiny bit of clutch damage when your almost dead, either options are fine.

Major- Ap, Mp, Resistance are a must, then your choices are either Range or Wp. Personally I used to use Wp to be able to tank longer without needing assistance from a healer but as my hp got higher and my range got lower, I've moved onto using range. I also choose gear that has range whenever possible.

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Tanking Gear
I wont try to tell you what you use at endgame. Gearing is my favorite part of this game and I would hate to limit anyone to what I think should be used. Try to focus on high resistances, block, lock, and hp if you want to build a special tanking set. I personally preffer to have some range as well as dodge. For a very long time I used golden key chain just because I liked it so don't be afraid to think outside of the box.

Due to popular demand I have made an example Basic Tank Set out of moon items as well as a Hybid Damage Set which uses much of the same gear.

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Tanking Spells & Passives
When I change between the two forms of tanking I merely replace 1 spell and 1 passive in my deck, otherwise they are completely Identical. Most of the spells used for tanking or earth and wind, however since damage doesn't matter much to a tank there isn't a need to reroll your normal set to these elements if you specialize in fire while in using a damage build.

Positioning Spells - These spells will make you more than just a brick of meat.
Assault, Transposition, Sacrier's Fist, Attraction, Insanity, Motion Sickness, Light Speed.

Tanking Spells - These will keep you alive and help you keep your enemies close
Sanguine Armor, Blooththirsty Punishment, Rocky Foot, Smasher, Insanity, Cage of Blood.

Special Spells - This spell will protect your allies.
Sacrifice

Common Passives - Passives used for both mobile and stationary tanking
Sacrier's heart, Rock, Tattooed Blood, Burning Armor


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The deck I personally use when tanking Badgewitch the Furiox

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General Tips and Tricks

Combat rage regenerates Wp based on how many times you hit a target. If possible, try to hit things when your generating shield using spells such as rocky foot. Even if the target is immune to damage the act of hitting them will help to generate combat rage and keep your Wp from running out.
 
Sacrier's Fist - If you cannot dodge an enemy and still have the ap/mp you need for the rest of your turn, try to use this cheap spell to slide closer to a target linear to you. I target summons to help me dodge Badgerwitch.

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The Stationary Tank

A stationary tank strives to position themselves and a dungeon boss in such a way as to: protect their teammates from the bosses attack, allow their teammates to attack the boss, and prevent the boss from moving. To this end they need a high degree of mobility, lock, and defensive stats. Typically assault, transposition, sacrier's fist, and/or motion sickness+light speed are used to position yourself and the boss, and than sanguine armor is used first turn to  double your lock and prevent yourself from being pushed as well as generating a large shield. Key note, make sure to use Bloodthirsty punishment first turn to reduce as much damage as possible by increasing your resistance and spreading the damage over seevral rounds. On the following turns you will have a reduced lock due to sanguine expiring and will need to rely on cage of blood to reduce mp and/or insanity to increase lock while still using rocky foot and/or smasher to generate more shield. As your hp becomes lower you will generate more shield from your earth spells so sometimes it can be beneficial to wait to use smasher since it costs a Wp. As a reminder smasher will not generate any shield when used on an empty cell so try not waste it thinking your shields will increase.

Required Spell: Cage of Blood- This spell allows you to remove mp from a single target and will help to ensure they are unable to run.

Required Passive: Interception- This passive increases you lock by 180 and then another 60 after you successfully lock a target, combined with a moderately high base lock and spells such as insanity and sanguine armor, this can bring your lock to very respectable numbers.

Options for 6th Passive: Blood Pact, Clinging to Life, Motivation, Carrier, Transcendence

A standard Deck code for a Stationary Tank is:
6065-5039-5041-5029-5040-5035-5043-5033-5047-5042-5036-5044-4958-5193-5145-5051-5049-0

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An example of the stats Tank Sacrier can have on the first turn using only sanguine armor and insanity. Note my set is not complete nor do I run a special set for tanking as I make my damage gear tanky.

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The Mobile Tank

The way to be a mobile tank is to cast sacrifice on multiple allies while maximizing your defensive abilities. Due to not requiring an exceptionally high lock, this type of tanking can benefit from the Blood Pact passive which increases max hp as well as reducing the AoE damage taken when multiple allies are hit. Early on in the fight, usually the first turn, a sacrier must find the optimal way to gather his allies into a cluster to cast sacrifice on. Ideally the squishy ranged damagers and healers will be your highest priority. If your not optimally built yet it may be best to only cast on a few of your allies to prevent yourself from immediately dieing. Sometimes asking or pointing will get your allies where they need to be, but otherwise you must use your collection of positioning spells to get your desired outcome. As with Stationary Tanking you want to cast sanguine armor and bloodthirsty punishment as soon as possible to reduce as much damage as you can. As the fight goes on your role will be to generate shields, position allies/enemies, and generally soak up damage that would kill many of your teammate if you were not there to protect them. Yes, lets your ego grow~ you may not be doing any damage but because the 3 people your taking damage for are still alive, you are still having a huge contribution to the fight. Zinit 2 is a great example of where this kind of tanking shines. Normal mobs can easily kill an ally and boss monsters cannot be traditionally tanked so having a sacrier in the group mobile tanking becomes a huge asset.

Required Spell: Sacrifice- This spell allows you take damage that would otherwise hurt or kill your allies, this makes healing easier and allows for your team to focus on doing damage rather that surviving.

Required Passive: Blood Pact- This passive increases your max hp based on how many allies are on the field (real allies not summons and such) and reduces the AoE damage taken by those you have cast sacrifice on by 50%.

Options for 6th Passive: Clinging to Life, Motivation, Carrier, Transcendence, Interception

Deck for a Mobile Tank:
6065-5039-5041-5045-5040-5035-5043-5033-5047-5042-5036-5044-5053-5193-5145-5051-5049-0



Bonus Deck
This is a hybid mobile/stationary deck I use for most endgame content now at lv 200
6065-5039-5041-5045-5040-5035-5043-5033-5047-5042-5029-5044-5053-5193-5145-5051-5049-4958




The End - Thanks for Reading

Liked the guide? Check out the rest of it here!
 
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Update: Added a lv 200 Hybrid Bonus Deck

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Awesome guide, helped me a lot. 

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Thats great, glad I could help :3

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