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Fire/Earth Panda and (Future) Tank Panda Guide (WIP)

By demonfoxassassin - MEMBER - July 08, 2015, 00:17:35

This is a WIP brain dump for the Fire/Earth build, using different Spell Decks, depending on the situation. I will update with a tank version of Pandawas. Note that is for PvM, not PvP (this means the guaranteed answer to your question on how they fare in PvP will be "I don't know"). The second half (Tank/Locker) is still under construction.

Update 9/9/15: Some of the wording has changed. Two screenshots of the used spells and deck codes added.

ToC
1. Offensive Spell Deck (Basic Information)
1.1 Preferred Actives
1.2 Earth DPT Spells
1.3 Fire DPT Spells
1.4 Passives
1.5 Stats
2. Locker/Tanker Pandawa

2.1 Intro
2.2 The Basic Spells
2.3 Passives
2.4 Stats
2.5 Variations
2.5.1 Mobile Rodeo Clown Tank
2.5.1.1 Tools You (May or May Not) Want
2.5.1.2 My Thoughts (You don't have to read this bit if you don't want to)
2.5.2 Offensive Tank
2.5.2.1 Passive Options
2.5.2.2 Spell Options
2.5.2.2.1 Earth/Fire
2.5.2.2.2 Earth/Water
2.5.3 Tank: With a Dash of Love
2.5.3.1 Passive Option
2.5.3.2 Spell Options

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1. Offensive Spell Deck: Basically this spell deck is for fights where you want (or if it's required) to damage. Normally, this build focuses on Close to mid-range combat, but it does not mean that ranged combat is out of the question. I neither guarantee "hax" numbers compared to other DPT classes nor do I promise that your DPT will be the best compared to the other branches of the same class. Overall, I, personally, find Earth/Fire Pandas to be fun, despite the negativity the build gets. It's a horse of a different color (or in this case, a bear).


Deck Code:
4704-4706-4705-4702-4717-4718-4714-4715-4716-4713-4721-4720-4723-4725-4726-5149-5144-0

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1.1 Preferred Actives:
  • Karchamrak: One of the two bread and butter spells of Pandawa. It allows you to place things on the map.
  • Barrel: The second bread and butter Spell. This is required for Earth Spells and some fire spells, both of which I'll go into later.
  • Bamboozle: When used on yourself, it creates an armor that both Ranged and Melee Damage have to go through. You take 20% less melee damage. When used on the Barrel, it pushes anything around it (friend or foe) back 3 cells. Despite the fact that the push was changed from 4 cells to 3, it's a nice spell overall.
  • Barrelhop: A nice, cheap escape spell that allows you to teleport to the Barrel. You don't have to take it if you don't want to, though it's pretty handy to have.
Ether is an option to consider into your deck, but I (personally) rarely use it.

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earth1.2 Preffered DPT Earth Spells:
  • Six Roses: This is used for two reasons. Number one is damage and Flaming to keep the enemy off of you. The second is to, while carrying the Barrel, consume Dizzy to generate Armor based how much Dizzy is consumed. It also stacks. Helps when using the Poisoned Chalice passive (see Passives.
  • Barrel Bash: AoE spell/melee spell that no longer requires the consumption of Dizzy to boost Lock, with extra benefit of increasing resists (one bonus per turn). The Resist and Lock bonus only happens when you're carrying your Barrel.
  • Lactic Acid: It's still a good spell, despite the AoE and the change to the AoE when using it to reduce MP on enemies (which requires you to carry an ally or enemy before using Lactic Acid for MP reduction). It does not hurt allies when using this spell while carrying an ally or enemy. Damage is boosted when carrying the Barrel.
  • Blisskrieg: The increase to its cost was probably a shocker to some, if not all, but it still does respectable damage. Does 10% more when carrying the Barrel, as well as teleporting you to the targeted cell (if it's empty and if you're not stabilized).
  • Triple Whammy is another option to look at. You can push or, when carrying the Barrel, pull in to set yourself up to hit more enemies.

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fire1.3 Preferred DPT Fire Spells:
  • Dairy Springer: Another AoE spell that has no Los and can teleport you to the targeted cell (allowing you to perform a backstab), provided it's not occupied or if you're not stabilized. Fair damage which does not hurt allies. Generates 2 levels of Dizzy.
  • Explosive Flask: It does fair damage when used normally. The beauty of this spell lies in the fact that, with the right, passives, you can do 6 AP's worth of damage with just 4 or 5 AP. It does apply Dizzy, +4 levels when used normally, and +6 levels when you're carrying. So you could potentially raise the levels of Dizzy on enemies in the AoE by 6 for the price of 4 or 5 AP. Allies do not suffer damage in the AoE if something was being carried when this spell is used, but the spell hurts allies when using it normally.
  • Milking It: This spell has a nice AoE size while doing fair damage. Can also have great range with +range gear, and it generates Dizzy. Does a little more damage when the Barrel is in the AoE. And, despite the the spell effects says, it's all one hit, not two separate hits with the Barrel in the AoE. Generates 5 levels of Dizzy.
  • Flaming Burp: Lowers the target's (or targets') Resists per lvl of Dizzy consumed. The benefit is that, with the right passive, it can be used to regenerate WP while doing fair damage at the same time. The only downside is that it can hurt allies and it's linear.
  • Light My Fire is also an option to add to the deck. The damage on it has improved since the class was revamped. The downside is based on two things, the first being the fact that it does not generate Dizzy. The second is that the AoE requires your Barrel to be the target.

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1.4 Passives:

  • Aggressive Barrel: Lets you throw things one cell farther with Karchamrak (and ONLY Karchamrak. Lactic Acid and Explosive Flask remain the same throwing range). Reduces the AP cost of Karchamrak by 1 when targeting your Barrel. The extra damage comes in from the fact that it boosts damages made by 10% when carrying the Barrel (i.e Earth spells). Must have.
  • Milky Instinct: Allows you regenerate 1 more WP when going from Worn-Out to Sober state. You will also gain 3 levels of Preparation per level of Dizzy consumed. Preparation increases the Final Damage of the next offensive spell you use (which means when consuming 15 levels on one target, you will have a buff that will allow you to do 45% more damage on the next spell you use). Consuming Dizzy on multiple enemies in an AoE will increase Preparation's effect more (but the limit is 60%). Must have.
  • Master of Merriment: Bonus AP or MP when going Merry or Worn-Out for the first time of each Merriment cycle. Not much of a deal, but you're really in it for the regaining of that WP point you regret wasting a couple turns ago. By consuming 15 levels per target, you will regain 1 WP, and be healed by 5% of your health. Must have.
  • Poisoned Chalice: A poison that scales by level, and gets stronger per level of Dizzy. Dizzy must be reapplied to the target to keep the poison going. You also get a boost to damages made by 10% (15% at 170) with the price of reducing your resistance score by 50. Six Roses, and the Resists bonus from Barrel Bash are there to help offset it. Optional. Recommend.
  • Bottomless Barrel: This heals you based off a percentage (%) of missing HP. It also allows you to automatically pick up your Barrel if you're facing it at the end of your turn, which allows you to do 6 AP worth of damage while only spending 4 AP once for Explosive Flask. Recommend if you do not want Poisoned Chalice or Carnage. Optional. Recommend.
  • Refreshment: This is another alternative if you don't want the Poisoned Chalice or Carnage passive. 15% (20% at max rank) Final Damage buff to you or your allies when close to the Barrel. The downsides include the fact that Fire/Earth needs the Barrel to do more damage with the Earth spells and Milking It/Explosive Flask or to create an Armor when consuming Dizzy via Six Roses; and that the positions of the Barrel and you (or your allies) could be moved around before the start of your next turn. Optional.
  • Carnage: Boosts damages done by a percentage. Can be used as a substitute if Resistances are a problem because of Poisoned Chalice. I have two decks. One with this Passive and Poisoned Chalice, the other with Bottomless Barrel and Carnage. Optional. Recommend.
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1.5 Stats:

  • Intelligence Options:
    • 10 Points into Resistances. Rest into HP.
    • 10 into Resistances, a few points (1-3) into %HP as an armor, rest in HP.
    • 10 in Resistances, x amount of points in Barrier (choose how much you want to put in based on how often you tend to get hit and how long fights generally last for you), Rest in HP
  • Strength Options:
    • 20 Points into AoE Damage - the majority of your spells are going to be AoE. Rest into General Damage, as the spells have a variety of ranges.
    • All in General Damages.
    • HP is also an option to consider.
  • Agility Options:
    • 20 Points into Initiative, rest into either Dodge/Lock, Dodge, or Lock. I'm going to recommend Lock because we have a couple tools to get out of Lock, making Dodge seem unnecessary.
    • All Points into Lock or Dodge/Lock.
  • Chance Options:
    • 20 into Block, then 20 into Critical Hits, then the rest into Critical Hit Damage.
    • 20 into Critical Hits, rest into Critical Hit Damage.
  • Major Points to Consider Looking At:
    • AP: Which is valuable on a Panda to perform many actions. Either take this first or second.
    • MP: Mobility is also important on the Pandawa. Either first or second depending when you choose AP.
    • Range: Only 5 of the 10 spells from both branches has range that can be modified. Take it if you want to have slightly longer reach, but I don't recommend it.
    • Reduction: Resistance to truly offset Poisoned Chalice's resistance score reduction. Makes you less squishy. Recommend at 125.
    • Final Damage: You'll be doing a little more damage. Nothing else to say. Recommend at 175.

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2. Tank/Locker Pandawa

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2.1 Intro:
Tank Pandawas have a couple options to play. The thing they have in common is that they're going to be using spells that reside in the Earth Branch. The Worn Out state is required, which boosts our resistance score by 100, and gives us 20 Block (and we'll need to maintain this state for as long as we're tanking. All you need to do is hold on to your Barrel at the end of your turn while Worn Out to retain the Worn Out state. Otherwise, we end up Sober).

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2.2 The Basic Spells: Spells you will (primarily) be using throughout the time you're tanking.
  • Karchamrak: This, like all the other Pandawa builds, is one of the bread and butter spells from the Active list. It allows Map Manipulation and generates Lock based on your Level (max accumulation for the bonus:1 per turn).
  • Barrel: The second bread and butter spell. It allows the Pandawa to cause extra effects with his or her Earth spells while they are carrying it. You will be needing to carry this during your Worn-Out phase.
  • Bamboozle: Provides a shield for you that helps mitigate damage.
  • Six Roses: Generates Armor based per level of Dizzy consumed (Barrel needs to be in your hands in order to consume Dizzy to get Armor). Stacks.
  • Bash Barrel: Used to boost Lock and Resists when carrying the Barrel (max accumulation for the bonus: 1 per turn).
  • Blisskrieg: When carrying the Barrel, used to teleport you to an empty cell (provided you're not stabilized), and damage those along the way.
  • Lactic Acid: Yet another from the Earth Branch. AoE hits the target directly in your face, and directly to your side. Also used to reduce enemy MP to keep them from escaping.
  • Triple Whammy: Generally not mandatory, but it still provides a way to pull things in while carrying the Barrel.
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2.3 Passive Options:

  • Pandemic: ~20% of damage you take will be redirected towards the Barrel, provided you are carrying it. A little once/turn Resistance bonus is granted when you pick something up. A must have for Tanking.
  • Bottomless Barrel: As mentioned in the Fire/Earth portion, this allows you to regain a percentage of missing HP when you end your turn carrying it. Also allows you to automatically pick up the Barrel. The increase to the Barrel's Liters is important, which means the Barrel has more life, which means more damage can be redirected at the Barrel with the Pandemic passive. A must have for tanking.
  • Master of Merriment: The extra MP from going Worn-Out for the first time per Merriment Cycle is nice. The other gem of this is the consumption of the max levels of Dizzy to regain WP (and 5% of your Health). Recommended, overall.
  • Bambottle: Provides a Lock bonus when Worn-Out. Ether is reduced to a 1 WP cost. Pre-160, the lock bonus is not that impressive, but it's still nice due to Ether's no AP cost. I'd personally take this when I unlock the 6th passive slot for a pure tank.
  • Aggressive Barrel: Only used for the throwing things one cell farther, or to spend only 1 AP on the Barrel. Recommended, overall.
  • Rock: Increase your Health pool, and increases Armor and heals received from allies. Recommended for tanking.
  • Interception: Lock, and more lock after locking a target.
  • Milky Instinct: To regain an extra WP point when entering Sober. This, in my opinion, is more for Offensive Tanks than true tanks. Only recommended for full tanks if WP management is an issue.
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2.4 Stats:
A Disclaimer before I start this: These are suggestions, which means it might or might not be beneficial, depending on the person. These are not set in stone "You must follow", but more or less routes you can choose to take. That said:

Intelligence Options:
  • 10 into Resists. Couple/few of points into %HP as an Armor and then %HP.
  • 10 into Resists, all HP.
  • 10 into Resists, points into Barrier (depends how often you get hit and how long fights last for you), rest HP
Strength Options:
  • 20 into CC damage, rest in general damage - offensive melee.
  • 20 into CC, rest in HP - melee with a slightly higher HP pool.
  • 20 into general damages, rest in HP - damage for all spells no matter if its range/melee or ST/AoE. More HP.
  • All HP. - slightly higher HP pool (for you and your Barrel) , at the price of lower damage.
  • 20 into AoE, rest in general damages - For those with a plethora of AoE spells. Offensive
  • 20 into AoE, rest HP: A mix of damage and survivability
  • Mix of HP and general damages: More HP, and the damage is there to increase the strength of Six Roses' earth-based Armor.
Agility Options:
  • All in Lock
  • Few points in Initiative and Lock.
  • All Initiative, rest into Lock
Chance Options:
  • All in Block. Rest is either in the other defensive stats, or Critical Hits and then Critical Hits damage.
Major:
  • MP
  • AP
  • Reduction
  • Your lvl 175 options are either Range, Final Damage, or WP.
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2.5 Variations of the Tank Pandawa:

There are a couple variations of a tank Panda. Examples include an Experimental Mobile Rodeo Clown Tank (Pure tank), an Offensive Tank, and a Tank: With a Dash of Love.

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2.5.1 Experimental Mobile Rodeo Clown Tank (EMRCT, a WIP):

Dofus players, remember that old rodeo clown build for Pandawa? This idea is somewhat similar. This Pandawa is an experimental build, which focuses on making him or her an extremely durable and mobile Karchamrak/Map placement bot with tanking abilities (which will obviously require spells from the Earth branch).



"Rodeo Clown Tank" Deck Code:
4717-4718-4712-4714-4713-4716-4720-4721-4719-4704-4702-4711-4723-4725-4724-5145-5151-0

This deck focuses purely on 1 Role: Tanking. It also has utility (involving movement) that comes from other branches. Movement/mobility and Tanking is the big niche in this deck.

Alternatively, you can opt to replace a spell like Ether for Lactic Acid to reduce MP on enemies.

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2.5.1.2 My thoughts about it:

  • MP is a must at 25, AP at 75, then Reduction at 125, and most likely 2 WP at 175 because you might be burning through Wakfu Points quickly.
  • If you don't care too much about the Lock bonus/cost reduction on Ether from the Bambottle passive, I'd recommend the Rock passive to have a bigger HP pool (making your Barrel have more HP, which means more damage that can be redirected at the Barrel until it breaks with the Pandemic passive).
  • Mobility is important for Pandawas in general, and this build is no exception. Finding the balance between durable tanky and more MP is one option, or being durable while requiring mobility assistance from your allies is another.
  • All HP in the Strength category would be an ideal for this non-offensive tank. Another option is a mix of general damages (to increase the amount of Armor Six Roses applies when consuming Dizzy) and HP (for a larger amount of health).
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2.5.2 The Offensive Tank:

This is for an offensive built tank. You will be doing more damage than a non-offensive built EMRCT. You can safely roll at least 2 elements (Earth is definitely recommended. Your other element is either Water or Fire. Water/Fire could be an option, but nothing in both of those branches except Milk Fountain, Dairy Springer, Splash of Milk, and Flaming Burp help with your ability to tank (for WP regen and lower resists on enemies). Having both roles does not mean you will effectively be the same as a pure tank or a pure damage dealer. You're lowering some of your tanking abilities in place of more damage (or vice versa).

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2.5.2.1 Additional Passive Options:

Three of these passives are options, which allows us to do little more damage.
  • Carnage: Generic passive that ups our damage.
  • Poisoned Chalice: Increases the damages made, and applies a poison with its damage increasing per lvl of the character and gets stronger per lvl of Dizzy (needs to be reapplied to keep the effects going). Not really recommended for a DD/Tank, but you have effects that can help offset the penalty.
  • Refreshment: Allies (and you) around your Barrel at the start of your turn will receive a boost in Final Damage. I, personally, think it's nice. The only drawback is that anything can happen from the end of your turn to the start of your next turn. One spell from the Water branch, however, helps remedy this problem.
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2.5.2.2 Offensive Tank Spell Options:


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2.5.2.2.1 Earth/Fire:
I've already touched on the Earth Spells, so here's what I'd most likely recommend from the Fire branch.
  • Milking It: This is, generally, better than using Explosive Flask in melee situations.
  • Flaming Burp: A ranged way of consuming Dizzy (potentially on multiple foes).
  • Dairy Springer: To move around the field or do melee damage (or maybe both, because, why not both?). The lack of the MP cost to the spell is one of the better changes about it.
  • You can choose Light My Fire or Explosive Flask, if you wish. Milk Fountain (just for utility), Ether, or Barrelhop are alternatives. Barrelhop or one more Fire spell would be the better option.
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2.5.2.2.2 Earth/Water: Water Spells options:
  • Splash of Milk: Self or team heal purposes, but healing is not really recommended when taking the Carnage passive. Stabilizes the Barrel, which helps the Refreshment passive. The downside is that you can be pushed/pulled/swapped off.
  • Milk Wave: Once a upon a turn nuke. Can heal allies (except when you take the Poisoned Chalice Passive). The Milky Instinct passive allows the Barrel to give everything around it levels of Dizzy. At the max rank, it can give 8 stacks (meaning it'll rake 2 turns to get an ally's Dizzy to 15 and pull off a big emergency heal). Also not recommended with Carnage passive if you want to heal.
  • Milk Fountain: On the Barrel, it pulls everything in the AoE in by 2 cells. Can be around yourself to generate Dizzy stacks on enemies, and can generate Dizzy on allies without hurting them.
  • You can choose Bubble Trouble or Milky Breath, if you wish. Dairy Springer (like Milk Fountain is for a Fire/Earth tank: utility purposes), Ether, and Barrelhop are also options to consider.

Water/Earth has another option besides being an Offensive Tank. They play the Off-Healing/Tank role, another option to tanking.

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2.5.3 Tank: with a dash of Love:

Your have two jobs: tanking while doing heals on the side when necessary. The drawback is that you're generally not going to be able to do both 100% well at once due to passive limits and negative effects from generic passives (Rock passive reduces the amount of heals you perform), so you'll have to do a tradeoff: better healing for a slightly less tanking ability, or better tanking at the price of lower heals.

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2.5.3.1 Passive Option:

Carnage is not recommended, nor is Rock if you don't want reduced heals. You (may or may not) have to forgo one of your passives to fit this one in (if you want it).
  • Cocktail: At the price of reduced damage, you will be healing a little more. Bubble Trouble (when used on the Barrel), can heal allies based on 50% of the spell's base damage damage (meaning it no longer hurts them). Flaming Burp can as well.
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2.5.3.2 Spell Options:
The entire Water branch are candidates (so I'll just explain the two I have yet to talk about, and one more from an off branch) and so is Ether. The big two must haves for tank/side healer are Milk Wave and Milk Fountain.
  • Bubble Trouble: On the Barrel (and with Cocktail Passive), heals allies around the Barrel. Only drawback is the cast limit.
  • Milky Breath: Heals an ally when you're carrying them (requires Karchamrak). Downside is that to pull the heal off, resources must be spent to reach the ally to heal successfully.
  • Flaming Burp: If you have a good amount of Fire damage from tri gear, Flaming Burp can be a decent, straightforward heal (with the Cocktail Passive) for allies. Unlike Bubble Trouble, Milky Breath, and Splash of Milk, this only has two big restrictions: Linear cast and having the Cocktail Passive in your deck (range depending on how much). Two spells require a Barrel (one of which is useless if everybody is getting moved around), one requires you (or the ally) to spend resources (AP/MP/WP) just to be next to each other.

Feedback is welcome. Or if I make any typos (I'm a typophobic, if that's even a thing wink) or mistakes.
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Score : 3

lol.

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Score : 1373

I love it....

Question: Are you using it in H. End content or just low content??? I relay like to tank in this game but unfortunately I hate Fecas gameplay, they are so so boring...

Thanks

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Score : 518

Take that "rock" out and put milky instinct on it.



I used this deck for a LOOONG time (after I dumped milk cloud or milk fountain for ether), rock is not so neccesary since you can heal yourself with botomless barrel and milky instinct (a lot of heal actually).
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Score : 1373
l-Xaloxflow-l|2016-03-21 14:36:13
Take that "rock" out and put milky instinct on it.



I used this deck for a LOOONG time (after I dumped milk cloud or milk fountain for ether), rock is not so neccesary since you can heal yourself with botomless barrel and milky instinct (a lot of heal actually).
Hello there,

Why are you using WATER SPELLS (me lo puedes explicar en castellano si quieres), I can't understand why they are useful and when I should to use them.

Thanks.
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Score : 518
LagrimaBendita|2016-03-21 22:08:57
l-Xaloxflow-l|2016-03-21 14:36:13
Take that "rock" out and put milky instinct on it.



I used this deck for a LOOONG time (after I dumped milk cloud or milk fountain for ether), rock is not so neccesary since you can heal yourself with botomless barrel and milky instinct (a lot of heal actually).
Hello there,

Why are you using WATER SPELLS (me lo puedes explicar en castellano si quieres), I can't understand why they are useful and when I should to use them.

Thanks.

Because this was my water/earth deck (when I was dual, now im tri), I used the image as a sample to show the passives.
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Score : 2

To answer your question Lagrima:

It was for High End before Moon was released. Tank Pandawas are viable if played right, it's just that it will, more often than not, never be as efficient as Feca. I get jelly with their forms of reducing enemy damage.

As for why Xalox had water spells: Utility, and the fact that he could heal, as his passives in the screenshot he posted doesn't reduce heals.

-Topic Starter.

Forums are not submitting my reply on the account I want to post on properly (Downloading and saving them instead).

Will also update the description of passives once the second part of Moon Island is out. And also try to condense it because as it is, the length is like the thickness of a Tom Clancy book.

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Score : 1373

Thanks,

A quick question....

Should I spend points in Heaths??? ATM I am spending my points in Block but after block should I spend my points in Heaths in order to get a big healing from my skills when I am tanking???

Another question is.. should I spend points in

Full HP

Damage and HP

CAC Damage and HP

CAC Damage and Damage

Which one is the best option?

Thanks.

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Score : 1831

In Intelligence:
10 in Resistances
Then focus on % increase in HP
Try to get Barrier up now and then (to at least 4 or 5, then focus on %HP till the end)

In the Strength category:

General Damages all the way. It boosts damage for all types of spells (CC, Ranged, AoE and Single Target), along with Six Roses' Shield getting stronger as you have more Earth damage.

HP- Don't really recommend HP as much. You'll have at least 9-10k and 70%+ Resists Sober (or more depending on how you gear, etc.) Health endgame, which is 2k+ Health for the Barrel (3k+ with Bottomless Barrel Passive).

Agility:
Lock
10-20 in MP/AP Loss Resistances

Chance:
Block.
After that, do a mix of Backstab Resists and Crit Resists (or putting more points in one if you feel like you experience it more than the other).

My opinion, anyway. Others might feel different.

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Score : 1373
demonfoxassassin|2016-03-22 17:53:55

Agility:
Lock
10-20 in MP/AP Loss Resistances

Hi there,

How useful is it on PVE??? It looks more PVP

Thanks
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Score : 1831

AP/MP Loss Resistances does sound like it's more PvP oriented, but there are enemies in PvM that can reduce your MP (not referring to the MP reduction that can't be avoided). I guess it more or less depends how often you have your MP reduced in PvM content.

If you feel like your MP isn't being reduced as much, then go all Lock, which is useful for keeping enemies in place.

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Score : 11

Really nice guide smile I agree with many of the others saying feca feels boring as a tank and sac doesn't cut it for me either so i will probably change my panda from water / fire DD/supp to an earth/water or earth / fire (you made both sound really nice :') now I will have trouble choosing) tanking panda.

I have a question though. me and a friend of mine run a team of 6 characters:

  • Eni (water / air)
  • Sram (water / fire)
  • Foggernaut (Stasis / fire)
  • Rogue (air / earth)
  • Pandawa (water fire)
  • Sac (current tank, earth fire)
Now we don't really like the sac as a tank and we want to implement the panda tank build in our team. This will leave us with the option to either class change or train another character class. We are having some trouble finding one that would complement the pandas tanking as well as not make us lose out on too much damage.
Any suggestions as to what 6th class would really benefit a tanking panda? we've been thinking about sadida ourselves but maybe we should try and get a class with some way of ap buffing instead.

Thanks in advance! smile 
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Score : 193

may sound weird but: what's really benefiting a tanking panda is, another panda!

more dizzy to go around for shields or resist debuffing, obviously great positioning power, with 2 pandas you can keep 2 things stabilized every turn...can't have enough Panda power in a team! wink

Other really good choice imo: Ecaflip.

Eca can handle Pandas WP regen if he runs out (flea love), +MP from flea passive can be really helpful...revive, good resist debuffing, good dmg dealer, decently tanky (when built for it) can also work as main healer. Eca also has MP reduce, although not the strongest.

MP reduction on another char is actually really really helpful (for steelbeak). Panda can do it with a lactic acid throw, but it's somewhat costly.

My little team (didn't plan on it, it just happened) consists of Xelor, Eca, Panda, and they seem to work very well together.

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Score : 199

Still viable??

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