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Barinade's Panda Guide (Updated for Zinit 7/31/2017)
By Pandinade - MEMBER - July 12, 2016, 21:20:38
I decided to update this guide since it was seriously out-dated... So here it is, a Panda guide for late 2017.
Starting with stats:
Intelligence:
- 10 resistance
- max HP %
This is the standard int set up. Nothing special here.
Other things you can try:
- 10 Armor HP%
- 5 %Heals Recieved
Strength:
- 20 Range Mastery
- 20 AoE mastery
- 10 General Mastery
- 20 AoE mastery
- 30 General Mastery
Agility:
- 20 Initiative
- 30 lock/dodge
- 20 Initiative
- 10 lock/dodge
- 20 MP/AP removal
- 20 Critical Hits
- 30 Critical Hit Mastery
- 20 Critical Hits
- 20 Blocks
- 10 Critical Hit Mastery
Majors:
- AP
- MP and Damage
- Range and Damage
- Damages Dealt
- AP
- MP and Damage
- Range and Damage
- WP
- AP
- MP and Damage
- Range and Damage
- Resistance
Passives:
Milky Instinct
Master of Merriment
Bottomless Barrel
Aggressive Barrel
I found these 4 passives basically required if you want to play the most convenient Panda build. Then, go for:
Poison Chalice: if you need more damage and don't mind taking some damage. Also is good in PvP vs armor classes
Pandemic: if you need more tankiness, if you're planning to force the enemies to attack you or in 1v1 PvP
Cocktail: if you want to be a healer, works well
Medic: (lv 200) if you want to be a super healer, but I suggest you wait until you have 6 passives
Refreshment: rarely use this one.. it's not that good. I suggest waiting until you have 6 passives before bothering
Bambottle: take this one if you plan on using ether a LOT...
Inhalation: if you don't have enough initiative (which you should)
Active Spells:
( ★ ★ ★ ★ )
Flaming Burp: It's not very useful for damage, but you can consume dizzy with it (and in an AoE, too which can be used for some nice strategies) and when you consume dizzy with this spell, you reduce the targets' resistance by 7 per stack (up to 105). It's also nice to have a 2 AP dizzy consume spell. It's also used as a healing spell if you take the passive "Cocktail".
( ★ )
Light My Fire: I'm not sure this spell was ever designed to really be useful... flaming on barrel isn't very practical, especially considering how the barrel can't lock people. I'm not sure why this spell even exists.. but if you wanted to be a weird, single target tri-panda I GUESS you could use it. If you ever get to a high level and run the kanniball dungeon, this is your only fire, single target attack so it can be useful there.
( ★ ★ ★ ★ ★ )
Dairy Springer: This spell is easily the best spell the Pandawa has... definitely take this spell no matter what. Even if you aren't even a fire (or tri) panda. The fact that you can hop 2 cells for 2 AP, with non-Line of Sight requirement is absolutely incredible. You can use it for easy backstab, and it even has decent base damage. It's also worth mentioning that this spell doesn't hurt allies.
( ★ ★ ★ )
Explosive Flask: This spell is OK, but I only suggest taking it if you're a hybrid panda (fire and water, or fire and earth) since there are going to be better options if you're tri-build. The damage is great for it's spell cost if you're holding the barrel when you cast it. Definitely a good spell if you have the passive that allows you to pick up the barrel for 1 AP.
( ★ ★ ★ ★ ★)
Milking It: This is a good spell, but usually only if you're an AoE/Range Panda. It's got decent damage and gives dizzy stacks too.
---
( ★ ★)
Milk Breath: This one is OK if you want to be a heal panda, but since there are generally better options for healing panda I wouldn't really recommend anybody take it for that. However, it's still got good scaling (even for damage) so it's not horrible.
( ★ ★ ★)
Splash Of Milk: A really good spell for a panda that wants to be able to heal without taking any heal passives. If you use it on the barrel it creates a healing glyph. Whenever a player (or enemy) starts their turn on it, they'll be healed. You can be pushed off of it, so in order to maximize the chance that it heals you, you should make a corner out of your barrel (by placing it next to a wall, so that you can't be pushed out of the glyph) or even consider using Ether (an active spell I'll talk about) to stabilize yourself. There's another trick here, too, and that's if you lift up an other player or a monster and end your turn on the glyph, you'll get healed by the glyph on the start of THEIR turn, and on the start of YOUR turn too. Double the heals!
( ★ ★)
Bubble Trouble: This one is OK if you're primarily a heal panda, since if you take the "Cocktail" passive it will heal allies. Using it on the barrel gives you a small AoE around it, which will hurt enemies. If you have the Cocktail passive on, you can effectively use this to heal an ally while hurting an enemy standing next to it. It's pretty nice.
( ★ ★ ★)
Milk Wave: It's got one of the highest base damage in the game for a single spell. It's a single target attack when cast on an enemy, which does a ton of damage, or if you cast it on the barrel you get a large AoE that doesn't hurt allies. If you use it on an ally, (as long as you're not using the poison chalice passive), you will heal them. The more dizzy stacks your ally has when you heal them with this, you'll consume the stacks, and this spell will heal a TON. It's one of the single strongest healing spells in the game if your ally has full (15) dizzy stacks. On top of that, you can use it in "Melee" range (2 cells away) or in "Distance" range (3+ cells) away which means most pandas can make it useful. This spell doesn't give dizzy stacks though, so use it wisely.
( ★ ★ ★ ★)
Milk Fountain: I love this spell, since it's going to be your best range AoE spell (tied with Milking It). It doesn't hurt allies, too, so it's very convenient. The damage on it isn't that great, and the cost is pretty high since it has an MP cost. However, because of this MP cost, it gives more dizzy (6 stacks) which is very nice. Also, if you use it on the barrel, it has an enormously increased AoE size that pulls in enemies and allies. Also, this is the best spell I can think of to stack dizzy on allies for Milk Wave later.
--
( ★ ★)
Triple Whammy: This spell isn't that useful... but it can be made useful in boss fights where the boss can't be "lifted" by karchamrak, but isn't stabilized. It can also be used to pull targets if you're holding the barrel when you cast it. It's a little underwhelming for a spell that doesn't even cause "collision" damage.
( ★ ★ ★)
Six Roses: If you're holding the barrel when you cast it, you will consume dizzy stacks on the target you hit. The more dizzy you consume, the larger the HP armor you get from it. Seriously, this armor is MASSIVE if you consume full (15) dizzy stacks off of a target! Otherwise, if you're not holding the barrel, it will give 4 dizzy stacks to the target instead. Also, when using this spell you get the passive effect "Flaming" which will give you a tiny lock boost, and cause damage to any nearby target at the start of your turn.
( ★ ★ ★)
Bash Barrel: This spell is incredibly nice to have if you're a melee panda, since it's a 2 AP, AoE spell that has decent base damage and gives 2 dizzy stacks per hit. When you use it, targets that are hit will be "scalded" which causes them to take 40% more damage from "Flaming", which makes it a good combo with the spell "Six Roses". On top of that, the first time you use the spell each turn you will be granted a resistance and lock boost. This buff is incredibly nice (+40 resistance and +200 lock at max level). I find myself spamming this spell a lot since I can be holding my barrel when I do it and it gives dizzy stacks.
( ★ ★ ★ ★ ★)
Lactic Acid: This is a nice spell to have if you're a hybrid panda (I wouldn't consider it as a tri-panda, since you will be overloaded with spells). It has decent damage if you're holding the barrel, but the damage is bad if you're not. The AoE is strange, but it's actually pretty handy since it's in a good shape to use to hit enemies that are crowded around an ally. You can also use it combined with the active spell "Karchamrak" to toss an enemy, while causing a -2 MP debuff on the targets in the AoE. It sounds really nice but I only rarely find it useful since I don't really have space for it in my deck anymore.
( ★ ★ ★ ★ ★)
Blisskrieg: This I would consider the second best spell in the Pandawa's kit. Not only does it have an incredibly huge AoE size, but it does really nice damage if you're holding the barrel (it's OK if you're not). It gives 7 dizzy stacks, since it has a WP cost, making it your highest dizzy stacking spell. On top of that, while you're holding the barrel, it will teleport you to the cell you target (if there's nothing there). If there IS something there, you will not teleport there unless you kill the target with this attack. It even gives scalded, which is a nice touch. On top of that, this spell doesn't require line-of-sight, so you can easily get targets that are behind your allies or behind walls. I suggest any earth panda brings this spell, it's awesome.
--
Actives:
Barrel: Definitely take this, it's basically required as a Pandawa.
Karchamrak: Definitely take this as well. Not taking it would be painful.
Barrelhop: I guess this one isn't completely required... but why wouldn't you want to be able to jump to your barrel for just 1 WP.
Ether: This one isn't required ether (hah), but being able to stabilize a target can be nice. There's also a little secret about this spell, and that's that it doesn't destabilize you if you use it on yourself. So you can basically just stabilize yourself with it every turn.
Bamboozle: This one is too good not to take, but it's not required. Using it on yourself gives you an armor of 10% of your MAX hp, and also reduces melee damage you take by 20%. On an ally it will have a different effect, though. What it does for them is it gives them a passive that heals them for 10% of their MAX hp at the start of their turn for the next 3 turns. That's incredibly good to keep in mind if you're not a healing panda, since this will allow you to keep your allies healthy. Also, the heal on this isn't affected by heal mastery. If used on the barrel it will push nearby targets back like 4 cells.. which I've basically completely forgotten about at this point because it's useless.
Personally I take all 5 active spells basically all the time. Rarely will I leave any of them out, and when I do it's usually just Bamboozle or Ether.
A few things to keep in mind as panda:
Sober, Merry, Worn-Out state and the Barrel
So the Pandawa will automatically be set into the "Sober" state at the beginning of the fight. This state gives you +1 Range. It's random, but nice. However, by ending your turn holding a Barrel (it has to be one of YOUR barrels), you will change yourself into the "Merry" state for the next turn. When you do this, you LOSE the sober state. You will also be able to go into worn-out state. Here's how it works:
Sober: --> end your turn without barrel --> stays sober
.........--> end your turn with barrel --> becomes merry
Merry: --> end your turn with barrel --> stays merry (max 5 turns)
..........--> end your turn with barrel after 5 turns --> becomes worn out
.........--> end your turn without barrel --> becomes worn out
Worn Out: --> end your turn with barrel --> stays worn out (max 5 turns)
...............--> end your turn with barrel after 5 turns --> becomes merry
...............--> end your turn without barrel --> becomes sober, regens 2 WP (with Milky Instinct)
It's a little confusing but you'll get used to it after a bit. It's also important to keep in mind that the passive "Master of Merriment" will give you +2 AP on your FIRST merry turn, and +2 MP on your FIRST worn out turn. What I mean by "first" is, since you can be merry or worn out for multiple turns in a row, it only counts for that first turn you switch into that state after being in a different one.
Sober: +1 Range
Merry: +10% final damage, +1 AP, +10% crits
Worn Out: -20% final damage, +1 MP, +20 blocks, +100 resistance
It's important to keep an eye on these states when playing panda. This is one of the reasons I consider this class to be difficult. If you play properly, you should be able to be in merry-state when you are ready to burst a target. Maybe you made sure they had 15 Dizzy stacks, then on that turn you go merry and use flame burp to reduce their resistance (and get a final damage boost on your next attack) and use that merry buff to spike your target. Or maybe you know your opponent is about to do some massive damage next turn, so you switch into worn out state ahead of time.
Consuming 15 Dizzy Stacks with the proper passive (Master of Merriment) will give you a heal of 5% of your MAX HP, and +1 WP regeneration. Consuming any less than 15 does not count. However, you can actually use Flame Burp (the AoE dizzy consume) on a target with 8 dizzy and on another with 7 dizzy and that counts as 15 stacks.
When you consume dizzy with the "Milky Instinct" passive, you will get +3% preparation stacks per dizzy consumed. This caps out at 60 preparation, technically, but at max Dizzy stacks you can only get 45 preparation. If you consume a total of 20 stacks in a row, you can actually get up to 60 preparation, though. Also keep in mind that if you have preparation stacks already, but you use a spell that consumes dizzy, it will not use up the preparation stacks. Instead, it will add onto what you already had.
If you use the Pandemic Passive, you actually have 20% of your damage taken redirected to your barrel if you're holding one. By doing this, you can be quite beefy. However, if your barrel has low HP (you can tell by looking at the counter that shows a number between - and 100. "-" means your barrel has less than 1% of it's HP left) you might be in trouble. Otherwise, the number you see indicates the % of HP your barrel has. If it shows a 55, it has 55% of it's HP left. You have to be careful, though, since if your barrel takes too much damage it will break and you'll be vulnerable.
Another neat trick for group battling, is that whoever you are holding up in the air with karchamrak CANNOT be targeted by a spell. They will take damage from poison if they were affected before you picked them up, but otherwise they can't be attacked or healed. Anything that targets you when you're holding the player will only affect you. Because of this, people like to play tank panda and hold up their squishy damage dealer to keep them safe. However, this isn't a completely safe option. If you are pushed or pulled while holding a player, you will forcefully drop them before being pushed. This can be countered, however, by using "Ether" on yourself before picking up the player. This stabilizes you and so you will not be forced to drop your ally. While you're holding them, they can still attack from up above you. However this trick works best if the player you want to end your turn holding gets their turn before you get yours, so they can move around and attack, and then you pick them up afterwards.
Equipment:
Stats to keep in mind:
- AoE Mastery
- Initative
- Range
- MP
- Critical Hits
As a Panda you should pretty much ONLY focus on AoE mastery, since you can easily take 7 area spells (along with all 5 support spells) and this means that the AoE mastery helps all of your spells do more damage. If you rune your damage slots, you should metamorph them to AoE mastery.
Specifics:
Souleater (Breastplate, Relic)
Combine with an AP Breasplate for 12 AP / 6 MP:
Golden Keychain (Ring, Relic)
Bagus Shushu (Ring, Epic)
Gold Croc (Ring, Epic)
Steel Beak Sword (2h Weapon)
Lily Hammer (2h Weapon)
Planter's Puncher (2h Weapon)
Gauntnutts (Ring)
Nutte Covering (Helmet)
Nutt Cape (Cloak)
Round-the-Chest Nutt (Belt)
Kannivore Ring (Ring)
Kannivore Talisman (Amulet)
Kannivore Boots (Boots)
Kannivore Cape (Cloak)
Green Belt (Belt)
Thorny Epaulettes (Epaulettes)
If you decide to use Golden Keychain (Ring, Relic)
Ti Tunic (Breastplate)
Armoranthus (Breastplate)
Lv 200 (End Game) Standard Equipment
Mark VII (Breastplate, Relic)
Tramontanring (Ring, Epic)
Poached Epaulettes (Epaulettes)
Pocket Belt (Belt)
Pocket Headgear (Helmet)
Poached Cloak (Cloak)
Nauseatring (Ring)
Samulet Gamgie (Amulet)
No-Smellier (Boots)
Vape Hammer (2h Weapon)
Not bad choices either:
Asse Shoes (Boots, Epic)
Mail Har (Breastplate)
Coat of the Sorceror-King (Cloak, Relic)
Respond to this thread
Awesome guide. Even though none of this information is new to me, it easily and clearly displays what the pandawa class is capable of, while also making me want to play my pandawa more. Hopefully this inspires newer players intrested in the class to really explore the potential avenues of the pandawian ccombat culture
The hard part for me is gearing. But eh. Im satisfied with what ive got mine wearing.
What would you suggest in terms of tree (skill/combos) or build preference for panda's moving through the very early levels?
To rephrase, if you were to start a panda fresh, right now, what skills, passives, and gear would you prioritize?
Also, (slightly related) among the panda options you listed, what is your current favorite?
My current favorite build is one centered around PvP, but that's just my opinion because I'm level 200 and have completely maxed out equipment and runes so I don't really run dungeons that much.
As for a low level pandawa... its hard because I know that Pandawas can struggle in the early levels.
Take
- Flame Burp
- Dairy Springer
Even if you aren't a fire panda, these spells have their utility and they work wonders.These spells are good at low levels for dealing damage:
- Milking It
- Explosive Flask
- Milk Fountain
- Splash Of Milk
- Lactic Acid
- Blisskrieg
They all can be used at a range, too.If you want to be able to do damage in close combat, especially if you want to be earth panda I suggest taking
- Six Roses
- Lactic Acid
- Bash Barrel
Then for low level passives I suggest you take- Master Of Merriment
With this you get +3 AP on your first merry turn which can be nice. You also get +3 MP on your first worn out turn. Consuming 15 dizzy stacks at low levels can be hard since you don't have that much AP to spend to stack dizzy, so this one might not be the best choice.- Bottomless Barrel
The only reason I suggest this one is because you can end your turn facing the barrel to pick it up, and since you will be low on AP, it's a good option. Otherwise, it's not that good.- Aggressive Barrel
This one is good since it increases your damage dealt when holding the barrel and also makes Karchamrak on the barrel cost 1 AP instead of 2 AP. This one is probably the best one you can choose especially if you plan on being some kind of earth panda.If you want to be able to do more damage once you unlock this passive:
- Poison Chalice
It makes you a little bit less resistant to attacks but your damage goes up quite a lot so I think it's worth it.If you want to be a healing panda in low levels
- Cocktail
This passive lets you be more of a healer- Flame Burp
- Bubble Trouble
These two spells become spells that will heal your allies while damaging enemies if you have the cocktail passive, so it's really nice.For equipment I just suggest focusing on whatever can give you AP and MP, and then general mastery.
hi im a new panda and new to the game is this build something that would help me to get going?
I see new info. I not seen before. So when holding enemy or ally while in aura around barrel from Splash of Milk you get healed on your turn and enemy or ally turn? Does this prevent them from being healed or do they get healed as well? I may really want to try this.
This is a pretty good guide and I agree with most of your points. You've inspired me so maybe ill drag out my old panda guide, polish it up with some pictures, and post it.
There are 2 things I'd like to add to your points here:
1. Bamboozle:the melee damage reduction on the self-casted armor DOES NOT WORK. I have tested this extensively. The push when bamboozle is used on your barrel got nerfed to 3 squares a while ago. I do not like this spell because of these two things and pretty much never take it.
2. Karchamrak: I'd like to add a little note here about which way enemies and allies face when thrown with karchamrak. So if an enemy is facing you when you pick them up they will always land facing you after you throw them no matter where you move or what direction you throw them. The reverse is true if you pick them up from behind them, IE when you throw them you will always have backstab of them based on your current position. When an enemy is facing sideways it gets a little complicated. Think of your panda as the center of a clock; if the enemy is facing clockwise in regard to your position he will be facing clockwise wherever you throw him. IE if you pick up an enemy who is north of you (north in the game) and facing west if you pick him up and put him south of you than the enemy will face east. Vice versa if they are facing counter-clockwise.
This is nice to know for hc srambad, and it's good to give your team backstab of any boss that can be picked up.
I am going to have to disagree with light my fire. Imagine casting barrel and using explosive flask to throw it in between 2 mobs causing them damage, then casting light my fire giving your barrel flaming and causing the mobs to be scaled increasing flaming by 40%. Ending your turn causes immediate flaming damage.
Or even better generating your own aoe by throwing mobs around your barell with explosive flask then using light my fire.
There is some good applications for this spell especially when coupled with an eni.
Don't diss it hardcore when you don't understand its function properly or how to play well with it.
I like Bamboozle, but I usually just use it for the armor. I see the barrel push effect mostly for pushing enemies that can be pushed away from barrel, but main use I see is to keep some enemies from getting healed by Splash of Milk aura, maybe for a push if really need it and not using Triple Whammy in deck.
Light My Fire could have use, but probably very situational, like having enemies pinned between barrel and obstacle on battle field. In that case though Milk Wave or Milking It on barrel may be better still.
Hi Barinade,
I would like to play a pandawa tribid in every range (especially middle and short range), I don't want to be a tank, i want to be a DD, and good resistan (no Poison Chalice).
How do you recommend invest in strength?, and what kind of gears do you recommend me use at hight lvls (critical hits mastery, or aoe mastery, other)?
This is my char:
Intelligence: 10 resistance, max HP %
Agility: ini and lock/dodge
Chance: 20 Critical Hits, 30 Critical Hit Mastery
Major: AP, MP, Damages, Resistance
Spells:
-5 actives
-Dairy Springer, Flaming Burp
-Milk Wave, Milk Fountain
-Bash Barrel, Lactic Acid, Six Roses/Blisskrieg
What items would you reccomend for a level 100 earth/water panda? I feel like whispering set is super underwhelming
As far as spells go, you need explosive barrel as it is the best fire damage spell. I would lose ether or bamboozle and take explosive barrel.
Honestly, don't worry about gear until you get to level 120ish. Level to 125 then run the shushu bosses to get bagus shushu and then run castuc dungeon to get harry boots.
I like the guide, and I hear quite a bit from other players on Nox. But i prefer to focus gen damage and not AoE when playing pvp with a distance panda.
Yes, i do think that almost no st damage is necessary if your a pve ranged character. Although, when your in pvp the highest damage comes from the milky breathe into milk wave combo. this combo is without a doubt the highest damaging thing in the pandawas kit. blisskreig is too wasteful and doesn't deal enough damage to use efficiently in pvp. it should only be used for teleporting in dire situations or if you are earth/water tank pvp panda. on which you should still use it very leniently.
-Fire Breathe into Milk wave combo. This combo works best if you have the passive milky instinct on and have accumulated 15 stacks of dizzy on the target. you could also very well have placed a barrel behind your target to hop to in order to get backstab damage. When you use flame breathe on the target it not only reduces their resist by 105, but also the passive milky instinct gives you 45% damage increase on your next spell. with this combo i have hit over 7000 on 65% resist(before the -105) at level 180.
-I also really like water/earth tank panda build. this is also a PvP option. It almost never loses to Iops. i fought level 200 fully geared iops with a 185 panda and at the end of the fight i finished with full hp. Ending with full hp does not mean i didn't lose any. It means that after i got my resist to max and started stacking dizzy on the target i was able to get a shield every turn that shielded for the full damage of an iop.
With this build i got 84% resist with half runed gear. at level 190 the spell pandemic evolves and you have 60 more resist than a feca can have. the spell six roses shield for a large amount(i was getting 3400 armor) and if they are still doing a lot of damage, or if you are cycling out of worn out in order to reset the 5 turn limit, then bamboozle also shielded me for 1300. the basic combo would be barrel bash and six roses. both melee damage and aoe work with this build. Although 6 roses is a single target spell, hence the idea of using melee damage.
Remember that this build works best in pvp, and in order to be more tanky than a feca you must consistently get shields, which means consistently stack dizzy, which is usually fairly hard to do in group battles and in pve, therefore i would only recommend this build if you are looking for a mainly pvp or an mainly solo panda. Although the ranged pvp panda build mentioned earlier does do well in pve. it can provide great burst and also reduce resist for allies. Milk wave also heals a crazy amount if you build 15 stacks of dizzy on your ally first, although that makes the spell consist of around 21 total ap, and what spell with that much of a cost wouldn't heal high XD
Hey , I have a panda lvl 161 off tank earth water. But my stat in power is : 20 melee and zone ,your build melee panda is more than interesting .I want reset my panda earth fire with a build for light-my-fire , and i search a good stuff. I do not magane to choice spell.I don't found a build panda earth fire. Can you help me ?
thank you so much, your guide helped me a lot
i have the same problem as you.. i cant live without all my active spells and that is making my life harder when i decide to be full tri elemental
if someone wanna take a look on my tanky/ranged/CC/everythingBecausePandaCanDoALL deck
4717-4704-4706-4715-4714-4713-4716-4710-4721-4719-4718-4720-4726-4723-4724-4725-5151-0
Excellent Guide! I like it!

I like to try Pandawa´s class for a long time. I just have 2 questions about Pandawa:
1) The play-style of Range & Melee Damage Pandas, how each of them contributes (versatility) when I am in party & soloing?
2) What not to do as Panda?
3) My idea is an Earth/Fire Pandawa that can position, off-tank, and deal damage:
Spell:
-Dairy Springer
-Milking It
-Explosive Flask
-Flaming Burp
------
-Bash Barrel
-Six Roses
-Lactic Acid
-Blisskrieg
------
-Barrel
-Karchamrak
-Barrelhop
-Bamboozle
Passive:
-Aggressive Barrel
-Milky Instinct
-Master of Merriment
-Bottomless Barrel
-Carnage
-Cocktail
Thanks in advance!
This guide is a little old but I have a few things to add...
If you're trying to do a PvP build and you notice you get sliced up a lot by high damage characters, you might be able to consider statting crit / backstab res instead of Berserk mastery in the "Chance" characteristic page.
Try doing something like...
10 Crit %
20 Block %
40 Critical Resistance
40 Backstab Resistance
or
20 Block %
60 Critical Resistance
60 Backstab Resistance
or
20 Crit %
20 Block %
20 Critical Resistance
20 Backstab Resistance
or any combination of block + secondary resistance. Going with +80 zerk damage is a very selfish build and doesn't really help you accomplish much as a PvP panda. Critical hits are almost always worth having on any class (which is why I recommend having around 40 ~ 50% base crit on Panda) because it gives you extra damage occasionally. Sometimes it's better to just take straight +80 Backstab Res or just +80 Critical Res based on what you're struggling with, which means if you don't mind spending some ogrines you might be able to get yourself a few different stat pages... however, keep in mind that currently there's a bug that makes you lose like 5 AP and 1 MP if you switch stat pages in the startup phase of combat.
Good guide! Ive fly over it and all i have to say is for pvm 10ap8mp panda is the mvp!
I updated the guide for the new content. Hope you pandas enjoy
have you thought about using a builder link? it could come in more pratical than sending individually a link to each item in my opinion