This topic will concern not only updates but also description of what tanks are capable of in Classic chronicles and their particular features.
To begin with, tanks are way more relevant in Classic unlike in Interlude where you are supposed to click aggression all the time. Here, tanks have extensive range of skills you need to use deliberately.
Aggression is thought out carefully here. It is made in a very peculiar way that you can't just switch the target while under the effect of aggression (which lasts for 1.5 seconds). It happened because lots of smart-ass clan leaders in Interlude used anti-aggression patch which made Interlude's aggression useless hence you could throw tanks into the trash as well. It won't happen in Classic though.
Aggression Aura (mass aggr) has a decent cool down of 22 seconds and 6 seconds for single aggression . This was thought out and in my opinion is very correct because tanks have many other cool skills to use.
Every tank has:
Chain Strike - Swings a chain to draw the target to you. Requires a sword/ blunt weapon to be equipped. The chance is somewhat 50% so you can't draw people to yourself all the time. Though it has fast cool down of 15 seconds.
Shielf of Faith - For 15 sec., party members' P. Def. +3600 and M. Def. +2700. For the duration, absorbs 90% of any damage received by a party member. Costs 8k adena.
Magical Mirror - For 8 sec., reflects magic damage with a good chance. Costs 4k adena.
Also, there are many other cool skills such as entangle, stun, lightning strike, etc. All of them have a decent chance so keep that in mind and use them when needed.
I think many of you heard how bad Paladin and TK are in Classic just like how good SK and DA are. We decided not to change the main concept of Classic when it comes to SK and DA so that makes them the best solo PvP tanks. We made Paladin and TK to be party characters mainly but you can kill some clasess playing Pal/TK as well. Though, I still believe that it is correct to let tanks play their role of tanks and damage dealers should be damage dealers so there is a good balance.
What we added to TK and Paladin:
Paladin:
Angelic Icon - Increased duration time from 1 minute > to 2 minutes.
Shield Slam - Lasts for only 15 seconds so it's additional control.
Shield of Sacrifice - For 15 seconds Sacrifices itself, Max HP -20%. For party members P.def +10% M.def +30% Healing Power +30%. Reuse time 13 seconds. Costs 4k adena.
Temple Knight:
Cubics were adequately changed
Shield Bash was added - Stuns the target for 2 seconds.
Protection of Eva - For 15 seconds for party members P.def +30% M.def +10% Speed +7. Reuse time 13 seconds. Costs 12k adena.
Update 14.01.2020 Hell Knight recieved 2 skills Servitor Share and Servitor Fury (both restricted on Olympiad). This skill was added to allow dark avenger to be more of a pvp-tank just like SK.
To begin with, tanks are way more relevant in Classic unlike in Interlude where you are supposed to click aggression all the time. Here, tanks have extensive range of skills you need to use deliberately.
Aggression is thought out carefully here. It is made in a very peculiar way that you can't just switch the target while under the effect of aggression (which lasts for 1.5 seconds). It happened because lots of smart-ass clan leaders in Interlude used anti-aggression patch which made Interlude's aggression useless hence you could throw tanks into the trash as well. It won't happen in Classic though.
Aggression Aura (mass aggr) has a decent cool down of 22 seconds and 6 seconds for single aggression . This was thought out and in my opinion is very correct because tanks have many other cool skills to use.
Every tank has:
Chain Strike - Swings a chain to draw the target to you. Requires a sword/ blunt weapon to be equipped. The chance is somewhat 50% so you can't draw people to yourself all the time. Though it has fast cool down of 15 seconds.
Shielf of Faith - For 15 sec., party members' P. Def. +3600 and M. Def. +2700. For the duration, absorbs 90% of any damage received by a party member. Costs 8k adena.
Magical Mirror - For 8 sec., reflects magic damage with a good chance. Costs 4k adena.
Also, there are many other cool skills such as entangle, stun, lightning strike, etc. All of them have a decent chance so keep that in mind and use them when needed.
I think many of you heard how bad Paladin and TK are in Classic just like how good SK and DA are. We decided not to change the main concept of Classic when it comes to SK and DA so that makes them the best solo PvP tanks. We made Paladin and TK to be party characters mainly but you can kill some clasess playing Pal/TK as well. Though, I still believe that it is correct to let tanks play their role of tanks and damage dealers should be damage dealers so there is a good balance.
What we added to TK and Paladin:
Paladin:
Angelic Icon - Increased duration time from 1 minute > to 2 minutes.
Shield Slam - Lasts for only 15 seconds so it's additional control.
Shield of Sacrifice - For 15 seconds Sacrifices itself, Max HP -20%. For party members P.def +10% M.def +30% Healing Power +30%. Reuse time 13 seconds. Costs 4k adena.
Temple Knight:
Cubics were adequately changed
Shield Bash was added - Stuns the target for 2 seconds.
Protection of Eva - For 15 seconds for party members P.def +30% M.def +10% Speed +7. Reuse time 13 seconds. Costs 12k adena.
Update 14.01.2020 Hell Knight recieved 2 skills Servitor Share and Servitor Fury (both restricted on Olympiad). This skill was added to allow dark avenger to be more of a pvp-tank just like SK.
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