I have 2 types of skill build in mind for Guardian.
1. Pure tanker build (pure physical)
Shield Block: lvl 9 has 10 times block count, with auto block EX, str can be boosted by 20%.
Healing: Max lvl. Our teammate will expect us to max this skill too.
HP and Defend Passive: Both at max lvl, to have higher HP and higher physical defend to be better tanker.
Element Aura and Light Aura: Both at max lvl so that the whole party get benefit of higher resist to all type of element.
Stance and Iron: Both at max lvl to have longest duration of invinsible, and thus can tank better.
Provoke: Max lvl to have duration of 16.5s which is longer than its CD of 15s, so that we have plenty of time to re-provoke.
Break Armor: Max lvl to reduce down the opponent defend as much as possible and thus increase the physical damage for the whole party.
Reflect: Max lvl. We can tank at the same time reflect the damage to opponent.
Holy Wave: lvl 1 to disable.
2. Hybrid build. (Both physical and magical)
Charge Volt: max lvl. This skill deal a lot of magical damage especially with our light aura and after we reduce our opponent light resist using Lightning Charger.
Smite: max lvl. High damaging AOE skill.
Sacrifice some tanking ability such as shield block count, physical defend passive, duration of stance, iron and provoke, and also elemental aura to gain more offensive skills like Charge Volt and Smite.
With this skill build, we can use the magical hammer to normal attack instead of kick. I heard that with the new prefix system, the extra effect from weapon can only be activated using normal attack and cannot be activated by kicking. I am not sure about this.
With the existing prefix system, the physical attack can be built up higher and easier than the magical attack. However the new prefix system is more towards balance between both types of attack.
1. Pure tanker build (pure physical)
Shield Block: lvl 9 has 10 times block count, with auto block EX, str can be boosted by 20%.
Healing: Max lvl. Our teammate will expect us to max this skill too.
HP and Defend Passive: Both at max lvl, to have higher HP and higher physical defend to be better tanker.
Element Aura and Light Aura: Both at max lvl so that the whole party get benefit of higher resist to all type of element.
Stance and Iron: Both at max lvl to have longest duration of invinsible, and thus can tank better.
Provoke: Max lvl to have duration of 16.5s which is longer than its CD of 15s, so that we have plenty of time to re-provoke.
Break Armor: Max lvl to reduce down the opponent defend as much as possible and thus increase the physical damage for the whole party.
Reflect: Max lvl. We can tank at the same time reflect the damage to opponent.
Holy Wave: lvl 1 to disable.
2. Hybrid build. (Both physical and magical)
Charge Volt: max lvl. This skill deal a lot of magical damage especially with our light aura and after we reduce our opponent light resist using Lightning Charger.
Smite: max lvl. High damaging AOE skill.
Sacrifice some tanking ability such as shield block count, physical defend passive, duration of stance, iron and provoke, and also elemental aura to gain more offensive skills like Charge Volt and Smite.
With this skill build, we can use the magical hammer to normal attack instead of kick. I heard that with the new prefix system, the extra effect from weapon can only be activated using normal attack and cannot be activated by kicking. I am not sure about this.
With the existing prefix system, the physical attack can be built up higher and easier than the magical attack. However the new prefix system is more towards balance between both types of attack.
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