Hello everyone. I uploaded a knight/druid tanking video on youtube. Please watch and enjoy
Posts by grknkrdn1299
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I would say sta/wis is must have, bcs Earth Cleave is doing way more damage/aggro with more wisdom. If you have buffed around 35-40k wisdom, it is more than double aggro of Whirlwind Shield iirc
Thank you for this information, i wasnt sure about how different it would be with wis/sta transformation potion. Like i said, feel yourself free to correct me.
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Hello fellow Arcadians! I’ve been an active player on this server for the past few years, and I've been playing as a tank for the last 1-2 years. I decided to create a knight/druid guide to help new players or those struggling with playing as a tank. Please don’t get me wrong. I’m not claiming to be the best tank on the server or even a very good tank player. Like most players, I can make mistakes. However, having played as a tank on this server for a while, I have gained some experience. What I'll share in this guide are my personal opinions. If I am wrong about something or mention anything incorrectly, please feel free to correct me.
Alright, let's dive into the guide...
In this game, there are many tank classes you can play. Each tank class has its own advantages and disadvantages. Some tank classes can generate high aggro, while others may generate less. Additionally, some tank classes are very defensive and can protect the team, while others debuff targets, making it easier for DPS players to eliminate them. Each tank class has its unique playstyle. In this guide, I’ll be focusing on one of the most popular tank classes: the knight/druid.
Why Should You Play Knight/Druid?
The Knight/Druid class has several appealing advantages. Let me explain them to you in bullet points:
- The Knight/Druid is a very durable tank class. Your HP and Physical Defense are always very high with this class.
- Even when the healer stops healing you, the Knight/Druid can survive for a long time because you can heal yourself and the entire team, and you can continuously give yourself high amounts of shields.
- Thanks to the Holy Flank elite skill, whenever you give yourself a shield, you and all raid members around you gain 5% Physical Attack and 5% Magic Attack.
- The Holy Shield skill not only makes you immune to physical and magical damage but also makes all raid members around you immune as well.
- With the Potent Blessing elite skill, you and all raid members receive 12% more healing.
- The highest aggro-generating skill, Truth Shield Bash, has only a 15-second cooldown!
What Are the Disadvantages of This Class?
- The aggro generation of this class can be lower than some other knight classes because it doesn't have an elite skill that provides extra physical damage like some other knight classes do.
- If you miss with your high aggro-generating skills, you can't generate aggro with just Holy Strike. The damage of Holy Strike is often not enough to gain aggro. You need to use Whirlwind Shield, Earth Cleave, or Truth Shield Bash to gain aggro.
- You can’t debuff your target to make them take more damage.
Now, Let’s Move on to Playing Knight/Druid...
What Buffs Should We Choose?
- House Maid Buff: The buff I always choose from the house maid is the one that gives 6% HP. This is because all knight classes with the item set skill "Traces of the Cross Sword" provide a shield to nearby raid members. The higher your HP, the higher the shield they receive.
- Guild Castle: This is not up for debate. Get all the buffs at their highest value from the Guild Castle. 6% Defense, 6% Attack Power, and 6% HP are always useful for a tank.
- Zodiac Pet Buffs: Zodiac Pet Buffs can vary based on your preference. I choose the All Attributes buffs because they give me both Defense and HP. However, you can choose the HP-giving Zodiac Pet Buffs if you want to provide higher shields to your team.
- Aura Buff: I personally choose stamina because it increases my HP and gives me a bit of defense. However, you can choose the one that gives maximum HP as well.
What Foods and Potions Should We Use?
Here are the foods and potions I personally use:
1 - Hero Potion : Increases all your attributes by 20%.
2 - Atlas Special Pie : Increases your maximum HP by 15%.
3 - Soulmate Mixed Dessert : It gives you 7% Str, Dex, and 3% Physical Attack Power and 3% Critical Physical Damage.
4 - Featured Cuisine Delicacy : Increases all your attributes by 4%
5 - Aged Realgar Wine : Increases your Physical and Magic Attack Power by 30%, thus slightly increasing your aggro.
6 - Jungle Dinosaur Leg : Provides 17% Physical Damage, which is very important. Your aggro significantly increases. Physical Damage is more important than Physical Attack for aggro.
7 - Egg Rice Dumplings : Increases your Physical and Magic Defense values by 30%. This is very important as you will take much more damage without it.
8 - Transformation Potion :This can vary based on your preference. Some people use the transformation potion that gives 20% STR and 20% STA. Others use the one that gives 20% WIS and 20% STA for the Knight/Druid's Earth Cleave skill to do more damage (because Earth Cleave scales with wisdom).
9 - Potion : Maid's Justiciar Brew :
Increases Physical Defense and your total aggro by 5%. You can obtain this potion from the house maid.
Instance Gameplay Tactics
First, let's understand our skills. Knowing what each skill does is crucial to avoid problems while tanking.
These buffs should always be active:
: Increases Physical Defense by 60%. Very important.
: Every time you deal damage to your enemies, their attack power is reduced by 8% for 10 seconds. This debuff can stack up to 4 times, reducing their attack power by 32%.
: Increases the healing received by all raid members by 12%.
: Increases stamina and healing received by 16.8%, making it harder for you to die as your health and defense values increase, and you receive more healing.
: Increases your aggro by 135% and continuously regenerates mana.
Skills to use in instances:
AOE (Area of Effect) damage skill. Use it for generating aggro.
AOE damage skill. Use it for generating aggro.
Single-target damage skill. Use it for generating aggro.
If this skill hits a target, it deals damage to all nearby enemies every second for the next 12 seconds. Use it continuously for aggro!
Deals damage to nearby enemies. Use it for generating aggro.
Pulls all nearby enemies to you and increases your total aggro by 15% for 15 seconds. Use this if you lose aggro on mobs or if you want to increase your aggro by 15%.
Immobilizes nearby mobs. If you use Earth Cleave after this skill, nearby mobs are stunned for 2 seconds.
Single-target damage skill. Use it for generating aggro.
Increases your aggro on the target by 5% and acts like a taunt. Do not use this on mobs. After generating some aggro on a boss, use this every 2 seconds to significantly increase your aggro on the boss.
This skill quickly moves you towards your target and stuns it for 10.4 seconds. Do not use this for aggro! It generates almost no aggro. Use it to stun/interrupt the target or quickly reach it.
Do not use this for aggro! It generates almost no aggro. Use it to pull a distant target to you or to interrupt an enemy's skill.
This is a Guild Title skill. Use it to reduce the defense of your target/targets when you have pulled a large number of mobs or are fighting a boss, so the DPS players in your team can deal more damage.
How Much Aggro Do Your Skills Generate?
Very High Aggro:
High Aggro:
Low Aggro:
How to Generate Aggro When Doing Big Pulls and Attacking Bosses in Instances?
Let's start with the buffs you should use. When you are doing big pulls or attacking bosses, the DPS players in your team will also burst, increasing their aggro due to higher damage output. To generate enough aggro, you also need to burst.
Reduces all incoming damage by 50%. This prevents you from dying easily when taking damage from mobs or bosses.
Increases your Parry Rate by 54.5%, reducing the amount of damage you take from enemy auto-attacks.
or These potions increase your attack speed, thus increasing your aggro.
Use this to reduce the damage you take and heal yourself.
Significantly increases your damage, and thus your aggro.
Temporarily increases your maximum HP.
Significantly increases your movement speed and reduces the damage you take.
Makes you and all raid members immune for 5 seconds. Do not waste this. Use it to protect your team or prevent mobs from stunning/slowing you. If you are in a tough spot, you can use it for yourself.
Now that we've learned how to burst, let's learn how to do a big pull.
Big Pull:
When doing a big pull, first hit the mobs with or After using one, use the other skill. Use to generate more aggro on the mobs every second. After using , if all your AOE skills are on cooldown, keep using When all mobs are near you, start using your AOE skills again and use to reduce the mobs' defense.
Do not waste unnecessarily. If you see a single mob isolated from others, use this skill on it. There is no point in wasting AOE skills on just one mob. However, if this skill is on cooldown, you will have to use your AOE skills.
Skills to Use When Attacking Bosses:
After bursting, when attacking a boss, first use because it generates the most aggro!
Then, use these two skills
Keep generating aggro with
Finally, if all these skills are on cooldown, use and after generating some aggro, use every 2 seconds.
Thank you all for reading my Knight/Druid guide. If you find my ideas incorrect, please feel free to correct me. You can share your own ideas and questions. I wish you all happy tanking.
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Hi, can you fix description of this skill ? It says it converts 50 rage to 6 psi, but it uses 75 rage instead.
Skill ID:498642
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My Feedback About Mage/Scout
I am afraid this class is underperforming because of Fire Rose skill and some other skills that require Fire Rose debuff on target.
Let me explain problem
Fire Rose debuff skill has travel delay. If you are playing in a powerful party which kills mobs quickly, you cant even use Fire Rose + Shot or Fire Rose + Fire Rose Explosion combo. Mobs die even before your debuff reaches target. And you will never be able to use these skills to deal your damage. Besides, even if you are able to apply your Fire Rose debuff on your target, you will have to use Fire Rose debuff on other targets which have very low HP left on them. Applying debuff on all targets one by one is really annoying and such a waste of time. This class can never perform its full capacity in a fast raid.
So, i have some suggestions in order to make this class playable in fast raids.
1-) Change Fire Rose Explosion skills name to Fire Explosion. Make it be usable without Fire Rose debuff on target.
2-) Remove casting time from Fire Explosion skill and make it instant skill.
3-) Make Fire Explosion skill apply Fire Rose debuff to all targets in 120 radius range
4-) Reduce Fire Explosion's cooldown from 10 seconds to 5 seconds
5-) Remove travel delay from Fire Rose debuff
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About Druid/Rogue
In my opinion this class is currently underperforming. I want to share my thoughts about this class
Single Target Burst Damage - Bad
Single Target Sustain Damage - Bad
AoE Burst Damage - Bad
AoE Sustain Damage - Good
I remember in last patch you changed Magic Turmoil skill to be an active skill with 23.5% DoT damage bonus.
I am afraid this class still has very low DoT damage even with this buff is active. Corrosive Poison skill has really very low damage and you need to change some things in this class to make it a better dps class.
You changed 50 lvl elite skill Dark Moon to increase 35% dark damage instead 50% all elemental damage.
Please reconsider this change and make it increase 50% elemental damage again.
Change 70 lvl elite skill's 15% poison damage bonus to 30% DoT damage bonus
Increase Magic Turmoil skill's DoT damage bonus to 45% from 23.5%
Like i said before please remove travel delay of Corrosive Poison skill. Because in AoE burst, our target dies even before we apply our debuff to our target. So we cant use Corrosive Poison + Necrotic Wound combo.
And please make our casting speed increase our DoT damage as well.
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Hello,
I have been playing the game for 96 days and I am stuck on this quest. Many players like me cannot do this dungeon quest. Can you improve this quest? We cannot do this quest. So every day I cannot trade is a wasted day. We want to make and wear the gold clothes but this George quest is very difficult we cannot do it, we cannot trade the gold clothes.
That is exactly what i am talking about. Developers always bring new instances but they do not really reduce requirements of previous instances.
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I have been playing on this server actively since 2020. Back in 2020 when RoFL was released, this server was very good. There were too many players actively playing. People were running core instances every day. A lot of people were selling/buying golden pulls. Game economy was very active. I really liked Chronicles of Arcadia so much and put my efforts to this game. Those days when we run 5 core instances ( HoDL-Tikal-Inferno-Gorge-RoFL) this game was simply better. It was not a boring game because we were not running 1 instance only. But then developers started to bring nostalgia instances. To be honest, i am not against nostalgia instances. Nostalgia instances should also be cleared by endgame players. But developers made them too difficult and instance player size was only 6 players. That made nostalgia instances too difficult to farm and their items were just too expensive. I think a lot of players left this game after these nostalgia instancese released.
In my opinion Nostalgia instances should be very easy to clear and they should give arcadia coins and some useful rewards to players. Maybe there should have been a nostalgia instance calendar and every day a different nostalgia instance should give rewards to players. In my opinion players should only run core instances and take their cores from these instances.
I think this server was still good untill 2022 Dark Core release
So, what happened when Developers released Dark Core ?Dark Core was just too difficult compared to RoFL. A lot of guilds couldnt run that instance. I think a lot of players bored of this game and left arcadia after Dark Core.
What happened after Dark Core ?
Developers Ruins of Ice Dwarf Kingdom Hard Mode (Nowadays known as Awakened Mode)
This instance was way too difficult. Because if you make a single mistake when pulling mobs, whole team gets freezed by mobs and then a lot of other mobs kill your party.
If you compplete this instance 30 times and make an artefact rune, you would get a perfect title which gives you 2% permament PvE dmg.
A lot of people also couldnt run this instance like this. So developers made a smart desicion and released Sathkur Hard Mode (Nowadays known as Awakened Mode).
With this way it became easier to finish IDK rune and get its title. But problem was not 100% solved.
After Sathkur Developers released Forsaken Abbey Hard Mode (nowadays known as Awakened Mode).
This instance was not too difficult to run. Only bad thing was that we had to run this instance 30 times to get artefact rune and recieve its title.
After Forsaken Abbey, Necropolis of Mirrors Hard Mode was released. (Nowadays known as Awakened Mode)
This instance was harder than Forsaken Abbey but easier than Ice Dwarf Kingdom. I think only difficult part was last boss event.
What should have been done to Nostalgia Instances ?
Problem is that we have to run these instances many times to get artefact rune and recieve its title. I dont think that we should be occupied with these instances for a long time.
And new players also need to run these instances many times to get their titles and create their artefact runes.
Developers should have reduced requirements to recieve title and artefact rune from these instances. I know that they reduced it to 20 cores from 30. but that still means new players need to run these instances 20 times and that will be so difficult for them.
We should run Endgame Core Instances every day not nostalgia instancesOrkham Instance and Corruption System
I really liked Orkham so much and i think corruption system has brought some strategic diversity to game.
Some players are using attack speed weapons for sustain dmg, some are using dmg weapons for burst dmg and some are using physical attack weapons for DoT damage.
But in my opinion Orkham should have been like RoFL, a lot of people finished their gears so fast. So, they bored of this game and left server again. In RoFL we used to make an item in 10 days.Maybe something like that should have been brought to Orkham as well.
Class Balance Problems
I am so tired of these massive class changes in every patch. Every time you bring a new patch some classes are being destroyed. Some OP classes stay unchanged.
I think a lot of players are bored of these nonsense nerfs/buffs and also some other annoying changes.
Thanks for reading this
-Tarsq
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can you bring festival repeat ticket to today's weekend promo ?
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Note by GD: As the duration of Elemental Catalysis was reduced before, we changed some item set skills to balance the loss of casting speed so mages can keep up their cast burst for longer.
- Reduced Elemental Catalysis cast speed to 25% from 50%.
- Increased Rune Formation set skill damage gain to 30% from 15%.
- Removed The Sage set skill damage gain, added 30% cast speed instead.
Mages got extra and longer 5% casting speed but they also lost 5% magical damage. Can you add 5% more magical damage to Runic Formation skill ?
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About Warrior/Mage
Can you also make Lightning Burn DoT damage to increase with casting speed ? Physical warriors gain extra DoT damage from their attack speed. I think warrior/mage's DoT should benefit from casting speed.
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About Warrior/Mage
Electric Attack skill (ID : 493001) has very low damage and it has 1 second cooldown. Warrior/Mage should deal damage with auto attacks also. Since you changed 60 level Elite Skill, auto attacks became useless except stacking Electrical Rage.
Can you change Electric Attack to be a passive skill that modifies auto attacks deal fire and wing damage ?
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About Mage/Scout
Fire Rose is spreading damage to all targets around if we hit it with Fire Arrow. Can you make Fire Rose debuff also spread to all targets around when we hit with Fire Arrow ? It is so difficult to apply this debuff on mobs one by one
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About Druid/Rogue
70 Elite skill Curse of Widow is increasing poison damage by 15%. Can you change it to increase all elemental damage by 15% instead ?
And please remove travel delay from Corrosive Poison skill (ID : 494024). We should be able to apply this debuff on our target faster.
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About Warlock/Champion
Sace's Impulse (ID:498677) skill should be passive skill which automatically activates its buff when we enter Willpower Blade state. We have to use this skill every time we enter Willpower Blade state and this is so annoying sometimes.
Please change it.
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Can you also remove global cooldown from Mage's 80 lvl elite skill (ID: 490243) ?
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About Mage/Scout
Can you change Power of the Wind elite skill (ID : 492926) to reduce Shot skill's cooldown to 1 second ?
Change 23% Movement Speed and 23% Physical Attack Speed to 23% Magical damage instead.
Change Fire Rose skill also, When our Fire Arrow hits target, Fire Rose should be spreaded to all targets around.
We cant simply use Fire Rose on all targets one by one. It is waste of time in my opinion.
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About Scout/Mage
Arrow of Essence skill gives ranged weapon damage and attack speed. But magical scout/mage doesnt benefit so much from this buff. Can you change it to give us fire damage instead ? So, both physical and magical scout/mage can benefit from it.
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Can you reduce number of Sunspot, Earth Crystal Essence and Dark Stone required to craft sun essence ? I think these numbers are too much and a lof of new players need sun essence to craft their artefacts. Can you reduce these numbers by half ?
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can you bring masked ball festival reset ticket again to happy weekend promo ? ID: 209404
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i had around 1m patk as a tank in instances. Now i play with 500k patk as a tank
As long as you can't reach 20% of targets defense, you attack is ineffective in formula. Which is average 6kk (need to have 1.2kk) for Orkham.
Yes but i in Dark Core, mobs have around 4kk def. I still need 800k patk minimum. Before patch i had around 1kk-1.2kk patk. I will have lower aggro in dark core
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About Masked Ball Festival
Can you reduce number of masked ball medal requirements for masked ball package to 6 ? I think 12 is too much. And it doesnt give us 12 hours potions always.
Edit :
I farmed Masked Ball Festival for 1 hour, yet i didnt get any doomlord potions. This festival is impossible to farm. Please change these nonsense festival mechanics. Make Masked Ball Reward package be obtainable with 6x masked ball medals and make it give us Masked Ball Transtormation Potion Package.
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Before this Amplified Attack change, i had around 1m patk as a tank in instances. Now i play with 500k patk as a tank. Can you do something about that ? I am afraid this may cause some aggro problems in instance.
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I think most important thing is that fSlimUI addon prevents our Kitty Combo using SelfEffect option. When this addon is active, our Kitty never uses these options; TargetSelfEffect, TargetNonSelfEffect, PlayerSelfEffect, PlayerNonSelfEffect.
It would be great if you can fix this.