Difference between revisions of "Taekwon Tank and Crowd Control"
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− | = Overview = | + | == Overview == |
− | TaeKwon rankers are permanent first class characters, utilizing the bonuses from the TaeKwon Missions/ranking system to maximize their potential. Rankers must complete TaeKwon Missions in order to become and stay ranked. Becoming Ranked brings great benefits. Taekwon jobs are known for their damaging kicks, but with | + | TaeKwon rankers are permanent first class characters, utilizing the bonuses from the TaeKwon Missions/ranking system to maximize their potential. Rankers must complete TaeKwon Missions in order to become and stay ranked. Becoming Ranked brings great benefits. Taekwon jobs are known for their damaging kicks, but with BraveRO's custom gears and cards, you can put them in a Support/Tanky/Crowd Control position. |
[[File:Taekwon ranking.png]] | [[File:Taekwon ranking.png]] | ||
− | = Stats = | + | == Stats == |
This build is less focused on killing players, but focused in being the most annoying as possible. You need to spread ur stats in order to proc certain card effects. | This build is less focused on killing players, but focused in being the most annoying as possible. You need to spread ur stats in order to proc certain card effects. | ||
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− | = Equipments = | + | == Equipments == |
Here are some great equipment for a taekwon master to have. Though some of the items are very costly, most of the cards are pretty cheap and easy to acquire. | Here are some great equipment for a taekwon master to have. Though some of the items are very costly, most of the cards are pretty cheap and easy to acquire. | ||
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− | == Skills == | + | == Skills == |
− | Unlike most classes, taekwons must activate 4 prebuffs or stances in order to activate their skills. Below are 5 skills you must activate in advance, in order for them to activate in the future. | + | Unlike most classes, taekwons must activate 4 prebuffs or stances in order to activate their skills. However this build isnt focused in doing damage but rather in annoying ur enemies. Below are 5 skills you must activate in advance, in order for them to activate in the future. |
[[File:Taekwon Skills prebuffs.png]] | [[File:Taekwon Skills prebuffs.png]] | ||
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I personality would recommend only to combo up to 3 kicks, as anymore would make it harder to kick indefinite. The 3 kicks i would recommend to use are counter kick, roundhouse kick, and axe kick. | I personality would recommend only to combo up to 3 kicks, as anymore would make it harder to kick indefinite. The 3 kicks i would recommend to use are counter kick, roundhouse kick, and axe kick. | ||
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+ | == Taekwon in Action == | ||
+ | |||
+ | Now that we have discussed the pros of using a taekwon kid, its build, its skills, lets now see its all in action. |
Latest revision as of 03:41, 21 May 2022
Overview
TaeKwon rankers are permanent first class characters, utilizing the bonuses from the TaeKwon Missions/ranking system to maximize their potential. Rankers must complete TaeKwon Missions in order to become and stay ranked. Becoming Ranked brings great benefits. Taekwon jobs are known for their damaging kicks, but with BraveRO's custom gears and cards, you can put them in a Support/Tanky/Crowd Control position.
Stats
This build is less focused on killing players, but focused in being the most annoying as possible. You need to spread ur stats in order to proc certain card effects.
Stat type | Base Stat | Example |
---|---|---|
Strength | Enough for carrying consumables | |
Agility | 182 (195 apsd) | |
Vitality | Rest on Vit | |
Intelligence | 350 | |
Dexterity | 300 | |
Luck | 1 |
Equipments
Here are some great equipment for a taekwon master to have. Though some of the items are very costly, most of the cards are pretty cheap and easy to acquire.
TOP:
Top Head Gear | Head Gear Effect | Card |
---|---|---|
Marsh mellow Cap | 35% Reduction from Demi-Human | |
Black Kaho's Horns | 30% Reduction from Demi-Human and 15% Chance of casting Stone Curse when receiving physical damage | |
Flapping Evil Marching Hat | 30% Reduction from Demi-Human and +15 Perfect Dodge |
Mid Head Gear | Head Gear Effect | Card |
---|---|---|
Grim Reaper's Scythe | Increase damage to Demi-Humans by 15% / 5% chance to inflict Stone Curse when attacking / 10% chance to inflict Curse when attacking | |
Pink Simsimi Baloon | Recudes After-SKill delay by 25% / Max HP + 15% | |
Felicity Wings | Increase all stats by 30 / Max HP + 15% | |
Green Spring Cape | Increase resistance to demi-human by 2% / Increase all stats by 15/ Reduce AFCD by 20% |
Low Head Gear | Head Gear Effect | Card |
---|---|---|
Ignus Fatuus | adds 10% chance to cast lvl 1 wall of fog on self when hit by long range attacks/ +60% Movement Speed | |
Saint Ring | Max HP + 15% / Reduce defense by 30% | |
Spring Bee Ring | Immune to Sleep and Silence / +60% Movement Speed | |
Blood Goddess Aura | Immune to Sleep and Stun / +60% Movement Speed |
ARMOR:
Armor | Armor Effect | Card |
---|---|---|
Magnetite Body Armor | Max HP +15% / Unbreakable / Refine +8 = Immune to knockback | |
Lord's Tunic | Increase resistance to Wind and Earth by 10% / 10% Chance to cast level 10 Endure / Unbreakable |
WEAPON:
SHIELD:
Shield | Shield Effect | Card |
---|---|---|
Valkyrja's Shield | Increase resistance against Water, Fire, Undead, and Shadow by 20% | |
Keeper's Shield | Increase resistance against Water, Fire, and Holy by 10% / If +8 = Reflect 5% of melee damage received and Immune to Strip Shield | |
Obelisk Shield | Increase resistance against Wind and Earth by 10% / Mdef + 3 / if +8 = Reflect 7% of Physical damage received and Immune to Strip Shield |
GARMENT:
Garment | Garment Effect | Card |
---|---|---|
Elite Asprika | Increase resistance against all elements by 15% | |
Asprika | Increase resistance against all elements by 30% | Not Applicable |
SHOES:
Shoes | Shoes Effect | Card |
---|---|---|
Sleipnir of the Gods | Increase Max HP and SP by 20% / Mdef + 10 | |
Howling Wind | Increase Max HP by 10% / Movement Speed + 60% / Permanent Endure Effect / 5% chance to cast level 3 Lord of Vermilion when receiving physical damage |
ACCESSORIES:
Accessories | Accessories Effect | Card |
---|---|---|
Elite Taekwon's Gloves | STR + 35 / MDEF + 7 / 10% Damage to Demi-Humans / +5% HP | |
Copper Rosary | MaxSp - 300, VIT + 10 / Max HP +5% / After-Skill delay -5% | or or |
Skills
Unlike most classes, taekwons must activate 4 prebuffs or stances in order to activate their skills. However this build isnt focused in doing damage but rather in annoying ur enemies. Below are 5 skills you must activate in advance, in order for them to activate in the future.
Now we get down to the meat and potatoes of the class its kicks.Kicks are the TaeKwon Kid's damaging attacks. Normally their respective stance must be toggled in order to activate the kick, hovwever, we are taekwons, we have infinite kicks. Once one stance procs we are able to combo our kicks indefinitely.
I personality would recommend only to combo up to 3 kicks, as anymore would make it harder to kick indefinite. The 3 kicks i would recommend to use are counter kick, roundhouse kick, and axe kick.
Taekwon in Action
Now that we have discussed the pros of using a taekwon kid, its build, its skills, lets now see its all in action.