Yeah, I know they're totally not worth it. Yes, I have a ton of glass cannons and a few quick heal mages (for GW). Yes, I made a tank anyway.
I paired my tank with one of my quick heal Lightning mages meant for the Golem Workshop, with a bit of a tweak. And I think it works? Granted, I'm not 100% sure I have the best stats, since I already had the mage statted for GW, and I just sorta threw stats on the tank and ran with it, but with their current stone sets I've taken them as far as the Mire. And survived two battles in a row with mostly full health.
No, I haven't tested them extensively. I didn't meet any bosses besides a Yeti (they handled that well, mostly because super-lighning-magic = bye-bye Ice enemies) and only one four-group (in the Harpy's Roost, first battle, bit rough but survived and healed up/beat the next round w/full health), but I feel confident enough to share it.
Fair warning, this build is for people who like odd-ball builds and have no care for efficiency. Why? Because using this build is slow as molasses. Seriously. No kidding.
(Stats listed are without the buff from the stones)
First up: my tank, Tyrna:
![103428_350.png 103428_350.png](https://flightrising.com/rendern/350/1035/103428_350.png)
STR 45, INT5, AGI 5, VIT 35, DEF 69, MND 69, QCK 41
Anticipate
Clobber, Shred, Concentration, Guard
Berserker x3
Ambush x2
Then the mage, Idlin:
![108669_350.png 108669_350.png](https://flightrising.com/rendern/350/1087/108669_350.png)
STR 5, INT86, AGI 5, VIT 5, DEF 5, MND 5, QCK 86
Meditate
Contuse, Shock, Regeneration, Haste
Scholar x3
Ambush x2
The general goal is to always have Guard active on the mage. At battle start, Haste the tank. Have the tank Concentrate and Guard the mage, then Anticipate. From there it's a matter of keeping Guard up, Anticipating when possible, and dealing most of the damage with Contuse or the large elemental spell. Regeneration (or if you'd like, you can toss potions) is your healing for the tank, since it seems Guard triggers most of the time. Make sure your mage has over 40 breath at the end of a round and, after the first battle, use Regenerate on the tank on the second turn of the mage before the first round of enemy attacks come in. If you have to, Regenerate the mage as well, since if you've been keeping Guard up, you should be able to heal sufficiently.
As far as enemies go, focusing on one at a time is good. If you're feeling overwhelmed and can spare the breath (and Guard is up on the mage,) you can have the tank Clobber something to stun it (95% of the time, sometimes it doesn't trigger) and have to endure a little less before you can deal more damage.
This is just what I've come up with, anyone else messed around with Tanks? Just curious.
I paired my tank with one of my quick heal Lightning mages meant for the Golem Workshop, with a bit of a tweak. And I think it works? Granted, I'm not 100% sure I have the best stats, since I already had the mage statted for GW, and I just sorta threw stats on the tank and ran with it, but with their current stone sets I've taken them as far as the Mire. And survived two battles in a row with mostly full health.
No, I haven't tested them extensively. I didn't meet any bosses besides a Yeti (they handled that well, mostly because super-lighning-magic = bye-bye Ice enemies) and only one four-group (in the Harpy's Roost, first battle, bit rough but survived and healed up/beat the next round w/full health), but I feel confident enough to share it.
Fair warning, this build is for people who like odd-ball builds and have no care for efficiency. Why? Because using this build is slow as molasses. Seriously. No kidding.
(Stats listed are without the buff from the stones)
First up: my tank, Tyrna:
![103428_350.png 103428_350.png](https://flightrising.com/rendern/350/1035/103428_350.png)
STR 45, INT5, AGI 5, VIT 35, DEF 69, MND 69, QCK 41
Anticipate
Clobber, Shred, Concentration, Guard
Berserker x3
Ambush x2
Then the mage, Idlin:
![108669_350.png 108669_350.png](https://flightrising.com/rendern/350/1087/108669_350.png)
STR 5, INT86, AGI 5, VIT 5, DEF 5, MND 5, QCK 86
Meditate
Contuse, Shock, Regeneration, Haste
Scholar x3
Ambush x2
The general goal is to always have Guard active on the mage. At battle start, Haste the tank. Have the tank Concentrate and Guard the mage, then Anticipate. From there it's a matter of keeping Guard up, Anticipating when possible, and dealing most of the damage with Contuse or the large elemental spell. Regeneration (or if you'd like, you can toss potions) is your healing for the tank, since it seems Guard triggers most of the time. Make sure your mage has over 40 breath at the end of a round and, after the first battle, use Regenerate on the tank on the second turn of the mage before the first round of enemy attacks come in. If you have to, Regenerate the mage as well, since if you've been keeping Guard up, you should be able to heal sufficiently.
As far as enemies go, focusing on one at a time is good. If you're feeling overwhelmed and can spare the breath (and Guard is up on the mage,) you can have the tank Clobber something to stun it (95% of the time, sometimes it doesn't trigger) and have to endure a little less before you can deal more damage.
This is just what I've come up with, anyone else messed around with Tanks? Just curious.