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Tungsten Dec 18, 2023 @ 8:25pm
Front liners - Tanks
Guys how do you make the best tank? Do you need to pump up constitution ?
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Showing 1-4 of 4 comments
More armor is better. They gotta get through your armor before they get to your health, so their con, depending on how you look at it, is useless. The base level increase they get to the con is good enough. Of course, focus on defensive skills. Though by endgame it's better to kill them before they even get a chance to attack you.
zaphod Dec 18, 2023 @ 10:49pm 
Originally posted by Death's Door:
Guys how do you make the best tank? Do you need to pump up constitution ?
If you are asking whether to invest AP in the constitution, then for me it is definitely NO. The benefit is very small compared to how much you can get otherwise (I think you get 2 hp for 1AP). So I would advise AP to invest elsewhere.
Last edited by zaphod; Dec 20, 2023 @ 1:29am
Tungsten Dec 19, 2023 @ 8:59pm 
There are enemies that bypass your armor that is the problem. I have a brute with huge armor but so little health. in just 2 turns he died.
Solstius Dec 20, 2023 @ 1:07am 
Due to the simplistic design of unit training, I've streamlined my general build methods. Since you asked for "Tank" units specifically, I've compiled it here for you to try out. Do note, this is taking into account units hitting the Level Cap.

<COOKIE-CUTTER METHOD>-----------------------------------------------------------------

UNITS THAT BENEFIT THE MOST - Fighter, Destroyer

BEST + TRAITS - Bloodthirsty, Quick, Solitary, Confident, Strong, Nimble

BEST - TRAITS - Drunkard (Cos we can remove it), Lazy

- MAX WILLPOWER to CAP (This is a choice. It's always nice to have, but not obligatory. Depending on the role though, it MAY be necessary to max out).

- CRITICAL HIT to at least 20% (This is a rate I go for without any sort of multiplier variables being taken into account like Gears, Traits, Food bonuses, etc. It's JUST AP use).

- MOVEMENT - minimum 16. This is THE default Movement I hit before I stop adding there any more. I could go as low as 14 but I'd only do that for units that fight from a distance like Archers and that's only if I really cannot spare the extra AP for the unit no more.

I found this method to be the most versatile and adaptive out of all the build methods for me as I can essentially build the unit trained with this method to be used with any specialization paths. While it won't be as potent as build methods that are tailored for specific purpose, it is the type of method that is "never bad".

<PURE TANK METHOD>----------------------------------------------------------------------

UNITS THAT BENEFIT THE MOST - Sentinel, Protector, Destroyer

BEST + TRAITS - Thick-skinned, Confident, Quick, Brawny

BEST - TRAITS - Drunkard (Not as necessary compared to nukers), Lazy, Unlucky (For pure tanks, this is my favourite).

- MAX WILLPOWER to CAP (They shouldn't but ya never know when they can actually die).

- MOVEMENT - ALL THE WAY. Once WILLPOWER is capped out, this is your main focus. You want your Tanks to be able to reach your more frail allies as soon as they can, whenever they can.

- CONSTITUTION - This isn't much of a priority and for the most part, this shouldn't even get points in them. However, I am a ridiculous sucker for keeping track of numbers as easily as possible (basically a pedant). As such, there may be a time when I boost CONSTITUTION up to get to a specific HP, usually an amount that allows one to easily manage things like DOT as they do damage based on a set percent of your overall HP. I'm not saying that you should get your tank to have 200+ HP, I'm saying get it to a set number for easier management. Like... 140 HP for instance. You'll see this benefit eventually.

This is the method I made for one of the last Tanks I recruited. I didn't want it to deal damage and I wanted it to be able to just soak up damage. This was the go to method for me. You'll find that Pure Tanks won't feel necessary for most of the general content this game offers. However, you begin to appreciate Pure Tanks when you get to specific contents that are extremely difficult. Certain bosses like the Creeper King in Drombach Region is an example. Units that take on Support roles can also use this build as a foundation and branch out slightly in stat distribution accordingly.

<HAPPY CAMPER METHOD>------------------------------------------------------------------

UNITS THAT BENEFIT THE MOST - Protector, Destroyer (To a lesser degree)

BEST + TRAITS - Stocky, Brawny, Like a Horse (If ya can get this WELL DAYUM~~)

BEST - TRAITS - Unlucky (Lock into this one. No questions asked)

- MAX WILLPOWER to CAP

- CONSTITUTION - Put everything here after WILLPOWER is done. You're doing this to buff up your Tank's Carry Capacity. Extra HP is just icing.

- MOVEMENT - Up to you on whether you want to put points here or not. I never needed it in my case.

Unlike the Pure Tank Build, this has more bulk, so you'd be thinking shouldn't this be called the Pure Tank Build? The difference between this and the Pure Tank Build is the overall application and intention. This method was made specifically to have a unit function not only as a meat shield, but to focus on augmented Carry Capacity. By raising CONT for the sake of both natural bulk and Carry Capacity, it gives the unit more freedom in what type of protection to wear. Specifically, Armour that provides increased Carry Capacity. Just one unit being able to provide over 100+ Carry Capacity while also acting as a major meat shield is great in the long term. The Movement issue may be of an issue at first. However, this can be alleviated with proper positioning and also by using these units as anchor points of safety to get behind. In essence, unlike the Tanks that are trained with the Pure Tank Methods, these guys don't rush into fights and reach out to allies, the allies come to this guy for protection.

Sentinels, before the Ovation Rework were the best at using this build cos of Ovation's design alone.
Last edited by Solstius; Dec 20, 2023 @ 1:10am
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Date Posted: Dec 18, 2023 @ 8:25pm
Posts: 4