tl;dr In case too much text - all hunter (main and sub) trees look the same with small variations. Playing hu/fi as any hu/fi does would likely be the same as playing as a "tank" version. Also consider te/hu.
Anyway, seems previous posts have given example skill trees for tanking.
Here's one taken from the hunter thread not explicitly for tanking.
If compared, you'll find that regardless of tanking or not, the skill trees are for the most part identical. Due to the way aggro/hate works, you'll have to be dealing enough damage to be above others on an enemy's aggro table so as said targets would go after you. Also being first person enemy sees places you as enemy's initial target so want to be ahead of others as well, if possible.
Do not know much about hu/su, but am fairly certain that even such would use a nearly identical skill tree as well, with few points shifted around to personal use.
Regarding skills of note with large skill point investment.
Most of *fury stance tree*: Here for damage. You do not lose any survivability at max rank, most of those should be aimed to be maxed due to large bonuses. Dealing damage is necessary to grab and retain aggro/hate.
Of those not maxed, fury critical is usually ignored by non-fighter main classes, (who have a main class skill dependent on criticals) and believe most only put 5 points in fury combo up since the bonus maxes at 110%, so maxed in two just attacks instead of one but save 5 points.
*War cry* is taken is used, naturally. 3 points is enough to begin investing in war brave's boost. War cry resets all enemies aggro tables in range and adds one point in your favor, along with multiplies your "hate" generation (when you deal damage to a target) so that you'll be pushed far up on an enemy's aggro table. Because of this "resetting" and continual reuse every 30 seconds, (which you'd likely want to do if main hunter anyway because of war brave benefits even if not "tanking") the difference between one, three or ten points is very low. (Suggested one if subclass hunter, since war brave is main class only, three if main class hunter)
Iron will, automate and massive hunter are usually where points may vary. Many enjoy having massive hunter, which confers super armor, and place 5 points in it for maximum duration.
Most players tend to choose only one of automate and iron will, however, as both have extremely large benefit when fully invested in.
*Automate* is generally used by any that do not main fighter, and gives autoheal so long as you have healing items. (Choose this for tanking) With 10 points, this gives you effective immortality for the most part. Assuming 10 dimates and 10 trimates, you will automatically full heal 20 times in any mission without returning to camp ship with this skill alone. (Even more autohealing can be provided by mag skills for example)
*Iron will* is generally invested in by fighter mains as a "backup" with limit break. (Fighter main class only skill, set self to near death state) But if having 10 points (and one in next skill in tree) you are given 75% chance to not die at every death and a period of invulnerability to recover/not get killed by follow up attacks.
On the flip side.
*Guard stance* is generally -never- used due to loss of benefits from fury stance and most notable skills in its tree do not require use of guard stance. Automate and massive hunter do not require guard stance to be used, despite being in its tree. Similarly, *flash guard 1* and *flash guard 2* also function without use of guard stance and can confer high damage cuts to further invulnerability. However the point investment is very high and you'll likely find that automate alone is much more than enough. (Gives 20+ extra lives)
Regarding skills, max automate first for real benefit and ease. (Do continue to just guard and all, despite being nigh-unkillable)
If going hu/su as some have suggested, note that in addition to above, you'll have access to techniques as was mentioned.
Anti - cures status effects, uncharged is enough and instantaneous
Resta - heals people, most often used charged for more range
Megiverse - confers lifesteal in area, but most often used uncharged to full heal self (usually casting megiverse and attacking once leads to a full heal and is much faster than resta)
Zondeel - gravity effect, suctions all nearby enemies to you
Zanverse - damage boost effect, all damage done within range grants a base 20% increase
Illzonde - I can move a little faster~
Not sure there's anything of note aside from techniques with a summoner sub aside from the mentioned autoheal. (?) Imagine would use a similarly generic summoner skill tree. (Pretty much mostly pre-req points to the bottom, then some boosts) Could be wrong though.
If seriously considering tanking, may also suggest te/hu (someone else may have suggested as well) which was considered the "tankiest" class combination. Has strong utility with more effective (larger and longer lasting) zondeels and zanverses. Will still have access to hunter actives such as war cry. Also has boosted shifta (and deband) that should always be used for group.
Has a slightly different play style, has strong mobbing capabilities and fairly good support capabilities to grab aggro anyway.
With mobs, generally run in, zondeel to suction in enemies and melee with wand - since damage dependent on number of enemies struck, so very high damage and first to tag all for topping aggro charts quickly.
With bosses can rely on zanverse support to hold aggro, since the 20%+ damage boost is counted as -your- damage. For general with 12 player MPA's so long as half players are hitting the boss you'll likely have aggro due to "dealing" 20% of everyone else's damage combined. And top damage charts despite just spamming supports.
...regarding zanverse, note that only one player's zanverse can be active at a time, in case another player also throwing up zanverse.
Note that with the nature of the game, most people are all together on any boss anyway, and just about all attacks are area so everyone'll have to use their own guards/evades anyway. But you probably already knew that.
Anyway, good luck with whatever you choose to do!
Though, seem to be fairly new, so may or may not know that damage (and survivability) is very dependent on your equipment as well. (Do always grind your equipment to max, 50/60 element extremely important for non-tech, etc)
Connect With Us