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Ursan
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URSAN

URSAN WARRIOR

The Ursan, otherwise known as the Warrior, is a melee class that can wade into combat and take a lot of damage. As a standard build (see the build section for more detail) the Ursan plays the role of a Tank in a group. His main purpose is to be the front man. The one to stand toe-to-toe with the enemy and do all within his power to keep them away from the more squishy members of his troupe.

While an Ursan can have a reasonable level of damage capability, he plays a distant third to both the Avian and Enchantress when it comes to actually dealing the damage needed to slay the enemy. The Ursan has a varied mix of skills, some based solely on self protection, others on drawing enemies to or away from him as well as a number of damage related.

Those choosing to make an Ursan as their character will need to be happy to play the front role in a group. The one to always run into a room first and take the heat. Health potions are your friend, and depending on the group makeup, you may end up using a few or a lot of them.

Character Creation

Attributes

There are a few different strategies when building an Ursan. People will generally put as many points into Strength as they require for the equipment they are currently using, and then the rest into Dexterity for the Damage, Dodge & Crit bonus. Others will suggest putting at least 16 points into Intelligence to get the +1 M/s bonus. It is a line ball decision as to whether to waste the 15 points on Intelligence. As a player gets higher in level there are an increasing number of equipment options that give +M/s as an effect, so some argue it is best to get your M/s from them instead. The down side of this decision however, is that at lower levels the extra 1 M/s makes a reasonable difference in Mana potion quaffing, which means less money spent on potions. Probably the best option is to put the points in early and then when you have the necessary equipment, respec and spend the points on Dexterity instead.

As far as Strength is concerned, there are key level targets when a player should have Strength to a minimum value to take advantage of the best equipment available. These level bands are related to the different level caps the game has progressed through during its development. Listed below are the key level targets and the associated minimum Strength the player should have.

LEVEL

STRENGTH

30

94

35

111

40

127

45

142

50

158

Skills

The Ursan has a varied selection of skills from pure damage, through self protection and healing to De-Buffs. The exact skills chosen depend to a large extent on the character build the player chooses, however, there are a few key skills that every player should max out to 5 as soon as possible. Listed below are the 12 Skills the Ursan can learn as well as the effects each skill has for the 5 levels they can be increased to. The skills highlighted in Green are recommended for all character builds. For build specifics refer to the build section for more details. All skill effects are listed with Strength set to 100 for comparison. As you increase your Strength the exact effects will change. You can see the type of difference with the bottom row, where Strength is set to 200 and the skill at level 5.

VENGEFUL SLASH

The first skill the Ursan gains. This is a simple damage skill with a small chance of Knock-Back. For the first 13 levels or so this will come in handy to deal a little extra damage every 5 or so seconds. As the character develops however, this skill become less and less useful as the Knock-Back is no where as good as Stomp and there is no chance of Stun. It is recommended that the player puts no additional skill points into this skill until all key skills have been maxed out.

LEVEL

EFFECTS

1

10 Mana, 5.3 sec. Cool-Down, 4M Range, 14-37 Damage + Knock-Back Chance

2

10 Mana, 5.3 sec. Cool-Down, 4M Range, 19-49 Damage + Knock-Back Chance

3

10 Mana, 5.3 sec. Cool-Down, 4M Range, 24-61 Damage + Knock-Back Chance

4

10 Mana, 5.3 sec. Cool-Down, 4M Range, 36-74 Damage + Knock-Back Chance

5

10 Mana, 5.3 sec. Cool-Down, 4M Range, 48-86 Damage + Knock-Back Chance

200 STR

10 Mana, 5.3 sec. Cool-Down, 4M Range, 56-103 Damage + Knock-Back Chance

STOMP

One of the two skills that assist in positioning the enemy. This is one of the essential skills for any Ursan. When used well, this skill is a real asset to the group. It allows the player to effectively clear large groups of enemies around the party as well as move enemies toward a wall or corner. When used poorly this skill has the unfortunate effect of sending the intended target out of reach of all party members. The second big bonus of this skill is the high chance to Stun enemies. When used against bosses trapped against walls it makes a big difference to the success of the group.

LEVEL

EFFECTS

1

10 Mana, 12.5 sec. Cool-Down, 4M Area, 38-49 Damage + Knock-Back + Stun

2

10 Mana, 10.5 sec. Cool-Down, 6M Area, 38-49 Damage + Knock-Back + Stun

3

10 Mana, 10.5 sec. Cool-Down, 8M Area, 50-61 Damage + Knock-Back + Stun

4

10 Mana, 8.5 sec. Cool-Down, 8M Area, 50-61 Damage + Knock-Back + Stun

5

10 Mana, 8.5 sec. Cool-Down, 8M Area, 59-74 Damage + Knock-Back + Stun

200 STR

10 Mana, 8.5 sec. Cool-Down, 8M Area, 70-88 Damage + Knock-Back + Stun

TAUNT

Along with Beckon, this skill is used by the Ursan to bring enemies to him, and consequently away from his group members. The Taunt effect is very underpowered, only effecting some enemies and never for any great period of time. The Dodge Buff is a nice added bonus because of the zero Mana cost. This skill should be on the recommended list of skills for all Tanks.

LEVEL

EFFECTS

1

0 Mana, 32 sec. Cool-Down, 12M Area, Taunt + 12 sec. Buff (+4 Dodge)

2

0 Mana, 32 sec. Cool-Down, 12M Area, Taunt + 12 sec. Buff (+6 Dodge)

3

0 Mana, 32 sec. Cool-Down, 12M Area, Taunt + 12 sec. Buff (+8 Dodge)

4

0 Mana, 32 sec. Cool-Down, 12M Area, Taunt + 12 sec. Buff (+10 Dodge)

5

0 Mana, 32 sec. Cool-Down, 12M Area, Taunt + 12 sec. Buff (+16 Dodge)

200 STR

0 Mana, 32 sec. Cool-Down, 12M Area, Taunt + 12 sec. Buff (+16 Dodge)

CRIPPLING SLASH

One of the three damaging skills the Ursan has. Unfortunately, this is the poor cousin to the other two skills. The Root Target effect is of little use and the damage is actually lower than Vengeful Slash. It is recommended to avoid this skill, unless all other skills are maxed out.

LEVEL

EFFECTS

1

15 Mana, 12.3 sec. Cool-Down, 3M Range, 14-25 Damage, Root Target for 5 sec.

2

15 Mana, 12.3 sec. Cool-Down, 3M Range, 19-37 Damage, Root Target for 5 sec.

3

15 Mana, 12.3 sec. Cool-Down, 3M Range, 24-49 Damage, Root Target for 5 sec.

4

15 Mana, 12.3 sec. Cool-Down, 3M Range, 36-61 Damage, Root Target for 5 sec.

5

15 Mana, 12.3 sec. Cool-Down, 3M Range, 48-74 Damage, Root Target for 5 sec.

200 STR

15 Mana, 12.3 sec. Cool-Down, 3M Range, 56-88 Damage, Root Target for 5 sec.

RAGE

This skill simply increases the chance of the player causing Critical Damage (2 x normal), while Buffed. As the Ursan is not meant to be the main damage dealer in a party, this is not a critical skill. It can be a useful skill, and when used with a 2h weapon or spear/lance it can dramatically increase the amount of damage the player does. It is recommended that the player put some points into this, and when the prime skills are maxed, you should come back to this one.

LEVEL

EFFECTS

1

25 Mana, 60.3 sec. Cool-Down, Self-Target, 20 sec. Buff (+10% Crit)

2

25 Mana, 60.3 sec. Cool-Down, Self-Target, 20 sec. Buff (+20% Crit)

3

25 Mana, 60.3 sec. Cool-Down, Self-Target, 20 sec. Buff (+30% Crit)

4

25 Mana, 60.3 sec. Cool-Down, Self-Target, 20 sec. Buff (+40% Crit)

5

25 Mana, 60.3 sec. Cool-Down, Self-Target, 20 sec. Buff (+50% Crit)

200 STR

25 Mana, 60.3 sec. Cool-Down, Self-Target, 20 sec. Buff (+50% Crit)

SUPER MEGA SLASH

This is the last of the three damage skills that the Ursan can acquire. This is by far the best of the three skills as well. This skill has the highest damage capability and also gives the player an added bonus of having a chance to stun an enemy. If you are going to put any points into damage skills, this is the one to start with. While the skill description always shows the chance of Stun at 20% - 90% it is assumed that as you increase the skill level, the Stun chance also increases.

LEVEL

EFFECTS

1

15 Mana, 12.3 sec. Cool-Down, 4M Range, 14-49 Damage, 20% - 90% Stun

2

15 Mana, 12.3 sec. Cool-Down, 4M Range, 19-61 Damage, 20% - 90% Stun

3

15 Mana, 12.3 sec. Cool-Down, 4M Range, 24-74 Damage, 20% - 90% Stun

4

15 Mana, 12.3 sec. Cool-Down, 4M Range, 36-86 Damage, 20% - 90% Stun

5

15 Mana, 12.3 sec. Cool-Down, 4M Range, 48-98 Damage, 20% - 90% Stun

200 STR

15 Mana, 12.3 sec. Cool-Down, 4M Range, 56-118 Damage, 20% - 90% Stun

CRUSHING BLOW

An interesting skill. At higher levels this has some pretty decent Target De-Buff effects. With Dodge down by 25% and Damage reduced by 50 this can make a massive difference against Bosses. With a very low cool-down to boot, this is a very useful little skill.

NOTE: While not displayed in the description, during testing, this skill also has an Armor De-Buff effect as well. Tests during PvP have shown a reduction of 29 Armor with a skill level of 5.

LEVEL

EFFECTS

1

10 Mana, 12.6 sec. Cool-Down, 3M Range, Target De-Buff (DMG by -10 and DODGE by -5%)

2

10 Mana, 12.6 sec. Cool-Down, 3M Range, Target De-Buff (DMG by -20 and DODGE by -10%)

3

10 Mana, 12.6 sec. Cool-Down, 3M Range, Target De-Buff (DMG by -30 and DODGE by -15%)

4

10 Mana, 12.6 sec. Cool-Down, 3M Range, Target De-Buff (DMG by -40 and DODGE by -20%)

5

10 Mana, 12.6 sec. Cool-Down, 3M Range, Target De-Buff (DMG by -50 and DODGE by -25%)

200 STR

10 Mana, 12.6 sec. Cool-Down, 3M Range, Target De-Buff (DMG by -50 and DODGE by -25%)

RESTORE

This is a small self-healing skill. This comes in handy when playing on maps where potions are disabled, such as the Elite Frozen Nightmares map. The added benefit of the 5 H/s also helps to quickly refill your health after a big fight or after a death. For those who don’t want to spam their Health potions, or play with non-healing Enchantresses, this can be extremely useful.

NOTE: Unlike other Ursan skills, the effectiveness of the Restore skill is influenced by both Strength and Intelligence. Increasing your Intelligence increases the amount of healing this skill does.

LEVEL

EFFECTS

1

15 Mana, 32.5 sec. Cool-Down, Self-Target, Heal 10-13, +5 H/s for 5 sec.

2

15 Mana, 32.5 sec. Cool-Down, Self-Target, Heal 12-20, +5 H/s for 5 sec.

3

15 Mana, 32.5 sec. Cool-Down, Self-Target, Heal 14-25, +5 H/s for 5 sec.

4

15 Mana, 32.5 sec. Cool-Down, Self-Target, Heal 22-37, +5 H/s for 5 sec.

5

15 Mana, 32.5 sec. Cool-Down, Self-Target, Heal 33-49, +5 H/s for 5 sec.

200 STR

15 Mana, 32.5 sec. Cool-Down, Self-Target, Heal 33-49, +5 H/s for 5 sec.

IRON BLOOD

This is by far one of the most important skills the Ursan has. This skill makes a HUGE difference in your survivability when facing Bosses and large groups of enemies. This is an essential skill for all Ursan builds and should be maxed out as soon as possible.

LEVEL

EFFECTS

1

20 Mana, 65 sec. Cool-Down, Self-Target, 12 sec. Buff (+16 Armor)

2

20 Mana, 65 sec. Cool-Down, Self-Target, 12 sec. Buff (+24 Armor)

3

20 Mana, 65 sec. Cool-Down, Self-Target, 12 sec. Buff (+32 Armor)

4

20 Mana, 65 sec. Cool-Down, Self-Target, 12 sec. Buff (+40 Armor)

5

20 Mana, 65 sec. Cool-Down, Self-Target, 12 sec. Buff (+50 Armor)

200 STR

20 Mana, 65 sec. Cool-Down, Self-Target, 12 sec. Buff (+50 Armor)

HELL SCREAM

Another De-Buff skill this is a little more handy than Crushing Blow as it effects all enemies within range. With a low Mana cost and relatively low Cool-Down it is recommended for all builds.

NOTE: While undocumented, this skill also has a Stun effect as well as some level of Armor reduction. During testing in PvP this has been shown to reduce Armor by 10 with a level 5 skill.

LEVEL

EFFECTS

1

12 Mana, 22 sec. Cool-Down, 8M Area, Area De-Buff (DMG by -10 and HIT by -5%)

2

12 Mana, 22 sec. Cool-Down, 8M Area, Area De-Buff (DMG by -20 and HIT by -10%)

3

12 Mana, 22 sec. Cool-Down, 8M Area, Area De-Buff (DMG by -30 and HIT by -15%)

4

12 Mana, 22 sec. Cool-Down, 8M Area, Area De-Buff (DMG by -40 and HIT by -20%)

5

12 Mana, 22 sec. Cool-Down, 8M Area, Area De-Buff (DMG by -50 and HIT by -25%)

200 STR

12 Mana, 22 sec. Cool-Down, 8M Area, Area De-Buff (DMG by -50 and HIT by -25%)

EVADE

Along with Iron Blood this is the other really important skill for Tanking. When facing large groups of enemies and Bosses this is essential for survivability and should be maxed out as soon as possible.

LEVEL

EFFECTS

1

10 Mana, 60 sec. Cool-Down, Self-Target, 20 sec. Buff (+10 Dodge)

2

10 Mana, 60 sec. Cool-Down, Self-Target, 20 sec. Buff (+15 Dodge)

3

10 Mana, 60 sec. Cool-Down, Self-Target, 20 sec. Buff (+20 Dodge)

4

10 Mana, 60 sec. Cool-Down, Self-Target, 20 sec. Buff (+25 Dodge)

5

10 Mana, 60 sec. Cool-Down, Self-Target, 20 sec. Buff (+30 Dodge)

200 STR

10 Mana, 60 sec. Cool-Down, Self-Target, 20 sec. Buff (+30 Dodge)

BECKON

The other skill, along with Stomp, that allows the player to move enemies around, this comes in real handy when fighting Archer or Mage enemies as well as when an enemy has been blown away by a Stomp or Enchantress area spell. With the added benefit of Stun, this is an essential skill for all Ursan. It is important that a player know how to use this skill correctly. If used on an enemy who is already in the desired location it can have the unfortunate effect of moving them away. Used sparingly, and knowing the strengths and weaknesses of this skill is a must.

NOTE: While it may look like the skill does not improve as you increase the level it actually dramatically effects, the success and distance pulled, of the Pull Target component, and the chance of the Stun. At 5th level this skill almost always pulls all enemies within range and generally is close to the 50% chance of Stun.

LEVEL

EFFECTS

1

12 Mana, 22 sec. Cool-Down, 12M Range, Pull Target to You, 50% Chance of Stun

2

12 Mana, 22 sec. Cool-Down, 12M Range, Pull Target to You, 50% Chance of Stun

3

12 Mana, 22 sec. Cool-Down, 12M Range, Pull Target to You, 50% Chance of Stun

4

12 Mana, 22 sec. Cool-Down, 12M Range, Pull Target to You, 50% Chance of Stun

5

12 Mana, 22 sec. Cool-Down, 12M Range, Pull Target to You, 50% Chance of Stun

200 STR

12 Mana, 22 sec. Cool-Down, 12M Range, Pull Target to You, 50% Chance of Stun

Playing an Ursan

Combat

While it may all seem very easy as a Tank, combat is actually quite a complicated beast if you want to do it right. As outlined above an Ursan has three main types of skills, all of which are essential. Actually knowing what to use and when, is the big difference between yet another Meat-Shield, and a real Tank.

A true tank should play each battle in three phases:

1) Use Buff skills before entering combat. The key skills here are,  Evade, Taunt and Iron Blood.

2) Enter combat, taking the first round of attacks and offensive skills and await De-Buf from the other party members.

3) Use your De-Buf and Damage skills.

The key here is in the timing of these three phases.

For the first phase make sure you don’t fire your Evade, Taunt or Iron Blood until you are actually running into combat. As Iron Blood and Taunt lasts for only 12 seconds you really want to get the most out of them. Every second wasted while not actually tanking is critical.

During the second phase, you are simply soaking up the initial spike damage and skill/spell effects. This is actually the most critical part of the whole battle. Get through this first 15 seconds or so and the rest of the fight should be a lot easier. During this time it is important to not waste you De-Buf or Damage skills. They really come into their own in stage three. Apart from simply tanking, this stage actually has nothing to do with you. Here is where a good group of Enchantresses and Avians should be using their De-Buf skills; Nightmare, Weakness, Break Armor, etc. Once they have let those off it’s time to progress to stage three.

Stage three is where you finish the De-Buf combos and take full advantage of your damaging skills. Start with Hell-Scream, which should result in a Terror Combo if an Enchantress has just cast Weakness, then Crushing Blow and Rage. Now the enemy has dramatically reduced Dodge and Armor, meaning your damage skills, Super Mega Slash and Vengeful Slash, are much more effective. Added to that your increased Crit % from the rage means more hits for more damage. The other upside is the enemy has greatly reduced Damage, which is critical, as your Bufs will have well and truly expired by now, so you are tanking with just raw Dodge and Armor to save you. Here you will have to probably quaff a Health potion or two, or reply on some well timed Heals from an Enchantress. It may also be a good time to use your Restore skill for an added boost to H/s and a quick heal to boot.

You should now be ready to start from phase one again with your Buffs. If you continue this cycle and are complemented with fellow party members who know their role you should find most battles relatively easy.

For those who have progressed to the upper levels and are now running through Alien Oasis part three, Trials of the Overlord, the order and timing of skill use is critical. This is the first time you see a real difference between another ordinary Ursan and a real Tank. If you have ever been in a group that has decimated the Overlord in under a minute you will appreciated the difference good players, playing well together, really has.

Specific Combat Techniques

The Corner

The basic premise of The Corner is to collect as many enemy as the group can handle into a corner in a dungeon and keep them there, thereby allowing all AoE spells to damage the greatest number of targets as possible.

The process is quite simple. Firstly you will need to have a target corner in mind. Run through a group of enemy and fire your Taunt as you do so to attract as much attention as possible. Continue to run right into the corner and then use your maxed out Beckon skill to draw all around you into the corner. Continue to spam your Beckon as it becomes available. It is very important to not use your Stomp skill while employing this technique, as it will blow enemy away from your intended location. You will also have to be aware of your target. If you target a Mage or archer you character will naturally want to run out to attack them. You should be picking warrior targets to ensure you stay in place.

While you keep the enemy close, the rest of the party slays them with the AoE skills at their disposal.

This skill is perfect for levels such as Plasma Pyramid in Alien Oasis Part 2.

The Wall

A variation on the Corner Technique. This is most commonly employed on Boss targets. The purpose is to maneuver the intended target towards a wall, this time predominately with your Stomp Skill to push them. With them against the wall continue to use Stomp to keep them in place. The real key here is to make sure you don’t drift between the target and the wall when using Stomp. If you end up doing this, you will actually move them away from the intended location. Further, do not use Beckon while employing this technique as it will draw the target off the wall and away from you.

This skill is perfect for most bosses, but in particular spell casters and ranged weapon users.

The Lure

A very useful technique, that is essential  in later maps. The purpose of The Lure is to draw only a small percentage of a large group of enemy away from their current location to a safe area to kill them. With careful luring and killing, a fight that is too hard to undertake all at once can be easily won in stages.

The process is for all group members to choose their fighting location and then to sit still. A single Ursan then slowly moves towards the group of enemies. The plan is to agro just one or two of the targets, not all of  them. The best way to achieve this is to use your Taunt and Becon skill just as an enemy comes into range. Look out for the Red exclamation mark above their heads, indicating they have targeted you. Once you have your target, run back to the group and kill the enemy, before repeating until all enemy are defeated.

NOTE, it is very important that you don’t draw them too far away from their original location, so as to avoid the kiting effect, whereby they become invincible and goes back home. It is generally best to not use any skills that move the enemy around once you have them in your intended location, so as to reduce the risk of the kiting effect kicking in.

Equipment

As there is a massive collection of equipment in the Pocket Legends world, and more being added every day, this section will not cover items specifically. The purpose is to outline the key aspects to look out for when selecting your perfect set. There are two main types of equipment in Pocket Legends, Armour, (Head, Body and Shield), and Weapons. Equipment suggestions below are for an Ursan Tank. Check the Build section below for specific suggestions for other types of Ursan characters.

Armor

As a Tank, an Ursan should be concentrating on Armor and Dodge firstly when selecting equipment. The higher the armor, the less damage you will receive from each attack. By increasing your Dodge %, you decrease the chance that you will actually be hit by the enemy at all. When two items provide very similar figures it is time to look at the next stage of effects; H/s, M/s and Crit %.

While appealing, both H/S and M/s are not critical for a player. The main benefit of both is the reduction in Health and Mana pot consumption. As far as pot consumption is concerned, surprisingly the biggest benefit of the two is actually M/s. With M/s at, or a little over six, an Ursan can almost continually spam skills and never have to quaff a Mana pot.

At higher levels, average Damage from enemies is quite a lot higher than any attainable H/s, meaning in order to survive you either need a well timed heal or be prepared to chug Health pots. At lower levels however, 40 and below, H/s does certainly help when fighting a large number of low damaging enemies, protecting you from the death of a thousand bites.

If possible a Tank should try get get his M/s to around six or seven and then H/s to whatever level is possible while trying to maximise Armor and Dodge.

Critical Hit chance is the least important of all the equipment effects for a Tank. While the added damage is useful, it should always be the last factor when selecting the perfect item.

Suggested Armor Types

LEVEL BAND

PREFIX/SUFFIX

1 - 30

Conqueror’s (Dodge)

30-35

Zombie (Dodge & H/s)

35-45

Isis (Dodge & H/s)

Thoth (M/s) [Just 1 piece]

45-50

Rift (Armor & Crit)

Weapons

The first important point when selecting a weapon as a Tank is to always go for a one-handed option. Sacrificing the benefit of a Shield when tanking is not advisable. After that, following the advice in the Armor section relating to Armor and Dodge being the most important is key in you selection. As a Tank is not meant to be a DPS character, damage and DPS is not critical and as such should be down the list of priorities.

Apart from that, the only other really important thing to point out when selecting a weapon is procs. Certain weapons have a proc attached to them that effects your enemies. By far the best of these effects are Break Armor, from Spears/Harpoons/Lances, and Stun from Hammers. As hammers are two handed they are not recommended if you are intending to the the primary tank for a group.

Builds

Bow-Bear/Dex-Bear

Int-Bear/Smart-Bear

Crit-Bear/Berserker

 

Credits

A big shout-out to both Royce and haroldiv for their excellent contributions to Ursan knowledge via the Forums, and Arterra for all the advice and reading over this.


SCRATCH PAD

Add ideas as you see fit.

Arterra: love how u used the email's bear... should be same for rest of classes

Gavry: Agreed.

Arterra: we need a little note under some skills like beckon to actually explain the use and power of the skill.  how beckon at first is kinda weak, but at max is like a freaking jedi pull lol

Gavry: Done.

Varking: I have started going through all of the skills and edit grammar and spelling. I have done a bunch where towards the bottom skills you would spell it as “De-Buff” but for the first few skills that have it you spelled it as “De-Buf”. I also went and changed the wording around for some of them to either help explain things or make it easier to read. There were also some words left out and I filled in what I could to make the description make sense. Since the baby is crying ( she is just three months old ), I will have to take a break but I will continue to work on the spelling and grammar portions of this tomorrow.

EDIT: I have all the skills done down to Hell Scream.

Gavry: Fantastic. Thanks for that. :)