Rohan Online Human Defender Class Guide



Rohan Online Human Defender Class Guide by Golladan

This is my first guide ever, so bear with me.
Also, I won’t be telling you exactly how to build your character, but rather give you some tips and insight into skills.

The Class
The Defender road is for those that want to tank. While they can still solo effectively, they are better in parties, being able to make the monsters attack them while receiving little damage.

The Weapon
Humans are limited to Daggers, One-Handed Swords, 1-Handed Maces, and 1-Handed Axes. The weapon you use is entirely up to you, though I would recommend not using a Dagger. Also note that once you change to a Defender you will most likely use a Mace because of the Blunt Mastery skill. Weapons will be discussed further in the Skill section.

The Stats
The build you choose will also be up to you. As a defensive Knight your priority will be Vitality, with Strength and Dexterity(so you don’t miss much) as secondary stats.
Some recommended builds(Str:Vitex):
1:2:1 – Every level you put 2 points into Vit and 1 into each Dex and Str.
0.5:3:0.5 – Every level you put 3 points into Vit and then alternate the remaining point between Dex and Str.
1.5:2:0.5 – Every level you put 2 points into Vit, every level put 1 point into Str, and alternate the remaining point between Str and Dex.

The Skills

The Imbues
You are required to put at least 1 point into one of them to get the other skills. As a defensive Knight, maxing one of them is a good idea, as it will provide you with decent extra damage. You can only have one of them on, and they consume MP every 4 to 5 seconds to keep them on. You do not regenerate MP when you have one on, so it would be wise to only turn it on before you’re going to fight something, and turn it off right after the fight.

Blazing Requires Level 2
Lv 1: Increases Fire Attribute Attack by 20% and Fire Attribute Defense by 10%. 4% chance of absorbing 5% of the damage dealt as HP.
Lv 2: Increases Fire Attribute Attack by 40% and Fire Attribute Defense by 20%. 5% chance of absorbing 6% of the damage dealt as HP.
Lv 3: Increases Fire Attribute Attack by 60% and Fire Attribute Defense by 30%. 6% chance of absorbing 7% of the damage dealt as HP.
Lv 4: Increases Fire Attribute Attack by 80% and Fire Attribute Defense by 40%. 7% chance of absorbing 8% of the damage dealt as HP.
Lv 5: Increases Fire Attribute Attack by 100% and Fire Attribute Defense by 50%. 8% chance of absorbing 10% of the damage dealt as HP.

With this you have a small chance of absorbing some of the damage you deal to the opponent as health. At lower levels you won’t be regaining much HP from this, and even at high levels an HP potion might do a better job.


Frozen Requires Level 2

Lv 1: Increases Water Attribute Attack by 20% and Water Attribute Defense by 10%. 4% chance of decreasing the enemy’s movement speed by 10% for 7 seconds.
Lv 2: Increases Water Attribute Attack by 40% and Water Attribute Defense by 20%. 5% chance of decreasing the enemy’s movement speed by 15% for 7 seconds.
Lv 3: Increases Water Attribute Attack by 60% and Water Attribute Defense by 30%. 6% chance of decreasing the enemy’s movement speed by 20% for 7 seconds.
Lv 4: Increases Water Attribute Attack by 80% and Water Attribute Defense by 40%. 7% chance of decreasing the enemy’s movement speed by 25% for 7 seconds.
Lv 5: Increases Water Attribute Attack by 100% and Water Attribute Defense by 50%. 8% chance of decreasing the enemy’s movement speed by 30% for 7 seconds.

With this you have a small chance of decreasing the movement speed of the opponent for 7 seconds. Since you are melee, the only real use for this would be if the opponent is trying to run away(or if you need to run away, but generally you can outrun things without them being debuff).

Darkness Requires Level 2
Lv 1: Increases Dark Attribute Attack by 20% and Dark Attribute Defense by 10%. 4% chance of decreasing the enemy’s attack speed by 10% for 7 seconds.
Lv 2: Increases Dark Attribute Attack by 40% and Dark Attribute Defense by 20%. 5% chance of decreasing the enemy’s attack speed by 15% for 7 seconds.
Lv 3: Increases Dark Attribute Attack by 60% and Dark Attribute Defense by 30%. 6% chance of decreasing the enemy’s attack speed by 20% for 7 seconds.
Lv 4: Increases Dark Attribute Attack by 80% and Dark Attribute Defense by 40%. 7% chance of decreasing the enemy’s attack speed by 25% for 7 seconds.
Lv 5: Increases Dark Attribute Attack by 100% and Dark Attribute Defense by 50%. 8% chance of decreasing the enemy’s attack speed by 30% for 7 seconds.

This one is probably the most useful one out of the 4 imbues. You have a small chance of decreasing the opponent’s attack speed for 7 seconds, meaning less damage dealt to you or whoever it is attacking.

Divine Requires Level 2
Lv 1: Increases Light Attribute Attack by 20% and Light Attribute Defense by 10%. 4% chance of absorbing 5% of the damage dealt as MP.
Lv 2: Increases Light Attribute Attack by 40% and Light Attribute Defense by 20%. 5% chance of absorbing 6% of the damage dealt as MP.
Lv 3: Increases Light Attribute Attack by 60% and Light Attribute Defense by 30%. 6% chance of absorbing 7% of the damage dealt as MP.
Lv 4: Increases Light Attribute Attack by 80% and Light Attribute Defense by 40%. 7% chance of absorbing 8% of the damage dealt as MP.
Lv 5: Increases Light Attribute Attack by 100% and Light Attribute Defense by 50%. 8% chance of absorbing 10% of the damage dealt as MP.

Similar to Blazing, except for MP. With this you have a small chance of absorbing some of the damage you deal to the opponent as MP. The usefulness of this skill is even more limited than Blazing, since you will probably end up using more MP to keep this on than what you will get back. An MP potion will probably be a better alternative.

That’s it for the 4 Imbues. Now for the rest of the skills.

Taunt Requires Level 4; 1 of the Imbues
Cast Time: 0.5 seconds
Recast Time: 10 seconds
Lv 1: Forces the target monster to attack the player. Can only be used while in a Party.

This skill is mandatory and only has 1 level. It is one of your main skills as a tank in a Party, since it allows you to get aggro instantly.

Rising Might Requires Level 5; Taunt
Cast Time: 5 seconds
Recast Time: 4 seconds
Lv 1: Increases the Target’s Strength by 3% for 18 minutes.
Lv 2: Increases the Target’s Strength by 6% for 21 minutes.
Lv 3: Increases the Target’s Strength by 9% for 24 minutes.
Lv 4: Increases the Target’s Strength by 12% for 27 minutes.
Lv 5: Increases the Target’s Strength by 15% for 30 minutes.
Lv 6: Increases the Target’s Strength by 18% for 30 minutes.
Lv 7: Increases the Target’s Strength by 21% for 90 minutes.

An important buff, it increases the Strength of whoever you cast it on.

Protection Requires Level 5; Taunt
Cast Time: 5 seconds
Recast Time: 4 seconds
Lv 1: Increases the Physical Defense of the Target’s Armor by 3% for 18 minutes.
Lv 2: Increases the Physical Defense of the Target’s Armor by 6% for 21 minutes.
Lv 3: Increases the Physical Defense of the Target’s Armor by 9% for 24 minutes.
Lv 4: Increases the Physical Defense of the Target’s Armor by 12% for 27 minutes.
Lv 5: Increases the Physical Defense of the Target’s Armor by 15% for 30 minutes.
Lv 6: Increases the Physical Defense of the Target’s Armor by 18% for 30 minutes.
Lv 7: Increases the Physical Defense of the Target’s Armor by 21% for 90 minutes.

Another equally important buff. This one increases the Physical Defense that that target’s armor gives. In other words, the base physical defense the player already has(from Vitality, etc) does not matter. The extra physical defense that armors give(the ones in green) isn’t taken into account either. And, unfortunately, shields aren’t either.

Psychic Crash Requires Level 5; Taunt
Cast Time: 1 second
Recast Time: 12 seconds
Lv 1: Deals 160% damage to the target.
Lv 2: Deals 170% damage to the target.
Lv 3: Deals 180% damage to the target.
Lv 4: Deals 190% damage to the target.
Lv 5: Deals 200% damage to the target.
Lv 6: Deals 210% damage to the target.
Lv 7: Deals 220% damage to the target. Recast Time is decreased by 2 seconds.

A simple attack skill that does damage. As with every other skill, the imbues don’t affect it. If you do around 100 damage normally, with the first level of this skill you would do around 160 damage.

Crash Above Requires Level 7; Psychic Crash
Cast Time: 4 seconds
Recast Time: 4 seconds
Lv 1: For 18 minutes, Psychic Crash has a 5% chance of stunning the enemy for 3 seconds.
Lv 2: For 21 minutes, Psychic Crash has a 10% chance of stunning the enemy for 3 seconds.
Lv 3: For 24 minutes, Psychic Crash has a 15% chance of stunning the enemy for 3 seconds.
Lv 4: For 27 minutes, Psychic Crash has a 20% chance of stunning the enemy for 3 seconds.
Lv 5: For 30 minutes, Psychic Crash has a 25% chance of stunning the enemy for 3 seconds.
Lv 6: For 30 minutes, Psychic Crash has a 30% chance of stunning the enemy for 3 seconds.
Lv 7: For 90 minutes, Psychic Crash has a 35% chance of stunning the enemy for 3 seconds.

This is a self buff that gives your Psychic Crash a chance of a 3-seconds stun. The usefulness of this skill for a Defender-to-be is quite low considering that you already have a skill that gives a longer stun at a 100% chance.

Sharpen Blade Requires Level 5; Rising Might or Protection
Cast Time: 5 seconds
Recast Time: 4 seconds
Lv 1: Increases the Damage of 1-Handed weapons(except Daggers) by 3% for 18 minutes.
Lv 2: Increases the Damage of 1-Handed weapons(except Daggers) by 6% for 21 minutes.
Lv 3: Increases the Damage of 1-Handed weapons(except Daggers) by 9% for 24 minutes.
Lv 4: Increases the Damage of 1-Handed weapons(except Daggers) by 12% for 27 minutes.
Lv 5: Increases the Damage of 1-Handed weapons(except Daggers) by 15% for 30 minutes.
Lv 6: Increases the Damage of 1-Handed weapons(except Daggers) by 18% for 30 minutes.
Lv 7: Increases the Damage of 1-Handed weapons(except Daggers) by 21% for 90 minutes.

This self buff basically increases your Physical Attack stat by a certain percent of the basic attack(the one in white) of your 1-Handed weapon, except Daggers. This is yet another important buff, and it is the reason why you wouldn’t use a Dagger on a Defender-to-be(remember that you will be using a Shield, not Dual-Wielding). Since this is a percent buff, weapons with higher Physical Attacks get a bigger boost. In other words, an Axe would get the biggest boost, followed by a Mace, and then the Sword. Keep in mind though that Axes are slower than both Maces and Swords, and that Maces and Swords have the same attack speed.

Blessed Shield Requires Level 7; Protection or Sharpen Blade
Cast Time: 4 seconds
Recast Time: 4 seconds
Lv 1: The Shield’s Block Rate is increased by 2% for 18 minutes.
Lv 2: The Shield’s Block Rate is increased by 3% for 21 minutes.
Lv 3: The Shield’s Block Rate is increased by 4% for 24 minutes.
Lv 4: The Shield’s Block Rate is increased by 5% for 27 minutes.
Lv 5: The Shield’s Block Rate is increased by 6% for 30 minutes.
Lv 6: The Shield’s Block Rate is increased by 8% for 30 minutes.
Lv 7: The Shield’s Block Rate is increased by 10% for 90 minutes.

This is yet another important self buff. It increases the block rate of your shield, and when you block, you take no damage at all. Of course, you need a shield to use this.

Invoke Requires Level 9; Sharpen Blade
Cast Time: 5 seconds
Recast Time: 4 seconds
Lv 1: Increases the user’s Critical Damage by 235% for 18 minutes. Dexterity is increased by 20%.
Lv 2: Increases the user’s Critical Damage by 295% for 21 minutes. Dexterity is increased by 20%.
Lv 3: Increases the user’s Critical Damage by 350% for 24 minutes. Dexterity is increased by 20%.
Lv 4: Increases the user’s Critical Damage by 410% for 27 minutes. Dexterity is increased by 20%.
Lv 5: Increases the user’s Critical Damage by 470% for 30 minutes. Dexterity is increased by 20%.
Lv 6: Increases the user’s Critical Damage by 520% for 30 minutes. Dexterity is increased by 20%.
Lv 7: Increases the user’s Critical Damage by 530% for 90 minutes. Dexterity is increased by 25%.

This self buff makes your Critical Hits actually do damage, as well as giving an extra boost to your Dexterity. You might want to get at least level 1.

Shield Push Requires Level 9; Blessed Shield or Crash Above
Cast Time: 1 second
Recast Time: 15 seconds
Lv 1: Hits the target with your Shield to deal 230% damage, and pushes them back 2 meters.
Lv 2: Hits the target with your Shield to deal 250% damage, and pushes them back 3 meters.
Lv 3: Hits the target with your Shield to deal 270% damage, and pushes them back 4 meters.
Lv 4: Hits the target with your Shield to deal 280% damage, and pushes them back 5 meters.
Lv 5: Hits the target with your Shield to deal 300% damage, and pushes them back 6 meters.
Lv 6: Hits the target with your Shield to deal 320% damage, and pushes them back 7 meters.
Lv 7: Hits the target with your Shield to deal 340% damage, and pushes them back 8 meters. Recast Time is decreased by 3 seconds.

This skill hits the target with the shield and does very high damage. Knocks them back. If you normally do around 200 damage, level 1 of this skill would do around 460 damage. As always, the skill damage isn’t affected the imbue. The knock-back effect this skill provides could be its disadvantage. However, you can use the environment to deal with it(the target won’t knock back if its backed against a wall, tree, or anything the target can’t move into). Also, if the target is stunned(see next skill) it won’t knock back either.

Charge Requires Level 9; Blessed Shield or Shield Push
Cast Time: 0.5 second
Recast Time: 30 seconds
Lv 1: Hits the target with your Shield to deal 100% damage, and stuns them for 2 seconds.
Lv 2: Hits the target with your Shield to deal 130% damage, and stuns them for 3 seconds.
Lv 3: Hits the target with your Shield to deal 160% damage, and stuns them for 4 seconds.
Lv 4: Hits the target with your Shield to deal 180% damage, and stuns them for 5 seconds.
Lv 5: Hits the target with your Shield to deal 200% damage, and stuns them for 6 seconds.
Lv 6: Hits the target with your Shield to deal 220% damage, and stuns them for 7 seconds.
Lv 7: Hits the target with your Shield to deal 240% damage, and stuns them for 7 seconds. Recast Time is decreased by 5 seconds.

This is a very good skill with a guaranteed stun. Increasing the level will increase the stun duration as well as the damage it does. Level 1 will deal as much damage as your normal attacks. Using Shield Push right after this(while the target is still stunned) will prevent the target from being knocked back.

Bleeding Requires Level 11; Invoke or Charge
Cast Time: 1 second
Recast Time: 10 seconds
Lv 1: Deals 80% of the player’s Physical Attack to the target as damage over time every 3 seconds 5 times.
Lv 2: Deals 80% of the player’s Physical Attack to the target as damage over time every 3 seconds 6 times.
Lv 3: Deals 80% of the player’s Physical Attack to the target as damage over time every 3 seconds 7 times.
Lv 4: Deals 80% of the player’s Physical Attack to the target as damage over time every 3 seconds 8 times.
Lv 5: Deals 80% of the player’s Physical Attack to the target as damage over time every 3 seconds 9 times.
Lv 6: Deals 80% of the player’s Physical Attack to the target as damage over time every 3 seconds 10 times.
Lv 7: Deals 90% of the player’s Physical Attack to the target as damage over time every 3 seconds 15 times.

This skill causes the target to get damage over time. Each “tick” will do 80% of your normal damage(if you do about 200 damage, the skill will do about 160 damage per tick), so the higher Physical Attack you have, the more damage it will do. If you get this skill you only really need to get level 1, since higher levels will only increase the duration, not the damage it does. Level 1 lasts for about 15 seconds. Normal mobs will generally die before the effect is over. Bosses or players will last longer, but you can just recast the skills when the effect is over.

Assault Crash Requires Level 9; Charge or Bleeding
Cast Time: 1 second
Recast Time: 7 seconds
Lv 1: Increases offensive ability by 100%, 50% of that is dealt to the target and 40% is dealt to the surrounding enemies within 2 meters.
Lv 2: Increases offensive ability by 100%, 60% of that is dealt to the target and 50% is dealt to the surrounding enemies within 3 meters.
Lv 3: Increases offensive ability by 100%, 70% of that is dealt to the target and 60% is dealt to the surrounding enemies within 4 meters.
Lv 4: Increases offensive ability by 100%, 80% of that is dealt to the target and 70% is dealt to the surrounding enemies within 5 meters.
Lv 5: Increases offensive ability by 100%, 90% of that is dealt to the target and 80% is dealt to the surrounding enemies within 6 meters.
Lv 6: Increases offensive ability by 100%, 100% of that is dealt to the target and 90% is dealt to the surrounding enemies within 7 meters.
Lv 7: Increases offensive ability by 100%, 110% of that is dealt to the target and 100% is dealt to the surrounding enemies within 7 meters.

This is your Area of Effect attack skill. Basically what this skill does is it doubles your normal attacks, and a certain percent of that is dealt to the target and surrounding enemies. If you do around 100 normal damage, this skill will increase that to 200, and then 50% of that(or 100) is dealt to the target, while 40%(or 90) is dealt the the surrounding enemies. A simpler way would be that, at level 1, the target receives 100% damage, and the surrounding enemies 90%. Increasing the level increases the area affected, and increases the damage dealt by 10%.


Mind Requires Level 11; Shield Push

Cast Time: 1 second
Recast Time: 300 seconds
Lv 1: Consumes all of the player’s MP. 50% of the consumed MP is converted to HP.
Lv 2: Consumes all of the player’s MP. 80% of the consumed MP is converted to HP.
Lv 3: Consumes all of the player’s MP. 110% of the consumed MP is converted to HP.
Lv 4: Consumes all of the player’s MP. 130% of the consumed MP is converted to HP.
Lv 5: Consumes all of the player’s MP. 150% of the consumed MP is converted to HP.
Lv 6: Consumes all of the player’s MP. 180% of the consumed MP is converted to HP.
Lv 7: Consumes all of the player’s MP. 210% of the consumed MP is converted to HP. Recast time is decreased by 120 seconds.

Don’t be fooled by this skill. It isn’t that good. 300 seconds are 5 minutes. It is obviously an emergency skill, but the heal simply isn’t that good, given the low MP pool that Knights have. 300 MP with this skill at level 5 is 450 HP, and by the time you have 300 MP you will have close to 2000 HP. If you’re so desperate that you need to use this skill you will probably be almost out of MP already(remember that you don’t regenerate MP when you have an imbue on), so the heal will be much lower. An HP potion will be much much much better. Waste of points if you ask me.

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