Hello!
My name is Turbo and I play on the Poharan server on NA. I have been
looking through Reddit a lot recently and I saw that a lot of new KFM's
have been popping up recently and I wanted to make a basic beginners
guide with builds, tips, and general KFM knowledge.
Disclaimer: I am not the best KFM out there. I am a slightly
undergeared HM8, but I have tanked every 4 man out there and have
enough knowledge of the class that I wanted to make a guide to help
newer players. Here is my character if you are interested:
http://bnscoffee.com/character/NA/rivona
This guide will be split into 4 different sections: Abilities, Leveling, Level45, and Level50 (Endgame)
Keep in mind KFM is a TANK class. If you do not plan on tanking
higher level content, I recommend a different class as the damage output
from a KFM is somewhat low compared to other DPS oriented classes.
Tanking in this game is NOT taking damage. In this game, tanks are
classes who have the ability to avoid taking damage while keeping aggro
on a boss and keeping it positioned for your team to do damage without
them having to worry about the boss hitting them.
Abilities
https://bnstree.com/KF
Note: I will mostly go over only speccable abilities (so no grapple abilities or escape abilites)
[Tab] Grapple/Ice Guard/Fighting Spirit: This ability is never
specced to Grapple unless you want to use it in PvP (which you normally
wouldn't anyway). Ice guard is only specced in PvP and when you need a
few extra iframes (i.e. to do all 8 ice slams in yeti).But in 95% of PvE
content you will spec it to Fighting Spirit, which is a party buff that
increased crit and crit damage for the entire party. When doing solo
content (i.e. Mushin's Tower) you will spec it to Focused Fighting
Spirit which only works on yourself. Both types of buffs will refresh
the cooldown on your 4, Comet Strike. Regular Fighting Spirit will be
reduce the cd when your party members hit a target, and Focused Fighting
Spirit will reduce the cd every 2 seconds.
[
Tab] Flying Slam: This ability is a basic gap closer which I
normally will spec for threat generation to help when tanking. DO NOT
SPEC FOR KNOCKUP (unless you are doing PvP). When an enemy is knocked
up, only 1 person can hit the target at a time, this will waste time,
annoy others, and reduce DPS. On bosses, you wont be able to knock them
up anyway, but speccing into it doesn't give any other benefits in PvE
so you shouldn't waste points unless you are speccing into form 1.
Note: if a target is knocked up at anytime, you can use your
[Tab] to push them to the ground and grapple automatically even if
grapple is not specced. This can help pin down the target and let your
team do more damage.
[Tab] Second Wind, this ability only needs 1 point for PvE content
and can be specced an extra point in PvP depending on the Matchup
[F] Smite: This ability should also not be specced to knockup similar
to Flying Slam (again unless you are using it for PvP). Instead spec it
either leftmost of rightmost (depending on build) for extra damage.
Rightmost will allow Searing Palm to be used, and I will go into how
that works later on, and leftmost gives a more damage to an enemy
afflicted with Searing Palm.
[F] Cyclone Kick: This ability is core for a both fire and wind
builds. It will be specced to form 2 for wind build and form 3 for fire
build.
[F] Iron Shoulder: This ability can be specced in many ways, with
form 2 and 4 removing the knockback but adding damage. Most of the time
you will spec it to form 2 so you can proc Hellfire Kick and reduce the
cooldown of Searing Palm.
[1] Counter/Elbow Smash: This is your main ability for tanking and
avoiding damage. If you are soloing you want to spec it on the rightmost
side for extra hp regen. Elbow Smash is an attack that counters an
attack. Most of the time you won't be using it but try it out, you might
end up liking it and I know some players use it for solo content
instead of the form 1 counter. The 3rd form you don't normally use as it
increases the cooldown of the skill significantly. When tanking
dungeons you want to spec it to form 4 as it will also provide threat
generation so you can keep aggro.
[2] Swift Strike/Tiger Stike: This is your #1 ability for KFM and the
button you will be pressing most of the time. For wind build you will
spec straight down and for fire build you will spec tier 4 as tier 3
doesn't nearly have as much damage.
[3] Leg Sweep/Shin Kick: This ability you want to keep it at Shin
Kick (Form 2 Tier 3) all the time. Shin kick can only be used on a
grabbed, phantom gripped, stunned, or dazed enemy so it will be leg
sweep by default and will turn to Shin Kick when the requirements are
met. This is a core ability for either build as it is a basic damage
boost.
[4] Comet Strike: This is the only ability that can be interchanged
and switched up depending on your build/playstyle. Some of the forms
have a cast time and some don't. The only thing I recommend is not
speccing form 4 unless you need it for CC or PvP. Try out each one, and
find the one you like to use the best.
[4] Hellfire Kick: This ability is very good for both builds and is
just a basic damage skill so just use it whenever it is up. It is mainly
used to proc Searing Palm when you do unlock that ability.
[LMB] Straight Jab: Another main ability for KFM but it is mainly
used to proc other skills and gain back focus or regen health. Speccing
into form 1 will let you increase crit while gaining back focus. form 3
will let you regen health, so try both out and see what you like.
[LMB] Tiger's Pounce: This skill is available when you Backstep [SS] and is used as a basic knockdown skill.
[LMB] Swooping Crane: Similar to Tiger's Pounce only you use it when
you are windwalking. Another basic knockdown skill to help with those
double CCs.
[RMB] Guiding Fist: Another approach skill, also the only skill KFM's
have to stack bleed. If you spec 1 point into it you can increase
threat but it goes on a longer cooldown.
[RMB] Triple Kick/Firestorm Kick: Triple kick is mainly only used for
PvP, as it allows you to stun the target if they are defending (i.e.
Blade Master block). In PvE you want to use Firestorm kick, either with
or without the stun depending on your current situation. In most cases
you want to take Form 2, as it has a shorter cooldown and gives focus
back.
[RMB] Avenging Fist: This skill HAS to have a point specced into it
to use it. It is a approach skill you can activate when you counter an
attack (has to be specced to form 3 for to be used with Elbow Smash) and
can be used as another knockdown but most of the time you want to spec
it to form 3, as it allows you to use it while using counter, not after
countering an attack and so you can activate Searing Palm.
[V] Tremor: Mostly a utility skill if anything, but also used to
boost damage. Form 1 is used as a stun in PvP or certain dungeons (don't
spec tier 4 form 1 as it will knock up stunned/dazed enemies). In tier 4
for form 2 and 3, this will increase crit damage for everyone in the
party that is in the zone that it creates after using it. Form 2 can be
used to pull enemies in a 8 meter radius and form 3 is used for threat
generation.
BEFORE WE GO ANY FURTHER: You need to know what
iFrames are if you do not already. iFrames are skills that let you
become invincible from damage/cc (depending on the ability) for a
certain amount of time (hence the name iFrame = invincibility frame).
These are very important for not only avoiding damage as a tank, but
avoiding boss mechanics that would otherwise get you killed. Every class
has them, but they are more important for KFM as you will be tanking in
dungeons.
[C] Flurry: Can be specced into a daze for PvP, but most of the time
specced into form 1 or 2. Form 2 gives an iFrame throughout the
duration of the ability. Form 1 has more damage, but only gives an
iFrame for 0.8 seconds, but can reset the cooldown of Searing Palm and
its own cd so try both and see which you prefer.
[Z] Rising Dragon: This is your main regen ability, and also an
iFrame. Speccing into it will allow you to get back some health. The
main use for this is an extra iFrame on form 1. Use form 2 for a stun in
PvP or in dungeons with CC mechanics.
[SS] Backstep: This is one of your main iFrame abilites. You don't want to spec into it as it increases the cooldown.
[Q/E] Shadow Dance/Footwork: This ability is CORE. It is your main
iFrame skill and lets you survive for extended fights without getting
hit. You ALWAYS want 3 points specced into it (both share skill points).
This ability will regen hp, reduce cooldowns, and increase your
agility. The iFrame on this ability will feel very long, as it will
resist throughout the animation and 1 second after it so you can be a
bit lenient in iFraming big boss attacks so your iFrame doesn't have to
be instant.
[X] Leading Palm: This ability is used to proc searing palm, but you
will mostly use it at the end of stacking your searing palm as it will
quadruple the damage dealt so get used to not using it to proc Searing
Palm.
[X] Searing Palm: Last but certainly not least is the KFM's main
ability, Searing Palm. This ability is only unlocked when you reach
Level45 and is the KFM's main damage ability. You only use form 2 for
PvP so i will only be talking about form 1. The moment you hit Level45
you want to spec 3 points straight down in form 1. This ability does a
lot of things, from buffing to yourself that increases crit chance and
crit damage, generating focus, and giving the enemy target a debuff that
increases the crit of your teammates that are hitting the target. The
hardest part of playing KFM is this ability and its stacking portion of
it. On activation, this ability will go on cooldown, but you will have
10 seconds to activate the next stage of Searing Palm. This ability has 4
stages in total, with the last stage increasing your crit damage by 50%
and increasing crit chance by 100% (doubles your crit chance, does not
mean you have 100% crit) Activating this ability is very confusing and
here is a graph I took from Shiro's
video
to help better explain how to proc searing palm to move on to the next
stage. When you have reached stage 4, you will have to wait for the
ability to be off cooldown (from the time you first activated it) to go
reactivate the skill and be back at stage 1.
Wow you got it this far! Thanks for enduring that, now onto more exciting stuff :)
Leveling
Now if just made a new KFM you want to pay attention to this. During
the course of your leveling you can use either use a basic Wind or basic
Fire build to get you going as you level. Early on use the recommended
fire and wind builds that the game gives you, this will do you well as
you get to learn the class and play it more and more. When you start
gaining more and more skill points you will want to be assigning these
to certain abilites based on what build you are using.
BIG NOTE: If anyone tells you to do 3rf, DISREGARD
IT. 3rf is a combo used by the KFM to do damage and you press the
buttons to pull off this combo accordingly: 3 , R(LMB) , F. 3rf is the
combo used for PvP only as it requires the target to be stunned and
while leveling / doing dungeons you will rarely cc the boss/adds to be
able to hit your 3rf. If a boss / enemy is stunned or dazed however,
feel free to 3rf. I am just pointing out that this is the wrong combo to
be practicing in PvE while you are leveling.
Wind Build
1) Swift Strike
2) Counter
3) Shadow Dance/Footwork
4) Cyclone Kick
5) Focused Fighting Spirit
6) Comet Strike
Here is a wind build accordingly for level 30
Fire Build
1) Tiger Strike
2) Counter
3) Shadow Dance/Footwork
4) Searing Blow
5) Focused Fighting Spirit
6) Comet Strike
Here is a fire build accordingly for level 30
Keep in mind that your Comet Strike is personal preference so spec all of them and see which one you like the most. Some tips:
- Hit your searing blow/cyclone kick whenever you crit with your 2
- Hit Hellfire Kick whenever its up for some extra damage
- Use Focused Fighting Spirit to take down adds with lots of HP and spam your Comet Strike during the buff
- Don't forget to use those iFrames and Counter to increase your survivabilty
Remember as this is when you are still leveling, try stuff out! Don't
be afraid to use new abilities you find or mess around with your build.
As you gain more and more skill points, put them in random slots, try
and see what you like. And remember my builds aren't "perfect" they are
just recommendations for learning the class and the abilities each build
uses.
Level45
Congratulations you've reached level 45! At this point you have
unlocked Searing Palm and you will start running more and more dungeons
for your dailies along with leveling to 50. As for your builds you are
going to have to change them up as they will be different from now on.
You have more crit so you will now be able to pull of different combos.
At this point you will start to get a better feel for the class along
with more knowledge of your abilities. Now once more you can choose
between Fire and Wind builds so see which one you like better.
Wind Build
Now for wind build you have enough crit to go ahead and start using
your basic combo, 2rf. Hitting your 2rf mostly relies on you criting on
your [2] Swift Strike so you can hit [F] Cyclone Kick. The reason you
have a [R/LMB] Straight Jab is to regen more focus while increasing your
crit chance. If you are having trouble maintaining focus, feel free to
add an extra [R/LMB] to the rotation making it r2rf. If you do not crit
enough for [F] to land, just keep using 2r2r2.
Here is the corresponding wind build.
Fire Build
Fire build mainly relies on you criting with your [2] Tiger Strike so
that you can proc [F] Searing Blow. Searing blow not only does good
damage, but will reduce the cooldown of Searing Palm. Realistically your
combo is the same as wind build, but in practicality you can just spam
[2] and [R/LMB] until you crit to proc Searing Blow. If you do have 100%
crit chance (possible with Searing Palm Stage 4 and Focused Fighting
Spirit and enough base crit chance) you can just 2f. This is very focus
consuming as [2] takes up 3 whole focus but the focus gets replenished
with [F].
Here is the corresponding fire build.
Remember if you have problems activating Searing Palm refer back to this
picture. Also keep in mind if you are having trouble getting enough
abilities to proc Searing Palm you can also spec Comet Strike form 1 to
help you out.
Level50 / Endgame / Final Tips and Tricks
Wow! You've just reached the highest level of the game and have just
begun in your journey! Endgame is pretty difficult but practice makes
perfect and you will gradually learn the mechanics of each dungeon and
how to tank each. Speaking about endgame dungeons, you are now
officially a tank! You will now have the responsibility of holding aggro
and avoiding damage to make sure your team has a more successful time
in doing DPS (unless there is a better tank in the party :3). Here are
some new builds for
Wind and
Fire
builds. Included in these are more threat generation techniques in
order for you to better hold aggro during a boss fight, another iFrame
on your [C], and the change from Focused Fighting Spirit to regular
Fighting Spirit, so that your whole party can have the buff.
If you do not plan on tanking right away, here are the builds that
will add an extra iFrame to your [Z] along with making your [V] be able
to pull enemies.
Wind and
Fire
HM Skills
Many people ask about HM skills and currently there are a few HM skills available to us and what they will be used to do:
- [4] Comet Strike: This is a straightforward HUGE damage boost to your comet strike. A must have.
- [1] Counter: Changes it so the iFrame after you successfully
block goes from iFraming 1 attack to iFraming everything for 1 second.
Good on bosses that have a continuous attack (hae mujin's spins/silver's
spins in asura)
- [LMB] Straight Jab: A must have for wind build. Makes it so on crit, automatically will proc [F] Cyclone Kick.
- [2] Tiger Strike: A must have for fire build. Makes it so your
Tiger Strike will do additional damage to enemies inflicted with Searing
Palm.
- [Z] Rising Dragon: This is not out on NA at the moment of this
guide being made, but it is mostly only used for PvP as it pulls the
target while stunning/dazing them.
iFrame Rotation
Now many people have asked for the rotation for doing all 8 yeti
slams. You can only do 6 without speccing and you have to spec out of
damage for 8. [Tab] Ice Prison, lets you freeze yourself for 2 of the
slams but you have to sacrifice your blue buff (Fighting Spirit) for
that. Normal rotation for yeti would be:
(Tab)* , SS , C , Q , E , Z , SS , (Tab)*
*You can tab at the beginning or end, it's preference. Tabs are only if you are doing all 8.
Keep in mind that you can switch up the order of everything but your
SS. As all of your other abilities have long cooldowns you want to use
your SS first so you can use it twice in the entire rotation.
I also use this for necro when doing all 6 waves only without [Tab] Ice Prison as I know I can do all 6.
Holding Aggro
Aggro in this game is based on damage, similar to many MMOs. Since
KFM has lots of threat generation skills, you can hold aggro against
people even 100AP higher.
Ways to increase your threat are:
- [Tab] Flying Slam
- [RMB] Guiding Fist
- [V] Tremor
- [1] Counter
Keep in mind you need to spec for aggro on each of these skills.
You want to grab aggo at the beginning of the fight so you can hold
it throughout the fight. I usually use this rotation to grab and hold
aggro:
Start with [Tab] to gapclose, as you want to save your [RMB] because
you can use that at close range, when [Tab] you have to be far away.
Follow up with [V] then [Tab] Fighting Spirit. Now start spamming [4]
Comet Strike. When this is over proceed to use [RMB] to seal the deal.
This will almost always guarantee that you hold aggro at the beginning
of a fight. In terms of holding aggro throughout a fight, you want to
use your [RMB] whenever you get the chance you in between your damage
rotation (it will also stack bleed). You want to block as many attacks
as possible as you don't want to be moving around too much so your
teammates can DPS and so you can increase threat. Don't worry if you
don't get it at first, tanking and holding aggro will take practice to
get down (even I have trouble doing this). Play with a lenient group
that will let you mess up and keep practicing!
Final Thoughts and Credits
My Build
Personally I prefer to use fire build, and
Here my build in case you all are wondering.
Final Thoughts/Credits
Thank you all so much for reading! I had an awesome time making this
guide and I hoped this helped you guys in some way. As I am not perfect,
if there were any mistakes or things that I might have gotten wrong,
feel free to point them out in the comments. As all KFM's play
differently, everyone has a different build and way to play. If any high
up KFM's notice any false information don't hesitate to say so and I
will adjust my post accordingly.
There are many different people that have helped me out to get this
far as a KFM and I would like to give them some recognition (also if
this guide was confusing I recommend watching these guys' videos):
Shiro is an amazing KFM, from soloing Heaven's Mandate, to being one
of the top KFM's in PvP in EU, she has amazing guides, please check them
out!
Shiro's KFM PvE rotation guide
Shiro's Youtube
This guy is one of the most popular KFM streamers out there and
probably one of the most popular Blade and Soul streamer in general. His
Youtube guides and stream are always fun and informative to watch!
Laguna's KFM PvE rotation guide
Laguna's Youtube
I haven't been watching this guy for too long, but his videos have
been really good nontheless! His streams are also very good PvP wise.
Radeyzz's Youtube
One of my friends on the server, has very nice videos especially if you are struggling in Mushin's Tower.
JinOkami's Youtube
THANKS FOR READING :D
Changelog
- 6/21/16: Uploaded
- 6/21/16 (later in the day): Adjusted a few sections and added a "Holding Aggro" section into the guide
Thanks to the people who noticed my mistakes and helped improve this guide!