Difference between revisions of "Margonite Anur Tuk"

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'''Margonite Anur Tuk''', usually known as just '''tuk''', is an enemy in the [[Foundry]] and [[City]] sections of DoA.
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'''Margonite Anur Tuk''', usually known as just '''Tuk''', is an enemy in the [[Foundry]] and [[City]] sections of DoA.
 
== Build ==
 
== Build ==
 
{{FullSkillbar|{{R}}|Enraged|Famine|Debilitating Shot|Focused Shot|Quickening Zephyr|Troll Unguent|Whirling Defense|Optional||}}
 
{{FullSkillbar|{{R}}|Enraged|Famine|Debilitating Shot|Focused Shot|Quickening Zephyr|Troll Unguent|Whirling Defense|Optional||}}
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===Abilities===
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*energy denial (Debilitating Shot, Quickening Zephyr)
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*self-heal (Troll Unguent)
  
 
==Hard Mode Stats==
 
==Hard Mode Stats==
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Level: 30
 
Level: 30
  
Range: longbow
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Range: Longbow
  
 
Drop: Margonite Gemstone
 
Drop: Margonite Gemstone
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Attack Damage Type: Piercing
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Movement Speed: 138.5%
  
 
==Behavior==
 
==Behavior==
 
Tuks try to maintain their spirits, even out of combat, so they will periodically stop following a tank to cast, making them ball more slowly. If they move out of range of one of the spirits, they will immediately put up a new one.
 
Tuks try to maintain their spirits, even out of combat, so they will periodically stop following a tank to cast, making them ball more slowly. If they move out of range of one of the spirits, they will immediately put up a new one.
  
breaks with a speed boost and stuff
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{{DoA enemies nav}}

Latest revision as of 20:33, 11 June 2022

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Margonite Anur Tuk, usually known as just Tuk, is an enemy in the Foundry and City sections of DoA.

Build

Ranger
Enraged Famine Debilitating Shot Focused Shot Quickening Zephyr Troll Unguent Whirling Defense Optional

Abilities

  • energy denial (Debilitating Shot, Quickening Zephyr)
  • self-heal (Troll Unguent)

Hard Mode Stats

Health: 1380

Armor: 94 (+30 elemental)

Level: 30

Range: Longbow

Drop: Margonite Gemstone

Attack Damage Type: Piercing

Movement Speed: 138.5%

Behavior

Tuks try to maintain their spirits, even out of combat, so they will periodically stop following a tank to cast, making them ball more slowly. If they move out of range of one of the spirits, they will immediately put up a new one.