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Kung Fu Master:
Aggro generator with melee DPS.
Hold block
Fighting Spirit, the same as Assassin's sharing a global cool down.
Driven buff (1% crit damage for attacking the Kung Fu Master's target, stacks 10 times)
Tremor buff (20% crit damage when a target stands in a Kung Fu Master's Tremor effect)
Target hold, albeit second worst; on the same tree as Fighting Spirit or after a knock-up
Blade Master and Kung Fu Master function as the game's "tanks" (which in Blade & Soul simply means anyone who has the most threat on the boss, as anyone can "tank" but BM/KFM do it much better), though they have completely different toolkits and play styles.
Unusually for a "tank" Blade Master is currently among the top-tier DPS (although later gets reduced to high-tier due to other classes surpassing it with future gear). They are well known for their group invincibility frame: it lasts 5 seconds long, and refreshes cool down on invincibility proc for three resists in total. In similar vein to Assassin's Webbing, a Blade Master has a long air combo they can use for aerial stalling in future dungeons. However, they have one of the more gimmicky anti-projectile fields in comparison to Sin/Sum/FM, as BM's can only use it after activating a special skill and they need that to dish out some serious damage.
Kung Fu Master is well known for providing many offensive buffs to their party; one of theirs is shared with Assassin's although a KFM and Sin in the same party can coordinate due to the individual cool downs being twice longer than the global cool down. They can also grab and pin a target down too with good duration, although it weakens the KFM's damage output and provides very little merit for doing so.
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More information you can check:https://www.mmogah.com/news/title/essence-summary-for-all-classes-utility-in-blade-and-soul
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