How to Play a Tank The idea is to make 4 how to guides for each of the roles; Healer, Tank, DPS and Controller. They will not be focused on any class and powers for just that class, but a overview of really how to play your role, whatever it may be to the best of your ability with the combined knowledge of the DCU community. All player suggestions are valid until proven wrong by the community. Meaning if you have a great idea, post it here and if the general populace agrees with your post then it will be added to the guide. This is the tank guide, it will cover basic to advanced theories on how to play this role. Many different players contributed to this and the other threads, please be considerate of the time and effort put into these threads. - Deadpool Guide contributors:Dragonfyre, Rockfall, Deadpool5421, SuperSkull85Beta, satornado12 Before beginning, let me just put out there what you get for being in the tank stance. While tank role is active, you will deal 20% reduced damage and using powers on enemies will attract their attention and cause them to attack the tank. Tanks also gain 3 Perception that will help them detect stealthed enemies. When using powers, Fire Tanks gain a 60% increase in health and an 80% increase in healing received. When using powers, Ice Tanks gain an increase in defense and toughness of 90%. 1. Some Myths Dispelled and Some Rules Explained Myth 1 - Despite Tunso's well known statements regarding dominance, people still have the perception that dominance affects aggro. This is not the case. The beginning of every discussion needs to begin with Tunso's quote: "Dominance does two things. It affects how much damage is required to break a control effect and it also determines whether you can control a target at all in higher tiered areas. It doesn't have any effect on threat though" Dominance is still very much a tanking ability though. As of Game Update 6, the developers have expanded on Dominanceâ€™s usage across most classes. Prior to Update 6, Dominance only affected whether or not you could affect enemies with control effects AND would give you an added bonus to your damage for dominance based powers. Since Game Update 6 (released in November 2011) for tanks, dominance also affects your self heals and health buffs and damage prevention gained through powers Myth 2 - All a tank needs to do is hit a power every 8 seconds and block. This is a very basic view of tanking. And is not very effective at all. While it's true that taunting is on a timer, the sole purpose of a tank is not the taunt. First and foremost in PvE, the purpose of a tank is to taunt. But second to that a tank needs to stay alive. Tanks use their powers to control a battlefield in a way that they will both, control all possible aggro AND stay alive. This is done by preventing enemies from hitting you. Using powers that knock back, pull, push and so on, as well as moving. There is a reason tank gear has dominance attached. Saying the sole purpose of a tank is to taunt every 8 seconds is like saying the sole purpose of a controller is to give power. This is a very basic view and shows a large misconception in the versatility of tanks. But again, we'll come back to this later. This is not to say tanks are controllers. But an effective tank can assist a controller to control the battlefield by moving enemies into positions, and/or preventing enemies from attacking the team. They are the two main, commonly stated myths that I see. Next, there are two very important rules that all tanks should commit to memory Rule 1 â€“ Follow the tank! Tanks should always be the first team member in and the first out of any battlefield. All players should always follow the tank. Rule 2 â€“ Zoom your camera out as far as possible at all times. Tanks need to know the location of everything and everyone on the battlefield. To help with this, zoom your camera out to the farthest possible distance. You do this by holding L1 and tapping down on the D-Pad (PS3) and some other way on the PC. 2. Taunting - Gaining and Maintaining Aggro As I touched on above. First and foremost a tank should gain aggro through taunts. There is much conjecture about how hate/aggro works, and lately I have seen some strange beliefs about the way there is a difference between how ice tanks gain aggro and fire tanks gain aggro. I am unsure where this has come from, but I am going to ignore it for now. Feel free to put your beliefs and/or any tests and results you have done below. So, in my experience, enemies will attack the player who is doing the most damage to them through powers. This is not to say if someone is doing a large amount of damage to an enemy, and then someone else does more, the enemy will change targets. Instead, an enemy will take a hit from a player and the hate will start from that point. The enemy will then hate that player the most for 20 seconds. The enemy will concentrate all attacks on that player for the timed 20 seconds. After the timer is over, the enemy will then attack whoever has done the most damage to it through power usage. This explains a couple of things away. The reason controllers are so hated by enemies is because controllers will usually lead a battle with the first hit. This will either be a PoT spell, or a debuff. Instant hate to the controller. The controller will also spend the battle keeping the PoT up as well as the debuff, and, hopefully (if your controller is good enough) using power interactions to do large amounts of damage. All hate to the controllers. Players in the damage role will also generate a lot of hate because they are doing the most damage to the enemy. In theory, hate generated through damage should go: Damage Role Controller Role Tank Role Healer Role Overriding the hate table is the job of the tank. To do this, while in tank stance, a tank will gain a special ability called "taunting". Taunting will effectively move a tank to the top of the hate table for 12 seconds. To achieve this, a tank should hit an enemy with any power. Recent changes to the range of taunts mean that tanks don't even really need to hit an enemy, they just need to be within range and use a power to generate the hate. This taunt will completely over ride the hate table for the aforementioned 12 seconds. Once the 12 seconds is finished, the hate will reset, and the enemy will automatically move back to the player with the most hate (usually in the above order). This is where maintaining aggro comes in. Before the hate table resets, it is important for the tank to taunt the enemy with a power again. This will give the tank another 12 seconds of aggro. A tank can over ride their own taunt within the 12 seconds; however, this can only be done after 8 seconds. So, to gain and maintain aggro, a tank must taunt an enemy with a power, and then taunt them again between 8 and 12 seconds later. This is far and away the most important aspect of tanking. The basics of taunting and gaining and maintaining aggro can actually be classified as a control effect that is exclusive to players in the tank role. Taunting is not a push, or a knockback, but it does allow you to control a battlefield in a way that no other class can. Seeing as, taunting an enemy will make that enemy immediately change whatever they are doing and move towards you. 3. Turtling - The absolute basic tanking strategy Turtling is the most basic of all tanking strategies, and the first one all tanks should learn. Using the turtling method, it is possible to tank above your level (or CR) although it is not suggested you attempt this in T3 raids or above. Fresh level 30s can Turtle though things like T2 Alerts with little or no problems if the controller, healer and DPS are of a high level of playing ability. The turtling method is simple. Hit a power, block, wait 8-12 seconds, hit a power, block. As long as your powers are taunting the enemy, you will gain and maintain aggro. All enemies will attack you. Blocking will automatically grant you 5,000 extra defence, and by blocking you will be taking a small amount of damage which can easily be maintained by the healer. One major downside to turtling is you have very little control over the room. Another is you will be taking damage continually. This means if you miss an enemy with your taunt, you may find it very difficult to move to that enemy to gain their aggro. Turtling above your level will mean your team must move any enemies that are attacking them into the range of your taunts at a time that you are going to be using a power. This is not to say turtling is solely to be used when you are playing above your combat rating. It should always be the first tactic you, as a tank, learn because it is the easiest, and most basic method of tanking. And can be used to delay your own death, as well as in battlefields with high enemy concentrations. Because you are not attacking while turtling, your power will be entirely in the hands of the controller. This will mean that the controllerâ€™s Power over Time ticks must be up to your power requirement, or they will have to continually use their Defib/Recharge/Pyschic Empowerment to maintain your power levels. So, the next step to turtling is actually to begin your hit counter. Once you have mastered the â€œHit a power â€“ block â€“ hit a power â€“ blockâ€ you can then change it to â€œHit a power â€“ attack the enemy â€“ block â€“ attack the enemy â€“ hit a power â€“ attack the enemy - blockâ€. This means you will gain and maintain a hit counter of 1 every 5 seconds. Helping you with your power recharge and helping your controller move onto the other things a controller can do to be more effective (see the controller guide). Timing of a turtle who is attacking the enemy: 1st second â€“ Hit a power 2nd second â€“ Attack the enemy with your weapon 3rd second â€“ Hold block 4th second â€“ Hold block 6th second â€“ Hold Block 7th second â€“ Attack the enemy with your weapon 8th second â€“ Hit a power 9th second â€“ Hold block Using the turtling method is usually reserved for trash mobs and rooms in which there are a large amount of attacks coming. Even the highest level tanks will need to turtle at some point to prevent themselves from dying. Learning what can be blocked is one of the key requirements of a tank.