How to Play a Tank (Updated 05/12/2011)

Discussion in 'Powers, Weapons, and Movement' started by ARCHIVED-Wannabep, Nov 20, 2011.

  1. 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 Dominance’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 – 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 – 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 controller’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 “Hit a power – block – hit a power – block” you can then change it to “Hit a power – attack the enemy – block – attack the enemy – hit a power – attack the enemy - block”. 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 – Hit a power
    2nd second – Attack the enemy with your weapon
    3rd second – Hold block
    4th second – Hold block
    6th second – Hold Block
    7th second – Attack the enemy with your weapon
    8th second – Hit a power
    9th second – 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.
  2. 4. Kiting - How to make an enemy do whatever you want
    Kiting is another essential tanking skill that is left out of most tanks’ education. Kiting is the process of making an enemy move where you want it to move, when you want it to move. Certain bosses can be kited in ways that they will do little or nothing to do the rest of your team. Seeing as there are enemies that are immune to control effects (be it due to them having an impossibly high willpower, or just because they are), taunting then becomes the only control effect that an entire team can use to control the battlefield.
    Kiting is done by gaining the aggro of an enemy, and then the tank moving to where they want to the enemy to go. Once the enemy has been taunted, they will start moving towards the tank, and follow them wherever the tank takes them to. Certain enemies are less likely to do specific attacks, or damage the team, if they are kited into certain areas. There are two types of kiting. Once is when you simply move an enemy into position and then keep them there, the other is where you keep an enemy continually moving in a certain area of a room or battlefield. Kiting is mainly used during boss battles, but there are certain circumstances where you can kite trash mobs or enemies together to make them easier to kill for your team.
    Bosses like Black Adam, The R.C.P in Outer Caverns and Brainiac in the Subconstruct Raid can be kited with great effect. Kiting will help keep the enemy off the rest of the team and can be used to ensure no one is taking damage. If you have the aggro of a boss, and you are out of range of his attacks, continually moving and staying out of range, he will follow you and not be able to attack. When kiting an enemy, it is important to continue to maintain the aggro. So, again, every 8-12 seconds, you will need to taunt the boss.
    5. Flipping the enemy - Making the enemy forget your friends are there so they can hit him in the back
    Flipping the enemy is a method used to assist in the damage prevention of your team mates. Some enemies have attacks that target all players in their line of sight. As such, moving the enemy around to face away from your team will result in them not being hit at all. Combining the flip with turtling and kiting can help you control the battlefield in ways that help you breeze through raids and alerts. Certain enemies can simply be taunted and then walked around, however, other enemies will need to be rolled past. So, the first step, taunt them. Then move to place the enemy between yourself and your team. The enemy will turn to face you and won’t attack your team mates with AoE attacks or other aggro ignoring moves.
    6. Aggro Breakers - The bane of every tank
    Certain enemies have automatic aggro breaking moves. These moves will do just what they sound like. As soon as the enemy does the move, they will lose all aggro, and reset the hate table. This means the tank must regain that aggro as soon as they can. Aggro breakers will normally be a lethal attack or have a tell. The enemy will break aggro for a set period of time, and as soon as they have finished their move, you can hit them with a power to regain the aggro. The thing here is, a lot of bosses have aggro breaking moves. This means if you have been kiting them to a specific area, and they break aggro to move out of that area, you will need to both regain aggro AND pull or push them back where you need them to be. A list of enemies with aggro breakers, what they look like, and when you can regain aggro will come later.
  3. 7. Pushes and Pulls - A tank is a controller too!
    The current Dominance threshold is 400. In other words, you need 400 dominance to control every enemy in the game that can be controlled. Tanks need dominance too! Tanks are armed with a large variety of powers that allow them to use control effects on enemies. Using these control effects enable you to maneuver enemies around the battle field, keeping them off your team mates (especially the healer and controller). Another use of these control effects is on enemies that are immune to aggro. Not only will these control effects help shape the battlefield, they can also serve to keep you alive. You can use your control effects like knock back, to prevent the enemies from attacking you. If an enemy is in the air, it can’t attack. If it is stunned, it can’t attack.
    8. The Tank and Spank - A Team strategy
    A large amount of bosses in the game are simple “tank and spank” bosses. This is as it sounds. Simply gain and maintain aggro as the tank, ensure line of sight of the boss is away from the team, and allow your team to spank the boss. Trash mob fights are usually tank and spank. There are some bosses and trash mobs that require other tactics. They will be explained later.
    9. Spending Skill Points - Is there really only one way?
    Useful tanking abilities are a dime a dozen. For the basics of spending skill points, health, defense and dominance are the three skills that tank gear grants you. This doesn’t necessarily mean that this is where you have to spend your points. Tanks, as a general rule, should be able to look after their own health, power and lives. Skills will help you do this. Tanks have various powers that will heal themselves. Spending points in critical healing and restoration innates with help you in this regard. Tanks are also able to help damage the enemies, so spending points in critical attack and might innates will help you in this regard. As mentioned above, tanks can use dominance to control the battlefield, but dominance will also contribute to your self heals and damage done by encasements. So, in effect, tanks can use points in almost all innate skills. This doesn’t mean you should neglect the basics, it just means you have a lot of versatility in how you can build your character. Fire tanks are widely considered to be a health based powerset. This is because of their numerous powers which grant both health buffs, and self healing. It is suggested you begin by spending your skill points in health, but moving along after that, there are many, many paths you can take. As opposed to Ice tanks, which are considered to be a defense based powerset. As an ice tank, it is suggested you spend points first in defense, and then in whatever else you feel you can do. Tank builds will come later.
  4. 10. What your team can do for you.
    As outlined above in the various sections, tanks are able to control and maneuver enemies around the battlefield to control the battles for a positive outcome. This does not mean that tanks are able to instantly enter an arena and gain the aggro of everything in the room. The most important thing your team mates can do for you in the gaining and maintaining of aggro is bringing the enemies to you. If you have missed enemies in your attempts to gain aggro, they will default to the hate table, generally to the DPS or Controller. If your team has this aggro, it is suggested they inform you, before bringing the enemies past you. As you see them move past you, hit a power to gain the aggro of that enemy. This may break your cycle. But that doesn’t mean you can’t correct it.
    For example, you have gained the aggro of most things, you are surrounded, and on the 6th second of your power cycle, your controller brings you an enemy. You now have a group of enemies in a cycle to be taunted in 2-6 seconds, and one that is in a cycle to be taunted in 8-12 seconds. To correct this, simply wait a little longer to cycle your power. You may lose aggro for a short period, but before the enemies can leave your taunt area, you’ll get them back. Correcting taunt cycles is an advanced skillset which will only come with practice. You will need to be able to read the loss of aggro in great detail to know when you can hit them all.
    Team members, especially healers in PVP, also need to inform the tank of when they are debuffed or encased, so the tank can hit their breakout power. If a team member is prevented from using their powers to their full extent, the team is effectively down one member, so tanks need to encourage the team to shout and tell them when they have a problem and the tank will fix it. Basically a good tank is the go-to-guy of the group – you have a problem, and no-one else can solve it, you should contact: The Tank! Dennnn den den, den den den…
    Which brings us to the next thing your team can do for you, and you for them - Good communication is vital to good tanking, not just your team telling you what’s happening (e.g. they have aggro, boss is about to hit aggro breaker, they’re encased etc) but the tank also has to be able to communicate as well and tell the team what they’re doing. For example, the ARC boss in BC2 raid has a tell before he hits his shield – this is the point where the tank should shout to the team to stop hitting the ARC with powers and let the tank hit him to gain the aggro for the first 12 seconds the shield is up. Once the shield is up its impossible to generate taunt as the ARC will go straight for the top of the hate table.
    11. Your power usage - Spamming is not the answer
    If you have missed aggro as outlined above, emptying your power bar is not the answer. In fact, as a tank, you should rarely have low power. If the enemy has dropped aggro and won’t come back, there is no point in emptying your power bar. So, in varied circumstances, you will not be able to use your powers in an 8-12 second cycle. This doesn’t ever mean you should just use your power randomly. Tactically using powers is one of the keys to success. Learning the tactics of when and where to use powers is one of the things I hope this guide will help you with.
    12. Powers that remove debuffs also grant immunities - Their uses in PvE
    There is often a misconception that powers like Shatter Restraints and Burning Determination are not very useful in PvE. Players do not get debuffed by enemies in PvE. And they can break out by holding block. But they can’t break out of everything. Some stuns can be the end of a team. One that comes to mind is in the Ace Chemicals Hard Alert. The Ace Patrolman has a lethal attack which will gas the team and cause them to panic. You can not break out of this by holding block. After doing the gas, the patrolman will then do a flamethrower which can instantly kill a player. Using the breakout powers overrides the player’s inability to break out and will save someone stuck in the gas. Another one of these powers is the Wing Armour (in the Batcave Outer Caverns Raid). His Spinaroo attack (Whirlwind) will capture and throw players in the air and make them unable to use powers. Hitting the breakout power will immediately release every team member from this attack.
  5. 13. Loadouts - A basic formula that suits all tanks
    There are 6 powers in a player’s loadout. And 6 useful things a tank can do. Below is a basic breakdown of the types of powers that should be in every tank’s loadout. Keep in mind; this is not a list of powers, but a list of power types.
    1 – A push/knock back – This is to push enemies away from you to help prevent yourself from taking damage
    2 – A pull, either single pull or AoE pull – This is to pull stragglers towards you, or pull enemies that can’t be aggro’ed
    3 – A ranged power – This is to help with kiting, and starting fights from a distance
    4 – A breakout – This is to breakout yourself and team mates from enemy control affects that can not be recovered from
    5 – A supercharge – Because the supercharges are some of the most potent powers available to you
    6 – An Aura – An aura power is one that will effect you for a period of time. These help you uncover stealthier enemies.
    14. Power Interactions - How you can play with a controller
    One of the main things controllers can do is power interactions. This is the merging of two powers to achieve a different effect. Controllers are able to achieve these interactions themselves, although, you, as the tank, can actually help out greatly to this effect. Many of the controller powers have bonus effects when an enemy is helpless, burning or frostbitten. For a controller to solely utilise their power interaction, they also have powers which will make the enemies helpless, burning or frostbitten. BUT, if they do the power interactions themselves, they are going to have to use two powers. If you do one of the powers during your taunt cycle, it saves the controller power and time.
    For example – The Mental Controller Power Cryokinesis reads under the Power Interactions section in the power description:
    Inflicts Frostbite to make the enemies vulnerable to freezing effects; may encase Frostbitten enemies
    A simple mental controller power interaction is to just hit an enemy twice with Cryokinesis. The first hit will inflict frostbite; the second will encase the enemy. Leaving the enemy out of the battle for the duration of the encasement or until they break out. However, due to the high power cost of Cryokinesis, this is not really the most viable power interaction that can be done. However, assorted Ice Tank powers will also cause the enemies to be inflicted with frostbite and chill effects. This means, as long as you are hitting the enemies to gain aggro with a power that causes frostbite, the controller can then cast Cryokinesis once and automatically encase multiple enemies.
    There are various other power interactions to be included.
    15. Weapons, Weapons, Weapons - Which ones are best? And how to use them!
    There is a lot of debate that rages over which role should use what weapons. When starting out, you will pick a weapon for your class and gain the ability to equip and use that weapon. As a rule, most people prefer their tanks in melee, their controllers and healers in ranged, and their DPS in whatever they choose to be as long as they are doing a lot of damage.
    It will be easier for you, as a tank, to use a melee weapon. Simply because you will taunt enemies and they will come directly to do. That is not to say you can’t use ranged weapons, because really, you can use which ever weapon you like. As long as you know how.
    This section is not a breakdown of how to use specific weapons, but more of how to use your weapon effectively as a tank. Hitting enemies with your weapons does a few things besides just damaging the enemies. It also builds power, builds supercharge, stuns and juggles enemies. It is here that you can excel with your weapon as a tank. A controller will give you power, and when you first start tanking, you are going to rely heavily on your controller for power. It will be hard for you to time your powers properly, and you’ll be doing a lot of blocking (see turtling). Once you are beyond the simple turtle tactic, you can use you weapon to build your own power levels up, freeing your controller up to do everything else a controller can do (see controller guide). So, power is built quickly by building your hit counter. Every weapon has a different rate at which they build their hit counter. Learn your weapon and how quickly you can build your power with your weapon. More information will be added about specific weapons and their pros and cons after discussion with the community at large.
    Finally, weapons have varied control type moves attached to their combos. Some weapons will knock an enemy into the air, some will stun an enemy. Spending points in, and learning your combos will mean you can do a large portion of your basic control effects as a tank without wasting power.
    The main thing to remember is, enemies will become immune to your combos. So gaining a few combos and varying them in attack will mean you are keeping your attacks fresh and the enemies constantly controlled, as well as building your supercharge and power meter up.
    Some information on individual weapons has come up in discussion, so I have included it here:
    I use brawling. I do not recommend it. It is slow and bulky to get your hit counter up and unless you are a very experienced player, it's a pretty hard to use weapon. Although, if you know how to use brawling, go ahead. I use it pretty effectively, and I know other tanks who swapped to brawling just because they dropped the raid brawlers.
    Bows are pretty good actually (despite them being a "ranged" weapon) because they have a lot of melee combos. And Martial Arts are very good because of their speed. When using marital arts, you can spend a lot of time alternating targets. Because it is quick and has a lot powerful stuns (for PvE), you can hit one enemy, stun them, swap to a new one, stun them, swap to a new one, stun them.
    Staff is also another really good one because it is quick and has a lot of stuns and juggles. And, it hits multiple targets and some of the combos hit multiple times. Staff is also a very quick weapon.
    Basically, what you really want, is the ability to stun/juggle/knock back with your weapon when you aren't using powers. So, a weapon you are comfortable with that can do that is your best bet.
    I know it is kind of ambiguous, but weapon choice is always a personal preference.
    15.1 How weapon combo regen works
    by Superskull85Beta
    "Regen" is considered "healing." Therefore "regened" will be considered "healed" in the combat log.
    At each Tier you will regen 9 ticks of Power and 8 ticks of Supercharge even if you end your combo during the cycle. Any of these ticks can be critical heals. Critical heals are calculated per tick. Supercharge does not have a critical heal as far as I can tell.
    The buff in the effect menu is called "Recovery."
    There is no such thing as "over healing" for Power and Supercharge. For example if you only need 5 Power at the end of each cycle, then that is all you will recieve.
    Base Regen
    All values come directly from the effects menu under the buff "Recovery." Criticals are found by reading the combat log and are constant.
    Vitalization: 0
    Critical Healing: Base/Base (will fill in with more testing)
    Tier 1 Heal
    Hit counter range: 1-11
    Hit counter title: None
    Supercharge: 2
    Power: 10 (critical: 12)
    Tier 2 Heal
    Hit counter range: 12-26
    Hit counter title: Good!
    Supercharge: 3
    Power: 12 (critical: 16)
    Tier 3 Heal
    Hit counter range: 27-50
    Hit counter title: Incredible!
    Supercharge: 3
    Power: 15 (critical: 20)
    Tier 4 Heal
    Hit counter range: 51+
    Hit counter title: Superhuman!
    Supercharge: 4
    Power: 20 (critical: 26)
    After the last tick of Power or Supercharge in this cycle you get 21 Power and 4 Supercharge per hit. If you stop your combo the ticks end instead of continuing for the 9 ticks of Power and 8 ticks of Superchage like usual.
    Weapon Differences
    There are 3 exceptions to the regen patterns above: Hand Blasts, Two-Handed and Brawling.
    Hand Blasts
    Tier 1 range: 1-9
    Tier 2 range: 10-20
    Tier 3 range: 21-40
    Tier 4 range: 41+
    Two-Handed
    Tier 1 range: 1-6
    Tier 2 range: 7-13
    Tier 3 range: 14-25
    Tier 4 range: 26+
    Brawling
    Tier 1 range: 1-5
    Tier 2 range: 6-11
    Tier 3 range: 12-21
    Tier 4 range: 22+
    Aside from the hit counter range for each tier, each weapon regens the sam amount of Power at those tiers. So for example Brawling will restore 9 ticks of 12 Power at 6 hits just like Martial Arts will at 12. All weapons restore a minimum of 90 Power on the first hit.
    * Thanks to MrMigraine for making me aware of the weapon differences.
  6. 16. Tanking Instances - Where you really learn your role
    To start off here, I’m going to bust another myth. A lot of people will tell new players that levels 1-30 are where you learn your role. The thing with DCUO is, your role is only useful in a team. The levelled content is meant to be done as solo content (you can even see in the feats section, it is under the “solo” tab). Which suggest to me that the level 1-30 is NOT meant to be where you learn your role. Instead, level 1-30 is where you learn the basic mechanics of the game that are applicable to all classes. Things like your combos (which are so important), what each power looks like and does, all about innate abilities and how to spend skill points, the PvP systems (blocking, rolling, lunging, hard stuns etc), and basically everything else in the game. To this end, I will always suggest that players level to 30 in the damage role. Upon reaching level 30, a host of new content becomes available. There are Daily Challenges for one player, Duos for 2 players, Alerts for 4 players and Raids for 8 players. It is actually in the multiplayer level 30 instances where you “learn your role”.
    First of all, use the challenges to get yourself some level 30 gear. You can stay in the Damage role or switch to tank, but once you have completed all the Challenges, you should have a full set of blue/green level 30 gear and be ready to truly learn your role. You can do this quite well by doing the Duos.
    Entering into Duos via the queue system is not always the greatest experience you will have in the game. Playing multiplayer content with strangers may not put you in the best position. So, having a friend or league mate go through this with you is your best bet. This will help you learn your role as a tank simply and efficiently and get you ready to play larger instances with more players.
    16.1 Tanking Duos
    Tanking Duos is the simplest and easiest form of tanking. You can use the duos to learn all the tactics outlined in this guide. Use them to test the ranges of your powers, and how they work in tank mode. Your goal in all Duos is to simply keep all the enemies away from your duo partner. None of the Duos are overly complicated and have any special tactics attached. So, try out turtling on bosses and trash mobs alike, as well as flipping, and kiting and so on.

    As a tank, eventually, you should be able to easily solo every duo. Once you have learnt the basics of tanking through duos, you will be able to move on to the tier 1 alerts.

    16.2 Tanking Alerts

    Tier 1 alert tanking is a whole new ball game. Stepping up from Duos to alerts is quite a steep learning curve. Your goal as a tank in alerts is to keep all enemies away from your 3 team mates. That’s right. All three team mates. To do this, you will need to know the location of every team mate and every enemy in every battlefield at all times. Start out with the simpler alerts like the Area 51 Hard Alert. You need to move first. This is your role. Every other player will follow the tank.

    Tier 1 Alerts – Area 51 (Hard Mode), Ace Chemicals, Stryker’s Island, Smallville, Arkham Asylum, Watchtower Containment Facility (Heroes Only), The Hall of Doom Armory (Villains Only)
    In the Tier 1 Hard Alerts your sole responsibility is to taunt every enemy everywhere. BUT, only so many that your team can defeat them. This is a good learning experience for how and when to trigger mobs. Move through the alerts, and taunt some mobs. Allow the DPS, Controller and Healer to do their jobs by ensuring that all enemies stay away from them. Every boss battle in the Tier 1 Alerts are basic tank and spank style battles. This means, all you do is gain the aggro of the boss and using the standard tanking tactics, keep the aggro of the bosses, and keep them away from your team mates. There are two types of Tier 1 alert. Easy and Normal. The normal ones require a higher dominance to be able to control the enemies. Before moving to these, you should have a couple of pieces of Tier 1 gear.
    Tier 2 Alerts – League of Assassins Stronghold, Oolong Island (Hard Mode), The Hive Moon Base (Hard Mode), The Batcave Outer Caverns (Alert Mode), Oan Sciencecells (FFTL Only), Star Labs (FFTL Only), Ferris Aircraft Base (FFTL Only)
    Once you have gone through all the Tier 1 Alerts and gained yourself a full set of Tier 1 gear, you are ready to progress to the Tier 2 Alerts (and also the T2 Raids). These alerts are a little more complex and again, have a steep learning curve. Boss fights have varying tactics, and are very rarely just a simple matter of tanking and spanking. Tier 2 Alerts are where you will need to start using your pulls and pushes and other control type effects. You will also start to encounter enemies in Tier 2 Alerts that are both immune to aggro, and also have aggro breakers.
    16.3 Tanking Raids
    Tier 2 Raids – Khandaq, The Batcave Outer Caverns, The Batcave Inner Sanctum, The Batcave Subconstruct
    Once you have progressed you’re the Tier 2 Alerts, and gotten some of the gear from these alerts, you should then be ready to raid. Raids are 8 player instances, and, in theory, there will be another tank in your group. Before starting the raid, you should always clarify who is going to be the main tank. The main tank will lead, and the support tank will follow. The main tank will always start battles and be in the thick of the battles, and the support tank will usually assist with stragglers for trash mobs, and adds for bosses, by standing on the outskirts of the battle. Every Tier 2 Alert can also be passed by having just one tank. But, this is only suggested for advanced tanking
    Tier 3 Raids – Fortress of Solitude The Chasm, Fortress of Solitude 2, Fortress of Solitude 3
    After completing your Tier 2 set (through T2 Alerts and Raids) you are then ready for the Tier 3 raids.

    These raids are another steep learning curve. Working with your team is paramount to success. There are many enemies that will easily be able to kill every member of the team except the tank. Because the tank has a larger amount of health and/or defense, they can take hits that other roles won’t be able to. In the Tier 3 Raids you will need to control the battlefields, moreso than ever before. All tanks can pass these raids with team work and skill.
    17. Two tanks are better than one - Not always
    Working with another tank without communication is always risky business, and here is why. Tank taunts will overwrite tank taunts. To clarify: If one tank has taunted an enemy and has the aggro, no matter where in the cycle the other tank taunts, he will automatically gain aggro. If you are tanking raids with a second tank, it is very important to stay away from the other tank when you are taunting. This is where the primary tank and secondary tank can be explained in better detail.
    A primary tank’s job is to enter and begin a battle by gaining the aggro of all enemies in a battlefield. It is the primary tank’s job to control the battlefield and maneoveur the enemies into their positions. The secondary tank’s job is to assist in this. In normal mob fights, this is done by gaining the aggro of enemies that the primary may have missed, and bringing the enemies to the primary. It is also the secondary tank’s job to protect the members of the team from any enemies that may spawn. So, the primary tank’s job is to stand still and accept the enemies, and the secondary tank’s role is to gather up the enemies and bring them to the primary.
    In boss fights, it can be especially tricky mixing two tanks. Some bosses (like the Broodmother in FoS1) one tank will have a specific assigned duty, while the other one has completely different duties. Moving too close to each other will cause the tanks to confuse their assigned mobs and can cause a wipe. So, no matter your role, primary or secondary, it always comes back to ensuring that you know where every team member and every enemy is at all times.
  7. 18. Player vs Player – How to destroy other players and prove you are the Champion of the Universe
    Taken from satornado’s Controller Guide to PvP – Edited to suit tanks

    Basics
    RPS
    First thing to mention is the Rock/Scissors/Paper (RPS) system. The RPS system gives every role an advantage over one other role. It is as follows:
    Controllers>Healers: Controllers can place healing debuffs on healers to prevent them from healing. Tanks can negate this and healers can purchase a trinket that will give them temporary immunity.
    Healers>Tanks:
    Avoid the enemy healers as much as possible. Even though traditionally healers do very little damage to anything, against you, as a tank, they will destroy you in PvP
    Tanks>Controllers:
    Tanks are the controller’s worst nightmare. As a tank, you can remove the debuffs on healers and disable the power over time effects.

    As you can see our advantage is over controllers which tend to be our primary targets in arenas.

    Arena Maps
    This is just a basic overview of each arena map.


    2v2 Batcave: 1 node capture and hold. A melee based map(very close range combat) with one node in the middle. Must stand on node to receive points. Same as the legends 2v2 map. Score counts down from 1000, first team to 0 wins.


    4v4 Star Labs: 3 rotating node capture and hold. There are two nodes on the side and one in the middle. Nodes will rotate (sometimes two will be open or maybe just one). Must also remain on node to receive points. Score counts down from 1000, first team to 0 wins

    5v5 Moon Base: Capture the flag. Each base has a rock. Capture and return the rock gives you 25 points. A kill gives you 5. First to 100 wins. This map tends to be played as a team deathmatch.

    8v8 Australia: 3 node capture and hold. Like Star Labs this is a 3 node capture map except the nodes do not rotate and as soon as you capture it, you can leave the node and it will remain yours until the other team captures it. Score counts down from 1000, first team to 0 wins.

    8v8 Fortress of Solitude: All out team deathmatch. Buffs drop in each spawn and middle of map. Blue provies you with a precision buff (weapon damage), red is a might buff (power damage) and purple is the combination of the two. First team to 50 kills wins.

    Written by Rockfall

    The tank’s main roles/duties in PVP are as follows:
    1. Clear the healer’s debuffs. Opposing controllers will debuff your healer and prevent them from healing. When this happens, the healer should inform the tank and get the tank to hit their breakout power. It’s also a good idea to cycle the breakout power throughout a PVP event as since Update 5 they also grant immunity to control effects as well as freeing people from control effects.
    2. Target the opposing controllers. In PVP, classes get a bonus when fighting other classes: tanks get a bonus vs controllers; controllers get a bonus vs healers; healers get a bonus vs tanks. So the best team member to go toe-to-toe with a controller is the tank. Also, if you’re keeping the controller occupied, they can't target your healer.
    3. Stay alive! Harder than it sounds as a lot of PVE tanking skills are pretty redundant in PVP, such as aggro and kiting (in PVP players can choose who they target, they’re not influenced by aggro), and turtling to a lesser extent (PVP players can use block breakers which, when used on a player blocking, can result in that player getting a hard stun – blocking an opponent’s attack at the right time will produce a stun on them however). On the brightside, you’ll usually be the last person on the team to get targeted by the opposition as tanks are not considered a high priority on the ‘kill list’.
    In terms of build, PVP may be slightly different to PVE, depending on what PVE build you go for. Crit Attacks are certainly can be more useful because burning down enemies quickly can be a big bonus. Some people even subscribe to the play style of using DPS gear even while in tank stance, rather than equipping tank gear. Again it comes down to playing style: do you want to be very difficult to kill and help your team that way, or do you want to be able to do some damage and kill the opposing players while being hard to kill. With the changes to dominance in U6, there may be some changes to strategies for build and points distribution.
    PVP weapon choice is very similar to PVE. The main thing to look at with weapons is to make sure you get the block breaker move in the weapon tree, and also look for combos that produce stuns, knockbacks etc – the more you keep an opposing player stunned or knocked off their feet, the less opportunity they have to hit you or your team. Some weapons have faster block breakers than others, although I believe that some recent updates have levelled the playing pitch somewhat in that regard and given most if not all weapons a tap triangle block breaker rather than the hold triangle one which can be very slow depending on weapon (two-handed and brawling for example are incredibly slow for this).
    For powers, it is essential to have at least one of the two breakout powers in your loadout. Some people recommend having both as you can use one while the other is cooling down which is certainly the sensible option – the downside is that it takes the place of another potentially more active power in your loadout (i.e. one that could do greater damage, provide greater healing etc). The remaining powers will be dependent on what type of build you’re going for: irresistible force or immovable object. The best thing to do is try out a few different loadouts and see which one suits you and your playing style the best. Remember, there is no one perfect build that ALL tanks must stick to: find one that works for you and run with it.
    Disabling the Power over Time effects
    This is a new thing from a recent update. Tank powers will now remove the power over time effect granted by controllers. As you may know, when a controller casts a power that grants the power over time effect, it hits every ally within the controller's range.
    A tank now has the ability to remove this from individual players by hitting them with a power. To quote Deadpool's example:
    "PoT, when a tank uses those powers, its who they hit with it, meaning a healer who has the bolt up and then gets hit by the powers loses the bolt, but everyone else keeps it on. If you hit the troller only the troller loses PoT."
  8. Okay guys, once I have gotten some more feedback from what I have done so far, I will expand on the "chapters", please feel free to post and discuss basics of tanking here!
    Remember, these guides are not about specific power sets, but more about fundamentals that apply to the role.
    Although, powerset discussion will also be important (things like, how to Turtle with Ice vs Fire, or, Ice vs Fire loadouts)
  9. I like what you've started here, although I do have some points to correct.
    Crit heal skill points only affect healing you initiate, such as fire tank's self heals and orange barrels you break. Typically it is just healer territory, though fire would get to it after more essential sp's are covered.
    I have to test on this more but I think using powers on a troll only wipes the troll's PoT, not the PoT of all his affected teammates. This might help burn the troll a little, but not as well as taking the whole team's PoT. Also it should be mentioned that ally trollers using their power sharing move will clear a tank from defense/health debuffs from sorcs and natures and should communicate for it with mic. Overall, with trollers wasting power on rewriting their lost personal PoT and healers needing multiple spells to keep you debuffed, unprepared enemies will find themselves tapped of power a lot faster than they used to.
    There are some genuinely good pointers in here such as zooming out (it's L1 and d-pad down btw) so good job on that. Looking forward to seeing more since I am a recent convert to tanking, never having tried it before.
  10. Cheers dude.
    Crit Heal Effect affest healing done on you (by other players heals). So that's what Rockfall is talking about in that PvP bit. I will actually add in some clarification when I get to work.
    Regarding the PoT, won't it wipe anyone's PoT that you hit (so if you hit their troller it will clear it, if you hit their healer it will clear theirs etc)??
    I changed the R1 (CONSTANTLY get them confused... My 9 year old knows his right from his left better than me)
    I'll be adding more today! SO keep up the comments.
  11. Wannabep wrote:
    Crit healing does not effect how other players heal you. Confirmed long ago. Same reason only healers and fire tanks take the iconic powers to boost crit healing and magnitude.
    PoT, when a tank uses those powers, its who they hit with it, meaning a healer who has the bolt up and then gets hit by the powers loses the bolt, but everyone else keeps it on. If you hit the troller only the troller loses PoT.
  12. Please expand on "Turtling" because all I can think of is when a "turtle head is poking out" and it's mad disturbing.
  13. Deadpool5241 wrote:
    Now see, me and a few people I know always didn't believe that crit does magnitude doesn't effect when people heal you. But I constantly (and I mean CONSTANTLY) get told it does. I never bothered to test it though. How was it confirmed? Cause I would really like to point the people I know who think it does in that direction.
    And yeah, that's what I thought regarding the PoT.
    @Detroit: Turtling is when a tank tries to pick up a barrel and gets stuck in the animation. This gives the impression that the tank is trying to force out a poop. Hence, turtling..
  14. Wannabep wrote:
    You can test it with a naked toon, no SP or PP used. Have a healer cast heals on the toon and get a baseline for healing then have them add both iconics to the naked toon and you will get the exact same amounts each time.
  15. Deadpool5241 wrote:
    Yeah, that was my planned test (I was going to use a female toon for the naked one).
    I'll edit anyways.
  16. Really enjoying this guide. Definitely helping to clear up misconseptions I had about the role; tempted to roll my own tank for kicks and giggles.
    What are your recommended weapons? Seems bow and MA are the go-to's these days.
  17. BigStar wrote:
    Thanks mate, I hope other non tanks read the guide to better understand a tanks job, just like the other guides. There are so many misconceptions about every role from players who don't play other roles.
    I use brawling. I do not recommend it. It is slow and bulky to get your hit counter up and unless you are a very experienced player, it's a pretty hard to use weapon. Although, if you know how to use brawling, go ahead. I use it pretty effectively, and I know other tanks who swapped to brawling just because they dropped the raid brawlers.
    In theory (this will come more later in the weapons chapter), it is generally agreed that tanks should use melee weapons. And the quicker the better, because you want to be able to build power all on your lonesome.
    Bows are pretty good actually (despite them being a "ranged" weapon) because they have a lot of melee combos. And Martial Arts are freaking insanely good. I use martial arts with my ice tank and spend a lot of time alternating targets. Because it is SO, SO quick and has uber powerful stuns (for PvE), I hit one enemy, stun them, swap to a new one, stun them, swap to a new one, stun them.
    Staff is also another really good one because it is quick and has a lot of stuns and juggles.
    Basically, what you really want, is the ability to stun/juggle/knock back with your weapon when you aren't using powers. So, a weapon you are comfortable with that can do that is your best bet.
    I know it is kind of ambiguous, but weapon choice is always a personal preference. I trolled for a long time with Two Handed as my weapon and was succesful even though it's frowned upon.
  18. Hi everyone, I have put in what I have so far. Please feel free to comment, call me a noob, constructively criticise and abuse.
  19. Hey Wannebep what Deadpool is saying is true and I can prove it with the healing formula I used for the healing guide. With 106% (including base) total Critical Heal Amount and 1542 total Restoration I can only get up to 504 criticals from my Savage Growth and 59 criticals from my Pheromones on a Fire Tank that has an 80% increase to Heal Received. Even if that Fire Tank raised his Critical Healing Amount to 70% they will get healed for the same amount.
    You can test it for yourself if you wish by downloading my Nature Healing Effectivness spreadsheet. Use a Restoration of 1542, 180% Heal Received and 81% Critica Heal Amount you should see the high bound for Savage Growth is 504 critical. Add on 70% and it goes up to 676 critical. With base Restoration Fire Tanks should receive 179 max critical if Critical Heal Amount does not affect the heal and 185 max critical if it does from Savage Growth.
    For Fire Tanks at least the healing they receive is so high because they increase all heals given to them by 80%. If someone is not fully aware of Tank buffs they will sometimes mistake this for them having an increase to Critical Heal Amount.
    Just thought I would share my testing. I've been using this guide to structure the healing guide BTW. :)
  20. Superskull85Beta wrote:
    Sweet, thanks for the info. I have removed the reference from the guide ;)

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