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ESO - Discovering tanking


If Zenimax is to be believed, TESO is supposed to offer a totally different tanking experience than other MMOs. The claim is a bit boastful, like most new game announcements, but it deserves the question of whether the game lives up to its claims. And since the interaction of a player with the environment is done mainly through his skills, it is through the analysis of these skills that I suggest you discover a little how to take the slaps instead of our little comrades.
It seems useful to me to clarify that this article is not a guide, the very idea of ​​a guide for a game that has not only been released being completely useless. But if it allows a few people to project themselves towards their future role of defender, it will have already largely achieved its goal.



Now let's start at the beginning, the choice of races. Assuming that tanking is as much about survival as it is about resource management (Magic and Stamina), I suggest that you identify without bias anything that favors one or the other.

  • Daggerfall Alliance
  • Dominion Altmeri
  • Ebonheart Pact
  • Imperial
Breton:
  • Gift of Magnus: Increases Maximum Magicka by 10%.
  • Spell resistance: increases resistance to spells (value to be confirmed).
  • Magic Mastery: Reduces the Magic cost of spells (value to be confirmed).
Orca:
  • Rewired: Increases maximum Health and Stamina by 6%.
  • Toughness: Increases Health regeneration during combat by 15%.
Redguard:
  • Stamina: Increases regeneration of Stamina in combat by 9%.
  • Conditioning: Increases maximum Stamina by 10%.
  • Adrenaline Rush: Restores 3 Stamina to the player when they damage an enemy with a melee attack. Cannot occur more than once every 3 seconds (values ​​to be confirmed).
Altmer:
  • Spell Charge: Increases Magic regeneration in combat by 9%.
  • Gift of Magnus: Increases Maximum Magicka by 10%.
Bosmer :
  • Stamina: Increases regeneration of Stamina in combat by 9%.
  • Affliction Resistance: Increases resistance to poison and disease by 23 (value to be confirmed). Increases maximum Stamina by 3%.
Khajiit :
  • Toughness: Increases Health regeneration during combat by 15%.
Nordic:
  • Toughness: Increases Health regeneration during combat by 15%.
  • Cold Resistance: Increases cold resistance by 32 (value to be confirmed). Increases Maximum Health by 3%.
  • Hardening: increases armor by 6 (value to be confirmed).
Dunmer :
  • Dynamism: Increases maximum Magicka and Stamina by 6%.
  • Flame resistance: increases the fire resistance by 32 (value to be confirmed). Increases Maximum Magicka by 3%.
Argonien :
  • Amphibian: Increases swim speed by 50% and potion efficiency by 15%.
  • Argonian Resistance: Increases resistance to poison and disease by 23 (value to be confirmed). Increases Maximum Health by 3%.
  • Quick Healing: Increases healing received by 6%.
  • "Tough": Increases Maximum Health by 12%.
  • Conditioning: Increases maximum Stamina by 10%.
  • Red Diamond: Melee attacks have a 10% chance to restore 6 Health (value to be confirmed).

First of all, why this mention "value to be confirmed"? While the values ​​expressed as a percentage are certainly more or less reliable, those expressed in an absolute way will in all likelihood evolve with the level of the player. They should therefore be taken with great care as long as we only have partial data at hand.



Two general words to follow. First point, the game takes into account what are called diminishing returns. From a certain value in a characteristic (which we call soft cap) which varies according to the level of the character, progressing becomes more and more difficult. Let us take an illusory example. A soft cap in armor at 500 for a level 12 character. Basically, casting a spell that increases armor from 100 to 250 will result in a much greater damage reduction than the same spell, cast from 600 to 750. Let us return to races by taking the case of the Nordics. An increase in armor is good, but that does not mean that at high level, a Nordic will be much better protected than another race because, clad in heavy armor, the change will be negligible. On the other hand, it means that he will arrive at the soft cap faster than the others, and can wear lighter pieces of armor to diversify his defensive bonuses. Second point in the same idea. Is a racial increase in Health or Stamina more useful for tanking than an increase in magic? Not necessarily in my opinion. Anyone who's dabbled in beta knows that all three characteristics are must-have. Health is obviously essential, but Magic allows you to cast class spells and Stamina, in addition to being the resource for non-class techniques, is used to dodge and block, two fundamental actions for a tank. None should therefore be neglected. Do the Bosmers have more Stamina than their Altmer cousins? Perfect, that just means that these will put a point in Stamina rather than Magicka if they want to rebalance the whole thing. Once considered all this, we see that the choice of a race to tank is not limited to the only classic choices of Orcs, Nordics or Imperials. Redguards and Bosmers have a Stamina advantage on their side, allowing them to play more on evasion and out-of-class skills; Argonians are resilient and will benefit better from care than other races; Khajiits and Dunmers are more oriented towards offensive or endurance in combat, although the latter have for them a great resistance to fire and a better reserve of Magicka, while the Bretons benefit from a resistance to spells and a fairly welcome reduced cost. The Altmers, on the other hand, will have every interest in relying on their class skills but have none of them purely defensively.

 



Let's move on to the "World" and "Alliance War" skill lines. We will not linger on the Emperor line which will be reserved for one person at a time. While doing damage is clearly important to keep aggro, nothing in the Assault tree seems interesting to me, in part because allowing our comrades to go faster won't get us there before them. in contact: we will just be overtaken by a naughty too nag to wait. More seriously the primary job of a tank is not to buffer its comrades but to protect them by keeping the attention of the enemy and by surviving his attacks. If by casting a spell that will allow him to do that, he also helps his companions, so much the better, but that is not his primary mission.

On the other hand, we find more things to eat in the side of the other lines of competence.
  • Alliance war
  • Magic of souls
  • Vampire
  • Werewolf
Support:
  • Siege Weapons Shield: Creates a protective bubble that grants 20% protection against ranged attacks and siege weapons for 20 seconds. Siege weapons deal 90% less damage to allies in the area of ​​effect.
  • Magical Aid (Passive): Increases Magicka regeneration by 10% for each support skill present in the bar.
  • Revitalizing Barrier (Ultimate): Creates a 3 point shield around nearby allies for 30 seconds and heals them for 3 every 2 seconds (value to be confirmed).
  • Devouring Trap: Inflicts 16 magic damage over 10 seconds (value to be confirmed). Fills a Soul Stone and restores 10% Health, Magicka, and Stamina if the enemy dies while affected.
  • Summon Soul (Passive): Allows the player to revive without spending Soul Stone once every two hours.
  • Invigorating Drain: Ring the target for 3 seconds and deal 14 magic damage every 1 second. Player heals for 150% of damage as Health and Stamina every 1 second and heals 5 Ultimate every 1 second. Cannot be applied to targets that a vampire has recently fed on or that have had a recent Drain (values ​​to be confirmed).
  • Fluid Mist: All damage taken is reduced by 75% and becomes immune to healing magic and mind control effects for 4 seconds. Increases movement speed by 52%.
  • Impenetrable Swarm: Summons a swarm of bats around you, dealing 0 generic damage per second to enemies every 1 second for 5 seconds. Grants additional invisibility every second (values ​​to be confirmed).
  • Leech (Passive): After feeding, your target is unbalanced and stunned for 3.25 seconds.
  • Supernatural Recovery (Passive): Increases Magicka and Stamina regeneration by 10%
  • Non-Life (Passive): Increases cashing out when the player is below 50% health and up to 50% max as life decreases.
  • Supernatural Resistance (Passive): Health regeneration is improved between ranks 2 and 4 of vampirism.
  • Enraged Werewolf: The player transforms into a werewolf scaring adjacent enemies away. Increases armor, Stamina, and movement speed. Attack damage depends on Max Stamina.
  • Brutal Leap: The player leaps at the target, inflicting 15 physical damage to all targets in the area and sounding unbalanced targets (value to be confirmed).
  • Fierce Roar: Unleash a bestial roar that inspires fear, disorienting and unbalancing enemies within 6 yards for 4.25 seconds. Affects up to 3 nearby enemies. When an enemy is killed in this state, their nearby allies are unbalanced and disoriented for 3.25 seconds.
  • Pursuit (Passive): Increases Stamina by 20%.
  • Bloodthirsty Rage (Passive): Generates 5 Ultimate when taking damage (in humanoid form).
  • Savage Strength (Passive): Increases Max Stamina by 5% per target slain. Can stack up to 5 times.
What to get out of all this? First of all, that the morph (modification after rank 4 of an active skill) of the soul drain should be known. 10 seconds is a lot more than it takes to kill a monster, and (at least in early dungeons) it's quite common for bosses to see reinforcements arriving during combat. Personal care is always good to take, especially when it restores all three resources at the same time for 10% each and without apparent cooldown. Next, let's see what the iconic lines of the series contain: Vampire and Loup-Garou. A priori a lot of excellent things, and yet I would personally remain very careful. Certainly, the passives of the Vampire offer him a very good regeneration of resources and a hallucinating reduction in damage in case of low health, not to mention the active skills of which the first heals, the second limits the damage and the third offers outright invisibility. But these talents, if they actually offer a big plus in terms of survival, seem extremely dangerous to me from a tanking perspective. The perfect example of this is the Impenetrable Cloud which, if it actually does what it seems to imply (namely to get out of the fight), will be the best way to get blacklisted directly by the poor guy who will have a suddenly saw the boss turn to him to serve as a weapon rack. The Werewolf, on the other hand, offers bonus armor and Stamina, charge and control quite interesting. To see if their contribution, given the diminishing returns, is sufficient to counterbalance the vulnerabilities induced by Lycanthropy. Now let's see what these other emblematic figures of the Elder Scrolls series, the guilds, have in store for us.
  • Mages Guild
  • Warriors Guild
  • Indomitable
  • Falling Star (Ultimate): Inflicts 49 fire damage to target and 22 fire damage to nearby enemies. All affected enemies are knocked back. Makes 12 Ultimate per affected target (values ​​to be confirmed).
  • Structured Entropy: Deals 12 magic damage over 12 seconds and heals the player for 3 every 6 seconds. Passively increases Max Health by 8% (values ​​to be confirmed).
  • Volcanic Rune: Creates a fire rune at the target location for 30 seconds, inflicting 18 fire damage when an enemy enters the area of ​​effect. The affected enemy is thrown into the air and stunned for 4 seconds (value to be confirmed).
  • Libra: Sacrifice 98 Health to get 49 Magic. Can only be healed by other players during. Increases Health regeneration by X% for X seconds.
  • Adept Mage (Passive): Reduces the Magic and Health cost of Mages Guild skills by 15%.
  • Eternal Magic (Passive): Increases the duration of Mages Guild skills by 20%.
  • Magic Control (Passive): Increases Maximum Magic and Magicka Recovery by 2% per Mage Guild skill in your bar.
  • DawnShard of Divine Punishment (Ultimate): Deals 39 magic damage to enemies in front of the player, and 60% more damage to undead or daedric enemies, and knocks them down for 5 seconds (value to be confirmed).
  • Silver Leash: Inflicts 19 physical damage. Knocks down Undead and Daedra for 3.5 seconds. Banish the target by 5% per hit, dealing 4 magic damage. A new activation brings the enemy back to the player and inflicts 19 physical damage (values ​​to be confirmed).
  • Circle of Preservation: Creates a zone of protection for 20 seconds. Nearby friendly targets have their armor and spell resistance increased by 10, and Health recovery increased by 28%. Armor and spell resistance are increased by an additional 10 against undead and Daedra (values ​​to be confirmed).
  • Rearming: Places a trap in one location for 30 seconds. The trap arms over 4 seconds, then deals 11 magic damage and immobilizes the nearest enemy for 6 seconds. Burn undead and daedric enemies for 36 magic damage. The trap re-arms once (value to be confirmed).
  • Crush the Infamous (Passive): Grant ultimate 9 when you kill an undead or daedric enemy (value to be confirmed).
  • Seasoned Tracker (Passive): Warrior Guild skills that affect Undead and Daedra also affect Werewolves.
  • Inner Beast: Deals 11 magic damage and forces the target to attack you for 15 seconds. 15% chance to create a Synergy Opportunity where allies can activate Radial Synergy which will deal 40 magic damage to target enemy over 4 seconds, then explode and deal 251 magic damage to all nearby enemies (values ​​to be confirmed).
  • Sharp Bone Shield: Grants 50 Armor for 6 seconds and reflects 30% damage to melee attackers. Nearby allies can use the Wall of Bones synergy and gain a shield of 60% of their maximum health (value to be confirmed).
A lot of things in there. As for the mages, first of all the Libra skill is marked with a view to resource management. It is useless, however, to stress the danger of sacrificing part of one's health for the benefit of anything else. Let's take a look at the skills of the two most famous guilds. There is personal healing coupled with increased maximum health for mages, as well as an excellent protection / healing zone for warriors. But it is above all the controls that predominate, and we know how crucial these are during combat. A controlled enemy is a harmless enemy. The Indomitable now, those specialists in dangerous expeditions. Well it shows. Here we find one of the only two provocations in the game, and the only one that is from a distance! The bone shield, on the other hand, provides armor gain coupled with damage deflection. Not to mention the synergy allowing our companions to protect themselves. I think it's the equivalent of the Dragon Knight's spiky armor, only better.

 



Let's continue our exploration with skills related to armor.
  • Light Armor
  • Medium armor
  • Heavy armor
  • Mastery of Magic: Creates a shield of 3 damage for 26 seconds. The player takes 50% less spell damage while the shield is in place. Restores Magic whenever the player absorbs spell damage. This value increases by 6% per piece of light armor equipped (value to be confirmed).
  • Evocation (Passive): Reduces the Magic cost of spells by 3% per piece of light armor equipped.
  • Recovery (Passive): Increases base Magic regeneration by 4% per piece of light armor equipped.
  • Magical Bulwark (Passive): Increases base spell resistance by 8% per piece of light armor equipped.
  • Great Escape: Player gains a 15% dodge chance for 23 seconds when activated. The player gains 1% evuie for each piece of medium armor equipped.
  • Lightness (Passive): Increases Stamina regeneration by 4% per piece of medium armor equipped.
  • Track and Field (Passive): Increases sprint speed by 3% and decreases the Stamina cost of roll and roll by 4% per piece of medium armor equipped.
  • Relentless: Increases armor and spell resistance by 23 for 8 seconds. Immune to knockback and loss of control effects for the entire duration. Increases duration by 5% per piece of heavy armor equipped.
  • Determination (Passive): Increases Armor by 3% and Base Spell Resistance by 3% per piece of Heavy Armor equipped.
  • Constitution (Passive): Increases Health regeneration by 4% per piece of heavy armor equipped.
  • Immobility (Passive): Reduces the cost of blocking by 20% while wearing 5 or more pieces of heavy armor.
  • Rapid Healing (Passive): Increases healing received by 1% per piece of heavy armor equipped.
A priori I had not planned to tank in a dress, but you never know, on a misunderstanding. More seriously, an interesting damage shield against spells and which is always available, even without light armor, and passives which are a little duplicate with those of the mages guild. Or who come to reinforce it, depending on the way you see it. We especially retain a magic resistance that can reach peaks and depending on the fighting which makes it a seriously possible option, in fact. Yes Yes ! The active skill of medium armor increases dodge by 15 to 22% (oO ') depending on equipment. The other morph is also very interesting according to our skill choices, since, despite a lower dodge bonus, it removes a slowing effect. Passives increase Stamina and drastically reduce the cost of dodge rolls: up to - 28%! As for heavy armor, we find the panoply that we were entitled to expect. The active skill increases armor and spell resistance by a set amount, even without heavy armor (that's the duration that changes depending on the piece), and the passives increase a whole lot of useful stuff like, again, armor. and spell resistance, plus health regeneration and healing received, and additionally decreases the cost of blocking. It will therefore certainly be necessary to take a look at the softcaps to determine the best bonus / number of pieces ratio, depending on the case, but it is clear that it will at least be necessary to increase the skills of each type of armor if we want to be able to s 'adapt to each type of combat.

 

After the armor? But the weapons, of course!
  • A hand and a shield
  • Two-handed weapon
  • Ambidextrie
  • Sacking: Deals 16 Physical damage, reduces the target's armor by 43%, and increases the player's armor by 12 for 12 seconds. Causes the target for 15 seconds (values ​​to be confirmed).
  • Deep Slash: Deals 17 physical damage, slows by 60%, and reduces the target's damage by 15% for 12 seconds (value to be confirmed).
  • Absorb Magic: Absorbs the next magic projectile and restores 115% of the spell's damage to Health. Increases block absorption by 115 and reduces block cost by 8% while this skill is in your bar (value to be confirmed).
  • Protected Assault: The player charges the target and attacks it, dealing 14 Physical damage and stuning the target for 2 seconds. Also creates a shield that absorbs damage for 3 seconds (values ​​to be confirmed).
  • Vibrate: Deals 13 Physical damage and Disorients the target for 8 seconds. Enemy power is reduced by 30 for 5 seconds at the end of disorientation (values ​​to be confirmed).
  • Sword and Plank (Passive): Increases weapon damage by 5% and block reduction by 20%.
  • Murderous Slam (Passive): Slam deals 100% more damage and costs 50% less Stamina.
  • Stronghold (Passive): Reduces the cost of blocking by 30%. Reduces the cost of One Hand and Shield skills by 10%.
  • Hijacked Treaties (Passive): Block 15% additional damage against projectiles and attack from a distance.
  • Mobility on the battlefield (passive): Increases movement speed by 50% while blocking.
  • Brawl: Deal 7 Physical damage to all enemies in front of you and bleed 8 Physical damage over 10 seconds. Adds a damage-absorbing shield for 3 seconds. The value increases by 8% per enemy hit (values ​​to be confirmed).
  • Trample: The player charges the target and attacks, dealing 14 Physical damage and immobilizing the target for 3.5 seconds. The damage is always critical (value to be confirmed).
  • Stunning Reel: Inflicts 24 physical damage, strikes for 3.5 seconds, and pushes back 4 yards. Affected enemies deal 20% less damage for 7.5 seconds (values ​​to be confirmed).
  • Frontal Momentum: Increases weapon damage by 10% for 23 seconds, and an additional 2% every 2 seconds. Removes 4 slowing effects on activation.
  • Balance (Passive): Reduces the cost of two-handed skills by 20%.
  • Thrill in Combat (Passive): Killing an enemy increases your Stamina regeneration by 50% for 6 seconds.
  • Blood Frenzy: Two hit attack dealing 6 physical damage. The affected target bleeds and loses 18 Physical damage over 7 seconds. The player recovers Health every 2 seconds during the effect (values ​​to be confirmed).
  • Blinding Flood: Attack with six consecutive hits inflicting (3, 3, 3, 3, 3, 12) physical damage. 4% chance to unbalance the target when hitting (values ​​to be confirmed).
  • Whirling Blades: Deal 8 Physical damage to all enemies around you. Damage is increased against enemies with low health. Restores 20 Stamina to the player every 2 seconds for 10 seconds. Each additional target hit increases Stamina regeneration by 65% ​​(values ​​to be confirmed).
  • Ember Burst: Nearby targets have a 40% chance to Miss for 4 seconds. Affected enemies suffer 8 physical damage (value to be confirmed).
  • Veiled Daggers: Deal 15 Physical damage to enemies in front of you. Affected targets are slowed by 50% for 6 seconds (value to be confirmed).
  • Controlled Rage (Passive): Reduces the cost of dual-weapon skills by 20%.
  • Arc
  • Staff of destruction
  • Recovery stick
  • Venomous Arrow: Inflicts 16 poison damage to the enemy, imbalances them, interrupts their casting and sounds the caster for 3 seconds. The target takes 8 additional poison damage for 8 seconds (values ​​to be confirmed).
  • Large Caliber: Inflicts 13 Physical damage to the target, knocks them back 6 yards, and Disorients them for 5 seconds. Moves you back 6 meters (value to be confirmed).
  • Bombardment: Inflicts 11 physical damage on the target, slows it by 40% for 6.5 seconds, and immobilizes it for 3 seconds (value to be confirmed).
  • Ranger (Passive): Reduces the Stamina cost of bow skills by 20%.
  • Rush Withdrawal (Passive): Increases movement speed by 30% for 2 seconds after activating Roll & Ball.
  • Destructive Grip: Deals 13 magic damage to target enemy. The Flaming Grip knocks the enemy back and sounds them, the Icy Grip freezes the target deeper, and the Thundering Grip disorients them and can unbalance them (value to be confirmed).
  • Crushing Wave: Deals 5 fire damage, 5 ice damage, and 5 lightning damage. Applies the Frozen effect, slowing the target by 40% for 5 seconds. Applies the Burning effect, dealing 4 fire damage over 3 seconds. Applies the Thunderbolt effect, reducing enemy damage by 10% for 4 seconds. Casting targets are stunned for 3 seconds and unbalanced (values ​​to be confirmed).
  • Elemental Puncture: Reduces the target's spell resistance against fire, lightning, and cold by 40% for 18 seconds. Restores 250 Magic to the player when attacking the target with fire, lightning or cold damage (value to be confirmed).
  • Destruction Expertise (passive): Restores 6 Magic when you kill an enemy with a destruction spell (value to be confirmed).
  • Healing Sources: Heals all allies in the target area for 3 every 1 second for 3 seconds. The player gains 130 Magic per affected target (values ​​to be verified).
  • Protection of an ally: Creates a 6 point shield for 6 seconds around the caster and the ally with the least health in front of you. The strength of the shield is increased based on the health lost, up to a maximum of 300% (value to be confirmed).
  • Spirit Siphon: Nearby allies gain 3 Health and 3% Magicka, and the player gains 100% additional Health when attacking the target, for 20 seconds (values ​​to be confirmed).
  • Recovery Expert (Passive): Increases healing for allies below 15% health by 30%.
  • Absorption (passive): Blocking spells returns Magic.
  • Mastery on Recovery (Passive): Increases all healing done by 5%.
The force of the war. As much as one must be able to agree quickly enough that tanking exclusively in stick of destruction is psychiatric, one can legitimately wonder if using at all costs two sets 1 hand / shield is really absolutely essential. But let's start at the beginning. Our good old shield, then. Here at least it's not complicated, all the active skills are defense / control oriented or can be morphed to become so, and offer us an overview of everything a tank should be able to do: provoke the target (this time- ci on contact), increase your own armor, decrease the damage of the target, block effectively, heal yourself, stay mobile, protect yourself from part of the damage, control your enemies. It is no longer a line of skills, it is a catalog. Note all the same a downside, the skills are all single-target. Let's take a look at the other weapons instead. The two-handed weapon also has a nice array of defensive tools. A damage shield depending on the number of opponents, a charge, an effect that releases slows, a stamina regeneration, two controls including a multi-target. Interesting, and above all quite complementary to the one hand / shield skills. Two-weapon combat also has its advantages. Regeneration of Health, Stamina, and no less than three different controls! In my opinion a viable alternative in PvP, but I could be wrong. The bow is clearly a kitting weapon. We unbalance, we interrupt, we push back, we slow down, we throw ourselves backwards. Associated with the remote provocation of the Indomitable, I bet a kidney that it is only happiness. You might think it's archers' role to do this, but keep in mind that a significant portion of these effects are obtained with basic skill morphs. It is therefore a safe bet that the average nag will not necessarily have taken these control options. The Staff of Destruction. I can hear you laughing deep down. Few interesting options, admittedly, but two welcome contact / distance controls and a Magic regeneration option. Most importantly, unlike other weapons, his skills do not use Stamina. Keep in mind, therefore, if resource management is an issue. And finally the recovery stick. Why take the time to look into it? Because most of his skills don't just work on others. They also walk on you, and offer healing, damage shields, and tantalizing Magicka regeneration. Conclusion? If you don't feel like bothering, the one hand / shield line is the easy way out. This is the primer on tanking, wherever we put points, we'll be right. It is also the line that increases the blocking the most. But this is not the only solution. Tanking from a distance clearly seems to be possible, tanking with a two-handed weapon as well, and in some cases even more interesting.

 

Now remains the last part, reserved for classes. The section that everyone expects, and paradoxically, the one that will be the least developed. Don't count on me to dissect and detail every skill in every class.

Why? Simply because, if you have read all of the above, you must have realized that, scattered all over the place, there are three times more skills to do everything you need than what your bars will ever contain. 'action. The class system, far from being restrictive, on the contrary will only give more flexibility to the players, by offering them choices between skills based on Magic and those based on Stamina, while giving a real identity to their players. gameplay. We are already seeing enough false shortcuts and misconceptions flourish while the game is still in the beta phase, this is not where you will find enough to feed them. So let's break the suspense right away. Yes, all four classes are capable of tanking. Yes, they are all viable. Of course not, they don't work the same way. The question of which is the best is totally irrelevant. First, trying to answer them before the game is even officially released would be mind-boggling nonsense, and secondly, the essence of an MMO is to perpetually try to offer BALANCED classes! This means that if the developers do their job right, even assuming that one of the classes is lagging behind when it comes to tanking, they'll balance it out to make it viable again soon after. The only really legitimate question is "what is the tanking style of each class?" and that this question, I will be happy to answer it. If you're nostalgic for the good old steadfast warrior, check out the Dragon Knight. Arguably the easiest class for a beginner to learn, it has a wide range of skills that make it easier to manage resources, increase armor, reflect spells, and control enemies. In return, you will find little area damage, quite expensive Ultimates and regeneration that could be better. Also, falling into the cliché “DK in heavy armor with mace and shield” may be less effective than expected due to the diminishing returns that will be achieved very quickly and the many redundant skills. If you prefer to play the paladin servant of the Light, the Templar is for you. He too has many classic defensive skills that increase blocking, armor, charge or control an opponent. It has more options from a distance or against groups than the attractive Knight and Ultimates but above all, it is definitely a class that has excellent healing options (both personal and for others). On the other hand, his passive skills are geared more towards attack / defense balance than pure defense, and some of his skills are very expensive. And where the Knight's spells usually last longer, the Templar's must be used at the appropriate time to take effect. The sorcerer does very high group damage, is very mobile, has very good Magicka regeneration and, in addition to a damage shield, he has two excellent armor boosts. And if he does not fight alone with the knife between his teeth, he does have several pets that will help him control and fight his enemies. It is undoubtedly an atypical tank, but which has all the necessary tools to be as efficient as the others. As for the Lamenoire, it is the archetype of the tank based on an aggressive playstyle. While he will need to seek out-of-class skills to increase his armor, he is second to none at controlling enemies, weakening their power, decreasing their chances of hitting him, and reducing damage to him. He regenerates his health and resources upon striking, and is able to literally teleport to the battlefield.

 

What about the initial questions, suddenly? Tanking exists, that's for sure. To qualify it as "totally different from other MMOs" is perhaps a bit optimistic because there are many classic mechanisms. But yet, it is clear that it has its specificities. First of all, holding the aggro of a boss is clearly simplified. Two different skills are dedicated to it, neither of which depends on the classes. One is in contact, the other at a distance, but both allow you to be quiet for 15 seconds. The controls being legion and the single-target provocations, it would be better to avoid throwing yourself headlong into a battle by relying on the tank to take everything. Unless you are high enough level to roll over opponents without concern, you will have to choose which targets to fight and which targets to control. Finally, the options for survival. We could see that they were of different types. Increased armor, spell resistance, block, dodge, decreased re-entry damage, decreased enemy power, chance to hit, damage shield. In my opinion, the skills of our bars will change a lot. Depending on the opponent and the type of damage he inflicts, depending on our equipment and diminishing returns, depending on our advancement in a particular skill line. But more than all this, it is indeed the management of our resources and our responsiveness that will be crucial. We are far from the overbidding of certain games in which tanks have incredible life and armor. Everyone here can wear heavy armor, and we have the same points as everyone else to increase our life pool and resources. It will therefore certainly be necessary to ensure that our action bars allow us to adapt, but above all to use them with sufficient discernment so that at any time, we are able to dodge the next attack, block or dodge the next attack. 'to limit the effects. I don't know about you but I can't wait to get started! ?

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