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# Tank Hardest Role to play. Need to know every pull by the heart, know how to dodge the mob's skills and keep aggro. ## Gears and Skills ### Main Weapon #### Incubus mace I tried all other maces and none of them as good as **Incubus mace**. The **Shrinking Curse** E skill of the **Incubus** have **20% Max and Current Health Reduction** and **Damage Dealt reduction by 40%** which is overpowered. #### Incubus mace skills Q skill on **Threatening Smash**, W skill **Air Compressor**, E skill **Shrinking Curse**. I like passive on **Energetic** but can be anything. ### Offhand #### Astral Aegis/Sarcophagus **Astral Aegis** and **Sarcophagus** clumping mobs nicely, if you go other off-hand for example **Leering Cane** mobs going to spread all over the place after your W **Air Compressor** skill. ### Head Piece #### Soldier Helmet/Mistwalker Hood Both are good. Matter of preference. Personal choice is **Soldier Helmet** because it can deny mob's **damage and CC** but with **Fallen Staff's** E skill **Salvation** the **Mistwalker Hood** might be most optimal, especially when comparing **D skill cooldowns**. **SH** **40 seconds** versus **MH** **25 seconds**. Another argument in favor of **MH** might be skill duration **5 seconds** versus **SH** **2.5 seconds**. #### Soldier Helmet/Mistwalker Hood skills D skill **Block** for **Soldier Helmet**, passive is **Toughness**. **Immortal** and **Quick Thinker/Balanced Mind** for **Mistwalker Hood**. ### Chest Piece #### Guardian Armor/Any plate armor **Plate armor** is a must for a tank as it has highest **Defence**, **Armor**, **Magical Resistance** and **Max Health** . Tank on **Plate armor** always going to take reduced damage from mobs compared to the **Leather Armor** or **Cloth Armor**. #### Guardian Armor/Any plate armor skills Most popular armor is a **Guardian Armor** as it has **Enfeeble Aura** R skill which **Reduces damage of affected enemies by 60%**. It's especially useful during big pulls. If you using any other plate armor you should use **Taunt** R skill, which helps with holding the aggro. **Thoughness** on the first passive, **Protective Instinct** on the second. **Protective Instinct** increases your **Threat Generation by 400%**, without it you probably will not be able to hold aggro as a tank. ### Leg Piece #### Royal Boots **Royal Boots** have a good **speed and speed duration** combination. All other boots are either too slow or doesn't last that long for tank to do big pulls effectively. #### Royal Boots skills **Royal March** F skill and **Toughness** passive. ### Cape **Martlock Cape** for extra defenses during big pulls or **Caerleon Cape** for that additional **Q skill** to keep a mob's aggro better. ## How to Play ### Getting speed buff As a tank you start with F skill **Royal March** and get **10 stacks** on your speed buff. Getting maximum bonus will help you do more cleaner pulls. In general you never want to do slow pulls. ### Pulling the mobs After you got your speed buff use Q skill **Threatening Smash** on the first group of mobs you want to pull and run straight to the second group. Try to spam your **Q skill** on the mobs, it helps with increasing your **Threat** towards the mobs. The more **Threat** you have, the lower the chance you will lose aggro. After that W skill **Air Compressor** and immediatedly **Soldier Helmet's** D **Block** skill or **Mistwalker Hood's** **Immortal**. If you using **SH** you will need to cancel it after around **1 second** in order to use your **E skill**. ### Debuff After mobs clumped immediately use your E skill **Shrinking Curse** on the clumped mobs and continue spamming your Q skill on cooldown in order to keep the aggro. If some of the mobs chasing **DPS** or **Healer** use **Taunt** R skill on them. The mobs should die in one rotation. ### Secret to clean pulls Secret to clean pulls is your running path. Sometimes you will see mobs walking into clump themselves even when not clumped by **Air Compressor**, the reason is if you go far enough from them they forced to chase you. In general for example if there is 2 group of mobs you start by aggroing first group with Q **Threatening Smash** then running to the edge of the second group and then back to the far edge of the first and back to the center and then press W **Air Compressor**, mobs should clump nicely. Same for 3 or more groups. ### Threat Spam your **Q ability** on cooldown, it increases your threat. Mobs attack the player who has the highest threat value. You can also spam your R **Taunt**, but i like to keep it for the **Dark Paladin's** skill that changes all mobs aggro. ### Shadowcaller Debuff Make sure most of the mobs are close to you when the **Shadowcaller** E **Inner Shadow** skill hits, otherwise debuff not going to work. You can even let yourself get hit by mob's skills if it helps you with landing the debuff on the mobs. ### Big Pulls If you doing big pulls make sure to alternate between big and medium pulls, so healer have their **Graveguard Helmet** D **Sacrifice** skill's cooldown ready.
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# Tank Hardest Role to play. Need to know every pull by the heart, know how to dodge the mob's skills and keep aggro. ## Gears and Skills ### Main Weapon #### Incubus mace I tried all other maces and none of them as good as **Incubus mace**. The **Shrinking Curse** E skill of the **Incubus** have **20% Max and Current Health Reduction** and **Damage Dealt reduction by 40%** which is overpowered. #### Incubus mace skills Q skill on **Threatening Smash**, W skill **Air Compressor**, E skill **Shrinking Curse**. I like passive on **Energetic** but can be anything. ### Offhand #### Astral Aegis/Sarcophagus **Astral Aegis** and **Sarcophagus** clumping mobs nicely, if you go other off-hand for example **Leering Cane** mobs going to spread all over the place after your W **Air Compressor** skill. ### Head Piece #### Soldier Helmet/Mistwalker Hood Both are good. Matter of preference. Personal choice is **Soldier Helmet** because it can deny mob's **damage and CC** but with **Fallen Staff's** E skill **Salvation** the **Mistwalker Hood** might be most optimal, especially when comparing **D skill cooldowns**. **SH** **40 seconds** versus **MH** **25 seconds**. Another argument in favor of **MH** might be skill duration **5 seconds** versus **SH** **2.5 seconds**. #### Soldier Helmet/Mistwalker Hood skills D skill **Block** for **Soldier Helmet**, passive is **Toughness**. **Immortal** and **Quick Thinker/Balanced Mind** for **Mistwalker Hood**. ### Chest Piece #### Guardian Armor/Any plate armor **Plate armor** is a must for a tank as it has highest **Defence**, **Armor**, **Magical Resistance** and **Max Health** . Tank on **Plate armor** always going to take reduced damage from mobs compared to the **Leather Armor** or **Cloth Armor**. #### Guardian Armor/Any plate armor skills Most popular armor is a **Guardian Armor** as it has **Enfeeble Aura** R skill which **Reduces damage of affected enemies by 60%**. It's especially useful during big pulls. If you using any other plate armor you should use **Taunt** R skill, which helps with holding the aggro. **Thoughness** on the first passive, **Protective Instinct** on the second. **Protective Instinct** increases your **Threat Generation by 400%**, without it you probably will not be able to hold aggro as a tank. ### Leg Piece #### Royal Boots **Royal Boots** have a good **speed and speed duration** combination. All other boots are either too slow or doesn't last that long for tank to do big pulls effectively. #### Royal Boots skills **Royal March** F skill and **Toughness** passive. ### Cape **Martlock Cape** for extra defenses during big pulls or **Caerleon Cape** for that additional **Q skill** to keep a mob's aggro better. ## How to Play ### Getting speed buff As a tank you start with F skill **Royal March** and get **10 stacks** on your speed buff. Getting maximum bonus will help you do more cleaner pulls. In general you never want to do slow pulls. ### Pulling the mobs After you got your speed buff use Q skill **Threatening Smash** on the first group of mobs you want to pull and run straight to the second group. Try to spam your **Q skill** on the mobs, it helps with increasing your **Threat** towards the mobs. The more **Threat** you have, the lower the chance you will lose aggro. After that W skill **Air Compressor** and immediatedly **Soldier Helmet's** D **Block** skill or **Mistwalker Hood's** **Immortal**. If you using **SH** you will need to cancel it after around **1 second** in order to use your **E skill**. ### Debuff After mobs clumped immediately use your E skill **Shrinking Curse** on the clumped mobs and continue spamming your Q skill on cooldown in order to keep the aggro. If some of the mobs chasing **DPS** or **Healer** use **Taunt** R skill on them. The mobs should die in one rotation. ### Secret to clean pulls Secret to clean pulls is your running path. Sometimes you will see mobs walking into clump themselves even when not clumped by **Air Compressor**, the reason is if you go far enough from them they forced to chase you. In general for example if there is 2 group of mobs you start by aggroing first group with Q **Threatening Smash** then running to the edge of the second group and then back to the far edge of the first and back to the center and then press W **Air Compressor**, mobs should clump nicely. Same for 3 or more groups. ### Threat Spam your **Q ability** on cooldown, it increases your threat. Mobs attack the player who has the highest threat value. You can also spam your R **Taunt**, but i like to keep it for the **Dark Paladin's** skill that changes all mobs aggro. ### Shadowcaller Debuff Make sure most of the mobs are close to you when the **Shadowcaller** E **Inner Shadow** skill hits, otherwise debuff not going to work. You can even let yourself get hit by mob's skills if it helps you with landing the debuff on the mobs. ### Big Pulls If you doing big pulls make sure to alternate between big and medium pulls, so healer have their **Graveguard Helmet** D **Sacrifice** skill's cooldown ready.
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