Tanks will also achieve survivability by stacking stats and using abilities that contribute to damage avoidance. Note, however, that the stacking of armor is subject to diminishing returns - the addition of more and more armor will provided progressively less and less additional damage reduction as the numerical armor value of the armor rating rises. Armor reduces damage by a given percentage. Tanks will stack large amounts of armor in order to reduce the severity of the hits they sustain. Tanks can easily have twice the total health value of their non-tank allies. Because most damage is delivered in the form of a raw numerical value (as opposed to a strict percentage of the tank's health), higher health values mean that incoming damage results in a smaller percentage of health loss. Tanks will create large health pools in order to survive the large volumes of damage that they will sustain. This is done by any combination of the three ways However, the task of survivability also rests heavily on the shoulders of the tank. The primary way that survival is achieved is by way of the services of the healer, who will continue to restore the tank's health so he/she does not die, and thus allowing him/her to withstand the next attack, and seek other targets. As the tank is meant to ensure that they are the target of the current attack, as well as the next series of attacks, he/she must survive to do this. A taunt forces a creature to attack the tank for a set period of time, regardless of current threat levels or attack priority on the creature's attack table.īecause tanks suffer large amounts of damage, they rely on large amounts of health, Armor or evasiveness. Regardless of damage, so long as a tank generates more threat on their target(s) than their allies, he/she has essentially done a major portion of his/her job, and the group will usually find success.Īll tanks also often have one or more taunt abilities which allow them to force a target to attack them. There are very few exceptions to the above rule. ¤ Given the choice, a Tank should ALWAYS choose to generate threat instead of damage ¤ It is difficult to overstate the importance of threat for a tank: Threat is the key game mechanic for a tank. Tanks will also generate threat by attempting to interrupt casters and by apply debuffs to their targets, making the tank a higher priority target for attacks (by way of nullifying or mitigating the potential for damage), despite not dealing damage directly. This is a key dynamic of threat generation, because tanks rarely produce the raw damage output needed to keep ahead on threat with allies who are playing the DPS role. Most tank abilities generate high amounts of threat relative to the raw numerical damage that they produce that is, at a ratio of greater than 1:1 (in some cases, tank abilities or actions will generate threat without producing any damage at all). Indeed, threat generation is the primary tool used by the tank to make themselves the most tempting or highest-priority target of enemy attacks, thereby diverting attention away from their allies. There are two ways to hold aggro on creatures: high levels of threat, and taunts.Ī tank must generate large amounts of threat in order to hold aggro on a target. Failure to do so is the most common reason for a group wipe. Tanks need to ensure that they remain on the top of the creature’s attack priority table at all times. The first of a tank’s two responsibilities is attracting the attention of all creatures that the group is fighting. Second, the tank must work to survive incoming damage, either through a large reserve of health, or by way of damage reduction (specifically, by pure avoidance of damage, or by mitigating severity of damage via high armor values). Tanks must do two things to be successful: first, the tank must be the party member attracting the attention of all creatures (typically by using a game mechanic that forces it to be targeted, known as threat generation). Environment" settings (PvE), tanks are nearly always at the center of combat.
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