Tank

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Alpha-2 Tank preview gameplay.{[1]

As the heart of any good unit, a Tank knows their duty and strength lie at the front lines of the fray. All around them, the battle ebbs and flows with the steady beating of that heart. While some may channel essence to create fire or summon ethereal beings, Tanks manipulate essence to gird their bodies and reshape the battlefield. Against an unstoppable force, the Tank becomes an immovable object, with essence binding them to the earth. Tanks can pull at the threads of an opponent’s mind, manipulating their emotions and goading them into devastating tactical mistakes.[2]

Tank1.PNG Tank is an archetype in Ashes of Creation.[3]

Ashes of Creation tank will be a pretty classic one: One that tank players are familiar with; and I think that's what people want. We don't need to necessarily redefine what the tank is, but I think we can improve it. There's some things that obviously- you'll have your expected mechanics like threat management and generation, mitigation, control, battlefield control, CC effects; but then we'd also like to see more direct ways of protecting your party members too- exploring, like Aegis, that's just scratching the surface of that thing; but being able to actually actively take damage for your allies, that isn't just manipulating the AI is another thing about tanks that I think a lot of people deal with other games, is they're they're pretty bad in PvP, like when threat is removed from the equation, what am I doing as a tank when players just ignore me? And so we want to offer more direct mechanics that cause even players- or encourage players to attack the tank to make it so that the tank can't protect their allies against you.[4]Tradd Thompson

All classes with Tank as primary archetype will be viable for tanking upper-end raids, dungeons and world bosses.[5][6]

Q: When it comes to tanking, will it be primarily the tank archetypes that will be able to tank, or can other people tank?
A: Other people can tank. It really depends on the setting. If we're talking high-end raiding or dungeoneering and playing in these areas that require a main tank, that role and responsibility lies to the Tank archetype. Now tank archetypes can obviously take secondary archetype selections and they can hybridize across different roles. That'll give them a bit of horizontal utility or horizontal progression to the augment system; and the best tanks are going to be the tanks that double down in that role.[5]Steven Sharif
  • The developers are considering formation-based mechanics that grant effects such as damage mitigation based on positioning of party members.[7]
Also formation-based type effects. For example, there's a really cool skill that we just began working on for the tank, where you have a vector required for players to be within behind that tank that mitigates damage incoming from a different direction. So there's directional-based type situations that require location of players in your party to be cognizant of those locations.[7]Steven Sharif
  • Tanks in general will have some control over encounters but will likely not have total control.[8]
Q: Tanks need to do two things: Mitigate damage and hold aggro. How will tank weapons, shields, and armor balance these two dynamics compared to other gear sets?
A: I think it does so in a few ways. I mean, obviously stack composition and your itemization choices are important. Making sure you're driving up your constitution-based stat allocation through selection of certain set bonuses and/or stat modifiers. But in addition, a big portion of that is not just through itemization, but also through your skill tree selections; and they don't have to be diametrically opposed. The ability to garner additional threat is predicated on your rotational selection and and how you are leveraging certain types of set bonuses that are catered towards that role specifically. So some set bonuses will have specific, very targeted benefits like additional threat generation. But in addition, if you're going to mitigate damage, you need to make sure you're focusing on your health pool: how much health pool do you have available to you? What type of damage are you mitigating- because we have different types of damage mitigation from magic to physical; and that's predicated on who your opponent is, where your adversary lives. Both of those are viable selection or viable strategies.[9]Steven Sharif
Q: What steps are being taken or considered to make the tank archetype viable in PvP engagements?
A: It's important to note that in a lot of MMOs that probably many of us have played. PVP can feel like a slapped on design consideration; and our approach is very holistic in the sense that we take into account the fact this is a PvX game. So when we're designing the class kits, we are making sure that mechanics and designs are targeting applicability both in PvE settings as well as PvP settings. That's very important. There are also special mechanics, like how threat is used in PvP, how taunts are used in PvP. Those things I think require testing, but we have some ideas that will make them relevant so that you don't have abilities that have no relevancy in PvE or PVP, but have some cross application.[11]Steven Sharif
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Tanks will have different build options:[12]

Tanks will not be forced to have a shield but it will definitely be a viable option.[12]Jeffrey Bard

Shields

Shields are a type of weapon in Ashes of Creation.[14]

  • Shields in the MMORPG grant a static defense/damage mitigation value.[15]
  • Shields may also offer additional value/block chances on a directional basis.[15]
  • Shields cannot be dual wielded.[16][17]

See also

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