(GUIDE) How to PVE TANK
Posted: Thu Jul 05, 2018 10:32 am
Hello everyone!
Since the ch22 PQ´s got released i have heard all kinds of wierd statements regarding tanking PVE mobs, most of them completely false. So i decided to write up a few pointers for people willing to give tanking in PVE, a try.
First off sorry for any grammatical errors as im not from a native english speaking nation.
A: Regardless of your class, tanking is in 99% of the cases done with 1h weapon + shield. Swordmaster MIGHT be the exception in some very few cases.
B: On the live version of the game Monsters didnt have stats per say (this has been ever so slightly changed here if im not mistaken). So if you play in a warband and you load up on toughness and get 950 toughness, very high number so you are SUPER TANKY! In PvE this means almost squat,close to nothing; because what toughness does is subract from your attackers mainstat. If a witch hunter attacks you your toughness reduce his strenght, if its a sorc who attacks then its intellect. If a mob attacks you its...nothing, because they dont have strenght in numbers that our toughness can have an impact on. You may at best reduce a incoming 4000 dmg attack to 3940 instead, its that useless for PvE.
C: So stats that you need are 1: Wounds (low wounds and a lucky series of hits can kill you before healers can react).
2: Armor ~General consesus is the more the merrier but as close to 5000 as you can get is your aim. This partly why Winds Impervious, dwarfen racial armor tactic and Redeye set bonus are so very valuable!
3: Parry/Block as high as possible. Attacks always hit, theres no "miss roll". So first it hits, then computer rolls for dodge/disrupt or parry/block then if it passes it checks armor value, resists, toughness and finally it checks if it was a crit or not.
So parry/block negates ALL incoming damage from the attack, very powerful. Only shields can parry spells or arrows. SM is the exception with Wall of Darting steel wich increases dodge/disrupt as well as parry while its channeled.
4: Chance to be critted needs to be at 0%! Mobs have no crit value by themselfs, its possible that some hero/lords have +crit but generally no pve mob can ever crit you EXCEPT for when you have a crit chance on yourself. If you hover over the initiative stat then you will see how high chance people and mobs have of landing a critical attack on you. If its 18% chance then almost 1/5 of all attacks that lands on you, will be critical hits and thats horrifying when the hero hits you normaly for 2000-6000+ dmg per hit. So be CRIT IMMUNE!
D: Mobs have armor penetration values (not the same as weaponskill), this means some % of your armor will always be ignored by the mob/hero/lord. Your maximum armor cap value is at 75% but since a lords theoretical attack of 6000 dmg against you will ignore some armor, its wise to go above the 75% limit.
And this also means that the few items in the game with - armor % ignore becomes quite nice to use. For example on Chosen you can use the piercing repel tactic to get -10% armor penetration. If you stack this with Fleshrender rings from the lair in KV, then you can get a whooping 8-18% (depending on class) reduction on how much the hero ignores your armor.
Aggro: This is basically how much the monster hates you, if it hates you the most then you have aggro and the monster will try to kill you. So as a tank thats what you want, and you have a few tools to achieve just that.
First of is a tactic called Menace wich doubles the amount of threat you cause. Always slot this.
Next is Taunt and Challenge, im not certain if they cause the same amount of threat but taunt is the same thing as a 2500 dmg attack, challenge is probably the same thing but in a cone fanning out infront of you.
So taunt does NOT force a mob to attack you but you use it for instant extra threat/aggro gain. Attacks to use in a normal rotation should involve anything that boosts your armor/parry/block. Several tanking skills increase armor by more then even the best pots can. Each tank class also have a special melee attack that causes significantly more threat, in the case with the chosen this skill is called Enraged blow.
Auras for Chosen/Knight: Since mobs dont generally have stats then some auras are just not useful.
For example, dont run toughness aura. Mobs dont care. Strenght aura might boost your team mates, but a reduced strenght on the mob wont do much at all. Resist aura works! All mobs seem to have resist values so running this aura will greatly help your groups magic dps. Other then that i would suggest aoe dmg aura for extra aggro, or On your guard for knight, plus AP generation aura and self heal on defence aura for more aggro since healing also cause some aggro.
Other then that theres no auras that really do anything against mobs.
Now im sure i have missed a few things so feel free to ask or correct me as you see fit.
See you all and good luck with your tanking!
Since the ch22 PQ´s got released i have heard all kinds of wierd statements regarding tanking PVE mobs, most of them completely false. So i decided to write up a few pointers for people willing to give tanking in PVE, a try.
First off sorry for any grammatical errors as im not from a native english speaking nation.
A: Regardless of your class, tanking is in 99% of the cases done with 1h weapon + shield. Swordmaster MIGHT be the exception in some very few cases.
B: On the live version of the game Monsters didnt have stats per say (this has been ever so slightly changed here if im not mistaken). So if you play in a warband and you load up on toughness and get 950 toughness, very high number so you are SUPER TANKY! In PvE this means almost squat,close to nothing; because what toughness does is subract from your attackers mainstat. If a witch hunter attacks you your toughness reduce his strenght, if its a sorc who attacks then its intellect. If a mob attacks you its...nothing, because they dont have strenght in numbers that our toughness can have an impact on. You may at best reduce a incoming 4000 dmg attack to 3940 instead, its that useless for PvE.
C: So stats that you need are 1: Wounds (low wounds and a lucky series of hits can kill you before healers can react).
2: Armor ~General consesus is the more the merrier but as close to 5000 as you can get is your aim. This partly why Winds Impervious, dwarfen racial armor tactic and Redeye set bonus are so very valuable!
3: Parry/Block as high as possible. Attacks always hit, theres no "miss roll". So first it hits, then computer rolls for dodge/disrupt or parry/block then if it passes it checks armor value, resists, toughness and finally it checks if it was a crit or not.
So parry/block negates ALL incoming damage from the attack, very powerful. Only shields can parry spells or arrows. SM is the exception with Wall of Darting steel wich increases dodge/disrupt as well as parry while its channeled.
4: Chance to be critted needs to be at 0%! Mobs have no crit value by themselfs, its possible that some hero/lords have +crit but generally no pve mob can ever crit you EXCEPT for when you have a crit chance on yourself. If you hover over the initiative stat then you will see how high chance people and mobs have of landing a critical attack on you. If its 18% chance then almost 1/5 of all attacks that lands on you, will be critical hits and thats horrifying when the hero hits you normaly for 2000-6000+ dmg per hit. So be CRIT IMMUNE!
D: Mobs have armor penetration values (not the same as weaponskill), this means some % of your armor will always be ignored by the mob/hero/lord. Your maximum armor cap value is at 75% but since a lords theoretical attack of 6000 dmg against you will ignore some armor, its wise to go above the 75% limit.
And this also means that the few items in the game with - armor % ignore becomes quite nice to use. For example on Chosen you can use the piercing repel tactic to get -10% armor penetration. If you stack this with Fleshrender rings from the lair in KV, then you can get a whooping 8-18% (depending on class) reduction on how much the hero ignores your armor.
Aggro: This is basically how much the monster hates you, if it hates you the most then you have aggro and the monster will try to kill you. So as a tank thats what you want, and you have a few tools to achieve just that.
First of is a tactic called Menace wich doubles the amount of threat you cause. Always slot this.
Next is Taunt and Challenge, im not certain if they cause the same amount of threat but taunt is the same thing as a 2500 dmg attack, challenge is probably the same thing but in a cone fanning out infront of you.
So taunt does NOT force a mob to attack you but you use it for instant extra threat/aggro gain. Attacks to use in a normal rotation should involve anything that boosts your armor/parry/block. Several tanking skills increase armor by more then even the best pots can. Each tank class also have a special melee attack that causes significantly more threat, in the case with the chosen this skill is called Enraged blow.
Auras for Chosen/Knight: Since mobs dont generally have stats then some auras are just not useful.
For example, dont run toughness aura. Mobs dont care. Strenght aura might boost your team mates, but a reduced strenght on the mob wont do much at all. Resist aura works! All mobs seem to have resist values so running this aura will greatly help your groups magic dps. Other then that i would suggest aoe dmg aura for extra aggro, or On your guard for knight, plus AP generation aura and self heal on defence aura for more aggro since healing also cause some aggro.
Other then that theres no auras that really do anything against mobs.
Now im sure i have missed a few things so feel free to ask or correct me as you see fit.
See you all and good luck with your tanking!