Tank Explanation for this Patch

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Alzafan
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Postby Alzafan » Jun 14, 2016 22:34

Hello, I'm looking to start a tank for RvR purposes and I'm having trouble finding relevant information. I'm hoping that someone on the forums can help explain the main differences between the Blademaster, Champion, and Hero classes.

I know the basic information, e.g., Blademaster has Celtic Dual and Hero has Large Weapons, but I'm hoping for a bit more information than that.

What does a Blademaster do in an 8-man group vs a Hero?

Which one is more important to roll at this point in time?
Last edited by Alzafan on Jun 14, 2016 23:35, edited 1 time in total.

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barto22
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Postby barto22 » Jun 14, 2016 22:42

Blademaster does damage. Hero does defence. That's a pretty simple way to explain in. If you wanted to play a dps hero then you'd most probably need to find s set group willing to let you do just that. Otherwise most groups will want you as defence; guard slam and snare.


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Vitticus
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Postby Vitticus » Jun 15, 2016 06:51

The main thing you need to know is "Determination:"

    Determination 1: 15% reduced mez / stun / root duration
    Determination 2: 30% reduced mez / stun / root duration
    Determination 3: 45% reduced mez / stun / root duration
    Determination 4: 60% reduced mez / stun / root duration
    Determination 5: 75% reduced mez / stun / root duration

Heros and Blademasters get Determination. Champions and Valewalkers don't. Majority of serious RvR groups that run tanks will have room for 1-3 tanks with determination, but room for only 1 or no tanks without determination. Your chances of getting group increases if you play a tank with determination.

But to specifically answer your question:

Most frontload damage: 1. Champion, 2. Hero, 3. Blademaster
Most damage per second: 1. Blademaster (since they swing faster and have triple wield), 2. Champion (assuming they aren't stuck in cc like they usually are), 3. Hero
Most survivability: 1. Hero, 2. Champion, 3. Blademaster
Stuck in cc the most: Champion :cry:

You'll be safest going with Hero or Blademaster in RvR. They are the slowest to level though.
Last edited by Vitticus on Jun 15, 2016 07:25, edited 1 time in total.

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Vitticus
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Postby Vitticus » Jun 15, 2016 07:05

In terms of Blademaster vs Hero:

Either class can target call since they both have determination (they aren't stuck in cc all the time). Hero is preferred since they have better survivability.

The Blademaster swings faster and they get triple wield.
The Hero swings slower, but does more damage per swing.

Both classes have mechanisms for peeling off their healers:
- Blademaster has a backside snare and a side stun positional
- Hero has a backside snare with spear, a backside stun with large weapons, and can stun with shield.

You can't go wrong with either one. They're DET TANKS!! :P

Kalidore
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Postby Kalidore » Jun 15, 2016 07:39

Vitticus...now theres a name I havent seen in years. Whats up man. (pretty sure we played together in Saves the Day)

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Vitticus
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Postby Vitticus » Jun 16, 2016 02:33

Yeah. Sup Zargus. I remember :lol:

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De_Kus
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Postby De_Kus » Jun 20, 2016 13:08

As simple as the role of a tank sounds, actually playing it well in RvR isn't that easy. Ranged enemies want to kite you or kill your casters and healers first. Your mission is to prevent this. Determination obviously prevents you from getting CCed out of battle, tankiness prevents you from being an easy target. Now what's left are 2 missions, that often can't be done at the same time and needs good group coordination and/or decision making:
* Peel: Put guard on your squishes/healers and slam everyone daring to get into melee with them, assist leader might switch target on these, if not hitting some slow/snare styles can help a lot for your friends to get away meanwhile
* Disrupt/CC: Run in offensively and try to slam the target of the main assist leader while trying to interrupt as many casters/healers as possible with normal attack (don't waste stun immunity on them yet) - in case you get rooted, draw your bow to interrupt

I personally consider it hard to keep of everything that happens around you. Ranged roles have the advantage here, since they have only to move the camera a bit to the left and right, click their targets (either for heal, or click assist -> face -> cast), while tanks have to move them 360°, maybe even walking in other directions than looking, because while they are chasing someone, they might keep an eye open when to switch target again. Tanks are rarely blindly assisting the main assist train, but finding their own priority targets.

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Vitticus
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Postby Vitticus » Jun 26, 2016 11:14

I just noticed Blademasters and Mercenaries get charge. Berserkers do not. It's not a realm ability, but rather a class ability they get at level 40.

Is this the same charge in NF that makes you immune to CC?

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pweet
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Postby pweet » Jun 26, 2016 11:18

Vitticus wrote:I just noticed Blademasters and Mercenaries get charge. Berserkers do not. It's not a realm ability, but rather a class ability they get at level 40.

Is this the same charge in NF that makes you immune to CC?

No you just don't lose endu while sprinting. It's not so good ;)

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Capass7x1
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Postby Capass7x1 » Jul 09, 2016 16:16

Vitticus wrote:I just noticed Blademasters and Mercenaries get charge. Berserkers do not. It's not a realm ability, but rather a class ability they get at level 40.

Is this the same charge in NF that makes you immune to CC?

Berserkers do you have charge also


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