Really short clip which is basically cut from a bit longer movie I wanted to post, but decided it’s a bit too boring. I’ll fraps some more action soon. The reason why I’m posting this little clip is because it shows perfectly how tanks operate in group PvP. I think I don’t have to post whole ability lists now that WARDB is up and running with pretty clear Mastery calculators, Actions and Tactics, so I’ll just stick with the stuff that makes tanks in Warhammer special, in a good meaning. Pretty much every tank has those abilities, they might have different names or icons, but they are there, so here goes:
Taunt - who the fuck use taunt in PvP? Well, warhammer tanks do. This is extremely sexy ability especially for dps oriented tanks: You enrage your opponent, interrupting any currently building abilities and forcing monsters to attack you. While taunted your opponent will take 30% more damage from your attacks. This effect will fade after 15 seconds or after your opponent has hit you 3 times. So, a ranged spell interrupt and damage bonus, which is supposed to force the enemy to attack you, if that doesn’t help, there is still…
Challenge - You challenge all opponents in front of you, forcing monsters to attack you. While challenged, your opponents will deal 30% less damage to everyone other than you. This effect will fade after 15 seconds or after your opponent has hit you 3 times. You probably already noticed that tanks in WAR works exactly oposite to warriors in WoW, where warrior is the weakest when ignored, tanks in WAR are working really well when ignored (and soak damage when focused, so either way you are doing your job). Challenge is a perfect way to protect your allies from opponents trying to train them, as is…
Where You Going? - Effected opponents are rooted for 5 seconds and cannot move. There is a 50% chance of the root breaking with every hit. CC is generally limited to short stuns/knockdowns, knockbacks, roots and snares in WAR (no fear or polymorph bullshit), and tanks have a fair part in those. Where You Going is a short duration, long cooldown (60 seconds is long cooldown by the norms that WAR has) AoE root, melee zerging someone, root them. Also a pretty nifty tool for catching runners if used like piercing howl in WoW. But what if I get rooted myself?
Juggernaut(, Bitch!) - You become filled with unstoppable power, removing all snaring, rooting, stunning, and disarming effects. What was that must-have must-farm trinket called? Bah, who cares anyway. WAR gives you instant CC removal every minute for free, can’t stop da Juggernaut!
And that’s it, those are generic abilities, all tanks has their own ways of protecting allies through various buff, knockbacks etc. So a fully tank-specced immortal Tank is not going to be ignored and killed last like he is in that other game, he will be there he can debuff you, burn your ap or piss you off by other means, while at the same time making sure any target you might pick is a wrong one. Obviously, nothing stops you from protecting your team mates with any build you might be using ;).
Update: changed the video from vimeo to youtube ><.
Terhix