
The comparisons between Warhammer Online and World of Warcraft run rampant throughout the Internet. One of the biggest differences when it comes to RvR, is the role that the Tank classes play in group combat. While WoW tanks were completely useless and would just re-spec to a DPS talent-build to compete, the Tank archetype in WAR requires the player to provide a whole new element in RvR. Within the archetype, there are a number of different classes, all with the different skills and playstyle mechanics (i.e. Ironbreaker’s Grude vs. the Chosen’s Auras), but for now we’ll be focusing on the tank class archetype as a whole, and why it’s potentially the important class on the battlefield.
Naturally when it comes to tanking, survivability should be a core concern, I can tell you that it probably won’t be a problem in WAR, because from what I’ve seen so far, tanks are very hard to take down even without healing support. Once you get a dedicated healer to back you up, it’s quite possible that you will not go down, at all. Tanks naturally have much higher wounds (health) than any other class in the game and their armor seems to grant higher armor/resistance bonuses. This also dispels the ‘Rock/Paper/Scissors’ theory in RvR, seeing as I had just as much trouble bringing down Ironbreakers and Swordmasters on my Sorceress (supposedly the counter to tanks) as the Witch Elves beside me.
This brings me to the point of tanking gear. There seems to be an abundance of defensive stats in Warhammer Online, and their functionality seems more thought-out then that of WoW. First off, armor works the same, as it grants you a % reduction in damage taken from melee attacks. The difference is in the way magic resistances work; they also grant you a set % damage reduction from a certain school of magic, instead of an arbitrary chance to resist the spell (resists do happen as well, are called ‘disrupts,’ and are governed by a different stat altogether). On top of that, you can raise your overall health through the Wounds stat, Toughness will reduce the overall damage you take on top of your armor/resistances, and Initiative decreases the chance you will be critically hit by enemies. I have a feeling that the defensive potential of the tank classes is amazing, and once they get a good set of gear at max rank, it will be very hard to do anything against them if they’re backed by a solid healer.
Control the Battle
Aggro. Threat. Hate. No matter what you call it, tanks need it to be useful in a fight. While in PvE encounters you’ll be able to force a monster to attack you just by using certain abilities and skills, players in RvR will have a mind of their own. This is not to say that there’s no way of convincing other players to attack you, instead of your squishier teammates. The first thing tanks get is a Taunt ability. (more…)
