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Morphing this skill comes down to personal preference. The main difference is that Inner Rage costs magicka, while Inner Beast costs stamina. Overtaunting happens when an enemy gets taunted too many times too fast.
In ESO an overtaunt happens when an enemy receives a 3rd taunt within 15 seconds. This can happen between multiple tanks. So the third taunt within 15 seconds, no matter the casting person, will always be an overtaunt.
Overtaunting makes an enemy immune to any taunts for the next 15 seconds. Essentially this means that the enemy will stay focused on the person that did the 3rd taunt within those 15 seconds, as any other taunts on the immune enemy are now useless.
However, there are instances where you will need two or even three tanks. These instances also require tanks to swap bosses around.
Of course, if a boss is overtaunted, you will be unable to swap it with the other tank as it has become immune to the taunts of the other tank.
In general, just avoid overtaunting. It might not be a big deal in the easier content, but it definitely is bad practice and can really cause problems later in the game.
Pretty much the first significant choice you will make in this game. It can be hard to choose a class, especially when the combat mechanics are still vague to you.
First of all, you need to make a decision on your play style. Are you here to have fun, not really interested in doing hard content in endgame per se?
Then do not worry about this choice and pick whatever you think is the most fun. However, if you are interested in doing harder content later in the game, or even want to go for performance or difficult achievements, then be very careful.
You need a certain toolbox to be an optimal tank, and some classes are simply stronger than others. Note that this does not mean the other classes cannot be tanks.
All I am simply saying is that the other classes lack a certain element from the tanking toolbox, and thus they are less wanted.
The Dragonknight has a very luxurious tanking toolbox and is often cited to be the best at tanking. They are very good at managing resources while maintaining a steadfast combat position.
They have a passive skill called Helping Hands which lets them regenerate stamina while shielding allies and themselves. This even works while blocking.
They also have a passive called Battle Roar. Battle Roar gives the Dragonknight a ton of resources back when they use an ultimate ability. This passive also works while blocking.
The Dragonknight also has very useful crowd control abilities. The most prominent one being the Unrelenting Grip skill. This skill is a gap closer, but it has the unique property that it pulls the enemy to you, instead of you to the enemy.
This can be extremely useful when a tank wants to stack enemies on top of each other so that his group can burn them down easily. Usually chaining in a lot of enemies is followed by rooting them to the ground.
The Dragonknight also has a very useful skill for this purpose, Choking Talons. This is a very strong combination of skills.
You chain the enemies to one spot and then root them in place, making killing groups of enemies much faster and easier for your team. When it comes to self healing, the Dragonknight is also equipped.
Green Dragon Blood is a very strong and useful self healing skill. It costs a bit of magicka, but when used at the right moments it can heal for a tremendous amount.
Lastly, the Dragonknight has a fail-safe ultimate, Magma Shell. This ultimate basically gives you godmode for twelve seconds.
Allowing you to cover up mistakes, or resurrect group members in nasty situations. Wardens were introduced to the game during the Morrowind update.
They make very solid tanks and are a great deal of fun to play. They excel at buffing team members and contributing to group healing while maintaining a stable combat position as a tank.
Their Bull Netch skill allows them to regenerate stamina while blocking. The Warden also has a gap closer skill.
This skill is called Frozen Device , they are portals you can place on the ground. Once an enemy steps on one of these portals they will be teleported to you.
You can have three of these portals active at the same time, forcing you to make some tactical decision. When it comes to rooting enemies, the Warden has skills like Gripping Shards , immobilizing enemies around you and slowing them also.
Self heals are also included in the Warden toolkit. Polar Wind is a very nice self heal that also heals a nearby ally. The Warden can also boost the resistances of itself and allies around it with a very powerful skill called Ice Fortress.
Lastly the Warden class has three ultimates that can be considered by tanks. Next up we have the Enchanted Forest. This ultimate can be used to burst heal allies and yourself in tricky situations.
You also regain some ultimate if you heal low health targets. Last but not least we have Feral Guardian and morphs. You will use your second bar ultimate for your real ultimate in this case.
Necromancers were introduced to the game during the Elsweyr update. They are very good tanks and have insane ultimate regeneration compared to any other tank out there.
And if you ever wanted to be a huge Bone Goliath, you have the chance to do this with the Necromancer Tank. When you transform into a Bone Goliath, you instantly gain Health and an automatic heal absorption if you choose the Ravenous Goliath morph.
Ruinous Scythe is another great skill that heals for a lot when you hit several enemies and it can also set them off balance. Beckoning Armor gives you your major resistance buffs and automatically pulls enemies to you that hit you from range, basically functioning as an automatic chain pull.
Necrotic Potency is the best skill to produce ultimate points, on trash fights you can gain 80 ultimate points in a second if there are enough dead bodies on the ground.
With that you can push out a lot of Pestilent Colossus to increase the dps of your group by a huge margin! Nightblades can make very interesting tanks, especially for dungeons as they can provide some extra healing and damage on the go.
The only downside is that they are a bit lacking in the resource management department. This can be compensated by having a decent healer in your group providing you with extra resources via synergies of Luminous Shards or Energy Orb.
The Nightblade has a good self heal, Dark Cloak. Dark Cloak will heal you based on your max health and it also applies Minor Protection to you.
Mirage has a duration of 26 seconds, so this is a very nice, long duration tanking buff. When it come to major resistance buffs, the Nightblade is the only class that gains these buffs passively.
They last for 6 seconds, but the duration increases for each piece of heavy armor you are wearing. For ultimate gain the Nightblade has a passive in the siphoning tree called Transfer.
This passive grants you two ultimate every time you case a siphoning ability, but it has a four second cooldown. Sorcerers can sustain quite well.
They can combine Spell Symmetry from the Mages Guild together with the Dark Deal skill in order to keep decent magicka and stamina reserves.
And as an extra bonus the Dark Deal skill also counts as a self heal. The only downside is that this skill is a channel and thus drops your block.
You can also always use Deep Thoughts from the Psijic Order skill tree. The duration of this skill is 23 seconds, which is very nice as it means buffs do not have to be re-applied that often.
In the self heal department the Sorcerer also has the Summon Unstable Clannfear , this is a pet so it needs to be slotted on both bars. However, the heals it gives are really, really big.
Templars have an interesting toolkit for support and healing, but are currently a bit lacking in the resource sustain department. That is not to say that it is completely absent, but the biggest resource sustain skills for a Templar are Repentance and Restoring Focus.
However, Repentance requires corpses in the area, and those are simply not always there, making it unreliable. The Restoring Focus skill grants the Templar its major resistance buffs and also increases your stamina sustain, even when you are blocking.
In terms of healing the Templar is very well equipped. The entire Restoring Light tree is based around healing and can help you and your group survive in even the most nasty situations.
So if you really want to play that one race, go for it, the effects on your character and play style will most likely be negligible. Good, so now lets talk about it from a min-max perspective.
There are some very strong racial passives in the game, and tanks can definitely benefit from them. To find out which passives are the most useful we must judge them by one important criteria, do they help me sustain my resources?
In this regard the king of the hill is the Argonian. The Argonian has passives that can help a tank tremendously, the most notable one being Resourceful.
This passive restores 4. That is a lot. This means that while you are doing a general activity to sustain drinking a potion you are getting an extra sustain boost for free.
This applies to both incoming heals from healers and self heals. A very strong race, and at this point in time the strongest one while also being very beginner friendly!
Nords are extremely versatile as they generate ultimate passively while blocking. This is a fantastic bonus. If you are not too worried about resource management and beginner friendliness of a race, go Nord.
Pudge: I'm so damn fat. Something robust that is travelling very fast and carrying a lot of momentum , rendering it largely unstoppable and on the edge of potential catastrophe.
Something that you wouldn't want to stand in the way of. Used to describe someone who gets at fat girls. Is Reese tanking that tank? Eee-o eleven UrbDic It provides a stamina recovery boost to the whole party.
If your group has stamina sustain issues, then this set can definitely help! The set also has a fairly unique animation, you can recognize it by the green orbs floating around your character.
This set can also be used on a tank to support poison and disease damage abilities from damage dealers.
It is fairly easy to keep up as it only requires a direct damage ability to get it to proc. Tremorscale head drops in the Volenfell dungeon and the shoulder comes from the Glirion undaunted chest.
This set adds an unique debuff to the enemy, reducing their physical resistance by This can be very powerful in a stamina focused group.
Lord Warden head drops in the Imperial City Prison dungeon and the shoulder comes from the Urgarlag undaunted chest. The extra resistance from this set is very powerful and it can reduce damage taken for the group by a lot.
Bloodspawn head drops in the Spindleclutch II and the shoulder comes from the Maj undaunted chest. This is a good set as it increases ultimate regen and also increases your overall resistances almost permanently as long as you keep getting hit.
It drops in a base game dungeon and is therefore fairly easy to get, think of it as a good starter set. Mighty Chudan head drops in the Ruins of Mazzatun dungeon and the shoulder comes from the Urgarlag undaunted chest.
Then Chudan is the right set to pick, plus it also gives you an extra health bonus and the extra resistances. Swarm Mother head drops from the Spindleclutch I dungeon and the shoulder comes from the Maj undaunted chest.
This is more of a niche set if you do not have access to any ability that chains enemies. With this set you can automatically let enemies get pulled to you.
Vykosa head drops from the Moon Hunter Keep dungeon and the shoulder comes from the Urgarlag undaunted chest. This is also a very niche set, only really used to reduce incoming damage for a very short duration.
The duration of the debuff is very short and the cooldown of the set is very long, so you really have to time it right to get it right.
In that time i could fake tank 3 dungeons, even if i fail one. Its still worth it more then randomly waiting somewhere for an hour.
That said, as a magsorc with ward and critical surge bosses dont even touch me on normal. Vet i mostly play dd or premade. But for random normals, i really dont care.
Having a tank is actually a lot slowers. Ill take 4dds over 2 dds a tank and a heal any day for normals. High dps dds, lets say 80, 90k dps can even 4man dd VET trials.
The ideal team imo is 3 dds 90k dps and 1 healer. If you don't wipe, stick to it. If you wipe, vote kick although I had a nasty experience with a fake tank AND a fake healer.
I initiated a vote kick for the tank and then realised that the two culprits were in the same guild so I just quit. The DD who voted yes whispered me to tell me that they both kicked him cause he said yes.
A competent healer can carry just about any group. Fake tanks, miserable dps, ppl that stand in red, ppl that don't block, ppl that don't bash You only need a real tank in DLC and vets.
It's also extremely boring to run as a tank on norm. I tried levelling myself as a legit tank on my last tank.
A group total of DPS 5k and healers refusing to get off ice staff was such a joke. I rarely ever fake-tank normals, but if I wanted to, I could.
If we're being direct, If I queue as a fank-tank, I will essentially ignore the other participants and solo the dungeon, knowing full well that the others will probably just mosey along behind me.
If the "healer" that winds up in a dungeon with me cannot manage to keep themselves and the other 2 group members alive from splash damage and boss mechanics while I essentially nuke and survive everything mostly myself, then well This isn't something I do often though, as I rarely ever use the group-finder for Normals anymore.
I only do this to benefit friends or help the occasional newbie, since I have all the gear and copies of gear I would ever need.
With the new system coming out that will allow us to craft whatever gear we have already acquired once, that will invalidate the need to run normals even more, leaving all the trials and tribulations of n00bdom to the next generation.
Fake tanking will never stop.