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TANK CLASS TIER LIST

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Tank Class Tier List


Last updated: Update 42 (Gold Road)

SUMMARY OF EACH CLASS


DRAGONKNIGHT

First, we have Dragonknight. Defensive-wise, they have access to additional armoradditional armor and block mitigationblock mitigation, decent damage shields - Igneous ShieldIgneous Shield and Hardened ArmorHardened Armor, a stamina restoring passivestamina restoring passive that makes stamina sustain trivial, and an ultimate that makes them immortal, in case a fight goes really bad. They can also use Protective PlateProtective Plate to greatly reduce damage taken from projectiles. They also provide the Minor BrutalityMinor Brutality buff which will increase the group’s weapon and spell damage, increasing everyone’s damage and healing. They can also provide the group with Major Brutality and Sorcery through Igneous WeaponsIgneous Weapons, which your teammates can get through other ways, but getting it from Igneous WeaponsIgneous Weapons allows them to make changes to their builds, for example if they don’t need to get Major Brutality from their potions, they can use Heroism or Tri-Stat pots instead, and some classes need those to sustain. Offensively they provide the StaggerStagger debuff which increases enemies damage taken and Engulfing FlamesEngulfing Flames which increases flame damage taken.


ARCANIST

Next, Arcanist. Defensive-wise, they have access to absurdly high damage shields thanks to Impervious RunewardImpervious Runeward, tons of armor from Runic SunderRunic Sunder and Aegis of the UnseenAegis of the Unseen, recoveries from EruditionErudition and Wellspring of the AbyssWellspring of the Abyss, and an ability that heals you when you fall below 50% hp. This makes surviving so much easier because as long as you pay attention to your RuneguardRuneguard you're safe. If your RuneguardRuneguard is up then you're completely safe from smaller damage ticks, you can only die by not blocking some heavy attack. If your RuneguardRuneguard is not up, your next action should be reapplying it. They can also help their group survive with the Curative SurgeCurative Surge - a healing beam, this ability is kind of unreliable because of the desync, but if your allies are standing still you can heal them for a lot because its scaling is completely busted so it heals for a lot even with tank stats. Offensively they provide a unique 2200 armor debuff from Runic SunderRunic Sunder and they can easily keep Minor Vulnerability and Minor Brittle with Rune of the Colorless PoolRune of the Colorless Pool. These debuffs can be accessed through different means, but it's a bit more difficult. Utility wise, you have the Passage Between WorldsPassage Between Worlds, a portal that allows you to keep jumping between 2 positions, it's extremely unreliable on even slightly uneven ground, but there are fights where it can be useful.


NECROMANCER

Next, Necromancer. The most unique tank class gameplay wise. Defensive wise, they have access to the best raw damage mitigation, at the cost of not having any class damage shields. The Spirit GuardianSpirit Guardian will constantly grant you 10% damage mitigation. The Disdain HarmDisdain Harm passive will reduce your damage taken from DoTs by 15% and it's actually extremely important because the hardest content in the game is all about DoTs. Your main self heal, Hungry ScytheHungry Scythe, can reach massive numbers when used against multiple enemies, but it can also be unreliable because you need to hit someone to heal yourself, so when you're repositioning, or when there's just no enemies next to you, you lose access to your main healing tool and it's a big deal in some fights. Offensively, they have the access to the Glacial ColossusGlacial Colossus ultimate, which applies Major Vulnerability, increasing enemies damage taken by 10%. This can be obtained from item sets such as Turning TideTurning Tide or Archdruid DevyricArchdruid Devyric, but getting it from the ColossusColossus allows you to replace these sets with other support sets. They also have the best ultimate generation out of all tank classes, thanks to Necrotic PotencyNecrotic Potency, which allows them to drain ultimate out of corpses. Utility wise, they have access to the ReanimateReanimate ultimate which instantly resurrects 3 allies. It can save a lot of time by preventing a wipe for example when you're the last person alive while also being under too much pressure to be able to resurrect anyone the normal way.


SORCERER

Next, Sorcerers. Defensive wise they have access to a really strong damage shield that also heals them - Hardened WardHardened Ward. On top of that they have really strong direct heals - Summon Unstable ClannfearSummon Unstable Clannfear and Vibrant ShroudVibrant Shroud. The Blood MagicBlood Magic passive heals them each time they cast certain abilities which keeps your health up even when you're just trying to apply debuffs, they can restore stamina with Dark Deal and they have an ability that grants absurd amount of block mitigation for a short moment - Bound AegisBound Aegis. Offensive wise, they can provide 1000 armor penetration with Crystal WeaponCrystal Weapon ability, Major Berserk with their AtronachAtronach ultimate which increases damage done by 10%, and they provide the unique Minor ProphecyMinor Prophecy buff which provides 6% crit chance. Utility wise, they have access to the Bolt EscapeBolt Escape ability which allows them to teleport across the battlefield, making them the most mobile tank class.


WARDEN

Next we have Warden. Defensive wise, they don't bring much for themselves but they bring a lot to the group. They provide the unique Minor ToughnessMinor Toughness buff which increases max hp by 10%, and they can apply Major Resolve to the entire group with Expansive Frost CloakExpansive Frost Cloak. They gain increased armor from the Frozen ArmorFrozen Armor passive, they have access to a decent heal, Polar WindPolar Wind, which can also heal your allies. Offensive wise, they can easily apply Minor Vulnerability with the Fetcher InfectionFetcher Infection ability and they can keep Minor Brittle in an AoE thanks to innate increased chance to proc Chilled from Glacial PresenceGlacial Presence and having abilities that have higher than normal base chance to proc Chilled, such as Winter's RevengeWinter's Revenge. Utility wise, they have access to Shimmering ShieldShimmering Shield which allows them to absorb projectiles to generate additional ultimate and they have access to GatesGates, which are traps that you can preplace on the ground which will pull enemies towards you when they step into them, they're extremely extremely good in Arenas and in a few other places.


TEMPLAR

Next up, Templars. Defensive wise they have access to Radiant WardRadiant Ward - a decent damage shield that scales with the number of enemies around you, very good healing over time effects, Restoring FocusRestoring Focus and Extended RitualExtended Ritual which come with the drawback of being ground effects which forces you into a “stand your ground” playstyle. They also get increased block mitigation from Sacred GroundSacred Ground passive while standing in these ground effects I just mentioned. Unfortunately they do not have a reliable instant self-heal, as Honor the DeadHonor the Dead can target other players if they’re more wounded than you. Offensively they provide the Minor SorceryMinor Sorcery buff, which increases everyone's damage and healing. Utility wise they provide the PurifyPurify synergy which cleanses all debuffs when used.


NIGHTBLADE

And last, Nightblades. Defensive wise they have incredibly busted sustain, thanks to Siphoning StrikesSiphoning Strikes. But that’s pretty much where the good stuff ends. Their healing over time from Dark CloakDark Cloak can be decent when a fight allows them to stand still, but as I said before, that doesn’t happen often. Just like with Templar, their instant self-heal - Healthy OfferingHealthy Offering - can randomly go on an ally if they’re more wounded than you, making it extremely unreliable. Offensive wise they provide the unique Minor SavageryMinor Savagery buff that increases crit chance by 6%, and they can provide Minor Vulnerability in an AoE thanks to Lotus FanLotus Fan.


S
Dragonknight Arcanist Necromancer Sorcerer Warden
A
Templar
B
Nightblade
C

Click on a class icon to see explanation behind the placement




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