Last updated: Update 42 (Gold Road)
First, we have Dragonknight. Defensive-wise, they have access to additional armor and
block mitigation, decent damage
shields -
Igneous Shield and
Hardened Armor, a
stamina 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 Plate to greatly reduce
damage taken from projectiles. They also provide the
Minor 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 Weapons, which your
teammates can get through other ways, but getting it from
Igneous 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
Stagger debuff which increases
enemies damage taken and
Engulfing Flames which increases
flame damage taken.
Next, Arcanist. Defensive-wise, they have access to absurdly high damage shields thanks to Impervious Runeward, tons of armor from
Runic Sunder and
Aegis of the Unseen, recoveries from
Erudition and
Wellspring 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
Runeguard you're safe. If your
Runeguard is up then you're completely
safe from smaller damage ticks, you can only die by not blocking some heavy attack. If your
Runeguard is not up, your next action
should be reapplying it. They can also help their group survive with the
Curative 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 Sunder and they can easily keep
Minor Vulnerability and Minor Brittle with
Rune 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 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.
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 Guardian will constantly grant
you 10% damage mitigation. The
Disdain 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 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 Colossus ultimate, which
applies Major Vulnerability, increasing enemies damage taken by 10%. This can be obtained from item
sets such as
Turning Tide
or
Archdruid Devyric,
but getting it from the
Colossus 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 Potency, which allows them to
drain ultimate out of corpses. Utility wise, they have access to the
Reanimate 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.
Next, Sorcerers. Defensive wise they have access to a really strong damage shield that also heals
them - Hardened Ward. On top of that they have
really strong direct heals -
Summon Unstable Clannfear and
Vibrant Shroud. The
Blood 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 Aegis. Offensive wise, they can
provide 1000 armor penetration with
Crystal Weapon ability, Major Berserk
with their
Atronach ultimate which increases
damage done by 10%, and they provide the unique
Minor Prophecy buff which provides 6%
crit chance. Utility wise, they have access to the
Bolt Escape ability which allows them
to teleport across the battlefield, making them the most mobile tank class.
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 Toughness buff which increases
max hp by 10%, and they can apply Major Resolve to the entire group with
Expansive Frost Cloak. They gain
increased armor from the
Frozen Armor passive, they have access
to a decent heal,
Polar Wind, which can also heal your
allies. Offensive wise, they can easily apply Minor Vulnerability with the
Fetcher Infection ability and they can
keep Minor Brittle in an AoE thanks to innate increased chance to proc Chilled from
Glacial Presence and having abilities
that have higher than normal base chance to proc Chilled, such as
Winter's Revenge. Utility wise, they
have access to
Shimmering Shield which allows them to
absorb projectiles to generate additional ultimate and they have access to
Gates, 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.
Next up, Templars. Defensive wise they have access to Radiant Ward - a decent damage shield
that scales with the number of enemies around you, very good healing over time effects,
Restoring Focus and
Extended 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 Ground passive while standing in
these ground effects I just mentioned. Unfortunately they do not have a reliable instant self-heal,
as
Honor the Dead can target other players
if they’re more wounded than you. Offensively they provide the
Minor Sorcery buff, which increases
everyone's damage and healing. Utility wise they provide the
Purify synergy which cleanses all
debuffs when used.
And last, Nightblades. Defensive wise they have incredibly busted sustain, thanks to Siphoning Strikes. But that’s pretty
much where the good stuff ends. Their healing over time from
Dark 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 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 Savagery buff that increases crit
chance by 6%, and they can provide Minor Vulnerability in an AoE thanks to
Lotus Fan.
Click on a class icon to see explanation behind the placement
Name
Explanation
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