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Wednesday, April 22, 2015

A Newbies Guide to Tanking (Neverwinter)

Playing a Tank in Neverwinter isn't quite like other MMORPG's, sadly (or maybe luckily, depending on your stance). I have learned some tips from Neverwinter forum user "dkcandy" that might help those new to NW's Tanking.

Threat is generated on a 1:1 ratio for both Healing & Damage and there are 2 types of threat generation mechanics:

Indirect - Healing
Direct - Damage to a specific creature

The biggest issue I have with holding threat is a result of the above, that from damage, and that from healing, are equal. Healers will generate hate on EVERY creature from a single heal, but you will only generate that for the creators you hit. This causes Healers to pull a lot of hate, easily and quickly.

Currently the Guardian Fighter class is the "Primary Tank" for Neverwinter (although Paladin is releasing soon on Xbox, and they'll likely be a primary candidate too) and we have several feats that help boost our threat generation but remember DPS (Damage Per Second) is the base of all threat generation. So if your DPS is low, so will your TPS (Threat Per Second). This is why DPS geared & built GFs have an easier time holding threat than defensive GFs.

Stats: Primary Strength, this allows you to inflict more DPS, and therefore, more TPS.


Feats: 

Tier 1: Strength Focus 3/3 - Increased Damage

Tier 3: Power Attack 5/5 - 10% Damage Increase

Tier 3: Potent Challenge 3/3 - 15% Threat Increase

Tier 4: Weapon Mastery 3/3 - 3% Crt Chance Increase


Paragon Paths:

Conqueror - My personal preference as you do a lot more damage, and damage equals threat. You'll be using Cleave to maintain threat on large number of creatures and great for holding aggro on single target/boss. 

Tactician - A friend of mine uses tactician and he spams daily's with this feat to hold aggro on large number of creatures and generates lots of threat.

Protector - Damage mitigation vs Damage output, following the above rule, you won't deal much damage, so not much TPS.


Powers:

Enforced Threat - AoE taunt for up to (5) targets and forces them to attack you for a short time frame.

Fighters Recovery - Must have for survival, tons of self healing

Enhanced Mark - +99% Threat Generation on marked targets - If you have threat issues a no brainier.

Threatening Rush - Marks all targets in a small AOE on target you melee hit. Great skill to use on trash and when tanking adds/boss.

Trample the Fallen + Battle Trample Feat - +25% Weapon Damage as threat + 25% Weapon Damage as physical Damage for 3 seconds after using a CC. (Many of the GF Powers trigger this)

Knight's Valor - A good skill to reduce the amount of damage your entire party is taking which also reduces the amount of healing your Cleric is down and reduces the amount of indirect threat the cleric is generating.