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Tanking Online Game Categories VideoTanki Online V-LOG: Episode 281 Pimp Nails Das Supertalent Finalisten has been playing The Elder Scrolls Online since the Beta and has knowledge of all types of classes and builds in the game. The set proc holds 10 seconds, but every synergy Chance Lottogewinn a 20 second cooldown, therefore you need at least two different synergies to really get a high uptime on the set. That might sound easy, but Fake Postleitzahl movement is necessary it can get tricky, My Sunny Resort damage dealers usually tend to steal the synergies that are meant for the tank, so it can be tricky to get a good uptime.
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This is useful for the passives, as well as for later in the game if you may decide to swap to another role.
It is however important that you always wear at least five pieces of heavy armor. The passive abilities from the heavy armor tree are very important for tanks, and wearing less than five pieces deactivates some of these passives.
Wearing all armor types also has another advantage, it activates the Undaunted Command and the Undaunted Mettle passives, which help you sustain.
There are various armor traits in ESO. Some of them are useful for tanks, some of them are not. Most tanks opt for the sturdy trait.
Reducing the cost of block is an effective way to contribute to your own sustain. Jewelry traits can vary. Usually the max resource bonuses from jewelry traits will work out for everyone.
You can choose between Healthy max health , Robust max stamina or Triune max health, stamina and magicka. For a general overview of traits I recommend checking out the Traits Beginner Guide.
Enchanting is a crafting skill in the Elder Scrolls Online. Every piece of equipment can be enchanted to give them some extra stat values.
Enchants can be crafted for various levels and in various qualities, with Champion Points gold being the maximum. Armor enchants for tanks usually consist of max health and max stamina enchants.
However, those with a little more money will go for the Prismatic Defense enchants. These enchants give max health, magicka and stamina at the same time.
They do not give as much health as a normal health enchant or magicka or stamina , but the overall stats they give are more.
These enchants can be crafted with a Hakeijo rune stone, but beware, they are expensive. Jewelry enchants come down to personal preference. There are two solid choices here.
The first one is Shield Play enchants. These reduce the cost of block. For many beginners I recommend using these.
They are easy to get and help you sustain a great deal. The second enchant is magicka regeneration, these are mostly used by tanks that cast a lot of magicka support skills during a fight.
However, most tanks swap back to Shield Play enchants for heavy or longer fights. As a beginner, you are usually looking for sets that will give you room to learn.
Selfish sets are sets that only help the wearer stay alive or manage resources. These sets usually give high health bonuses, resistance bonuses or dodge bonuses.
Obtaining sets as a beginner can be a pain. This is the easiest way to get decent gear fast. If this is not an option you can either start learning traits to craft it yourself, but farming drop sets is likely to be faster in this case.
Please keep in mind, these are beginner sets and are not really used when we look at the endgame sets , but they are great to start out!
Advanced players will worry less about their own survivability and sustain, and more about supporting the group. There are tons of armor sets that give special bonuses to team members.
These are great options for tanks, as this allows them to buff their team members without really doing anything specific besides wearing the sets.
What is usually sought after by progression groups are tanks that are skilled in keeping up resistance debuffs on enemies. A great example of such a set is Roar of Alkosh.
Next to that group survivability is also a key aspect of armor sets, you as a tank can contribute to this by for instance wearing a set like Ebon Armory.
Lastly, ultimate regeneration or ultimate cost reduction are also important. Tanks usually use ultimate abilities that buff their team members, such as Aggressive Horn.
A set like Akaviri Dragonguard can greatly contribute to group effectiveness. There are many weapon types in The Elder Scrolls Online, each with their own advantages, disadvantages and purposes.
For tanking there are a selection of weapons that are ideal. We will discuss them here. The classic tanking weapon choice is a one-handed weapon and a shield.
This is the most common choice, and is usable for all content in the game. If you are a total beginner I highly recommend you start out using this. There are four types of one-handed weapons in the game: swords, daggers, hammers and axes.
Which one you use is irrelevant, as a tank they will all do exactly the same, so feel free to pick your favourite or simply the one that is easiest to acquire.
Shields only come in one type, just a regular shield. All one-handed weapons are blacksmithing items, while shields are woodworking items.
The one-handed and shield skill tree brings some excellent active and passives skills to the table for tanks.
The Heroic Slash skill makes sure enemies do less damage and also gives you a nice ultimate regeneration bonus. Pierce Armor lowers the resistances of the enemy and is a very effective taunt skill.
Defensive Posture increases your block mitigation even further. Next to that there are some great passives. Fortress reduces the cost of one-hand and shield abilities.
One-hand and shield is a very solid all-round choice as a tanking weapon. It is preferred by many, and you will see most tanks running around with this.
Starting out, this is definitely your go-to weapon. Ice staves are alternative weapons to one-hand and shield.
Though mostly used as an off-bar second bar alternative. Ice staves can taunt enemies by hitting them with a fully charged heavy attack, though this feature is not widely used as casting a heavy attack drops your block.
Many ice staff wielders still prefer to swap to their one-hand and shield bar or use Inner Fire to taunt enemies.
Ice staves also can change your block resource from stamina to magicka if you prefer. Though there is some debate on this.
Making magicka also your block resource means you are using the same resource for two things, draining it twice as fast.
If you want to use an ice staff, but not use magicka as your block resource, simply do not unlock the Tri Focus passive.
The reason ice staves are nice is because you can use the Elemental Blockade skill. This is a ground area of effect skill. Using this skill you can trigger your weapon enchant more reliably as it can trigger your enchant with every tick of the blockade.
With an infused weapon your enchant cooldown is 5 seconds and the duration is also 5 seconds, meaning that with a well placed blockade you can get very high uptimes on your enchant.
A warning up front: do not use this if you are not an experienced player. Lightning staves have no tanking passives, and while you are on a lightning bar you can take serious damage and die easily.
Blockade of lightning can do this together with the destruction staff passives. Because of this, this weapon is only used on the second bar. I highly discourage new players to use this weapon.
Make sure you master the tanking playstyle before you try playing with such a weapon. Tanks usually use two types of weapon enchants.
One for the first bar, and one for the second bar. The first bar is usually enchanted with a Glyph of Crushing. This enchant reduces the resistances of your enemy for 5 seconds when it triggers.
Initially it has a 10 second cooldown, but we can reduce this cooldown by using the infused trait on our weapon. We will talk about that in the next section.
On the second bar tanks usually use a Glyph of Weakening. This enchant reduces the weapon damage of the enemy, making their attacks weaker.
This is very nice in group instances, because this enchant reduces all the damage an enemy does to all players in your group.
It has a duration of 5 seconds. At this point tanks only use one trait on their weapons. This trait is infused. This means that our crusher and weakening enchants no longer have a 10 seconds cooldown, but a 5 seconds cooldown.
This is of course unrealistic in practice, but the infused trait does help a great deal in keeping your enchantment uptimes very high.
As a side-note, some users of the lightning staff prefer to use the charged trait. This trait increases the chance to apply a status effect, which helps in keeping up off-balance.
However, again, this is only for very experienced users. Active skills are skills you can put on your skill bar and cast. As tanks we classify skills by what they do in combat.
There are certain types of skills that are handy to use as a tank. I will talk about them below, creating your bars should become a lot easier knowing what kind of skills you should use.
Of course the taunt is the most important skill in the tanking toolkit. The two main ones are Pierce Armor from the one-hand and shield skill tree, and Inner Fire from the Undaunted skill tree.
Make sure that you have one taunt on each of your bars. Usually Pierce Armor on the first bar and Inner Fire on the second bar. This is simply to make sure that you always have a taunt available.
Faceless Void: 1 HoT and 2 Butterflies. I'm a tank. 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? This can be a nice health bolster for the group.
Leeching Plate drops in the Imperial City Prison. When the set procs it places a poison field on the ground, the poison field heals you for the amount of damage it causes.
This can be powerful, if several enemies get hit at the same time. The Worm's Raiment drops in the Vaults of Madness dungeon.
This set is often used in magicka based groups in 4 or 12 man groups and can be used on a tank. The set also has a fairly unique animation, you can recognize it by the blue orbs floating around your character.
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. 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. However, it is sometimes hard to differentiate between newbie tank with no experience, and fake tank.
Good thing is that I am a good healer, and can reliably outheal even flimsiy dps or fake tank with 16k health and 15k dps.
I acknowledge, I am part of the problem, but I hope, that Zos will do smth about it, it is their job and game after all.
Edited by Lintashi on October 12, PM. Best solution is don't random Q vet content. I wish they'd do away with the role requirement for groups or allow you to us it or not as you wish.
If I am running random content, it is a normal, for an xp bump and I am hoping to have 4x DD. Obviously there are a couple DLC's this wouldn't apply to, but it's still faster to Q, drop the handful that are a problem and requeue back in than sitting through the initial wait as a DPS.
Remove the role requirement or allow me to click to ignore it and then we have fast Q's and I am fine dealing with whatever I get. Grinding just make you go in circles.
Asking ZoS for nerfs is as stupid as asking for close air support from the death star. Sign In or Register to comment.