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That means you can easily push out healing every 1 second by simply holding block. Torug's Pact is a crafted set and requires 3 researched traits to craft it.
This set is used in progression trial groups for tanks that have to apply the Crusher Enchantment on a boss, to increase the groups overall penentration values.
To make it worth on a tank you have to run a two handed weapon on the backbar Destro Staff , because that way you will maintain the full value of the enchantment One-handed weapons have their enchantment effect cut in half.
Plague Doctor drops in the Deshaan Zone. This set is often used to boost the health of a tank by a huge margin. Sometimes it can be easier for a tank to survive if you boost the amount of health above k, with the right setup you can also still easily sustain.
The set is also fairly easy to get as you can buy it from the guild stores, especially if you pick non best in slot traits. This is another medium set that is often used by a Tank to buff the groups spell or weapon damage.
The set effect can be applied to yourself and 5 other group members, each of them get weapon or spell damage.
Akaviri Dragonguard drops in the Eastmarch Zone. The set is also fairly easy to get as you can buy it via the guild store, especially if you buy non best in slot traits.
The nice thing about this set is that you can front or back bar it, that way you can run a more optimized setup and still get your cost reduction on the expensive ultimate.
The perfect version adds one extra health bonus, but the five piece unique bonus is the same on both sets. This set is another nice option that you can use, especially since it gives Minor Courage, giving your group spell and weapon damage and it stacks together with the Major Courage of the Perfect Vestment of Olorime set.
Beekeeper's Gear drops in the Greenshade Zone. He tanked the match after losing the first set. Dec 1 Word of the Day.
Fuck Donald trump , AKA the worst president ever. Chaos Deity had the best plan to win by tanking the enemy patrol and having his team run away.
In reference to Magic: The Gathering gameplay. My magic online opponent has been tanking for several minutes now. Your use of this game is subject to their Terms, Conditions and Privacy Policies.
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I don't even care if it's the easiest dungeon in the game. If the rest of us had to wait in a long queue to get in, and you get in instantly due to faking your role - you're getting kicked.
And with VaranisArano pointing out that someone else usually steps in to fill the gap because it's marginally less annoying or time-consuming than going through the vote-kick IF fail THEN quit routine.
It's a shame when you get a real tank for a normal dungeon, maybe learning, and no-one waits; I'm occassionally guilty of this particular one when time-constrained myself.
But it is nice to wait Ultimately the only way to make the group finder work predictably and with considerably less frustration for you , the player, is pre-form your group guild, friends, even in zone.
I think idk mentioned that, too. Edited by Souterain on October 11, PM. I do exactly that on my pvp stam toons. I slot a taunt on my snb bar and queue for my daily normal.
I get one shot by the ww adds, which is kinda stupid, since I can tank vet non dlc dungeons with the same setup pretty easily. Edited by Swomp23 on October 11, PM.
Can you still kick the fake tank if they are the one with the crown? Got stuck with terrible one in normal White Gold Tower couple days back and assumed there's no getting rid of them since they are the group leader.
I have been queuing as a tank and fake DPSing lately For DLC dungeons I will swap to a real tanking setup, but I feel I have to fake-tank in this way in base game dungeons now.
I was in EH1 as a random vet yesterday with this setup As a real tank I have to say dungeons are 10x faster with a real tank. Unless ofcourse someone messes up the run in some way.
Edited by Odovacar on October 12, PM. If you want to achieve higher rewards it will not be easy, at first. 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.
There can always be issues when swapping bars. There are even mechanics that prevent you from swapping bars. So make sure that a taunt is always available, no matter what.
Another important skill to have around is a self heal. This heal does not need to be on the front bar, you can also have it on your second bar.
Though if you are not comfortable with it on the second bar, feel free to move it around. Self heals are only used in situations that are undesired.
For instance, if your healer is dead, or if your healer is slacking. Usually with a decent healer you should not need this skill per se, but it is always handy to have it just in case.
Below I will list the skills you can use when playing different classes:. Buffing up is one of the things that a tank should constantly be doing during fights.
The most important resistance buff to keep up are is the Major Resolve. Resource sustain skills can take many forms in this game. These abilities vary widely between classes.
This means that the way of restoring resources is also the main part that differentiates classes in the tanking role. Let me explain their use per class:.
There are a couple of debuffs a tank can put on enemies. It should always be the goal of a tank to apply as many of these debuffs as possible.
I will list them below together with the skills that can apply this debuff to an enemy. Note that I am not listing all sources of these debuffs, just the ones that make sense for tanks to use.
Usually a good tank is expected to use an ultimate which buffs the team in one way or another. The most common and best option here is the Aggressive Horn from the Assault skill line.
You will need to do a little bit of PVP to get it, but it is an absolute must for any tank to have. These buffs are so good especially in trials that Aggressive Horn easily outshines any other ultimate in the game.
However, if you are still learning, there are other ultimates you can use. Here is a list of the ones that make sense for a tank to use:.
They slot this ultimate to gain a passive buff, but never actually use this ultimate. They swap to their second bar instead and cast whatever ultimate is slotted there.
It is usually a good idea to unlock all of the passive skills in your class tree. They will always give you an unique benefit one way or another.
This section is more to explain what other passives you should unlock next to your class passives. Below I will list the ones I find crucial for a tank to have.
Champion points are small character buffs that you can spend after you reach level You can keep earning these by earning xp after you have reached level You can have a total of champion points, however, the xp cost of a champion point increases exponentially.
Which means that earning them gets harder and harder the more you have. There is also a cap on champion points.
This is a cap on how many champion points you can effectively use, not how many you can earn. At the time of writing the cap is points.
Keep in mind that this cap is usually increased by 30 points per dlc which roughly means 30 points per quarter. There are three colours of points: red, green and blue corresponding to the constellations of the Warrior, the Thief and the Mage.
You earn points in a rotation, so your first point can only be spent in a red tree, your second only in a green tree, your third only in a blue tree and so on.
There are multiple things you can spend a point in, so lets have a look at those and see which ones are useful and which ones are not.
Table of contents What is tanking in the Elder Scrolls Online? So to sum up: Keep dangerous enemies taunted and absorb most of the damage they do Find and keep enemies in favorable positions for you and your group Buff group mates with skills and sets wherever possible Debuff enemies wherever possible.
Taunt: Puncture and morphs Puncture is the most general taunt.Present simple I tank you tank he tanks we tank you tank they Fremdgehen.Com Bewertung. Sollten deine ersten Fahrten und Gefechte nicht glücklich verlaufen, lass den Kopf nicht hängen! Portugiesisch Wörterbücher.