The Ultimate PvP Tank Guide for Ashes of Creation
Mastering the Tank archetype in Ashes of Creation for PvP content requires a deep understanding of not only your own offensive, defensive and crowd control abilities, but also those of your opponents. Knowing when and how to capitilize on your enemies mistakes is key to mastering the role of a Tank in PVP.This guide will equip you with the strategies, builds, and tactics needed to excel in PvP content as a Tank.
Introduction to Tank (PvP)
the Tank class stands as an unyielding bulwark against your enemies.
These protectors are masters of battlefield control, specializing in
drawing in out of position foes and shielding their allies from harm.
With a combination of taunts, crowd control abilities, and powerful
defensive skills, Tanks are the linchpin of any successful raid.
This guide will cover everything that's important to maximizing your role as a Tank in PvP, including skills to prioritize, gear options, and much more
In the event you were looking for the PvE-focused portion of the guide, it is linked below.
Tank Strengths and Weaknesses
Strong CC abilities.
AoE Shielding to protect allies.
Moderate Single-Target burst to secure kills.
Grapple to secure kills.
Low sustained damage.
Not as tanky as you'd expect based on the class name!
Limited mobility makes proper positioning very important.
Large scale combat makes abilities like
Grapple unreliable.
PvP Basics
A Tank's primary role in PvP is to position themselves as a front-line threat, utilizing your Longbow to apply wounds while being prepared to
Grapple enemies that move too close. Enemies that are caught in your
Grapple can be tripped with
Tremoring Strike
which allows you a gauranteed critical strike on
Pulverize while your team also attacks the target; in almost all cases this should secure an easy kill.
It is important to be aware of what your enemies are doing to maximize on any misplays. Tanks have several abilities that can punish enemies for their mistakes.
- A well timed
Reflect can deal massive damage to a Ranger who tries to Snipe you and also trip them.
Tomahawk will trip enemies if you can land this on their back.
Ground Pound can be a very devastating AoE Trip when combined with
Intimidating Aura or
Shield Assault to apply Staggered to a group of enemies in front of you.
Absorption Field,
Intercept,
Aegis and
Fortify are all strong defensives that you can use to protect allies or increase your own mitigation to survive focused damage.
For a full list of all Tank abilities and passives visit the Tank Skill Glossary
Tank Gear Options
The Tank class balances defensive gear with strength gear to maximize their effectiveness in battle. While there may be a place for full mitigation builds in the future, in the current Meta TTK is absurdly low and even a full mitigation tank folds over like paper to any geared Mage or Bard, you will focus on items that increase your damage output as well as your defenses.
Priority stats for Tanks include:
- Strength – Each point of Strength provides: 3 Physical Power Rating, 1 Physical Accuracy Rating, 1 Physical Penetration Rating.
- Constitution – Each point of Constitution provides 10 Max Health, 2 Armor, 1 Physical Critical Avoidance Rating.
- Physical Power Rating – Increase the amount of physical damage done.
- Critical Chance Rating – Increases your chance to land a critical hit.
- Critical Power Rating – Increases the multiplier applied to critical hits.
- Physical Penetration Rating – Ignores a portion of your target's armor.
In it's current state, gearing in Ashes has somewhat of a split into two "Phases". You have your
Pre-Journeyman best in slot (best items before Journeyman crafting is unlocked on your server) and a Post-Journeyman best in slot
(this would be considered actual BIS with what is available in the current state of the game). Apprentice (level 10)
Enchanted items far outpace most, if not all of your Journeyman (level 20) options. For example Bloodied Bone Ring
may be considered optimal at Journeyman; without a reliable way to craft Journeyman Enchanting Scrolls you are
stuck at the base stats while
Halcyonite Ring can safely be Enchanted to +8 at minimal cost which will get you 9 Strength or
27 Physical Power, 9 Physical Accuracy and 9 Physical Penetration.
A 2-Hand Sword is a Tank's best friend. Lumen Star or +8
Forsaken Blade are
solid starting weapons Pre-Journeyman. Once available, you will be looking to craft
The Emberblade.
For a ranged weapon we recommend a Longbow like
Crystalized Blood Longbow
which you will upgrade to a
Crystalized Blood Longbow once Journeyman crafting is available.
It is very important to maintain your gathering skills so you can obtain the materials
needed in order to craft higher rarity versions of your weapons and Armor. At higher rarity, items will have higher base stats as well as unlock additional stats.
For example, Crystalized Blood Longbow unlocks Dexterity and increases the minimum value of Strength to 5. Once at Epic,
Crystalized Blood Longbow
unlocks Physical Critical Power Rating.
You will mostly be wearing Heavy Armor; there are some exceptional Medium armor pieces like Waterlogged Gloves which offer very desirable stats
with a minimal loss to Armor.
Polished Tin Belt is an easy to craft early item which you can Enchant to +8 that will increase four of your base
stats by +9 or more.
Best Tank Consumables
As a Tank you'll decide between offensive or defensive consumables depending on the situation.
- Rations – Restores 3% Health and 3% Mana over 20 seconds.
- Scroll of Strength – Increases Strength for 3 hours.You can only have one scroll buff active at a time.
- Scroll of Constitution – Increases Constitution for 3 hours You can only have one scroll buff active at a time.
- Beef Steak Sandwich – Increase Physical Power Rating by 36 and Max Health by 121 (can be purchased from Apprentice Cookhouse).
- Apprentice Health Potion / Journeyman Health Potion – Heals for a set amount based on rank and rarity on a 2 minute cooldown.
Tank Passives and Skill Trees
PVP Tank Skill Tree
Click on the Talent Tree image to enlarge it!
PVP Tank primary role is to position themselves as a front-line threat, this skill tree
gives you strong offensive options like Grapple,
Tremoring Strike,
Pulverize,
Ground Pound,
Tomahawk and
Shield Assault.
Defensive skills in this tree include AOE Mitigation through Absorption Field and
Aegis as well as single target defensives
Intercept and
Fortify.
Wall and
Grapple are your main forms of controlling the battlefield, while
Taunt can be used on high damage enemies to reduce the damage they do to your raid.
Greatsword Passives
Click on the Talent Tree image to enlarge it!
The following Greatsword passives are the ideal combination for Tank PVP build. This Greatsword Weapon tree focuses on stacking overall trigger chance for your finishers in order to apply an Attack Speed buff Swordmasters Swiftness as well as Shaken, Bleed and Wounds on your opponent. Shaken is very important since it reduces their Physical Mitigation by 15%. It is important to note that in most large scale encounters you will not be using a greatsword, due to server performance Melee auto-attacks feel unreliable at best.
It is important to complete your combos to trigger passives, many of Tanks abilities will restart a combo when used.
Longbow Passives
Click on the Talent Tree image to enlarge it!
The Longbow passives focus on increasing finisher chance. In large scale combat you'll find
yourself balancing your distance at near max range to avoid getting sniped while being ready to Grapple out of position enemies.
a Longbow will allow you to apply pressure and stack Wound stacks on enemies prior to a full engagement.
Both the Longbow and Shortbow are solid options for PvP. Longbow is the recommended option since i find its increased Physical Power Rating helps you secure kills with higher damaging abilities. Shortbow does have arguably better procs with a base bleed and can be more effective in situations without a healer on your enemies team however with AoC being a group focused game I find that you don't often find yourself fighting groups without a healer.
Patch Updates
A recent list of Tank patch updates will be listed below. In order to keep the page condensed, only the most recent changes will be shown if the list exceeds a certain length.
- Jan 30th, 2025 –
Vengeance.
- Damage increased from 90/100/110% to 120/130/150%.
- Temporary health increased from 0.1/0.2/0.3% to 2/2/2%.
- Removed Courage cost. Added a mana cost of 10 and an 8-second cooldown per charge.
- Targeting has changed from AOE to single target.
- No longer breaks combo progression, allowing it to be weaved between combos.
- Successive combos cancel some post frames from each previous combo step.
- Incoming hits now reduce the cooldown by 0.5 seconds, and blocked hits reduce the cooldown by 1 second.
- Has a 1 second internal cooldown.
- Temporary health duration increased from 10 seconds to 8 seconds.
- Multiple temporary health stacks now properly expire.
- Final combo attack now stuns the target for 3 seconds.
- Jan 30th, 2025 –
Grit.
- Changed from a toggle ability to now have a 10-second duration which may be stacked up to two times.
- Each activation now costs 40 Courage.
- Each stack grants 10% physical mitigation.
- removed the damage penalty and threat bonus.
- No longer breaks combo progression.
- The
Supernatural Grit passive will now grant half of the physical mitigation as magical mitigation.
- Jan 30th, 2025 – Courage (passive)
- No longer provides passive mitigation.
- Jan 30th, 2025 –
Inciting Strikes
- Damage increased from 50% per hit to 75% per hit.
- Now generates 3 Courage per hit per enemy hit, and up to 10 enemies per swing.
- Threat multiplier reduced from 400% to 300%.
- Jan 30th, 2025 –
Ground Pound
- Cooldown reduced from 60 seconds to 20 seconds.
- Courage cost increased from 33 to 50.
- Jan 30th, 2025 –
Slam
- Damage decreased from 200% to 175%.
- Removed the mana cost and cooldown.
- Each activation now costs 40 Courage.
- Removed the Knockback passive.
- Jan 30th, 2025 –
Absorption Field
- Temporary health reduced from 20% to 15%.
- Jan 30th, 2025 –
Iron Aura
- Increased mitigation from 2% to 5%.
- Jan 30th, 2025 –
Intercept
- Temporary health increased from 8% to 10%.
- No longer has an increased effect when cast on self.
- Jan 30th, 2025 –
Fortify
- No longer scales duration off Courage consumed.
- Jan 30th, 2025 –
Indomitable Spirit
- Max health and healing received has been reduced from 30% to 20%.
Changelog
- 09 Feb. 2025: Guide created.
Hamlet is a long time MMO player, maining Tank archetypes in every MMO since World of Warcraft launch. He has been an Ashes of Creation supporter since the original Kickstarter and has spent hundreds of hours playing Tank. He is best described as a passionate gamer who plays at the top level through research and extensive testing.
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