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The Tank or Defensive role is one of the four roles available in DC Universe Online.
This role generally focuses on keeping the group safe by attracting opponents and taking damage in place of other group members.
Tank armor tends to have high Health and Dominance as well as high Defense or Toughness.
Earth, Fire, Ice, Rage and Experimental Serums have the ability to change to the Tank Role.
The symbol that represents a tank is a Shield. 

In PVP, Tanks have a disadvantage against Healers but have an advantage over Quantum, Light, Mental and Gadgets Controllers.

StatsEdit

Health : The amount of damage a player can take in battle before being knocked out.

  • Fire Tanks increase Health by 60% after a power is used.

Dominance : Dominance increases the potency of certain defensive and healing abilities, and the duration of certain control effects (stuns, roots, levitations and encasements) from powers.

  • Dominance is doubled for all Tank power sets in Tank role.
  • Dominance must be higher than enemy Willpower for power control effects to be effective.
  • The recommended Dominance for an Alert, Raid or Operation is needed to affect opponents in that content when using power based control effects.
  • 4 points of Dominance increases base healing by 1%.
  • Power control effect duration is increased by 1 second for every 500 Dominance.
  • Tank and Iconic Shields prevent damage equal to Dominance + Restoration.
  • Earth Tanks gain 1 point of Defense for every point of Dominance after a power is used.
  • Fire Tanks gain 2.2 points of Health for every point of Dominance after a power is used.
  • Rage Tanks increase Health by two-thirds Dominance for each nearby enemy after a power is used.

Defense : Reduces incoming damage from Non Player enemies.

  • 71 Defense reduces NPC damage by 1% at Level 30 in Tier 1 content.
  • NPC damage penetration ignores 12.5% Defense in Tier 2 content & 25% Defense in Tier 3 content.
  • NPC damage penetration increases further in higher content ignoring additional Defense.
  • Defense is capped at 75% damage mitigation.
  • Ice Tanks increase Defense by 90% after a power is used.

Restoration : Restoration increases Healing and increases the potency of certain defensive abilities.

  • 4 points of Restoration increases base healing by 1%.
  • Tank and Iconic Shields prevent damage equal to Restoration + Dominance.

Critical Healing Chance & Critical Healing Magnitude : Affects Fire Self Healing powers.

Tank Role PowersEdit

TauntsEdit

Any active power cast by a Tank will Taunt opponents in a defined area.
Some powers Taunt in an area around the caster while other powers Taunt in an area around a target.
Each Tank power set also has a single target Taunt that will override a normal Tank Taunt.
A Taunt will raise the Tank to the top of an opponent's Threat table for twelve seconds and can not be normally  overwritten. Taunts can not be renewed until ten seconds after the initial Taunt.
Note that Boss level opponents have scripted attacks that target an opponent based on certain criteria during which any Taunt will be temporarily ineffective until the scripted attack is completed.

Single Target TauntsEdit

A single target taunt can be useful to split a boss from a group of opponents when running two Tanks.

Power Set Powers
Earth Stone
Fire Fireball
Ice Frost Snipe
Rage Rage Blast

Group Control ImmunityEdit

Each Tank power set has Group Control Immunity powers that provide Control Effect Immunity to group members and prevents Controller debuffs for 3 seconds.

Power Set Powers
Earth Soothing Sands, Unstoppable
Fire Burning Determination, Burnout, Eternal Flame
Ice Shatter Restraints, Winter Ward
Rage Ferocity, Ire

Positioning PowersEdit

Positioning or Pulling powers are useful to drag opponents toward the tank.
All positioning powers require a Dominance check to pull an opponent.

Power Set Powers
Earth Earthen Grip, Epicenter
Fire Backdraft
Ice Inescapable Storm
Rage Eviscerating Chain, Ragebringer, Without Mercy
Acrobatics Grapple Line Attack
Flight Low Pressure
Iconic Mesmerizing Lasso
Super Speed Tornado Pull

Control ResistanceEdit

A few Tank powers increase Control Resistance by 10%.

Power Set Powers
Earth Soothing Sands
Fire Enflame, Immolation
Ice Bitter Winds, Cold Snap
Rage Severe Punishment

Damage PreventionEdit

Power Set Powers
Earth Gemstone Shield
Ice Bitter Winds, Hibernation, Ice Elemental, Reflection, Shatter Restraints, Winter Ward
Rage Redirected Rage
Iconic Amazonium Deflection, Clown Box, Hard Light Shield
  Acrobatics Perfect Poise
Flight Dustoff
Super Speed Dash Attack, Phase Dodge

Self HealsEdit

Power Set Powers
Earth EnvelopSoothing Sands
Fire Burning Determination, Burnout, Eternal Flame, Reignition, Stoke Flames
Fire
Requires Burning
Absorb Heat, Backdraft, Fiery Weapon, Overheat, Wildfire
Ice Hibernation, Ice Elemental
Rage Ire, Relentless Anger, Severe Punishment, Vindictive
Rage
Requires Damage Out
Channel Hate, Rage Blast, Ragebringer, Remorseless Recovery, Without Mercy
Iconic Pheromone Bloom, Word of Power
Super Speed Metabolic Boost

Usable While ControlledEdit

Power Set Powers
Earth Envelop, Gemstone Shield, Soothing Sands,  Unstoppable
Fire Backdraft, Burning Determination, Burnout, Immolation, Reignition, Stoke Flames
Ice Hibernation, Ice Elemental, Reflection, Shatter Restraints, Winter Ward
Rage Berserk, Ferocity, Ire, Redirected Rage, Severe Punishment, Vindictive, Without Mercy
Earth

Earth Tanking Edit

See Also: List of Earth Powers


Earth Tanks gain Damage Absorption and may Transfer additional damage to a Pet.
Using a power in Tank role will grant 25% Damage Absorption and will increase Defense and Toughness by 1 point for every point of Dominance.
Jackhammer or Aftershocks from Gemstone Shield and Upheaval will increase Damage Absorption.
A portion of incoming damage will transfer automatically to a summoned Brick Golem.
Reinforce transfers incoming damage from the team member with the lowest Health to the caster.

Useful Earth PowersEdit

Fire

Fire TankingEdit

See Also: List of Fire Powers


Fire Tanks gain Health and Healing received bonuses and may use multiple Self Heals to restore Health.
Using a power in Tank role will increase Health by 60% and any Healing received increases by 80%.
Fire Tanks also gain 2.2 additional Health for every point of Dominance.
Fire Self Heals include Absorb Heat, Backdraft, Burning Determination, Wildfire, Burnout, Overheat, Fiery Weapon, Stoke Flames, Eternal Flame and Reignition.

Useful Fire PowersEdit

Ice

Ice TankingEdit

See Also: List of Ice Powers


Ice Tanks gain Defense and Toughness bonuses and may use multiple shields to prevent damage.
Using a power in Tank role will increase a character's Defense and Toughness by 90%.
Ice Shields include Reflection, Winter Ward, Bitter Winds, Shatter Restraints and Ice Elemental.

Useful Ice PowersEdit

Rage

Rage TankingEdit

See Also: List of Rage Powers


Rage Tanks gain Health based on the number of enemies and may temporarily defer damage.
Using a power in Tank role increases Health by two-thirds of their Dominance for each nearby enemy.
Relentless Anger and Severe Punishment activate a Rage mode that defers damage into a Rage Crash.
Several Rage powers have mechanics that reduce or ignore the delayed Rage Crash damage.
Some Rage powers heal based on outgoing damage.

Useful Rage PowersEdit


Skills and Iconic PowersEdit

Movement SkillsEdit

Movement Innate Skills
Passive Movement Skills are important to Tanks as they provide additional Resistance to Control Effects and restore Power after a Breakout. 

Skill Movement Trees
Breakout Mastery Acrobatics, Flight, Super Speed
Knockback Resistant Acrobatics, Super Speed
Restraint Resistant Flight, Super Speed
Stun Resistant  Acrobatics, Flight
Knockback Recovery Acrobatics, Super Speed
Restraint Recovery Flight, Super Speed
Stun Recovery Acrobatics, Flight

Movement Active Skills
Active Movement Skills will taunt and activate Tank role bonuses just as super powers found in the main trees. Skill Points are used to purchase Movement Skills allowing additional Tank loadout options.

Function Powers
Targeted Pull Acrobatics : Grapple Line Attack
Flight : Low Pressure
Super Speed : Tornado Pull
Control Breakout Acrobatics : Launching Roll
Flight : Air Burst
Super Speed : Whirling Dervish
Control Breakout Supercharge Acrobatics : Perfect Poise
Flight :Dustoff
Super Speed : Metabolic Boost
Damage Absorption Acrobatics : Perfect Poise
Flight : Dustoff
Super Speed : Dash Attack, Phase Dodge
Crowd Control Acrobatics : Backflip Attack, Forward Flip Attack, Throwing Knives
Flight : Downdraft Attack, High Pressure
Super Speed : Cyclone Push


Passive Iconic PowersEdit

A few Passive Iconic powers may be useful to Tanks if Power points are available:

Active Iconic PowersEdit

Iconic Powers will taunt and activate Tank role bonuses just as super powers found in the main trees.

Weapon StylesEdit

Always spec into Weapon Mastery on the equipped weapon to gain Resistance to Control Effects when using Weapon Combos. Also spec into the +50 Health / +7 Dominance third tier skills to increase survivability.
Weapon combos can be used as Crowd Control mechanisms as some Knockdown, Stun, Juggle or Push opponents. Weapon Interrupt and Block Break combos should be used to counter opponents granting you temporary immunity.
Brawling and Hand Blast should be the first Weapon trees to spec into for stats as Health and Dominance are first tier skills. Health is also a first tier skill in One-Handed, Rifle, Shield and Two-Handed. Dominance is a first tier skill in Dual Wield and Staff. Defense is a first tier skill in Bow, Dual Pistols, Dual Wield, Martial Arts and Staff. Refer to the Weapon Types page for a breakdown of innate bonuses.

Equipment ModsEdit

Placing Equipment Mods in slots can boost stats and improve performance.
Color Mods should match a socket color to gain bonus affinity stats.
Tactical Mods require the Home Turf DLC.

Slot Mod
Blue Slots Dominance & Health or Health
Yellow Slots Restoration & Health or Health & Power
Red Slots Precision & Health or Might & Health
Weapon Slot Absorption Adapter
Neck Slot Fortified Blocking
Back White Slot Breakout Protection or Breakout Regeneration
Feet White Slot Deadly Block or Explosive Block
Chest White Slot Core Strength or Reserve Tank
Hands White Slot Regenerative Shielding

General StrategyEdit

It is the job of a tank to reduce the overall damage a group takes. A Tank should disable and taunt enemies whenever possible with area effect powers that knockdown, juggle or stun. Pulling enemies and gathering them in one large group will make this easier. Powerful attacks should be dodged by moving out of range or breaking line of sight.

Blocking is extremely effective if done right. It will reduce incoming damage by 75%, interrupt most weapon combos by stunning the attacker and provide protection against most crowd control effects. A Tank should always block if overwhelmed, if the healer can't keep up with the damage or if a big attack is coming and can not be dodged. However, blocking too long may strain power generation and cause enemies to bypass the Tank as active powers are necessary to taunt opponents.

GalleryEdit

Also seeEdit

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