TANK

skills

Also known as: MODE · TANKMODE · TANK-MODE

Help: Tank Mode Name: Tank Mode Unlock: 5 total remorts Syntax: tankmode Requirement: Leading a group What It Is Tank Mode is the universal group-leader defensive stance. It turns the leader into the hard point of the group: harder to damage, harder to spike down, better at catching attacks meant for allies, and increasingly able to pull hostile attention away from the rest of the group. Tank Mode is a commitment. You cannot flee while it is active, your maximum move is reduced, and ONE_HIT is reduced by 1. All normally available class skills, spells and offensive abilities remain usable. However, all outgoing damage dealt through the normal damage system is reduced by 75 percent. You deal only 25 percent of your usual damage while tanking. Healing, defensive buffs and group support retain their normal effectiveness. Modern Defensive Effects While Tank Mode is active, the leader gains all of the following: - real percentage damage control inside the normal reduction pipeline - a scaling chance to completely deflect a reducible incoming attack - flat Damage Reduction - Spike Guard against unusually large hits - Arcane Dampening against spell damage - a large AC improvement - additional Shield Block - a small amount of move restored whenever a hard deflect succeeds TRUE/no-reduction portions of damage still bypass Tank Mode normally. Offense in Tank Mode The old offensive-skill blacklist is gone. Normal skill unlocks, targets, resource costs and other restrictions still apply, but Tank Mode itself does not block those abilities. Melee, spells, and offensive skill damage that passes through the standard damage() routine deals only 25% of its final normal amount. Damage handled outside that routine may not be reduced. This penalty affects damage you deal, not damage you take. Protecting the Group Tank Mode is more than self-defense. Group members in the same room receive Cover from the leader, reducing a portion of their normal incoming damage. When an effect selects a random group target, the Tank Mode leader has a high chance to Intercept and take the lane instead. When Tank Mode is first activated, hostile NPCs already fighting other members of the group also have a remort-scaled chance to switch their attention to the leader. Remort Scaling Tank Mode uses total remorts because it is a global remort skill. Remorts Rank Damage Deflect Cover 5 Field Brace 15% 5% 5% 25 Braced Line 18% 5% 5% 50 Hardened Line 20% 6% 6% 100 Bulwark 23% 7% 8% 200 Blastwall 26% 8% 10% 400 Fortress 29% 9% 12% 600 Citadel 32% 10% 14% 800 Citadel 34% 11% 15% 1000 Walking Bunker 36% 12% 16% 1250 Walking Bunker 38% 12% 16% 1500 Deadzone Fortress 40% 14% 18% 1750 Deadzone Fortress 42% 14% 18% 2000 Final Bastion 45% 15% 20% The other Tank Mode ratings scale with the same road. By 2000 remorts the stance reaches roughly +1200 DR, +100 Spike Guard, +30 Arcane Dampening, +250 Shield Block and -1600 AC. Its entry cost falls from 500 move to 300, and the maximum-move penalty improves from -500 to -200. Duration grows from about 25 minutes to about 45 minutes. Last Wall At 200 remorts, Tank Mode becomes tougher when the leader falls below about 35 percent health, adding another 3 percentage points of damage control. At 1000 remorts, falling below about 20 percent health adds another 2 points. The total Tank Mode percentage lane is capped at 50 percent. Threat and Intercept Intercept begins very high and rises toward a 95 percent cap. Being actively in combat improves the lower ranks further. The initial aggro-pull chance grows from about 50 percent at unlock to 100 percent by 1000 total remorts. Using It Type tankmode again to stand down. Leaving the group or passing group leadership also removes Tank Mode. The activation summary prints your current rank and exact defensive values, so you can see what your remort progression is providing. See Also: combat, group, rescue, autorescue, damcon, spike-guard