I originally posted this on the SW:TOR boards here. Given the positive reception, I'll post it here too.
1. You shall initiate the fight when appropriate. 
As the tank you are the most likely of your team to absorb the initial  focus of the enemy team and live, so it's your job to pick the fights.  You will go in first and start messing with people for a couple seconds  before your team engages. The idea is that the enemy starts with focus  on you and forces the enemy to interrupt a damage rotation and take a  second to switch targets to start hitting your big DPS character. The  seconds you buy from this can make the difference between winning and  losing the fight.
2. Defense before offense.
Your primary responsibility as a tank is to keep your DPS alive so they  can kill the opponent. Adding assist damage to your DPS's target, while  very important, is secondary to your other functions such as Taunt,  Guard, and various CC and damage debuffs. Your DPS can do no damage  dead.
3. You must be a threat.
You don't necessary need to make an enemy go, "He's gonna kill me, get  him off." It helps if you can do that while still being able to  initiate, but you just have to be enough of a pain in the rear to the  enemy to make them deal with you. It can be with CC frustrating the  enemy to the point of focusing you just so they feel like they can act.  It can be making the enemy's primary healer or DPS useless by debuffing  them. One of my favorite things to do to a sorceress in WAR was to start  by dropping her damage to 70% of normal, cutting down her crit chance  and draining her morale, then disorienting her to make all her casts  take 50% longer, followed by a snare, a silence, then draining her AP  and morale further. It usually got me some attention.
4. Take advantage of player psychology.
This really applies to everyone, but the PvP tank can do this in ways no  one else can. In WAR, I always carried 2 full sets of gear and had a  few preset combinations of them I could switch to with the push of a  button ranging from balls to the wall offense to a couple balanced sets  to full turtle tank. One thing I would often do is try to project an  image of being one end of the spectrum and then switch to the other. If I  wanted to be a full tank for example, I'd rush in, lay some heavy  damage on a enemy, get focused, die, respawn or get a rez, switch gear  to full defensive gear, and then go in like that for the rest of the  fight. It also works the other way too if I want to DPS. This is similar  to a poker player presenting a table image then switching to another  play style hoping his opponents don't notice.
Of course, you want to communicate something like this to your team  ahead of time if you can. Going in first as a DPS to give an early, easy  kill can also make the enemy overconfident, and you definitely want to  take advantage of that if you notice by luring the enemy into traps.
5. The life of your DPS is more important than yours. (But not by a whole lot)
You should be willing to sacrifice yourself to save the life of your  DPS. Your DPS should NEVER die before you do. Obviously, this does not  always happen, but it's the mindset to have. If your DPS is going down  before you consistently (and it's not his fault for being stupid), you  need to make yourself more of a threat by shifting some of your  survivability for damage. This works the other way as well. If you die  well before your DPS consistently (and it's not your fault for being  stupid), you need to trade damage for survivability. Ideally when your  DPS dies, you should have been killed seconds earlier or be about to go  down shortly after the DPS dies. In this way, you'll have a perfect  balance of threat to survivability. This is presuming the DPS player is  competent of course. If your DPS teammate couldn't DPS his way out of a  wet paper bag, he's not worth your life.
Guard damage should be one of the major causes of your death when it  happens. Yes, you can take more damage than most, but that's because you  have to be able to do so. You intentionally redirect some of the  incoming damage from a teammate onto yourself. You are able to defend  and mitigate this damage. You should be able handle this damage without  being a major drain on the healing resources which are better conserved  to keep your DPS alive.
6. If your DPS is wrong, you should be wrong with him.
This is related to number 5. This means if the DPS you are protecting  has run off by himself to do something, you need to be with him. Your  DPS is useless dead, and a lot of your abilities to mitigate damage do  not work on you, so you might as well be useful with your DPS being  wrong, than useless being "right."
Taunt for example, unless it changed from the Eternity Vault video,  reduces damage of the targeted enemy to everyone else except you for a  time. You can't Guard yourself, not that it would do anything dividing  the damage you take between you and you.
7. Tunnel vision will kill your team.
You need watch health bars like you were a healer so you can place Guard  where it is needed. You need to watch the enemy so you can place your  CC, buffs and debuffs effectively. You need to watch the positioning of  your team since Guard only works within a short range. (See also number 6  for this.) You need to do all this on top off watching yourself, your  ability rotation/priority, your health and resources, and your  positioning. It can be very stressful, and sometimes impossible, to keep  track of all this. 
Sometimes in WAR my healers would tell me to potion because their  resources are drained or focused on another player. They did this  because they understood sometimes I can lose track of my own health  trying to perform all my other duties. I rarely needed the reminder, but  I appreciated it.
The PvP tank is a thankless job, much like the PvE tank, but it is very satisfying when played well.
 
As an experienced PVE tank I could confidently talk about pickups, LOS pulls, AOE tanking and so on. Old DAOC players seem to refer to peeltanks and other weird stuff. Are there specific tasks or manoeuvres for PVP tanks like this? Peeling, assist train, harrassment, cc etc?
ReplyDeleteYes. I talk about those in this post, but I don't name them. Perhaps I should do a post defining a lot of PvP tanking terms. For example, the example I provided in number 3 of debuffing the sorc is harassment.
ReplyDelete