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== Tank == A tank's job is to be at the top of every important monsters hate list. [[Barbarian]]s are especially good at this, having lots of skills that annoy monsters out of proportion to the damage they do (flesh realm). However, some monsters (mainly those with magic attacks) are more easily tanked by a [[wizard]], [[psychic]], or other Arcane Armor wearer. A [[seeker]] will frequently work for both physical and magical damage tanking due to their high def level, but will generally lack the ability to maintain single-target aggro with an evenly geared squad. Tanks should have a high defense and lots and lots of hitpoints. One useful trick is for the tank to already be regenerating health before the monster hits them. Ironheart Blessings are great for this. Favorite aggro skills: Flesh Ream, Devour, Roar, and Blood-thirsty Blitz. :Flesh Ream is your strongest aggro skill, it will move you to the top of mob hate list. :Devour also generates a nice amount of aggro. Plus, it's the strongest in-game p.def debuff and it lowers target's attack power. :Roar is AoE 'taunt' which works similar to Flesh Ream, but doesn't add any damage. DDs or even a healing cleric will be able to steal aggro soon if you don't get more hate from mob. :Blood-thirsty Blitz is a rarer seeker skill (obtained through [[AEU]], L100 requisite), but once obtained generates massive aggro in a wide aoe while dealing notable damage and draining health. As a tank, you should always keep one eye on your team. It often happens that someone unintentionally pulls some monster, and you are supposed to help that person. Otherwise the monster will kill your whole team, one by one. As a team-guard you should always run in the lead, but also remember to wait for slower classes. You will have to learn to cooperate with your puller. Give her some space to pull, and be ready. Don't let mob to hit her (usually, your puller will be a veno, which is squishy class). When pulling ranged mobs, wait for it to get past you, then hit Flesh Ream (barbarian skill). This will make it kite '''away''' from the group it just got pulled from, and '''towards''' the rest of your party. You should remember that even if Flesh Ream is very powerful aggro-skill, it effect don't last forever and depends on damage that party members are doing. High level damage dealers or those pure-build ones may 'steal' monsters from you. Although, they should be careful, you should be too and use aggro skill more often. If you decide to tank few monsters at once, you can use the Roar skill at the beginning (barbarian's area of effect aggro skill). But after that, remember to use FR on each mob from time to time (or other strong AoE skill). Learn to combine skills, to build up chi and hold aggro efficiently. If you died on a boss, remember to use an aggro skill after rez ASAP (once you are ready to tank). After death, your aggro gets reset to 0, so getting on top of mob hate list by pure damage is very hard. Keep the cleric on your six while tanking bosses (see image below). Correct your position if the boss moves. It's always safer if the cleric can heal from the maximum (possible) healing range. You should obey this rule especially on AoE bosses, since, in many cases, cleric will be able to heal outside of AoE range. Though sometimes the cleric may choose different position (quite common behavior on bosses with random aggro). {{Imagebox|image=Tankguide.png|iwidth=496px|bwidth=500px|text='''In most cases it's best if the cleric can heal from the maximum range (possible exceptions: Ancient Evil & Twilight Emperor).'''}}
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