PVE Tank

Updated at Feb 20, 2025

Greetings, adventurer! Welcome to our PVE guide for the Tank archetype in Ashes of Creation.

A few points to note down:

  • The build and the equipment are set for the current end game experience. In other words – what you can aim for.
  • The build is designed around group play(party/raid).
  • If you are new to the archetype, check out our beginner guide, where skills are explained.

Latest Changes

30 January, 2025: Update CL-306096; For official post click here. 1.Rework on Vengeance; 2. Nerfs to defesinve CDs; 3. Rework on other attacking abilities.

Skills

Some “guidelines" for the build:

The build provides 4 ways of interrupting mobs:

After the Tank updates from 30th of January, Vengeance is a solid single target ability. The damage is good and the 3rd strike stuns the enemy. The 6% shield which provides will offset (on average) one attack. Here is a bit of simple math to get the idea:

If you have 6000 health points, Vengeance will provide you with 360 shield (2% each hit). If you have Relentless Vengeance, the shield will become 540 worth of health points.

Try to time any of your shields abilities with Indomitable Spirit. E.g. : Absorption Field will provide more after you have boost up your own health points.

Always use Fortify when you have maximum Courage.

You can maintain the 2 stacks of Grit, if you manage to use the ability before the buff expires. Thus, you can save 40 courage which can be used for other skills.

If you find yourself in a group with a ranger, who snares the targets efficiently, you can consider swapping into Desolate with Punish for more AOE damage.

If you end up in a raid as “Off Tank" (2nd tank), you can use Protect to help keep the main Tank alive.

If you are doing solo content and you need more AOE damage, you can drop Protect for Slam.

Stamina

It is wise to consider your stamina as “defensive cooldown". If you have died on full stamina, that means you did something wrong. You could have either rolled away from danger or block the incoming damage.

Hence, improving those aspects is crucial for the Tank’s survival.

Melee Weapon

A mace has slower attack speed, but provides higher physical power compared to a sword. The chosen weapon for the build also provides a good chunk of defensive stats. Dazed should always be taken instead of Staggered. Courageous and most of the abilities already provide Staggered. Dazed can help with interrupting nasty abilities by increasing the casting speed of the target.

Inner Flame is great for self-sustaining. Indomitable Spirit further increases the effect of the node.

Unstoppable vs Concussion – Unstoppable provides physical penetration for 5 seconds. Concussion provides Shaken. Having them both will significatly increase your finisher output.

Unstoppable Aura vs Unstoppable Force – If in your group, you have rangers and fighters, you might consider the Aura. That will add 15% physical penetration to everyone in 35m range. Unstoppable Aura costs 4 points. Unstoppable Force adds an additional 15% damage for you.

Unstoppable Force vs Supreme Concussion. In order to get the Supreme Concussion, you will need both nodes of Concussion. That will cost the same amount as Unstoppable Force. Unstoppable will provide benefits for all your damage tool kit. Supreme Concussion will increase the damage of your finishers.

Because of the lack of 2 points, we can’t have 15% increased base damage, Supreme Concussion and 55% chance to proc Deadly Extended Finisher. The compromised option would be to swap Inner Flame for Rhythmic Swings (to increase the odds of getting Deadly Extended Finisher) and to be without “Concussion: Flexible Extended Finishers".

Ranged Weapon

The Longbow provides more physical damage. For finishers, you have the option between Staggered and Wounded. Same logic as with the melee weapon – you do not need another source of Staggered debuff.

Rhythmic Swings vs Crushing Blows vs Inner Fire. Inner Fire can be ignored on the bow.

Rhythmic Swings will increase the chance to proc the Deadly finishers. Crushing Blows will increase the raw damage of all your finishers.

Equipment

Disclaimer: The process is slow! All the displayed items can drop, but to get them to legendary quality you will need the crafting recipe. It will require considerable dedication or help in order to achieve those crafts. Even if the materials are available, a town with journeyman armorsmith or weaponsmith or jeweler stations will be required.

In order to see which set of the 2 available is best suited for PVE Tank, all items are set in a legendary rarity. Some stats values can vary, therefore the minimal value has been taken to compare the sets.

Academus Set can be farmed in Tower of Carphin.

Rosarium Guard Set can be farmed in Citadel of Steel Bloom.

Here is the stats breakdown of the 2 level 20 sets:

Jewelry should finish up the set. If you feel that you are having trouble with holding up aggro, consider getting more physical power rating or strenght.

The presented combination of Jewelry and weapons aims to increase physical and magical mitigation.

Even if you manage to acquire all those items on the legendary level, you can further improve them by using the enchanting system. Visit a town which has a Journeyman Scriber.

Gearing tips

Tip 1: Do not immediately jump on level 20 items. Some level 10 rare items are worth enchanting and could still provide more than common or uncommon level 20. Especially if there is no Journeyman Scriber available. Head to our starting guide to check for the items, which are worth keeping/grinding for in order to boost up your character, until the meantioned items in this build are available for you.

Tip 2: General rule for weapons would be to always equip the combination, which will provide the highest power rating. Naturally, level 20 weapons will give more than those from level 10:

Forsaken Blades Sword vs Monitor Blade

Tip 3: Be mindful that some weapons (or gear), even in same level range can have very different power rating stats:

Iron Sword is slightly weaker than Steel Sword.