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Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
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Not a Tank: A Call to Redefine Ashes' Frontline Role

TL;DR
Tanks in Ashes of Creation are being driven out of relevance by a combination of design friction, punishing economic systems, low PvP/PvE value, and outdated mechanics. This post consolidates feedback from numerous tank mains who believe the class needs mechanical reworks, role sustainability, and identity clarity. We offer targeted, actionable suggestions to help make tanks viable, enjoyable, and indispensable.
Context
This feedback is compiled from months of forum posts, personal playtesting, and community discussions from tank mains across Alpha Two. Our goal is to ensure tanks are viable, valued, and fun at all stages of the game.
I've played tank main almost exclusively for 20 years across all of the major MMOs, at peak endgame in most of them for PvP (specifically RvR style) and PvE
1. Economic Death Spiral – The Tank’s Tax
Tanks die more. That’s their job. But in Ashes, that job is punished:
Lose glint and harvested materials on death
Face the highest repair bills due to plate armor
Struggle to solo farm effectively
This creates a loop:
Die → lose money → need to farm → farming is slow → die more.
This is emotionally and economically crushing. Unless running in a premade group, many tanks just don’t log in.
Suggestions:
Delay glint/repair penalties until respawn at emberspring
Add solo-friendly stance or mitigation to farming cost
Provide repair cost reductions for tanks
2. XP Debt and Repair Costs Punish the Role
XP debt is fine in theory. But for tanks?
Tanks die first, die often, and die to save others
XP debt punishes them for doing their job
Repair costs and death loops mean a tank often leaves a play session worse off than they started
Suggestions:
Reduce XP debt gain on tanks
Consider death forgiveness window if rezzed quickly
Scale repair cost with damage taken, not gear tier alone
3. Shields Are Cosmetic, Not Core
Tanks give up DPS to wear shields, but the shield:
Doesn’t affect core stats meaningfully
Can be used by non-tanks for almost equal benefit
Doesn’t scale key abilities like Reflect
Suggestions:
Make shield stats part of tank base mitigation
Scale Reflect and other shield-based abilities with actual shield quality
Give passive shield bonuses to tanks only (e.g., stamina regen, block angle, CC resist)
4. Skills Lack Flow, Synergy, and Identity
Many tank skills:
Have no synergy
Require constant micromanagement (e.g., Grit spam)
Are used defensively on the tank rather than the group
Suggestions:
Let Intercept and Absorption Field apply group shields
Rework Grapple with meaningful augments (pull to ally, root, CC)
Make Vengeance’s stun courage-based, not RNG
Add group utility to Charge, Tomahawk (upgrade to net?), and Reflect
5. PvP: Irrelevant by Design
Even after TTK improvements, tanks are:
Not threatening
Not disruptive
Not protective
Suggestions:
Let Reflect block projectiles for allies via line-of-sight
Add real CC tools: group pulls, slows, battlefield zoning
Spec walls to allow ally movement or apply enemy debuffs
6. Walls, Body Blocking, and Spatial Control
Wall is a great idea:
But mobs walk through it in PvE
It has a long cast time and cooldown
Tanks should control space. Right now, they don’t.
Suggestions:
Restore promised wall customization (solid, debuff, shield variants)
Add collision mechanics or enemy AI changes
Reward body blocking (damage resistance, courage gain)
7. Spam ≠ Skill – The Active Block Trap
Grit has gone from simple stance to mandatory micromanagement.
The 20s/10s Grit change halved the buff unless you pressed it constantly
Current Grit still requires constant attention, or you die
Active Block punishes stamina, cancels skills, prevents dodge
Suggestions:
Grit should be a stance, not a rhythm game
Active Block should grant rewards (CC, counters, courage gain)
Make timing matter: well-timed blocks reduce cost or increase effect
8. What Is the Tank’s Place in the Endgame?
Tanks are vital while leveling, but then:
PvP doesn’t need them
PvE becomes DPS-centric after gear
Solo content is miserable
Suggestions:
Introduce tank-needed open world content (e.g., elite patrols, event triggers)
Rework PvP meta to include group survival mechanics
Add roles for off-tanks in raids (wound debuffs, agro transfers)
9. "Tank" Is Not a Class Name
Every other class has a name that signals fantasy. Tank is a role.
Suggestion: Rename the class to Guardian. Build the kit around:
A defensive stance (group tanking)
An offensive stance (solo viability, moderate damage)
Other MMOs nailed this. Ashes can too.
10. Closing: Let Tanks Lead
We don’t want to be immortal. We want to be respected.
We want gameplay that rewards:
Tactical decisions
Well-timed blocks
Group synergy
Positional awareness
Right now, tanks feel like slow melee DPS with a shield and a death tax.
Please let us fulfill the fantasy of being the frontline protector. Give us:
A name
A purpose
A reason to stay logged in past level 15
Tanks in Ashes of Creation are being driven out of relevance by a combination of design friction, punishing economic systems, low PvP/PvE value, and outdated mechanics. This post consolidates feedback from numerous tank mains who believe the class needs mechanical reworks, role sustainability, and identity clarity. We offer targeted, actionable suggestions to help make tanks viable, enjoyable, and indispensable.
Context
This feedback is compiled from months of forum posts, personal playtesting, and community discussions from tank mains across Alpha Two. Our goal is to ensure tanks are viable, valued, and fun at all stages of the game.
I've played tank main almost exclusively for 20 years across all of the major MMOs, at peak endgame in most of them for PvP (specifically RvR style) and PvE
1. Economic Death Spiral – The Tank’s Tax
Tanks die more. That’s their job. But in Ashes, that job is punished:
Lose glint and harvested materials on death
Face the highest repair bills due to plate armor
Struggle to solo farm effectively
This creates a loop:
Die → lose money → need to farm → farming is slow → die more.
This is emotionally and economically crushing. Unless running in a premade group, many tanks just don’t log in.
Suggestions:
Delay glint/repair penalties until respawn at emberspring
Add solo-friendly stance or mitigation to farming cost
Provide repair cost reductions for tanks
2. XP Debt and Repair Costs Punish the Role
XP debt is fine in theory. But for tanks?
Tanks die first, die often, and die to save others
XP debt punishes them for doing their job
Repair costs and death loops mean a tank often leaves a play session worse off than they started
Suggestions:
Reduce XP debt gain on tanks
Consider death forgiveness window if rezzed quickly
Scale repair cost with damage taken, not gear tier alone
3. Shields Are Cosmetic, Not Core
Tanks give up DPS to wear shields, but the shield:
Doesn’t affect core stats meaningfully
Can be used by non-tanks for almost equal benefit
Doesn’t scale key abilities like Reflect
Suggestions:
Make shield stats part of tank base mitigation
Scale Reflect and other shield-based abilities with actual shield quality
Give passive shield bonuses to tanks only (e.g., stamina regen, block angle, CC resist)
4. Skills Lack Flow, Synergy, and Identity
Many tank skills:
Have no synergy
Require constant micromanagement (e.g., Grit spam)
Are used defensively on the tank rather than the group
Suggestions:
Let Intercept and Absorption Field apply group shields
Rework Grapple with meaningful augments (pull to ally, root, CC)
Make Vengeance’s stun courage-based, not RNG
Add group utility to Charge, Tomahawk (upgrade to net?), and Reflect
5. PvP: Irrelevant by Design
Even after TTK improvements, tanks are:
Not threatening
Not disruptive
Not protective
Suggestions:
Let Reflect block projectiles for allies via line-of-sight
Add real CC tools: group pulls, slows, battlefield zoning
Spec walls to allow ally movement or apply enemy debuffs
6. Walls, Body Blocking, and Spatial Control
Wall is a great idea:
But mobs walk through it in PvE
It has a long cast time and cooldown
Tanks should control space. Right now, they don’t.
Suggestions:
Restore promised wall customization (solid, debuff, shield variants)
Add collision mechanics or enemy AI changes
Reward body blocking (damage resistance, courage gain)
7. Spam ≠ Skill – The Active Block Trap
Grit has gone from simple stance to mandatory micromanagement.
The 20s/10s Grit change halved the buff unless you pressed it constantly
Current Grit still requires constant attention, or you die
Active Block punishes stamina, cancels skills, prevents dodge
Suggestions:
Grit should be a stance, not a rhythm game
Active Block should grant rewards (CC, counters, courage gain)
Make timing matter: well-timed blocks reduce cost or increase effect
8. What Is the Tank’s Place in the Endgame?
Tanks are vital while leveling, but then:
PvP doesn’t need them
PvE becomes DPS-centric after gear
Solo content is miserable
Suggestions:
Introduce tank-needed open world content (e.g., elite patrols, event triggers)
Rework PvP meta to include group survival mechanics
Add roles for off-tanks in raids (wound debuffs, agro transfers)
9. "Tank" Is Not a Class Name
Every other class has a name that signals fantasy. Tank is a role.
Suggestion: Rename the class to Guardian. Build the kit around:
A defensive stance (group tanking)
An offensive stance (solo viability, moderate damage)
Other MMOs nailed this. Ashes can too.
10. Closing: Let Tanks Lead
We don’t want to be immortal. We want to be respected.
We want gameplay that rewards:
Tactical decisions
Well-timed blocks
Group synergy
Positional awareness
Right now, tanks feel like slow melee DPS with a shield and a death tax.
Please let us fulfill the fantasy of being the frontline protector. Give us:
A name
A purpose
A reason to stay logged in past level 15
Guild Leader, Radiant Knights
8
Comments
The shield is something I really hope gets an upgrade and a more central role to the tanks toolkit. Abilities like Shield Slam/Sheild Assault and Reflect should not be able to be used if you don't have a shield equiped and a better shield, or better shield stats, should have a profound effect on the effectiveness of the skills.
And yes, "Tank" is not a class name. Rename it to "Guardian" as soon as possible!
The main points I don't necessarily agree with are related to 3/4/5.
Regarding shields, I'm in agreement that they're in a bad spot and feel rather useless. What I don't agree with is incorporating them directly into the tanks skills or mitigations. Surely I'd like to see improvements, and for the class to enjoy benefits from wielding a shield, but the second it becomes a mandatory part of every tank's kit I think we went too far. Choice in weapon and gearing should always be priority imo, otherwise you're creating a role and not a class.
As for skill synergy, I don't agree that it's nonexistent. There is quite a bit of built in flow to the way tank plays, and I frankly really enjoy it. Especially related to Punish, as many skill flows like Grapple->Tomahawk/Forceful Tremors -> Pulverize feel absolutely fantastic. Having the option of playing a Tank as a sort of crit-power-focused juggernaut instead of just being a front-line was a marvelous experience. However, I do understand the sentiment as there is a lot of room for improvement. I frankly would like to see shields (the hp kind and not the equipment) become a bigger part of the kit. Both in a team-support way as was previously mentioned, or in a sacrifice-shields-for-damage kind of way. I wouldn't want the stuff that is good, or otherwise feels good currently, to go by the wayside but rather cleaning up the stuff that isn't all that great at the moment.
And finally, I have had a pretty different experience in PvP post TTK. Especially with decent gear, playing a tank in PvP can feel fantastic both with a Defensive oriented build (mitigations/hp stacking), as well as with a power oriented build (power rating + crit pow). Ive tried both, felt great both ways. You're a force to be reckoned with, assuming you can convince your opponents to care about you.
However, I do think your points are valid about tanks being relatively easily ignored in PvP. Its a little too easy to just walk away from tanks, and there's really no valid reason to ever damage one if you can help it. Plus, with the only hard ccs in a tank's kit being trips and a very tiny stun, its pretty hard to lock anybody down. Doubly so if any other members of your party also have trips.
If I had to give my own personal suggestions, trying to blend the great suggestions of the post with my own preferences, I would attempt the following:
- Give an explicit benefit for wearing a shield as a tank. This can be baked into passive skills.
- This bonus shouldn't require having a shield, but reward tanks that do.
- More cc on tanks for pvp. Pushes/pulls and Incaps especially. Give tanks a direct way of controlling fights.
- Alternatively, let tanks be really efficient at shielding allies. Give enemies a reason to want to kill them before anybody else.
Personally, I think there's a place for tanks as a secondary protector sort of role. Not necessarily just off-tanking, but as a shielding-focused and damage-leeching class. Skills like intercept, absorption field, Aegis, and protect already fill this role, but not to the degree that a specialized build is worth playing. I'd personally love to see this expanded out further.
And, weirdly related, a name like Guardian makes a lot more sense when your job isn't exclusively sitting at the front of your party.
Some stance changing for being able to dps more is a bit risky. You don't want to turn the Tank class into a DPS class. I loved "stance dancing" in classic wow. Being able to have access to different skills and being able to time their usage properly was fun and challenging. But Tanks there had the same issues really. Die more, repair more, slow farming ect ect.
Maybe there's something they can do to make their farming a little better. Not sure if this changed, but back in Dec. I was able to quickly farm early mobs with a Tank, granted I passed that character some equipment. I was constantly killing 5 mobs at a time of the same level. This tappered off as I leveled and the gear had less effect. But the tank had at that time many skills that would attack multiple targets in front of it.
I tend to be more pve focused in mmos like this, but the skills need to have use in combat, solo, party, raid, ect. Making those skills useful in Pvp is hard, I'm mean how does taunt work in pvp?
Making a tank viable in PvP and PvE is hard, especially if you can't respec easily. Or the skills need to be multi use so you don't need to respec, which would be best since the game can throw PvP at you at anytime really.
I know this essentially removes one class from the table but I think this is the approach to at least test out.
So the warrior isn't horrible, I'm sure they will scale better in the secondary class selection whenever we get it. There are many classes that need "work," but the tank is up there. I agree with most points on this topic, as the tank is the lest played class on the game. I also stand by the point that tank does not have a place in PVP, so to speak. They pose low significance in PVP oriented events, thus they get ignored. I also worry about the endgame. Brizby said, "can be done decently well by existing classes and apparently summoner can too." This poses issues down the pipeline as we would be forming party compositions based on content. For example: in PVP, why opt for a tank, when a off-tank has better utility and damage output as well as decent sustain. I like this topic, hope it gets the attention needed.