Hello and welcome to the Tank Club. It's the Necro P T S
We're gonna be looking at two main things in this video. One has the arch tank changed at all from the preview server to the
P T s have the debs listen to the feedback and we're looking at the mythic item that means tanks may never have to block
again. So firstly, we're gonna dive into the arch skills and just have a quick look at all the skills and what they do if
they're good for tanking, starting off with Gibbering Shield. And this is the ultimate nothing really here that stands out
It gives a damage shield. It absorbs 60% of all damage for 10 seconds
So it doesn't absorb all damage, just 60%. It then deals damage back at the enemy
And that is pretty much it. When you morph it, you've got the option of a bigger shield
So 100 and 10-K damage a max of 100 and 10-K, but it's not absorbing 100% of damage
it's absorbing 60%. So you're still gonna take 40% full damage from the enemy
It's gonna shield 60%. And then you're gonna return damage with the other morph
you're able to give up to six allies a damage shield. And when you really compare this
yes, it's a bigger shield, but you can gain a damaged shield for multiple people with igneous shield on AD K and igneous shield will
absorb 100% of the damage up to the maximum of its shield. So, yes, it's a bigger shield
Is it worth? Are you really gonna be like using this instead of something like aggressive horn
It doesn't look like it if we have a little, look at how this ultimate looks when you
we use it and it creates the bubble around our character. Next
we've got Ruick jolt and this was the uh taunt skill. So we get a taunt
This has been changed from the preview server. It's now got an increased usefulness
So was slotted damage taken is reduced by 2% per active crooks
It wasn't like that on the preview server. So we've got a nice benefit there where they're making use of crooks
This is one of the big things we talked about in terms of there's not enough crooks generation and there's not enough worthwhile crooks expenses
So Ruick jolt, it's a ton. It's minor maim. It generates crooks as well and more slotted damage taken is reduced when we map this
So Ruick Thunder converts into a stamina ability. It deals physical damage
reduces your targets armor and gain armor. Now there isn't anywhere here that mentions about gaining armor but craft the defensive a pot for ruin
that deals physical damage. The room steals 1900 armor so we can assume potentially that we're gonna gain that
It applies minor maim. And it also taunts enemies. This is somewhat forcing tanks into groups
This is forcing archaist tanks and it's not a bad thing. This is a unique group buff with the 1900 pen and it means that
you have to be a tank to use it because you're not gonna see a healer or a damaged dealer slotting a taunt to give
the almost two K pen. So it's definitely making tanks more prominent as potentially playing in group content
But that looks like the better off the stamina off 1377 stamina
It looks like it's gonna be the best option even though it is a taunt. I can understand the reasons for it
The room sp ward. So this is your damage, shield skill. It scales off your Mac's health
The first time you take direct damage, the shield retaliates and deals damage back and you consume crooks to heal yourself
This is again an adjustment from the preview server. So the devs have listened to the feedback on some of these skills we mentioned there
wasn't enough to spend crooks on, there wasn't enough generation. The healing was a bit tricky
This is gonna be a really solid skill because now you've got the option to consume some crooks to get a little bit of a
heel. So you're not relying on the other healing skill, which is not very reliable
So really, really good change. When we look at the morphs, you can con boo crooks to refund the cost
I don't think that's gonna be worth it because you're gonna have so much Maica on the arches that it's definitely not needed
The other Morph is gonna give you a drastically increased size of your shield for the 1st 2nd
Look at the size of that shield, almost 30 K for the 1st 2nd
If you don't use the whole shield, you get an additional 17 K field for five seconds afterwards because this skills for your max health
really, really good. Obviously, you can still consume the crooks to heal yourself
So this is gonna be a really good skill to use when you know that you're gonna take damage
So when you know you've got that big hit coming in, you can react to it quickly, get your damage shield up and that's gonna
protect you, that's definitely gonna be the better Morph, in my opinion
if we have a little look at what this one looks like. So when we cast it, we get this nice green glow around our
character to show that we've got that damage shield active. Next, we've got a fake woven armor
So this one gives major resolve. This will also apply minor breach to enemies
So when enemies are hitting you, you're gonna apply minor breach back out to them
This will make some content much, much easier. When you think if you go into a dungeon Adle
you throw down your cow chops, the enemies are hitting you, you're applying major minor breach with literally no effort
Things are attacking you, you put down the cow chops, everything's got major and minor breach
This makes double frost staff kind of set up even easier. So you don't even need to worry about getting the chilled effect now for
that A O E breach, but it, it's just really gonna be nice for like those ad poles and stuff
When you've got a lot of enemies, they're all hitting you. You don't have to worry about trying to inflict that minor breach on multiple
targets. You can just get it with this one skill. When you look at the different morphs
crooks, weaver armor for me is the better one. It generates crooks. We need to be generating crooks now because it seems like there's more
usefulness to having the block mitigation consume crooks to gain 5% additional block mitigation per crooks
So you can get up to three crooks in total to get 15% block mitigation
Now, if the new mythic item is anything to go by, you may never need to block again
So that doesn't seem something that's super worthwhile. We're already able to get to quite high block mitigation without this
So it doesn't seem worthwhile to consume crooks to get that block mitigation
From my personal opinion. I'd much rather have the generation every five seconds
We're gonna generate some crooks. That means we've got more stuff to spend. We can make more use out of this one when we use
this skill. This is what it looks like. Get a nice bit of green glow around us again
Next, we've got ruin defense, cast forth a complex ruin. Grant of you and your group minor resolve a group
Both of minor resolve. We get minor protection for ourselves. When you
the first time you're damaged, well below 50% health, the minor protection is consumed and you heal for 12.8 k
So now we've got the addition of this heel combined with the other one
So we're not relying just on one heel. So we have the option of having this for emergencies
And the good thing is you can activate this skill. You wanna maintain it because it's giving a group
minor resolve. It's giving you minor protection. If you happen to take damage and you are low on health
it will automatically pro you don't have to keep like casting it to get the heel
it will just automatically heal you. So in some ways, it's actually pretty good
You've got the option of obviously this skill if you need to heal
And then obviously for those emergency moments where you might be low on health, this is gonna automatically prop and heal you
One of the major changes they've done to this skill. This wasn't like this on the the preview server
This was actually a stun, they've now converted it over to an immobilization
So this is fantastic. This has took the arch from really low at the bottom of the pile all the way up in terms of
their ability to play within group content, especially in those dungeons. So before we didn't have access to any kind of good crowd control
the immobilization is a massive change, really, really pleased about this. It's good to see that like the feedback has been heard and they've made
some good adjustments that will make this class much more useful for PV E tanking
So now you're gonna get the option of an immobilization. After one second
the spell we immobilizes enemies within seven m for two seconds. It's actually a bit longer when we press on that and we look at
it on the bar, it's actually three seconds when it's leveled off
So you're gonna activate it in combat. It looks like this look quite a nice looking skill
big A O E skill there. And then after one second, you're gonna get a nice immobilization
The last skill in the soldier of apocryphal, we've got the best skill in my opinion
root of Eldritch horror. So this skill is going to apply minor vulnerability for 10 seconds
forget everything else. We've got to look at this more. The colorless pull more
It applies minor brittle to the target. So we get minor brittle and minor vulnerability and it's really
really easy as well. When we look at it up here, 20 seconds of minor vulnerability and minor brittle
that's the most important thing. You don't need to be using a frost staff. It's a really long duration
It's really easy access for your group to make sure they've got a good up time on minor brittle
Absolutely fantastic skill when we look at the passives here. So we've got increased armor
We've got the increase of recovery. And the good thing about this is this will stack up based on how many skills you've got slotted
So if you've got a couple of skills slotted from the soldier or Apocrypha, you're gonna have even more recovery
health magic and stamina recovery. Her skill slotted. You've also got another group buff with minor evasion
20 seconds of minor, it can recast every five seconds. So really
really nice. And the good thing is is that this is going to be quite useful in some other kind of newer content
I could definitely see places like Dr So Reef Rock Grove, Suns sp things like that where it's good
There are some places where it's not going to be very useful. So, in those situations where there isn't very much a damage
this isn't really going to be doing anything. But there are some of the harder content nowadays where they are implementing more higher damage A
O E s. Even if generally A O E damage isn't super prominent and super hard hitting in E S L
From, from my experience, there are some specific places where you really want to have it and that's gonna be nice to have when it's
needed. We've also got increased ultimate, so gain ultimate once every eight seconds when you consume crooks in terms of the other skill
lines. When we look at Herald of the Tom, we've got a couple of good skills in here
abysmal impact. This is the skill. Uh This is the skill that shoots out in front of you would have been amazing if this would
have been a little pulse skill maybe, but it's not, it is an immobilization as well
but it's only just in front of your character and it consumes crooks to extend the duration of demobilization
So now we don't have to really worry about that, but it's something you could potentially use
It is a shame like I say that this one of the Morphs didn't convert the magic of Morph. There would have been really nice
if that would have been a pulled skill, Tom Bearer's inspiration. This is a skill that has some use I think for a tank
especially the recuperative Morph. So when dealing damage, restore magic and stamina
So it's gonna be you activate it. So it puts rooms on your weapon that pulse with power once every five seconds each pulse enchants
your class abilities. So just your arch in abilities, striking an enemy
One with one deals magic damage and it restores 510 magic and stamina and generates crooks
So this has potential use for a tank as well because it's gonna give you three useful things
So definitely something to consider, especially because we have skills that we activate on the enemy
Pretty regular. The other skill is this one at the bottom. Um Rule of displacement place the ruin under the target that deals damage and
pulls nearby enemies after a delay, it's currently not working properly. We need to wait and see if this is fixed within the P T
S cycle over the next couple of weeks. It does have an eight m radius
We slot it on the bar eight m radius and it's got a 22 m range
So you can throw it 22 m and it puts an eight m radius around one enemy
It then vacuums everything onto the enemy. It's a shame really that this doesn't have a bigger radius because the problem is it would be
too overpowered probably in PPP being able to stack up huge areas. But it just for me
it's, it's not probably going to be as useful as it might seem just because the radius isn't big enough for PV E content
If dungeons were kind of a little bit more compact and there wasn't enemy spread out in every corner of a room
it would make it extremely useful. And in some dungeons, it is going to be good because it will just put everything in as long
as you make sure you hit the right target with it. It is on a delay though. So you have to make sure that the
enemies will be walking close together to benefit from it. But potentially a good skill
we're gonna have to wait and see how this develops over the P T S. The passives in the herald of the tom section aren't
very useful in terms of tanks. It's mostly damage dealer passives. So we don't really need to worry about those when it comes to the
healer skill line. Just the main skill for me here is the archaists domain
Either Morph seems pretty good. The effects remain on you, on your allies for a short duration after leaving and heals you and your allies
in the area over time. This is the killer. This is gonna provide minor courage
minor fortitude, intellect and endurance. It increases the weapons spell damage by 2 15 and health magic cut and stomal recovery by 15%
It's also gonna heal over 20 seconds. So a really, really good skill even for a tank because it's a guaranteed heal over time similar
to kind of ash cloud. But with a lot more benefits, it also means that the isn't needed anymore
which is a bit of a shame because it makes things kind of more difficult to plan
It means that that gear set we've been holding on to for a while now and it's always been useful
It's always the go to set, especially for trial content isn't gonna be needed as much now
if this skills used. But a very good skill nonetheless, when we look at the passives here
so we have got healing increase by 3% for each active crooks
That's quite nice. When you generate crooks, you restore magic and stamina
whichever maximum is higher. So that's really nice as well. So more incoming resources
this is absolutely huge stamina recovery increased by 18%. We've already got absolutely huge amounts of recovery and
that's inflated even more by this passive and then increase the size of your damage and shields another really
really good passive. If we actually look at gonna use the pul in there
3887 magic recovery, that's without a Mundt. Don't think I've activated a Mundt star
If I activate all my skills, stats guys, we've got huge stats
on our computer. It's not fully built character just messing about, but we've got some really
really nice things that we're seeing here. One thing that I'm really pleased to see is that the feedback has been heard and they've made
some really solid adjustments to obviously accommodate making these archaist tanks much better for PV E content
Final thing I wanted to show you is the new mythic item
the new heavy legs mythic item. This is wild while you are above 33% stamina
reduce your damage taken by 50% and lose 1567 stamina. Whenever you take direct damage up to once every naught 15670.5
seconds, does this mean we are never gonna need to block again on the tank
Well, let me just show you what this looks like on the Archon, especially one of the crazy things is we have this huge damage
shield. If we activate this damage shield, just as we get hit by this boss
we're able to actually take zero damage, zero damage, we're able to fully shield every last drop of damage
which is something you're not usually able to do. So we're not taking any damage at all
We're gonna stand inside the debuff in a second and show you that one as well. So
as you can see, not only is this damage shield massively strong
but we don't need to block even if we don't shield her, we're
not blocking at all. The new mythic item means we don't need to because when you block an attack
you have 50% base block mitigation with this, we're able to not block
So we're able to permanently gain stamina back. We can just permanently gain stamina back
Now in some ways, this is making tanking more accessible because it just means that in situations where maybe you're
trying to maintain some buffs, you wanna to do heavy attacks. If you're using this mythic item
you're barely gonna take any damage. It's just absolutely insane. Like is this an effort to make tanking more accessible
But for people who drop their block by accident, it doesn't matter. And the fact is it's costing a little bit more stamer
than it would to block. But we've got 100% up time on our block on our stamina recovery
Whereas if we're blocking and maybe we're blocking 50% of the time
we're not gonna be getting loads and loads of stamina back. Whereas this allows us to not only not block
but we're gaining a ton of stamina as well. And you can see our resources are just full the entire time
We're using skills nonstop. It's just absolutely crazy. So that is the new heavy armor mythic
item guys. So there we go guys, huge improvements compared to the preview server during the play test
When we tested this out. We've got this ridiculous new mythic item
What do you guys think? Let me know in the comments below. Thank you very much for watching and I'll see you next time. Bye bye for now