Tanking In Hit Gear
Tanking in hit gear refers to tanking in mixed hit/tank, or full hit gear. This page primarily applies to the hero tier.
Tanking in mixed gear can be a worthwhile strategy for medium sized melee characters. For example, a rogue at hero 101+ (but with a relatively small amount of hp) may choose to wear some AC gear in lieu of hit gear to reduce damage taken from mobs while still delivering a reasonable backstab.
When soloing or preparing for battles such as the Ultimate Dragon, it is not unusual for DR (HR) oriented classes like Warriors or archer-types to attempt to optimize damage dealt and damage taken.
For larger HP characters and/or those with enough fire power in their group to one-round mobs, it may be desirable to lead/tank in full hit gear. For some situations, for example a soloing Psionicist, it may be convenient to plan the run such that HP regen is not likely to be required until mana runs low.
A few notes to preface the table:
- Keep in mind that certain locations have AC modifiers. See Armor Class page for detailed info.
- A standard set of hit gear does not use a shield. A charged shield may be optimal depending on specific circumstances as it is only useful when being hit. However, the loss of the offhand damage roll and offhand damage (assuming the character has dual) will have to be considered.
The following table compares common DR and AC items.
(*) The 86 gain value comes from 3x base 12 + -50 affect.
(**) The most common held item is Shard Of Black Doom Marble which can be enchanted to 12/12 (10/10 is common) as well as runed for -15 AC. When runed, it's comparable to an unenchanted LeMans Family Seal (B12+10=22AC).
The table can be useful as a starting point to decide which items provide the best balance between AC and DR. However, the final decision should take into account the enchantments placed on weapons and armor.