Archetype: Tank
Special Mechanic: Curses
Class Details: Fighters specializing in group offence, the Chosen surround themselves with harmful auras. These curses damage or negatively impact any opponent that closes with the Chosen, who can have up to three curses active at any time.
Above all else, as a Chosen Champion, you will seek the esteem of Tzeentch. Yours is an arduous path, forever seeking out greater glory in the eyes of the Raven God by playing a crucial role in his terrible schemes and cruel manipulations. Encased in a blasphemous panoply of heavy armor, you will endeavor to place yourself on the front line of every battle, where you will bring to bear the power of your Dark Gifts against your foes. You will also often be called upon to protect the insignificant or the weak, not as an act of compassion, but rather in service to the inscrutable machinations of your treacherous god.
Career Masteries
Do not be misled by appearances, for they are the first weapon of the Chosen. Covered from head to toe in unholy armor, wielding massive weapons capable of rending enemies limb from limb, the Chosens are hulking figures of dread and terror on the battlefield – but woe to the enemy who dismisses them as simple brutes! Tzeentchs Chosen are cunning warriors who can bring forth a whisper of the Ruinous Powers into this world, dooming their enemies to a fate that is, perhaps, worse than a simple death.
The Chosen have been blessed by Tzeentch with several dark gifts, powers of Chaos which they can grasp and pull into this world through their very bodies. These powers pour forth from within their massive armor, and spill out as profane auras. In addition to causing an immediate effect when they first burst out from the Chosens grasp, these lingering effects will continue to empower the player for several moments, allowing them to unleash melee attacks fueled by the unholy power of Tzeentch himself.
Path of Strife
The Path of Strife is focused on directly and brutally crushing your foes. A master of Strife will be likely to favor a Great weapon instead of a shield, greatly increasing their offensive power at the cost of sacrificing the protections that a shield would otherwise offer. They will be easily capable of picking up a shield when the situation calls for it…but they wont be happy about it.
Path of Retaliation
The Path of Retaliation is a cunning Mastery for those who prefer to outlast their enemies, letting their foes beat in futility on a massive shield until they’re exhausted, and then crushing them with deliberate and vicious attacks. A specialist in Retaliation will be the person who defines where the lines of battle will be drawn, since they -are- the front lines.
Path of Discord
The Path of Discord is one that delves more deeply into Tzeentchs gifts, and masters of Discord more fully understand how to manipulate the Chaos forces that swirl within them. They can unleash blasts of magical power, or twist the magical energies to unnaturally enhance their melee attacks. Their understanding of the nature of magic is still relatively shallow, however, and they can not hope to approach the skill or power of a true magus, but even their brief flashes of otherworldly energy are enough to empower them as potent melee combatants.
Important Stats
As a Chosen you will need the following statistics which you can improve using armor sets, weapons, rings, talismans and renown points
Block: Increases your chance to defend against all attacks with a shield.
Wounds: Increases your overall HP. You can never have enough HP.
Toughness: Reduces damage dealt to you by opponents.
Parry: Increases your chance to defend against melee attacks.
Acquiring Gear
There are many ways to get gear:
- Open RvR: The gear and weapons you get here are for your main spec. When you kill or lock a zone you will be given a number of War Crests according to your level which you can trade for armor and weapons. At the end of a zone if you roll high enough you will be give a color bag with may contain certain tokens that you can trade and get a jewel set. Engineers don’t have defensive jewels set like other classes.
- Scenarios: Scenarios remain a very strong source of gear. You continue to earn War Crests at the end of every scenario, which are then traded with vendors in Altdorf (Order) or the Inevitable City (Destruction) for armor and weapons. The quality of gear from scenarios can still be among the best in the game, making them a crucial part of gearing up.
- Achievements & Tokens: The Tome of Knowledge is still a vital system. By completing achievements (e.g., killing a certain number of creatures, collecting specific items, or exploring areas), you unlock entries in your Tome. These unlocks can reward tokens that are then traded in the library in Altdorf or the Inevitable City for unique jewels or tactics. Some very desirable sets and bonuses can be acquired this way. The development team has continued to add more Tome Achievement Unlocks, including some tied to Live Events as of 2025.
- Tier 4 epic quests: The epic quest lines in each area continue to be a source of significant rewards. Upon completing these lengthy, multi-step quest chains, you are typically given a choice of a powerful item, often with unique appearances or stats. These quests are a reliable way to get high-quality gear.
- Dungeons & Lairs: Dungeons and lairs are still important for acquiring gear, weapons, and jewels, both while leveling up and for end-game progression. The RoR team has been actively updating and even adding new PvE content. For example, as of early 2025, there’s a “Lost Vale” dungeon update introducing new armor sets (Dark Promise sets, including main spec, off-spec, and hybrid options), and materials for crafting permanent rings.
- Ward System: The game utilizes a “Ward” system where you often need to unlock lower-tier Ward sets before being able to equip higher-tier dungeon gear (e.g., Gunbad -> City -> Bastion Stair).
- Public Quests (PQs): While not strictly “dungeons,” PQs are large-scale PvE events that can also provide gear through loot bags. RoR has implemented different difficulties for PQs (Easy, Normal, Hard) which scale with the recommended number of players and offer varying loot quality.
The Chosen: Champion of Chaos and Aura of Domination
The Chosen in Warhammer Online: Return of Reckoning is a formidable tank class, primarily defined by its role as an AoE Buff tank. Unlike other tanks that might focus on single-target protection or direct damage, the Chosen surrounds themselves with harmful auras (curses) that negatively impact any opponent who dares to close in. Possessing all the fundamental tanking skills, the Chosen is a versatile and highly desired presence across all scales of Realm vs. Realm (RVR) combat.
RVR Strengths: The Aura of Annihilation
- AoE Curses and Group Offence: The defining feature of the Chosen is their ability to cast curses which act like auras, damaging or negatively impacting any opponent within range. A Chosen can have up to three curses active at any time, turning them into a mobile zone of debilitating effects. This specialization in “group offense” means they enhance their allies’ damage potential by weakening foes, making them a crucial offensive enabler on the frontline.
- Comprehensive Tanking Toolkit: Like all tanks, the Chosen has access to essential protective and control skills:
- Guard: Guards 1 person and takes 50% of their damage, which can be blocked. Mastering Guard switch is crucial for optimal protection.
- Challenge: Reduces incoming damage for their party by 50%.
- Crowd Control: A robust array of crowd control abilities, including Punt, Root, and Knockdown, vital for controlling the flow of battle and protecting allies.
- Universal RVR Applicability (“Excellent for small scale or Warband play”): The Chosen is an incredibly versatile tank, welcomed in all aspects of RVR:
- Small Groups (Duos, 6v6s, Scenarios, Ranked Scenarios): Their ability to combine solid personal tanking with party-wide debuffs and protection makes them a perfect tank. Their curses can soften up multiple targets, making them a force multiplier even in smaller skirmishes. The text notes a “good duo would be with any class,” highlighting their strong individual utility.
- Warbands (24-Man Groups): The Chosen truly shines in large-scale RVR. Their ability to provide protection and buffs/debuffs for the whole party/Warband makes them an essential component of any frontline. They are sought after in both organized guilds and random (PUG) warbands, acting as a crucial debuff engine and damage absorber.
- Easy to Play (Action Point Mechanism): The Chosen operates on an Action Point mechanism, making them an accessible tank for new players while still offering depth for mastery.
- Decent as DPS (2-Handed): While not their primary role, a 2-handed Chosen can output “decent damage.” This allows them to contribute offensively while maintaining all their core tank utility skills like Guard. “Tanks never lose the ‘protector’ role,” even when focusing on damage.
RVR Challenges: Maximizing Curse Uptime
- Consistent Engagement: To maximize the effectiveness of their curses, a Chosen must consistently be in melee range of enemies. This demands excellent positioning and the ability to maintain engagement without being overwhelmed.
The Chosen in RVR: The Debuffing Vanguard
The Chosen in Warhammer Online: Return of Reckoning is a unique and indispensable tank, specializing in debuffing enemies on a large scale. Their constant AoE curses, combined with a comprehensive tanking toolkit and high versatility, make them an excellent choice for any RVR group, from small roaming parties to massive warbands. They are the epitome of an offensive tank, constantly weakening foes while absorbing punishment, ensuring the dominance of the Destruction war machine.
Warhammer Online: Return of Reckoning (RoR) offers a classic RvR (Realm vs. Realm) experience, and playing a tank effectively is crucial to your realm’s success. Tanks are the backbone of any group, soaking up damage, controlling the battlefield, and protecting their squishier allies. Here’s a guide to mastering the tank role in RoR:
The Core Philosophy of a RoR Tank
Unlike many modern MMOs where tanks primarily hold aggro through damage, RoR tanks excel at:
- Damage Mitigation: Directly reducing incoming damage to themselves and, more importantly, their allies.
- Crowd Control (CC): Disrupting enemy formations, preventing damage, and setting up kills for their DPS.
- Debuffing: Weakening enemies to make them easier for your allies to kill.
- Peeling: Protecting your healers and ranged DPS from enemy threats.
Essential Tank Skills and Their Usage
While specific skill names and effects vary slightly between the different tank careers (Knight of the Blazing Sun, Ironbreaker, Swordmaster for Order; Chosen, Black Orc, Black Guard for Destruction), the core mechanics and their application are similar.
1. Guard (Core Tank Mechanic)
- What it does: Guard is arguably the most important tank ability. When active on a groupmate within 30 feet, it transfers 50% of the damage they take and 35% of the hate they generate (in PvE) onto you.
- When it’s used:
- Always be guarding someone! This is non-negotiable. Your primary goal is to keep your squishier allies alive.
- Prioritize high-value targets: Generally, this means your healers first, then your high-DPS allies (especially ranged or caster DPS who are often targeted).
- Situational Switching:
- Emergency Peeling: If an enemy DPS suddenly switches onto one of your squishy allies who is taking heavy damage, quickly switch your Guard to them to absorb a significant portion of that damage.
- Focus Fire: If your group is trying to burn down a specific enemy, Guard the allied DPS who is focusing that target. This allows them to stay aggressive without fear of being instantly burst down.
- Objective Play: When guarding a flag or an important objective, you might guard a backline DPS or healer who is holding the point while you physically block incoming enemies.
- Example: Your Bright Wizard (BW) is getting focused by a Marauder and a Witch Elf. Your healer is busy healing the frontline. You immediately Guard the BW. Now, half the damage they take is transferred to you, allowing your healer to catch up or giving the BW a crucial window to escape or retaliate.
2. Taunts & Challenges (Threat & Damage Mitigation)
- Taunt (Single Target):
- What it does: Forces a single enemy to attack you and, in RoR, often increases the damage you deal to them for a short duration. It also interrupts currently building abilities.
- When it’s used:
- PvE Threat Management: In dungeons and open-world PvE, this is your primary way to keep a specific mob on you.
- PvP Interrupt & Focus: Use it on an enemy healer to interrupt a heal, or on a high-damage enemy to direct their attacks onto you, taking pressure off your allies. It can also be used to increase your damage output on a key target for your group to burst down.
- Challenge (AoE):
- What it does: Forces multiple enemies in front of you to attack you and reduces the damage they deal to anyone other than you.
- When it’s used:
- Frontline Engagements: In large-scale RvR (Realm vs. Realm) battles or scenarios, use Challenge when you’re engaging a group of enemies to reduce their overall damage output on your team. Tanks will often rotate their Challenges to keep enemies consistently under this effect.
- Objective Defense: When defending a keep door or a tight choke point, using Challenge on cooldown can significantly reduce incoming damage to your entire group.
- Example (PvP): A large enemy warband is pushing your keep door. As the primary tank, you charge in, hit your AoE Challenge, and then follow up with your single-target Taunt on their most dangerous melee DPS. This pulls their focus and reduces their damage on your squishy backline trying to hold the door.
3. Knockbacks & Knockdowns (Crowd Control)
- What they do: These abilities forcefully displace enemies, interrupting casts, creating space, and sometimes stunning them momentarily.
- When they’re used:
- Peeling: This is a crucial peeling tool. If an enemy melee DPS is on your healer, use a knockback to send them flying, giving your healer precious time to reposition or heal themselves.
- Environmental Kills: RoR has many ledges and cliffs. Punting an enemy off a cliff for an instant kill is incredibly satisfying and effective.
- Interrupting Important Casts: While Taunt can interrupt, a well-timed knockback can disrupt a critical channeled ability or powerful cast from an enemy.
- Isolating Targets: Knocking an enemy tank away from their guarded target can create a window for your DPS to quickly burst down a squishy enemy.
- Example: You see an enemy Bright Wizard starting to cast a powerful AoE nuke. You quickly use your knockback ability to send them flying, interrupting their cast and potentially saving your group from massive damage.
4. Defensive Buffs (Self & Group Survival)
- What they do: These skills vary by tank class but typically involve increasing your armor, resistances, parry/block/disrupt chances, or granting temporary invulnerabilities. Some also provide group-wide defensive bonuses.
- When they’re used:
- Anticipate Burst: Use your defensive cooldowns before you take heavy damage, not after. If you see an enemy group focusing you, pop your defensive buffs.
- Mitigate AoE Damage: Abilities like the Knight of the Blazing Sun’s “Hold the Line!” increase dodge and disrupt for allies behind you, making them excellent for defending against ranged and magical attacks in group engagements.
- Objective Holding: When defending a flag or a bottleneck, using your group defensive buffs can make your team significantly tougher to dislodge.
- Example: You’re leading a charge into a crowded area in RvR. You anticipate incoming ranged and magic damage, so you activate a defensive buff like “Hold the Line!” (if you’re a KotBS) to bolster your allies’ defenses as you push in.
5. Debuffs (Weakening Enemies)
- What they do: Tanks often have abilities that reduce enemy armor, damage, healing received, or apply snares/roots.
- When they’re used:
- Focus Fire Enhancement: Apply armor or resistance debuffs to the enemy target your group is focusing, helping your DPS melt them faster.
- Controlling Movement: Snares and roots are excellent for preventing enemies from escaping or reaching your backline.
- Damage Reduction: Debuffs that reduce enemy damage output can significantly ease the burden on your healers.
- Example: You’ve successfully taunted and guarded your healer, drawing the attention of an enemy Chosen. You then apply an armor debuff to the Chosen, allowing your allied DPS to chew through their defenses more effectively. If the Chosen tries to run, you follow up with a snare to keep them in range.
General Tanking Principles
- Map Awareness: Always be aware of your surroundings, where your allies are, and where the enemy threats are coming from. This dictates who you Guard, who you CC, and where you position yourself.
- Positioning is Key:
- Protect the Backline: Position yourself between your healers/ranged DPS and the incoming enemy threats. Be a physical barrier.
- Control Choke Points: Tanks excel at holding narrow passages or doorways, preventing enemy pushes.
- Initiate & Absorb: Be the first one into a fight to absorb the initial burst and draw aggro.
- Communication: Call out targets, communicate your cooldowns, and inform your healers if you’re taking heavy damage.
- Adaptability: No two fights are exactly alike. Be prepared to switch your Guard target, adjust your positioning, and prioritize different CC based on the flow of battle.
- Renown Skills: Invest your Renown points wisely into defensive stats like Toughness, Wounds, and parry/block/disrupt. Renown abilities like “Stand Your Ground” (increased incoming healing) or “Juggernaut” (temporary CC immunity) are incredibly valuable.
- Potions: Always carry healing and defensive potions. They can provide a crucial burst of survivability in dire situations.
By understanding and effectively utilizing these core skills and principles, you’ll be well on your way to becoming an invaluable tank in Warhammer Online: Return of Reckoning, leading your realm to victory on the battlefield!
Pre Best in Slot Gear
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Helmet: | Ruin | ||
Shoulders: | Ruin | ||
Cloak: | Ravack’s Changehide | ||
Chest: |
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Belt: | Redeye | ||
Gloves: | Ruin | ||
Boots: | Redeye | ||
Mainhand: | Sentry’s Chaos Axe of Tyranny | ||
Offhand: | Shieldbearer’s Harald of Tyranny | ||
Jewelry Slot 1: | Rough Gunbad Diamond | ||
Jewelry Slot 2: | Genesis Fragment of the Everlasting | ||
Jewelry Slot 3: | Sentinel Chaol Seal & (+6% Blcok) | ||
Jewelry Slot 4: | Mark of the Bulwalk | ||
Talisman: | 4×23 Wounds & 4×23 Initiative |
Best in Slot Gear
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Helmet: | Sov Dreadshield | ||
Shoulders: | Sov Dreadshield | ||
Cloak: | Sov Dreadshield | ||
Chest: | Sov Dreadshield | ||
Belt: | Sov Dreadshield | ||
Gloves: | Sov Dreadshield | ||
Boots: | Sov Dreadshield | ||
Mainhand: | Sentry’s Chaos Axe of Anathema | ||
Offhand: | Shieldbearer’s Harald of Anathema | ||
Jewelry Slot 1: | Rough Gunbad Diamond | ||
Jewelry Slot 2: | Genesis Fragment of the Everlasting | ||
Jewelry Slot 3: | Sentinel Chaol Seal & (+6% Blcok) | ||
Jewelry Slot 4: | Sov Dreadshield | ||
Talisman: | 4×23 Wounds & 4×23 Initiative |