Tanking: An Alternative Approach

Existing Strategies
The Tank article currently lists a bunch of strategies, divided into two big categories: constitution-based tanking and dexterity-based tanking. If forced to choose between these two approaches, it is reasonable to go with the less trivial - namely, second one (for a detailed mathematical analysis of Evasion tanking advantages, see also: http://social.bioware.com/426838/blog/1581/). However, the starting assumptions on which the analytic part of this article is based are radically different from the ones used there, so it was only logical to start a separate article rather than adding a third section to the Tank article.

Key Principles
In DA:O, there are only three essential, and, it might be added, somewhat counter-intuitive, criteria defining whether a character is fit for a tank role. Curiously enough, a lot of superficially attractive parameters, like constitution, armor, defense, physical, mental and elemental resistances, flanking immunity or missile deflection play little to no role in successful tanking. The criteria mentioned above are: (a) threat management; (b) stun/knockdown immunity; (c) spell immunity. Each criterion is covered in more detail in its own separate sub-section below.

Threat Management
First and foremost, if one wants to keep it practical, tanking, especially on Nightmare difficulty, is all about drawing threat. Surpsisingly, it seems to be the major pièce de résistance of this article. The information on Evasion tanks in the Tank article is, for all its originality, very off the mark as far as tanking per se is concerned: the builds proposed are no tanks, just certain characters that wouldn't be hit as often (ideally, they wouldn't be hit at all) as other characters. While this surely is a great advantage, one would be hard-pressed to imagine by what means a Rogue, or, to a lesser extent, an Arcane Warrior (the latter has some AoE spells that can do the job) is supposed to draw hostility as easily and effectively as any Warrior. Sky-high defense and evasion won't matter much, if the enemies go straight after your ranged attackers, ignoring the low-threat tank altogether. A list of effective threat control tools (obvious and not-so-obvious) no tank should forego includes: Taunt, Threaten, Frightening Appearance, Scattershot, Two-Handed Sweep. The inclusion of the first three talents is self-explanatory. Frightening Appearance is worth the investment, granting an effective 33.3% increase to threat generated by tank's attacks with Threaten, and a 25% increase to threat generated by Taunt. Additional details on threat mechanics can be found here: Talk:Threat. It is noteworthy to point out that threat ranges from -1000 to 1000, so it is not hard to see an immediate +500 threat boost from Frightening Appearance-enhanced Taunt is very significant. Scattershot and Two-Handed Sweep are less self-explanatory, yet these are talents your tank should definitely have. Scattershot has invaluable advantages for the tank: it's a huge range (15 m) AoE auto-hitting talent generating 5 additional threat on every target it hits. Since your tank, if built properly, is bound to have high dexterity and decent strength, the normal hit from Scattershot deals solid damage (~65 with level 18 Alistair) + 5 additional threat * 3 (assuming you have Threaten and Frightening Appearance). It is advisable to use enchanted arrows with Scattershot to boost the threat a bit more. All in all, it is a great combat opener for the tank: an immediate increase in threat generated by several hundred points. Two-Handed Sweep is, basically, similar to Scattershot: when the enemies approach, switch to your two-handed weapon of choice and use the talent. Since it happens to be one of the only AoE talents available to warrior class characters, generating 9 additional threat per hit + resulting in possible knockdown, it is easy to see why it is so essential. An additional threat management tool worth mentioning, albeit a negative one, is Feign Death. It is very desirable, since high-damage cunning and dexterity-based rogues (both DW and archery builds) can generate an insane amount of threat with constant strings of critical hits. Feign Death nullifies all threat generated by its user, saving the rogue and allowing the tank to use one of threat-generating skills to re-build threat. This is especially useful during tough single boss fights (the High Dragon is a good example).

Stun/Knockdown Immunity
One of the worst things that can happen to your tank on Nightmare is knockdown. AI tends to switch aggro upon successful knockdown, and that's one thing you don't want to see happening. Incapacitation of any kind (first and foremost, stun), admittedly, won't make the AI target other party members, but it will render your threat management talents unusable, and thus, should be avoided at any cost. Now, the most intuitively appealing solution is to stack a bunch of gear/runes on your Weapon and Shield Talents-oriented warrior having his Shield Wall mode on. Unfortunately, it's impossible without sacrificing a significant part of your tank's spell resistance gear, discussed below. A much better alternative is resorting to Two-Handed Talents, and relying entirely on the best warrior sustainable in the game (well, that's not a huge compliment) - Indomitable. This second tier talent makes you immune to any sort of knockdown or stun, except Overwhelm (Monster) and Grab. Then again, nothing protects against Overwhelm (Monster) and Grab, so learn to live with it. Investing in Two-Handed Talents has several benefits, apart from Indomitable. It's the most early game-friendly tree to go with: the best talents are, in fact, first and second tier. Sunder Arms, Pommel Strike and Indomitable is all you need until late mid-game (throw in Shattering Blows in case you prefer to finish A Paragon of Her Kind prior to other quest lines), so you can devote yourself fully to warrior/archery threat management talents, instead of investing frantically in Two-Handed Talents (that's exactly what you are forced to do if you go with Weapon and Shield Talents). The question of two-handed weapon choice naturally arises. Your ultimate tanking weapon should be:

It is ridiculously easy to get very early in the game for such a powerful weapon, assuming you have the Warden's Keep DLC installed. Just travel religiously between Honnleath and Flemeth's Hut, and The Crater event will trigger. Complete the Warden's Keep main quest, then bring the Meteor Metal Ore to Mikhael Dryden, and you are set for the rest of the game.

Spell Immunity
Stacking spell resistance gear on the tank gives your party the incredible benefit of being able to cast friendly fire-capable spells and spell combinations (Paralysis Explosion immediately comes to mind) with no restrictions. Of course, there is also a matter of the tank being immune to hostile magic, though that's a somewhat theoretical concern, provided your mage has Mana Clash spell. It goes without saying you should aim for 100% spell resistance (no one can guarantee the very first Glyph of Paralysis that is going to be cast on your 96% spell resistant tank will not fall into those remaining 4%). It is attainable for any warrior companion in the game, and even more so, for a PC warrior. If you plan to achieve spell immunity, two key gear pieces are mandatory:

The good news is these items are available from the very start from Faryn in Frostback Mountain Pass and from Bodahn at the party camp, respectively. The bad news is you will have to pay a whopping total of ~159 for them.

A Note of Fire Resistance
That's actually a somewhat puzzling concept you can sometimes see mentioned in various strategy guides. The facts are you need fire resistance (=anti-dragon) gear four times in this game (two Dragons: one at Brecilian Ruins, one at Orzammar Royal Palace; two High Dragons: Flemeth and, well, the High Dragon). There are no other combat instances where fire resistance is a must. Therefore, a logical choice would be crafting a Greater Warmth Balm or two before attempting any dragon-slaying, instead of having a whole set of alternate tanking gear specifically designated for dragon encounters. The Balm gives for 3 minutes. Your tank's best choice when it comes to compensating for the missing 15% fire resistance is:

Indomitable, Yusaris enchanted with two Grandmaster Frost or Lightning runes, and Greater Warmth Balm are the only 'anti-dragon equipment' you need.

Ideal Tank Development and Gearing
There is not much choice as far as specializations go: Templar/Reaver is the best combination by far, granting you access to Knight Commander's Plate and Frightening Appearance. Key talents no decent tank can do without: Taunt, Threaten, Frightening Appearance, Scattershot, Two-Handed Sweep, Indomitable. Stat distribution: strength in 35-40 range, the rest into dexterity. The optimal gear for this build is: or enchanted with one Grandmaster and two Master Dweomer runes or

That accounts for full spell immunity in two-handed mode and a significant stamina boost. A typical simplified combat flow chart for this tank will look like this: Scattershot -> switch to Starfang (Greatsword) -> approach the enemies -> Two-Handed Sweep -> holding aggro -> ranged attackers draw too much threat -> Taunt. The only warrior companion suitable for this build is Alistair. Since you get him so early in the game, his initial Weapon and Shield Talents orientation should not cause any problems. A PC Dwarf warrior would be an ideal candidate, though, both because of 10% inherent spell resistance and Blood Fury AoE (=mass threat-drawing) talent.