In this video we take a look at all of the Artifacts arriving in New World with Season 4 including The Unmoved boots which look very interesting for PvE Tanks. We look at everything from the Tank perspective to see which artifacts might be good for the upcoming patch. We also look into all of the artifacts currently in the game and give you some insight on which ones are worth considering or using for PvE Tanking.
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00:00 Intro
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0:00
Hello everyone and welcome to the Tank Club. Today we are looking at artifacts. We're on the PTR
0:10
for the season 4 and we're going to look at all of the new artifacts. We're also going to look at
0:15
the current artifacts that are in the live game now and we're going to give you information and
0:19
details on how they look and appear and perform from the tank perspective in PvE content. Okay
0:26
so first we're going to take a look at the new artifacts that are coming along and kind of see
0:30
if they're going to be any good for taking one of the first ones is a brand new shield called
0:35
gladiator this is a round shield and it's going to give you the perk of jagged spikes when you are
0:40
hit in melee inflict bleed on your attacker dealing 10 weapon damage for 10 seconds so bleed damage
0:48
actually helps to increase your threat against enemies so that's kind of nice we've then got
0:52
Diminishing Shield Bash and Fortifying Shield Rush both on a shield. Now you can't usually put both
0:59
of these on a shield so this is very unique in the sense that you've got both of those on there
1:03
One of the problems there is that Shield Bash isn't really that useful. It's not a great skill
1:08
it's not something you typically use. Fortifying Shield Rush is a skill that you would use which
1:12
is great and then obviously it's got Keenly Empowered and your other park as well. So overall
1:17
I don't think this is going to be something that's going to be super important for tanks
1:21
as we move into season four, but it is something there that's quite unique
1:25
in the fact that it's got those two things and Jagged Spikes is going to improve your damage
1:29
The next one is an Ice Gauntlet called Deep Freeze and Chilling End, Frozen, Rooted, or Chilled Enemies
1:36
take 15% additional damage on both of your weapons. It's got the Unbroken Winds in there, the Refreshing Move
1:43
Now, this is interesting. It already comes with a gem slot attached to it
1:47
Not many of the artifact weapons do. From a tank perspective, Ice Gauntlet is a bit more of a niche weapon generally anyway
1:54
so I don't think it's something you're necessarily going to want to use for a tank, and it is going to increase damage, that's what it's mostly referring to
2:01
It's going to increase damage, you get the unbroken winds in there, so it's not something ideally for a tank
2:06
The next one is the Life Staff, and we've got Vengeance, and when you successfully heal, gain 1% damage for 10 seconds, which stacks up to 20 times
2:15
It also comes with some Keen Beacons, some Refreshing Movin' Enchanted. once again in terms of tanking maybe not something you would typically use maybe if you're going for
2:23
more of a hybridized paladin build it is something you could use in there because it's going to give
2:27
you increased damage while also being able to heal so that is an option but not for your typical
2:32
kind of mutation tank build and then the last new weapon artifact that we've got is bolt caster
2:38
and this is a bow it's going to do electrified 99% of damage converted to lightning and lightning
2:43
damage is increased by 20% on both weapons. So similar to how the other ones work, like the
2:49
Spark of Molnir and things like that. So it's very similar to those. The difference with the
2:53
Boltcaster, however, is it comes with the next one, which is Bolt. Lightning damage versus full
2:57
health targets inflicts a 0.5 second stun and shirking lightning, which after dodging an attack
3:03
you next hit within 10 seconds deals 45% base weapon damage as lightning. This does seem like
3:07
a really good bow, but not necessarily something you're going to use as a tank. But if for some
3:12
reason you did need some range damage it does look like a pretty decent bomb. When we move on to the
3:17
armor this for me is going to be potentially an extremely strong piece of gear. So we've got heavy
3:23
armor some heavy footwear the unmoved. This is going to provide you with unmovable. You cannot
3:29
be displaced. I find this super interesting because New World for me from the beginning has always
3:34
been more of a game that's not very accessible for tanks due to aggro and collision being two of the
3:41
biggest issues. Collision seems to have mostly been fixed but this unmovable perk here could be
3:46
unbelievably strong in the fact that it's just going to prevent you from being moved. So in those
3:51
fights where bosses clip through your character or push you around the floor wearing these potentially
3:56
is going to prevent that and that is going to be incredibly strong. Now you do have to think about
4:01
how is this going to work? Are you going to use the unmoved or are you going to use the void dark
4:06
plate so there is some things there where you've got to weigh up your options maybe you'll just
4:10
have to switch between them in different scenarios depending on the fight but these look to be like
4:16
an extremely strong option for a tank these definitely something you are going to want to
4:19
pick up as we hit season four the fact that it also comes with some grit ward as well is great
4:25
physical aversion is okay as well so a really really good strong footwear piece another new
4:31
want is some light gloves, quick draw gloves. You're immune to damage for 0.5 seconds after
4:37
you weapon swap. It's got a 12 second cooldown. We've got refreshing and freedom on there
4:41
as well. The fact that their light armor isn't going to make them super useful for a tank
4:45
I do like that it makes you immune to damage for 0.5 seconds when you bar swap because sometimes
4:49
you can get caught out as a tank when you switch bar, but they're just not stronger
4:53
than anything else that we've already mentioned. The new boots look fantastic. The void dark
4:58
plate, much better option than really what this is going to offer you. Next we've got another light
5:02
armor piece. We've got Koyar's Knee Guards and these are going to give you reinforced kneecaps
5:08
Incoming ranged physical attacks deal 33% less damage to you. It also comes with Enchanted Ward
5:13
and Physical Aversion. I actually really like these but not for a tank perspective but when I
5:18
think about situations like Lazarus where there's a lot of archers and ranged enemies, if you've got
5:23
somebody in your group like your healer for example quite frequently gets targeted by those archers
5:27
if everything's not close enough. So by having these, that should be actually quite useful
5:31
Getting that really big reduced damage there for light and heavy attacks, physical aversion, and the reinforced kneecaps
5:37
Those could be really good, especially for those fights with lots of archers that can be quite difficult to pull in and stack up
5:43
Especially for those kind of group finder groups that you go in, those random groups
5:48
And then the last new one is the winged leather shoes. These are going to be providing you with the speedy park
5:54
Base duration of hastes on you is increased by 50%. 50%. We're also going to get refreshing and freedom. Again, another item that's not going
6:02
to be super useful for a tank. They do seem like a pretty good item though, having that increased
6:06
haste. So they're going to be pretty good for like material farming and things like if you're
6:10
going around farming stuff, being able to increase that speed for 50% duration, not something you're
6:15
going to use for a tank, I don't think, but a reasonable item to pick up. So that's all of the
6:20
new artifacts that have been announced. There's also two unannounced jewelry artifacts. I don't
6:23
know if they're going to get added later in the PTR or if they're going to come with another patch
6:27
but they've announced eight and that was all eight but there are two jewelry pieces as well. You've
6:32
got the Mastermind Ring. Skills deal 13% more damage but base attacks deal 25% less damage and
6:39
it comes with Refreshing and Hearty as well. And we've also got an Earring Artifact Oceans piece
6:45
This comes with Rejuvenation Park which gain 2% health, 2 stamina and 2 mana each second but
6:51
Potion cooldowns are increased by 75%. It also gives you healing heart and refreshing
6:57
So another two options on jewellery potentially. But initial thoughts, they don't seem overly strong in comparison to some of the ones that we already have
7:06
The rejuvenation perk might be okay. The 75% cooldown on potions is a tricky one
7:12
But it does seem like it might be decent for that constant supply of resources
7:16
We'll have to work out which one's better over time. If we just take a quick look at the current artifacts that are already in the game now and looking at them from the tank perspective once again, we have got Odo which is the artifact flail that is currently in the game. The perks on here, Odo's punishment, you deal 20% more damage to stunned foes applied to both weapons
7:35
I do think this is a decent part because with the flail I have found
7:39
Parsony that this doesn't do quite enough damage when you compare it to other things like the this would be generally a front bar
7:46
Main hand weapon comparably to the sword or the great sword This doesn deal anywhere near enough damage And so you can sometimes struggle to maintain aggro because it not doing enough damage with this weapon within your skills they all quite low damage skills and so i think that can be a good perk with the odo defense as well on block you heal for five percent base health
8:06
you've got lifesteal in there and then refreshing move is a really good perk as well because getting
8:11
those flail cooldowns back faster is pretty important because you want to be able to taunt
8:15
more frequently with this weapon because it does do less damage so it does have a good set of perks
8:20
and it is a really good option. The only problem with it not having that gem slot is it does need to be upgraded before you can use it
8:26
to put that gem setting in there to make it a usable artifact
8:30
Moving on to the next one, which is Michael, the Kite Shield. Refreshing Cleanse cooldowns reduced by 5%
8:36
That's a pretty nice perk. On block, you lose one debuff. You've got Cap Attack
8:39
On block, gain a 30% in power. Healing defense, when you block, you heal
8:43
Some lifesteal in there. Now, I do think if you're looking for a shield that's not a tower shield
8:48
something that's less defensive, something that's more offensive this actually does seem like a good shield to get I would say that
8:54
if you want to be more of an offensive tank getting Michael is probably a nice option because it is
9:00
going to allow you to just kind of dish out a bit more damage while still having a shield available
9:05
but being less defensive so I think it's something that's worth picking up for a tank but something
9:09
that's not essential if you want to be more of a defensive tank if you may be a newer player
9:13
obviously this wouldn't really be as good of an option but it's something that can be used for
9:17
that more offensive style of play. The problem you do have here is the shields classify as armor
9:24
So even though you see them in the weapons tab, they classify as armor. So you can't use an armor
9:28
artifact along with a shield artifact. And that really is a bit of a problem. Next, we've got the
9:33
wall and the wall is on the live server bugged. You don't get what it says you're going to get
9:38
So we've got shield wall here, which gained 5% base damage reduction. You cannot dodge
9:42
but have 33% more stamina. The Chromatic Ward, you take 25% less damage from all elemental sources
9:49
It's also got Sturdy on there and Keatingly Fortified. So it's a very defensive field
9:54
Now, when I'm doing M3 content and I'm rushing through with a good group as well
9:59
I'm not really relying on blocking. I'm there and I'm dodging attacks
10:03
I'm dodging damage. I'm avoiding damage. In this game, block sustainability just doesn't exist
10:09
there is no reason to really block attacks over dodging because dodging you can dodge three times
10:14
to avoid damage comparatively if you block an attack you can maybe block one or two major attacks
10:20
and that is going to absolutely tank your whole stamina your whole stamina bar is going to go
10:24
from one heavy attack from one major boss so it doesn't really make sense to block attacks when if
10:30
you dodge you could do three dodges and in that time as well you might have regained some stamina
10:34
so maybe you could dodge more times because you're not going to dodge three times back to back Whereas like if you block one major attack from the boss, you'll likely be block broken and then you've got to wait again
10:42
You're gonna be taking a ton of damage. I can't really see the value in not being able to dodge
10:46
I do think this is something worth considering depending on your play style because you are able to face tank more damage
10:52
If you're just going to town on the boss, you don't gonna be able to block You don't gonna be able to really sustain block and you can't dodge
10:58
So you are just gonna have to be able to face tank damage if you are kind of stacking grit ward if you are using this and you've got
11:04
reduce damage then potentially for face tanking and dishing out more dps this could be somewhat
11:10
useful because you are able to be offensive by using this because you're going to get damage
11:15
reduction quite a lot of damage reduction five percent base damage reduction and you take 25
11:19
percent less damage from all elemental sources that's what it's supposed to give so there is a
11:23
defensive aspect there now you could block some of the big attacks obviously you're going to have
11:27
to so you don't die but you're just going to have to really time your blocks and follow it up with
11:32
a heavy attack to try and proc your attribute passives to get your stamina back so that you can
11:38
then block the next attack. Moving on to the Spark of Molnir. I've already talked about this in a
11:42
previous video where we looked at it from the tank perspective. I personally don't like this
11:46
but I understand why people do, that Molnir's blessing 99% of hammer damage is converted to
11:51
lightning and you deal 20% more lightning damage from both weapons. I don't like this weapon because
11:55
I don't really see the point or the value of the damage conversion to lightning. I also really
12:00
dislike the fact that two of the perks include Mighty Gavel. It's forcing you to use a skill
12:06
that I don't feel like is a very good skill. So I do not like this. I also don't think Refreshing
12:11
Move is a good perk for a hammer when you've got two passives that reduce your cooldowns by 7
12:16
already. So there's no need for that perk. So there's a lot of waste built into this hammer
12:21
that for me make it something that's not worth using from the tank perspective. But obviously
12:26
you're more than welcome to use it if you want to. You can't attach a gem slot to it as well
12:30
which is just another issue for another day. Next we've got the Butcher which is the Artifact Sword
12:36
We've got Hemorrhage, Bleeds lasts 33% longer, works on both weapons, Jagged Whirls, Whirling Blade inflicts a bleed as well
12:42
Empowering Whirling Blades on there as well. So this is a good weapon for damage
12:47
The damage output on this is great, Whirling Blades is a really good skill for a tank
12:51
That bleed is going to help you to maintain aggro because it does inflict a certain level of threat on there as well
12:56
So the Butcher is a good weapon but it is very much damage focused
13:00
So the fact that it doesn't have refreshing move in there, I would be more inclined to use a sword that has the refreshing move perk rather than use the butcher
13:08
Now, like I say, it's a good damage sword. You're going to be able to dish out more damage by using it
13:12
So that is definitely something that's on there as an option to use. I'm personally not going to use it because I really like to have refreshing move just because it helps me to get through the harder content, especially because I run mostly with random groups
13:25
so I can't rely on them for everything and I have to rely on myself sometimes for sustain and
13:30
survival so by doing that having refreshing move on there for me is a vital perk for the sword
13:35
because I'm able to get my defenders resolve back faster and my shield charges back faster
13:40
so I can be buffing myself up with that 35% fortify from fortifying shield rush I'm able
13:45
to buff myself up with defenders resolve so I can become basically immortal when those two things
13:50
are running together and then if there is a situation where I'm not being healed or I'm
13:53
having issues with my group then I'm able to keep myself alive and with refreshing move I can use
13:59
light attacks to generate those skills back faster and the butcher just doesn't have that option with
14:04
that par so if you want to push more damage give it a consideration but generally I think you'd be
14:10
better off just getting a different one. Next we've got the artifact hatchet, throne mastery, throne axe
14:15
projectiles reduce all skill cooldowns by 25% on your axe. You can put a gem slot on this one and
14:21
you've got empowering rending throw. Refresher moves on there as well. To a certain point I do
14:26
think this is a kind of a good one for newer players because I do have a beginner tank build
14:31
for new world that includes using a hatchet. I didn't put the artifact on there for accessibility
14:36
reasons but I do think it is decent because we do have an axe throw skill on that build so you'd
14:43
have 25% reduced cooldowns which is a pretty nice thing to have in there. I don't usually have
14:48
trending throw as one of my hatchet skills but it might be an option because it is a good skill
14:53
it's just not something that i usually put in there but yeah you could use that if you wanted
14:57
to especially for like those new attacks looking to reduce their cooldowns for their hatchet skills
15:03
it's a decent weapon to get we've got an artifact great axe the abyss this is another one that does
15:08
this weird conversion so darken blade 99 of damage is converted to void and if intelligence is higher
15:13
replaces base weapon scaling with intelligence you deal 15 more damage when mana is below 100
15:18
percent you got the abyssal attunement for a tank i wouldn't use this because it's just not really
15:23
going to work that very that effectively i'm not a huge fan of using a great axe on a tank generally
15:28
it's it's an option but not an essential thing that you would always use so i don't really think
15:33
it's worth investing your time and your money into getting this the mechanic the musket artifacts
15:39
again not really something i'd use traps and sticky bombs cooldown reduced by 20 accelerating
15:44
traps mending sticky bombs not really much of a tank weapon so i'd skip this one in first
15:48
Another one you could probably skip for a tank If your strength attribute is higher place your base weapon scaling with strength So it is kind of interesting that it can scale with strength And obviously Inferno Staff does do a good amount of damage
16:01
You just wouldn't really use it for a tank. Scorpion Sting. So this has some interesting aspects to it
16:07
So Javelin now does 100% weapon damage and pulls targets towards you. Now the pull on this seems to actually be really quite far
16:15
So that makes it a very useful skill in my opinion. Now javelin isn't a skill I'd usually use and it is a bit frustrating because you are going to lose a good spear skill to have to slot javelin
16:26
But if you are doing ad pulls, this actually does pull stuff in. I've seen other people use it
16:30
This is usually used by a damage dealer. But it's something you could have some application for, especially in those expeditions where enemies are really spread out
16:39
Because you can pull stuff in from quite far distances. So if you go and stack all the melee enemies on one archer
16:46
and then there's another archer on the other side of the room, you might actually be able to pull that on top of the other one and get them both stacked together
16:52
So it does have some functionality there. The problem would be that obviously you'd lose a lot of crowd control
16:57
But if somebody else was using the warhammer in your group, if somebody else was using the great axe
17:02
then this gives you the option to maybe use this to pull enemies into a stack. So you would have to work this into a group that knows what they're doing
17:09
or have people in certain setups. so it wouldn't be good for general use but if you are optimizing a group and you're looking to pull
17:15
and stack enemies much better and more then i would definitely give this some consideration
17:19
because it does pull for quite a long distance next we've got the finisher which is the rapier
17:24
artifact finisher harmony attacks against bleeding targets deal 15 more damage and reduce flourish
17:29
cooldown by five percent so it's got deadly flourish on there as well rapiers are generally
17:34
not a tank weapon so it's up to you if you wanted to use something that's going to dish out some
17:40
damage obviously this is going to do a lot of damage but generally from a tank perspective
17:43
you're not going to use the rapier because it doesn't really give you much benefit from a tank
17:47
but it does do some really good damage got the void gauntlet life taker negative energy your
17:53
ranged attacks inflict disintegrate for eight seconds on both weapons with a one second cooldown
17:58
and if your dexterity attribute is higher replace your base weapon scaling with dex it's also got
18:02
keen and life stealing on there again for a void gauntlet you wouldn't really need to use this
18:07
because in most content, the healer is going to use it. So there wouldn't be much value in you using one as well
18:11
when there's other more useful weapons to use. So I typically wouldn't want to see a Void Gauntlet on a tank
18:19
Next, we've got the Blunderbuss, which gives Blighted Enchantment attacks from both weapons
18:23
against targets inflicted with a stack of poison and a decrease to incoming and outgoing healing effectiveness by 5% per stack
18:30
Again, something that doesn't really look very useful from the tank perspective
18:34
Next, we've got Serenity, which is the Great Sword Artifact. balanced blade offensive stance gives you 2% in power per stack for 5 seconds max 10 stacks
18:42
defensive stance does 2% fortify when hit for 5 seconds max 10 stacks trenchant strikes trenchant
18:47
crits bit of a refreshing move in there as well i really like this weapon from attack perspective
18:51
i think because it gives you some benefits whether you're in the offensive stance or the defensive
18:55
stance you've got some kind of benefit so if you want to be more offensive and you've got your
18:59
offensive stance you're doing more damage if you're being more defensive getting that higher
19:03
percentage of fortify is really really nice it is only for five seconds but it's something that's
19:09
going to add in there and with a great sword as well you're always looking for that heavy attack
19:13
stuff so heavy attacks is what you want to be doing most of the time and the fact you've got
19:17
trenchant strikes and trenchant crits in there with refreshing move is going to be really helpful
19:22
for a tank so yeah if you want to get if you are going to tank with a great sword this is a good
19:27
great sword to use so i'd consider this as an option moving on to the jewelry blood drinker
19:32
I like this from my perspective as a tank. It says minus 25% damage, but I don't feel like it's all damage
19:39
I think it must be a very specific type of damage, because when I'm doing content, the damage numbers that I get from using this
19:45
and when I'm not using it don't seem that vastly different. So 25% damage I don't think is completely accurate
19:51
I can't really say for certain. It just doesn't seem that way. And you would imagine as well using this would reduce your threat and aggro
19:58
because you're doing less damage. But in most cases, it's not an issue. I've done some M3 score runs, some M3 silvers and golds
20:06
Not had an issue maintaining aggro, if I'm being honest. But I did have some great survival
20:10
So especially when the healer goes down, the healer dies for whatever reason, when we've got people causing issues
20:15
when we've had a whole near group wipe and I'm the last person standing, it's because of Blood Drinker
20:20
I'm able to solo bosses on M2s and things like that because of this ring
20:24
And it gives you that 25% lifesteal. And all healing from the lifesteal is increased by 5%
20:29
percent leeching perks on there as well we've got the hearty perk on there with more stamina
20:34
so i really like this but it is going to give you less damage somewhere there is some less damage
20:39
there is a bit of less damage so you could have issues if you're not kind of making use of maybe
20:45
some alternative sources of threat maybe some hated maybe some despised on your earring maybe
20:50
those are things you've got to consider if you're using this but in most most content i've not found
20:55
it to be an issue and i personally really like this we've got ank which on the ptr has had a bit
21:00
of a reduction it's not as strong as it used to be um we are going to get a center of attention
21:04
consumable lifesteal and outgoing heals are 25 weaker so that's considerable amount of reduced
21:10
like healing but all other healing is 25 stronger so basically everything that you can do is going
21:16
to be 25 weaker and everything you receive from your healer is going to be stronger so So, yeah, in a situation where you group, you're doing group content, you've got a good healer
21:25
the placing all the healing in the right places, you're gaining a lot of benefit from that
21:29
There's probably still some kind of use for it. It comes with Divine as well and health
21:33
The only issue being is things like, as you can see, there's got Frozen Protection on this
21:37
but you can only have one Ankh artifact. So you can't have one with Frozen, one with Flame, one with Nature
21:44
You can't have multiple of these with different protection perks on. So it's not really worth it
21:50
So I personally wouldn't really use that just because I like to have those protection perks on my amulet
21:55
But if you do need some like intensive received healing from a healer, then it's going to be good because you're going to get a lot of increased healing from a healer
22:02
But everything you do to heal yourself is going to be vastly reduced. Lost Stopwatch, another one that's kind of up for debate
22:08
A lot of people have a lot of chat about this. So Sunny Gaze, activate taunt gems and generate 300% more threats
22:14
So you don't need to use taunt gems, the Carnelian gems on your weapons
22:18
because you can just use this instead. It's also going to generate 300% more threat
22:24
which is going to act like a Carnelian Gem. You can also stack it with Carnelian Gems to get the 300% from those
22:30
the 300% from this, and you'd have a ton of threat. Now, people have been combining things like Despised, Hated, Carnelian Gems
22:38
and the Lost Stopwatch to generate an absolute crazy percentage of more threat
22:44
And what that does is it allows you to just maintain aggro of enemies without any effort
22:49
Basically zero effort, one light attack, and you've probably got aggro of that enemy for the duration of the fight
22:55
Now, that does seem more to me like a beginner-based kind of activity
23:00
If you're an experienced player, why would you need to generate a thousand percent aggro
23:04
I don't understand why you need to generate a thousand percent threat. You're going to be playing more on those borderlines and getting those percentage gains
23:10
this doesn't seem to offer enough for me to use it. So when I go into mutated content now, like I mentioned before
23:17
did some barnacles this week, had done some M3s, some M2s and things like that
23:22
I've maintained aggro of enemies fairly well. And the only time I might lose an enemy is if I've got someone at range
23:28
attacking something at the side that's not quite in the stack and then they run around the edge of me without bringing it into the stack
23:32
That's the only time I don't have aggro of it. By using this, I would have been able to run over to it, light attack it
23:37
and then probably keep hold of it or just hit it with one skill. that would have kept aggro of it
23:41
But the typical situation is, I've got aggro of enemies without an issue
23:45
So I don understand why people are calling this best in slot when you could just maintain aggro through outputting damage and outputting skills and light and heavy attacking This isn essential
23:56
in my opinion. It's not best in slot but it's a good option especially if you're having trouble
24:00
with taunt, if you're having trouble with threat, if you're not maintaining aggro of enemies, if
24:05
enemies are running off, if you're really bad at crowd controlling and things like that then
24:09
obviously take this as an option because you are going to be able to hold that aggro for an
24:13
incredible amount of time. You've now got this bit in there though that says base damage is decreased
24:17
by 5% so you're going to get less damage when using this. It also comes with that Purify perk
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which is fine when you are hit while below 50%. You lose all debuffs. It's got a 90 second cooldown
24:27
It does not trigger off persistent damage dot effects or blocked attacks so very like specific
24:32
type of damage. I don't personally like that as a perk. You've also got the health perk on there as
24:37
well but I don't think this is generally a great one to use. You could quite easily not use this
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and just use a typical amulet that's got protection, health, and another perk on there
24:48
So it's not essential. It's not Biss, in my opinion. Others might think differently, so take with that what you will
24:54
If you want to use it, definitely use it if you're struggling with aggro, though. Endless Thirst. Healing consumables are 33% stronger
25:01
but the healing potion cooldowns are 40% longer. It's a weird, weird piece of gear
25:08
Like, for an artifact, are you really gaining that much benefit? So your consumables are 33% stronger
25:14
It's healing consumables specifically as well. If you had to choose like an artifact, for example
25:20
let's say you're using a flail. You wouldn't use Blood Drinker with a flail because you can't really afford to lose 25% damage
25:25
when you're using a flail because it already does quite low damage. If you then have no trouble maintaining aggro
25:31
and you don't want to use the lost stopwatch, well, what do you use? So Endless Thirst becomes an option with some weapons
25:36
just because if you're going to use an artifact and you want to use an artifact, then this might be possible
25:41
but it's not generally that great and not something i particularly want to waste materials
25:46
upgrading right next we've got gray wizard's hat 100 max magicka it's not something that's worth
25:51
using for a tank unyielding it's got a pvp park so not useful for tanking in pve content the gin
25:57
headwrap reduces the base duration on non crowd controlling debuffs on you by 20 obviously that
26:03
sounds kind of decent but again it's not something that's really really great in comparison to other
26:07
options that we've got. The Nimble Cult reduces max cooldowns by 8%. That's quite a nice perk
26:12
That is quite nice, but you're going to lose so much armor by using a medium piece on the armor
26:17
there. So it's not generally something you'd want to do because you are going to lose a ton of armor
26:22
to gain cooldown reduction by 8%. It does have refreshing and health in there, so the perks
26:27
aren't bad. It is something that you might consider if you want to play more of an offensive tank and
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be reducing those cooldowns. Now we've got the Void Darkplate, which I think is a really, really
26:37
good tank option. The dark reinforced, your armaged increase by 20%, makes you very, very defensive
26:43
We've got Enchanted Ward in there and Physical Aversion as well, and you can add a perk on
26:47
to the end of that. This for me is a really, really top quality artifact for a tank. The
26:52
difficulty is going to be for next patch in Season 4 is do you use the Void Darkplate or do you use
26:57
the Unmoved? Now the Unmoved isn't going to give you as much of a defensive option, but for those
27:02
specific fights where you're going to be sliding around the floor you might have to chop and change
27:06
and switch these around so you're going to be probably using the void dark plate in most
27:10
situations for reducing your damage but then the foot piece would be for those fights that push
27:16
around but yeah the void dark plate is a great great piece of gear that increased 20% armor if
27:21
you look at the if you look at the armor in the bottom corner there it gives you a huge gain to that increased physical armor down there so we're nearly at 4 000 3 734 definitely worth using
27:32
for tanking. So it's going to give you a huge amount of armor. It's definitely worth using for tanking. So I would give this one a go if you want to try and be more tanky. You've got featherweight
27:40
which this armor is weightless, pretty decent. If you maybe want to use a shield on a healer or
27:46
something, I don't know, but it's not really that good for tanking. Magnetic gauntlets
27:49
the heavy gloves, crit chance increased by 50%, but crit damage reduced. Yeah, it's going to be good
27:54
for damage based tanking, but I don't think it's something that you'd really want to use
27:59
The Gull Gloves, when you hit a foe, that is below half health. Transfer one debuff
28:04
Again, the fact that it's medium armor, not really that useful. I don't think it's providing enough benefit to consider using it and upgrading it
28:11
Freedom, so stun, slow, and root effects. Base duration is reduced by 20%
28:16
You also get freedom on there, and we've got enchanted ward. This is another piece that I don't think is best in slot, but I do think it's an optional thing
28:25
So if you've got a specific fight where there's a mechanic that you do get a stun or a slow
28:31
then this is something you could switch in and use. So I think when you really consider the options
28:35
the unmoved for fights where you slide around the floor and you get pushed about by bosses, freedom for those attacks where you get stunned or slowed or rooted to kind of reduce those durations
28:45
and then you avoid dark plate for your general damage reduction in general situations. Those are really the three best options
28:51
The attuned leather pants, these are quite easy to get hold of
28:55
And I think they are good as well. Medium legs, obviously you do lose a bit of armor there by using them
29:00
But you do gain a ton of attributes. So magnify, 40%, magnify increasing those stats
29:04
But then you get well-rounded, which puts 10 onto all attributes. So if you don't have the other ones, especially if you don't have Void Dark Plate
29:11
then the Attune Leather Pants is probably the next best option. With the health, the elemental aversion, refreshing, if you could get those perks on there
29:18
With that well-rounded, I do think they are a decent option to help you to buff up those
29:24
max attributes. Not absolutely essential, but because this is way more accessible than everything else
29:30
definitely something that's worth wearing if you've got it. Got the Tumbler Feet Wraps
29:34
Shurking Blessing, successfully dodging an attack gives you 15% Empower and 25% Fortify for 5 seconds
29:40
You're also healed for 200% plus 2% of your max HP. It's kind of a shame, really
29:44
that these are Lightfoot, where if these were heavy, like dodging an attack, getting yourself
29:48
an Empower, 25% Fortify, healing yourself as well, and it's got a one second cooldown these would actually be like really really strong for tanking i think because
29:57
dodging attacks is your biggest way to avoid taking damage like evasion tanking is the prominent way
30:04
to tank in new world so these actually have a really strong perk on there that shirking blessing
30:10
i mean you might be able to make use of this but if you're not really like accurate at your dodging
30:14
if you're just kind of dodging and you're not actually dodging a successful hit it's a very
30:18
specific thing you've got to successfully dodge a hit whereas sometimes you could just be like
30:22
dodging and you're not really dodging the hit you're just dodging i do think this is pretty good
30:26
the fact that it's going to give you a huge amount of damage reduction with that 25 fortify giving you
30:31
a nice little heal and then buffing up your damage as well obviously with your max hp because as a
30:36
tank you're going to probably have somewhere in the region of about 20k max hp so you're going to get
30:40
a nice heal from this as well so something to think about obviously the issue being that you're
30:46
losing a ton of armor because it's light footwear but again i think personally these are a good
30:52
option especially if you're very accurate with your dodging and evading as a tank so that is
30:56
everything on this deep dive into artifacts for next patch and the ones that are currently in the
31:01
game from the tank perspective for any more information you can go and check out our discord
31:05
you can ask any questions in there we'll hopefully get you some help if you want a written version of
31:09
this you can go and check that out on my website along with various tank builds and information
31:13
for New World Tanking, along with other MMO games as well. Thank you to all of our Patreon subscribers, our YouTube members, Twitch subs
31:21
everybody who supports the Tank Club in any way. Very much appreciate all of that support in helping keeping us running
31:27
Thank you very much for watching and I'll see you next time. Bye bye for now
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