What is a Tank?
A tank is a character whose primary role is to absorb damage and prevent others from being attacked. Tanks are "meatshields", so to speak, putting themselves between the enemies and the more vulnerable party members.

How to be a good Tank?
First lesson to be a Tank is to learn "how to survive". There are 3 main factors to know for improve your survivability:
1) Build: add more VIT points to have more HP and defense or use gems with defense level to reduce the damage taken.
2) Skills: have a good control of your survival skills (Invoke, etc) or tools (Potions and Genie) and their cooldown (time before the skill will be ready again to use).
3) Positioning: know when to go deep into enemies, check if your healer is close enough to heal you as well if you have support class nearby (for example: an ally BM that can AoE stun + disarm can help you to stay alive).

How to use my skills to survive?
First of all, I wait that my
Guardian Charm trigger before start to defend myself. When Guardian Charm is active I need to use what I can to cover the cooldown.

Note: The way to act change every time and depend on the quantity of damage that you have/can tank and the class behind you.

In general, I prefer to start with Invoke the Spirit because requires two sparks (means hard to cast), the effect last longer than the other skills and cooldown is shorter. If I don't have Chi or I have class with passive damage attacking me (Seeker with Edged Blurr, Edgerunner with Halo or Venomancer with Crush Vigor) I can use a potion that give immunity to all damage.

Note: If I'm under attack and stunned I can use Absolute Domain or Faith from my genie to be able to cast Invoke or use the potion.

Note: Sanguine glyph on Invoke the Spirit reduce the channeling and help to cast the skill faster without being interrupted.

If the damage on me in not "dangerous" and there aren't strong debuff nearby, I prefer to use Celestial Eruption or Raging Slap. If I need some better protection, my first choice is Solid Shield because is not expensive for my genie and I can keep Absolute Domain and Faith ready for emergency.

Note: Golden glyph on Raging Slap is a very usefull tool because allow me to create a shield from range and reduce the cooldown.

Another good skill is Blood Rush with Argent glyph. The glyph add defense level instead of physical attack, but the effect is not instant. You gain defense every time someone deals damage to you. Cooldown is slow, 3 minutes, so you need to use Blood Rush carefully. If I can't take the risk, I prefer to use Blood Rush with Invoke the Spirit to max my defense level without problem.

Last key skill is Bestial Rage, our main source of Chi. It give a shield if used under 50% of HP and can be used to build Chi for Celestial Eruption or Invoke the Spirit. There are two ways to use this skill:
1) Gaining chi per hit: very strong paired with anti-stun to use Celestial Eruption multiple time. Care that the Chi gain effect can be purged, leaving you without Chi.
2) Instant chi with Argent glyph: you get a fixed amount of Chi and you have to manage it well. The advantage is that you can get it instantly when you need to Invoke.

Note: you can also use Verdant Bestial Rage with Sanguine Cornered Beast to gain "infinite" Chi and spam Celestial Eruption to stay alive.

What happen if all our skills, genie and potions are in cooldown? The answer is simple: Cornered Beast with Sanguine glyph!
Normal effect is to restore half HP and purify debuff when we receive a lethal hit, but if we have Invoke the Spirit in cooldown or we have are in paralyze status, 99% of the time Cornered Beast is useless. I really raccomend to use Sanguine glyph, it doesn't save from damage but protect from all debuff and stun.
Seems strong! Why I mention Cornered Beast only now? I see many players using the skill in a wrong way. I mention this skill only at the end because is to use when all your resources are in cooldown. Around 50-60 seconds without stun and debuff allow you to run back in a safe place (or keep tanking with Bestial Rage + Spark) and recover the cooldown of all your skills, potions and genie.

Other minor skills in short:
Elemental Immunity:
some genie skills give immunity to a single element (Fire, Metal, Wood, Physical, etc).
Mighty Swing
: with Argent glyph allow you to stop a ranged DD from attacking you or can be used to purify debuff.
Tree of Protection
: this is the last skill to use, for desperate saving.
Roar and Frighten: reduce the elemental and physical attack of the enemies.

Note: be carefull to use Roar to reduce elemental damage because it also force all the enemies to attack you for 8 seconds.

How to cycle my skills?
The ability to rotate survival skills and tools is the key for live longer when you have to tank continuosly for a long time.
In a "perfect" situation, I usually try to cycle my skills in this way:
1) Immune to damage potion
If you are stunned, cast Faith with genie to use the potion.
2) Invoke the Spirit
Cast Invoke the Spirit in the last 2-3 seconds of immunity.
3) Sanguine glyph Cornered Beast
If you are stunned, cast Absolute Domain with genie to use Cornered Beast.
4) Survive during Cornered Beast
Build Chi, run away from damage, use Bestial Rage + Spark, Raging Slap, Solid Shield only if necessary.
5) Invoke the Spirit
Cast Invoke the Spirit in the last 2-3 seconds of Cornered Beast.
6) Argent glyph Blood Rush
Try to cast Blood Rush during Invoke the Spirit to reach the max defense level before Invoke is over.
7) Use everything you can
Use Spark, Solid Shied, Absolute Domain, Faith + Anti-Stun, Raging Slap... everything you can within Blood Rush to recover cooldown of potion.
8) Immune to damage potion

Note: at start I said that I use Invoke the Spirit as first but in the cycle schema I use potion as first. The reason is that in 99% of the cases you don't have to tank for a long time and you run in and out from enemies, so Invoke the Spirit is the best way to start tanking. Instead, for pulling catapult or tanking dragons, where you have to stand more as possible, the best way is to start with potion because the cooldown is longer and you need more time to get it back ready.

Main rule of a good Tank?
Stay all the time in Tiger form! Except for HP buff or rare Argent Mighty Swing there are no reasons at all to stay in Human form!

What is a Stunlock?
Beating an opponent by preventing them from doing any actions. This is achieved by chaining most types of CC, stuns for the most part, and that's why it's called that Stunlock.

Why is that important?
Prevent an opponent to perform any action is very important to increase the chance for you or your ally to kill him or to block a key class from doing his job (for example a cleric to heal).

How to Stunlock? (Basic Informations)
To perform a good lock we need to know the timing (time of stun effect and cooldown) and the type of lock that we can do.

Mighty Swing is the main skill that provide the best type of lock: Paralyze. Paralyze status is strong because counter most the anti-stun and  only Technician and a specific glyph on Purify (Cleric skill) can remove it. Different from other stuns, Paralyze can't be removed with Purify Spell or skill that save from lethal damage as Cornered Beast, Deaden Nerve, etc... for this reason is the best lock to use before Armageddon or any other strong skill. Mighty Swing has a short cooldown, 6 seconds, and paralyze for 4 seconds: you can cast up to 2 skills in this time.
Untamed Wrath is small AoE stun. It lasts 2 seconds, but need 1 minute to be ready again. You can cast only 1 skill in this time, but te fact that it stun all the targets around you help to cast a safe Armageddon or give you the time to go in Tiger form and try to cast Invoke.
Occult Ice is a genie skill. It creates a bubble that prevent the target to use skills and move, but they can use potions. The success is based on the quantity of Strength on your genie and you can cast up to 3 skills before the bubble vanish.
Prehistoric Frenzy is an AoE that paralyze every 2 seconds all the enemies near you up to 5 time. Can be also interrupted after the first paralyze to follow with another Mighty Swing and reach 6 seconds of paralyze.

Note: Mighty Swing has only 60% chance to give paralyze status. Means that you need to be carefull and, if paralyze fail, you have to interrupt the stunlock and go back to defensive Tiger form, expecting the opponent will attack you back.

How to use Immobilize?
Immobilize can be used in stunlock. It prevents your target to move, but he can use skills. I usually play Violent Triumph (anti-stun) with Alacrity of the Beast, Surf or Ancestral Rage (Immobilize) to keep attacking my target while he can't move.
Make attention on which class you are trying to immobilize! Some class as Barbarian, Blademaster and Duskblade can paralyze you (counter your anti-stun), some else as Archer or Wizard can leap away.

Example of stunlock:

1) Mighty Swing (Paralyze) > Skill 1 > Skill 2 > Untamed Wrath (Stun) > Mighty Swing (Paralyze) > Skill 1 > Skill 2
2) Mighty Swing (Paralyze) > Skill 1 > Skill 2 > Occult Ice (Bubble) > Skill 1 > Skill 2 > Skill 3 > Mighty Swing (Paralyze) > Skill 1 > Skill 2

How to stunlock in 2022?
Stunlock with a Barbarian requires luck and by the time new abilities has been released on weapons (Untarget, etc) same as new stuns has been added to other classes, so the chance to be interrupted during stunlock is way higher.
The solution is to reduce the stunlock at minimum to add debuff, bypass defense charm and hit with a combo.
Add Argent or Sanguine glyph to Mighty Swing increase the cooldown from 6 to 20 seconds but it give 100% success with paralyze. This way is more simple to play and more efficent. Stunlock is short and you don't have to worry about fail or not with Mighty Swing.
I prefer start with Occult Ice, try to purge and add debuff, after use Mighty Swing to be sure to hit with Amrageddon or another strong skill when the target is paralyzed.

Example of stunlock:

Occult Ice > Skill 1 > Skill 2 > Skill 3 > Mighty Swing (100% Paralyze) > Skill 1 > Skill 2

How to deal good damage?
Now that you know how to stunlock, is time to learn how to do damage and fill the "Skill 1, Skill 2, etc" slots. You can obtain high damage by combining "buff" (everything that increase your damage), "debuff" (everything that reduce opponent's defense) and a "finisher" (a skill with high damage).

Buff are all the effects that increases your attack or any other attribute that can help to increase the damage dealt. The effect of some buff stay for long time, 30 or 60 mins, and you can use them once in a while, without include them into any combo. Different from buff that give a short advantage, in this case you need to use them right before attack or during stunlock.

- Basic buff to keep active whole the time:
Beast King's Inspiration: increases HP and the damage of our best finisher: Armageddon.
Srength of the Titans: increases physical attack.
Poison Fang: add Wood damage.

- Buff to use right before attack:
Celestial or Demon spark eruption: increases physical attack.
Blood Rush: instantly increases physical attack if used with Sanguine glyph.
[Demon Unique] You can use Strength of the Titan to raise your critical hit by 5% for 1 minute.

- Buff to use during stunlock:
Bestial Onslaught: increases Critical hit and Rage damage if equipped with Verdant glyph.

Debuff are all the effects that reduce the defense of your opponent. There are different way from debuff, from removing opponent's buff to reducing his physical defense. Debuff stay for a short time, so they are a main part in the stunlock combo.

- Remove opponent's buff (purge skills):
Raging Slap: remove 1 random buff from your opponent.
Clean Sweep: remove 2 random buff from your opponent and has 20% chance to remove whole buff.

Note: purge skills are the only debuff to use before stunlock and only if necessary, they are useless if the target has no buff.

- Debuff to use during stunlock:
Devour / Penetrate Armor: decreases opponent physical defense. Sanguine glyph on Penetrate armor high increase the debuff.
Tangling Mire (genie): decreases opponent physical defense.
Stomp of the Beast King: increase the damage taken from the opponent. It stack, so you can use it multiple time to increase his effect. Verdant glyph increase the % of damage taken from the opponent.

Note: physical defense debuff from Devour or Penetrate can be used (stack) within Tangling Mire.

Finisher is a skill with very high damage, strong enough to give "the last hit".

- Skills with high damage:
Armageddon: this is the stronger skill of Barbarians. The first choice by far.
Ancestral Rage: a strong ranged attack to cast in Tiger form. Very good to use with Devour and can kill target that try to run away from us.
[Sage Unique] Use Bestial Onslaught to gain the 100% critical hit chance on the next Stomp of the Beast King.

How to create a combo?
After mastering stunlock and know your buff/debuff skills, is time to create a combo to attack your opponents.
I make an example based on real gameplay.

First I try to remove buff from my opponent with Raging Slap and Clean Sweep. Then I use Alacrity of the Beast to reach my target and start the stunlock. I prefer to use the short stunlock with 100% paralyze:

Occult Ice (Stun) > Skill 1 > Skill 2 > Skill 3 > Mighty Swing (Paralyze) > Skill 1 > Finisher

To fill the slots with Buff and Debuff I need to know how long the buff/debuff stay and use first the one with longer effect.
I start with Devour (15 seconds), then Stomp of the Beast King (6 seconds, same as Bestial Onslaught but I can use it multiple time) and Bestial Onslaught (6 seconds).

Occult Ice (Stun) > Devour (Debuff) > Stomp of the Beast King (Debuff) > Bestial Onslaught (Buff) > Mighty Swing (Paralyze) > Skill 1 > Finisher

I have time for 1 more skill before use the finisher. Since Stomp of the Beast King can stack if used before 6 seconds, I can use another Stomp to increase even more the damage taken from my opponent.

Occult Ice (Stun) > Devour (Debuff) > Stomp of the Beast King (Debuff) > Bestial Onslaught (Buff) > Mighty Swing (Paralyze) > Stomp of the Beast King (Debuff) > Armageddon (Finisher)

With this combo I used:
- Devour: reduce opponent physical defense by 50%
- Stomp of the Beast King: increase damage taken by 8% (I used twice, so 16%)
- Bestial Onslaught: increase our critical hit by 40%

Armageddon.... KABOOOOM!

Note: you can use genie skills without count them in the number of skills that you can use during stun, because they can be used at same time as barbarian skill. For example, after Mighty Swing with have time for 1 skill before finisher. In the example I used Stomp and Armageddon. But I can add Tangling Mire while I'm casting Stomp.

Note: you can use Verdant glyph on Bestial Onslaught, Sanguine glyph on Penetrate Armor and Verdant glyph on Stomp of the Beast King to increase the power of buff/debuff.

Play a Barbarian is not limited to stay alive, spam Occult Ice or Mighty Swing and Armageddon. Our job is important when we are a part of a team. In a team we need to collaborate with other squad members, we need to help our DD to kill the enemies and our squad to stay alive.
For this reason is important to know how to Assist Attack and how to play as a Support Barbarian.

What's the difference between Assist Attack and Support?
With Assist Attack you help your squad to kill your enemies, with Support you help your squad to stay alive.

How to Assist Attack?
Assist Attack is the basic action in a party. When your squad leader call a target, select him, then click on Assist Attack (better if you have Assist Attack in a shortcut) to select the same target.

What to do?
Paralyze: spam Mighty Swing or use Prehistoric Frenzy to increase the chance to kill, paralyze disable the chance to use anything except genie.
Aggro: use Raging Slap on single target or Roar for multiple target, to force players to attack you. If the target is a melee class use Raging Slap, run away and immobilize him with Ancestral Rage.
Debuff: Stomp of the Beast King and Penetrate Armor help the squad to kill fast the target.
Chi: is the most important resource for almost any class. Use Mo Zun's Taunt or Dissolve to reduce target Chi.
Kill: pay attention to allied Heaven Flame, Vortex, etc and be ready for Violent Triumph + Armageddon or set up your Ultimate.

How to play as a Team Support?
A Barbarian is a great class for supporting the squad if played in the right way and any build can play support and must play support when the squad need it.

What to do?
Buff: keep your squad buffed mainly with HP, then with Physical Attack. If you are demon use Beast King's Inspiration often to increase Chi of your squad mate.
Protect: use Raging Slap or Roar on their strongest DD or to protect a squad mate that is under attack (for example Raging Slap on an Archer that attack your Cleric). Use golden Violent Triumph to save an ally from debuff and damage for 10 seconds. The damage is redirected from the ally to the barb, so better to use in combo with Invoke.
Distract: run near the enemies and Invoke, that will move their attention on you. Also you can run around them with Cornered Beast (Sanguine) and Bestial Rage to distract them for a long time and in a while gain enough Chi to survive.
Disrupt: use Untamed Wrath or Prehistoric Frenzy to interrupt a group of enemies or Alacrity of the Beast on a single target.
Debuff: reduce attack of a group of enemies with Roar (Sage), Frighten (Demon) and Slam.

Some example of a Support gameplay?

Basic Actions:
1) Buff your squad.
2) Use Raging Slap on a target. (A strong DD or a BM running to stun + Heaven Flame)
3) Use Violent Triumph and run into a group of enemies, then use Untamed Wrath and run back.

Advanced Actions:
1) Invoke, use Violent Triumph and run into a group of enemies, then use Roar. Stay there for atleast 8 seconds, then run back. If you canít, use Faith on your genie.
2) Invoke, use Violent Triumph and run into a group of enemies, then use Frighten and Slam to reduce their attack and damage.
3) Use Cornered Beast, run into a group of enemies, then use Roar. Wait few seconds, then use Invoke the Spirit. Use Prehistoric Frenzy to continue blocking your enemies. Use Frighten, Slam to reduce their attack, use an immune potion to be safe, then Untamed Wrath and Armageddon.
NOTE: Prehistoric Frenzy canít be interrupted with Cornered Beast.

Remember that most the time you pass from Assist Attack to Support and viceversa continuously.

Guardian Charm
Fill your HP when it go under 50%.
Platinum Guardiam Charm can be bought from catshop in west Archosaur, near the teleporter. Silver Guardian Charm can be get for free from the Event Boutique. For Dragon Conquest you can trade 100 Dragonlordís Coins for a free Dragon Guardian Charm.

Defence Charm
Reduce the incoming physical or elemental damage by 67% for the next 2 hits.
You can use Lucky Coins to get Defence Charm at Assistant Wang Tsai. You must have atleast one type of Defence Charm depend if you are weaker at physical or elemental damage. Have both would be better.

Attack Charm
Add additional physical attack.
You can use Lucky Coins to get Attack Charms at Assistant Wang Tsai.

HP and MP Potions
Recover your HP and MP.
You can use Lucky Tokens to get Festing and Fresh Dumplings (HP) and Rainbow Lantern Yuanxiao (MP) at PW Boutique Agent.

Ironguard Powder and Panguís Essence.
Immune to damage.
You can craft Ironguard Powder at the Apothecary or you can buy from catshop in South Archosaur near the teleporter. You can get Panguís Essence from Alchemy Lab in Faction Base.
Dew of Star Protection
Vacuity Powder
Shadow Binder

Recovery Stone
Automatically use Potions and Defence Charms.
You can buy the Advanced Recovery Stone from Boutique for 1,5 gold. It is about 5 milions of coins for 30 Days.

I suggest to set Recovery Stone this way:

Nation War Buff
Increase your HP, Damage and Defence and cannot be purged. Lasts 1 hour.
You can use Supply Tokens at Contemplation Forge in North Archosaur. You can get Supply Tokens from Nation War.
This buff is really usefull, is free and you need just one Nation War to craft many of them.

Inkdragon Blood
Reduce 20% of damage incoming from a Critical Hit and increase your Spirit by 100. Also cannot be purged. Lasts 1 hour.
You can trade Soldierís Pay for Inkdragon Blood at Resource Manager in Faction Base. You can get Soldierís Pay from Resource War.
This buff is really usefull, is free and you need just 5 minutes for Resource War one day each week.

Miracle Powder
Recover HP and MP.
You can get it from Faction Base.
This remedy donít share the cooldown with HP/MP Foods or Ironguard Powder. Can be use as side Remedy on Recovery Stone.

Equip the rune to your weapon to add bonus.
You can get Rune from Morai, from Resource Manager (Faction Base) or Trade Token of Might from Thursday Night Fight Merchant.
You obtain Token of Might by pariticping to Thursday Night Tournament.

An exemple of my Inventory: