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Battle Roles: Difference between revisions

From Vortex Legends
Enrage rework: fixate taunt (3s forced attack, no threat write) + x2 threat buff
Tag: Reverted
Threat rebalance 2026-07-12: hate decay 5%/5s, DPS/Support 0.75x, healing 0.4x split, Enrage match-to-top
Tag: Reverted
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<tr><th style="text-align:left">Cooldown</th><td>60 s</td></tr>
<tr><th style="text-align:left">Cooldown</th><td>60 s</td></tr>
<tr><th style="text-align:left">Taunt duration</th><td>3 s</td></tr>
<tr><th style="text-align:left">Taunt duration</th><td>3 s</td></tr>
<tr><th style="text-align:left">Threat</th><td>Raised to match the current leader</td></tr>
<tr><th style="text-align:left">Buff duration</th><td>10 s</td></tr>
<tr><th style="text-align:left">Buff duration</th><td>10 s</td></tr>
|}
|}


===== Enrage =====
===== Enrage =====
A single-target '''taunt'''. Cast on an enemy, it '''forces that enemy to attack the Tank for 3 seconds''' β€” the emergency tool for ripping a boss off a teammate who pulled aggro. The taunt adds '''no threat by itself''': while the enemy is forced onto you, your threat generation is '''doubled''' for 10 seconds, and that forced window is your chance to build a real lead. When the taunt wears off, the enemy returns to whoever actually leads the threat table β€” keep attacking during the window, or it will turn right back.
A single-target '''taunt'''. Cast on an enemy, it '''forces that enemy to attack the Tank for 3 seconds''' and '''raises the Tank's threat to match the current threat leader''' β€” the emergency tool for ripping a boss off a teammate who pulled aggro. The match makes you '''level with''' the leader, not ahead of them: while the enemy is forced onto you, your threat generation is '''doubled''' for 10 seconds, and that window is your chance to build a real lead. Keep attacking after the taunt β€” anyone who out-generates you past the aggro margin can still pull the enemy away.


<br style="clear:both"/>
<br style="clear:both"/>
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Keeps the party alive by '''restoring health'''. Because instances apply a [[Instance System#Recovery penalties inside instances|recovery penalty]], healing is more demanding inside group content than out in the open world: a dedicated Healer is what lets a party survive sustained boss damage.
Keeps the party alive by '''restoring health'''. Because instances apply a [[Instance System#Recovery penalties inside instances|recovery penalty]], healing is more demanding inside group content than out in the open world: a dedicated Healer is what lets a party survive sustained boss damage.


'''Hate generation''': Healers generate hate at '''1.25Γ—''', but healing itself produces '''1.5Γ— more hate than equivalent damage'''. A big heal restoring 500 HP generates the same base threat as dealing 750 damage. Healers should heal when the party needs it, but avoid spamming unnecessary heals, as sustained heavy healing still adds up on the threat table.
'''Hate generation''': Healers generate hate at '''1.25Γ—''', but healing itself produces '''less hate than damage''': each point healed counts as '''0.4 points of damage'''. A big heal restoring 500 HP generates the same base threat as dealing just 200 damage. Only '''effective''' healing counts (overheal generates nothing), and when several enemies track threat at once, the heal's hate is '''split''' between them. Heal freely when the party needs it β€” you will stay visible on the threat table, but well below the damage dealers.


==== Healer role skills ====
==== Healer role skills ====
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Focuses on '''dealing damage''' to bring enemies down. DPS players turn the time the Tank and Healer buy into actual progress, racing boss enrage timers and clearing waves before they overwhelm the group.
Focuses on '''dealing damage''' to bring enemies down. DPS players turn the time the Tank and Healer buy into actual progress, racing boss enrage timers and clearing waves before they overwhelm the group.


'''Hate generation''': DPS generates hate at only '''0.5Γ—''' per damage point. A DPS dealing 1,000 damage produces just 500 hate, far below the Tank's threshold. This gives DPS players wide margin to attack freely without risking pulling aggro, as long as the Tank is active.
'''Hate generation''': DPS generates hate at '''0.75Γ—''' per damage point. A DPS dealing 1,000 damage produces 750 hate, well below the Tank's rate. An active Tank stays comfortably ahead of steady DPS β€” but '''opening with a full burst before the Tank has established threat can rip aggro''' in the first seconds of a fight. Let the Tank land the first hits, then attack freely.


==== DPS role skills ====
==== DPS role skills ====
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Assists the party with '''utility and backup''': buffs, crowd control, and filling whatever gap the team needs. Support rounds out a composition and helps a party handle mechanics that raw healing and damage alone can't.
Assists the party with '''utility and backup''': buffs, crowd control, and filling whatever gap the team needs. Support rounds out a composition and helps a party handle mechanics that raw healing and damage alone can't.


'''Hate generation''': Support generates hate at '''1.5Γ—'''. More than DPS, but well below Tank levels. Support contributions rarely threaten the Tank's lead in a well-run party.
'''Hate generation''': Support generates hate at '''0.75Γ—''', the same rate as DPS. Buffs, debuffs and utility generate '''no hate at all''' β€” only damage and healing do β€” so a Support who also deals damage plays by the same aggro rules as a DPS.


==== Support role skills ====
==== Support role skills ====
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== Roles in combat ==
== Roles in combat ==
Once inside, your role determines how much [[Hate|hate]] you generate. The player with the highest accumulated hate becomes the boss's main target.
Once inside, your role determines how much [[Hate|hate]] you generate. The player with the highest accumulated hate becomes the boss's main target. Hate also '''decays by 5% every 5 seconds''': a threat lead is not a trophy you keep β€” it only lasts while its owner keeps generating.


{| class="wikitable" style="text-align:center"
{| class="wikitable" style="text-align:center"
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| πŸ›‘οΈ Tank || '''3.5Γ—''' || Highest: designed to lead threat
| πŸ›‘οΈ Tank || '''3.5Γ—''' || Highest: designed to lead threat
|-
|-
| ✨ Support || 1.5Γ— || Above average
| ✚ Healer || 1.25Γ—* || Applies to the (reduced) hate from healing
|-
|-
| ✚ Healer || 1.25Γ—* || Healing multiplies this further (see below)
| βš”οΈ DPS || 0.75Γ— || Below average: safe to attack once the Tank is set
|-
|-
| βš”οΈ DPS || 0.5Γ— || Below average: safe to attack freely
| ✨ Support || 0.75Γ— || Same as DPS β€” buffs and utility generate no hate
|}
|}
<small>* Healing generates '''1.5Γ— more hate than equivalent damage''' before the role modifier is applied. A 500 HP heal produces the same base threat as 750 damage.</small>
<small>* Healing generates '''0.4Γ— the hate of equivalent damage''' before the role modifier is applied. A 500 HP heal produces the same base threat as 200 damage, only effective healing counts, and it is split between all enemies tracking threat.</small>


Playing to your role (rather than ignoring it) is what makes the harder encounters survivable.
Playing to your role (rather than ignoring it) is what makes the harder encounters survivable.
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| Ragna || πŸ›‘οΈ Tank || Attacks for 1,000 damage || 1,000 Γ— 3.5 || '''3,500'''
| Ragna || πŸ›‘οΈ Tank || Attacks for 1,000 damage || 1,000 Γ— 3.5 || '''3,500'''
|-
|-
| Aria || ✚ Healer || Heals for 500 HP || 500 Γ— 1.5 (healing) Γ— 1.25 || '''938'''
| Aria || ✚ Healer || Heals for 500 HP || 500 Γ— 0.4 (healing) Γ— 1.25 || '''250'''
|-
|-
| Mira || ✚ Healer || Heals for 300 HP || 300 Γ— 1.5 (healing) Γ— 1.25 || '''563'''
| Mira || ✚ Healer || Heals for 300 HP || 300 Γ— 0.4 (healing) Γ— 1.25 || '''150'''
|-
|-
| Storm || βš”οΈ DPS || Attacks for 1,200 damage || 1,200 Γ— 0.5 || '''600'''
| Storm || βš”οΈ DPS || Attacks for 1,200 damage || 1,200 Γ— 0.75 || '''900'''
|-
|-
| Blaze || βš”οΈ DPS || Attacks for 1,500 damage || 1,500 Γ— 0.5 || '''750'''
| Blaze || βš”οΈ DPS || Attacks for 1,500 damage || 1,500 Γ— 0.75 || '''1,125'''
|}
|}


'''Outcome:''' Ragna has the highest hate by a wide margin and is [[Hate#Status|Aggroed]] (the boss targets him). Both Healers and both DPS sit well below him. Accumulated hate '''does not fade on its own''': Ragna's lead persists even through pauses in his attacks, and teammates can only catch up by out-generating him. To actually take the boss off the Tank, a challenger must not just match his hate but '''exceed it by a clear margin''' β€” small differences never flip the target, and attackers standing '''at range''' need an even bigger margin than melee to steal aggro.
'''Outcome:''' Ragna has the highest hate by a wide margin and is [[Hate#Status|Aggroed]] (the boss targets him). The DPS are the closest challengers and the Healers sit at the bottom. To actually take the boss off the Tank, a challenger must not just match his hate but '''exceed it by a clear margin''' β€” small differences never flip the target, and attackers standing '''at range''' need an even bigger margin than melee to steal aggro. Remember that hate '''decays 5% every 5 seconds''': a Tank who stops attacking watches his lead evaporate, and a DPS who overextended can simply hold fire for a few seconds to let their hate drain back down.


'''The takeaway:'''
'''The takeaway:'''
* '''Tank''': keep attacking to stay comfortably ahead of ongoing healing and damage β€” and if someone does rip aggro, '''Enrage''' forces the boss onto you for 3 seconds while you generate double threat: use that window to take the lead back, because the taunt itself adds no threat.
* '''Tank''': keep attacking β€” decay eats an idle lead. If someone rips aggro, '''Enrage''' matches your threat to theirs and forces the boss onto you for 3 seconds with double generation: use that window to take a real lead.
* '''Healers''': heal when needed, not on cooldown. Heavy sustained healing still adds up on the threat table.
* '''Healers''': heal freely when the party needs it. Healing hate is low, split between enemies, and overheal counts for nothing.
* '''DPS''': attack freely. Your multiplier is low enough that a healthy Tank will always stay ahead of you.
* '''DPS''': let the Tank land the first hits β€” a full burst at the pull can rip aggro. After that, attack freely; if you climb too high, ease off and decay will do the rest (or use '''Vanish''').
* '''Support''': same aggro rules as DPS when you deal damage; your buffs and utility never generate hate.


[[Category:Game Systems]]
[[Category:Game Systems]]

Revision as of 16:33, 12 July 2026

The Battle Role system assigns every party member one of four combat roles. Many instances and raids use it both as an entry requirement (your party may need a specific mix of roles) and as a combat rule (your role changes how enemies react to you). It is part of the Instance System.

Why roles exist

Group content on Vortex Legends is balanced around a real team, not a pile of damage dealers. The role system makes sure a party brings the pieces an encounter needs (someone to hold the enemy, someone to keep the team alive, and someone to deal the damage) and it gives the Tank a reliable way to control where the monsters attack.

The four roles

πŸ›‘οΈ Tank

Holds the enemies' attention so the rest of the party can act safely. The Tank is built to draw and keep enemy aggression (threat), standing at the front and absorbing the encounter's damage while teammates heal, support and attack from safer positions. In instances that track threat, the Tank is the role that keeps bosses facing away from the group.

Hate generation: Tanks build hate at 3.5Γ— the standard rate. Every action generates more threat than any other role. As long as the Tank is actively attacking, the boss naturally stays locked on them.

Tank role skills

Enrage
Max level1
SP cost30
TargetEnemy
Range9 cells
Cooldown60 s
Taunt duration3 s
ThreatRaised to match the current leader
Buff duration10 s
Enrage

A single-target taunt. Cast on an enemy, it forces that enemy to attack the Tank for 3 seconds and raises the Tank's threat to match the current threat leader β€” the emergency tool for ripping a boss off a teammate who pulled aggro. The match makes you level with the leader, not ahead of them: while the enemy is forced onto you, your threat generation is doubled for 10 seconds, and that window is your chance to build a real lead. Keep attacking after the taunt β€” anyone who out-generates you past the aggro margin can still pull the enemy away.


Bastion
Max level1
SP cost40
Cooldown45 s
Duration5 s
Bastion

A brief defensive stance that makes the Tank immune to knockback and crowd-control effects for 5 seconds. Useful for standing firm during boss mechanics that would otherwise interrupt positioning.


Blood Strike
Max level1
SP cost25
Range2 cells
Cooldown10 s
Blood Strike

The Tank sacrifices 10% of their maximum HP to deal that same amount as fixed damage to a nearby target, then generates full threat from the hit’s damage, a bonus equal to that damage again (double aggro), and an instant flat burst on top (+300) so aggro lands immediately rather than ramping up. A reliable way to spike aggro in a pinch, at a personal cost.


✚ Healer

Keeps the party alive by restoring health. Because instances apply a recovery penalty, healing is more demanding inside group content than out in the open world: a dedicated Healer is what lets a party survive sustained boss damage.

Hate generation: Healers generate hate at 1.25Γ—, but healing itself produces less hate than damage: each point healed counts as 0.4 points of damage. A big heal restoring 500 HP generates the same base threat as dealing just 200 damage. Only effective healing counts (overheal generates nothing), and when several enemies track threat at once, the heal's hate is split between them. Heal freely when the party needs it β€” you will stay visible on the threat table, but well below the damage dealers.

Healer role skills

Tranquility
Max level1
SP cost80
Cast time8.1 s (uninterruptible by DEX)
Area9Γ—9 cells around the caster
Cooldown3 min
Tranquility

A channeled heal that pulses every 2 seconds for the full 8-second cast, restoring HP to the caster and all nearby party members within a 9Γ—9 cell area. The SP cost is paid when the channel begins. Recasting the skill while it is active cancels the channel immediately. Taking damage also cancels it, so positioning and timing matter. The heal scales with the caster's INT and Base Level.


Fade
Max level1
SP cost30
Cooldown60 s
Duration10 s
Fade

Reduces the Healer's threat generation to half for 10 seconds. Use it after a burst of emergency heals to let the Tank reclaim top threat before enemies switch targets.


Divine Grace
Max level1
TypePassive
Divine Grace

A passive ability. While this skill is learned, the instance's healing penalty is completely negated for the Healer's own skill-based heals, so they heal for full value inside instances. It does not affect item heals or SP recovery.


βš”οΈ DPS

Focuses on dealing damage to bring enemies down. DPS players turn the time the Tank and Healer buy into actual progress, racing boss enrage timers and clearing waves before they overwhelm the group.

Hate generation: DPS generates hate at 0.75Γ— per damage point. A DPS dealing 1,000 damage produces 750 hate, well below the Tank's rate. An active Tank stays comfortably ahead of steady DPS β€” but opening with a full burst before the Tank has established threat can rip aggro in the first seconds of a fight. Let the Tank land the first hits, then attack freely.

DPS role skills

Vanish
Max level1
SP cost30
Cooldown2 min
Vanish

Instantly removes half of the accumulated threat the DPS holds against every enemy in the encounter. A panic button for situations where the DPS is about to overtake the Tank on the threat table.


Survivor's Instinct
Max level1
TypePassive
Survivor's Instinct

A passive ability. Inside instances, each time the DPS kills a monster they recover 5% of their maximum HP. This cannot trigger more than once every 3 seconds.


Bloodlust
Max level1
SP cost40
Cooldown60 s
Duration10 s
Bloodlust

A high-risk offensive cooldown. For 10 seconds the DPS deals 20% more damage, but also takes 40% more damage from all sources. Timing it carefully around predictable boss attacks maximizes the gain while minimizing the danger.


✨ Support

Assists the party with utility and backup: buffs, crowd control, and filling whatever gap the team needs. Support rounds out a composition and helps a party handle mechanics that raw healing and damage alone can't.

Hate generation: Support generates hate at 0.75Γ—, the same rate as DPS. Buffs, debuffs and utility generate no hate at all β€” only damage and healing do β€” so a Support who also deals damage plays by the same aggro rules as a DPS.

Support role skills

Analyze
Max level1
SP cost30
Range9 cells
Cooldown30 s
Duration10 s
Analyze

Applies a debuff to a target enemy that reduces its DEF and MDEF by 10 points for 10 seconds. Makes all physical and magical damage from the party land harder for the duration.


Empower
Max level1
SP cost40
Range9 cells
Cooldown45 s
Duration10 s
Empower

Grants a party member a buff that raises their ATK and MATK by 10% for 10 seconds. Can only be cast on allies, not on enemies. Useful for covering a damage dealer's burst window.


Heroism
Max level1
SP cost40
Cast time4 s
AreaEntire map
Cooldown60 s
Duration20 s
Heroism

Grants the entire party on the same map a buff that reduces their after-cast delay by 10% for 20 seconds. The Support's own skills benefit from this as well, letting the team chain abilities faster during the effect.


Assigning a role

Every member must have a role before the party can enter. If anyone in the party has no role assigned, entry is blocked until they pick one.

Composition requirements

An instance can require a minimum and/or maximum number of each role. For example, an encounter might require at least one Tank and one Healer, or cap how many of a given role can join. If your party does not match the required composition, entry is blocked and you are told what is missing.

Not every instance enforces a composition: each one sets the requirements that fit its design. Always check the instance's own page (or the entrance NPC) for its exact rules.

Roles in combat

Once inside, your role determines how much hate you generate. The player with the highest accumulated hate becomes the boss's main target. Hate also decays by 5% every 5 seconds: a threat lead is not a trophy you keep β€” it only lasts while its owner keeps generating.

Role Hate modifier Notes
πŸ›‘οΈ Tank 3.5Γ— Highest: designed to lead threat
✚ Healer 1.25Γ—* Applies to the (reduced) hate from healing
βš”οΈ DPS 0.75Γ— Below average: safe to attack once the Tank is set
✨ Support 0.75Γ— Same as DPS β€” buffs and utility generate no hate

* Healing generates 0.4Γ— the hate of equivalent damage before the role modifier is applied. A 500 HP heal produces the same base threat as 200 damage, only effective healing counts, and it is split between all enemies tracking threat.

Playing to your role (rather than ignoring it) is what makes the harder encounters survivable.

A party in practice

Here is how hate builds up in a typical 5-player party (1 Tank, 2 Healers, 2 DPS) after a single combat exchange:

Player Role Action How hate is calculated Hate
Ragna πŸ›‘οΈ Tank Attacks for 1,000 damage 1,000 Γ— 3.5 3,500
Aria ✚ Healer Heals for 500 HP 500 Γ— 0.4 (healing) Γ— 1.25 250
Mira ✚ Healer Heals for 300 HP 300 Γ— 0.4 (healing) Γ— 1.25 150
Storm βš”οΈ DPS Attacks for 1,200 damage 1,200 Γ— 0.75 900
Blaze βš”οΈ DPS Attacks for 1,500 damage 1,500 Γ— 0.75 1,125

Outcome: Ragna has the highest hate by a wide margin and is Aggroed (the boss targets him). The DPS are the closest challengers and the Healers sit at the bottom. To actually take the boss off the Tank, a challenger must not just match his hate but exceed it by a clear margin β€” small differences never flip the target, and attackers standing at range need an even bigger margin than melee to steal aggro. Remember that hate decays 5% every 5 seconds: a Tank who stops attacking watches his lead evaporate, and a DPS who overextended can simply hold fire for a few seconds to let their hate drain back down.

The takeaway:

  • Tank: keep attacking β€” decay eats an idle lead. If someone rips aggro, Enrage matches your threat to theirs and forces the boss onto you for 3 seconds with double generation: use that window to take a real lead.
  • Healers: heal freely when the party needs it. Healing hate is low, split between enemies, and overheal counts for nothing.
  • DPS: let the Tank land the first hits β€” a full burst at the pull can rip aggro. After that, attack freely; if you climb too high, ease off and decay will do the rest (or use Vanish).
  • Support: same aggro rules as DPS when you deal damage; your buffs and utility never generate hate.