Pantheon: Rise of the Fallen is the crowdfunded MMORPG from Visionary Realms built around group play, where tanks are not interchangeable stat blocks but three distinct classes with different threat profiles, resources, and answers to “what do you do when hate slips?” This article walks through how threat is generated and held across the three tank classes (Dire Lord, Warrior, Paladin), what the Parting the Veil stream and class pages say about each role’s threat identity, and how the tank-healer loop actually runs.
All facts below are sourced from Visionary Realms’ official Parting the Veil: Tanks livestream (June 22, 2023), the official Paladin class page on PantheonMMO.com, and the Massively OP write-up of the same stream. Some specific numbers and ability descriptions draw on the design discussions from that stream and may differ from the latest Combat and Progression Update (March 2026) class refreshes.
What changed (and what was clarified)
Two things about threat came out of the official Parting the Veil: Tanks episode in June 2023:
- Warriors had their Resilience resource removed. Creative Director Chris “Joppa” Perkins said the old dual-resource setup (Battle Points + Resilience) “needed such a constant attention to maintain,” and was competing with the warrior’s intended Battlefield Commander role. Resilience was rolled into a passive mitigation bonus through armor, and warriors now run Battle Points as a “fairly traditional build and spend” resource.
- Each tank class now has a distinct threat specialty. Joppa summarized it: “The dire Lord excels in holding single Target threat… the Paladin excels in a e [AoE] threat… and then the warrior is built to kind of lean into both of those things effectively.”
The same stream also introduced Weapon Techniques, designed to chain across classes — a warrior’s might make a target Vulnerable, a rogue’s Off-Balance, and a monk’s Knock Down — so a single encounter’s threat windows can be solved by class composition rather than by one tank.
How threat works in Pantheon — the three identities
The official class materials and the Parting the Veil stream describe three very different threat models.
Dire Lord — sustained single-target hate
The Dire Lord is described as “unmatched in their ability to hold single Target threat.” Joppa’s short-form read: “self-sufficiency… offensive… anti-magic.” It does this through:
- Life-steal and siphoning. The refresh pushed “a stronger step into the siphoning nature of the class being able to siphon attributes from targets and actually reduce that attribute on the Target and Grant it to the dire Lord,” meaning holding aggro and applying pressure are the same action.
- The highest health pool of any tank. Per the stream: “the dire Lord is going to have the higher Health pool” compared at max level and max gear, with abilities that scale off that health pool.
- No shield, chain armor, dual wield or two-handed. Less innate mitigation, more Berserker-style play where the Dire Lord “weave[s] that into the um the self-healing for the sustainability.”
The official implication: a Dire Lord is unlikely to have the best snap aggro, but once they establish threat they are extremely hard to pull off.
Warrior — split between single-target and AoE threat
Warriors were explicitly described as the “battlefield commander” tank. Two new systems came out of the Parting the Veil refresh:
- Banners. Placeable objects with a radius of effect that, in most cases, have both a positive effect on allies and a negative effect on enemies in range. The number of banners scales with class progression — warriors start with one banner, then through class quests unlock two, then three.
- Formations. Reactive or proactive auras keyed to combat conditions. The example given in the stream was an Onslaught formation that activates when three or more enemies are in combat, providing attack speed and damage bonuses to the group, then falling off when conditions are no longer met.
For threat specifically, warriors get both single-target threat abilities and AoE shout/warhorn abilities — neither as deep as a Dire Lord’s single-target or a Paladin’s AoE toolkit, but tunable through what Joppa called “soft speccing” via attribute modifiers on individual abilities. A warrior who leans into the warhorn through gear and stat priority can credibly AoE tank; one who stacks strength mods on their single-target toolkit can hold a boss.
Paladin — best-in-class AoE threat and self-heal
The Paladin class page lists the toolkit’s core design point as a “solid AE threat” generator with “a large arsenal of Weaponry” plus access to the heaviest plate armor and shields. The Parting the Veil stream confirmed: “the Paladin excels in a e [AoE] threat.”
What makes the Paladin unique among the three is the dual-resource model:
- Wrath is generated by dealing and receiving damage, and is used for most combat abilities. It functions similarly to a Dire Lord’s Essence.
- Reckoning Points are a much rarer resource. Paladins “will have three Reckoning points” regenerating “slowly at the rate of like one over you know 10 plus minutes.” They’re spent on the most impactful abilities — for example, Edict of Celestial Authority, the longest-duration stun of any class, longer against Undead.
The class’s identity is built around the contrast: high-value abilities cost both Wrath and a Reckoning Point, so the tank-healer loop has to budget for them.
The mem-wipe moments: when threat is at risk
Two scenarios were discussed in the stream as the places where threat math gets tight in Pantheon:
1. Low-tank populations
Joppa addressed the “tank scarcity” problem: “I think there’s there’s that component which makes you know them less less popular to a degree.” Pantheon’s answer was twofold — make tanks “interesting enough to play, fun enough to play,” and give them enough solo viability through potions, bandages, and food. The expected scenario in a six-player group (Pantheon runs six, not five) is that “if you don’t have a enchanter or like a support a dedicated class you know that off tank can help hold ads that come in or break groups.”
2. Multi-tank encounters and the off-tank slot
The stream confirmed that off-tank positions are a real role. Per Joppa: “I mean certainly there will be encounters that absolutely require that.” The example synergy: a warrior planting a banner that debuffs enemies in its radius while a paladin uses their AE toolkit to gather adds and drag them into that banner’s radius — turning two tanks’ threat tools into one kill zone.
The stream also covered Wall of Shields, a Warrior ability allowing “at least two Warriors to link their Shields together… and essentially combine their their overall mitigation.” The intended use is for “brutal moments of raw damage output” in higher-tier content, and it requires multiple warriors to be meaningful.
The tank-healer loop
Because Pantheon’s tank classes answer threat differently, the tank-healer loop also varies.
Dire Lord loop. The tank-healer relationship is loosely coupled. Joppa said the Dire Lord’s loop is: “the the siphoning and the leaching and you know all these things that you’re um you know kind of piling on to the enemy uh but then you you weave that into the um the self-healing for the sustainability.” A healer supporting a Dire Lord is mostly covering spike damage that the Dire Lord’s self-heal can’t reach.
Warrior loop. The warrior has no self-heal. Per Joppa, “there isn’t a counterbalancing mechanic for the warrior that even though they can’t heal themselves they can you know accomplish something essentially the same through different means.” Warriors require more dedicated healer attention; the trade-off is the banner/formation toolkit that buffs the entire group.
Paladin loop. The Paladin is the only tank with a healer-supportive threat identity. Joppa confirmed: “healing is not just for healing and and keeping people alive but it is a pretty important part of like threat generation for paladins as well because of the aggro that comes through healing.” Specific examples from the official class page:
- Oathflame — a light heal on an ally, costs Wrath.
- Living Light — channels Wrath into a burst of group healing.
- Devout Mastery: Vigilance — bonds the Paladin to an ally, and “a percentage of your healing on other targets will apply to your bonded target.”
- Devout Mastery: Glory and Honor — melee attacks heal group members for a small amount.
The tank-healer relationship for a Paladin is therefore tighter: healing generates threat, which means a Paladin who goes deep into healing will pull more hate from the healer they are actively supporting.
Build path
Each class has a mastery tree that touches threat directly:
- Dire Lord. Berserker-style sustain build converting high health pool + lifesteal into sustained hate, with no shield and threat coming through weapon swings and siphon effects.
- Warrior. Soft-spec into single-target (attribute-prioritized mods) or AoE (lean into the warhorn). Banner count scales through class quests, capping at three placed banners.
- Paladin. Two mastery tracks: Justicar for tanking and Devout for healing. Justicar unlocks include Wrathful Aegis (radiates flame with increased threat), Judgement of Flame (Smite mod reducing the target’s damage to non-tanks), and Blaze of Glory (massive stat boost, then incapacitated). Devout unlocks include Vigilance (bonded ally healing) and Glory and Honor (melee heals the group).
What it means
Pantheon is not designing three flavors of the same tank. Dire Lord is the single-target hold specialist, trading raw mitigation for sustained hate and self-heal. Warrior is the hybrid battlefield commander, with utility that turns positioning and banner placement into threat. Paladin is the AoE tank with a healer-supportive threat model built around Wrath and the slow-regenerating Reckoning Points that gate its strongest abilities.
For groups, the official sources imply that the most efficient setups use all three: a Dire Lord or Paladin holding the boss, a warrior running banners and formations, and a Paladin flexing into Devout when a healer goes down. That is the design intent stated in the Parting the Veil stream — and the reason the team is comfortable letting the three classes overlap rather than mirror each other.