Regardless of spec, the Death Knight of DFO has three main features that they bring to a tanking team; it can be used to great effect:
1. Death Grip
The Death Grip ability allows the tank to pull a target from up to 30 yards away to the tank. The ability also applies a fixate effect, like Mocking Blow for Warriors, that will cause the target to focus on the Death Knight for 3 seconds. As with Mocking Blow, if the opponent is already targeting the Death Knight, the fixate will have no effect.
The two portions of the effect are exclusive in terms of efficacy, and will not affect each other. Some, especially in leadership and some heftier not to blame for the physical effects, but that does not stay in until the goal is not resist, or vice versa. This is especially useful animals or repositioning a target.
2. Unlimited Threat Ability.
Thanks to the Rune system, Death Knights (Dungeon Fighter gold) can perform their abilities at a constant pace, regardless of whether or not they are the primary target. Therefore, they could threaten the second goal, without restrictions. No one of tanks and death knight, we can do this threat, they are not major objectives for the death knight this is the ability of the strike may produce. However, where Warriors and Bears will see some limitations from reduced Rage generation, and Paladins may have manna concerns in the long run, the Death Knight has no such limitations.
3. Ranged Threat.
None of the tanks are capable of putting out fully sufficient threat out of melee range, but the Death Knight of DFO more than any other has the tools to put out the most threat at range. With Icy Touch, Death Coil, Blood Boil, and the peaceable nature of Death and Decay the Death Knight is very strong at setting up and maintaining some measure of threat at long range. This ability can enhance or for some specs. These functions will allow you used your death knight tanks magnificent value whatever tools they may bring. By the way, you can buy Dungeon Fighter Online gold for your character.