This is my version.
Tanking 101 Preparation To start with, before your group heads into battle, get your buffs from each member. Many classes have helpful buffs that make you more effective as a tank. Ask questions about what folks place on you so YOU know which buffs are helpful, and so you can ask for them later in other groups! Aggro The job of a tank is to HOLD AGGRO. You are not there to deal damage to the foe really, you just have to hold aggro so it doesn't eat the rest of the group while THEY kill it. That being said, pretty much 1 point of hate = 1 point of damage. There's no way a tank is going to dish out the humungeous damage that, say, a wizard nuking can. So you also have other tools in your repertoire to help you get more hate than you can acquire simply beating on the foe. Some tank classes have stances that increase hate towards the tank. Paladins have a spell callled Amends that lets you have a percentage of the hate of another member of your group. Some tank classes get hate by being hit. Read through your spells/combat arts, and see what each of them really does. All tanks have some taunts. Some have more taunts than others. When you pull, you start off EARLY on the mob. You want to get it hit once and taunted at least once as you pull. The hit establishes you on the hate table, and the taunting adds to the hate you have directed at you. Another trick is that some classes, such as Swashbucklers, can do a HATE TRANSFER. It's basically a buff that transfers some percentage of the hate they're getting to you instead. Selecting a Place to Fight Another critical item when tanking is that you are the one who keeps the group safe. And it's your responsibility to position the group in a place that you can safely fight without getting adds, so you learn to pick a good place to fight in. Usually the way you've just come is clear of foes - presumably you killed them on your way in - but you kind of keep an eye out for adds or repops that way. Turning the Mob However, the way your group is headed is full of foes, so it's a REALLY good idea to turn the mob after you pull it. This leaves you, the tank, between your group and the foes further in on your path, so that anything that wanders up will hit you first and not the lightly-armored healers or casters. You also need to turn the mob for the safety of your group. Anytime the foe ripostes, or does an AOE attack, if the thing is facing AWAY FROM THE GROUP, only the tank gets hit. Your healers need to focus mainly on healing the tank, so you want for JUST the tank to take damage if possible. And turning the mob is critical to allow your scouts to do the most damage. All the scout classes have flank or back attacks that usually do pretty high damage, so you need to allow them room to get in behind the foe. Finally, turning the mob(s) is a BIG help to you as tank. If you see the mob facing you, YOU have aggro. If you are looking at its hiney, you DON'T have aggro and need to switch to that mob and taunt and whallop until you get aggro back. The Fine Art of Body Pulling A key tool to learn early on is the Fine Art of Body Pulling. At first, not many foes are SOCIAL. The higher in level you go, however, the more social mobs you are going to encounter, so you need to learn this technique early and get it perfected. When I say a mob is "social", that means if you hit it, it can call to its nearby friends for help. Then instead of having one thing to fight, you have the whole room trying to eat your face. To deal with this, the body pull is used. Instead of, say, lobbing an arrow or a taunt at the foe, you edge up until it JUST notices you. then when it does see you, you backpedal and it comes with you. Once you have it far enough away from its friends, you start taunting. Here's some info from a thread on the old forums (http://eqiiforums.station.sony.com/...ry.id=0#M154977) that's helpful for all classes, especially tanks. This is the illustrated fine art of body-pulling...