BEGINNER TANK GUIDE

Last updated: Update 44

1.BASICS

Concept of a tank

The Tank role in ESO is a bit different when compared to other MMOs. While keeping the aggro away from your teammates is still your main job, you’re also expected to buff your teammates and debuff enemies and there’s tons of different buffs and debuffs at your disposal so you’ll be making a huge difference in the overall DPS of your group. Rather than managing cooldowns, your survival will depend on how well you can deal with core combat mechanics - blocking and dodging attacks, heavy attacking to restore resources - et cetera. You need to block the attacks to survive but you can’t block everything because you’ll run out of stamina - this is what it boils down to in a very big shortcut.

Your main job as a tank is preventing enemies from attacking your teammates by making them attack you instead. ESO doesn’t have a threat system so you can’t make enemies attack you by simply dealing damage to them, you have to use Taunt abilities such as Pierce Armor or Destructive Clench. This means that quickly getting aggro of a big group of enemies is impossible, but that’s by design, because it simply isn’t needed. Trash packs tend to have very few elite enemies that actually need to be taunted, most of them are just cannon fodder that you don’t need to taunt at all, because they won’t kill your Damage Dealers or Healers even if they aggro to them.


2.BUILD

Classes

There are 7 classes in ESO and all of them can be used for tanking. The balance between them is rather good, as there are only 2 classes that are clearly below others - Templar and Nightblade, and they’re not even that bad survivability wise, you will survive fine with them but you won’t be providing as much group support, they simply don’t bring as many important buffs and debuffs as other classes.


Sorted from best to worst for beginners

Class Rating for Beginners Rating Overall Explanation

Dragonknight

S S Dragonknight is the most versatile tank class with access to both block mitigation for dealing with direct damage, and damage shields for dealing with DoTs. On top of that, the Helping Hands passive makes it much easier to sustain blocking, and if you really screw up you can use Magma Shell to give yourself time to recover.

Arcanist

S S Tons of raw stats from passives, such as armor and recoveries, combined with the massive Impervious Runeward damage shield and the delayed heal from Runeguard make survival extremely easy.

Sorcerer

S S Hardened Ward being both a massive damage shield and a decent heal makes this class really easy to play.

Warden

A A Wardens' lack of damage shields makes them bad at dealing with DoTs.

Necromancer

A S While Necromancers have the tools to deal with any type of damage, they’re not reactive, you need to already have all your buffs and heals over time running by the time the damage happens, which is why it won’t be as easy to play for beginners as for example Dragonknight, Arcanist or Sorcerer.

Templar

B B Templar's instant self-heal, Honor the Dead, is unreliable because of its targeting. The last thing a beginner needs is an ability that straight up doesn’t work if your teammates are taking unnecessary damage.

Nightblade

B B Nightblade has the same issue with instant self-heal’s targeting, and on top of that it has straight up worse survivability than Templar, but what made me put it in B tier is the Siphoning Strikes ability. It makes sustain absolutely trivial, and sustaining block is the number 1 thing new players usually struggle with.

You can find more detailed information about how each class performs in each specific type of content in my CLASS TIER LIST

Weapons

As a tank, you’re only going to use 2 weapon types - One Handed and Shield, and Ice Staves. These are the weapons intended for tanking, they provide bonuses to block mitigation, block cost reductions and their skill lines contain taunting skills, such as Pierce Armor and Destructive Clench. Your frontbar weapon could be either One Handed and Shield or Ice Staff. One Handed and Shield is the default option, it’s much easier to play as it allows you to restore Stamina with heavy attacks. Ice Staff can sometimes be used on frontbar, but it’s a more difficult playstyle that provides more support for the group. The type of the one handed weapon doesn’t matter - there is no difference between a sword, axe, mace or a dagger.

Your backbar weapon however is always going to be an Ice Staff. That’s because it has a to be a two-handed weapon as two-handed weapons apply stronger enchants, and you’ll be using this weapon to apply the Crusher enchant which reduces enemies armor by 2108 which is roughly a 5% damage increase for your Damage Dealers.

Very rarely you can also use a Lightning Staff on your backbar, as the Lightning Elemental Blockade can provide Off Balance which procs the Exploiter Champion Point, but that’s only a thing in short bursty fights.

Sets

Equipment pieces in ESO form sets, usually 5-piece sets. Most of the time you’ll be wearing 2 5-piece sets of gear and a Monster Set on your head and shoulder slots. If one of your 5-piece sets is one-barrable you can also fit in a weapon set.

What’s a one-barrable set? It’s a set that can work properly even if you use only 3 pieces of it on your body armor pieces or jewelry, and get the last 2 pieces from one of your weapons. Since you can bring 2 sets of weapons into combat and swap between them dynamically you can have a set that’s only active on one of the bars. Take Powerful Assault for example. This set grants your teammates a buff after you cast an Assault ability. You can have Powerful Assault set active only on your backbar, have Resolving Vigor on that skill bar and it will work just as fine as if you had it active on both bars. This allows you to put a weapon set like for example Puncturing Remedy on your frontbar. Now look at Pearlescent Ward - this is an example of a set that isn’t one-barrable and has to be active at all times. If you tried to put Pearlescent Ward on your backbar your team would be losing the Pearlescent buff every time you’re on your frontbar.

Monster Sets are very specific 2-piece Head and Shoulder sets. Head pieces drop from dungeons in Veteran difficulty and Shoulder can be obtained from Undaunted Coffers which you can buy for Undaunted Keys which you get from doing daily dungeon quests at Undauned Enclaves. There are also Mythic gear pieces. You can only wear one Mythic gear piece at a time. The most useful Mythic is Spaulder of Ruin, but since it’s a shoulder piece it’s more logical to view it as if it was a Monster Set, since it occupies its spot. The rest of the Mythics are going to come in useful extremely rarely.

In this example you're wearing two sets that have to be double-barred.

Gear Slot Set Weight/Type

Head

Archdruid Devyric Medium

Shoulders

Archdruid Devyric Light

Chest

Lucent Echoes Heavy

Hands

Lucent Echoes Heavy

Belt

Lucent Echoes Heavy

Legs

Lucent Echoes Heavy

Boots

Lucent Echoes Heavy

Necklace

Pearlescent Ward Jewelry

Ring

Pearlescent Ward Jewelry

Ring

Pearlescent Ward Jewelry

Frontbar Main Hand

Pearlescent Ward Any 1-handed weapon

Frontbar Off Hand

Pearlescent Ward Shield

Backbar Main Hand

Pearlescent Ward Ice Staff

You can find the list of useful tanking sets here HERE

Weights

The armor in ESO comes in 3 weights - Light, Medium and Heavy. Most of the times the best combination is 5 Heavy pieces, 1 Medium piece and 1 Light piece as this way you can trigger the Undaunted Mettle passive, which grants you 2% of all maximum resources for each unique armor weight type. Of course this won’t be the best setup for every single fight, but it’s the best for the majority of them. Going with more Heavy pieces than 5 can be useful in fights where you want more block mitigation, if you need more armor or if the damage taken is primarily Martial (Physical, Bleed, Poison, Disease damage types). Going with more Medium pieces can be useful if you’ll need to dodge roll a lot in a certain fight, and Light pieces are very good in fights where the damage taken is primarily Magical (Magic, Flame, Shock, Frost).

Traits

Each piece of gear has a trait which is an additional bonus. Gear drops with a random trait but it can be changed or reconstructed later using the Transmutation Station. Armor pieces, weapon and jewelry pieces are drawing from different trait pools.

Armor pieces can come with these traits (values are for Golden quality gear):

Trait Material Tooltip Description
Reinforced

Sardonyx

Increases this item's armor value by 16% Use this trait to reach armor cap (which is 33000). It is more effective than Nirnhoned on pieces with more than 1581 base armor
Nirnhoned

Fortified Nirncrux

Increases this item's armor value by 253 Use this trait to reach armor cap (which is 33000). It is more effective than Reinforced on pieces with less than 1581 base armor
Divines

Sapphire

Increases Mundus Stone effects by 9.1% One of the best default traits if you don't know what you're going up against. If you're using the Atronach Mundus it will provide 28 Magicka Recovery
Sturdy

Quartz

Reduce block cost by 4% One of the best default traits if you don't know what you're going up against. It's extremely good for beginners who block excessively. Situationally best for encounters where you need to block a lot
Well-Fitted

Almandine

Reduces the cost of sprinting and Roll Dodging by 6% Situationally best for encounters where you need to roll dodge a lot
Invigorating

Garnet

Increase Health Recovery, Magicka Recovery, and Stamina Recovery by 16 A decent default trait, it's not far off from Divines and Sturdy and it is the only way of getting recovery through your traits if you're not using a recovery Mundus Stone like the Atronach
Infused

Bloodstone

Increase armor enchantment effect by 25% Increases your maximum resources by boosting your armor enchants. Outclassed by other traits and it can be a detriment due to mechanics that scale damage with your Maximum Health
Training

Emerald

Increase experience gained from kills by 11% Not combat related
Impenetrable

Diamond

Increase your Critical Resistance by 132 and this item takes 50% less durability damage. Useless, because PvE enemies cannot critically strike

ADDITIONAL INFO:

  • The first step is getting enough Reinforced or Nirnhoned pieces to reach the armor cap. Reinforced becomes better than Nirnhoned on pieces which have base armor value higher than 1581. There’s also a lot of other variables that will have an impact on our armor, such as race, item set bonuses, champion points or weapon type.
  • After you’ve hit the armor cap, Divines and Sturdy are the best default traits to put on the remaining pieces.
  • Divines will simply increase your magicka recovery by boosting your Atronach mundus and it’s the best all-around trait.
  • Sturdy is very good for beginners who hold block way more than they need to or if you’re playing with a very high ping. Once you’re more experienced at the game, Sturdy becomes more of a situational trait for fights with long channeled abilities that you have to block, such as the Valinna and Lamikhai boss in Scrivener’s Hall dungeon, Ryelaz and Zilyesset in Lucent Citadel or Roksa in Bal Sunnar. In the end the difference between Sturdy and Divines isn’t that big once you’ve covered your armor needs with Reinforced on bigger pieces. Since you’re reading this guide you’re most likely a beginner so Sturdy is going to be better than Divines for you at the moment, but as you learn the game Sturdy will become less useful, outside of some specific encounters.
  • Well-Fitted can be situationally best for some specific encounters where you’re forced to dodge roll a lot, such as for example the Reef Guardian boss in Dreadsail Reef Trial.
  • Invigorating is not far behind Divines in terms of magicka recovery and also gives you some stamina recovery, it’s also the only way to get more recovery from armor traits if you’re not using the Atronach mundus.
  • Infused can be a decent trait, especially at the beginning, but in later dungeons and trials ZOS started putting tons of damage that scales with your Maximum Health, which makes Infused not that good, and sometimes even a detriment.

Enchants

Each piece of gear can also be enchanted and once again, armor pieces, weapons and jewelry pieces can be enchanted with different things.

Armor pieces can have these enchants (values are for Golden quality enchants made with Kuta rune):

Enchant Potency Rune Essence Rune Tooltip
Glyph of Health

Repora

Oko

Increase Maximum Health by 954
Glyph of Stamina

Repora

Deni

Increase Maximum Stamina by 868
Glyph of Magicka

Repora

Makko

Increase Maximum Magicka by 868
Glyph of Prismatic Defence

Repora

Hakeijo

Increase Maximum Health by 477 and Maximum Magicka and Maximum Stamina by 434

ADDITIONAL INFO:

  • Ideally you’ll want Prismatic Defense enchants on every single armor piece, but they are expensive so until you get there you should use a mix of Health, Stamina and Magicka enchants.

Race Choice

Sadly, racial bonuses in ESO are pretty significant when it comes to PvE tanking, and you’ll be putting yourself at a disadvantage by not choosing Nord. You can complete any content on any race, but you’ll have to put in more effort and adjust your build. Nords have a racial that grants them 2600 armor which translates to a 7.28% damage reduction when close to armor cap. Of course you’re not supposed to just take it and accept taking this much more damage, what you should do instead as a non-Nord is adjust your build and get more armor from somewhere else, such as for example using an armor Mundus stone (The Lady) or using armor jewelry traits (Protective). But that’s sacrificing a lot just to hit the armor cap, which is why Nord tanks always end up with better sustain even though they don’t have sustain racials, because they can devote their Mundus choice and jewelry trait choices towards sustain.

You should play how you want, you can complete any content using any race, there are people completing hardest content even as Argonians, but at the same time anyone telling you race choice is insignificant is clueless about the game.

Arcanists are an exception to that, as due to huge amount of armor they're getting from their class passives and abilities choosing Nord isn't as crucial. They're still technically the best race, but the gap between them and other races is insignificant.

Attributes

HEALTH

64

STAMINA

0

MAGICKA

0

Once you reach max level, you’ll have 64 points in total to spread between Health, Stamina and Magicka attributes. Most of the time it’s best to put all your points into health, it’ll increase your survivability and increase scaling on most of your abilities. Having bigger resource capacity is useful but not at the cost of health. The only exception is when your max Magicka would be higher than your max Stamina due to for example racials or item set bonuses, in that case you should put just enough points into Stamina so that your max Stamina is higher than your max Magicka, so that it’s considered your dominant resource for the sake of Combustion synergy.

Champion Points

After you reach level 50 you’ll start earning Champion Points, which can provide useful perks. Some champion point perks are active all the time, while others can be slotted in and out. As you accumulate more champion points, you’ll be able to activate more stars.

Warfare (Blue) Tree Progressions

Progress your Warfare tree in this order:

  • 10/20 Tireless Discipline
  • 10/20 Quick Recovery
  • 20/20 Preparation
  • 20/20 Hardy
  • 20/20 Elemental Aegis
  • 20/20 Quick Recovery
  • 20/20 Tireless Discipline
  • 20/20 Eldritch Insight
  • 20/20 Blessed
  • 25/50 Unassailable (slottable)
  • 50/50 Bulwark (slottable)
  • 50/50 Ironclad (slottable)
  • 50/50 Duelist’s Rebuff (slottable)
  • 50/50 Unassailable (slottable)

From this point, if you want to use a different slottable like Enduring Resolve you’ll have to Redistribute points until you get enough CP to switch between them freely

  • 20/20 Precision
  • 10/20 Piercing
  • 40/40 Flawless Ritual
  • 40/40 Battle Mastery
  • 30/30 Mighty
  • 30/30 War Mage

Warfare

Food

The best food is Orzorga's Smoked Bear Haunch, however it's extremely expensive so you should use Jewels of Misrule instead, it provides only slightly lower stats than Orzorga's Smoked Bear Haunch while being significantly cheaper.

Other decent foods:

  • Orzorga's Red Frothgar - provides more Max Health and Magicka Recovery at the cost of providing no Stamina Recovery at all. Stamina Recovery doesn't work while blocking so it can be a decent option if you're permablocking
  • Bewitched Sugar Skulls - provides maximum resources instead of recoveries, can be decent for fights where you need to block for a very long time during a very specific period but the pressure is non-existent outside of that specific period so you can recuperate stamina by heavy attacking freely, for example Roksa the Warped boss in Bal Sunnar dungeon. The increased maximum resources will also increase the scaling of some of your healing abilities, such as Resolving Vigor
  • Candied Jester's Coin - provides only Max Stamina and Magicka Recovery, can be decent when you want to reduce your Max Health during a specific phase of a fight. For example, in Cloudrest you can eat it right as the execute phase starts, because Maximum Health becomes a detriment due to the Baneful Mark mechanic

Potions

Most of the time you should use Tri-Stat potions (Restore Health, Restore Stamina, Restore Magicka). They'll greatly improve your sustain. You can craft them by combining Columbine, Bugloss and Mountain's Flower.

Mundus

Munduses are stones you can find in various places of Tamriel. Interacting with them allows you to attune yourself to them, granting you a permanent unique buff depending on the Mundus stone. They can also be placed in houses as furnishings so if you teleport into any rich player’s house they’ll most likely have all Mundus stones laid out in a single place.

The best Mundus is The Atronach which increases your Magicka Recovery by 310 and causes your armor pieces with the Divines trait to increase it by another 28. It can be found in Greenshade, Shadowfen and Rivenspire.

If you're struggling with reaching the armor cap (33,000) with buffs active, then The Lady can also be a decent choice. It increases your Armor by 2744. It can be found in Auridon, Stonefalls and Glenumbra.


PRACTICAL

Armory

Levelling up or doing any non-group content (such as questing) in a tank build is horrible so you should use the Armory system so you can switch between a Tank build and a DPS build. There is no point in bringing a Tank build unless you’re doing group content.

You can get your Armory Station for free from the Crown Store menu.

Where to get your first gear (Crafted)

This is the crafted gear setup you can start with. You do not need to start with a crafted setup and you can move on straight to the setup from dungeons, because Normal difficulty dungeons are easy enough to clear while wearing random gear pieces you pick up from questing. This crafted setup is for people who are anxious about tanking and need a "stepping stone" setup even though it isn't really needed.

Gear Slot Set Weight/Type Trait Enchantment

Head

Druid's Braid Medium Reinforced Magicka

Shoulders

Druid's Braid Light Sturdy/Divines Health

Chest

Wretched Vitality Heavy Reinforced Health

Hands

Wretched Vitality Heavy Sturdy/Divines Stamina

Belt

Wretched Vitality Heavy Sturdy/Divines Magicka

Legs

Wretched Vitality Heavy Reinforced Stamina

Boots

Wretched Vitality Heavy Reinforced Health

Necklace

Druid's Braid Jewelry Harmony/Infused Reduce Magicka Cost/Reduce Block Cost

Ring

Druid's Braid Jewelry Harmony/Infused Reduce Magicka Cost

Ring

Druid's Braid Jewelry Harmony/Infused Reduce Magicka Cost

Frontbar Main Hand

Druid's Braid Any 1-handed weapon Decisive Hardening

Frontbar Off Hand

Druid's Braid Shield Sturdy/Divines Stamina/Tri-Stat

Backbar Main Hand

Druid's Braid Ice Staff Infused Crusher

ADDITIONAL INFO:

  • Sets like Fortified Brass or Senchal Defender (this one is from Overland, not crafted) can be better than Druid's Braid, but Druid's Braid has the benefit of not becoming mostly useless when you stop wearing 5 pieces of it, and it's important because I can't know what content you're going to farm first. Are you going to get a Monster Set first and replace head and shoulder slots? Or are you replacing weapons and jewelry first? With Druid's Braid it doesn't matter, because it's slowly losing effectiveness piece by piece. The Druid's Braid shield will also stay relevant for you even past your beginner phase.

Where to get your first gear (Dungeons)

Gear Slot Set Weight/Type Trait Enchantment

Head

Tremorscale Medium Reinforced Magicka/Tri-Stat

Shoulders

Tremorscale Light Divines/Sturdy Health/Tri-Stat

Chest

Turning Tide Heavy Reinforced Health/Tri-Stat

Hands

Turning Tide Heavy Divines/Sturdy Stamina/Tri-Stat

Belt

Turning Tide Heavy Divines/Sturdy Magicka/Tri-Stat

Legs

Turning Tide Heavy Reinforced Stamina/Tri-Stat

Boots

Turning Tide Heavy Reinforced Health/Tri-Stat

Necklace

Crimson Oath's Rive Jewelry Harmony/Infused Reduce Magicka Cost/Reduce Block Cost

Ring

Crimson Oath's Rive Jewelry Harmony/Infused Reduce Magicka Cost

Ring

Crimson Oath's Rive Jewelry Harmony/Infused Reduce Magicka Cost

Frontbar Main Hand

Armor of the Trainee Any 1-handed weapon Decisive Hardening

Frontbar Off Hand

Druid's Braid Shield Divines/Sturdy Stamina/Tri-Stat

Backbar Main Hand

Crimson Oath's Rive Ice Staff Infused Crusher

ADDITIONAL INFO:

  • Replace 1 piece of Armor of the Trainee and 1 piece of Druid's Braid with Puncturing Remedy if you don't have access to Scribing and are using Pierce Armor instead of Shield Throw
  • Turning Tide drops from Normal or Veteran Shipwright’s Regret
  • Crimson Oath's Rive drops from Normal or Veteran The Dread Cellar
  • Puncturing Remedy drops from Normal or Veteran Dragonstar Arena
  • Tremorscale drops from Veteran Volenfell
  • These are the best sets you can get from easy content, only the Tremorscale requires you to finish the content on Veteran difficulty but Volenfell is a base game dungeon so it’s extremely easy even in the Veteran difficulty
  • Tri-Stat enchants are better than single stat ones, but they're extremely expensive. The reason I listed them here but not in the Crafted setup is because Tremorscale and Turning Tide will stay relevant past your beginner phase, so if you can afford Tri-Stat enchants you should go for it.

ADVANCED

Dungeon specifics

The dungeons in ESO are content for 4 people so the intended team comp for them is 1 Tank, 1 Healer and 2 Damage Dealers. However because of dungeons only allowing groups as small as 4, you can gain a massive DPS boost by ditching that Healer and getting a 3rd DPS, and that’s what quite a lot of people are doing, especially because many of the dungeons, especially the old ones, simply do not have any healer mechanics, you either take no damage or get one-shot as a punishment for failing a mechanic, so the healer wouldn’t have anything to do anyway.

Trash packs in dungeons are trivial compared to bosses. Your job is to first taunt the elite adds, then chain in the smaller adds and then keep up buffs and debuffs until the enemies die.

Against bosses it’s impossible to give any rough outline of what to do because they vary so much. The only thing that’ll be consistent is that you’re supposed to taunt it at the beginning and not die.

Trial specifics

The trials in ESO are content for 12 people so the usual team comp for them is 2 Tanks, 2 Healers and 8 Damage Dealers. They tend to be harder than dungeons. Common terms used to describe the duties of each tank in a trial are “Main Tank” and “Off Tank”. Main Tank usually taunts the main boss while Off Tank takes the secondary boss or adds, though it isn’t always as simple. Because of that, Off Tank tends to have more freedom of movement so they’ll use sets such as Powerful Assault, because Main Tank might not be able to reach the entire group with it.

Synergies

Some abilities provide synergies to your allies which allow them to press X (Y+B on Xbox, Triangle + Circle on PlayStation) to cause some additional effect. When you activate a synergy you can't use that same synergy again for 20 seconds. Using synergies provided by your allies will be crucial for your own sustain. The most important synergy for sustain is Combustion, from Necrotic Orb or either of its morphs. It gives you 3960 of either Stamina or Magicka, whichever is your higher Maximum Resource. The Blessed Shards synergy from Spear Shards and Holy Shards synergy from Luminous Shards have the same effect and also share the cooldown with Combustion, although Holy Shards restores both resources. For each Harmony trait on your jewelry every synergy you activate will restore 880 of Health, Magicka and Stamina. With the Undaunted Command passive synergies also restore 4% of your Health, Magicka and Stamina.

Common Buffs and Debuffs

Here are the most common buffs and debuffs you are expected to keep up as a tank:

Buff/Debuff Tooltip Description Common Sources

Major Breach and

Minor Breach

Decreases target's armor by 5948 and 2974 Together these 2 debuffs will apply 8922 armor penetration which is roughly a 19.5% damage increase. You will be applying both of them with the Pierce Armor skill or with Elemental Susceptibility combined with Ice Elemental Blockade. Pierce Armor, Elemental Susceptibility, Elemental Blockade

Major Resolve

Increases armor by 5948 This buff increases your armor by 5948 which provides between 9% to 15% damage mitigation depending on your current armor. It’s absolutely crucial for your survival and every class has some skill that provides Major Resolve. If you’re a Warden it’s also your duty to keep this buff up on your teammates because you have access to Expansive Frost Cloak Balance, Expansive Frost Cloak, Hardened Armor, Cruxweaver Armor, Summoner's Armor, Boundless Storm, Restoring Focus, Shadow Barrier

Minor Resolve

Increases armor by 2974 This buff increases your armor by 2974 which provides between 4.5% to 8.2% damage mitigation depending on your current armor. Any class can easily keep it up with the Resolving Vigor skill which also an extremely strong Heal over Time Resolving Vigor, Runeguard of Still Waters, Summoner's Armor

Major Force

Increases critical damage done by 20% This buff increases Critical Damage by 20% which is roughly a 7.8% damage increase. You can provide 10 seconds of this buff with the Aggressive Horn ultimate. In organized groups you’ll be able to coordinate your ultimate casts with other supports (with one of you wearing the Saxhleel's Champion set) to provide a much better uptime on this buff Aggressive Horn, Saxhleel's Champion

Minor Brittle

Increases target's critical damage taken by 10% This buff increases Critical Damage by 10% which is roughly a 3.9% damage increase. Minor Brittle can be applied for 4 seconds when you proc the Chilled status effect while wielding an Ice Staff, so you’ll be proccing it with Destructive Clench (as long as you don’t swap off of the Ice Staff bar while the projectile is travelling), but a way more reliable way of keeping this debuff up is a skill like Rune of the Colorless Pool, which applies it for 20 seconds proccing Chill while wielding an Ice Staff, Rune of the Colorless Pool

Minor Vulnerability

Increase target's damage taken by 5% This buff increases enemies’ damage taken by 5%. It can be applied for 4 seconds when you proc the Concussed status effect, so you could proc it with for example a Shock enchantment on your frontbar weapon, but a way more reliable way of keeping this debuff up is a skill like Rune of the Colorless Pool, which applies it for 20 seconds proccing Concussion, Rune of the Colorless Pool, Fetcher Infection, Lotus Fan, Unnerving Boneyard

Scribing

The Scribing system is extremely useful for tanking. Here's a guide for getting through the questline and obtaining the scripts and here’s a video on how to put the Scripts together