BEGINNER TANK GUIDE
Last updated: Update 44 - 18th December 2024
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 |
Arcanist |
S | S | Tons of raw stats from passives, such
as
armor and recoveries, combined with the massive |
Sorcerer |
S | S | |
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, |
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 |
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 |
|
Medium |
![]() Shoulders |
|
Light |
![]() Chest |
|
Heavy |
![]() Hands |
|
Heavy |
![]() Belt |
|
Heavy |
![]() Legs |
|
Heavy |
![]() Boots |
|
Heavy |
![]() Necklace |
|
Jewelry |
![]() Ring |
|
Jewelry |
![]() Ring |
|
Jewelry |
![]() Frontbar Main Hand |
|
Any 1-handed weapon |
![]() Frontbar Off Hand |
|
Shield |
![]() Backbar Main Hand |
|
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 |
|---|---|---|---|
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 |
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
Ironclad
(6% Direct Damage Reduction)
Duelist's Rebuff
(6% ST Damage Reduction)
Unassailable
(6% AoE Damage Reduction)
Bulwark
(1900 Armor)
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 |
Medium | Magicka | ||
![]() Shoulders |
Light | Health | ||
![]() Chest |
Heavy | Health | ||
![]() Hands |
Heavy | Stamina | ||
![]() Belt |
Heavy | Magicka | ||
![]() Legs |
Heavy | Stamina | ||
![]() Boots |
Heavy | Health | ||
![]() Necklace |
Jewelry | Reduce Magicka Cost/Reduce Block Cost | ||
![]() Ring |
Jewelry | |||
![]() Ring |
Jewelry | |||
![]() Frontbar Main Hand |
Any 1-handed weapon | |||
![]() Frontbar Off Hand |
Shield | Stamina/Tri-Stat | ||
![]() Backbar Main Hand |
Ice Staff |
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 |
Medium | Magicka/Tri-Stat | ||
![]() Shoulders |
Light | Health/Tri-Stat | ||
![]() Chest |
Heavy | Health/Tri-Stat | ||
![]() Hands |
Heavy | Stamina/Tri-Stat | ||
![]() Belt |
Heavy | Magicka/Tri-Stat | ||
![]() Legs |
Heavy | Stamina/Tri-Stat | ||
![]() Boots |
Heavy | Health/Tri-Stat | ||
![]() Necklace |
Jewelry | Reduce Magicka Cost/Reduce Block Cost | ||
![]() Ring |
Jewelry | |||
![]() Ring |
Jewelry | |||
![]() Frontbar Main Hand |
Any 1-handed weapon | |||
![]() Frontbar Off Hand |
Shield | Stamina/Tri-Stat | ||
![]() Backbar Main Hand |
Ice Staff |
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 |
|
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 |
|
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 |
|
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 |
|
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 |
proccing Chill while wielding an Ice
Staff, |
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 |
proccing Concussion, |
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
THANKS FOR READING
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