TANK GUIDES
BEGINNER GUIDE ARCANIST TANK DRAGONKNIGHT TANK NECROMANCER TANK NIGHTBLADE TANK SORCERER TANK TEMPLAR TANK WARDEN TANKINFINITE ARCHIVE
IMMORTAL DRAGONKNIGHT TANK IMMORTAL DRAGONKNIGHT SOLOOTHER
CLASS TIER LIST SETSLast updated: Update 44
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.
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
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.
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
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).
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 |
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 |
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.
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.
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:
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
Warfare
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:
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.
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.
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.
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 |
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 |
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.
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.
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.
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 |
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