Last updated: Update 44 - 18th December 2024
All item sets that are useful for tanking in ESO and how to get them.
Pearlescent Ward provides a
unique 180 weapon and spell damage buff to you and your allies within 28 meters when all
of your group members are alive which transforms into up to 66% damage reduction as they
start dying. This 180 weapon and spell damage translates into roughly a 2.4% damage
increase. When 6 people are dead in a 12 man group
Pearlescent is providing 90
weapon and spell damage and 33% damage reduction to you and all of your allies within 28
meters. When 11 people are dead it provides 15 weapon and spell damage and 60.5% damage
reduction, which is massively helpful.
Pearlescent is extremely
good because it allows you to recover from situations which would’ve been a group wipe
without
Pearlescent. As more people
start dying, everyone gets increasing damage reduction which allows them to survive
while resurrecting those dead teammates. The last person alive gets a 60.5% damage
reduction which can allow them to finish the resurrection channel while being battered
by the boss and all the adds.
It also continues to work if you die yourself. People within 28 meters of
your corpse will continue to gain the benefits of Pearlescent Ward, which
will make it easier for them to resurrect you. With all that said,
Pearlescent is still worth
using even if you’re going for Trifecta achievements, because the 180 weapon and spell
damage bonus is unique.
Obtained from: Dreadsail Reef
Trial -
High Isle Chapter
Heavy Armor
Has to be double-barred
Turning Tide allows you to
apply Major Vulnerability for 10 seconds to enemies in front of you after you block an
attack. Major Vulnerability increases enemies’ damage taken by 10% and the only 2 other
reliable sources of it are
Archdruid Devyric monster
set and Necromancer’s
Glacial Colossus ultimate.
The set has a cooldown of 15 seconds so theoretically you can provide up to 67% uptime
of Major Vulnerability with just that. Major Vulnerability is additive with Minor
Vulnerability so in practice it ends up being a 9.5% damage increase, so with the
theoretical maximum uptime of 67% we can say that
Turning Tide increases
damage by 6.4%.
This set can be useful in so many places, especially if you don’t have a
Necromancer in your group to provide the Glacial Colossus ultimate.
It’s very good in dungeons, it’s also very convenient to use for trial trash packs, as
the cooldown lines up in a way that it’s always ready for the next trash pack. A
Necromancer usually won’t be able to generate enough ultimate to have
Glacial Colossus ready for
every trash.
Archdruid on the other hand
is extremely buggy and has trouble hitting moving targets, so it’s very unreliable in
trash.
Turning Tide can also be
used in trial boss fights, although there we have many options because we have the
Turning Tide,
Archdruid Devyric,
Glacial Colossus and
Nazaray to play with so a
5-piece set like
Turning Tide usually gets
left out. Of course it isn’t as simple as that,
Turning Tide can still be
useful depending on the rest of your team-comp and the nature of the fight, for example
these long lasting Major Vulnerability tools like
Glacial Colossus or
Nazaray are perfect for static
fights with a single enemy, but they aren’t ideal when a fight has a constant influx of
new enemies (for example Flame-Herald Bahsei and the constantly spawning new
Abominations and Behemoths), in such fights
Turning Tide with its
shorter duration is still the superior option because it can be applied constantly to
the newly spawned enemies.
Obtained from: Shipwright's Regret
Dungeon -
Ascending Tide DLC
Heavy Armor
Can be one-barred, although it can be difficult to pull off, double-barring is recommended
Powerful Assault grants a
unique 307 weapon and spell damage buff to 6 people within 12 meters for 15 seconds
whenever you cast an Assault ability. It translates to roughly 4.6% damage increase.
Most of the time you’ll be proccing it with
Resolving Vigor, but
Charging Maneuver and
Aggressive Horn will also
occasionally activate it. It is also sometimes being used by healers instead.
Obtained from: Tel Var merchant in Imperial City Sewers / Can be bought from other players
Medium Armor
Can be one-barred
Crimson Oath’s Rive applies
a 3541 armor penetration debuff which translates to roughly 8% damage increase if all of
that penetration was actually needed. PvE enemies have 18200 armor and there’s tons of
different sources of armor penetration, which is why being able to tell if
Crimson Oath
is actually needed is quite hard.
It is never the ideal option, as in dungeons it’s more efficient to have
your Damage Dealers alter their builds and bring additional penetration on their own
(for example by using more Light Armor pieces to trigger the Concentration passive,
using 1-piece Monster Sets with penetration such as
Valkyn Skoria, or
being a class with penetration passives, such as Arcanists with their
Splintered Secrets) and in
trials it’s better to have a Damage Dealer use the
Alkosh item set.
But it’s a great option for random groups, because you can’t guarantee what
builds your random teammates are going to use, and armor penetration is extremely potent
when there is armor left to be penetrated, which is why I recommend using Crimson Oath
in PUG trials, unless you know for sure that some Damage Dealer is going to use
Alkosh.
Another interesting aspect of Crimson Oath is that it has
2 bonus armor lines, so it ends up granting us additional 2974 armor, which can be very
useful, especially if you’re not a Nord.
Obtained from: Dread Cellar
Dungeon -
Waking Flame DLC
Heavy Armor
Can be one-barred
Saxhleel’s Champion
provides Major Force to you and your teammates within 28 meters for 1 second per 15
ultimate spent whenever you use an ultimate. Major Force increases critical damage done
by 20% and it can also be applied by the
Aggressive Horn ultimate
for 10 seconds, which is why using it in combination with Saxhleel is kind of a waste,
but this doesn’t mean that you should absolutely never use them together, because
sometimes it’s still worth it.
Because of that, Saxhleel works best on
Necromancer and Sorcerer tanks, who can pair it with
Glacial Colossus or
Summon Charged Atronach
ultimates respectively.
Saxhleel can also allow you
to use defensive ultimates such as
Replenishing Barrier,
Magma Shell or
Gibbering Shelter without
losing that much group DPS.
Obtained from: Rockgrove Trial -
Blackwood Chapter
Heavy Armor
Can be one-barred
Lucent Echoes increases the
Critical Damage and Critical Healing of your group members within 28 meters by 11% while
your health is above 50%. This translates to roughly a 4.2% damage increase. While your
health is below 50% it instead grants you a 20% damage reduction.
Critical Damage is capped at 125% so you won’t need Lucent Echoes if there’s
already a Damage Dealer in your group using the
Elemental Catalyst
item set (which provides 15% Critical Damage). And Khajiits can reach the cap without
any of these sets, thanks to their
Feline Ambush racial
passive. But that was assuming the Major Force buff is up at all times, in less
organized groups Major Force’s uptime will be far from 100% so
Lucent Echoes could still
be decent for filling in the gaps.
Lucent Echoes however
greatly increases survivability of the tank wearing it, because of the 20% damage
reduction below 50% health, so for more difficult fights it’s worth replacing
Elemental Catalyst
with it in your team composition to make the tank’s job easier.
Obtained from: Lucent Citadel
Trial -
Gold Road Chapter
Heavy Armor
Has to be double-barred
Olorime places a circle on
the ground for 5 seconds whenever you cast a ground ability, with a cooldown of 10
seconds. Allies standing in the circle gain Major Courage for 20 seconds, which
increases weapon and spell damage by 430, which is roughly a 6.5% damage increase.
It’s a very big increase that outshines other sets, but the reason it’s not
in the essential category is because applying Major Courage is a healer’s job, and
they’ll be doing it with either Olorime itself or
Spell Power Cure.
Because of that,
Olorime is the best set to
run when playing without a healer in dungeons, in a 1 Tank / 3 Damage Dealers group
composition.
Obtained from: Cloudrest Trial -
Summerset Chapter
Light Armor
Can be one-barred
War Machine provides Major
Slayer to up to 6 allies within 28 meters (prioritizing closest allies) for 1 second per
10 ultimate spent whenever you use an ultimate. Major Slayer increases damage done to
monsters inside Trials, Dungeons and Arenas by 10%.
The same buff can be applied by the Roaring Opportunist set
which is commonly used by healers in trials, but
War Machine has the
potential to provide better uptime as long as your team can properly split into 2 groups
and stay organized, because
War Machine applies to 6
closest allies. In dungeons
War Machine is straight up
better.
It’s also commonly used by Damage Dealers, as they can use it without losing that much DPS, because it’s a medium set with decent stat lines.
Obtained from: Halls of Fabrication
Trial - Base Game
Medium Armor
Can be one-barred
Elemental Catalyst applies
debuffs that increase enemies’ Critical Damage taken by up to 15%. Whenever you deal
Flame, Shock, or Frost Damage, you apply Flame, Shock, or Frost Weakness to the enemy
for 3 seconds. Each Elemental Weakness increases their Critical Damage taken by 5%.
It’s a crucial set overall but it’s rarely used on tanks. Most of the time
it’s being used by Necromancer Damage Dealers as they have the easiest access to all
elemental damage types - they can keep up Shock Weakness with Mystic Siphon, Frost
Weakness with
Unnerving Boneyard and
Flame Weakness with
Elemental Blockade with an
Inferno Staff.
Sometimes however it makes sense to use it on a tank. In Asylum Sanctorium the Main Tank is in a perfect position to utilize it while at the same time you don’t want to bring a Necromancer Damage Dealer because they’re performing badly in that fight.
Obtained from: Stone Garden
Dungeon -
Stonethorn DLC
Light Armor
Can be one-barred, although it can be difficult to pull off, double-barring is recommended
If you've enjoyed this guide and want to support me, you can do so through Patreon. Your support will help me produce more guides.