ESO BEGINNER TANK GUIDE
Everything you need to start tanking in ESO - from basic mechanics like taunting, blocking and resource management to gear, champion points and class recommendations. Covers all classes.
This guide focuses on the fundamentals. If you already know how tanking works and just want a build for a specific class, check the individual tank builds instead.
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.
Core Mechanics
Taunting & Aggro
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.
Overtaunting
Multiple people taunting the same enemy in a short period of time will trigger an overtaunt. When an enemy is overtaunted it is immune to any further taunts for 7 seconds. It takes 5 taunts within 7 seconds to overtaunt an enemy. You can not overtaunt an enemy on your own. It's not something you normally have to worry about but if you have someone clueless in your group who is using a taunt as their spammable they will trigger it.
Chaining
It's also your job to stack enemies up, so that they can die inside
of
your allies' ground DoTs. You can do this by pulling them closer to you with
abilities like
Chains of Dominance
(Dragonknights only),
Frozen Gate
(Wardens
only),
Silver Leash
(any
class) or
Leashing Soul
(requires
access to Scribing). All of these (except for
Frozen Gate
) will
also
taunt the enemy you're chaining if they haven't already been taunted.
You can also use the
Void Bash
weapon
set to
pull enemies in, but it has a way lower range so it's just an opener after which
you
still need to use chain abilities to pull in ranged adds.
Blocking
Holding right mouse button (or LT/L2 on a gamepad) allows you to block incoming attacks, reducing their damage by 50% at base, but as a tank you'll end up with various bonuses to your block mitigation so you'll end up closer to 75% block mitigation. That's just for an average build though, because if you really spec into block mitigation bonuses you can reach the cap of 90% block mitigation, meaning you'll only be taking 10% damage from blocked attacks. Blocking enemies' heavy attacks will also in most cases prevent you from getting stunned or pushed back. Holding block will also stop your Stamina Recovery. Stamina Recovery restores your Stamina every 2 seconds and if you're holding block at the moment Stamina Recovery would tick it will not restore any Stamina. Blocking is very simple in theory but in practice it has a really high skill ceiling. You don't have enough Stamina to hold block all the time and your Stamina Recovery is stopped so eventually you will run out of it. That's why you should try to only block when it's necessary, but it will take some practice to learn when that is.
Blocking costs 1750 stamina at base but in a tank build you should end up with something around 1000 stamina block cost. Blocking can only consume your stamina once every 0.25 second, so if you're blocking lots of attacks at the same time some of the attacks won't consume your stamina.
Destruction Staff skill line has a passive called
Tri Focus
which
causes
your block to cost Magicka instead of Stamina while wielding an ice staff. It
will
also cause blocking to halt your Magicka Recovery instead of Stamina Recovery.
DO NOT PUT ANY SKILL POINTS INTO THIS PASSIVE.
Dodge Rolling
Dodge Rolling spends 4040 Stamina to roll in the direction you're moving (or backwards if you don't move in any direction) while completely negating most direct damage attacks. The cost increases by 33% of base value with each consecutive dodge roll within 4 seconds so you can't spam it. Dodge rolling allows you to take no damage from heavy attacks (with a few exceptions, such as Z'Maja's heavy attack in the Cloudrest trial, which will hit you in dodge roll). In newer content, a common mechanic is that enemies will enrage if you dodge roll their heavy attacks, which means most of the time you'll want to block them instead, and dodge rolling is only a last resort option if blocking would've killed you. By default the way to Dodge Roll on keyboard is to double tap a direction key, which is something you should turn off as soon as possible and instead set a normal keybind for it (I'm using side mouse button). On gamepad you dodge roll by pressing block and jump.
Heavy Attacking
Holding your left mouse button (or RT/R2 on a gamepad) allows you to heavy attack with your weapon, which takes either 0.8 or 1 second depending on your weapon type. Heavy attacking with a one handed and shield takes 0.8 seconds and restores 2293 stamina, while heavy attacking with an ice staff takes 1 second and restores 2425 magicka. Attacking enemies who are debuffed with Off Balance restores double the amount of resources.
Heavy attacking is crucial for sustaining resources but it also
leaves
you vulnerable - you cannot block while heavy attacking. You need to learn
patterns
of specific fights to be able to squeeze in more heavy attacks during windows
during
which you're not taking that much damage. You should also cast damage shields
right
before a heavy attack so you can take more unblocked damage while channelling
the
heavy attack.
Warding Contingency
and
Runeguard of Still Waters
are especially good for that, due to their delayed nature.
Recovery
Every 2 seconds you regenerate health, stamina and magicka equal
to
your health, stamina and magicka recovery stats. This regeneration is
doubled
out of combat. If you were sprinting, blocking or dodge rolling at the
moment
this recovery ticks, you will not regenerate any stamina. If you were
blocking
with an Ice Staff while having the
Tri Focus
passive
you won't regenerate any magicka, but you're not supposed to use this
passive
anyway.
Don't fall into the trap of trying to build anything around Health Recovery. Health Recovery is completely meaningless in the grand scheme of things and it gets completely trampled by any Heal over Time ability when it comes to Healing Per Second.
Mitigation
Reducing the damage you take is crucial and the main way to do it is getting more armor. In your stat sheet you'll find Physical and Spell Resistances. These are mostly a leftover from an old system and right now various buffs will be giving you the "armor" stat which stands for both Physical and Spell Resistance. Armor has a cap of 33,000 at which point armor will be providing you 50% damage mitigation. The maximum amount of armor you can benefit from however is 33,100 because PvE enemies have 100 armor penetration. Reaching the armor cap is absolutely crucial to be able to survive the hardest content. In easier content you can get away without reaching the armor cap, but it's still worth getting because it will make this content much easier. Armor has increasing returns so each next point of armor is more effective than the previous one. For example, gaining 660 armor while you're at 0 armor will grant you 1% damage mitigation, but gaining 660 armor while you're already at 32,340 armor will grant you 1.95% damage mitigation.
2.BUILD
Classes
There are 7 classes in ESO and all of them can be used for tanking. The balance between them is very good. All of them provide something useful and the most important thing is avoiding overlap with other team members. Even if a team comp with Warden Tank and Arcanist Healer is marginally better, you can provide similar stuff with Arcanist Tank and Warden Healer. You just need to find teammates who want to play these other classes, because without Arc Healer you can just use Ink-Scribe's Verve yourself on Arcanist Tank.
| Class | Rating for Beginners | Dungeons | Trials |
|---|---|---|---|
Dragonknight |
S | A | S |
Arcanist |
A | B | A |
Sorcerer |
S | B | S |
Warden |
A | S | S |
Necromancer |
A | B | S |
Templar |
A | C | A |
Nightblade |
S | C | A |
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
it's the healer's job to provide Lightning Elemental Blockade for this.
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 |
In this example you're wearing one set that has to be double-barred and one set that can be one-barred. This allows you to fit in a weapon set.
| 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 |
In this example you're wearing two sets that can be one-barred. This
allows
you to fit in a Mythic item and one piece of the
Armor of the Trainee
set.
| Gear Slot | Set | Weight/Type |
|---|---|---|
![]() Head |
|
Heavy |
![]() Shoulders |
|
Heavy |
![]() Chest |
|
Heavy |
![]() Hands |
|
Medium |
![]() Belt |
|
Light |
![]() 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 | Tooltip | Description |
|---|---|---|
|
|
Increases this item's armor value by 16% | Use this trait to
reach
armor cap (which is 33100). It is more effective than
|
|
|
Increases this item's armor value by 253 | Use this trait to
reach
armor cap (which is 33100). It is more effective than
|
|
|
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 |
|
|
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 |
|
|
Reduces the cost of sprinting and Roll Dodging by 6% | Situationally best for encounters where you need to roll dodge a lot |
|
|
Increase Health Recovery, Magicka Recovery, and Stamina Recovery by 16 | A decent default
trait,
it's not far off from
|
|
|
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 |
|
|
Increase experience gained from kills by 11% | Not combat related |
|
|
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.
Weapons can come with these traits (values are for Golden quality gear):
| Trait | Tooltip | Description |
|---|---|---|
|
|
Increase your chance to apply status effects by 117.5%/235% | Boosts your chance to apply status effects which can apply some useful buff, such for example Sundered proccing Minor Breach, Concussion proccing Minor Vulnerability or Chilled proccing Minor Brittle. |
|
|
When you gain Ultimate you have a 27.5%/55% chance to gain 1 additional ultimate | Boosts your ultimate
generation allowing you to support your group with more
|
|
|
Increase weapon enchantment effect by 30% and reduces enchantment cooldown by 50% | Boosting your
|
|
|
Increases Armor by 1638/3276 | 1638 armor will provide 2.47-4.72% damage reduction. It's a decent amount of armor but it's going to create an imbalance between your front and backbar. Keep in mind there is already an imbalance because on your frontbar you're also gaining bonus armor from your equipped shield. It can be decent temporary option while you're sorting out the rest of your gear, but in the end you should be hitting the armor cap without it. |
|
|
Increase healing done by 4.5%/9% |
|
|
|
Increases Damage of this weapon by 15% |
|
|
|
Increases Critical Chance by 3.6%/7.2% | It can increase your
healing but it gets outclassed by
|
|
|
Increase Armor Penetration by 1638/3276 | Purely a DPS trait, not relevant for tanking. |
|
|
Increase experience gained from kills by 4.5%/9% | Not combat related |
ADDITIONAL INFO:
For backbar weapon
- Your backbar weapon is always going to be a 2-handed weapon
and
a huge majority of the times it's going to be
Infused
, in order to boost
the
Crusher
enchant.
- In trash packs, if you're a PC player using gear-swap
addons
you can change this
Infused
staff to a
Charged
one in order to make
Minor
Brittle provided by your
Pulsar
much
more reliable.
For frontbar weapon
-
Decisive
is a very good default trait as it will slightly
boost
your ultimate generation allowing you to support your group better by
casting more ultimates such as
Aggressive Horn
.
-
Charged
can be a decent option for any class. A
Charged
weapon
combined with the Shock enchant can provide some uptime of the Minor
Vulnerability debuff. If your frontbar weapon is an Ice Staff then
Charged
trait can help with keeping up Minor Brittle. There are better ways of
keeping up these debuffs (such as for example
Rune of the Colorless Pool
)
but in an unoptimized environment providing some uptimes with your
enchants
is better than nothing.
-
Infused
can be a decent option when combined with the
Weakening
enchant, which reduces enemies damage done.
Weakening
is usually being
applied by a healer and it's stronger this way because a healer can put
it
on their 2-handed backbar weapon the same way we tanks apply
Crusher
,
but
applying a less effective
Weakening
with your frontbar weapon can be an
option when doing dungeons without a Healer, in a 1 Tank 3 Damage
Dealers
comp.
-
Defending
provides a big amount of armor but it's going to
create an imbalance between your front and backbar. And keep in mind
there
was already an imbalance because on your frontbar you're also gaining
bonus
armor from your equipped shield. It can be decent temporary option while
you're sorting out the rest of your gear, but in the end you should be
hitting the armor cap without it.
Jewelry pieces can come with these traits (values are for Golden quality gear):
| Trait | Tooltip | Description |
|---|---|---|
|
|
Increase Maximum Health by 965 | Very bad trait,
completely outclassed by
|
|
|
Increase Maximum Stamina by 877 | Very bad trait,
completely outclassed by
|
|
|
Increase Maximum Magicka by 877 | Very bad trait,
completely outclassed by
|
|
|
Increase Maximum Health by 482 and Maximum Magicka and Maximum Stamina by 439 | Very bad trait,
completely outclassed by
|
|
|
Activating a Synergy restores 880 Health, Magicka, and Stamina. | The best trait as
long as
your teammates aren't bad. Outperforms
|
|
|
Increase the effect of the enchantment by 60% | A very good trait.
Worse
than
|
|
|
Increase Movement Speed by 7% | The best trait for trash fights, also situationally best for some boss fights that require a lot of movement |
|
|
Increases Armor by 1190 | Last resort option towards reaching the armor cap, you'll be sacrificing a lot of sustain but it's still better than not reaching the armor cap |
|
|
Increase Weapon and Spell Damage against enemies under 90% health by up to 350 | Purely a DPS trait, not relevant for tanking |
ADDITIONAL INFO:
- Jewelry can only drop with
Healthy
,
Robust
or
Arcane
trait
but
it can be transmuted or crafted with all these other traits.
Healthy
,
Robust
,
Arcane
and
Triune
are extremely bad traits, they provide very
little
compared to other traits and can sometimes even be a detriment.
- The best traits are
Infused
and
Harmony
.
Harmony
is
stronger
whenever you have at least 2 different synergies available to you, which
means that
Harmony
will be better in the vast majority of situations,
but
Infused
can be better when playing with randoms or if the specific
encounter
makes it really difficult for your teammates to provide you synergies.
- If you're a PC player using gear-swap addons then in trash
fights the best trait is
Swift
, the movement speed is really useful
there
and trash is usually easy to deal with so you don't need the additional
sustain from
Harmony
or
Infused
. Keep in mind that the case is different
in
Infinite Archive, as the trash there isn't trivial so you should treat
it
basically like boss fights and use
Harmony
or
Infused
.
-
Protective
is a last resort for reaching the armor cap.
Using
it will hurt your sustain by quite a bit but it's better than going
against
a very difficult boss without being armor capped.
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 |
|---|---|---|---|
|
|
Repora |
Oko |
Increase Maximum Health by 954 |
|
|
Repora |
Deni |
Increase Maximum Stamina by 868 |
|
|
Repora |
Makko |
Increase Maximum Magicka by 868 |
|
|
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.
Weapons can have these enchants (values are for Golden quality enchants made with Kuta rune):
Keep in mind that these values will be halved when put on a one-handed weapon
| Enchant | Potency Rune | Essence Rune | Tooltip | Description |
|---|---|---|---|---|
|
|
Itade |
Deteri |
Reduce the target's Armor by 1622 for 5 seconds | When placed on an
|
|
|
Repora |
Deni |
Deals 2534 Shock Damage | Dealing Shock damage with a weapon enchant has a high chance to proc the Concussion status effect which applies Minor Vulnerability for 4 seconds, which increases enemies' damage taken by 5% |
|
|
Repora |
Dekeipa |
Deals 2534 Frost Damage | Dealing Frost damage with a weapon enchant has a high chance to proc the Chilled status effect which applies Minor Brittle for 4 seconds if you're wielding an Ice Staff, which increases enemies' critical damage taken by 10% |
|
|
Itade |
Okori |
Reduce the target's Weapon and Spell Damage by 348 for 5 seconds | 348 Weapon Damage
reduction will reduce enemies' damage done by 6-10% (each boss has a
different amount of base Weapon Damage). This enchant has a 10
second
cooldown so you can only keep up 100% uptime if your weapon has the
|
|
|
Repora |
Deteri |
Grants a 3290 point Damage Shield for 5 seconds | Decent defensive enchant for some passive damage shields |
|
|
Itade |
Deni |
Deals 1900 Physical Damage and restores 354 Stamina | Provides 354 Stamina on a 4 second cooldown. Dealing Physical damage with a weapon enchant has a high chance to proc the Sundered status effect which applies Minor Breach for 4 seconds, which reduces enemies' armor by 2974 |
|
|
Itade |
Makko |
Deals 1900 Magic Damage and restores 354 Magicka | Provides 354 Magicka on a 4 second cooldown. Dealing Magic damage with a weapon enchant has a high chance to proc the Overcharged status effect which applies Minor Magickasteal for 4 seconds, which causes attacks agaisnt this enemy to restore 168 Magicka every second |
|
|
Itade |
Hakeijo |
Deals 1900 Magic Damage and restores 430 Health and 177 Magicka and Stamina | Provides 430 Health and 177 Stamina and Magicka on a 4 second cooldown. Dealing Magic damage with a weapon enchant has a high chance to proc the Overcharged status effect which applies Minor Magickasteal for 4 seconds, which causes attacks agaisnt this enemy to restore 168 Magicka every second |
ADDITIONAL INFO:
- On your backbar you'll always want to use the
Crusher
enchant
- On your frontbar, you'll want to use
Weakening
if you don't
have a healer with you or Shock if nobody else is providing Minor
Vulnerability. If you have a healer and have Minor Vulnerability covered
you
can use some defensive enchant of your choice,
Hardening
for damage
shields
or one of the sustain enchants
- In very organized groups against very difficult bosses you
can
use a
Hardening
enchant on your backbar and it will increase your
survivability by a decent amount, but you have to make sure other
supports
will cover
Crusher
instead
Jewelry pieces can have these enchants (values are for Golden quality enchants made with Kuta rune):
| Enchant | Potency Rune | Essence Rune | Tooltip |
|---|---|---|---|
|
|
Itade |
Makkoma |
Reduce Magicka cost of spells by 203 |
|
|
Itade |
Indeko |
Reduce Health, Magicka and Stamina cost of abilities by 133 |
|
|
Itade |
Kaderi |
Reduce the cost of Block by 203 |
ADDITIONAL INFO:
-
Reduce Skill Cost
is the best enchant if you're going to
frequently use stamina skills, such as for example if you're a
Dragonknight
using the
Magma Fist
.
Otherwise,
Reduce Spell Cost
is the best one
-
Bracing
enchant is extremely good while you're still
learning
the game. It's also situationally best in some encounters where you're
forced to hold block a lot
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
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)
Fitness (Red) Tree Progressions
Progress your Fitness tree in this order:
- 10/20
Tireless Guardian
- 30/30
Fortification
- 20/20
Tireless Guardian
- 50/50
Fortified
(slottable) - 50/50
Boundless Vitality
(slottable) - 8/16
Hasty
- 20/20
Hero's Vigor
- 3/6
Nimble Protector
- 50/50
Bracing Anchor
(slottable) - 50/50
Rejuvenation
(slottable)
That's 200 point invested into slottables, if you want to use
a
different slottable like for example
Bastion
you'll have to redistribute
points until you get enough CP to switch between them freely
- 30/30
Tumbling
- 20/20
Defiance
That leaves a few mostly irrelevant passive CPs that you can progress in any order you want:
-
Savage Defense
-
Bashing Brutality
- finish
Nimble Protector
- finish
Hasty
-
Sprinter
-
Piercing Gaze
-
Tempered Soul
-
Mystic Tenacity
Fitness
-
Boundless Vitality
(1400 Max Health)
-
Fortified
(1731 Armor)
-
Rejuvenation
(90 Health, Stamina and Magicka Recovery)
-
Bracing Anchor
(20% Block Mitigation, 16% Movement Speed Penalty)
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. They'll greatly improve your sustain.
There are better potions but they're extremely expensive so they're only worth using when you're tryharding for the most difficult achievements, such as trial trifectas. Heroism potions can provide a 100% uptime on
Minor Heroism
buff which generates ultimate.
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 (33,100) 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.
3.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 |
|
|
![]() 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 |
|
|
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 |
|
|
![]() 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 |
|
|
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.
4.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 |
|---|---|---|---|
|
|
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
|
|
|
|
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
|
|
|
|
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
|
|
|
|
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
|
|
|
|
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,
|
|
|
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
FAQ
Your main job is to taunt dangerous enemies, survive heavy attacks, stack smaller enemies when possible, and keep important buffs and debuffs active. Start in normal dungeons, taunt bosses and elite adds, block heavy attacks instead of holding block forever, and heavy attack when it is safe so you do not run out of resources.
There is no specific number to aim for - your Health is a result of your gear, attributes, enchants and passives, not a target you build towards. That said, some fights in ESO have mechanics that scale with your Maximum Health, so you generally don't want to go above 45k Health unless a specific fight requires it.
Nord is the best race for tanking in ESO. The
Rugged
racial passive grants 2600 armor which translates to roughly 7% damage reduction near armor cap, and
Stalwart
gives you ultimate generation. You can complete any content on any race, but non-Nords will have to adjust their build to compensate - see the Race section for more details.
Put all 64 points into Health. The only exception is if your Max Magicka ends up higher than your Max Stamina due to racials or item set bonuses - in that case, put just enough points into Stamina so it stays higher than Magicka, then put the rest into Health. See the Attributes section for details.
For a crafted beginner setup, use Wretched Vitality with Druid's Braid. You can also skip crafted gear and start farming the dungeon setup directly, because normal dungeons are easy enough to clear in random gear.
Jewels of Misrule is the best practical beginner food because it is cheap and gives strong tank stats. Orzorga's Smoked Bear Haunch is better, but it is much more expensive.
Start the Warfare tree with 10 points in Tireless Discipline, 10 points in Quick Recovery, then max Preparation. After that, follow the guide's Warfare and Fitness progressions to unlock defensive passives and slottables like Bulwark, Ironclad, Boundless Vitality, Fortified, Rejuvenation, and Bracing Anchor.











