Dragonknight Tank Build - ESO Guide
Pure Class Dragonknight Tank Build for ESO Update 51 can be better than Subclassing in certain situations. It's fairly self-sufficient and beginner-friendly, with
Heart of Flame letting you get away with permablocking and
Earthshield Mantle being a big cheap shield that lets you survive most encounters.
Lead From the Front gives the entire group
Major Berserk and
Major Protection, and if you spec heavily into Ultimate generation you can keep both at 100% uptime.
Speccing that hard into Ultimate generation also makes your sustain extremely good because
The Storm Voice restores resources whenever you use an Ultimate. The build handles all Veteran Dungeon and Trial content.
Works in normal and veteran dungeons, trials, hard modes, Dragonstar Arena, Blackrose Prison, and early arcs in Infinite Archive.
Skills
-
Elemental Susceptibility now costs 3240 Magicka instead of being free.
Dragonknight
-
Heart of Flame now restores 12% of missing Magicka and Stamina instead of 15%, and its healing is reduced by 20%.
-
Landslide now stacks up to 12 times instead of 10. At rank 2, it generates a stack every 4 seconds instead of 5. Stacks last 6 seconds and decay one at a time if another stack is not generated within 6 seconds.
Class Mastery
Class Masteries are a new U50 system where each class picks 2 of 5 passive bonuses (Class Mastery Points, not Skill Points). Activating subclassing disables Class Mastery, so it's a tradeoff between keeping your native skill lines or subclassing.
Default
When
The Storm Voice activates, it grants you and group members within 28 meters of you
Major Berserk and
Major Protection for 1 second per 15 Ultimate spent, increasing damage done and reducing damage taken by 10%.
You are as unyielding as a mountain.
Each second you remain Bracing, you increase the amount of damage you block by 6%, up to 5 times.
Blocking damage has a 20% chance to restore 500 Stamina. This effect can occur once every block cost.
Situational Swap
This is the Class Mastery you replace when using a situational option.
Situational
Never use
Skill Setups
Base Setup
A base setup that will work for most situations and which should be your starting point when making situational setups. It prioritizes survivability over group damage.
| Front Bar | Back Bar |
|---|---|
| Slot 1: Shield Throw | Slot 1: Hearth and HomeMorph of Hearthfire |
| Slot 2: Exhilarating DrainMorph of Vampiric Drain | Slot 2: Wield Soul |
| Slot 3: Earthshield MantleMorph of Earthspike Mantle | Slot 3: Elemental SusceptibilityMorph of Weakness to Elements |
| Slot 4: Heart of FlameMorph of Core of Flame | Slot 4: Elemental BlockadeMorph of Wall of Elements |
| Slot 5: Blood of the Elder DragonMorph of Dragon Blood | Slot 5: Ulfsild's Contingency |
| Ultimate: Temporal GuardMorph of Undo | Ultimate: Standard of MightMorph of Dragonknight Standard |
Shield Throw (
Taunt,
Sage's Remedy,
Maim) - ranged taunt which will heal you and apply the
Major Maim debuff for 10 seconds, which decreases enemies' damage done by 10%
Exhilarating Drain - a 3 second channel that generates 20 Ultimate over its duration. Use
Trample instead if you aren't a Vampire, or
Magma Fist if Major Heroism is already provided by a Warden with
Bountiful Harvest.
Earthshield Mantle - a big and cheap damage shield which also grants you
Major Resolve for 20 seconds, increasing your armor by 5948. Having it frontbarred will trigger the
Mountain Giant passive
Heart of Flame - heals you for 12% of your Max Health and restores 12% missing Stamina and Magicka every 2 seconds over 4 seconds (ticks 3 times) and deals damage in an AoE at the end. It's a great sustain and self-healing tool that will also let you regenerate Stamina while blocking
Blood of the Elder Dragon - a self-heal which also heals allies around you and grants up to 6 allies
Minor Courage for 20 seconds, increasing Weapon and Spell Damage by 215. It will also grant everyone
Minor Brutality because it will trigger the
Elder Dragon passive
Temporal Guard - an ultimate we won't be using, but we'll keep slotted for the passive Minor Protection which reduces damage taken by 5%. It will also trigger the
Concentrated Barrier passive
Hearth and Home - a 15 second ground HoT which heals based on your Max Health, grants everyone inside
Minor Heroism and grants you
Major Protection if you're standing inside of it. It also slows enemies by 70%
Wield Soul (
Pull,
Druid's Resurgence,
Cowardice) - a chain ability for stacking smaller adds that also restores 600 Stamina. It should also be used on unchainable enemies to apply the
Major Cowardice debuff which reduces enemies' Weapon and Spell Damage by 430
Elemental Susceptibility - costs 3240 Magicka and applies the crucial
Major Breach debuff which reduces enemies' armor by 5948 and applies
Burning,
Concussed and
Chilled status effects every 7.5 seconds.
Concussed applies
Minor Vulnerability for 4 seconds which increases enemies' damage taken by 5% and can trigger
Off Balance when paired with Lightning
Elemental Blockade from your Healer.
Chilled applies
Minor Maim for 4 seconds which reduces enemies' damage done by 5%. If you were holding an Ice Staff at the moment
Chilled procced, it will also apply
Minor Brittle for 4 seconds which increases enemies' Critical Damage taken by 10%
Elemental Blockade - this ability will constantly apply the enchant of your backbar weapon, which in our case will be
Crusher. It will also apply
Minor Breach debuff to enemies who are
Chilled which reduces enemies' armor by 2974, and they'll always be
Chilled thanks to
Elemental Susceptibility. It will also grant projectile-only damage shields to you and your teammates
Ulfsild's Contingency (
Damage Shield,
Gladiator's Tenacity,
Resolve) - a damage shield for yourself and your teammates that also provides 8% damage mitigation for 8 seconds and
Minor Resolve for 22 seconds, increasing armor by 2974
Standard of Might - an Ultimate with a cost of 200 which calls down a standard for 15 seconds. Standing inside of the Standard grants everyone 300 Weapon and Spell Damage and 10% damage reduction. You gain additional 300 Weapon and Spell Damage and additional 15% damage reduction on top of that. It also gives a single use of the Shackle synergy which deals direct damage and immobilizes enemies in the area. These buffs don't stack so choose a different Ultimate if you have Dragonknight DDs in your team already using
Standard of Might.
If you need to slot something situational, replace
Exhilarating Drain first,
Heart of Flame if you don't need the sustain and self-heal, or
Blood of the Elder Dragon if you don't need the self-heal and someone else provides
Minor Courage. You can also replace
Hearth and Home if the fight is too mobile for you to properly utilize it
Soul of Flame - replaces
Heart of Flame if you need an AoE interrupt. You lose
Heart of Flame's heal, but gain an interrupt against enemies that are casting
Trample (
Magic,
Thief's Swiftness,
Heroism) - replaces
Exhilarating Drain if you aren't a Vampire, or if you don't have a Warden Healer or Tank providing Major Heroism with
Bountiful Harvest. It grants you Major Heroism for 10 seconds, which is roughly 20 Ultimate per cast. If you're using
Baron Zaudrus, use
Assassin's Misery instead to proc it more
Magma Fist - an ability which applies Heat Shock debuff for 7 seconds, which increases enemies damage taken by 66, stacking up to 3 times. It's roughly a 4% damage increase at full stacks. Keeping it up will drain a decent amount of Stamina, so use it only in fights where you're completely comfortable with surviving. It doesn't stack so there's no point in using it if there's already a Damage Dealer using it in your group
Igneous Weapons - a skill which provides entire group with
Major Brutality for 60 seconds and adds direct damage to your Light and Heavy Attacks. Use it if there's a decent amount Damage Dealers in your group who don't source this buff themselves from their own builds. It's an extremely strong skill for DDs themselves so if you have a Dragonknight DD in your team they're most likely already using it
Inner Rage - a replacement for
Shield Throw for easier fights. You're giving up the 10% damage reduction and the heal from
Shield Throw but you're providing an extremely strong synergy for your group. Also your default taunt when running double Ice Staff. It can also be used if you're struggling with Stamina, as it costs Magicka unlike
Shield Throw
Destructive Clench - use it if you're running double Ice Staff but still need
Major Maim. It only lasts 5 seconds compared to 10 from
Shield Throw, so only slot it over
Inner Rage if you know your team needs the Maim (for example in Kyne's Aegis where you need to apply
Major Maim before Instability goes off, and if you time it correctly the 5 seconds is enough)
Chains of Dominance - a chain which compared to the Scribing version provides
Major Cowardice for 5 seconds longer and doesn't consume any Magicka when used against CC immune targets. It can be better than
Wield Soul if you're using it mostly against bosses, just to keep up the
Major Cowardice, but when used to actually chain smaller enemies it's much harder to sustain than
Wield Soul because
Wield Soul can utilise the
Druid's Resurgence script. You also have to use this chain over
Wield Soul if you decide to unslot
Blood of the Elder Dragon because then it becomes your only ability which procs the
Elder Dragon passive which grants your entire group
Minor Brutality. You can of course ignore it if you know someone else will provide
Minor Brutality
Soul Burst (
Damage Shield,
Anchorite's Potency,
Courage) - a damage shield for yourself and your teammates that consumes a Soul Gem to grant 3 Ultimate to you and your teammates up to once every 5 seconds. It also grants everyone
Minor Courage for 20 seconds, increasing Weapon and Spell Damage by 215. It can be a good replacement for
Blood of the Elder Dragon in fights where Damage Shields are more effective than healing. It also provides your team with more Ultimate
Burning Embers - a 10 second DoT which heals you for a decent amount at the beginning and then for a smaller amount every time the DoT ticks. The healing scales with your Max Health. It can be very useful in fights with multiple targets, because you can stack it up in anticipation of a more difficult phase
Resolving Vigor - extremely strong HoT that can help you survive more difficult fights, which also provides
Minor Resolve. It can be used to proc
Powerful Assault set. Since it already provides
Minor Resolve, it can replace
Ulfsild's Contingency instead of the usual flex skills
Echoing Vigor - alternative to
Resolving Vigor which heals for a similar amount but over 16 seconds instead of 5. It now heals 6 allies (including you) instead of just you and doesn't provide
Minor Resolve anymore. Use it to help your teammates survive in fights which are easy for you to survive. It can be used to proc
Powerful Assault set
Revealing Flare - a source of
Major Protection for fights where you have to move around a lot and can't get
Major Protection from standing inside of your
Hearth and Home
Defensive Stance - an ability which grants you a damage shield and allows you to reflect the next projectile within 6 seconds. It also passively reduces your block cost and increases block mitigation by 10%. Use it in fights where you're blocking a lot or in fights where you can do a lot of damage by reflecting projectiles
Immovable - use it in fights where you need lots of block mitigation or CC immunity
Crushing Shock - use it in fights where you need to interrupt an enemy who's standing far away from you
Razor Caltrops - source of AoE
Major Breach for trash fights or boss fights with lots of adds
Pulsar - a skill that combined with Charged Ice Staff provides almost guaranteed AoE
Chilled procs. Use it in trash packs
Charging Maneuver - provides your entire group with a total of 45% bonus movement speed. Very useful in trash packs, but it consumes a lot of Stamina
Power Bash - a skill for proccing the
Void Bash item set if you're switching to that in trash packs
Protect the Brood - an extremely situational skill which grants you 50% damage reduction against projectiles for 6 seconds, while your allies get a 25% damage reduction instead. The 6 target cap makes it very unreliable for protecting teammates in Trials. You and allies also get Minor Protection for 20 seconds which reduces damage taken by 5%. You also gain Major Expedition for 4 seconds, increasing your movement speed by 30%
Fleetstep Wings - the other morph of
Protect the Brood which doesn't protect your teammates and doesn't provide Minor Protection but grants you immunity to snares and immobilizations
Magma Shell - an Ultimate which limits incoming damage to 3% of your Max Health, making you basically immortal in fights without Oblivion Damage. Nearby allies also gain a damage shield which scales with their Max Health on activation
Reviving Barrier - an Ultimate that grants you and your allies a massive shield and applies a HoT. Use it when your group needs help with survival
Aggressive Horn - an Ultimate which grants a 30 second buff which increases Max Stamina and Max Magicka by 10%, and 10 seconds of
Major Force to your entire group. The
Major Force portion is usually redundant if an Arcanist is using
Ink-Scribe's Verve, and it also overlaps with
Saxhleel's Champion. Still, Horn is useful for the Max Stamina and Max Magicka buff. Use it over
Standard of Might if your Dragonknight DDs are already using
Standard of Might, or if the group specifically wants the max resource buff
Why no Inner Rage in the Regular setup?
The synergy from
Inner Rage taunt is extremely strong but because of the way it works it always turns out extremely weak in Group Finder runs. The way it works is, instead of granting the synergy to 11 people and disappearing once 3 people use it, it first selects 3 people and only those 3 people have the option to use the synergy at all. And if one of those 3 people don't use it, it will never pass onto the remaining players, no matter how many times you recast your
Inner Rage. Which is why, 3 clueless players not pressing their synergy in a Group Finder run are enough to completely "clog" your
Inner Rage. Which is why I decided to go with
Shield Throw taunt as a default option.
Final Setups
A few examples of final setups you could end up with after applying the situational skills to the base setup
A setup for trash packs in Dungeons
| Front Bar | Back Bar |
|---|---|
| Slot 1: Inner RageMorph of Inner Fire | Slot 1: Razor CaltropsMorph of Caltrops |
| Slot 2: Power Bash | Slot 2: Wield Soul |
| Slot 3: Earthshield MantleMorph of Earthspike Mantle | Slot 3: PulsarMorph of Impulse |
| Slot 4: Heart of FlameMorph of Core of Flame | Slot 4: Elemental BlockadeMorph of Wall of Elements |
| Slot 5: Blood of the Elder DragonMorph of Dragon Blood | Slot 5: Ulfsild's Contingency |
| Ultimate: Temporal GuardMorph of Undo | Ultimate: Standard of MightMorph of Dragonknight Standard |
WHAT CHANGES
Inner Rage replaces
Shield Throw. Trash mobs in dungeons don't hit hard so the synergy from
Inner Rage is much more useful than the
Major Maim from
Shield Throw
Power Bash replaces
Exhilarating Drain. This will allow us to proc the
Void Bash item set which will stack up smaller enemies
Razor Caltrops replaces
Hearth and Home
Pulsar replaces
Elemental Susceptibility. It'll apply
Chilled status effect in an AoE which will apply
Minor Brittle which increases Critical Damage taken by 10%.
Chilled enemies inside of your
Elemental Blockade will also get debuffed with
Minor Breach, reducing their armor by 2974
A setup for trash packs in Trials
| Front Bar | Back Bar |
|---|---|
| Slot 1: Shield Throw | Slot 1: Razor CaltropsMorph of Caltrops |
| Slot 2: Ulfsild's Contingency | Slot 2: Wield Soul |
| Slot 3: Earthshield MantleMorph of Earthspike Mantle | Slot 3: PulsarMorph of Impulse |
| Slot 4: Heart of FlameMorph of Core of Flame | Slot 4: Elemental BlockadeMorph of Wall of Elements |
| Slot 5: Blood of the Elder DragonMorph of Dragon Blood | Slot 5: Charging ManeuverMorph of Rapid Maneuver |
| Ultimate: Temporal GuardMorph of Undo | Ultimate: Standard of MightMorph of Dragonknight Standard |
WHAT CHANGES
Charging Maneuver replaces
Exhilarating Drain and then swaps places with
Ulfsild's Contingency
Razor Caltrops replaces
Hearth and Home
Pulsar replaces
Elemental Susceptibility. It'll apply
Chilled status effect in an AoE which will apply
Minor Brittle which increases Critical Damage taken by 10%.
Chilled enemies inside of your
Elemental Blockade will also get debuffed with
Minor Breach, reducing their armor by 2974
A setup which focuses on your own survivability
| Front Bar | Back Bar |
|---|---|
| Slot 1: Shield Throw | Slot 1: Hearth and HomeMorph of Hearthfire |
| Slot 2: Burning EmbersMorph of Searing Strike | Slot 2: Chains of DominanceMorph of Chains of Flame |
| Slot 3: Earthshield MantleMorph of Earthspike Mantle | Slot 3: Elemental SusceptibilityMorph of Weakness to Elements |
| Slot 4: Heart of FlameMorph of Core of Flame | Slot 4: Elemental BlockadeMorph of Wall of Elements |
| Slot 5: Resolving VigorMorph of Vigor | Slot 5: Ulfsild's Contingency |
| Ultimate: Temporal GuardMorph of Undo | Ultimate: Standard of MightMorph of Dragonknight Standard |
WHAT CHANGES
Burning Embers replaces
Exhilarating Drain
Resolving Vigor replaces
Blood of the Elder Dragon
Chains of Dominance replaces
Wield Soul, because without
Blood of the Elder Dragon you need another Draconic Power skill to proc Minor Brutality through
Elder Dragon passive
ADDITIONAL INFO
- Since
Resolving Vigor already grants you
Minor Resolve, you can change the Affix script on
Ulfsild's Contingency to
Intellect and Endurance
A setup which sacrifices survivability, both yours and your group's, for more group damage
| Front Bar | Back Bar |
|---|---|
| Slot 1: Inner RageMorph of Inner Fire | Slot 1: Hearth and HomeMorph of Hearthfire |
| Slot 2: Exhilarating DrainMorph of Vampiric Drain | Slot 2: Wield Soul |
| Slot 3: Earthshield MantleMorph of Earthspike Mantle | Slot 3: Elemental SusceptibilityMorph of Weakness to Elements |
| Slot 4: Magma FistMorph of Superheated Ward | Slot 4: Elemental BlockadeMorph of Wall of Elements |
| Slot 5: Blood of the Elder DragonMorph of Dragon Blood | Slot 5: Ulfsild's Contingency |
| Ultimate: Temporal GuardMorph of Undo | Ultimate: Standard of MightMorph of Dragonknight Standard |
WHAT CHANGES
Inner Rage replaces
Shield Throw
Magma Fist replaces
Heart of Flame
Passives
The only passive you specifically have to skip is
Tri Focus
Some trees are only needed when using situational skills, for example Support provides nothing without
Revealing Flare or
Reviving Barrier
Class
Weapon
Armor
Guild
Alliance War
Racial
Craft
Class - Ardent Flame
Combustion - High Priority
Traumatic Burns - High Priority
Fan the Flames - High Priority
A Soul Ablaze - High Priority
Class - Draconic Power
Burnished Scales - High Priority
World in Ruin - High Priority
Elder Dragon - High Priority
The Storm Voice - High Priority
Class - Earthen Heart
Heart of Stone - High Priority
Landslide - High Priority
Blessing at the Peak - High Priority
Mountain Giant - High Priority
Weapon - One Hand and Shield
Fortress - High Priority
Sword and Board - High Priority
Deadly Bash - Medium Priority
Deflect Bolts - High Priority
Battlefield Mobility - Medium Priority
Weapon - Destruction Staff
Tri Focus - Do Not Unlock
Penetrating Magic - Low Priority
Elemental Force - High Priority
Ancient Knowledge - High Priority
Destruction Expert - Low Priority
Armor - Light Armor
Grace - Low Priority
Evocation - High Priority
Spell Warding - Medium Priority
Prodigy - Medium Priority
Concentration - Low Priority
Armor - Medium Armor
Dexterity - Low Priority
Wind Walker - High Priority
Improved Sneak - Not needed
Agility - Medium Priority
Athletics - High Priority
Armor - Heavy Armor
Resolve - High Priority
Constitution - Medium Priority
Juggernaut - High Priority
Revitalize - High Priority
Rapid Mending - High Priority
Guild - Mages Guild
Persuasive Will - Not needed
Mage Adept - High Priority
Everlasting Magic - High Priority
Magicka Controller - Medium Priority
Might of the Guild - Low Priority
Guild - Undaunted
Undaunted Command - High Priority
Undaunted Mettle - High Priority
Guild - Psijic Order
Clairvoyance - Not Needed
Spell Orb - Not Needed
Concentrated Barrier - Medium Priority
Deliberation - Not Needed
Alliance War - Support
Magicka Aid - Medium Priority
Combat Medic - Not needed
Battle Resurrection - Not needed
Race - Your Race
Get all of your racials, no matter which race you are
Craft - Alchemy
Solvent Proficiency - Not needed
Keen Eye: Reagents - Not needed
Medicinal Use - High Priority
Chemistry - Not needed
Laboratory Use - Not needed
Snakeblood - Not needed
Gear
These are the best general-use setups when you're playing with randoms or do not know your group comp. Coordinated groups can do better with more specialized setups.
Most support sets provide a similar group DPS increase. The most important thing is making sure your sets don't overlap with other Tank's and Healers' sets, though you can overlap sets which provide imperfect uptimes like
Saxhleel's Champion or
Archdruid Devyric
Switching gear for trash packs isn't worth it unless you're using gear-swap addons
General-Use PUG Setups
These are the default setups once you have the gear for them. Trash setups are optional swaps for players using gear-swap addons.
If your group does not have an Arcanist using
Ink-Scribe's Verve, use
Saxhleel's Champion so the group still gets
Major Force. In Dungeons, replace
Lucent Echoes. In Trials, replace
Turning Tide.
| 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 |
Setup Notes
Vestments of Olorime can replace
War Machine when playing without a Healer
Baron Zaudrus can replace
Archdruid Devyric if an ally uses
Glacial Colossus or your group already has
Major Vulnerability in another way
Optional setup for dungeon trash packs. The item sets shown are intended for Dungeons specifically, but the weights, traits and enchants shown are meant for any trash
Dungeon Trash
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
| Medium | ||||
| Light | ||||
| Heavy | ||||
| Heavy | ||||
| Heavy | ||||
| Heavy | ||||
| Heavy | ||||
| Jewelry | ||||
| Jewelry | ||||
| Jewelry | ||||
| Any 1-handed weapon | ||||
| Shield | ||||
| Ice Staff |
Setup Notes
Archdruid Devyric changes to
Spaulder of Ruin because
Archdruid Devyric is extremely buggy and has issues hitting moving targets
Lucent Echoes changes to
Turning Tide for short dungeon trash pulls
War Machine changes to
Powerful Assault because you don't want to spend your Ultimate in trash and because you can proc it with
Razor Caltrops- If you're playing without a Healer, keep using
Vestments of Olorime
Void Bash is extremely good for stacking enemies in dungeon trash packs- Backbar Ice Staff trait changes to
Charged so that
Pulsar becomes almost guaranteed to proc
Chilled status effect - Jewelry traits change to
Swift as movement speed is extremely useful while running through trash
Setups for tanking Trials
These are just 2 examples of setups the 2 Tanks could use in a PUG Trial run. If you're in a more organized team, the gear your Raid Lead wants you to wear takes priority
Setup 1 uses
Pearlescent Ward +
Turning Tide with
Archdruid Devyric. Setup 2 uses
Lucent Echoes +
Powerful Assault with
Baron Zaudrus.
Trials are much more likely to have an Arcanist using
Ink-Scribe's Verve. If nobody has it, swap
Turning Tide for
Saxhleel's Champion.
Setup 1 Boss
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
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Heavy | |
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Heavy | |
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Heavy | |
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Any 1-handed weapon | |
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Shield | |
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Ice Staff | |
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Setup Notes
Baron Zaudrus can replace
Archdruid Devyric if another source already provides
Major Vulnerability
Setup 1 Trash
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
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Shield | |
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Ice Staff | |
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Setup 2 Boss
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
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Heavy | |
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Heavy | |
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Heavy | |
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Heavy | |
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Shield | |
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Ice Staff | |
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Setup Notes
- This setup requires you to fit either
Resolving Vigor or
Echoing Vigor on your backbar to proc
Powerful Assault
| Front Bar | Back Bar |
|---|---|
| Slot 1: Shield Throw | Slot 1: Hearth and HomeMorph of Hearthfire |
| Slot 2: Exhilarating DrainMorph of Vampiric Drain | Slot 2: Wield Soul |
| Slot 3: Earthshield MantleMorph of Earthspike Mantle | Slot 3: Elemental SusceptibilityMorph of Weakness to Elements |
| Slot 4: Heart of FlameMorph of Core of Flame | Slot 4: Elemental BlockadeMorph of Wall of Elements |
| Slot 5: Blood of the Elder DragonMorph of Dragon Blood | Slot 5: Resolving VigorMorph of Vigor |
| Ultimate: Temporal GuardMorph of Undo | Ultimate: Standard of MightMorph of Dragonknight Standard |
WHAT CHANGES
Ulfsild's Contingency is replaced by
Resolving Vigor
Setup 2 Trash
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
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Medium | |
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Light | |
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Heavy | |
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Heavy | |
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Heavy | |
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Heavy | |
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Heavy | |
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Progression Setups
Use these until you can move into the general-use PUG setups above.
Start with the Crafted (Beginner) setup if you only have access to crafted gear. Use the No Trial Gear setup once you can farm dungeon and monster sets but do not have trial gear yet.
Both progression setups work in Dungeons and Trials if that's all you have right now.
Starting setup if you only have access to crafted gear
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
| Medium | ||||
| Light | ||||
| Heavy | ||||
| Heavy | ||||
| Heavy | ||||
| Heavy | ||||
| Heavy | ||||
| Jewelry | ||||
| Jewelry | ||||
| Jewelry | ||||
| Any 1-handed weapon | ||||
| Shield | ||||
| Ice Staff |
Explanation
- You can use a mix of
Health,
Stamina and
Magicka enchants instead of
Tri-Stats, because
Tri-Stat enchants are very expensive and this is temporary gear that you'll outgrow very fast
Setup if you don't have access to Trial gear
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
| Medium | ||||
| Light | ||||
| Heavy | ||||
| Heavy | ||||
| Heavy | ||||
| Heavy | ||||
| Heavy | ||||
| Jewelry | ||||
| Jewelry | ||||
| Jewelry | ||||
| Any 1-handed weapon | ||||
| Shield | ||||
| Ice Staff |
Additional Info
Powerful Assault is another good set that doesn't come from a Trial, but it would require you to include
Resolving Vigor or
Echoing Vigor in your boss skill setup
Additional Explanations
Alternative gear that can also be used and might be easier to obtain
It lists all useful gear, even sets that are already in the gear tables above
Crafted
All of these are tradable and can be bought from other players
Fortified Brass
Wretched Vitality
Overland
All of these are tradable and can be bought from other players
Senchal Defender
PvP
All of these are tradable and can be bought from other players
Powerful Assault
Dungeons
Turning Tide
Crimson Oath's Rive
Trials
Saxhleel's Champion
War Machine
Vestments of Olorime
Lucent Echoes
Pearlescent Ward
Monster Sets
Tremorscale
Baron Zaudrus
Encratis's Behemoth
Body
Sturdy and
Divines - both are very good options, which one is better depends on the specific encounter
Reinforced - depending on your race and many other aspects you might be over the armor cap, in which case you can change
Reinforced pieces to
Sturdy /
Divines
Jewelry
Harmony and
Infused -
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
Swift - extremely useful for trash packs
Weapons
Charged - an option for the backbar Ice Staff for trash packs. It will cause
Pulsar to be almost guaranteed to proc
Chilled status effect
Infused - an option for the frontbar One Handed weapon when playing without a Healer. You can then combine it with the
Weakening enchant to reduce enemies' Weapon and Spell Damage by 226
Body
Tri-Stat enchants are very expensive so you can use a mix of
Health,
Stamina and
Magicka enchants before you can afford them
Weapons
Weakening - an option for the frontbar One Handed weapon when playing without a Healer. You can then combine it with the
Infused trait to reduce enemies' Weapon and Spell Damage by 226
- You can double-bar
War Machine if you want to be able to provide Major Slayer also with your frontbar Ultimate - If you want to provide
Minor Brittle, you can replace your frontbar Sword and Shield with an Ice Staff. Use
Charged trait with a
Glyph of Frost enchant. The frontbar Ice Staff should usually be
Armor of the Trainee, but you can also move your backbar set to frontbar and put
Crushing Wall on backbar. You can also frontbar
Destructive Impact when using
Destructive Clench
Champion Points
Use these Champion Points as default for Boss and Trash fights respectively. Further below you'll find a list of all useful CPs with explanations on when to use them.
All Useful Champion Points
A full list of useful Champion Points with explanations on when to slot them.
Ironclad - reduces damage taken from direct damage attacks by 6%
Enduring Resolve - reduces damage taken from damage over time attacks by 6%
Duelist's Rebuff - reduces damage taken from single target attacks by 6%
Unassailable - reduces damage taken from area of effect attacks by 6%
Bulwark - increases your armor while you have a shield or frost staff equipped
Focused Mending - increases your single target healing by 10%. Boosts your
Blood of the Elder Dragon,
Resolving Vigor and
Shield Throw's
Sage's Remedy
Boundless Vitality - increases your max health by 1400. Great for survivability if a fight does not have max HP based damage
Fortified - increases your armor by 1731. Can help you reach the armor cap if you're missing it in other parts of the build
Rejuvenation - increases your Health, Stamina and Magicka Recovery by 90
Sustained by Suffering - increases your Health, Stamina and Magicka Recovery by 150 while you have a debuff on yourself. Straight up stronger
Rejuvenation that only works in some fights, but there's a decent amount of fights where you'll have a constant debuff on yourself
Celerity - increases your movement speed by 10%. Great for fights where you have to constantly move around, can also offset
Bracing Anchor's movement speed penalty
Bastion - increases the strength of your damage shields by 15%. Boosts your
Earthshield Mantle,
Ulfsild's Contingency and
Soul Burst. Especially good in fights with lots of DoTs
Shield Master - decreases cost of your damage shields by 10%
Bracing Anchor - increases your block mitigation by 20% and reduces your movement speed by 16%. Great for fights with constant direct blockable damage. Don't combine with
Immovable as the combined movement speed penalties will reduce your movement speed to 0, which also prevents you from dodge rolling
Ward Master - reduces your damage taken by 10% while blocking under the effect of a damage shield. Will drain your stamina by forcing you to permablock, but can be worth it in fights with absurd incoming damage that normally isn't affected by block, such as Flame-Herald Bahsei
On Guard - increases your block mitigation by 10% while under the effects of Crowd Control Immunity. Synergizes with
Immovable, granting you even more block mitigation during that 6 second window
Arcane Alacrity - reduces cost of your dodge roll by 800 while under the effect of a damage shield. Extremely niche
Expert Evasion - grants you a free dodge roll once every 30 seconds. Extremely niche
Race
Mundus
-
DefaultThe Atronach
310 Magicka Recovery(507 with 7
Divines)
The Atronach is the best Mundus for tanking. You won't be able to sustain your Magicka without it. -
Armor CapThe Lady
2744 Armor(4489 with 7
Divines)
Use if you're struggling to reach the armor cap (33,000). It increases your Armor by 2744, or 4489 with Divines trait on your armor pieces.
Attributes
Put all 64 points into Health. However, your Max Stamina must be higher than your Max Magicka, because the
Combustion synergy restores your dominant resource and you want it to be Stamina. If you have passives (such as
Gift of Magnus) or item set bonuses that increase Max Magicka, put just enough points into Stamina to keep it higher than your Max Magicka, then put the rest into Health.
Food
Use
Jewels of Misrule as your default.
Orzorga's Smoked Bear Haunch provides slightly higher stats but is expensive.
-
DefaultJewels of Misrule
Max Health +3,927 Stamina Recovery +357 Magicka Recovery +357Provides slightly lower stats than
Orzorga's Smoked Bear Haunch but is significantly cheaper. -
ExpensiveOrzorga's Smoked Bear Haunch
Max Health +4,312 Health Recovery +406 Stamina Recovery +369 Magicka Recovery +369The best food for tanking. Provides Max Health, Stamina Recovery and Magicka Recovery. Expensive. -
PermablockingOrzorga's Red Frothgar
Max Health +5,395 Magicka Recovery +493Provides more Max Health and Magicka Recovery but no Stamina Recovery. Stamina Recovery doesn't work while blocking, so this can be a decent option if you're permablocking. -
Specific FightsBewitched Sugar Skulls
Max Health +4,620 Max Stamina +4,250 Max Magicka +4,250 Health Recovery +462Provides maximum resources instead of recoveries. Decent for fights where you need to block for a very long time during a specific period but the pressure is non-existent outside of it, so you can recuperate Stamina by heavy attacking freely - for example the 1st boss in Lucent Citadel or Roksa the Warped in Bal Sunnar. -
Specific FightsCandied Jester's Coins
Max Stamina +4,592 Magicka Recovery +459Provides only Max Stamina and Magicka Recovery with no Max Health. Useful 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
-
DefaultTri-Stat Potion
Restore Health Restore Stamina Restore MagickaMost of the time you should use Tri-Stat potions. They'll greatly improve your sustain. -
SituationalHeroism Potion
Restore Magicka Restore Stamina
Minor Heroism
When not using
Hearth and Home, you can get your
Minor Heroism from Heroism potions instead, but they're expensive.
Gameplay
More Clears
Trials
FAQ
Yes. DK Tank is one of the best Tank classes in ESO Update 51.
Lead From the Front gives the group
Major Berserk and
Major Protection, and stacking Ultimate generation makes sustain from
The Storm Voice very strong.
Yes. Pure Class Dragonknight Tank is one of the more beginner-friendly tank setups in ESO Update 51 because
Heart of Flame gives strong sustain and self-healing,
Earthshield Mantle gives a large cheap shield, and
The Storm Voice restores resources whenever you use an Ultimate. It still handles Veteran Dungeons and Trials when built and played correctly.
Yes. Dragonknight Tank can clear Veteran Dungeons and Trials, including hard content, when built and played correctly. This page includes Veteran Hard Mode Dungeon and Veteran Trial proof, plus separate setups for regular fights, trash packs, and situational swaps depending on the encounter.
Yes, for Infinite Archive Arcs 1-4. Those arcs are still close enough to normal PvE content that this Tank setup works well, and you usually will not have enough important Visions yet to build around them.
Wield Soul is especially useful here because it applies
Major Cowardice, reducing enemy Weapon and Spell Damage. Damage reductions like that become more valuable in Infinite Archive because enemies in IA have extremely low base Weapon Damage.
For deep Infinite Archive runs, such as Arc 10+, this is not the right type of build. Deep IA setups have to change heavily around the Visions earned during that run, so they are usually built very differently from standard dungeon, trial, or Arcs 1-4 tank builds.
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.
DK Tank means Dragonknight Tank. Some players also search for it as Dragon Knight Tank, but the class name in ESO is Dragonknight.
Magma Fist applies the Heat Shock debuff for 7 seconds, increasing the target's damage taken by 66 and stacking up to 3 times. At full stacks it's roughly a 4% group damage increase.
Hearth and Home places a ground area for 15 seconds that heals based on your Max Health, grants everyone inside
Minor Heroism, and gives you
Major Protection if you're standing in it. It also slows enemies by 70%.
Beginner Tank
Update 50
Tank Sets
Update 50
Subclass Tank
Update 51
Werewolf Tank
Update 50
Head
Shoulders
Chest
Hands
Belt
Legs
Boots
Necklace
Ring
Frontbar Main Hand
Frontbar Off Hand