5-Piece Sets
Pearlescent Ward
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.
Turning Tide
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.
Powerful Assault
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.
Tel Var merchant in Imperial City Sewers
/ Can be bought from other players
Crimson Oath's Rive
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.
It's an acceptable option for PUG trials where you can't guarantee what builds your teammates are running. However, the players who are worth supporting the most - the ones doing the highest damage - will already be bringing enough penetration on their own. So the set only benefits the part of the group that's already doing less damage, making it less impactful than it looks on paper.
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.
Saxhleel's Champion
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%, which translates to roughly a 7.6% damage increase at 100% uptime. 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
Grave Lord and Daedric Summoning 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
Reviving Barrier,
Magma Shell or
Gibbering Shelter without
losing that much group DPS.
Lucent Echoes
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.
Vestments of Olorime
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 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.
War Machine
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%, which translates to roughly an 8.2% damage increase at 100% uptime.
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.
Elemental Catalyst
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 Damage Dealers. Sometimes however it makes sense to use it on a tank, for example in Asylum Sanctorium
the Main Tank is in a perfect position to utilize it.
Monster Sets
Archdruid Devyric
Archdruid Devyric allows
you to apply Major Vulnerability for 7 seconds shortly after you perform a heavy, which
doesn't have to be fully charged. Major Vulnerability increases enemies' damage taken by
10% and the only 2 other reliable sources of it are
Turning Tide 5-piece set
and Necromancer's
Glacial Colossus ultimate.
The set has a cooldown of 15 seconds so theoretically you can provide up to 47% 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 47% we can say that
Archdruid Devyric increases
damage by 4.5%.
This set is extremely useful, especially if you don't have a Necromancer in
your group to provide the
Glacial Colossus ultimate.
It performs quite poorly in trash packs because the set itself has very buggy targeting
and can sometimes fly through moving targets without applying the Major Vulnerability,
but it's quite good against bosses, both in dungeons and in trials.
Tremorscale
Tremorscale causes your
taunts to summon a Duneripper after 1 second which applies a debuff for 15 seconds that
reduces enemies' armor by 8% of your armor value. It has a cooldown of 10 seconds. If
you're at armor cap it's going to provide 2640 armor penetration which translates to
roughly 5.8% damage increase. If you're using the
Puncturing Remedy weapon
set, you're going to get bonus armor right as you proc
Tremorscale so
the armor penetration value will go up to 3120, which translates to roughly 6.8% damage
increase.
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.
It's an acceptable option for PUG dungeons and trials where you can't guarantee what builds your teammates are running. However, the players who are worth supporting the most - the ones doing the highest damage - will already be bringing enough penetration on their own. So the set only benefits the part of the group that's already doing less damage, making it less impactful than it looks on paper.
Nazaray
Nazaray
causes you to extend Major and Minor debuffs on 6 closest enemies within 12 meters by 1
second for every 20 Ultimate points spent whenever you use an ultimate, which means that
with 500 ultimate you'll extend the debuffs by 25 seconds. This effect can only happen
once every 30 seconds per target.
Nazaray
is a solid option in basically every environment, be it 4 man content, unoptimized
trials or optimized trials, though in optimized trials it's usually used on healers
instead of tanks as they can generate way more ultimate with the
Pearls of Ehlnofey
mythic. Its main purpose is extending the Major Vulnerability debuff which increases
enemies' damage taken by 10% and comes from Necromancer's
Glacial Colossus ultimate,
Turning Tide
5-piece set and
Archdruid Devyric monster
set. It'll also extend other important buffs like Minor Brittle or Major Maim, which can
be kept up without
Nazaray
, but extending them with
Nazaray
will give the tank some free GCDs, but this is a side effect rather than its main
purpose.
Another situational use for
Nazaray is extending Major
Brittle provided by the
Nunatak monster set.
Nunatak
provides Major Brittle which increases Critical Damage taken by 20% so it can be a
replacement for Major Force, but on its own it has extremely low uptime. This can be
fixed by using
Nazaray
. It works well in phase-based fights, where you have a period of fighting the boss and
then a period where a long mechanic happens during which you can generate enough
ultimate for
Nazaray
to extend Major Brittle throughout the fighting phase when it happens again, such as for
example all of the Dragon fights in the Sunspire trial.
Nunatak
Nunatak causes you to spawn
a 6 meter AoE for 6 seconds whenever you deal Frost damage, with a cooldown of 15
seconds. Enemies damaged 4 or more times get afflicted with Major Brittle for 4 seconds,
which increases Critical Damage taken by 20%. Since the AoE ticks 7 times we'll be
getting 7 seconds of Major Brittle out of it per proc, so we can achieve up to 47%
uptime, which translates to a roughly 4% damage increase, but keep in mind that with
Major Brittle and Major Force at the same time you'll most likely go over the Crit
Damage cap.
Because of this
Nunatak isn't being used on
its own. It has to be used in combination with
Nazaray in order to be worth
it. With that combination
Nunatak can replace
Saxhleel's Champion in
short or phase-based fights.
Nunatak has a wind up, so
you'll still want to use
Aggressive Horn at the
beginning for its Major Force, but after the 10 second Major Force from
Aggressive Horn expires you
can use
Nunatak's
Major Brittle and extend it with
Nazaray instead of using an
ultimate with
Saxhleel's Champion.
Encratis's Behemoth
Encratis's Behemoth grants
you Behemoth's Aura for 12 seconds after you deal Flame damage, with a cooldown of 15
seconds. Allies within this aura take 5% reduced Flame damage and enemies take 5%
increased Flame damage.
Dragonknight Damage Dealers will benefit the most from this set, as the huge
majority of their damage is Flame type. Other classes will still benefit from it as
they'll deal some Flame damage with
Elemental Blockade and
Burning procs, but it's going to be a very small increase. In trash fights however it
can be a massive bonus for any class, as the
Elemental Rage ultimate is
the best option for quick AoE damage for every class.
Encratis's Behemoth can
also be useful defensively for any fight with lots of Flame damage type, such as the
Arkasis fight in the Stone Garden dungeon or the Flame-Herald Bahsei fight in Rockgrove
trial.
You will need to deal Flame damage to proc it - weapon enchants do not count, it has to be from an ability.
Scalding Rune is usually
the best ability for it that's available for all classes.
Lord Warden
Lord Warden grants you a
50% chance to spawn a Shadow Orb for 10 seconds whenever you take damage which increases
the armor of you and your allies by 3180. It has a cooldown of 10 seconds, so you can
get an uptime very close to 100% if you're constantly taking damage.
Lord Warden can be a great
option for increasing your group's survivability in fights where you can stand close to
your group and there isn't much movement involved, such as the Ansuul the Tormentor
fight in Sanity's Edge trial. The 3180 armor should provide around 6% damage mitigation
to your teammates.
Roksa the Warped
Roksa the Warped grants you
up to 310 Health, Stamina and Magicka Recoveries. Its 1-piece bonus grants 70 of all
Recoveries and the 2-piece bonus causes you to gain a stack of Darklight every second
while in combat, up to a maximum of 30. Each stack of Darklight grants you 8 of all
Recoveries.
Roksa is the best defensive
option if you're struggling with sustain in a fight, although it won't help with your
stamina sustain if you're permablocking, as the Stamina Recovery is paused while
blocking.
Mythics
Spaulder of Ruin
Spaulder of Ruin allows you
to crouch to activate a 12-meter Aura of Pride. Up to 6 allies within this aura gain 260
Weapon and Spell Damage, but your Health, Stamina and Magicka Recoveries are reduced by
70 for each target benefitting from this aura, so you will lose 420 recoveries when
using it to its full potential. The 260 Weapon and Spell Damage bonus translates to
roughly 3.7% damage increase.
Although
Spaulder of Ruin is a
Mythic, it's kind of considered a Monster Set in terms of making gear setups, because it
goes on the Shoulder piece so you cannot use
Spaulder of Ruin
and a Monster Set at the same time.
|
Lead |
Source |
|
Aureal Armor
Glaze
|
Aurig Mireh -
Shivering Shrine World Boss in Stonefalls
|
|
Clannfear Leather
Strapping
|
Any Clannfear |
|
Petrified
Daedroth Horn
|
Taupezu Azzida - The
Abomination Cradle World Boss in Deadlands
|
|
Void Alloy Lame
Plates
|
Leyawiin Safeboxes,
Blackwood Safeboxes
|
|
Void Alloy
Rivets
|
Any Dremora |
Cryptcanon Vestments
Cryptcanon Vestments turns
your ultimate ability into Crypt Transfer, which allows you to transfer your ultimate to
all of your teammates within 28 meters, divided equally among them. It also passively
grants you Minor Heroism, which grants you 1 Ultimate point every 1.5 second. This Crypt
Transfer is not considered an ultimate for the sake of sets like
Saxhleel's Champion or
War Machine, they do not work together.
Cryptcanon is extremely
good in dungeons when you intend to quickly nuke bosses, but it loses effectiveness in
longer fights. Allowing your Damage Dealers to quickly use 2 ultimates is much stronger
than any other buffing ultimate you could've used otherwise, such as
Aggressive Horn,
Glacial Colossus or
Summon Charged Atronach.
In trials
Cryptcanon can be useful in
phase based fights and even then it's only in very specific situations. Take Chimera in
Sanity's Edge for example. With the way everything in this fight lines up, the 45
Ultimate everyone gets from
Cryptcanon allows your
Dragonknights to get 3 Dragonknight Standards per phase, rather than only 2 (Standard has since been reworked and no longer works this way, but the principle still applies to any strong and expensive ultimate). If the
fighting phase was slightly shorter you wouldn't be able to get 3 Standards even with
Cryptcanon, and if it was
slighly longer you would be able to get them without
Cryptcanon, so
Cryptcanon requires very
specific circumstances that are almost impossible to predict.
|
Lead |
Source |
|
Ancestor Samite
Sash
|
Daily Reward Coffer
in the Telvanni Peninsula zone
|
|
Ancestor Samite
Stole
|
Uzur the All-Seeing
Delve Boss in The Disquiet Study Delve
|
|
Ancestor Samite
Undershirt
|
Bal Sunnar dungeon
final boss - Matriarch Lladi Telvanni
|
|
Netchbeak
Clasps
|
Treasure Chests in
Telvanni Peninsula
|
|
Scrib Chitin
Padding
|
Corlys the Chainmaker
- Clamorclap Bowl World Boss in Telvanni Peninsula
|
Ring of the Wild Hunt
Ring of the Wild Hunt
increases your movement speed by 15% which increases to 45% out of combat.
It can be a decent option in trash fights or in fights that involve a lot of
movement. In order to fit this Mythic in, you'll have to use two one-barrable sets, such
as for example
Saxhleel's Champion and
Powerful Assault.
If you front bar
Saxhleel's Champion and
backbar
Powerful Assault, you'll
have 2 free slots on your body and jewelry, in one of which you can slot the
Ring of the Wild Hunt
Mythic (and in the other one it's best to use one piece of
Armor of the Trainee for
the bonus Max Health).
|
Lead |
Dig Zone |
Source |
 |
Band of Water
|
Glenumbra |
Public Dungeon Boss
in Bad Man's Hallow
|
|
Charm of the
Shapeless
|
Murkmire |
World Bosses or any
Boss in Delves in Murkmire
|
|
Face of the
Serpent
|
Grahtwood |
Canonreeve Oraneth -
Last Boss in Elden Hollow I Dungeon
|
|
Face of the Wolf
Beast
|
Malabal Tor |
Any World Boss in
Malabal Tor
|
|
Symbol of
Y'ffre
|
Greenshade |
Any World Boss in
Greenshade
|
Markyn Ring of Majesty
Markyn Ring of Majesty
grants you 100 Weapon and Spell Damage and 1157 Armor for every set you are wearing 3 or
more pieces of, so you'll end up getting 200 Weapon and Spell Damage and 2314 Armor from
it.
It can be a decent defensive option, especially if you're not a Nord so
you're missing out on the armor racial and you're not at the armor cap. In order to fit
this Mythic in, you'll have to use two one-barrable sets, such as for example
Saxhleel's Champion and
Powerful Assault.
If you front bar
Saxhleel's Champion and
backbar
Powerful Assault, you'll
have 2 free slots on your body and jewelry, in one of which you can slot the
Markyn Ring of Majesty
Mythic (and in the other one it's best to use one piece of
Armor of the Trainee for
the bonus Max Health).
|
Lead |
Source |
|
Firescourge
Band
|
Daily Reward Coffer
in the Deadlands zone
|
|
Mindcleaver
Loop
|
The Unmaker - Den of
the Unmaker World Boss in Deadlands
|
|
Morpholith
Shank
|
Treasure Chests in
Coldharbour
|
|
Ruinblood Coil
|
Trash mobs in The
Banished Cells I and The Banished Cells II
|
 |
Searing Gem |
Daedrat critters in
Deadlands
|
Death Dealer's Fete
Death Dealer's Fete grants
you 2640 Max Health, Max Stamina and Max Magicka after a 1 minute of ramping up. You
gain 1 stack of Escalating Fete every 2 seconds while in combat and you lose 1 every 4
seconds while out of combat. Each stack of Escalating Fete grants you 88 Max Health, Max
Stamina and Max Magicka.
Death Dealer's Fete can be
a decent defensive option in any fight that does not have any mechanics that scale with
Max Health. In order to fit this Mythic in, you'll have to use two one-barrable sets,
such as for example
Saxhleel's Champion and
Powerful Assault.
If you front bar
Saxhleel's Champion and
backbar
Powerful Assault, you'll
have 2 free slots on your body and jewelry, in one of which you can slot the
Death Dealer's Fete
Mythic (and in the other one it's best to use one piece of
Armor of the Trainee for
the bonus Max Health).
|
Lead |
Source |
|
Carved Signet
Base
|
Imperial City
Upstairs Bosses
|
|
Sturdy Silver
Prongs
|
Dragonstar Arena
Final Chest
|
|
Warm Asymmetrical
Ruby
|
Oblivion Portal Final
Chest
|
|
Weighted Spiked
Bridge
|
Rewards for the
Worthy Mail (PVP Reward)
|
|
Wide Barbed
Shank
|
Anomalies in
Craglorn, Nirncrux Mines
|
Syrabane's Ward
Syrabane's Ward grants you
30% additional block mitigation. While blocking you cannot move but your allies within
12 meters also get 30% increased block mitigation and an additional 950 Health Recovery.
It can be a decent defensive option in fights with lots of direct blockable
damage that also don't require you to move while blocking. In order to fit this Mythic
in, you'll have to use two one-barrable sets, such as for example
Saxhleel's Champion
and
Powerful Assault. If you
front bar
Saxhleel's Champion and
backbar
Powerful Assault, you'll
have 2 free slots on your body and jewelry, in one of which you can slot the
Syrabane's Ward
Mythic (and in the other one it's best to use one piece of
Armor of the Trainee for
the bonus Max Health).
|
Lead |
Source |
|
Frog Metal
Buckle
|
Blacksmithing Crate
from Blacksmithing Writ Dailies
|
|
Indrik-hide
Strap
|
Caanerin - Indrik
Frolic World Boss in Summerset
|
|
Iridescent
Pearlwater Wash
|
Fishing in any water
in Galen and High Isle
|
|
Rune-scribed
Braces
|
Captain Numirril -
Last Boss of Shipwright's Regret Dungeon
|
|
Silverthread
Stitching
|
High Kinlord Rilis -
Last Boss of Banished Cells II Dungeon
|
Weapon Sets
Puncturing Remedy
Puncturing Remedy causes
your
Puncture (and its morphs -
Pierce Armor and
Ransack) to heal you for
14% of your Max Health and grant you armor equal to the heal value for 5 seconds.
It's a great set to run whenever one of your 5-piece sets can be
back-barred, so you can put
Puncturing Remedy on your
frontbar. The heal is decent and it's also tied to an ability you would be using anyway
so it'll passively keep your health up as your doing your job - taunting.
The armor bonus only lasts 5 seconds, so don't count on it for reaching armor cap. It can still be useful for boosting
Tremorscale's value though.
Since the Scribing system was introduced, most tanks use
Shield Throw instead of
Pierce Armor, which means this set won't proc from your main taunt. Keep that in mind.
Void Bash
Void Bash allows you to
pull enemies within 12 meters after a 2 seconds delay after you use
Power Bash. Pulled enemies
are also afflicted with Major Maim for 10 seconds, which reduces enemies damage done by
10%.
It's the best set to use in dungeon trash packs as it makes stacking enemies
much much faster. In trial trash packs it's not worth it because most of the adds there
are already CC immune and they don't die as fast as dungeon adds so you'll have enough
time to chain the small adds the traditional way.
Trainee + Druid's Braid
Combining 1 piece of the
Armor of the Trainee set
and 1 piece of the
Druid's Braid set on your
one handed weapon and shield can grant you additional 2660 health on your frontbar,
which can be extremely useful if you're using
Shield Throw instead of
Pierce Armor and can't utilize the
Puncturing Remedy set. It
can be very good for fights that do not have any mechanics that scale with your Max
Health, and it can boost the value of your Scribing damage shields allowing you to
shield your teammates better.
Armor of the Trainee -
Overland in Bal Foyen, Bethnikh, Bleakrock Isle, Khenarthi's Roost and Stros M'Kai /
Can be bought from other players
Druid's Braid
- Crafted in High Isle / Can be bought from other players
FAQ
There's no single best tank set in ESO - it depends on your class, group composition, the content you're running, and whether you're in an organized group or a PUG. This page breaks down every tank set by situation so you can choose the right ones.
THANKS FOR READING
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