Beginner Tank
Update 51
Tank Sets
Update 51
Arcanist Tank Build
Update 51
Nightblade Tank Build
Update 51
Best Subclass Tank Build for Every Class - ESO Guide
Subclass Tank Build for ESO Update 51 is a PvE tank setup for every class, built around combining the strongest tank skill lines through subclassing. The default setup uses Winter’s Embrace, Siphoning, and Grave Lord, with alternate final combinations depending on the content and base class.
Subclassing lets one tank combine Major Resolve from Warden’s
Expansive Frost Cloak, Major Vulnerability from Necromancer’s
Glacial Colossus, and sustain from Nightblade’s
Siphoning Attacks. No single pure class can combine all three of those tools on its own.
The build covers dungeons and trials in one guide. Each final setup has Regular, Dungeon Trash, Trial Trash, and Tanky sub-setups, with Veteran Hard Mode Dungeon and Veteran Trial proof in the Gameplay section. Dragonknight is the main exception to the default setup because Ardent Flame can replace Siphoning thanks to
Heart of Flame.
Skills
-
Elemental Susceptibility now costs 3240 Magicka instead of being free.
Necromancer
-
Glacial Colossus now costs 150 Ultimate instead of 175 and deals 12.5% more damage.
Dragonknight
-
Heart of Flame now restores 12% of missing Magicka and Stamina instead of 15%, and its healing is reduced by 20%.
Subclassing
Best default Subclass Tank setup: Winter’s Embrace, Siphoning, and Grave Lord. This gives group Major Resolve from Expansive Frost Cloak, sustain from Siphoning Attacks, and Major Vulnerability from Glacial Colossus. Dragonknight is the main exception, because Ardent Flame can replace Siphoning through Heart of Flame.
Base Class
You can use this build with any base class.
(Almost) Always Use These Two
These are beginner-friendly setups that always use Siphoning because
Siphoning Attacks trivializes sustain, and always use Winter's Embrace because of
Expansive Frost Cloak which grants your entire team Major Resolve (roughly 12% damage reduction), an extremely strong heal in
Polar Wind, and passives which increase armor and block mitigation.
Ultimately, as long as you know what you're doing, you can make a valid build out of any combination of Skill Lines listed here. You can replace Siphoning if you don't need the sustain - either because the fight is easy enough or because you're a better player. You can even replace Winter's Embrace if the other Tank in your Trial is already using
Expansive Frost Cloak, or if somehow your entire team already provides Major Resolve for themselves through other means.
Dragonknight exception
Dragonknight is an exception. Ardent Flame has
Heart of Flame which trivializes sustain just like
Siphoning Attacks, so it replaces Siphoning instead.
Remaining Skill Lines to Choose From
One of the best skill lines for tanking because of
Glacial Colossus, which applies Major Vulnerability. With some additional Ultimate generation you can keep up 100% uptime on Major Vulnerability with just that, which allows you to replace the Major Vulnerability item set -
Archdruid Devyric, with an Ultimate generation set like
Baron Zaudrus, which in turn boosts your other Ultimate sets like
Saxhleel's Champion and
War Machine even further.
Notable Skills
Unnerving Boneyard
Glacial Colossus
Notable Passives
None
Good defensive Skill Line if you need more survivability, especially against DoTs. It also allows you to drain corpses for Ultimate through
Necrotic Potency, which is especially good in fights with lots of adds.
Notable Skills
Hungry Scythe
Beckoning Armor /
Summoner's Armor
Necrotic Potency
Notable Passives
Death Gleaning
Disdain Harm
Health Avarice
Last Gasp
A Skill Line with lots of situationally good but niche abilities.
Renewing Animation allows your team to recover from anything as long as you survive, it's extremely good for PUGs and training runs (if you're the "teacher").
Expunge and Modify/
Hexproof is a purge that costs only Health and
Spirit Guardian provides a unique 10% damage mitigation buff.
Notable Skills
Renewing Animation
Expunge and Modify /
Hexproof
Spirit Guardian
Mortal Coil
Notable Passives
Curative Curse
Near-Death Experience
Corpse Consumption
Undead Confederate
Provides block mitigation, a lot of healing (especially if you can afford to stand still) and a purge ability for yourself and your team through
Extended Ritual.
Notable Skills
Radiant Aura /
Repentance
Extended Ritual
Restoring Focus
Notable Passives
Mending
Sacred Ground
Light Weaver
Master Ritualist
Lots of good skills but most of its power is spread between different abilities which you won't have space to slot.
Runeguard of Still Waters is an extremely good defensive skill. The skill line also provides your entire group with Minor Evasion (10% less AoE damage taken) which can be pretty important in some fights.
Notable Skills
Gibbering Shelter
Runic Sunder
Impervious Runeward
Runeguard of Still Waters
Rune of the Colorless Pool
Notable Passives
Aegis of the Unseen
Circumvented Fate
Wellspring of the Abyss
Implacable Outcome
Provides both an extremely good sustain tool (
Heart of Flame) and a good support Ultimate (
Standard of Might). In this guide we pair Ardent Flame with Grave Lord instead of Siphoning (because
Heart of Flame solves sustain just like
Siphoning Attacks) so we use
Glacial Colossus instead, but
Standard of Might is still good, especially for survivability.
Notable Skills
Standard of Might
Burning Embers
Heart of Flame
Hearth and Home
Notable Passives
Combustion
Traumatic Burns
Fan the Flames
A Soul Ablaze
Most of the buffs it provides (
Igneous Weapons and
Magma Fist) are now extremely good DPS abilities, so it's much more efficient to have a DD use them. Still, it has access to
Magma Shell which lets you bypass many mechanics.
Notable Skills
Magma Shell
Magma Fist
Igneous Weapons
Earthshield Mantle
Notable Passives
Heart of Stone
Blessing at the Peak
Mountain Giant
A pretty good Ultimate (
Summon Charged Atronach) which grants your group Major Berserk, an extremely strong damage shield (
Hardened Ward) and a block mitigation ability (
Bound Aegis) which will put most builds at the block mitigation cap.
Notable Skills
Summon Charged Atronach
Hardened Ward /
Regenerative Ward
Bound Aegis
Notable Passives
Rebate
Power Stone
Daedric Protection
Expert Summoner
A decent skill line for 1 Tank 3 DD dungeon runs when your Damage Dealers need some additional healing.
Notable Skills
Budding Seeds
Notable Passives
Emerald Moss
Nature's Gift
Maturation
Accelerated Growth
Final Combinations
Example of a setup for each base class. These prioritize survivability and ease of play, so each of them has at least one skill line that trivializes sustain.
Skill Setups
Base Setup
A base setup that uses only Winter's Embrace and Siphoning skill lines and which should be your starting point to which you'll later add skills from your 3rd skill line
Switching skills for trash packs isn't worth it unless you're using gear-swap addons, but switching skills for more difficult fights is something you should always do
| Front Bar | Back Bar |
|---|---|
| Slot 1: Shield ThrowTaunt / Sage's Remedy / Maim | Slot 1: Expansive Frost CloakMorph of Frost Cloak |
| Slot 2: TrampleMagic / Thief's Swiftness / Heroism | Slot 2: Wield SoulPull / Druid's Resurgence / Cowardice |
| Slot 3: Siphoning AttacksMorph of Siphoning Strikes | Slot 3: Elemental SusceptibilityMorph of Weakness to Elements |
| Slot 4: Ulfsild's ContingencyDamage Shield / Gladiator's Tenacity / Resolve | Slot 4: Elemental BlockadeMorph of Wall of Elements |
| Slot 5: Polar WindMorph of Arctic Wind | Slot 5: Soul BurstDamage Shield / Anchorite's Potency / Courage |
| Ultimate: Temporal GuardMorph of Undo | Ultimate: Reviving BarrierMorph of Barrier |
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%
Trample (
Magic,
Thief's Swiftness,
Heroism) - a 1.5 second channel that will grant you
Major Heroism for 10 seconds which translates to roughly 20 Ultimate per cast. The same buff can be provided by Wardens with
Bountiful Harvest. If you're using
Baron Zaudrus, use
Assassin's Misery instead to proc it more
Siphoning Attacks - this ability will passively heal you, improve your sustain, and you can use it to trade 4000 Health for 2600 Stamina and Magicka, which will also trigger the
Transfer passive, granting you 2 Ultimate
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
Polar Wind - a very strong direct heal that also heals an ally and puts a 10 second HoT on yourself
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
Expansive Frost Cloak - a source of crucial
Major Resolve buff for your entire group, which increases armor by 5948, which is roughly 12% damage mitigation
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
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
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. Slotted on the backbar for the
Magicka Aid passive which grants 10% Magicka Recovery
If you need to slot something situational, replace
Trample if it's a difficult fight,
Siphoning Attacks if you don't need the sustain, or
Soul Burst if you don't need
Minor Courage
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 setup. 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 setup 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)
Revealing Flare - slot it for more difficult fights where you need more damage mitigation. It passively grants
Major Protection, reducing your damage taken by 10%. It will also trigger the
Magicka Aid passive, which increases Magicka Recovery by 10%
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
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
Shimmering Shield - massive damage shield that works only against projectiles. Use it in fights with dangerous projectiles
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
Power Bash - a skill for proccing the
Void Bash item set if you're switching to that in trash packs
Race Against Time - use it in fights where you need snare removal. It also triggers the
Concentrated Barrier passive
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
Exhilarating Drain - a 3 second channel that generates 20 Ultimate over its duration. If you're playing a Vampire, it can replace
Trample when a Warden provides
Major Heroism with
Bountiful Harvest. Being a Vampire increases the cost of all of your skills and your Flame damage taken even at the lowest stage, and the channel can be risky in more difficult fights
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.
A setup for trash packs in Dungeons
| Front Bar | Back Bar |
|---|---|
| Slot 1: Inner RageMorph of Inner Fire | Slot 1: Expansive Frost CloakMorph of Frost Cloak |
| Slot 2: Razor CaltropsMorph of Caltrops | Slot 2: Wield SoulPull / Druid's Resurgence / Cowardice |
| Slot 3: Siphoning AttacksMorph of Siphoning Strikes | Slot 3: PulsarMorph of Impulse |
| Slot 4: Power BashBase Skill | Slot 4: Elemental BlockadeMorph of Wall of Elements |
| Slot 5: Polar WindMorph of Arctic Wind | Slot 5: Ulfsild's ContingencyDamage Shield / Gladiator's Tenacity / Resolve |
| Ultimate: Temporal GuardMorph of Undo | Ultimate: Reviving BarrierMorph of Barrier |
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
Razor Caltrops replaces
Trample
Power Bash replaces
Ulfsild's Contingency. This will allow us to proc the
Void Bash item set which will stack up smaller enemies
Ulfsild's Contingency moves to backbar, replacing
Soul Burst
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 ThrowTaunt / Sage's Remedy / Maim | Slot 1: Expansive Frost CloakMorph of Frost Cloak |
| Slot 2: Razor CaltropsMorph of Caltrops | Slot 2: Wield SoulPull / Druid's Resurgence / Cowardice |
| Slot 3: Siphoning AttacksMorph of Siphoning Strikes | Slot 3: PulsarMorph of Impulse |
| Slot 4: Ulfsild's ContingencyDamage Shield / Gladiator's Tenacity / Resolve | Slot 4: Elemental BlockadeMorph of Wall of Elements |
| Slot 5: Polar WindMorph of Arctic Wind | Slot 5: Charging ManeuverMorph of Rapid Maneuver |
| Ultimate: Temporal GuardMorph of Undo | Ultimate: Reviving BarrierMorph of Barrier |
WHAT CHANGES
Razor Caltrops replaces
Trample
Charging Maneuver replaces
Soul Burst
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 ThrowTaunt / Sage's Remedy / Maim | Slot 1: Expansive Frost CloakMorph of Frost Cloak |
| Slot 2: Revealing FlareBase Skill | Slot 2: Wield SoulPull / Druid's Resurgence / Cowardice |
| Slot 3: Siphoning AttacksMorph of Siphoning Strikes | Slot 3: Elemental SusceptibilityMorph of Weakness to Elements |
| Slot 4: Ulfsild's ContingencyDamage Shield / Gladiator's Tenacity / Resolve | Slot 4: Elemental BlockadeMorph of Wall of Elements |
| Slot 5: Polar WindMorph of Arctic Wind | Slot 5: Soul BurstDamage Shield / Anchorite's Potency / Courage |
| Ultimate: Temporal GuardMorph of Undo | Ultimate: Reviving BarrierMorph of Barrier |
WHAT CHANGES
Revealing Flare replaces
Trample. It passively grants
Major Protection, reducing your damage taken by 10%. It will also trigger the
Magicka Aid passive, which increases Magicka Recovery by 10%
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
Grave Lord Skill Setups
Default setup
| Front Bar | Back Bar |
|---|---|
| Slot 1: Shield ThrowTaunt / Sage's Remedy / Maim | Slot 1: Expansive Frost CloakMorph of Frost Cloak |
| Slot 2: TrampleMagic / Thief's Swiftness / Heroism | Slot 2: Wield SoulPull / Druid's Resurgence / Cowardice |
| Slot 3: Siphoning AttacksMorph of Siphoning Strikes | Slot 3: Elemental SusceptibilityMorph of Weakness to Elements |
| Slot 4: Ulfsild's ContingencyDamage Shield / Gladiator's Tenacity / Resolve | Slot 4: Elemental BlockadeMorph of Wall of Elements |
| Slot 5: Polar WindMorph of Arctic Wind | Slot 5: Soul BurstDamage Shield / Anchorite's Potency / Courage |
| Ultimate: Temporal GuardMorph of Undo | Ultimate: Glacial ColossusMorph of Frozen Colossus |
What Changes
Changes compared to the Regular Base Setup
Glacial Colossus replaces
Reviving Barrier
A setup for trash packs in Dungeons
| Front Bar | Back Bar |
|---|---|
| Slot 1: Inner RageMorph of Inner Fire | Slot 1: Expansive Frost CloakMorph of Frost Cloak |
| Slot 2: Razor CaltropsMorph of Caltrops | Slot 2: Wield SoulPull / Druid's Resurgence / Cowardice |
| Slot 3: Siphoning AttacksMorph of Siphoning Strikes | Slot 3: PulsarMorph of Impulse |
| Slot 4: Power BashBase Skill | Slot 4: Elemental BlockadeMorph of Wall of Elements |
| Slot 5: Polar WindMorph of Arctic Wind | Slot 5: Ulfsild's ContingencyDamage Shield / Gladiator's Tenacity / Resolve |
| Ultimate: Temporal GuardMorph of Undo | Ultimate: Glacial ColossusMorph of Frozen Colossus |
What Changes
Changes compared to the Trash (Dungeon) Base Setup
Glacial Colossus replaces
Reviving Barrier
A setup for trash packs in Trials
| Front Bar | Back Bar |
|---|---|
| Slot 1: Shield ThrowTaunt / Sage's Remedy / Maim | Slot 1: Expansive Frost CloakMorph of Frost Cloak |
| Slot 2: Razor CaltropsMorph of Caltrops | Slot 2: Wield SoulPull / Druid's Resurgence / Cowardice |
| Slot 3: Siphoning AttacksMorph of Siphoning Strikes | Slot 3: PulsarMorph of Impulse |
| Slot 4: Ulfsild's ContingencyDamage Shield / Gladiator's Tenacity / Resolve | Slot 4: Elemental BlockadeMorph of Wall of Elements |
| Slot 5: Polar WindMorph of Arctic Wind | Slot 5: Charging ManeuverMorph of Rapid Maneuver |
| Ultimate: Temporal GuardMorph of Undo | Ultimate: Glacial ColossusMorph of Frozen Colossus |
What Changes
Changes compared to the Trash (Trial) Base Setup
Glacial Colossus replaces
Reviving Barrier
A setup which focuses on your own survivability
| Front Bar | Back Bar |
|---|---|
| Slot 1: Shield ThrowTaunt / Sage's Remedy / Maim | Slot 1: Expansive Frost CloakMorph of Frost Cloak |
| Slot 2: Revealing FlareBase Skill | Slot 2: Wield SoulPull / Druid's Resurgence / Cowardice |
| Slot 3: Siphoning AttacksMorph of Siphoning Strikes | Slot 3: Elemental SusceptibilityMorph of Weakness to Elements |
| Slot 4: Ulfsild's ContingencyDamage Shield / Gladiator's Tenacity / Resolve | Slot 4: Elemental BlockadeMorph of Wall of Elements |
| Slot 5: Polar WindMorph of Arctic Wind | Slot 5: Soul BurstDamage Shield / Anchorite's Potency / Courage |
| Ultimate: Temporal GuardMorph of Undo | Ultimate: Glacial ColossusMorph of Frozen Colossus |
What Changes
Changes compared to the Tanky Base Setup
Glacial Colossus replaces
Reviving Barrier
Daedric Summoning Skill Setups
Default setup
| Front Bar | Back Bar |
|---|---|
| Slot 1: Shield ThrowTaunt / Sage's Remedy / Maim | Slot 1: Expansive Frost CloakMorph of Frost Cloak |
| Slot 2: TrampleMagic / Thief's Swiftness / Heroism | Slot 2: Wield SoulPull / Druid's Resurgence / Cowardice |
| Slot 3: Siphoning AttacksMorph of Siphoning Strikes | Slot 3: Elemental SusceptibilityMorph of Weakness to Elements |
| Slot 4: Ulfsild's ContingencyDamage Shield / Gladiator's Tenacity / Resolve | Slot 4: Elemental BlockadeMorph of Wall of Elements |
| Slot 5: Polar WindMorph of Arctic Wind | Slot 5: Soul BurstDamage Shield / Anchorite's Potency / Courage |
| Ultimate: Temporal GuardMorph of Undo | Ultimate: Summon Charged AtronachMorph of Summon Storm Atronach |
What Changes
Changes compared to the Regular Base Setup
Summon Charged Atronach replaces
Reviving Barrier
Regenerative Ward - the other morph of
Hardened Ward (which is used in Tanky setup) which provides a weaker damage shield but is cheaper to cast, heals you and grants you and your team Minor Intellect and Endurance, increasing Magicka and Stamina Recoveries by 15%
Bound Aegis - replaces
Immovable as a situational skill for fights where you need more block mitigation. It grants
Minor Protection and
Minor Resolve while slotted, and casting it increases your block mitigation by 50%, but it doesn't provide CC immunity
A setup for trash packs in Dungeons
| Front Bar | Back Bar |
|---|---|
| Slot 1: Inner RageMorph of Inner Fire | Slot 1: Expansive Frost CloakMorph of Frost Cloak |
| Slot 2: Razor CaltropsMorph of Caltrops | Slot 2: Wield SoulPull / Druid's Resurgence / Cowardice |
| Slot 3: Siphoning AttacksMorph of Siphoning Strikes | Slot 3: PulsarMorph of Impulse |
| Slot 4: Power BashBase Skill | Slot 4: Elemental BlockadeMorph of Wall of Elements |
| Slot 5: Polar WindMorph of Arctic Wind | Slot 5: Ulfsild's ContingencyDamage Shield / Gladiator's Tenacity / Resolve |
| Ultimate: Temporal GuardMorph of Undo | Ultimate: Summon Charged AtronachMorph of Summon Storm Atronach |
What Changes
Changes compared to the Trash (Dungeon) Base Setup
Summon Charged Atronach replaces
Reviving Barrier
A setup for trash packs in Trials
| Front Bar | Back Bar |
|---|---|
| Slot 1: Shield ThrowTaunt / Sage's Remedy / Maim | Slot 1: Expansive Frost CloakMorph of Frost Cloak |
| Slot 2: Razor CaltropsMorph of Caltrops | Slot 2: Wield SoulPull / Druid's Resurgence / Cowardice |
| Slot 3: Siphoning AttacksMorph of Siphoning Strikes | Slot 3: PulsarMorph of Impulse |
| Slot 4: Ulfsild's ContingencyDamage Shield / Gladiator's Tenacity / Resolve | Slot 4: Elemental BlockadeMorph of Wall of Elements |
| Slot 5: Polar WindMorph of Arctic Wind | Slot 5: Charging ManeuverMorph of Rapid Maneuver |
| Ultimate: Temporal GuardMorph of Undo | Ultimate: Summon Charged AtronachMorph of Summon Storm Atronach |
What Changes
Changes compared to the Trash (Trial) Base Setup
Summon Charged Atronach replaces
Reviving Barrier
A setup which focuses on your own survivability
| Front Bar | Back Bar |
|---|---|
| Slot 1: Shield ThrowTaunt / Sage's Remedy / Maim | Slot 1: Expansive Frost CloakMorph of Frost Cloak |
| Slot 2: Revealing FlareBase Skill | Slot 2: Wield SoulPull / Druid's Resurgence / Cowardice |
| Slot 3: Siphoning AttacksMorph of Siphoning Strikes | Slot 3: Elemental SusceptibilityMorph of Weakness to Elements |
| Slot 4: Hardened WardMorph of Conjured Ward | Slot 4: Elemental BlockadeMorph of Wall of Elements |
| Slot 5: Polar WindMorph of Arctic Wind | Slot 5: Ulfsild's ContingencyDamage Shield / Gladiator's Tenacity / Resolve |
| Ultimate: Temporal GuardMorph of Undo | Ultimate: Summon Charged AtronachMorph of Summon Storm Atronach |
What Changes
Changes compared to the Tanky Base Setup
Summon Charged Atronach replaces
Reviving Barrier
Hardened Ward replaces
Ulfsild's Contingency on the frontbar
Ulfsild's Contingency moves to the backbar, replacing
Soul Burst
Restoring Light Skill Setups
Default setup
| Front Bar | Back Bar |
|---|---|
| Slot 1: Shield ThrowTaunt / Sage's Remedy / Maim | Slot 1: Expansive Frost CloakMorph of Frost Cloak |
| Slot 2: TrampleMagic / Thief's Swiftness / Heroism | Slot 2: Wield SoulPull / Druid's Resurgence / Cowardice |
| Slot 3: Siphoning AttacksMorph of Siphoning Strikes | Slot 3: Elemental SusceptibilityMorph of Weakness to Elements |
| Slot 4: Ulfsild's ContingencyDamage Shield / Gladiator's Tenacity / Resolve | Slot 4: Elemental BlockadeMorph of Wall of Elements |
| Slot 5: Polar WindMorph of Arctic Wind | Slot 5: Extended RitualMorph of Cleansing Ritual |
| Ultimate: Temporal GuardMorph of Undo | Ultimate: Reviving BarrierMorph of Barrier |
What Changes
Changes compared to the Regular Base Setup
Extended Ritual replaces
Soul Burst
Radiant Aura - use it if your team needs more sustain
Repentance - a great sustain tool if you're struggling with Stamina in trash packs or boss fights with lots of adds
Restoring Focus - creates a rune on the ground and grants
Major Resolve for 20 seconds, increasing Armor by 5,948. It also restores Stamina and heals you every second for 2% of your Max Health. Standing inside the rune increases that healing to 6% of your Max Health. It can replace
Expansive Frost Cloak if your team already gets
Major Resolve from another source, or be slotted alongside it otherwise
A setup for trash packs in Dungeons
| Front Bar | Back Bar |
|---|---|
| Slot 1: Inner RageMorph of Inner Fire | Slot 1: Expansive Frost CloakMorph of Frost Cloak |
| Slot 2: Razor CaltropsMorph of Caltrops | Slot 2: Wield SoulPull / Druid's Resurgence / Cowardice |
| Slot 3: Siphoning AttacksMorph of Siphoning Strikes | Slot 3: PulsarMorph of Impulse |
| Slot 4: Power BashBase Skill | Slot 4: Elemental BlockadeMorph of Wall of Elements |
| Slot 5: Polar WindMorph of Arctic Wind | Slot 5: Ulfsild's ContingencyDamage Shield / Gladiator's Tenacity / Resolve |
| Ultimate: Temporal GuardMorph of Undo | Ultimate: Reviving BarrierMorph of Barrier |
What Changes
Identical to the Trash (Dungeon) Base Setup
A setup for trash packs in Trials
| Front Bar | Back Bar |
|---|---|
| Slot 1: Shield ThrowTaunt / Sage's Remedy / Maim | Slot 1: Expansive Frost CloakMorph of Frost Cloak |
| Slot 2: Razor CaltropsMorph of Caltrops | Slot 2: Wield SoulPull / Druid's Resurgence / Cowardice |
| Slot 3: Siphoning AttacksMorph of Siphoning Strikes | Slot 3: PulsarMorph of Impulse |
| Slot 4: Ulfsild's ContingencyDamage Shield / Gladiator's Tenacity / Resolve | Slot 4: Elemental BlockadeMorph of Wall of Elements |
| Slot 5: Polar WindMorph of Arctic Wind | Slot 5: Charging ManeuverMorph of Rapid Maneuver |
| Ultimate: Temporal GuardMorph of Undo | Ultimate: Reviving BarrierMorph of Barrier |
What Changes
Identical to the Trash (Trial) Base Setup
A setup which focuses on your own survivability
| Front Bar | Back Bar |
|---|---|
| Slot 1: Shield ThrowTaunt / Sage's Remedy / Maim | Slot 1: Expansive Frost CloakMorph of Frost Cloak |
| Slot 2: Revealing FlareBase Skill | Slot 2: Wield SoulPull / Druid's Resurgence / Cowardice |
| Slot 3: Siphoning AttacksMorph of Siphoning Strikes | Slot 3: Elemental SusceptibilityMorph of Weakness to Elements |
| Slot 4: Ulfsild's ContingencyDamage Shield / Gladiator's Tenacity / Resolve | Slot 4: Elemental BlockadeMorph of Wall of Elements |
| Slot 5: Polar WindMorph of Arctic Wind | Slot 5: Extended RitualMorph of Cleansing Ritual |
| Ultimate: Temporal GuardMorph of Undo | Ultimate: Reviving BarrierMorph of Barrier |
What Changes
Changes compared to the Tanky Base Setup
Extended Ritual replaces
Soul Burst
Soldier of Apocrypha Skill Setups
Default setup
| Front Bar | Back Bar |
|---|---|
| Slot 1: Shield ThrowTaunt / Sage's Remedy / Maim | Slot 1: Expansive Frost CloakMorph of Frost Cloak |
| Slot 2: TrampleMagic / Thief's Swiftness / Heroism | Slot 2: Wield SoulPull / Druid's Resurgence / Cowardice |
| Slot 3: Siphoning AttacksMorph of Siphoning Strikes | Slot 3: Elemental SusceptibilityMorph of Weakness to Elements |
| Slot 4: Runeguard of Still WatersMorph of Runic Defense | Slot 4: Elemental BlockadeMorph of Wall of Elements |
| Slot 5: Polar WindMorph of Arctic Wind | Slot 5: Soul BurstDamage Shield / Anchorite's Potency / Courage |
| Ultimate: Gibbering ShelterMorph of Gibbering Shield | Ultimate: Gibbering ShelterMorph of Gibbering Shield |
What Changes
Changes compared to the Regular Base Setup
Runeguard of Still Waters replaces
Ulfsild's Contingency
Gibbering Shelter replaces both
Temporal Guard and
Reviving Barrier since
Runeguard of Still Waters already provides Minor Protection, and double-barring it lets you benefit more from the
Wellspring of the Abyss passive
Runic Sunder - a 22 meter taunt that steals 2200 Armor, applies
Minor Maim, generates Crux, and reduces your damage taken by 2% per active Crux while slotted. Use it if your team needs more penetration or if you need more armor. It can replace your regular taunt in fights where you won't need the 28 meter range, otherwise it has to be slotted alongside a regular 28-meter taunt
Rune of the Colorless Pool - an ability which applies Minor Brittle and Minor Vulnerability for 20 seconds. You'll already be getting some uptime on these from
Elemental Susceptibility, but
Rune of the Colorless Pool can provide 100% uptime
A setup for trash packs in Dungeons
| Front Bar | Back Bar |
|---|---|
| Slot 1: Inner RageMorph of Inner Fire | Slot 1: Expansive Frost CloakMorph of Frost Cloak |
| Slot 2: Razor CaltropsMorph of Caltrops | Slot 2: Wield SoulPull / Druid's Resurgence / Cowardice |
| Slot 3: Siphoning AttacksMorph of Siphoning Strikes | Slot 3: PulsarMorph of Impulse |
| Slot 4: Power BashBase Skill | Slot 4: Elemental BlockadeMorph of Wall of Elements |
| Slot 5: Polar WindMorph of Arctic Wind | Slot 5: Runeguard of Still WatersMorph of Runic Defense |
| Ultimate: Gibbering ShelterMorph of Gibbering Shield | Ultimate: Gibbering ShelterMorph of Gibbering Shield |
What Changes
Changes compared to the Trash (Dungeon) Base Setup
Runeguard of Still Waters replaces
Ulfsild's Contingency
Gibbering Shelter replaces both
Temporal Guard and
Reviving Barrier since
Runeguard of Still Waters already provides Minor Protection, and double-barring it lets you benefit more from the
Wellspring of the Abyss passive
A setup for trash packs in Trials
| Front Bar | Back Bar |
|---|---|
| Slot 1: Shield ThrowTaunt / Sage's Remedy / Maim | Slot 1: Expansive Frost CloakMorph of Frost Cloak |
| Slot 2: Razor CaltropsMorph of Caltrops | Slot 2: Wield SoulPull / Druid's Resurgence / Cowardice |
| Slot 3: Siphoning AttacksMorph of Siphoning Strikes | Slot 3: PulsarMorph of Impulse |
| Slot 4: Runeguard of Still WatersMorph of Runic Defense | Slot 4: Elemental BlockadeMorph of Wall of Elements |
| Slot 5: Polar WindMorph of Arctic Wind | Slot 5: Charging ManeuverMorph of Rapid Maneuver |
| Ultimate: Gibbering ShelterMorph of Gibbering Shield | Ultimate: Gibbering ShelterMorph of Gibbering Shield |
What Changes
Changes compared to the Trash (Trial) Base Setup
Runeguard of Still Waters replaces
Ulfsild's Contingency
Gibbering Shelter replaces both
Temporal Guard and
Reviving Barrier since
Runeguard of Still Waters already provides Minor Protection, and double-barring it lets you benefit more from the
Wellspring of the Abyss passive
A setup which focuses on your own survivability
| Front Bar | Back Bar |
|---|---|
| Slot 1: Shield ThrowTaunt / Sage's Remedy / Maim | Slot 1: Expansive Frost CloakMorph of Frost Cloak |
| Slot 2: Revealing FlareBase Skill | Slot 2: Wield SoulPull / Druid's Resurgence / Cowardice |
| Slot 3: Siphoning AttacksMorph of Siphoning Strikes | Slot 3: Elemental SusceptibilityMorph of Weakness to Elements |
| Slot 4: Impervious RunewardMorph of Runespite Ward | Slot 4: Elemental BlockadeMorph of Wall of Elements |
| Slot 5: Polar WindMorph of Arctic Wind | Slot 5: Runeguard of Still WatersMorph of Runic Defense |
| Ultimate: Gibbering ShelterMorph of Gibbering Shield | Ultimate: Gibbering ShelterMorph of Gibbering Shield |
What Changes
Changes compared to the Tanky Base Setup
Impervious Runeward replaces
Ulfsild's Contingency
Runeguard of Still Waters replaces
Soul Burst
Gibbering Shelter replaces both
Temporal Guard and
Reviving Barrier since
Runeguard of Still Waters already provides Minor Protection, and double-barring it lets you benefit more from the
Wellspring of the Abyss passive
Ardent Flame Skill Setups
Default setup
| Front Bar | Back Bar |
|---|---|
| Slot 1: Shield ThrowTaunt / Sage's Remedy / Maim | Slot 1: Expansive Frost CloakMorph of Frost Cloak |
| Slot 2: TrampleMagic / Thief's Swiftness / Heroism | Slot 2: Wield SoulPull / Druid's Resurgence / Cowardice |
| Slot 3: Heart of FlameMorph of Core of Flame | Slot 3: Elemental SusceptibilityMorph of Weakness to Elements |
| Slot 4: Ulfsild's ContingencyDamage Shield / Gladiator's Tenacity / Resolve | Slot 4: Elemental BlockadeMorph of Wall of Elements |
| Slot 5: Polar WindMorph of Arctic Wind | Slot 5: Hearth and HomeMorph of Hearthfire |
| Ultimate: Temporal GuardMorph of Undo | Ultimate: Glacial ColossusMorph of Frozen Colossus |
What Changes
Changes compared to the Regular Base Setup
Heart of Flame replaces
Siphoning Attacks
Glacial Colossus replaces
Reviving Barrier
Hearth and Home replaces
Soul Burst
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
Standard of Might - provides less group DPS than
Glacial Colossus. 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, which can help you survive some very difficult mechanics. It also gives a single use of the Shackle synergy which deals direct damage and immobilizes enemies in the area
A setup for trash packs in Dungeons
| Front Bar | Back Bar |
|---|---|
| Slot 1: Inner RageMorph of Inner Fire | Slot 1: Expansive Frost CloakMorph of Frost Cloak |
| Slot 2: Razor CaltropsMorph of Caltrops | Slot 2: Wield SoulPull / Druid's Resurgence / Cowardice |
| Slot 3: Heart of FlameMorph of Core of Flame | Slot 3: PulsarMorph of Impulse |
| Slot 4: Power BashBase Skill | Slot 4: Elemental BlockadeMorph of Wall of Elements |
| Slot 5: Polar WindMorph of Arctic Wind | Slot 5: Hearth and HomeMorph of Hearthfire |
| Ultimate: Temporal GuardMorph of Undo | Ultimate: Glacial ColossusMorph of Frozen Colossus |
What Changes
Changes compared to the Trash (Dungeon) Base Setup
Heart of Flame replaces
Siphoning Attacks
Glacial Colossus replaces
Reviving Barrier
Hearth and Home replaces
Ulfsild's Contingency
A setup for trash packs in Trials
| Front Bar | Back Bar |
|---|---|
| Slot 1: Shield ThrowTaunt / Sage's Remedy / Maim | Slot 1: Expansive Frost CloakMorph of Frost Cloak |
| Slot 2: Razor CaltropsMorph of Caltrops | Slot 2: Wield SoulPull / Druid's Resurgence / Cowardice |
| Slot 3: Heart of FlameMorph of Core of Flame | Slot 3: PulsarMorph of Impulse |
| Slot 4: Ulfsild's ContingencyDamage Shield / Gladiator's Tenacity / Resolve | Slot 4: Elemental BlockadeMorph of Wall of Elements |
| Slot 5: Polar WindMorph of Arctic Wind | Slot 5: Hearth and HomeMorph of Hearthfire |
| Ultimate: Temporal GuardMorph of Undo | Ultimate: Glacial ColossusMorph of Frozen Colossus |
What Changes
Changes compared to the Trash (Trial) Base Setup
Heart of Flame replaces
Siphoning Attacks
Glacial Colossus replaces
Reviving Barrier
Hearth and Home replaces
Charging Maneuver
A setup which focuses on your own survivability
| Front Bar | Back Bar |
|---|---|
| Slot 1: Shield ThrowTaunt / Sage's Remedy / Maim | Slot 1: Expansive Frost CloakMorph of Frost Cloak |
| Slot 2: Burning EmbersMorph of Searing Strike | Slot 2: Wield SoulPull / Druid's Resurgence / Cowardice |
| Slot 3: Heart of FlameMorph of Core of Flame | Slot 3: Elemental SusceptibilityMorph of Weakness to Elements |
| Slot 4: Ulfsild's ContingencyDamage Shield / Gladiator's Tenacity / Resolve | Slot 4: Elemental BlockadeMorph of Wall of Elements |
| Slot 5: Polar WindMorph of Arctic Wind | Slot 5: Hearth and HomeMorph of Hearthfire |
| Ultimate: Temporal GuardMorph of Undo | Ultimate: Glacial ColossusMorph of Frozen Colossus |
What Changes
Changes compared to the Tanky Base Setup
Burning Embers replaces
Revealing Flare
Heart of Flame replaces
Siphoning Attacks
Glacial Colossus replaces
Reviving Barrier
Hearth and Home replaces
Soul Burst
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 - Grave Lord (Necromancer)
Reusable Parts - Not Needed (Low Priority if combined with Living Death)
Death Knell - Low Priority
Dismember - Low Priority
Rapid Rot - Low Priority
Class - Siphoning (Nightblade)
Catalyst - High Priority
Magicka Flood - High Priority
Soul Siphoner - Medium Priority
Transfer - High Priority
Class - Winter's Embrace (Warden)
Glacial Presence - High Priority
Frozen Armor - High Priority
Icy Aura - High Priority
Piercing Cold - High Priority
Class - Daedric Summoning (Sorcerer)
Rebate - High Priority
Power Stone - High Priority
Daedric Protection - High Priority
Expert Summoner - High Priority
Class - Restoring Light (Templar)
Mending - High Priority
Sacred Ground - High Priority
Light Weaver - Medium Priority
Master Ritualist - Medium Priority
Class - Soldier of Apocrypha (Arcanist)
Aegis of the Unseen - High Priority
Wellspring of the Abyss - High Priority
Circumvented Fate - High Priority
Implacable Outcome - High Priority
Class - Ardent Flame (Dragonknight)
Combustion - High Priority
Traumatic Burns - High Priority
Fan the Flames - High Priority
A Soul Ablaze - 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
Xoryn's Masterpiece.
If you're not running Grave Lord, use
Archdruid Devyric instead of
Baron Zaudrus.
| 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- The Ultimate generation from
Baron Zaudrus lets you keep up 100% uptime on Major Vulnerability through
Glacial Colossus. Applying
Elemental Susceptibility to multiple targets will generate a lot of Ultimate from this set. Use
Assassin's Misery on
Trample to proc it more
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
Baron Zaudrus changes to
Magma Incarnate +
Spaulder of Ruin because
Spaulder of Ruin is a strong buff that doesn't need any casting, and you'll most likely build enough Ultimate for the next boss even without
Baron Zaudrus
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. Swap
Caltrops around with
Expansive Frost Cloak when using
Powerful Assault. If you're playing without a Healer keep using
Vestments of Olorime. If you're using
Powerful Assault, don't replace
Razor Caltrops with
Unnerving Boneyard even with Grave Lord, because you need
Caltrops to proc the set
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 +
Xoryn's Masterpiece with
Baron Zaudrus. 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
Xoryn's Masterpiece for
Saxhleel's Champion.
Setup 1 Boss
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
|
|
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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|
|
Jewelry | |
|
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|
|
Jewelry | |
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|
|
Jewelry | |
|
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|
|
Any 1-handed weapon | |
|
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|
|
Shield | |
|
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|
|
Ice Staff | |
|
Unlike Dungeon trash setup, it doesn't switch away from Ultimate sets because Trial trash packs can be difficult so it's worth spending Ultimate on them.
Setup 1 Trash
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
|
|
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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|
|
Jewelry | |
|
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|
|
Jewelry | |
|
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|
|
Jewelry | |
|
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|
Any 1-handed weapon | |
|
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|
|
Shield | |
|
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|
|
Ice Staff | |
|
Setup 2 Boss
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
|
|
Medium | |
|
|
|
|
Light | |
|
|
|
|
Heavy | |
|
|
|
|
Heavy | |
|
|
|
|
Heavy | |
|
|
|
|
Heavy | |
|
|
|
|
Heavy | |
|
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|
|
Jewelry | |
|
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|
|
Jewelry | |
|
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|
|
Jewelry | |
|
|
|
|
Any 1-handed weapon | |
|
|
|
|
Shield | |
|
|
|
|
Ice Staff | |
|
Setup Notes
- This setup requires you to fit either
Resolving Vigor or
Echoing Vigor on your backbar to proc
Powerful Assault
Unlike Dungeon trash setup, it doesn't switch away from Ultimate sets because Trial trash packs can be difficult so it's worth spending Ultimate on them. Swap
Razor Caltrops around with
Expansive Frost Cloak so
Caltrops is on your backbar to proc
Powerful Assault, just like in Dungeon Trash setup.
Setup 2 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 | |
|
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 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
Xoryn's Masterpiece
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
Decisive trait (
Charged if you gave up Winter's Embrace) 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
Polar Wind 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
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
Heroism potions can provide 100% uptime on
Minor Heroism which generates ultimate, but they're expensive.
Gameplay
Fashion
| Slot | Style | Dyes |
|---|---|---|
| Head |
Thalmor Black
Thalmor Black
Thalmor Black
|
|
| Shoulders |
Thalmor Black
|
|
| Chest |
Thalmor Black
Thalmor Black
Thalmor Black
|
|
| Hands |
Thalmor Black
Thalmor Black
Wolf's Fur Brown
|
|
| Belt |
Empty
|
|
| Legs |
Thalmor Black
Thalmor Black
Wolf's Fur Brown
|
|
| Feet |
Thalmor Black
Thalmor Black
|
|
| Frontbar Main Hand |
Thalmor Black
Thalmor Black
Thalmor Black
|
|
| Frontbar Off Hand |
Thalmor Black
Thalmor Black
Thalmor Black
|
|
| Backbar Main Hand |
Thalmor Black
Thalmor Black
Thalmor Black
|
|
FAQ
No. Subclass Tank is more flexible, since you can switch skill lines to bring whatever a specific fight needs. But in a good group, Pure Class Tank is always better.
The best default Subclass Tank setup uses Winter’s Embrace, Siphoning, and Grave Lord. Winter’s Embrace provides Expansive Frost Cloak and strong defensive tools, Siphoning provides sustain through Siphoning Attacks, and Grave Lord provides Glacial Colossus for Major Vulnerability. Dragonknight is the main exception and can replace Siphoning with Ardent Flame.
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.
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.
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.
Head
Shoulders
Chest
Hands
Belt
Legs
Boots
Necklace
Ring
Frontbar Main Hand
Frontbar Off Hand