ESO: The best tank builds for every class

 

ESO: The best tank builds for every class

The MMORPG The Elder Scrolls Online (ESO) now offers you a selection of up to 6 classes between which you have to choose. In this guide, we want to show you a few tank builds with which you can master the beginnings in ESO.


What is this about? This is part 3 of a series of guides in which we would like to introduce you to builds that will help beginners get started in ESO. This article is all about tank builds. As a tank, you have to be resilient, attract the attention of enemies, and manage your resources well.


In this guide we want to explain how the different builds work. Not only does the choice of classes play an important role, but also that of the peoples.  In this guide you will learn which people are best suited for which role.


In the other guides we also cover the following topics:


  • Magicka DD
  • Endurance DD
  • healer

Before we really get started with the guide, we would like to briefly introduce you to important vocabulary that is used again and again in the guide and in the game.

Important vocabulary you should know for this guide

  • What is a spot? This is a skill that mocks the opponent. This means that only the player who cast this skill on him will be attacked. But there are always individual skills that this does not apply to.
  • What is a remote spot? A distant spot is the same as a spot, only that it has a longer range and can therefore also be cast when the opponent is further away.
  • What is a
  • What does the word morph mean? This means a different execution of a skill. In ESO you have the opportunity to change a skill (morph) as soon as it has reached level IV. You then always have 2 options to choose from, which differ a little.
  • What does prebuffing mean? This is a preparation for a fight. Before you start, you activate abilities that grant you buffs (advantages) right from the start.


Skills for the tank in ESO

Generally speaking, it's not that easy to design a tank build. In comparison to the DDs or healers, there is no solution here that is by far the one or the best. As a tank, you have to do one thing above all: survive and support the group in later content. How you do that is up to you in principle.

And everyone has their preference. One of them plays the tank relatively immobile, most of the time standing in the block. The other person prefers to avoid attacks rather than intercept them. The way you play influences your choice of armor and the distribution of your attribute points.

Therefore, tank builds are often one of the many options that suit you best. But it will take a while until you really reach the level at which a specialized tank is needed. Before you face the veteran difficulty level, you should make better progress with a DD build.

From level 50 you can enter the dungeons in veteran mode. Before that, you can convert your DD for (random) dungeons into a DD / tank hybrid and log in with the tank role. However, you should exchange some skills for this.

Otherwise the dungeon will take longer as the boss is constantly moving back and forth between the players. This means that it also goes out of the AoE areas of the DDs. So make sure he moves as little as possible.

Which skills does a tank absolutely need? You have to be able to turn the boss on you in the tank role. So you need a spot. In addition, it is important for add groups that you position the individual adds correctly. When they are close together, the DDs can deal damage to all enemies at the same time.

You can use these skills for these tasks:

  • Puncture (weapon with shield): This skill is your spot. The opponent will only care about you for 15 seconds. In addition, you cover him with 2 debuffs: smaller & larger break. This reduces his physical and magic resistance by 2974 and 5948 for 15 seconds.
  • Silver Leash (Warrior Guild): You cause a negligible amount of damage and pull enemies towards you. They are also slowed by 30% for 4 seconds. Note that the opponents are stunned when you pull. Recently stunned enemies cannot be drawn while immune.
  • Inner Rage (Intrepid): Inflicts magic damage once and mocks the enemy for 15 seconds. Allies can use Radiation Synergy to inflict 3 seconds of magic damage on the enemy and again magic damage on all nearby enemies.

Or you use the other morph:

  • Inner Beast (Intrepid): This is the other morph of inner anger. In contrast to this, this ability becomes an endurance skill. It does a little less initial damage, but the enemy takes 2% more damage from your attacks. The effects of the synergy remain the same (as with the internal anger).

The silver line enables all classes to play a functional tank. However, this has not always been possible, so some players still think that a tank can only be played with a dragon knight. However, this information is out of date.

In the endgame you will see that the class of the offtank in particular varies a lot. For example, the supporters (tanks and healers) in a group with the choice of class must follow the DDs. The DDs play the classes that do the most damage and the supporters have to fill in the missing classes.

This is because almost every class has a passive ability that the group buffs.


Night Blades Tank (NB Tank)

The night blade works well as a tank class, as some survival skills scale with maximum life.

Night Blades Tank (NB Tank)

On the 1st bar (front bar):

  • 1: Chimera (Assassination): You get the buff: Greater Evasion. This reduces the incoming damage from area attacks by 20%. You get the buff: Minor Determination. This increases Physical Resistance and Magic Resistance by 2974 for 26 seconds.
  • 2: Dark Mantle (Shadow): You are healed for 1278 every second for 6 seconds. This value scales with your maximum life. You get the buff: Minor Protection. This reduces the damage taken by 5%.
  • 3: Defensive stand (weapon with shield): You receive a damage shield that absorbs a certain amount of damage. The amount scales with your maximum life. You throw back the next projectile that targets you. This effect can only occur once after activation. As long as the shield is active, the amount of damage blocked increases by 10% and the block cost decreases by the same amount.
  • 4: Heroic cut (weapon with shield): You cover the opponent with a debuff: Minor crippling. That reduces its damage by 5%. You also get the buff: Minor heroism. The buff grants you 1 Ultimate Power every 1.5 seconds for 12 seconds. This means that you can use your ultimate (ultimate ability) again faster.
  • 5: Puncture (weapon with shield): This skill is your spot. The opponent will only care about you for 15 seconds. You also cover him with 2 debuffs: Smaller & major break. This reduces his physical and magic resistance by 2974 and 5948 for 15 seconds.
  • R: Invigorating Barrier (Support): You protect your nearby party members and yourself from up to 20238 damage for 30 seconds. The protection heals your allies and you for an additional 15 seconds for a total of 9375 lives.

On the 2nd bar (backbar):

  • 1: Elemental Blockade (Destruction Staff): An area of ​​damage in front of you that inflicts magic damage every second for 14 seconds. As a tank, you often play with a frost stick. If you place the elementary blockade, close allies get a shield against ranged attacks. But you can also use a lightning rod and unbalance opponents in the effective area.
  • 2: Renewing Path (Shadow): You create a swath in front of you. If you are within this lane, you get the buff: Greater speed. That increases your running speed by 30%. This effect lasts 4 seconds after leaving the path. In addition, you and your allies will be healed for 1068 lives every second.
  • 3: Silver Leash (Warrior Guild): You cause a negligible amount of damage and pull enemies towards you. They are also slowed by 30% for 4 seconds. Note that the opponents are stunned when you pull. Recently stunned enemies cannot be drawn while immune.
  • 4: Inner Rage (Intrepid): Inflicts magic damage once and mocks the opponent for 15 seconds. Allies can use Radiation Synergy to inflict 3 seconds of magic damage on the enemy and again magic damage on all nearby enemies.
  • 5: Elemental Drain: (Destruction Staff) The target gets the Debuff: Major Break. It reduces its physical resistance and its magic resistance by 5948 for 23 seconds. The target gets the debuff: Smaller magic robbery. You and your allies are regaining 168 magicka every second.
  • R: Aggressive Signal (Charge): Increases maximum stamina and maximum magicka by 10% for 30 s. In addition, the group receives the buff: Greater power. This increases critical damage by 20% for 10 s.

Templar tank

In principle, the Templar can also be played as a tank. However, it is rarely or not at all needed in optimized groups. In addition, he does not have strong self-healing. So I advise you against this choice. But if you really want to, here are a few skills that you could use:

Templar tank

On the 1st bar (front bar):

  • 1: Restoring Focus (Restoring Light): You create a rune of heavenly protection and receive the buff: Greater Resolve for 20 seconds, which increases your physical and magic resistance by 5,948. You will also regain 242 stamina every second during this duration. Inside the rune you will be healed every second to the amount of 1342, which scales with your maximum health.
  • 2: Radiant Protection (Aedric Spear): You surround yourself with a shield that absorbs up to 6,711 damage for 6 seconds. This part of the ability scales with your maximum health. Nearby enemies take 3,034 magic damage when the shield is activated, and each successful hit increases shield strength by 9%.
  • 3: Power of Light (Wrath of the Dawn): You summon a beam that inflicts 1,929 physical damage to an enemy, copying all damage taken by you for 6 seconds and discharging 20% ​​of it as additional magic damage to them. Maximum copied damage: 11,240. You also apply the Debuff: Minor Break, which reduces their Physical Resistance and Magic Resistance by 2,974 for 9 seconds.
  • 4: Defensive stance (weapon with shield): You receive a damage shield that absorbs a certain amount of damage. The amount scales with your maximum life. You throw back the next projectile that targets you. This effect can only occur once after activation. As long as the shield is active, the amount of damage blocked increases by 10% and the block cost decreases by the same amount.
  • 5: Puncture (weapon with shield): This skill is your spot. The opponent will only care about you for 15 seconds. You also cover him with 2 debuffs: Smaller & major break. This reduces his physical and magic resistance by 2974 and 5948 for 15 seconds.
  • R: Refreshing Barrier: You protect your nearby party members and yourself from up to 20238 damage for 30 seconds. Every time a protection fades, you gain 4 Ultimate Power and 1,000 Magicka.

On the 2nd bar (backbar):

  • 1: Elemental Blockade (Destruction Staff): An area of ​​damage in front of you that inflicts magic damage every second for 14 seconds. As a tank, you often play with a frost stick. If you place the elementary blockade, close allies get a shield against ranged attacks. But you can also use a lightning rod and unbalance opponents in the effective area.
  • 2: Radiant Aura (Restoring Light): Casts minor magicka robbery on all enemies around you for 20 seconds, causing you and your allies to restore 168 magicka every second when you deal damage to them. As long as equipped, you get smaller bravery, smaller durability and smaller intellect, which increases your life, stamina and magicka regeneration by 15%.
  • 3: Prolonged Ritual (Restoring Light): Instantly removes up to 5 harmful effects from you and heals you and nearby allies for 1300 health every 2 seconds for 24 seconds. Allies in the area of ​​effect can also activate the Cleanse Synergy to cleanse themselves of all harmful effects and heal themselves for 3,286 health. This ability scales with your highest offensive resource value.
  • 4: Silver Leash (Warrior Guild): You cause a negligible amount of damage and pull enemies towards you. They are also slowed by 30% for 4 seconds. Note that the opponents are stunned when you pull. Recently stunned enemies cannot be drawn while immune.
  • 5: Inner Rage (Intrepid): Inflicts magic damage once and mocks the opponent for 15 seconds. Allies can use Radiation Synergy to inflict 3 seconds of magic damage on the enemy and again magic damage on all nearby enemies.
  • R: Aggressive Signal (Charge): Increases maximum stamina and maximum magicka by 10% for 30 seconds. In addition, the group receives the buff: Greater power. This increases critical damage by 20% for 10 seconds.

Other wizarding class skills that are interesting for the tank role:

  • Living eclipse
  • Shards of spear
  • Sun fire

Wizard Tank (Sorc Tank)

The Sorc Tank has a strong burstheal due to the clann ban and can therefore easily escape from tight situations. By combining the skills “Dark Agreement” and “Balance” he has a simple resource management.

Here you can see one possibility to play this class as a tank:

Wizard Tank (Sorc Tank)

On the 1st bar (front bar):

  • 1: Summon Unstable Clannbane (Daedric Summon): The pet deals physical damage. You summon it before starting the fight. In addition, the clannbane heals you if you activate it again. This is your most important self-healing skill.
  • 2: Bound Aegis (Daedric Summoning): Equipped, this skill increases your maximum magicka by 11%. You can also intercept larger incoming damage by activating it.
  • 3: Silver Leash (Warrior Guild): You cause a negligible amount of damage and pull enemies towards you. They are also slowed by 30% for 4 seconds. Note here that the opponents are stunned when pulling. Recently stunned enemies cannot be drawn while immune.
  • 4: Heroic cut (weapon with shield): You cover the opponent with a debuff: Minor crippling. This reduces his damage by 5%. You also get the buff: Minor heroism. The buff grants you 1 Ultimate Power every 1.5 seconds for 12 seconds. This means that you can use your ultimate (ultimate ability) again faster.
  • 5: Puncture (weapon with shield): This skill is your spot. The opponent will only care about you for 15 seconds. You also cover him with 2 debuffs: Smaller & major break. This reduces his physical and magic resistance by 2974 and 5948 for 15 seconds.
  • R: Aggressive Signal (Charge): Increases maximum stamina and maximum magicka by 10% for 30 s. In addition, the group receives the buff: Greater power. This increases critical damage by 20% for 10 s.
On the 2nd bar (backbar):
  • 1: Summon Unstable Clannbane (Daedric Summon): The pet deals physical damage. You summon it before starting the fight. In addition, the clannbane heals you if you activate it again. This is your most important self-healing skill.
  • 2: Dark Agreement (Dark Magic): This skill is only used for your resource management. You restore life and stamina for a smaller amount of magicka. In addition, there is a small additional amount of stamina returned over 20 seconds.
  • 3: Elemental Blockade (Destruction Staff): An area of ​​damage in front of you that inflicts magic damage every second for 14 seconds. As a tank, you often play with a frost stick. If you place the elementary blockade, close allies get a shield against ranged attacks. But you can also use a lightning rod and unbalance opponents in the effective area.
  • 4: Balance (Mages Guild): This skill is also used for your resource management. You trade your life for magicka. You will then receive the buff: Greater Resolve, which increases your physical and magic resistance. However, your healing done and the strength of your damage shields are also reduced by 50%. So really only use this skill if you urgently need magicka.
  • 5: Inner Rage (Intrepid): Inflicts magic damage once and mocks the opponent for 15 seconds. Allies can use Radiation Synergy to inflict 3 seconds of magic damage on the enemy and again magic damage on all nearby enemies.
  • R: Aggressive Signal (Charge): Increases maximum stamina and maximum magicka by 10% for 30 seconds. In addition, the group receives the buff: Greater power. This increases critical damage by 20% for 10 seconds.
Other wizarding class skills that are interesting for the tank role:

  • Adsorption field (dark magic): You create a dome which cancels and prevents surface effects3 placed by enemies for 12 seconds. Enemies inside will be stunned. The dome heals your group and you for 1808 lives every second,
  • Restrained Prison (Dark Magic): You immobilize enemies in front of you for 6 seconds, otherwise you restore 2673 Magicka. As soon as you hit an enemy, you will receive the buff: Greater vitality for 2 (and up to 6 x 1 second for each enemy) seconds. This increases your healing received by 16%.
  • Dark Agreement (Dark Magic): You restore 8090 health, 3600 stamina and 2400 stamina for 20 seconds for Magicka.
  • Dark Transformation (Dark Magic): You restore 8090 8090 health, 3600 magicka, and 2400 magicka for 20 seconds for stamina.

Dragon Knight Tank (DK Tank)

The DK Tank (DK = Dragonknight, English for Dragon Knight) is the classic tank for many. Before the Warriors Guild skill line was reworked, the DK was the only class with a skill to pull enemies. Therefore, for a long time it was considered the only true tank class.

It is often seen as a main tank in optimized groups. Here is a possibility of which skills you can equip:

Dragon Knight Tank (DK Tank)

On the 1st bar (front bar):

  • 1: Relentless Grip (Consuming Flame): You pull an enemy towards you, who suffers 1043 flame damage in the process. One hit grants you the buff: Greater speed. This increases your running speed by 30% for 4 seconds. If the target cannot be used, you will get 100% of the ability cost back.
  • 2: Green Dragon Blood (Draconic Power): You restore 33% of your missing life. You get the buff: Greater Valor. This increases your health regeneration by 30% for 23 seconds. You get the buff: Greater Persistence. This increases your stamina regeneration by 30% for 23 seconds. You get the buff: Minor Vitality. This increases healing received by 8% for 23 seconds.
  • 3: Stone Giant (Earthen Heart): Your damaging all enemies to within 6 meters 3860 physical damage. You surround yourself with fragments for 10 seconds. If you activate the ability again, you hurl fragments up to 3 times at an enemy during the duration of the effect, causing 3860 physical damage. The final attack stuns the enemy. In addition, each hit causes enemies to stagger for 5 seconds, each stack increasing their damage taken by 65.
  • 4: Heroic cut (weapon with shield): You cover the opponent with a debuff: Minor crippling reduces his damage by 5%. You also get the buff: Minor heroism. The buff grants you 1 Ultimate Power every 1.5 seconds for 12 seconds. This means that you can use your ultimate (ultimate ability) again faster.
  • 5: Puncture (weapon with shield): This skill is your spot. The opponent will only care about you for 15 seconds. You also cover him with 2 debuffs: Smaller & major break. This reduces his physical resistance and his magic resistance by 2974 and 5948 for 15 s.
  • R: Aggressive Signal (Charge): Increases maximum stamina and maximum magicka by 10% for 30 s. In addition, the group receives the buff: Greater power. This increases critical damage by 20% for 10 s.

On the 2nd bar (backbar):

  • 1: Balance (Mages Guild): This skill is also used for your resource management. You trade your life for magicka. You will then receive the buff: Greater Resolve, which increases your physical and magic resistance. However, your healing done and the strength of your damage shields are also reduced by 50%. So really only use this skill if you urgently need magicka.
  • 2: Eruptive Shield (Earthen Heart): You create a damage shield that protects close allies and you from 1908 damage. Your own shield absorbs up to 4774 damage. This part of the ability scales with your maximum health. You get the buff: Greater care, increases your healing done 2.5 seconds by 16%.
  • 3: Elemental Blockade (Destruction Staff): An area of ​​damage in front of you that inflicts magic damage every second for 14 seconds. As a tank, you often play with a frost stick. If you place the elementary blockade, close allies get a shield against ranged attacks. But you can also use a lightning rod and unbalance opponents in the effective area. In this case a lightning rod is equipped.
  • 4: Crushing Strike (Destruction Staff ): You inflict 504 Flame, Frost & Shock damage each to an enemy. You interrupt enemies while their abilities are being cast and stun them for 3 seconds.
  • 5: Inner Rage (Intrepid): Inflicts magic damage once and mocks the opponent for 15 seconds. Allies can use Radiation Synergy to inflict 3 seconds of magic damage on the enemy and again magic damage on all nearby enemies.
  • R: Magma shell (Earthen Heart): Your limits the damage taken for 10 seconds to 3% of your maximum health. Nearby enemies take 606 Flame damage every second. Close allies gain a damage shield equal to 100% of your maximum health for 10 seconds.

Depending on the situation, the following class skills are also useful:

  • Poisonous Breath ( Consuming Flame): You inflict 1303 poison damage to all enemies in front of you and an additional 1295 poison damage for 10 seconds. You cover enemies hit with the debuff: Larger break, reduces the physical resistance and its magic resistance by 5948.
  • Choking Talons (Draconic Power): You summon claws from the ground that inflict 3034 Flame damage to nearby enemies and immobilize them for 4 seconds. They are also given the debuff: minor crippling This reduces their damage caused by 5% for 10 seconds. Nearby allies can activate Ignite Synergy: Inflicts 4897 Flame damage to all enemies trapped in the talons.
  • Dragon Fire Scale (Draconic Power): Reduces damage from projectiles by 50% for 6 seconds. As soon as you are hit by a projectile, you fire a bullet at the attacker, which inflicts 3134 flame damage. This effect can occur every half a second.
  • Deep Breath (Draconic Power): You inflict 1516 magic damage to nearby enemies and heal yourself for 100% of the damage dealt. Any enemy hit will be interrupted, unbalanced and stunned for 2 seconds. After 2.5 seconds you inflict 3918 Flame damage to nearby enemies.
  • Hardened Armor (Draconic Power): You get the buff: Greater Resolve, which increases your physical and magic resistances by 5948 for 20 seconds. You also get a damage shield that absorbs up to 3465 damage for 6 seconds. The height of the damage shield scales with your maximum life. As long as it is active, the armor reflects 707 magic damage on the attacker, which inflicts direct damage on you in close combat range.
  • Eruptive Weapons (Earthen Heart): You and your group members get the buffs: Greater brutality & greater sorcery. It increases your weapon and magic power by 20% for 45 seconds (this skill is particularly important for add groups).

Warden Tank

The Keeper is often a popular tank class. It is suitable as an ideal main tank in Wolkenruh (exam, summersend) thanks to its “Shimmering Shield” skill. With the guardian as a tank, make sure that you always have a skill from the animal companion line equipped.

Here's how you can play it:

Warden Tank

On the 1st bar (front bar):

  • 1: Polar wind (winter cold): You heal yourself instantly for 4376 lives and for 5 seconds for 508 lives every second. Also, an ally within 12 yards is healed for 4,376. While active, all nearby enemies take 314 Frost damage every second. The healing scales with your maximum health.
  • 2: Shimmering shield (winter cold): You get a shield that absorbs up to 26260 damage from 3 projectiles. Each projectile that is absorbed restores 831 Magicka and you get the buff: Greater Heroism, which gives you 3 Ultimate Power every 1.5 seconds for 6 seconds.
  • 3: Silver Leash (Warrior Guild): You cause a negligible amount of damage and pull enemies towards you. They are also slowed by 30% for 4 seconds. Note here that the opponents are stunned when pulling. Recently stunned enemies cannot be drawn while immune.
  • 4: Deceptive predator (animal companion): You get the buff: Greater speed. This increases your running speed by 30% for 6 seconds. Equipped you get the buff: Smaller evasion, which means you suffer 5% less damage from area attacks.
  • 5: Puncture (weapon with shield): This skill is your spot. The opponent will only care about you for 15 seconds. You also cover him with 2 debuffs: Smaller & major break. This will reduce his physical resistance and his magic resistance for 15 s.
  • R: Aggressive Signal (Charge): Increases maximum stamina and maximum magicka by 10% for 30 s. In addition, the group receives the buff: Greater power. This increases critical damage by 20% for 10 s.
On the 2nd bar (backbar):

  • 1: Netchbulle (animal companion): A netch cow restores 4416 stamina for 25 seconds and you get the buff: Greater brutality / sorcery, increases your weapon / magic power by 20%. Every 5 seconds 1 negative effect is removed from you.
  • 2: Elemental Drain (Destruction Staff): The target gets the Debuff: Major Break. It reduces its physical resistance and its magic resistance by 5948 for 23 seconds. The target gets the debuff: Smaller magic robbery. You and your allies are regaining 168 magicka every second.
  • 3: Elemental Blockade (Destruction Staff): An area of ​​damage in front of you that inflicts magic damage every second for 14 seconds. As a tank, you often play with a frost stick. If you place the elementary blockade, close allies get a shield against ranged attacks. But you can also use a lightning rod and unbalance opponents in the effective area.
  • 4: Crushing Strike (Destruction Staff ): You inflict 504 Flame, Frost & Shock damage each to an enemy. You interrupt enemies while their abilities are being cast and stun them for 3 seconds.
  • 5: Inner Rage (Intrepid): Inflicts magic damage once and mocks the opponent for 15 seconds. Allies can use Radiation Synergy to inflict 3 seconds of magic damage on the enemy and again magic damage on all nearby enemies.
  • R: Werewolf transformation : You don't have to change this skill any further. Equipped, it gives you 15% more stamina regeneration. You are not actively using it.

In addition, the following class skills are also important and must be exchanged depending on the situation:

  • Blue netch cow (animal companion): A netch cow restores 4416 magicka for 25 seconds and you get the buff: Greater brutality / sorcery, increases your weapon / magic power by 20%. Every 5 seconds 1 negative effect is removed from you.
  • Frozen device (winter cold): You summon a portal, which becomes active after 1.5 seconds. Enemies within this area will be teleported to you and immobilized for 3 seconds. They take 1303 Frost damage and receive the Debuff: Major Crippling. This reduces damage by 10% for 4 seconds.
  • Frozen Retreat (Winter Chill): This is the other morph of the Frozen Apparatus. You summon a portal, which becomes active after 1.5 seconds. Enemies within this area will be teleported to you and immobilized for 3 seconds. They take 1303 Frost damage and allies can activate the portal to use the “Icy Escape” synergy. As a result, they are teleported to you and receive the buff: Greater speed. This increases the running speed by 30% for 8 seconds.
  • Leaching Tendrils (Green Balance): You wrap the ally with the least life in tendrils that heal him for 520 life every time he takes damage. This effect can occur any second. Enemies that damage the target. Get the Debuff: Minor Lifesteal. It heals your allies and you for 600 life every second for 10 seconds when the target is dealt damage.

Necromancer Tank (Necro Tank)

Necromancer Tank (Necro Tank)

On the 1st bar (front bar):

  • 1: Exhausting graveyard (grave lord): You inflict a total of 6259 frost damage to enemies in the effective area for 10 seconds and apply the Debuff: Major Rift. It reduces their physical resistance and their magic resistance by 5948. When cast, consumes a corpse to deal 50% more damage. An ally can activate the Tomb Raider Synergy: 5877 Frost damage is inflicted to nearby enemies and the ally is healed for the amount of damage done.
  • 2: Hungry scythe (bone tyrant): You inflict 3034 magic damage in a cone-shaped area in front of you. For the first enemy hit, you heal yourself for 3355 lives. For each additional enemy hit, up to 5, you heal yourself for an additional 1118 lives. After dealing damage, you heal yourself for 447 lives every second for 5 seconds. The amount of healing scales with your maximum health.
  • 3: Silver Leash (Warrior Guild): You cause a negligible amount of damage and pull enemies towards you. They are also slowed by 30% for 4 seconds. Note here that the opponents are stunned when pulling. Recently stunned enemies cannot be drawn while immune.
  • 4: Heroic cut (weapon with shield): You cover the opponent with a debuff: Minor crippling. That reduces its damage by 5%. You also get the buff: Minor heroism. The buff grants you 1 Ultimate Power every 1.5 seconds for 12 seconds. This means that you can use your ultimate (ultimate ability) again faster.
  • 5: Puncture (weapon with shield): This skill is your spot. The opponent will only care about you for 15 seconds. You also cover him with 2 debuffs: Smaller & major break. This will reduce his physical resistance and his magic resistance for 15 s.
  • R: Invigorating Barrier (Support): You protect your nearby party members and yourself from up to 20238 damage for 30 seconds. The protection heals your allies and you for an additional 15 seconds for a total of 9375 lives.
On the 2nd bar (backbar):
  • 1: Accounting armor (bone tyrant): You get the buff: Greater determination, increases your physical resistance and your magic resistance by 5948 for 20 seconds. As long as active, you pull all enemies towards you for 3 seconds if they hit you with ranged attacks. Leaves a corpse upon completion of the effect.
  • 2: Echoing Vigor : You heal yourself and allies for 2520 for 10 seconds.
  • 3: Elemental Blockade (Destruction Staff): An area of ​​damage in front of you that inflicts magic damage every second for 14 seconds. As a tank, you often play with a frost stick. If you place the elementary blockade, close allies get a shield against ranged attacks. But you can also use a lightning rod and unbalance opponents in the effective area.
  • 4: Grave grip (bone tyrant): In a plane in front of you
  • 5: Inner Rage (Intrepid): Inflicts magic damage once and mocks the opponent for 15 seconds. Allies can use Radiation Synergy to inflict 3 seconds of magic damage on the enemy and again magic damage on all nearby enemies.
  • R: Colossus of pestilence (grave lord): You summon a colossus of meat that hits the ground three times for 3 seconds. In the area it causes disease damage with the first 2087, the second 2192 and the third 2301. He also puts a debuff on enemies hit: Greater Vulnerability. Damage taken is increased by 10% for 12 seconds. This is a criminal offense.

In addition, the following class skills are also important and must be exchanged depending on the situation:

More skill lines and skills for tanks

Weapon with shield

  • Heroic cut (weapon with shield): You cover the opponent with a debuff: Minor crippling reduces his damage by 5%. You also get the buff: Minor heroism. The buff grants you 1 Ultimate Power every 1.5 seconds for 12 seconds. This means that you can use your ultimate (ultimate ability) again faster.
  • Defensive stand (weapon with shield): You receive a damage shield that absorbs a certain amount of damage. The amount scales with your maximum life. You throw back the next projectile that targets you. This effect can only occur once after activation. As long as the shield is active, the amount of damage blocked increases by 10% and the block cost decreases by the same amount.
Without exception you need all passive abilities of this line.

Destruction staff

  • Elemental Drain: The target gets the Debuff: Major Break, reduces their physical and magic resistance by 5948 for 23 seconds. The target gets the Debuff: Smaller Magicka, you and your allies get 168 Magicka back every second.
  • Elemental Blockade : An area of ​​damage in front of you that deals magical damage every second for 14 seconds. As a tank, you often play with a frost stick. If you place the elementary blockade, close allies get a shield against ranged attacks. But you can also use a lightning rod and unbalance opponents in the effective area.
  • Unstable Elemental Wall : This is the other elemental block morph, which has a smaller area of ​​effect and only deals magic damage every second for 10 seconds. After the time has elapsed or when the wall is reworked, it explodes and causes additional magical damage.
  • Crushing Blow : You inflict 504 Flame, Frost & Shock damage each to an enemy. You interrupt enemies while their abilities are being cast and stun them for 3 seconds.
Here, too, you should have set all passive points.


Intrepid

  • Inner Rage : Inflicts magic damage once and mocks the enemy for 15 seconds. Allies can use Radiation Synergy to inflict 3 seconds of magic damage on the enemy and again magic damage on all nearby enemies.
  • Inner Beast : This is the other morph of inner anger. In contrast to this, this ability becomes an endurance skill. It does a little less initial damage, but the enemy takes 2% more damage from your attacks. Allies have a 50% chance to use Radiation Synergy to inflict 3 seconds of magic damage on the enemy and again magic damage on all nearby enemies.
  • Blood-red altar : You sacrifice life, and cover enemies in the effective area for 34 seconds with the debuff: Minor Lifesteal. Your allies and you regain 600 life every second when you damage the target. Allies can use the “Blood Flow” synergy and are healed for 40% of their maximum Health.
  • Overflowing Altar : This is the other morph of the Blood Red Altar, it has a higher cost of living. You sacrifice life, and enemies in the effective area for 30 seconds with the debuff: Lesser Lifesteal. Your allies and you regain 600 life every second when you damage the target. Allies can use the “Blood Flow” synergy and are healed for 65% of their maximum Health.
  • Thorny Bone Shield : You absorb up to 6933 damage for 6 seconds and reflect back 100% of direct damage absorbed. This ability scales with your maximum health. A close ally can activate the Bone Wall Synergy: The ally and up to 5 other allies receive a damage shield equal to 30% of your maximum health for 6 seconds.
  • Bone Surge : You absorb up to 7161 damage for 6 seconds. This ability scales with your maximum health. A close ally can activate the vortex synergy: The ally and up to 5 other allies receive a damage shield equal to 30% of your maximum health for 6 seconds and give them the buff: Greater vitality, increases the healing received by 16%.
  • Energetic Orb : You throw a ball forward that slowly floats forward and heals close allies and you for 860 lives every second. Nearby allies can activate the healing burn synergy and use it to heal nearby allies for 3917 health and restore 3960 magicka or stamina (depending on which attribute has the highest maximum value).
  • Shadow Silk : You cast nets that reduce the movement speed of enemies in the effective area by 50%. You deal 2989 physical damage and after 10 seconds 3987 poison damage to enemies in the effective area. An ally farther away can activate the Spider Spawn Synergy: Inflicts 3917 poison damage to an enemy and summons a spider that attacks them for 10 seconds. It deals 1175 physical damage and can poison the enemy for 7830 poison damage for 10 seconds.

You need all the passive skills of the intrepid.

Psijic medal

From the Psijic Order skill line, you need concentrated acceleration. The spike trap is usually used for boss fights. In addition, you get additional weapon power through the warrior guild passive butcher if you have equipped the spike trap.

In add groups, however, you can prepuff yourself with the concentrated acceleration before the fight starts:


  • Concentrated acceleration : You get the buff: Greater speed, increases your running speed by 30% for 12 seconds. You get the buff: Smaller power, increases your critical damage by 30% for 36 seconds.
  • Temporal Guard : You reset your attributes to a state 4 seconds ago. Equipped, you also get the buff: Smaller protection, you suffer 5% less damage.

Warrior Guild:

  • Silver line : You cause a negligible amount of damage and pull enemies towards you. They are also slowed by 30% for 4 seconds. Note that the opponents are stunned when you pull. Recently stunned enemies cannot be drawn while immune.
  • Ring of Preservation : You summon a rune 5 meters in diameter from your position for 8 seconds. Your allies and you will be healed for 350 life every 0.5 seconds and you will be granted the following buffs in the effective area: Smaller protection, reduces the damage taken by 5%. Lower resistance, increases stamina regeneration by 15%.

Optionally, you can improve the passive skills “Butcher”, “Banish the Sinful” and “Skilled Tracker” here. But in general the passive skills are comparatively unimportant for the tank.

Mages Guild:

  • Balance (Mages Guild): This skill is also used for your resource management. You trade your life for magicka. You will then receive the buff: Greater Resolve, which increases your physical and magic resistance. However, your healing done and the strength of your damage shields are also reduced by 50%. So really only use this skill if you urgently need magicka.
Here you can improve all passive skills. “Convincing will” is only useful for quest content.


Assault

  • Dissolving Vigor : You are healed for 3620 for 4 seconds.
  • Echoing Elan : This is the other Morph the Elan-resolution. You heal yourself and allies for 2520 for 10 seconds.
  • Sharpened Crow's Feet : You inflict 168 damage every second to the target area for 10 seconds and slow enemies' movement speed by 50%. You also apply the Debuff to enemies who take damage: Major Rupture, reduces Physical Resistance and Magic Resistance by 5948 for 4 seconds.
  • Aggressive Signal : Increases Max Stamina and Max Magicka by 10% for 30 seconds. In addition, the group receives the buff: Greater power, increases critical damage by 20% for 10 seconds.

Support:

  • Efficient purification : You purify yourself and your group and immediately remove up to 3 negative effects.
  • Mystic Guard : You create a bond of life between you and an allied player. As long as you are connected you will suffer 30% of the damage otherwise suffered by him. You and your partner get the buff: Smaller vitality. This increases the healing received by 8%. The connection will remain as long as you are within 15 yards or until you use the ability again.
  • Invigorating Barrier: You protect your nearby party members and yourself from up to 20238 damage for 30 seconds. The protection heals your allies and you for an additional 15 seconds for a total of 9375 lives.
  • Refreshing Barrier: You protect your nearby party members and yourself from up to 20238 damage for 30 seconds. Every time a protection fades, you gain 4 Ultimate Power and 1,000 Magicka.

werewolf

You have to let another player bite you at a shrine in Hircine and complete the quest. Then you unlock the skill line. Alternatively, you can simply buy the werewolf skill line or the werewolf bite in the crown shop.

Again, you have to be careful as any werewolf ability is a criminal offense. So don't get caught.
Here are the skills that are interesting for your tank:

  • Werewolf Transformation : You don't have to change this skill any further. Equipped, it gives you 15% more stamina regeneration. But remember that as long as you are standing in the block, you will not regenerate stamina. Equipped, this skill is more suitable for tanks that dodge and move around a lot.

Equipment for the tank in ESO

The choice of equipment depends mainly on one thing: your ability to survive. In the long term, as a supporter (i.e. tank and healer) you should not only fulfill the task of the same name, but also support the group with buffs and debuffs.

For this task you choose armor sets that additionally increase the damage of the DDs (DD = Damage Dealer, German: Fighter). Especially when you move towards Endgame in ESO, this task becomes more and more important and the known tasks such as survival, ridicule and adds become a secondary task.

Offensive sets / support sets for tanks

With the tank, pay attention to which set you have permanently active with its 5 bonuses. Depending on how you want to combine these following sets, you can play them on the armor or on the weapons. Here is the list of sets with information about how to play or a bonus of 5:

  • Ebony Tsarsenal (Hard, Dungeon: The Crypt of Hearts I & II) - Increases the maximum health of you and up to 11 party members within 28 meters by 1,000. You don't have to do anything else to activate this effect. It is enough if you have equipped 5 parts.
  • ( Perfected) Talon of Yolnahkriin (Hard, Trial: Sunspire) - When you mock an enemy, you grant yourself and 11 party members less courage for 15 seconds, increasing your magic and weapon power by 215. This effect can occur once every 8 seconds. You can wear this set on both weapons and armor. Just make sure that the effect is activated as soon as you taunt an opponent. So you must also have a spot on the bar with 5 set bonuses.
  • Arkasis' Genius (Hard, Dungeon: The Rock Garden) - Whenever you drink a potion and are in combat, you and 3 party members gain 44 ultimate power. This effect can occur once every 30 seconds.
  • (Perfected) Aegis of Galenwe (Hard, Trial: Cloud Rest) - If you block an attack, you grant Assume 11 allies within a 15 meter radius for 3 seconds, increasing the damage of their next light and heavy attacks by 40%. This effect can occur once every 2 seconds.
  • Desecration of the dragon (hard, dungeon: The Hoard of Maarselok) - If you take damage from a melee attack, you gain a corrupting aura for 5 seconds that applies a smaller fraction to all nearby enemies, reducing their physical and magic resistance by 2,974. This effect can occur once every 5 seconds.
  • (Perfected) Saxhleel Champion ( Difficult , Trial: Felshain) - If you cast an ultimate ability in combat, you and up to 11 group members within 28 meters of you will gain 1 second greater strength for 15 ultimate strength for each 15 ultimate strength, which you caused critical damage is increased by 20%.
  • Dragon Rush (hard, dungeon: Black Dragon Villa) - If you hit an enemy with a forceful blow, you and up to 3 group members within 15 meters will gain greater heroism for 12 seconds, giving you 3 ultimate power every 1.5 seconds. This effect can occur once every 18 seconds. You activate the 5 bonus with a powerful blow. So make sure that you are on the right skill bar when you perform the balancing act.

These sets, on the other hand, can be worn well on the weapon, as their effect only needs to be activated once or it is a light / medium armor set:

  • Wardrobe of the Worm (Light, Dungeon: The Chambers of Madness) - This set grants you and up to 11 party members within 28 meters 145 magicka regeneration. You don't have to do anything else to activate this effect. It is enough if you have equipped 5 parts.
  • Hircine's Ticket (Medium, Dungeon: Selene's Web) - This set grants you and up to 11 group members within 28 meters 145 stamina regeneration. You don't have to do anything else to activate this effect. It is enough if you have equipped 5 parts.
  • Powerful Onslaught (medium, PvP: Cyrodiil) - The last bonus of this set is activated as soon as you use a skill from the Assault line from the Alliance War. The Elan, for example, is ideal for this. So you have to have all the bonuses of the set on the skill bar with this skill.
  • Way of martial arts (easy, zone: Kargstein) - This set only becomes interesting in the endgame and is currently carried by the off-tank. This add-on for PC helps you to check the uptime of the martial arts set. Alternatively, this set can also be worn by a healer or DD. The class doesn't matter.
  • Elemental catalyst (light, dungeon: The Rock Garden) - Just like martial arts, this set only becomes interesting in the endgame and is also carried by the off-tank. Alternatively, it can also be worn by a DD. The Magicka Necromancer is usually chosen for this, as it has a high uptime.

You can complete your equipment with the following monster sets:

  • Fürstin Dorn (dungeon: Kastell Dorn in veteran mode) - This set is only suitable in combination with a skill that costs you life. For example, the balance (mages guild) or the blood altar (intrepid) are suitable.
  • Encratis' Behemoth (Dungeon: Black Dragon Mansion in Veteran Mode) - This set is only activated when you deal flame damage. If you don't have a corresponding skill, you have to compensate for this by choosing your weapon enchantment. In this case, you enchant your weapon with flame damage.
  • Erdbluter (Dungeon: The Bloodspring Forge in Veteran Mode) - This set can really save your life in some situations. It has an incredibly powerful burst heal, but it can also be activated on other players.
  • Troll King (Dungeon: The Blessed Trial by Fire in Veteran Mode) - A defensive set, which is suitable for situations without a healer (e.g. portal in cloud rest).

Don't let this information overwhelm you. Tank builds are unfortunately much more complex and situation-dependent than builds for DDs. Or do you just want to relax and go through a dungeon every now and then and have enough to do with your own survival to get started?

In this case, first orientate yourself to sets that you do not have to activate separately. Wear Ebony Arsenal on armor, Worm's wardrobe (in a group with Magicka DDs), or Hircine's Note (in a group with Endurance DDs) on jewelry and weapons. As a monster set, I would recommend you Erdbluter or Trollkönig.

From there you can slowly venture to the other sets. Add-ons can help you check your progress. I will go into this in more detail in the next point:


PC add-ons for tanks in ESO

Many of these add-ons are primarily about one thing: Optimizing the uptime. These add-ons will be able to support you in your tank career:

  • Untaunted - Shows you a detailed overview of mocked opponents
There are still some set-specific add-ons. You only need these if you are wearing the appropriate equipment:

  • Martial Knowledge Tracker - Optical support to control your uptime
Sometimes you hear the phrase “The group stands and falls with the tank”. This shows how important this role is within a group. And that's exactly what makes things so complicated.


On the one hand, the group hardly stands a chance with a tank that keeps falling over. On the other hand, life is made difficult for a tank if the other roles are not fulfilled well. After all, he takes the most damage in combat. That can be quite painful in the long run. 

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