New to tanking in The Elder Scrolls Online? This ESO Beginner Tank Guide covers everything from core mechanics and gear choices to sustain and positioning. Whether you’re stepping into dungeons for the first time or preparing for veteran content, this guide will help you build confidence and become an effective tank.
In this comprehensive guide, we will cover everything you need to know to become an effective Tank in Elder Scrolls Online (ESO). We’ll start with the basics and gradually move into advanced strategies, ensuring you have the knowledge to excel in your role.
ESO offers a unique Tanking experience compared to many other MMORPGs. The game’s active combat style requires Tanks to maintain aggro, understand and manage mechanics, sustain resources, and survive through various challenges. In addition, Tanks are often expected to buff their group, debuff enemies, and support damage dealers, making them an integral part of any team. In veteran and hardmode content, Tanks play a crucial role in ensuring the group’s success, and the responsibilities can be demanding. While some may think Tanking is an easier role, it quickly becomes clear that it is one of the most challenging roles in ESO. The pressure on Tanks can be immense, as their performance directly impacts the group’s survival and success.
This guide will help you understand the fundamentals of Tanking in ESO. While we won’t be able to cover every mechanic for all dungeons, trials, and arenas, this guide will provide you with the knowledge and confidence to enter content as a Tank and perform your role effectively. Let’s get started!
In Elder Scrolls Online, a Tank is the backbone of any group, the heavily armored frontline warrior who protects and defends allies from enemy threats. The primary role of a Tank is to aggro and control enemy targets, forcing them to attack you and minimizing the damage dealt to Damage Dealers and Healers.
Choosing the right Tank Class in Elder Scrolls Online largely depends on which class offers the most benefits to the group. The effectiveness of a Tank is not solely about their ability to withstand damage but also about the unique buffs and debuffs they bring to enhance the group’s overall performance.
Key Considerations:
Class Options:
Each class has its unique strengths, with significant differences in the buffs, debuffs, and group benefits they offer. While every class is capable of Tanking, some excel more than others and provide additional perks that can make them more desirable for specific scenarios.
✅ Not Sure Which Tank Class to Choose? Check out our ESO Tank Class Guide to find the best class for your playstyle, strengths, and content goals!
Tier | Class | Best for |
---|---|---|
S-Tier | Arcanist, Dragonknight & Sorcerer | Easiest to learn, sustain & survival |
A-Tier | Warden | Not as strong as other classes at dealing with damage |
B-Tier | Necromancer | High skill ceiling, powerful but very different to other classes |
C-Tier | Nightblade & Templar | Difficult sustain, limited utility |
Tier | Class | Best for |
---|---|---|
S-Tier | Arcanist | Most group buffs, huge shields, great survival & sustain |
A-Tier | Dragonknight | Strong survival, great sustain, but fewer buffs |
B-Tier | Sorcerer, Necromancer & Warden | Good sustain, utility and buffs, all provide different things but not generally meta |
C-Tier | Nightblade & Templar | Less useful group utility and self-sustain and simply not as strong as the other classes |
Tier | Class | Best for |
---|---|---|
S-Tier | Arcanist, Dragonknight, Sorcerer & Necromancer | All used in trial tanking and needed for different group compositions |
A-Tier | Warden | Good tanks but simply not needed due to Warden healers |
B-Tier | Templar | Almost never needed for trials |
C-Tier | Nightblade | Not the most useful but also suffer from an overcomplicated playstyle |
Choosing the right race for your tank in The Elder Scrolls Online has always been a debated topic. While you can successfully tank with any race, the choice becomes more critical in Hardmode Trial and Dungeon content.
Key Points:
✅ Struggling to Pick the Best Tank Race? Head over to our ESO Tank Race Guide to compare racial passives and find the perfect fit for your build!
Nords are the best choice for a tank in the long term. You’ll benefit from increased resistances and Ultimate gain. In the newer endgame content, those resistances are crucial to mitigate the high damage and provide more versatility. Key benefits include:
Nord is particularly beneficial for players struggling to deal with high incoming damage.
Redguard is a fantastic choice for beginner tanks. They help with stamina sustain through the Adrenaline Rush passive, restoring 1005 stamina every 5 seconds when dealing damage. Other benefits include:
Redguard is particularly beneficial for players struggling with stamina sustain, making it a good choice for casual tanks seeking immediate improvement.
From level 1 to 50, each time you level up, you gain Attribute Points. By level 50, you will have a total of 64 Attribute Points to distribute.
Setting Your Attributes
There’s no absolute right or wrong way to set your attributes, but as a beginner, it’s good to aim for some base level stats:
How to Achieve These Stats
Recommended Distribution: Typically, you can start by placing all 64 points into Health and using Stamina and Magicka glyphs on your gear. This initial setup can change as you progress and adapt to different content.
Prismatic Defense Glyphs: Once you obtain a good tank set, invest in Prismatic Defense (Tri-Stat) glyphs to gain more maximum stats. Though expensive, they are superior to single stat glyphs, providing 2676 more total stats.
Importance of High Max Health: High Max Health is crucial because tank-based healing and damage shield skills scale with Max Health. The more health you have, the larger your heals and shields will be, providing more room for error and survivability.
Balancing Stats
Sustaining Resources
Mundus Stones provide additional benefits and are found throughout the world of The Elder Scrolls Online, including in player houses. Collect one as soon as possible for free benefits that enhance your character.
Increased Magicka Recovery by 310
(7 Divines Gear) Increased Magicka Recovery by 507
Main Option for Tanks
Why Choose The Atronach?
Prioritizing The Atronach ensures you have the resources needed for efficient Tanking, keeping yourself and your group safe.
Item | Effect | Ingredients to Craft |
---|---|---|
Orzorga’s Red Frothgar | Increase Max Health by 5395 and Magicka Recovery by 493 for 2 hours. | 1x Comberry 1x Honey 1x, Mint, 1x Clear Water |
Bewitched Sugar Skulls | Increase Max Health by 4620, Max Stamina and Magicka by 4250, and Health Recovery by 462 for 2 hours. These effects are scaled based on your level. | 2x Bervez Juice, 5x Flour, 5x Honey, 2x Scrib Jelly, 2x Columbine. |
Jewels of Misrule | Increase Stamina and Magicka Recovery by 357 and Max Health by 3927 for 2 hours. These effects are scaled based on your level. | 1x Bervez Juice, 1x Lotus, 1x Mint, 1x Rose, 1x Columbine |
Orzorga’s Smoked Bear Haunch | Increase Max Health by 4312, Health Recovery by 406 and Stamina and Magicka Recovery by 369 for 2 hours. | 1x Frost Mirriam, 1x Perfect Roe, 1x Red Meat, 1x Tomato, 1x White Cap. |
Item | Effect | Ingredients to Craft |
---|---|---|
Crown Tri-Restoration Potions | Restore Health, Magicka and Stamina plus you gain Health Recovery, Magicka Recovery and Stamina Recovery. | These potions are obtained via the Daily Login Rewards, Crown Store, Crown Crates and Level Up Rewards |
Essence of Health (Tri-Stat Potions) | Restore Health, Magicka and Stamina plus you gain Health Recovery, Magicka Recovery and Stamina Recovery. | Bugloss, Columbine, Mountain Flower |
Essence of Magicka (Heroism Potions) | Restore Magicka and Stamina plus you get Minor Heroism which restores 1 Ultimate every 1.5 seconds. | Columbine, Dragon’s Blood, Dragon Rheum |
Essence of Immovability | Restore Health and Stamina, gain Health and Stamina Recovery, become immune to knockbacks and disabling effects. | Columbine, Mountain Flower, Namira’s Rot |
Essence of Health (Cloudrest Potions) | Restore Health, gain Health Recovery, gain Health per second and gain 30% healing taken. | Butterfly Wings, Powdered Mother of Pearl, Blue Entoloma |
Essence of Speed (Cloudrest Potions) | Restore Health per second and you are granted 30% increased movement speed and 30% increased healing taken. | Butterfly Wings, Powdered Mother of Pearl, Scrib Jelly. |
Essence of Speed (Ultigen Potions) | Restore Stamina, gain increased Stamina Recovery and you are granted 30% increased Movement Speed and 1 Ultimate every 1.5 seconds. | Dragon’s Blood, Dragon Rheum, Blessed Thistle |
Food & Drinks
Potions
Champion Points (CP) are earned after reaching level 50 with your first ESO character. If you have a character with CP levels, you can apply these points to your new Tank character immediately.
While tanking at low CP levels is possible, having at least 1200 CP is recommended for Veteran content. This amount provides significant benefits, including increased stats, recoveries, and defense, which are crucial for effective tanking.
There are two types of Champion Points:
To begin with, focus on 4 main Fitness and 4 Warfare passives that will help you the most, combined with all of the passive Champion Points that don’t need to be slotted.
Below are the general Champion Point slottables for a Tank and also a general Champion Point guide you can follow from 160CP to 1600CP for all general placement of Champion Points.
Warfare
10 Tireless Discipline
↓
10 Quick Recovery
↓
20 Preparation, 13 Elemental Aegis
Fitness
20 Boundless Vitality (Slottable)
20 Fortified (Slottable)
13 Rejuvenation (Slottable)
Warfare
10 Tireless Discipline
↓
10 Quick Recovery
↓
7 Hardy, 20 Preparation, 20 Elemental Aegis
Fitness
26 Boundless Vitality (Slottable)
20 Fortified (Slottable)
20 Rejuvenation (Slottable)
Warfare
10 Tireless Discipline
↓
10 Quick Recovery
↓
20 Hardy, 20 Preparation, 20 Elemental Aegis
↓
20 Enduring Resolve (Slottable)
Fitness
30 Boundless Vitality (Slottable)
30 Fortified (Slottable)
30 Rejuvenation (Slottable)
10 Tireless Guardian
Warfare
10 Tireless Discipline
↓
10 Quick Recovery
↓
20 Hardy, 20 Preparation, 20 Elemental Aegis, 3 Ironclad (Slottable)
↓
50 Enduring Resolve (Slottable)
Fitness
30 Boundless Vitality (Slottable)
30 Fortified (Slottable)
30 Rejuvenation (Slottable)
10 Tireless Guardian
3 Nimble Protector → 30 Bracing Anchor (Slottable)
Warfare
10 Tireless Discipline
↓
10 Quick Recovery
↓
20 Hardy, 20 Preparation, 20 Elemental Aegis, 25 Ironclad (Slottable)
↓
12 Duelist’s Rebuff (Slottable), 50 Enduring Resolve (Slottable)
Fitness
40 Boundless Vitality (Slottable)
33 Fortified (Slottable)
30 Rejuvenation (Slottable)
10 Tireless Guardian
3 Nimble Protector → 50 Bracing Anchor (Slottable)
Warfare
10 Tireless Discipline
↓
10 Quick Recovery
↓
20 Hardy, 20 Preparation, 20 Elemental Aegis, 25 Ironclad (Slottable)
↓
25 Duelist’s Rebuff (Slottable), 50 Enduring Resolve (Slottable), 20 Unassailable (Slottable)
Fitness
40 Boundless Vitality (Slottable)
33 Fortified (Slottable)
30 Rejuvenation (Slottable)
10 Tireless Guardian
3 Nimble Protector → 50 Bracing Anchor (Slottable)
4 Defiance ← 30 Tumbling
Warfare
10 Tireless Discipline
↓
10 Quick Recovery
↓
20 Hardy, 20 Preparation, 20 Elemental Aegis, 25 Ironclad (Slottable)
↓
25 Duelist’s Rebuff (Slottable), 50 Enduring Resolve (Slottable), 25 Unassailable (Slottable)
28 Bulwark (Slottable)
Fitness
40 Boundless Vitality (Slottable)
40 Fortified (Slottable)
40 Rejuvenation (Slottable)
10 Tireless Guardian
3 Nimble Protector → 50 Bracing Anchor (Slottable)
20 Defiance ← 30 Tumbling
Warfare
10 Eldritch Insight 12 Tireless Discipline
↓
10 Quick Recovery
↓
20 Hardy, 20 Preparation, 20 Elemental Aegis, 25 Ironclad (Slottable)
↓
25 Duelist’s Rebuff (Slottable), 50 Enduring Resolve (Slottable), 25 Unassailable (Slottable)
50 Bulwark (Slottable)
Fitness
40 Boundless Vitality (Slottable)
40 Fortified (Slottable)
40 Rejuvenation (Slottable)
10 Tireless Guardian → 30 Fortification
6 Nimble Protector → 50 Bracing Anchor (Slottable)
20 Defiance ← 30 Tumbling
Warfare
10 Eldritch Insight 20 Tireless Discipline
↓
10 Quick Recovery
↓
20 Hardy, 20 Preparation, 20 Elemental Aegis, 50 Ironclad (Slottable)
↓
25 Duelist’s Rebuff (Slottable), 50 Enduring Resolve (Slottable), 25 Unassailable (Slottable)
50 Bulwark (Slottable)
Fitness
50 Boundless Vitality (Slottable)
50 Fortified (Slottable)
50 Rejuvenation (Slottable)
10 Tireless Guardian → 30 Fortification
6 Nimble Protector → 50 Bracing Anchor (Slottable)
20 Defiance ← 30 Tumbling
↓
4 Mystic Tenacity
Warfare
18 Eldritch Insight 20 Tireless Discipline
↓
10 Quick Recovery
↓
20 Hardy, 20 Preparation, 20 Elemental Aegis, 50 Ironclad (Slottable)
↓
50 Duelist’s Rebuff (Slottable), 50 Enduring Resolve (Slottable), 25 Unassailable (Slottable)
50 Bulwark (Slottable)
Fitness
50 Boundless Vitality (Slottable)
50 Fortified (Slottable)
50 Rejuvenation (Slottable)
10 Tireless Guardian → 30 Fortification
6 Nimble Protector → 50 Bracing Anchor (Slottable)
7 Hasty
20 Defiance ← 30 Tumbling
↓
10 Mystic Tenacity → 20 Hero’s Vigor
Warfare
2 Flawless Ritual ← 10 Piercing
↑
20 Blessed ← 20 Eldritch Insight 20 Tireless Discipline
↓
10 Quick Recovery
↓
20 Hardy, 20 Preparation, 20 Elemental Aegis, 50 Ironclad (Slottable)
↓
50 Duelist’s Rebuff (Slottable), 50 Enduring Resolve (Slottable), 25 Unassailable (Slottable)
50 Bulwark (Slottable)
Fitness
50 Boundless Vitality (Slottable)
50 Fortified (Slottable)
50 Rejuvenation (Slottable)
10 Tireless Guardian → 30 Fortification
6 Nimble Protector → 50 Bracing Anchor (Slottable)
20 Sprinter ← 16 Hasty → 4 Celerity (Slottable)
20 Defiance ← 30 Tumbling
↓
10 Mystic Tenacity → 20 Hero’s Vigor
Warfare
35 Flawless Ritual ← 10 Piercing
↑
20 Blessed ← 20 Eldritch Insight 20 Tireless Discipline
↓
10 Quick Recovery
↓
20 Hardy, 20 Preparation, 20 Elemental Aegis, 50 Ironclad (Slottable)
↓
50 Duelist’s Rebuff (Slottable), 50 Enduring Resolve (Slottable), 25 Unassailable (Slottable)
50 Bulwark (Slottable)
Fitness
50 Boundless Vitality (Slottable)
50 Fortified (Slottable)
50 Rejuvenation (Slottable)
10 Tireless Guardian → 30 Fortification
6 Nimble Protector → 50 Bracing Anchor (Slottable)
20 Sprinter ← 16 Hasty → 38 Celerity (Slottable)
20 Defiance ← 30 Tumbling
↓
10 Mystic Tenacity → 20 Hero’s Vigor
Warfare
40 Flawless Ritual ← 10 Piercing → 18 Battle Mastery
↑
20 Blessed ← 20 Eldritch Insight 20 Tireless Discipline
↓
20 Quick Recovery
↓
20 Hardy, 20 Preparation, 20 Elemental Aegis, 50 Ironclad (Slottable)
↓
50 Duelist’s Rebuff (Slottable), 50 Enduring Resolve (Slottable), 25 Unassailable (Slottable)
50 Bulwark (Slottable)
Fitness
50 Boundless Vitality (Slottable)
50 Fortified (Slottable)
50 Rejuvenation (Slottable)
21 Savage Defense ← 10 Tireless Guardian → 30 Fortification
6 Nimble Protector → 50 Bracing Anchor (Slottable)
20 Sprinter ← 16 Hasty → 50 Celerity (Slottable)
20 Defiance ← 30 Tumbling
↓
10 Mystic Tenacity → 20 Hero’s Vigor
Warfare
12 Precision
40 Flawless Ritual ← 10 Piercing → 40 Battle Mastery
↑
20 Blessed ← 20 Eldritch Insight 20 Tireless Discipline
↓
20 Quick Recovery
↓
20 Hardy, 20 Preparation, 20 Elemental Aegis, 50 Ironclad (Slottable)
↓
50 Duelist’s Rebuff (Slottable), 50 Enduring Resolve (Slottable), 25 Unassailable (Slottable)
50 Bulwark (Slottable)
Fitness
50 Boundless Vitality (Slottable)
50 Fortified (Slottable)
50 Rejuvenation (Slottable)
30 Savage Defense ← 20 Tireless Guardian → 30 Fortification
6 Nimble Protector → 50 Bracing Anchor (Slottable)
20 Sprinter ← 16 Hasty → 50 Celerity (Slottable)
20 Defiance ← 30 Tumbling
↓
10 Mystic Tenacity → 20 Hero’s Vigor → 10 Piercing Gaze → 4 Tempered Soul
Warfare
20 Precision
40 Flawless Ritual ← 10 Piercing → 40 Battle Mastery
↑
20 Blessed ← 20 Eldritch Insight 20 Tireless Discipline
↓
20 Quick Recovery
↓
20 Hardy, 20 Preparation, 20 Elemental Aegis, 50 Ironclad (Slottable)
↓
50 Duelist’s Rebuff (Slottable), 50 Enduring Resolve (Slottable), 50 Unassailable (Slottable)
50 Bulwark (Slottable)
Fitness
50 Boundless Vitality (Slottable)
50 Fortified (Slottable)
50 Rejuvenation (Slottable)
30 Savage Defense ← 20 Tireless Guardian → 30 Fortification
6 Nimble Protector → 50 Bracing Anchor (Slottable)
20 Sprinter ← 16 Hasty → 50 Celerity (Slottable)
20 Defiance ← 30 Tumbling
↓
10 Mystic Tenacity → 20 Hero’s Vigor → 10 Piercing Gaze → 38 Tempered Soul
Warfare
20 Precision
10 War Mage ← 40 Flawless Ritual ← 20 Piercing → 40 Battle Mastery → 13 Mighty
↑
20 Blessed ← 20 Eldritch Insight 20 Tireless Discipline
↓
20 Quick Recovery
↓
20 Hardy, 20 Preparation, 20 Elemental Aegis, 50 Ironclad (Slottable)
↓
50 Duelist’s Rebuff (Slottable), 50 Enduring Resolve (Slottable), 50 Unassailable (Slottable)
50 Bulwark (Slottable)
All Blue CP from this point should be applied to any passive CP or additional situational slottable CP you might need.
Fitness
50 Boundless Vitality (Slottable)
50 Fortified (Slottable)
50 Rejuvenation (Slottable)
30 Savage Defense ← 20 Tireless Guardian → 30 Fortification
6 Nimble Protector → 50 Bracing Anchor (Slottable)
20 Sprinter ← 16 Hasty → 50 Celerity (Slottable)
20 Defiance ← 30 Tumbling
↓
10 Mystic Tenacity → 20 Hero’s Vigor → 10 Piercing Gaze → 50 Tempered Soul
All Red CP from this point should be applied to any passive CP or additional situational slottable CP you might need such as:
Sustained by Suffering / Slippery / Expert Evasion / Shield Master / Ward Master / Bastion / Strategic Reserve / Refreshing Stride
Flexibility in Gear
As a tank, having multiple sets of gear is crucial for flexibility in providing self-buffs, group buffs, and general trial viability. Your strength comes from class passives, Champion Points, skills, gear traits, and enchants. Many tank sets are underwhelming, emphasizing the need for sets that offer group benefits.
Importance of Group Synergy
In group content, tanks play a vital role in debuffing enemies and buffing group members. Faster enemy kills make tanking easier, reducing the need for prolonged survival and sustain. Prioritize sets that enhance group performance to make fights quicker and more manageable.
Starting Gear for Beginners
When first tanking content, use gear that enhances your sustain or survival. This helps you learn enemy mechanics, positioning, and overall survivability. As you gain experience, switch to sets that offer significant group benefits, helping your team complete content more efficiently.
Choosing the Right Sets
Each gear set has strengths and weaknesses. For example, Leeching Plate is useful in fights with many enemies but ineffective in boss fights with few targets. Start with comfortable gear and optimize your build over time.
Gear Weights
Be mindful of gear weights when selecting sets. For example:
Monster Sets
Monster sets are obtained by completing Veteran Dungeons for Helmets and daily Undaunted Pledges for Shoulders. Each set is useful in different situations. For beginners, Engine Guardian is highly recommended for its sustain. It provides resources, helping maintain blocking and overall survivability. Long term this needs to be replaced with a more beneficial group set.
Summary
✅ Not sure what gear to farm? Check out the ESO Tank Gear Guide to find the best sets for your build and optimize your tanking performance!
Gear in ESO comes in three weights: Heavy, Medium, and Light.
Armor Setup
Beginner Tank Setup
Setting up as a beginner tank will differ from a long-term setup. Focus on traits and enchants that enhance your survivability and sustain. As you progress, adjust your gear to improve your tanking capabilities further.
These are classed as ‘Big’ slots because they provide the full value of an enchant/glyph.
Best Enchant: Prismatic Defense/Tri-Stat
These enchants boost health, stamina, and magicka but can be expensive. For beginners, use single stat enchants. On the big slots, prioritize stamina enchants if you have all attributes allocated to health.
These are classed as “Small” slots because the enchant values on these slots are significantly smaller than those on “Big” armor slots.
Primary Trait: Divines – Buffs your Mundus stone, enhancing magicka recovery and overall sustain.
Enchants – Since these are small enchants, you can use either Stamina or Magicka enchants to balance your stats, especially if you have all attribute points allocated to health. Eventually, aim for Tri-Stat enchants on all slots. Until then, focus on reaching the suggested stats from the Attributes section by using single stat enchants.
Shields are classed as a “Big” slot, similar to Chest, Legs, and Helmets. Note that the benefits of the shield and its enchant are only active on the bar where the shield is equipped.
Primary Traits
Enchants
For weapons, you need to use a One-Handed Weapon on your front bar with your Shield. The type of one-handed weapon doesn’t matter, as they all perform equally when paired with a shield, unlike Dual Wield.
Traits
One-Handed Weapons have half the value of their Trait and Enchant compared to Two-Handed Weapons.
Enchants
Weapon glyphs on one-handed weapons have half the value, so use them to benefit yourself. Strong group-based glyphs should be used on two-handed weapons for full value.
For the back bar weapon, use an Ice Staff. This is because the Ice Staff is essentially a tank weapon that reduces incoming damage and block cost when used.
Staves are Two-Handed Weapons and thus provide the full benefit of their traits and enchants, unlike One-Handed Weapons. Using an Infused Ice Staff with a Crusher enchant maximizes your tanking effectiveness and group support.
Key Points:
Best Setup:
When starting out, use jewelry with whatever trait it drops in, typically Healthy, Robust, or Arcane. These are not valuable long-term.
Best Traits
Enchants
Recommended Setup
Piece | Weight | Trait | Enchantment |
---|---|---|---|
Head | Medium | Divines | Stamina |
Shoulder | Light | Divines | Magicka |
Chest | Heavy | Divines | Stamina |
Hands | Heavy | Divines | Magicka |
Waist | Heavy | Divines | Magicka |
Legs | Heavy | Divines | Stamina |
Feet | Heavy | Divines | Magicka |
Necklace | Jewellery | Robust/Infused | Bracing |
Ring | Jewellery | Robust/Infused | Magicka Recovery |
Ring | Jewellery | Robust/Infused | Magicka Recovery |
Main Hand | Any 1H | Infused | Absorb Stamina |
Off Hand | Shield | Divines | Stamina |
Main Hand Backup | Ice Staff | Infused | Crusher |
As a tank in ESO, reducing incoming damage and the damage dealt by bosses and enemies is crucial for survival. There are three key aspects to this: Armor/Resistances, Block Mitigation, and General Mitigation. Combining these elements is essential for staying alive as a tank.
Resistances (Armor)
Resistances, often referred to as Armor, are divided into Spell and Physical Resistances, each with sub-categories:
The resistance cap is 33,100, equating to 50% damage mitigation. Each 660 resistances provide 1% damage mitigation. Resistances are displayed on your character information screen. At lower CP levels and with non-optimized gear, resistances are crucial. Aim for the cap in recent content where damage sources are high, but for older content, 25-30k resistances are sufficient. Sources of resistances include Major and Minor Resolve buffs, Champion Points, Gear, Reinforced gear trait, Heavy Armor, and Defending weapon trait.
Block Mitigation
Block Mitigation reduces the damage from enemy attacks when you block:
For example, a 100,000 damage attack is reduced to 10,000 with 90% block mitigation. Typical block mitigation ranges from 70-80% for a tank using the Bracing Anchor champion point passive and heavy armor. Skills like the heavy armor skill Immovable and specific sorcerer skills can help reach the cap.
Overall Mitigation
Mitigation combines all actions to reduce damage:
Maximizing overall mitigation involves using block mitigation, stacking resistances, and applying buffs to yourself and your group and debuffs to enemies and bosses. Utilize block mitigation with resistances, Minor Aegis, Major and Minor Protection, unique gear buffs, and enemy debuffs to enhance your survivability as a tank.
Combining these elements effectively is key to surviving and excelling as a tank in ESO. It’s possible, if you time everything correctly, to reach incredibly high overall mitigation where you are fully buffed and the enemy is fully debuffed leading to you mitigate over 95+% of incoming damage.
You can see all of the required skills needed for Tanking on the build pages where all class skills and passives are broken down into detail. There are some general none class skills used by Tanks however
Ransack → Morph of Puncture
(Unnecessary)
This is a melee Taunt and an easy source of Minor Protection and Major Breach. Some classes such as Nightblades and Templars have Minor Protection built into their class already so this would not be needed, on other class Tanks you could just slot Temporal Guard.
Pierce Armor → Morph of Puncture
(Vital)
This again is a melee Taunt but it does not offer Minor Protection, instead you gain the addition of Minor Breech along with the Major Breech. This is a large increase to group DPS.
Heroic Slash → Morph of Low Slash
(Useful)
This debuffs enemies so they do less damage which is useful in high damage environments, but most importantly is the Ultimate gain which is the main reason to maintain this skill during combat.
Defensive Stance → Morph of Defensive Posture
(Optional)
This is a skill that can be slotted for the additional block mitigation and damage shield, although it’s not really worth it for the block mitigation nowadays. This ability will also reflect one projectile back at an enemy, when doing so you don’t need to be blocking. The best combat situations for this are where you are Tanking at range and the enemy has a reflect-able projectile such as Lokkestiiz in Sunspire, you can simply cast this and return the damage back at the boss. Not all boss projectiles can be reflected so you need to be careful. Things such as Dark Barrage by Rakkhat in Maw of Lorkhaj cannot be reflected and it will heal the boss if you reflect it and if you use it in Lair of Maarselok you’ll make more adds spawn.
Absorb Missile → Morph of Defensive Posture
(Situational)
This skill will absorb projectiles and heal you for a portion of the amount you absorbed. You will have to block when using this skill and it won’t save you from a heavy projectile if not blocking since it will not always absorb a whole projectile only a certain amount of the damage. This is sometimes a good option as it will work against projectiles that Defensive Stance does not work with. You can use this to help dealing with the Heavy Attack from Z’Maja in Cloudrest and for surviving the Dark Barrage from Rakkhat in Maw of Lorkhaj.
Shield Charge
(Situational)
A skill you might use for very certain mechanics in fights where you get knocked back or need to close the gap quickly on the enemy. Something like Halls of Fabrications last boss, you get punched to the middle of the room and need to get back to the boss fast and this would be a method of doing so.
Power Bash
(Situational)
If you are using the Vateshran One Hand and Shield, then you will need this skill. This skill is also used in the Dungeon Tank Build.
All One Hand and Shield Passives are vital for Tanking.
Not Used
Tri-Focus
(Optional)
This is a passive you need to be very careful with. It can be very powerful and also make life impossible for you. For general Tanking – do not use this passive.
By using this passive, when you switch to your Staff and you Block, you will block with Magicka and you will lose your Magicka Regen but you will gain Stamina Regen in place of it. For most Tanks, losing your Magicka Recovery is pretty devastating as you will lose your ability to heal, you won’t be able to cast almost any of your abilities and it can be fatal. For Tanks who know how to manage this, it could be a powerful way to regain Stamina while blocking. Since most Tank skills cost Magicka it doesn’t make sense to block with Magicka as well.
Penetrating Magic
(Unnecessary)
You can use this passive if you want but it will make very minimal difference so if you are short on Skill Points, skip this one.
Elemental Force
(Vital)
One of the main reasons we use a Staff is for the status effects we can inflict with them, so absolutely pick up this passive.
Ancient Knowledge
(Vital)
This is especially vital with an Ice Staff. If you don’t take this passive then your Frost Staff won’t provide you with any Tank related benefit. This makes Tanking with a Frost Staff almost the same defensively as Tanking with a One Hand and Shield.
Destruction Expert
(Vital)
Frost Blockade provides you and some of your group with a projectile damage shield, by using this passive you’ll gain back some Magicka if that shield absorbs any damage.
Immovable → Morph of Unstoppable
(Situational)
This skill provides an immunity to knockbacks and increases amount of damage you can block. It’s a really strong skill in fights where you take a lot of damage and don’t have to move a lot, you take less damage however you are almost stuck to the floor for 6 seconds so it’s a difficult skill to use and needs to be timed for very specific moments.
You ideally use this skill along with 6 Heavy Armor, this is so you can reach the maximum buff while also still able to roll dodge and move a little. If you use 7 heavy, you are stuck in 1 spot for 6 seconds and this is not advised. It’s also worth noting that block mitigation is capped at 90% so this may have very minimal effect if you are already close to 90% block mitigation.
Each piece of Heavy Armor does the following:
Each piece of Heavy Armor does the following:
Shuffle → Morph of Evasion
(Situational)
If you are Medium Armor Tanking in some level of content that has some kind of immobilization or snare mechanic then you would use this morph of the skill to help prevent it from happening.
Elude → Morph of Evasion
(Situational)
This would typically be the morph you would use when Medium Armor Tanking to reduce the incoming AoE damage by 25% which is a considerable amount when Tanking in Medium Armor. This Morph of the skill will increase the duration depending on how many Medium pieces you are using.
Each piece of Medium Armor does the following:
Dexterity
(Unnecessary)
This is not a vital passive for Tanking, it will increase your damage/healing slightly and would be needed for something like a Nightblade Tank that relies on causing crit damage to proc their group buff or when using a Crit based set such as Grundwulf.
Wind Walker
(Vital)
With this Passive you benefit with a very minor Stamina Cost Reduction of your skills such as Puncture and Heroic Slash, so it is worth picking up as a Tank for some minor sustain support if you are using any Medium Armor pieces.
Improved Sneak
(Not Needed)
Agility
(Unnecessary)
You can use this if you want but it’s not vital for Tanking.
Athletics
(Vital)
Reduced Roll Dodge cost and increased Sprint Speed is just a nice little extra bit of help with sustain if you are using any Medium pieces.
Annulment
(Unnecessary)
Not really ever needed by a Tank as you need to use 5 Light Armor pieces to be able to use the skill.
Each piece of Light Armor does the following:
Each piece of Light Armor does the following:
Vital skills are only vital if using Light Armor pieces.
Grace
(Vital)
Reduce Sprint cost an reduce the effectiveness of Snare applied to us, well worth having.
Evocation
(Vital)
Magicka Recovery and Reduce Magicka Cost both very important for Tanks as most of our abilities are Magicka costing.
Spell Warding
(Vital)
Not a huge boost to Spell Resistances but worth having since we need this as a Tank anyway.
Prodigy
(Unnecessary)
Damage passive, not very effective for a Tank.
Concentration
(Unnecessary)
Damage passive, not very effective for a Tank.
Dawnbreaker
(Unnecessary)
Can be used for solo content and slotted front bar for a Hybrid Tank.
Silver Leash → Morph of Silver Bolts
(Unnecessary)
If you are playing on a class that does not have a pull ability such as the DK Unrelenting Grip then this is an alternative. It costs Stamina which makes it slightly undesirable compared to the DKs Chain but it’s really your only option for most class Tanks. That is unless you have Gold Road and Scribing, in which case you can make a better skill.
Turn Evil → Morph of Circle of Protection
(Optional)
If you have the bar space and you are in a combat situation where you are stacked with your group then this will give them some additional buffs helping them to survive. If you are fighting none Elite/Boss enemies then this will also fear them.
Inner Light → Morph of Magelight
(Optional)
Could be used to boost your Max Magicka and boost your Magicka Controller passives if you need it.
Entropy
(Not Needed)
Scalding Rune → Morph of Fire Rune
(Situational)
This is useful for helping Tanks to maintain Elemental Catalyst Flame Weakness and proccing Encratis’s Behemoth.
Spell Symmetry → Morph of Equilibrium
(Situational)
This is needed in situations where you want unlimited Magicka sustain but you do not need a source of Major Resolve. Tanks have a high Max Health pool, so you utilise that Max Health when you are in low damage situations to generate Magicka for more skill casting. When using this on a DK or Sorcerer it means you basically have unlimited sustain so long as someone is healing you as you have abilities that cost Magicka and can convert Magicka into Stamina. You should always take care to time the use of this, it’s not good to use it immediately before a Heavy Attack or Mechanic as it drops your Health and you have a 4 second self-healing debuff, you will still receive normal healing from a Healer however. With this morph, Nightblades especially can use this skill since they have Major Resolve built into their class Passives, if you have a Warden in your group who keeps 100% uptime of Frost Cloak then you wouldn’t need to apply your own Major Resolve either. This is an important sustain skill, at the cost of Health you gain 3k Magicka but it also reduces the cost of your next Magicka ability which can be really good in situations where you have a healer constantly healing you and you need to be casting expensive Magicka abilities frequently such as Purge.
Balance → Morph of Equilibrium
(Vital)
This is a must have skill for most Tanks unless you have Major Resolve already in which case you could use Spell Symmetry. Tanks have a high Max Health pool, so you utilise that Max Health when you are in low damage situations to generate Magicka for more skill casting. When using this on a DK or Sorcerer it means you basically have unlimited sustain so long as someone is healing you as you have abilities that cost Magicka and can convert Magicka into Stamina. You should always take care to time the use of this, its not good to use it immediately before a Heavy Attack or Mechanic as it drops your Health and you have a 4 second self-healing debuff, you will still receive normal healing from a Healer however. This morph provides the longest lasting source of Major Resolve available also, so as soon as its possible you should switch away from classed based Major Resolve sources to this one since it is a longer duration plus costs Health so its more sustainable in resource cost.
Mage Adept
(Vital)
Very important passive to have so your Balance/Spell Symmetry costs less Health to cast.
Everlasting Magic
(Vital)
This is the passive that causes your Balance to provide the longest source of Major Resolve that is available.
Magicka Controller
(Vital)
Gives you a slight buff to your Magicka sustain when you have Mage’s Guild abilities slotted. You should always have at least 1 so its worth having this.
Overflowing Altar → Morph of Blood Altar
(Optional)
This is a good skill to help your group. You have to place it anywhere within 28 metres of the enemy, then when you or a group member hits an enemy they are healed via Minor Lifesteal. Your allies don’t need to be near the Alter to benefit from the Minor Lifesteal they gain the benefit just from hitting the enemy that is within 28m of the Altar. This is a very sustainable skill as it has a low Health cost to cast it so it can be maintained easily by a Tank. This morph would be used in situations where you need to make use of the synergy for healing your group in things such as Asylum Sanctorium and Cloudrest, the synergy will provide the group with a much bigger heal than the other morph.
Shadow Silk → Morph of Trapping Webs
(Optional)
You cast this on ranged targets for your Stamina Damage Dealers to use so they can hit more DPS and also gain some resources from it. In some situations where your group has very little synergies an Off Tank might use this to provide another Alkosh synergy. This is quite a tricky skill to make use of since you need to cast it on an enemy, but your team members need to be away from that enemy to be able to gain the synergy so in a situation where there is just 1 target such as a boss its useless because the group needs to be at range to have the synergy become visible to them.
Inner Rage → Morph of Inner Fire
(Optional)
This is secondary to using Frost Clench. It allows you to range taunt enemies, but also its a Magicka taunt so you can use it to instigate combat, use it to taunt enemies that are not close to you and if you are low on Stamina use it to benefit your sustain. This morph also provides a guaranteed group synergy which can be nice for helping with proccing gear sets and additional group sustain.
Bone Surge → Morph of Bone Shield
(Optional)
This is not a vital skill to use since its hard to sustain with costing Stamina. You might see it used in close combat fights since you need to be stood very close to other people. If will provide Major Vitality which is quite a useful buff to have in some situations and gives a nice shield scaled on Max Health.
Energy Orb → Morph of Necrotic Orb
(Optional)
This is only needed if you are trying to proc a gear set on your group such as Spell Power Cure, Symphony of Blades or something similar. Also useful on a Warden Tank for maintaining their group buff Minor Toughness.
Undaunted Command
(Vital)
You must have this skill especially when using Alkosh since you will be using a lot of synergies and as a Tank you need sustain and this passive will return resources to you every time you use any synergy.
Undaunted Mettle
(Vital)
Extra resources no matter whether you are using 7 Heavy or 5/1/1 you’ll get extra stats.
Temporal Guard → Morph of Undo
(Optional)
This is more of a passive Ultimate, you can slot this for easy permanent Minor Protection. For a Nightblade or Templar this likely wouldn’t be needed as they have class based options for obtaining this buff. You’ll usually benefit more from slotting Barrier and gaining the extra sustain.
Race Against Time → Morph of Accelerate
(Vital)
Pretty useful for all Tanks, having a speed boost so you can keep up with your group in Heavy Armor is quite important and it costs Magicka so its sustainable. This morph also has a nice effect where it will remove snares and immobilisations and give you immunity to them which is particularly helpful as a Tank.
Meditate
(Unnecessary)
If you are completely unable to sustain combat as a Tank, generally there is a fundamental issue you need to look into. I would initially suggest checking out the Tank Guides section for the Sustaining as a Tank Lecture. In the meantime, you can use this skill you help you sustain. The best time to use this would be when there are no mechanics happening or immediately after you have received and blocked a Heavy Attack from an enemy. Its best to use this in regular short bursts rather than waiting until you are out of resources and using it.
These passives are only Vital if you are using Psijic Order abilities.
Clairvoyance
(Vital)
This is needed if you occasionally use Race Against Time to reduce the cost of it.
Concentrated Barrier
(Vital)
If you ever slot any Psijic Order ability then you should have this passive to give yourself an extra little shield.
Deliberation
(Situational)
You only need this passive if you are using Meditate or its morphs. This will increase your ability to survive during the phases in which you are channelling the ability.
Vigor
(Situational)
Either morph of this skill are used on most Tanks to proc Powerful Assault. It’s also used sometimes for a general Heal over Time for Tank and on certain classes who have restricted Healing such as Templars and Necros.
Resolving Vigor→ Morph of Vigor
(Situational)
This is generally the better morph since you get a small heal over time but also Minor Resolve which buffs your resistances and mitigation.
Charging Maneuver → Morph of Rapid Maneuver
(Situational)
This is useful in most situation for providing yourself and group a speed boost wherever needed.
Razor Caltrops → Morph of Caltrops
(Vital)
This ability inflicts an Area of Effect Major Breach to enemies which reduces their resistances meaning your group will do more damage to any enemy stood inside the caltrops. It also causes a pretty strong snare on any none Elite/Boss enemies which can be good for things like Dungeons and Arenas. This also procs Powerful Assault on your group members so it can be better than using Vigor since it has more benefits.
Proximity Detonation → Morph of Magicka Detonation
(Situational)
This would be used alongside Powerful Assault gear set, the reason for using this skill is because it costs Magicka, it’s instant cast unlike the other morph and it would be extremely easy to sustain when used alongside Balance/Spell Symmetry.
Continuous Attack
(Vital)
You need to put 1 Skill Point into here to have permanent Major Gallop to increase the speed of your mount.
None of the other passives provide any benefit to a Tank in PvE content as they are all PvP passives.
Barrier
(Vital)
This is a very nice and useful Ultimate to have for the passive benefits that you can gain from it. If you have the Magicka Aid passive and this is slotted you will benefit from 10% more Magicka Recovery which is an extremely important stat for Tanks. Generally you wont use this Ultimate, so it doesn’t need to be morphed. You are just using it to gain the Magicka Aid passive. If you did need to use it in an emergency situation it will provide you and your group with a pretty large and long lasting Damage Shield.
Replenishing Barrier → Morph of Barrier
(Optional)
If you are actually using Barrier as a Skill – maybe alongside the Saxhleel Champion set then you would want this morph so you can gain your Ultimate back faster.
Efficient Purge → Morph of Purge
(Vital)
As a Tank you will often be expected to use Purge in situations where it is needed and help your group remove deadly negative effects. We use the Efficient morph as it reduces the Magicka cost by a lot.
Mystic Guard → Morph of Guard
(Situational)
This skill is useful to helping people to stay alive. With this morph it would be typically used on another Tank for dealing with really high amounts of damage such as in Kyne’s Aegis. If you are using this to guard a DK Tank it can be a bit of a waste since they already have easy access to Minor Vitality, but for other classes its a great option as this will increase the healing they receive.
Stalwart Guard → Morph of Guard
(Optional)
This morph of guard is sometimes used in lower damage situation by a Tank and applied to Damage Dealers to help increase their DPS as they benefit from the Minor Force which frees up another skill slot on their ability bar for something else.
Revealing Flare
(Optional)
You slot this and you gain Major Protection reducing your incoming damage by 10%. If you are having a hard time in any situation, then you need to use this as it will drastically improve your survival.
Magicka Aid
(Vital)
This passive the vital reason for using Barrier as a slottable ultimate.
None of the other passives provide any benefit to a Tank in PvE content as they are all PvP passives.
Scribing is a new system introduced with the Gold Road chapter, playing a crucial role in enhancing tanking abilities by providing easily accessible effects such as immobilizations, magicka pulls, and damage shields. It also offers buffs and debuffs like Major Cowardice, Major Vitality, Minor Resolve, Minor Vulnerability, and Minor Brittle, along with class-specific buffs and improved sustain.
Key Points:
Scribing offers a customizable way to enhance your tanking capabilities, making it an essential tool for improving performance and adapting to different scenarios.
Focus Script: Pull
Deals Magic Damage to an enemy, pulls them to you, and taunts them if they are not already taunted.
Signature Script: Druid’s Resurgence
Restores Magicka and Stamina.
Affix Script: ?
Choose one that works for you. (Breach, Cowardice, Vitality)
A Magicka-costing skill that pulls enemies, taunts them, and returns resources, replacing the need for Silver Leash. This skill is beneficial for all classes, as it allows tanks to use Magicka to cast the skill, which then returns Stamina, aiding in overall sustain. Additionally, it provides a Major buff or debuff; you can choose one that suits your build’s needs. Two excellent options are Major Vitality for increased healing received and Major Cowardice to reduce enemy damage output.
Focus Script: Immobilize
Immobilizes enemies.
Signature Script: Hunter’s Snare
Reduces the Movement Speed of enemies.
Affix Script: ?
Choose one that works for your class.
An accessible potential immobilization skill which is available for all classes. The primary focus is on its AoE, 360-degree immobilization, opening up new crowd control opportunities for classes that previously lacked this option. The other scripts used on this skill can vary depending on what your build is missing, allowing you to customize it to fit your specific needs.
In ESO, tanks can be categorized into several types based on their roles and the content they focus on:
General Tank:
Focuses on 4-player content such as dungeons, arenas, and general activities like pledges and daily content.
Main Tank:
Takes on the primary role in 12-player trials, maintaining aggro on the main boss and handling the primary threats.
Off Tank:
Assists the Main Tank in trials, taunting additional enemies, stacking add pulls, and providing additional group support. They may trade taunts with the Main Tank or handle separate bosses in multi-boss trials.
Hybrid Tank:
Capable of tanking enemies while also dealing damage. Commonly used in overland content, questing, delves, and sometimes as an Off Tank in older trials or dungeons with minimal damage and mechanics.
Each tank type has its unique responsibilities and is essential for different aspects of the game. Understanding these roles helps optimize your tanking strategy in various ESO activities.
Taunting is the primary focus of tanks in The Elder Scrolls Online and the main method of forcing enemies to target and attack you, also known as having “Aggro.”
Key Points About Taunting:
Taunting is the most important tank responsibility, so understanding and mastering it is crucial before getting started.
There are multiple ways to apply taunt to an enemy in ESO, including melee taunts, ranged taunts, and chain taunts. These taunts can cost either stamina or magicka and are fundamental for maintaining aggro on enemies.
Common Taunts:
Both Pierce Armor and Frost Clench have a 15-second duration, forcing the enemy to focus their attacks on you for the duration.
Chain Taunts:
Chain taunts are primarily used to pull ranged enemies into a stack with other enemies. While their main function is to pull enemies, they also apply a taunt. However, they only taunt untaunted enemies and cannot refresh an existing taunt until it expires, which can be risky. These taunts also last for 15 seconds.
Examples of Chain Taunts:
Other Taunts:
What is Over Taunting?
Over taunting occurs when multiple players taunt the same enemy too frequently within a short period, causing the enemy to become taunt immune.
Mechanics of Over Taunting:
Effects of Over-Taunting:
Using the In-Game Buff & Debuff Tracker
To track your taunt on enemies efficiently, follow these steps:
Options > Combat > Buffs & Debuffs > ALL – Always Show > TARGET DEBUFFS – On > FROM OTHERS – Off
For single bosses, enable Ability Bar Timers to track your taunt skills easily:
Options > Combat > Ability Bar Timers - On
Addons
For PC players, addons such as Untaunted and Srendarr can significantly enhance taunt tracking. These addons allow you to customize and move tracking interfaces, enabling you to monitor your taunts on multiple targets effectively.
When dealing with multiple targets stacked in a small area, taunting the right enemy can be challenging. The best way to focus on specific targets is by using tab targeting.
How to Use Tab Targeting
When you tab target an enemy, they get a white highlight around them, making them easier to see. This also helps focus most of your skills towards the selected enemy.
Benefits of Tab Targeting
Turning Off Tab Targeting
To turn off a tab target:
Determining Taunt Priority
One of the tricky parts of tanking is figuring out which enemies to taunt first. The health bars help identify priority targets, with stronger enemies indicated by specific health bar features.
Regular Enemies
Elite Enemies
Bosses
General Taunt Rule
Follow this priority order when deciding which enemies to taunt:
By adhering to this priority, you ensure that the most dangerous threats are controlled, keeping your group safe and effective in combat.
Blocking is one of the most crucial survival tools in ESO, but many tanks struggle to fully understand how to block effectively. Here’s a detailed guide to help you master this essential skill:
Key Points About Blocking:
Sustaining Blocking:
Best Practices for Blocking:
Positioning enemies is an integral part of ESO tanking, but there isn’t a common method that applies to all situations. However, a few simple rules can help guide your positioning.
Add Pulls: Add pulls are usually positioned slightly in front of their starting location. As you approach the adds, let them move a bit towards you so the ranged enemies come within range of your chain skills and Void Bash proc (if using it). If you are using Void Bash, do not activate it immediately when entering an add pull. Instead, place Elemental Blockade to start the enemies moving, drop Razor Caltrops in front to slow them, circle around the first enemy, and then proc Void Bash. This ensures that almost all enemies within 12 meters are pulled in. The goal in add pulls is to gather all enemies into a stack and hold them still for your damage dealers to quickly eliminate with AoE attacks. Turn enemies away from your group to prevent cleave attacks from hitting them.
Boss Fights: For bosses, positioning depends on the type of boss and the mechanics involved:
As a general rule, taunt the boss, keep it in the middle of the room, and turn it away from the group. This strategy works for most bosses in ESO.
Turning Enemies Away: Turning enemies away from the group is crucial because bosses often perform cleave attacks that hit the area in front of them or drop AoEs and damage under the tank. Damage dealers should stand behind the boss or away from the tank to avoid these effects. Avoid moving bosses unnecessarily, as it causes significant damage losses. Many damage dealer abilities and ultimates are ground-based, so moving the boss can pull them out of these effects, slowing down the kill and worsening sustain for your damage dealers as they have to recast their abilities and potentially waste ultimates.
Tank survival is crucial in every aspect of the game. A dead tank often leads to a dead group, making it nearly impossible to clear content and defeat bosses if the tank cannot stay alive.
Key Tips for Tank Survival:
For specific advice on boss fights or mechanics, join The Tank Club Discord, where you can get personalized help from other tanks. Additionally, watch TC_Lee13 on Twitch for regular Dungeon, Trial, and Arena tanking streams, where you can see expert tanking in action and ask questions
Blocking is absolutely critical for survival as a tank in ESO. It may sound simple, but mastering the art of blocking can make the difference between life and death for you and your group. See more in the Blocking section.
Block casting is an essential skill for tanks in ESO, especially in Veteran content. It allows you to cast most of your abilities while maintaining your block, ensuring you stay protected even while using skills.
Key Points About Block Casting:
Abilities Safe to Block Cast:
Exceptions:
Buffing yourself is essential for managing damage and staying alive as a tank in ESO.
Key Buffs to Maintain:
Additional Buffs:
Gear-Provided Buffs:
Healing Buffs:
General Buffs:
Debuffing enemies is an effective way to reduce the damage they deal, thereby improving your survivability as a tank.
Key Debuffing Techniques:
By effectively debuffing enemies, you can substantially reduce the damage they deal, making it easier to manage incoming damage and keep yourself and your group safe.
Building up your resistances is fundamental to reducing incoming damage and surviving as a tank in ESO. Here are the key points to remember:
Resistance Cap: The maximum benefit you can gain from resistances in PvE content is 33,100. Always aim to reach this cap to maximize your damage mitigation.
Importance: High resistances significantly reduce the amount of damage you take, making it easier to survive encounters, especially in challenging content.
Ways to Increase Resistances:
Self-healing is often necessary, especially in dungeon groups without a healer or with an inexperienced or dead healer. There are several methods to heal yourself as a tank:
1. Burst Healing
2. Healing over Time (HoT)
3. Health Recovery
4. Damage Shields
General Tips for Effective Self-Healing:
By incorporating these self-healing techniques and understanding when to use each method, you can significantly enhance your tank’s survivability in ESO.
Roll dodging is a crucial but often underused technique among new players. It can be expensive in terms of stamina, but its benefits for survival are significant.
How Roll Dodge Works:
When to Use Roll Dodge:
By incorporating roll dodging into your defensive tactics, you can effectively avoid damage and improve your chances of survival in challenging encounters.
Sustain is one of the hardest aspects of tanking in ESO. If you cannot sustain, you cannot block, use skills, or perform your tank duties effectively.
Common Sustain Issues:
Impact of Sustain Failure:
By focusing on these sustain strategies, you can ensure you remain effective in your role as a tank, maintaining your ability to block, use skills, and support your group throughout encounters.
Sustain Methods:
By implementing these strategies and tips, you can maintain optimal resource sustain, ensuring you can perform all necessary tank duties effectively.
Heavy Attacking is a tool for sustain. Follow these guidelines for effective use:
By mastering the “Heavy After a Heavy” tactic, you can significantly improve your resource sustain, ensuring you have the stamina and magicka needed to perform your tanking duties effectively.
Buffing and debuffing are among the most critical responsibilities you’ll have as a tank. Once you’re comfortable with maintaining aggro, positioning, sustaining, and surviving, you can start focusing on these advanced techniques. Effective use of buffs and debuffs can provide significant boosts to your group and make you an invaluable tank.
Pre-Buffing
Before engaging in combat, always pre-buff with abilities like Major & Minor Resolve to increase resistances and mitigate initial hits. Precast Blood Altar for area healing for the group if you use it. For delayed spawning bosses, set up Elemental Blockade, Razor Caltrops and other AoE abilities in the spawn area to start applying effects immediately once the fight begins.
Major/Minor Breach:
Major Resolve (and Minor Resolve):
Major & Minor Maim:
Crusher Enchantment:
Maintaining Buffs and Debuffs:
Additional Tips:
By mastering these buffs and debuffs, you can significantly enhance your group’s effectiveness and make challenging encounters more manageable.
Every class has their own specific buff / debuff that can be required for optimal group performance depending on your composition:
In The Elder Scrolls Online, AoE Taunting isn’t an option, so the main focus during add pulls is on Crowd Controlling rather than taunting. Understanding how different effects interact is crucial for effective add management. Add pulls typically consist of regular enemies that can be pulled or chained together and then controlled with snares and immobilizations. Using the Void Bash Set (Vateshran One Hand & Shield) can significantly improve this process, pulling enemies within 12 meters with one button press, leaving only a few to be manually chained.
Key Points:
The primary advantage of this method is its universality: it works for every class, though some may need specific skills or the scribing system for immobilization.
By following this general rotation, you can effectively control and manage add pulls, making it easier for damage dealers to quickly eliminate grouped enemies while applying strong debuffs to them. This strategy enhances the overall efficiency and survivability of your group and can be executed by any class with the correct skills and scribing abilities..
Boss fights in ESO vary greatly, so it’s challenging to provide a one-size-fits-all strategy. However, understanding and adapting to general principles and specific mechanics will significantly improve your tanking performance. Here are some detailed guidelines to help you tank effectively during boss encounters:
General Rules:
To test and improve your tanking skills, consider the following methods:
Buff Maintenance Practice:
Sustain and Survival Practice:
General Tips:
By practicing in these environments and continuously improving your skills, you can enhance your tanking capabilities and become more effective in various challenging situations.
With all the fundamental information provided, you now have the basics of tanking down. It’s time to dive into actual content and put your skills to the test. We’ve compiled a list of content for you to practice tanking, helping you build confidence and experience before tackling more challenging encounters.
Start with normal dungeons, as these are easy enough to be completed without a dedicated tank. This makes them ideal for familiarizing yourself with dungeon layouts, your character, and basic tanking mechanics. While you won’t get the full tanking experience, use this opportunity to farm useful tank gear, focusing on the sets listed in our Tank Gear Guide.
Crypt of Hearts – Ebon Armory
Vaults of Madness – The Worm’s Raiment
Black Drake Villa (DLC) – Drake’s Rush
The Dread Cellar (DLC) – Crimson Oath’s Rive
Shipwright’s Regret (DLC) – Turning Tide
Graven Deep (DLC) – Pangrit Denmother
After mastering normal dungeons, you can move on to veteran dungeons, starting with the non-DLC ones. These dungeons are more challenging than their normal counterparts but still manageable, allowing you to practice proper tanking techniques and apply many concepts from this guide. The difficulty is slightly higher, providing a better tanking experience, and you will need to begin understanding and following mechanics, especially in boss fights. This helps build good habits and improves your tanking skills. There is plenty of room for error and recovery, offering a forgiving environment to learn. Completing veteran dungeons allows you to earn extra keys from the Undaunted Pledges, important for obtaining Shoulder pieces for Monster Sets. Additionally, you’ll earn useful Monster Helmets by completing veteran dungeons, essential for your tank build. Progressing through these veteran dungeons will enhance your tanking skills and prepare you for more challenging content.
Spindleclutch II – Bloodspawn
Darkshade Caverns II – Engine Guardian
Volenfell – Tremorscale
Black Drake Villa (DLC) – Encratis’s Behemoth
Shipwright’s Regret (DLC) – Nazaray
Earthern Root Enclave (DLC) – Archdruid Devyric
Dragonstar Arena (DSA) is a 4-player arena that, while incredibly easy on normal mode, is quite long. It’s worth completing to farm a valuable weapon set that enhances healing and survival, making it a great investment for many builds. Ideally, aim for the drop from the veteran version of the arena, as it provides additional benefits. If you’ve been successfully tanking veteran dungeons, you should be capable of handling veteran DSA.
Important Loot:
Puncturing Remedy Set / Master’s One Hand and Shield
Before tackling Veteran DLC Dungeons and harder content, it’s wise to collect the important Void Bash set from Vateshran Hollows. The downside is that this is a solo arena requiring you to do some damage, but the plus side is you can utilize the Armory, a free housing item from the Crown Store. Place the Armory in your house to switch your entire build to a damage-focused setup, allowing you to complete Vateshran Hollows on Normal. You need about 10k DPS to do this successfully. If you’re an Arcanist or Dragonknight, use our Hybrid Tank Builds for this content. The Void Bash set is one of the best for dungeon tanking, enabling you to pull in a whole stack of adds with one button while also debuffing them. This makes add pulls faster, easier, and more sustainable, benefiting both you and your group.
Important Loot:
Void Bash / Vateshran Hollows One Hand and Shield
At this stage, your priority is to apply the fundamentals you have learned in trial settings. Starting with normal trials is generally fine, though newer trials can be more challenging due to complex mechanics. Many mechanics in normal trials can be ignored without severe consequences, unlike in veteran trials. This makes normal trials an excellent learning opportunity, in addition to reading guides or watching clips.
Joining guild runs is ideal for learning as they offer a supportive environment where you can ask questions and gather feedback without facing potential toxicity. Look for guilds that regularly organize trial runs. Guild runs provide a structured setting where you can gain valuable insights and advice from experienced players, which is crucial for your development as a tank.
If you opt for random trial runs, you can find groups by traveling to Craglorn, using text chat, or the social menu grouping tool. Be aware that random runs can be volatile and critical, with mistakes often met with criticism rather than support, as these runs are typically focused on gear farming. However, if you have some trial experience and knowledge, random runs can be a viable option. They can offer a variety of experiences and help you adapt to different group dynamics.
Not all trials require two tanks, but joining those that do can help you understand how to split the workload with another tank, reducing the risk to the group if you make a mistake. Learning to coordinate with another tank is essential for handling more complex mechanics and ensuring smooth progression. Pay attention to trial mechanics and try to pick up as much information as possible, as this is crucial for transitioning to veteran trials where ignoring mechanics can lead to failure.
Sunspire – Claw of Yolnahkriin
Lucent Citadel – Lucent Echoes
Dreadsail Reef – Pearlescent Ward
Rockgrove – Saxhleel Champion
Cloudrest – Vestment of Olorime
There is no rush to reach the endgame of ESO. This content represents the hardest challenges in the game, often requiring weeks or months of progression and practice to complete. It can also take time to find a team willing to commit to these rigorous trials.
Endgame Content:
Reaching this level involves a long journey where you’ll need to complete each dungeon and trial initially on veteran mode, learning all the mechanics along the way. Ideally, you should do this with friends or guild members for better coordination and support.
Dungeon Content: Dungeon content is more accessible since it’s easier to find three other players interested in hardmodes and trifectas. Some DLC Dungeon Hardmodes are extremely challenging with high damage and multiple mechanics, making them excellent preparation for Veteran Hardmode Trials.
Veteran Hardmode Trials: When you are fully aware of all mechanics, comfortable with tanking, and have all the required gear and skills, you can start searching for groups recruiting a Tank for Hardmodes. Learning these mechanics in a supportive environment with a raid leader guiding you through tasks and differences helps you progress. Multiple attempts will likely be needed, providing valuable knowledge and practice.
Trifecta Tanking: Once you gain hardmode completions and experience, you can move onto Trifecta Tanking, where you are expected to know everything the Hardmode throws at you and execute it perfectly.
Advanced Requirements: Endgame content requires advanced knowledge and often necessitates carrying multiple gear sets, swapping gear and skills between fights, and fully optimizing your setup for specific trials, dungeons, and even specific bosses. You may also need to use alternative classes to fill any gaps the group needs to be optimal.
This level of content is challenging but extremely rewarding, requiring a lot of time, patience, and knowledge to master.
Imperial City Prison (ICP) | White-Gold Tower (WGT) | Cradle of Shadows (CoS) | Ruins of Mazzatun (RoM) | Falkreath Hold (FH) | The Cauldron | Black Drake Villa | Bloodroot Forge (BF) | Lair of Maarselok (LoM) | Scalecaller Peak (SP) | Icereach (IR)
Depths of Malatar | Fang Lair | Frostvault | | March of Sacrifices | Moon Hunter Keep | Moongrave Fane | Unhallowed Grave | Castle Thorn | Stone Garden | The Dread Cellar | Red Petal Bastion | The Coral Aerie | Shipwright’s Regret | Graven Deep | Earthern Root Enclave | Bedlam Veil | Oathsworn Pit | Bal Sunnar | Scrivener’s Hall
Thank you for taking the time to read through this ESO Beginner Tank Guide.
Just remember that the Tank role is a difficult and pressured role to play. We all progress at a different speed, and you need to just develop as you gain experience and try your best. Play the game, play your class, learn the role, learn from your mistakes and gain as much experience as you can.
Learning fights and mechanics will make things so much easier and you can only do this by getting many hours of experience and talking and playing alongside other Tanks.
Enjoy the game, as stressful as Tanking can be you need to have fun and Tanking can become very fun and enjoyable!
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