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[Music] hello everyone and Welcome to My
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ultimate tank guide for The Elder Scrolls Online it's been a while since I fully updated this tank guide I've been
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very busy completing pretty much all of the content in ESO as a tank and I wanted now to try and teach you
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everything that I know about ESO tanking the written guide can be viewed over on my website if you have any questions
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please drop them in the comments below and for a faster respon you can join us on the tank Club Discord the best way to
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utilize this guide is by also using my beginner tank build alongside it as they complement each other really really well
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in this comprehensive guide we'll cover everything you need to know to become an effective tank in the Elder Scrolls
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Online we'll start with the basics and gradually move onto Advanced strategies ensuring that you have the knowledge to
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excel at tanking in ESO the Elder scores online offers a unique tanking
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experience compared to many other MMO RPGs the game's active combat system requires
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tanks to maintain aggro understand and manage mechanics sustain resources and
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survive through various challenges in addition tanks are often expected to buff their group debuff enemies and
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support damage dealers making them an integral part of any team in veteran and hard mode content tanks play a crucial
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role in ensuring the group's success and the responsibilities can be demanding while some may think that tanking is an
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easier role it quickly becomes clear that it's one of the most challenging roles in the game the pressure on tanks
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can be immense as their performance directly impacts the group survival and success this guide will help you
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understand the fundamentals of tanking in ESO while we won't be able to cover every mechanic for all dungeons trials
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and Arenas this guide will provide you with the knowledge and confidence to enter as a tank and perform Your Role
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effectively so let's get started so what is an ESO tank in the the scolls online
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a tank is the backbone of any group The heavily armored Frontline Warrior who protects and defends allies from enemy
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threats the primary role of a tank is to aggro and control enemy targets forcing
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them to attack you and minimizing the damage dealt to damage dealers and healers the key responsibilities of a
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tank are aggro management the first job is to gain attention of enemies keeping their focus onto you you've then got
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positioning you got to safely position enemies to protect your allies and allow them to perform their roles effectively
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you've then got mechanics and you've got to learn to understand and efficiently handle fight mechanics and tactics as
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you will often deal with them more than any other role and then you've got survivability you got to prioritize your
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health and your resistances and building up your character to be able to withand heavy damage ensuring that you can
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endure sustained attacks some of the big challenges of tanking include sustain
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balancing that magical recovery and stamina gain is crucial blocking deplete stamina which can cannot be regenerated
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while blocking making stamina management an essential part of tanking you've then also got survivability and good sustain
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allows for self-healing experience and knowledge of your class race role and specific fights are vital for survival
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as you become more advanced at tanking heightened responsibilities include support and buffing once you master the
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basics you will support your group by providing Buffs and using gear sets to enhance your group's damage
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survivability and sustain you'll also be in charge of debuffing enemies by applying debuffs to enemies to increase
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the damage that they take which is easier for tanks as they always are at the very front on the front line right
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next to the boss and all of this is really important because it creates that efficiency the quicker that your group
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can defeat enemies the better it is for everybody especially for tanks because you have to manage sustain and fight
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mechanics so the shorter period of time you can do that the better it is mastering these elements is crucial for
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an effective ESO tank making you an invaluable asset for any group now we're
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going to look at the tank classes and choosing the right tank class in the Elder sculls online largely depends on
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which class offers the most benefits to the group the effectiveness of a tank is not solely about their ability to
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withstand damage but also about the unique Buffs and debuffs that they bring to enhance the group's overall
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performance some of the key considerations are the group benefits the most valuable tank classes provide
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significant Buffs and debuffs that benefit both the tank and the group you've also got ease of play some
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classes are just generally more beginner friendly making them a better choice for new tanks with the class options you've
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got base game classes which are the Dragon Knight night blade Sorcerer And Templar with additional options that you
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can purchase with the warden The Necromancer and the archinist and these can be bought in the crown store each
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class has unique strengths with significant differences in Buffs debuffs and group benefits that they offer while
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every class is capable of tanking some XL more than others and provide additional parks that can make them more
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desirable for specific scenarios and this will frequently change as well as there are updates and patches and
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changes to the combat systems so with that in mind if we were considering a beginner tank my number one class for a
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beginner tank would be the Dragon Knight Dragonite tanks are perfect for new players and new tanks in the Elder
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scores online this class offers a comprehensive set of skills and passives that ensure excellent sustain and
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survival capabilities Dragon Knights excel in Dungeon content and remain popular as main tanks in trial content
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the main reasons for playing a dragon knight includes their user friendliness and they have all of the necessary tools
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for tanking they've also got excellent sustain with strong Magicka and stamina management they've got really strong
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survival with powerful self-healing Shields defensive capabilities and ultimates and they're very versatile
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they're both effective in dungeons trials and Arenas while the Dragonite is a standout Choice The Arcanist tank also
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offers immense strength and group benefits though it requires an additional purchase starting with a
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Dragonite provides a solid foundation for ESO tanking next we've got the archinist and the archinist is the
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newest class in the Elder scor online and it's known for its exceptional strength and versatility so why choose
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an archinist it easily reaches the resistance cap with minimal effort so it's really good for survival they can
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also stack huge amounts of regen which means they can sustain much more easily and be able to cast their skills much
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more often they also offer numerous Buffs and debuffs providing more utility and group benefits than any other class
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in the game some of their skills and Buffs are equivalent to five-piece gear sets and their skills have really long
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durations meaning they don't have to be cast as often so it's much easier to play them because they've got long cooldowns some key features of The
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Arcanist include the crook system skills are categorized into Crux earners and Spenders use Crux earners to build Crux
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which then Buffs crook Spenders skills a key feature as well is also the healing they are quite different to most other
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classes they rely on large damage Shields and an automatic heal that requires meet in a certain threshold for
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it to activate so they're very different and then their suitability for dungeons they excel in that content due to their
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extended benefits from their skills and passives they are the number one class for Dungeon content especially if you're
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trying to optimize your group in trial content they're highly effective but their usage is often determined by the
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group leader and in trial content you want mostly fill in the gaps within your team for what they need while the
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archinist can seem quite complex for new players mastering it offers immense rewards making it one of the top choices
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for both Dungeons and trials and next we've got the sorcerer the sorcerer tank has become increasingly prominent in
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endgame trial content and is an excellent choice for specific group compositions alongside being incredibly
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easy to play so that is one of the main reasons why you would choose one because they are easy to play the Simplicity of
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sorcerer tanking makes them great for beginners they've got some really good group Buffs providing major berserk with
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their storm Atron Arch ultimate minor Prophecy with their exploitation passive which boosts group DPS they also have
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that minor intellect with regenerator of Ward they've also got an enemy debuff by
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using Crystal weapon to reduce enemy resistances it's a unique debuff as well so it will increase group damage some of
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the key features of the sorcerer tank include their self-healing they've got numerous options of self-healing now including the clan feia which offers a
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strong heal that's scales with Max Health it is one of the strongest heals in the game they've also got regenerator
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of Ward which does a heal it's a massive shield and some of their passives as well will just heal based on Max Health
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when casting a skill so they're very very strong their sustain is also notably easier than some other classes
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because they have a skill dark deal which converts Magicka into health and stamina simplify and sustain similar to
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how Dragonites can though it does require dropping block momentarily they've also got really good survival
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skills bound ages can cap block block mitigation but also gives them additional resistances and other Buffs
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making it easier for survival with the suitability it's really down to group composition it's ideal if there's no
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other sorcerer in a group but it is kind of less useful if other sorcerers are present due to those overlapping Buffs
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for endgame trials they are highly effective with their strong Buffs and debuffs often now wanted by group
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leaders the sorcerer tank is versatile and resilient making them a valuable addition to many group compositions next
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we've got the Necromancer The Necromancer is one of the most popular off tank classes in ESL for trials known
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for its Superior damage overtime mitigation and ultimate regeneration however it is not as beginner friendly
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as some of the other classes excelling more in endgame content so the main reasons to choose a necromancer include
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their damage overtime mitigation they excel in mitigating dot attacks or bleeds which are prevalent in newer
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trials and dungeons they also regenerate ultimate faster than any other class thanks to skills like necrotic potency
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they can provide a group damage increase with major vulnerability from their Colossus skill which can significantly
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boost group damage though this can now be replaced by gear sets such as turning tide and Arch Druid as these are
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seemingly more reliable the self-healing of a necro can be difficult for beginners as it requires melee hits on
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the enemy which can be challenging in Mobile fights some people find the stamina sustain difficult especially
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players that are more inclined to block more often there are some benefits in there such as off balance minor ability
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an AOE major breach although these can be provided much more easily by other sources when we look at how suitable
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they offer content they're ideal for endgame trials due to their excellent dock mitigation and ultimate regeneration and they're best used in
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groups without other necromancers or specific gear sets like turning tide or Arch Druid which will maximize then the
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benefits of the necro some of the drawbacks though is is they are harder to sustain and self-heal compared to
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other classes sometimes making them less suitable for beginners their self-healing depends on Mele attacks
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which is problematic in transitional or mobile fights The Necromancer does shine in endgame content with its unique
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strengths but poses challenges for new players due to some of its complexities next we're looking at the warden and the
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warden tank is fairly user friendly especially at lower Champion Point levels due to its powerful healing
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Shields and defensive group Buffs so the warden provides monot toughness increasing everyone's Health by 10% via
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the maturation passive they offer major resolve to the group with expansive Frost cloak enhan in group survival and
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defense they can also apply things like minor vulnerability from fetcher infection which slightly boosts group
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DPS the key features of the warden include their self-healing they've got very strong self-healing which can also
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heal other players they have a huge shield to protect themselves against projectile damage useful against
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specific bosses and they are quite suitable for beginners due to their straightforward abilities and strong
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defensive capabilities so the most suitable use for Warden is in specific group compositions it's it's ideal if no
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other Warden is in group they are much less useful if a warden healer is present as they provide overlapping
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Buffs the problem is that the warden healer is one of the most common healers in the game they do also excel in Niche
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situations against bosses that deal heavy projectile damage such as trial boss's rakat and Zamara the drawbacks of
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the warden they do lack strong passives that significantly benefit tanks compared to other classes and they're
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less often needed in organized groups where Warden healers are already present Wen tanks are excellent for specific
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scenarios and provide unique support and defensive benefits however they are less necessary in groups with Warden healers
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and have limited offensive contributions next we got the night blade night blade tanks are gradually becoming slightly
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more viable mainly in specific group compositions due to a reduction in night blade damage dealers but a need for
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their unique group buff although they are strong as tanks they are often replaced by other night blade rolls and
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are generally not as effective as other classes so the only real unique group buff from a night blade is minor
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savagery but they do have additional group benefits with AOE minor V ability AOE minor cowardice and AOE major
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cowardice they also provide things like major Expedition minor endurance and minor intellect from their refreshing
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path some of the key features of the night blade they've got better sustain and self-healing capabilities nowadays making night blade tanks easier to play
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than they were before they're excellent at applying AOE debuffs and damage reduction Buffs the main self-heal is
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dark cloak a heal over time that is stronger when stationary so while it does like the power of a burst healer it is a really big heal over time skill
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when we look at their suitability though they're useful in groups that need the unique Buffs of a night blade they can
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be effective in Trials within certain groups though they are still not very commonly used the drawbacks is night
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blade tanks are not frequently used because they have limited in situational group benefits compared to the top tank
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classes to maximize their effectiveness in four player content they also need to really rely on their new scribing system
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to get their full benefit so while night blade tanks have become more viable they are situational and not the first choice
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for many groups they offer one unique group buff and improve sustain and healing but their limited group benefits
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and situational Effectiveness makes them less desired compared to other tank classes then finally we've got the
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Templar Templar tanks are not highly desirable in most groups but can be effective in four person content
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Templars provide minor sorcery via the illuminate passive though this buff is often avoided as it's not essential for
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most groups they do have some utility skills with extended ritual and restoring Aura they do lack a strong
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burst heal it is compensated by multiple healing overtime abilities such as living dark extended rituals restoring
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Focus which also grants stamina sustain and major resolve they can be quite easy to sustain especially in four player
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content because of repentance which is a really nice skill although this isn't as useful on boss fights and they do have
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some survivability tools with radiant Ward which a magika cost in health scaling damage Shield that also provides
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minor protection the biggest suitability are four person content the well suit for Dungeons and smaller group
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activities and they can offer some really good situational benefits with its range of healing and utility skills
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the drawbacks though are minor sorcery is not widely needed reducing the templar's group utility and currently
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it's the least used and least useful tank class in ESL with limited
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desirability in larger group content while tanks can be effective in specific
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situations The Limited group Buffs and Niche utility makes them less favorable
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compared to other tank classes next we move on to tank race choosing the right
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race for your tank has always been a debated topic while you can successfully tank with any race the choice becomes
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more critical in hard mode trials and dungeon content any race can be used for tanking you don't need to choose the
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best race to be successful race choices become more significant in high level content if you don't plan a reach in the
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highest level of tanking then race is less crucial but it is a good idea to still pick one that is going to give you
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the benefits you need I've got two choices for my favorite for a beginner the first one is the Nord Nords are the
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best choice for a tank in the long term you benefit from increased resistance and ultimate gain in the newer endgame
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content those resistances are crucial to mitigate the high damage and provide more versatility the key benefits
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include increased physical and spell resistance by 2,600 increased stamina increased inre Max health and when you
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take damage you gain five ultimate and that effect can occur once every 10 seconds so they've got some nice benefits there that do benefit a tank
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the second option for a beginner tank would be the Red Guard Red Guard is a fantastic choice for beginner tanks they
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help with stamina sustain through the adrenaline rush passive restoring 1,5
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stamina every 5 Seconds when dealing damage there other benefits include a cost reduction of weapon abilities and
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increase stamina Red Guard is particularly beneficial for players who struggle with stamina sustain making it
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a good choice for casual tanks seeking immediate Improvement to their sustain
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we move on to tank attributes and the stats that you will have for your character from Level 1 to 50 each time
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you level up you gain attribute points at level 50 you will have a total of 64 attribute points to distribute there's
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no Absolut right or wrong way to set your attributes but as a beginner it's good to aim for some baseline level
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stats I typically like to go for around 38k plus Max Health having 18 to 20K
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plus Max stamina and then 16k plus Max Magicka and this is to give you all the necessary things that you need as a
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beginner player to get through the content now to achieve these stats you will need to look at your gear and
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enchantments you have to ensure that you have gear equipped and it is Enchanted you've then got your skills and passives
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Slaughter your skills input all your passives including class passives and all the other passives as well then you
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need to distribute any avail Champion points and then finally your food buff make sure you eat food to further boost
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your stats once you've done all that the final thing is to allocate your attribute points as the very last thing
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and you can fill them in where needed to get to the stats that is generally wanted typically you can start by
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placing 64 points into health and then using stamina and Magicka glyphs on your gear this initial setup can change as
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you progress and adapt to different content once you obtain a good tank set you want to invest in prison Matic
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defense glyphs which are also known as trat glyphs to gain more maximum stats although they are expensive they are
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superior to single stat glyphs providing 2,676 more overall total stats it is
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important to have high Max health because tank-based healing and damage Shields scale with Max health so the
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more max Health you have the larger your heals and damage Shields will be providing more room for error and
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increased survivability we do have to try and balance our stats so don't Focus solely on health even if you have 60k
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health insufficient magical stamina can still lead to failure as you won't be able to heal or block effectively if you
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don't have any resources Max stamina is essential for blocking now stamina is not regained while blocking so
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sustaining stamina is more important than having a larger pool of stamina you also have to ensure that your stamina is
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higher than your Magicka when using synergies like orbs and shards they restore the resource with the highest
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max value and with Max Magicka it's NE necessary for skill usage and healing when you aim for that 16k Mark it allows
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you to maintain casting skills and healing without running out too quickly Maga sustain is generally easier because
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you are able to regenerate this while blocking so you will focus more into magika recovery to sustain your
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resources focus on sustaining stamina rather than maximizing it learn mechanics to block less use heavy
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attacks food potions and Harmony jewelry to improve your sustain we'll be covering this a bit more in detail ler
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in the guide and with Magicka sustain it's much easier due to that regeneration aim for high Maga recovery
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rather than high Max Magicka for a tank's Mund Stone the Mund Stone does provide additional benefits and they're
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found throughout the world of the Elder scores online including inside player houses you want to collect one as soon
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as possible for the free benefits that enhance your character the main option for a tank is the Atron Arch this will
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increase magical recovery by 310 if you wear seven pieces of div mins gear it
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will increase magical recovery by 507 it is the most popular Mund St for tanks
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due to its significant magika recovery benefits the reasons why we choose the Atron Arch is because magika recovery is
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crucial for casting spells and using skills efficiently it will improve that sustain it's essential because healing
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shielding crowd controlling protecting yourself all costs Magicka and the real critical point is magika recovery
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continues while blocking unlike stamina recovery making it vital for improv sustain these are the locations for the
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astronut mstone in the base game areas next we want to look at tank food and drink for tanking there are a few
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excellent food and drink options to consider first we've got trap food and
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we've got the crown fortifying Meal which increases Max health magika and stamina this is obtained for free from
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the daily login rewards don't buy this from the crown store you sometimes get this for free just by logging in and
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claiming those rewards it's usable fromel for one so it's useful for leveling and a good fallback if other
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options are too costly or if you run out of other food the step up from that is the wi sugar skills which offers trat
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again which is slightly higher stats and then Health recovery making it a slightly Superior option the recipe is
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only available during the witches Festival over Halloween or the food can be brought pretty cheaply from The Guild
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Traders this is an ideal food to use until you can move on to something better for you we've then got sustained
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drinks with oag's red frothgar this provides High Magicka recovery and
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increased Max Health but it reduces Max Magicka and stamina compared to using the tristat food it's great for sustain
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but maybe challenging for those who need higher Max stamina and Magicka pulls and it's not as useful with Harmony jewelry
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a more advanced option would be the jewels of misrule food which is best used by experienced tanks who block less
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because it offers additional stamina regeneration it's not recommended for beginners or those who block frequently
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because it will just be wasted and those tanks that use Harmony jewelry will be better off using TR stop food the best
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thing to do is to choose the food that best suits your needs and budget try to obtain the recipe so you can make it
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yourself as that will be easier in the long term but the food isn't that expensive to just buy next we're looking
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at Champion points and these are earned after reaching level 50 with your first ESL character if you have a character
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with CP levels already you can apply all the earned Champion points that you have to your new tank character immediately
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while tanking at low CP levels is Possible having at least 1,200 CP is
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recommended for veteran and hard mode content this amount provides significant benefits include increased stats
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recoveries and defense which is crucial for Effective tanking there are two types of champion points you have
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slottable Champion points which need to be equipped on your Champion bar to be active you've then also got passive
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Champion points which are always active and don't need to be slotted to begin with focus on four main Fitness champ
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ion points and for Warfare that will give you the most benefit combined with all of the passive Champion points that
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don't need to be slotted so with Warfare you'll takes things like Ironclad julus rebuff bull walk and enduring resolve
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with Fitness it' be something like boundless Vitality fortified Rejuvenation and bracing anchor for a
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detailed breakdown on Champion Point allocation from 160 to 2,000 CP plus
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refer to my tank Champion Point page for your optimiz setup and progression and then we move move on to tank gear as a
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tank having multiple sets of gear is crucial for flexibility in providing self Buffs group Buffs and general trial
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viability your strength comes from class passives Champion points skills gear
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traits and enchants many tank sets are underwhelming emphasizing the need for sets that offer group benefits in group
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content tanks play a vital role in debuffing enemies and buffing group members faster enemy kills makes tanking
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easier reducing the need for prolonged survival and sustain and mechanics prioritize sets that enhance group
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performance to make fights quicker and more manageable when first tanking content use gear that enhances your
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survival or sustain if needed this helps you to learn enemy mechanics positioning
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and overall survivability as you gain experience switch to sets that offer significant group benefits instead
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helping your team complete the content more efficiently each gear set has Str and weaknesses for example leeching
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plate is useful in fights with many enemies but ineffective in boss fights with fewer targets start with
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comfortable gear and optimize your build over time be mindful of gear weights When selecting a set with powerful
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assault it's a strong group buff but it's a medium armor set so it should be used on weapons and jewelry to maintain
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the heavy armor benefits on your body pieces and then there's sets like sax Hill Champion which activates when you
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use your ultimate so it only needs to be equipped on your one bar so you can put it on your ey staff and jewelry or three
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other gear pieces with your eye staff it does not need to be active at all times on both of your bars with monster sets
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they're obtained by completing veteran dungeons for the helmets and daily undaunted pledges for shoulders each set
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is useful in different situations for beginners engine Guardian is highly recommended for its sustain provides you
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various different resources helping you to maintain block and overall survivability in the long term though
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this will need to be replaced with a more beneficial group set and then the final thing regarding your actual build
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is the tank gear traits and enchants gear in ESO comes in three weights heavy
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medium and light as a tank you should use at least five pieces of heavy armor this provides increased resistances
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health and sustain from The Heavy Armor passives the most common setup to go with is five heavy one medium and one
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light this 511 configuration allows you to gain additional passives and bonuses
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from light and medium armor offering some minor additional benefits but also increased Max stats through your
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undaunted metal passive setting up as a beginner tank will differ from a long-term setup but you want to focus on
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traits and enchants that enhance your survival and sustain as you progress you'll need to adjust your gear to
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improve your tanking capabilities further so on the chest legs and head these are classed as big slots because
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they provide the full value of an enchant or glyph the primary trait on this gear would ideally be divines which
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Buffs your Mund Stone enhancing your magial recovery and overall sustain other options include sturdy or
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reinforced you can use sturdy to reduce the cost of block if necessary if you're struggling with high incoming damage use
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reinforced to increase resistances but ensure resistances do not exceed the cap
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of 33,100 when you're fully buffed the best enchant is the Prismatic defense or
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track glyph these enchants boost Health stamina and Magicka but can be very expensive for beginners you can use a
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single stat enchant on the big slots prioritize stamina enchants if you have all attributes allocated into health for
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your shoulders hands waist and feet these are classified as small slots because the enchant values on these
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slots are significantly smaller than those on the big armor slots the primary trait that you want to use on this is
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divines to buff your mstone and again the enchants would be those trat but since these are small enchants you can
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use either stamina or Magica to balance out your stats especially if you have all of your attribute points allocated
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into Health eventually aim four trat enchants on all slots but until then focus on reaching the suggested stats
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from the attribute section by using the single stat enchants but magika ideally Shields are classified as big slots as
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well similar to chest legs and helmets note that the benefits of a shield and its enchant are only active on the bar
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where the shield is equipped the primary traits here would be divines again but you could also consider sturdy for the
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reduced block cost useful for blocking on the main bar reinforced which increases resistances which is also
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useful for blocking those big hits on your front bar or potentially well fitted to reduce roll Dodge and Sprint
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cost while on this bar and then again for the enchants stamina would be ideal because it's a big slot or trat is
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recommended for that long-term progression on your one-handed weapon you will need to use a one-handed weapon
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on your front bar with a shield the type of one-handed weapon doesn't matter as they all perform equally when paired
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with the shield unlike with dual wield one-handed weapons have half the value of their trait and enchant compared to
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two-handed weapons for this reason things like decisive are excellent for regenerating ultimate faster infused is
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good for slightly boosting your weapon enchants but lacks a new benefit like you get from decisive defending is great
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for increasing resistances if you're struggling with incoming damage and have low resistances or low Champion points
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for the enchant on a one-handed weapon the weapon glyph has half the value so you use them to benefit yourself mostly
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strong group based glyphs should be used on a two-handed weapon on your back bar for the full value using absorb stamina
29:32
will give you extra incoming stamina although very small amounts you can also use an infused weakening glyph on the
29:37
front bar which debuffs enemies reducing their damage this is usually applied by a Healer however another option is
29:43
infused hardening which provides a small damage shield and then you've got the charged shot glyph which offers minor
29:49
vulnerability to the group to do more damage against one enemy for the back bar weapon use an eye staff always use
29:56
an eye staff this is because because the I staff is essentially a tank weapon that reduces incoming damage and block
30:02
cost when it's used an I staff is a two-handed weapon thus providing the full benefit of their traits and
30:08
enchants unlike the one-handed weapon and using an infused ey staff with a Crusher enchant maximizes your tanking
30:15
Effectiveness and group support it is also possible to use double eye staff on the front and back bar but it is a
30:21
little bit trickier for newer players to do this so I'd advise trying a one-hand and shield first with an ey staff before
30:27
moving on to double I staff tanking some key points here are to avoid using the trifocus passive do not use this passive
30:34
as it makes you block with Magicka instead of stamina making it hard to cast abilities especially problematic
30:41
for beginner players and the destruction staff skills everyone offers significant
30:46
benefits to a tank and group utility when using an eye staff making it the best choice of other weapons including a
30:53
double one-hand and shield setup the best traits to go with are infused which enant the power of your weapon
30:59
enchantment and also the crusher enchant which provides a valuable group buff by reducing enemies resistances and then
31:06
combined with the infused trait makes it even stronger finally we look at jewelry so when starting out use jewelry with
31:12
whatever trait it drops in typically that will be healthy robust or Arcane these are not valuable traits in the
31:18
long term however the best traits to use are Harmony which provides a significant resource boost when activating your
31:25
Synergy however it's less effective if if your group doesn't provide any synergies this is often the case in
31:31
random content so therefore the better option would be to use Infuse which is best for beginners as it does improve
31:38
sustain using three infused pieces would be recommended for a beginner especially if you plan on doing things like random
31:44
Dungeons and you don't play in any kind of organized group for your enchants there's a few different options for this
31:49
as well firstly we've got bracing enchants initially you might want to use one to two bracing enchants to reduce
31:56
your block cost this is is helpful as new players often block frequently and by using one or two bracing enchants we
32:02
get the same block cost as we would from using a full set of sturdy gear so we can get used to having more magical
32:08
recovery by having a full Divine setup and then just com combating that with bracing enchants secondly there's magika
32:15
recovery this is the best enchant and it's ideal to use three magika enchants if you can this will greatly improve
32:21
your ability to tank by enhancing your magika sustain for frequent skill usage
32:27
and the third option is Prismatic cost reduction this is good for experienced players who cast many skills very very
32:34
frequently and have high recovery to benefit from the cost reduction it is much more useful if you are frequently
32:40
using short duration stamina skills so it is a long-term option my recommended jewelry setup would be three infused
32:46
with one to two bracing alongside one to2 Magi recovery or just go with three
32:51
magical recovery if you can sustain the block cost okay now we've covered all the details on building your character
32:57
we're going to look at actually how to put all this into action one of the first things we've got to think about is
33:03
resistances and mitigation so as a tank in ESO reducing incoming damage and the
33:09
Damage dealt by Bosses is crucial for survival there are three key aspects to this which include armor SL resistances
33:17
block mitigation and general overall mitigation combining these elements is
33:22
essential for Staying Alive as a tank so when we talk about resistances which is often referred to as armor they are
33:29
divided into spell and physical resistance each with a couple of subcategories so spell resistance
33:36
mitigates magic attacks which includes flame shock ice and Magic damage
33:41
physical resistance mitigates physical attacks including disease poison and
33:46
bleed damage the resistance cap in the game is 33,100 equating to 50% damage mitigation
33:54
each 660 resistance provides 1% damage mitigation resistances are displayed on
34:01
your character information screen at lower CP levels with non-optimized gear resistances are crucial you want to aim
34:07
for the resistance cap in the most recent content where damage sources are high but for the older base game content
34:14
25 to 30k resistances are more than sufficient sources of resistance include major and minor resolve Buffs Champion
34:21
points gear reinforced trait gear and the defending weapon trait for your
34:26
long-term success as as a tank it is a good idea make sure you are reaching that resistance cap next we got block
34:32
mitigation and block mitigation reduces the damage from enemy attacks when you block there is a cap to this which is
34:39
90% meaning you reduce the incoming damage by 90% when blocking you're able to see what your current block
34:46
mitigation number is while going onto your character sheet and looking at your Advanced stats section bleed and damage
34:51
over time effects cannot be blocked and they are unaffected by block mitigation
34:57
to give you an example a 100,000 damage attack by a boss is reduced to 10,000
35:03
with a 90% block mitigation typically block mitigation ranges from 70 to 80%
35:08
for a tank which is pretty General without too much focus into it while using the bracing anchor Champion Point
35:15
passive alongside heavy armor skills such as the heavy armor skill immovable and specific sorcerer skills can help
35:21
you reach the cap much more easily when we look at overall mitigation mitigation combines all actions that reduce damage
35:29
this includes things like resistances gear set bonuses and Champion points enemy debuffs also which reduce the
35:35
enemy damage such as the infused weakening enchant major minor Mame and major minor cowardice overall mitigation
35:42
is uncapped but stacking too high offers diminishing returns and penalties to
35:47
ensure some damage is always taken maximizing overall mitigation involves using block mitigation stacking
35:54
resistances and applying Buffs and debuffs you utilize block mitigation with resistances minor agis major and
36:01
minor protection unique gear Buffs and enemy debuffs to enhance your survival
36:06
as a tank scribing is a new system introduced with the gold Ro chapter playing a crucial role in enhancing
36:13
tanking capabilities by providing easily accessible effects such as immobilizations magical pulls and damage
36:19
Shields it also offers Buffs and debuffs that were previously unobtainable such as major cowardice major Vitality AOE
36:27
minor resolve minor vulnerability minor brittle along with class specific Buffs and improve sustain some of the key
36:33
points of the scrubbing system it allows for customizable enchantments to your tank which vary with each class you need
36:40
to own the gold Road chapter and complete the scribing quest to access everything and the components of the scribing system include obtaining the
36:46
grimo which are the Basse spells you've then got to obtain the scripts which are the spell effects and then obtain the
36:51
ink which is a crafted material which are used to create the powerful tank spells describing offers Aur
36:57
customizable way to enhance your tanking capabilities making it an essential tool for improving performance and adapting
37:04
to different scenarios just going to give a couple of examples of scribed skills especially for beginners that
37:10
might be able to put some of these together to help them in various scenarios depending on the class that you're use in the first one would be
37:16
wield Soul now with this you'd use the focus script pole the signature script Druids Resurgence and then the AIC
37:23
script vitality and then this becomes a magic acoston skill that pulls enemies
37:28
taunts them and returns resources it replaces the need for silver leash and
37:34
this skill is beneficial for all classes as it allows tanks to use Magicka to cast a skill which then returns stamina
37:41
aiding in overall sustain additionally it provides a major buff or debuff and you can choose which one suits your
37:47
builds needs the most but two excellent options are major Vitality for increased healing received and major cowardice to
37:52
reduce enemy damage output this is particularly good for beginners because if you really needed to you should have
37:58
that high Stacks magika recovery and then you can benefit from this while blocking so you can just keep casting wheel soul and it will restore a th000
38:05
stamina just by using up your Magicka which is a resource that you can gain while blocking so since your Magicka is
38:10
a resource that you can gain back while blocking through magical recovery this is particularly good for beginners
38:16
because you're now able to gain sustain from your stamina while blocking by just casting wield Soul so it's a really
38:22
really good thing to use a couple of other options you could use are soul burst and contingency the reason why you
38:28
might use these is because they provide accessibility to a potential immobilization skill available to all
38:33
classes which isn't available on some contingency also gives you the option of gladiator tenacity which reduces
38:40
incoming damage so there's a lot of different options you just need to invest some time into playing around and
38:46
finding the best scribe skills to suit your needs when we look at the types of tanking in ESO you can be categorized
38:53
into several types based on the kind of content that they focus on so you got a General tank this would be a tank that
39:00
focuses on four player content Arenas General activities like pledges and daily content you've then got a main
39:06
tank which takes on the primary role in 12 player trials maintaining aggro on the main boss and handling the primary
39:13
threats we've then got an off tank which assists the main tank in trial content taunting additional enemies stacking ad
39:20
Poes providing additional group support they may sometimes trade taunts with a main tank or handle separate bosses in
39:26
multi- Boss trial and then finally we've got a hybrid tank this is a tank that is capable of
39:31
tanking enemies while also dealing some damage commonly used for solo Overland
39:37
questing delve kind of content and sometimes very irregularly as an off tank in some of the older trials or
39:43
dungeons with minimal damage and mechanics each tank type has its own unique responsibilities and
39:49
understanding these different roles is important because you will have to play in different ways in the different types
39:54
of content in the game now we' got some fundamental detail details of tanking with taunting and aggro taunting is the
40:00
primary focus of tanks in the Elder Scrolls online and the main method of forcing an enemy to Target and attack
40:07
you which is also known as having aggro the key points about taunting an enemy it is achieved by using specific skills
40:14
that trigger a taunt on the enemy taunts last for 15 seconds and require regular refreshing to maintain that taunt and
40:22
each enemy needs to be taunted individually area taunting or taunting multiple enemies with one skill or
40:27
button press is not possible in ESO unlike many other MMO RPGs tanks don't
40:34
have to manage threat levels simply taunting and refreshing the taunt every 15 seconds keeps enemies focused onto
40:40
you if you lose taunt or don't retor within the timer enemies will often Target other group members until you ret
40:47
taunt them taunting is the most important tank responsibility so understanding and mastering it is
40:52
crucial before getting started doing anything else so first we got the types of taunt that are available there are
40:58
multiple ways to apply a taunt to an enemy in ESL including melee taunts range taunts and chain taunts these
41:05
taunts can cost either stamina or Magicka and are fundamental for managing aggro on enemies so two of the most
41:12
common taunts that you'll use you've got PS armor which is a melee ranged stamina costing taunt from the one-handed Shield
41:18
skill Line This skill not only taunts but also debuffs enemies making them take more damage alternatively you've
41:25
also got frost clench which is a 20 M magic ACC costing taunt from the
41:30
destruction staff skill line and you'll need to use a frost staff to get access to this it taunts enemies and reduces
41:36
their damage output both Pierce armor and frost clench have a 15-second duration forcing enemies to focus their
41:43
attacks on you for the whole duration chain taunts are primarily used to pull enemies into a stack with other enemies
41:49
while their main function is to pull enemies they do also apply a taunt however they only taunt enemies that are
41:56
untuned and you cannot refresh an existing taunt until it expires when using a chain which can be risky but
42:03
these chain taunts do also last for 15 seconds some examples of chain taunts include silver leash unrelenting grip on
42:09
a dragon knight beckoning armor on a necromancer and even the Swarm mother monster set which does provide a chain
42:16
taunt effect also and then as we mentioned in the scribing section wield soul and some of the scribing skills can
42:21
be customized into a chain taunt too other taunts include in a fire which is a magical costume range TA from the
42:27
undaunted skill line you've got ruin xunda which is exclusive to arcanists and then the tormented gear set it's
42:34
also possible to taunt using that when you deal damage with a charge leap teleport or pull ability it will also
42:39
taunt the enemy now it's important to learn about some of the other sides of taor in which include over taor and
42:45
tauns immunity so over taor occurs when multiple players Taun the same enemy too frequently within a short space of time
42:52
causing the enemy to become torn immune there are some mechanics regarding to overt taed so enemies become taunt
42:58
immune after being taunted five times between two unique targets when you taunt an enemy an additional debuff now
43:05
appears to show how many times the target has been taunted by another source so you can see this by looking at
43:11
the enemy debuffs and this visual cue will help you track taor applications and avoid reaching that taor immunity
43:17
threshold the duration of the taunt stack counter is 7 Seconds this means
43:24
the taor stacks fall off after 7 Seconds which gives more Breathing Room in multi boss trials and encounters the effects
43:31
of over ta include taunt immunity so this lasts for 7 Seconds it aligns with
43:36
the taunt stack counter duration and this synchronization helps you to know how long the target will be taunt immune
43:42
the taunt counter is now visible but it previously was a hidden mechanic and it's worth noting that some targets are
43:47
naturally immune to taunts due to their own effects and mechanics these targets will not display the taor immunity icon
43:54
now when you have taunt you might want to start tracking that and it's useful to do so so that you don't lose taor of an enemy you can use the in-game buff
44:01
and debuff tracker to do that you simply go on your options combat Buffs and debuffs on the all go to always show on
44:09
target debuffs turn that on and then from other players off when you turn an enemy look at the top of your screen
44:14
focus on the enemy you are targeting with your middle cursor and look at the health bar at the top of the UI debuffs
44:20
will be displayed beneath the health bar showing the debuff you have applied and the remaining duration which includes
44:26
taor which looks like this particular icon for single bosses you can enable the ability bar timers to track your
44:32
taunt skills easily as well do this by going to options combat ability timers
44:38
and turning those on now you can just watch the timer of your taunt skills instead and refresh your taunt once the
44:44
skill timer almost expires and that will make it easy to maintain aggro for PC players add-ons such as un taunted can
44:51
significantly improve your taunt tracking and these can also be customized and moved around to suit your needs another important thing regarding
44:58
taunt is tab targeting so when dealing with multiple targets stacked in a small area taunting the right enemy can be
45:05
challenging the best way to focus on specific targets is by using tab targeting so on PC to do this you point
45:12
your cursor at the enemy and press tab on Console put your cursor at the enemy and press the right analog stick in also
45:18
known as R3 When You tab Target an enemy they get a white highlight around them making them easier to see this also
45:25
helps Focus most of your skills towards the selected enemy now some of the benefits tab targeting is particularly
45:30
useful for focusing on priority enemies in ad pools ensuring that you gain taunt
45:36
more easily without other enemies blocking your view and while not 100% reliable tap targeting significantly
45:41
increases the accuracy of your taunts on your skills to turn off a tab Target perform the same action by pressing tab
45:48
or R3 while facing away from the enemy this can be necessary If You tab targeted an enemy but need to Taun
45:54
additional ads that spawn in during a boss fight and then the final thing regarding taunt is taunt Priority One of
46:00
the tricky parts of taunting is figuring out which enemy to taunt first the health bars help identify the priority
46:07
targets with stronger enemies indicated by specific health bar features so regular enemies have a small health bar
46:14
and these don't need to be taunted at all they usually can be controlled with crowd control abilities and your group
46:20
can kill them with area damage they typically have low Health just use crowd control skills on regular enemies
46:26
instead of wasting to tauns you only need to taunt them if necessary after handling higher priority targets but it
46:32
can be a good idea to taunt any two-handed melee regular enemies cuz sometimes they can come in and heavy
46:38
attack the damage dealers next we've got Elite enemies and these have a real clear visual indicator they have extra
46:45
markers alongside the health bar which indicate that they are stronger and the health bar is slightly bigger these are
46:51
the main Taun priority as they can easily kill group members with simple attacks they often mixed in with regular
46:57
enemies and can be found in the middle of larger adps so taunt them as soon as
47:02
possible and then finally you've got bosses so bosses also have an elite style health bar but an additional
47:08
health bar on the compass at the top of the screen and it's kind of extended out as well at the sides maintaining agaron
47:14
bosses is crucial as they cause significant damage to unprepared group members so always prioritize taunting
47:21
bosses when we look at the general taunt rule there's a certain priority order that you can use when decid deciding
47:27
which enemies need to be taunted so number one would be bosses then Elite enemies third would be melee two-handed
47:34
regular enemies then other regular melee enemies and then finally regular ranged enemies by using that priority list you
47:41
can ensure that the most dangerous threats are controlled and you're able to keep your group safe blocking is one
47:46
of the most crucial survival tools in ESL but many tanks struggle to fully
47:51
understand how to block effectively this is a detailed guide to help you master the essentials to blocking so first some
47:59
key points about blocking blocking cost stamina while blocking you cannot gain stamina via stamina regeneration as it
48:06
becomes turned off an exception to this is using an ey staff with the tri Focus passive this allows you to block with
48:12
Magicka but this turns off magika recovery which is problematic since most tank skills cost Magicka therefore using
48:19
the tri Focus passive is not recommended when blocking you instantly reduce incoming damage by 50% you also gain the
48:27
benefits of block mitigation which could be stacked up to a maximum of 90% at
48:32
this cap you only receive 10% of the incoming damage boss swapping can now be done safely while maintaining your block
48:39
which makes it easier to maintain skill up times and manage incoming damage one common mistake especially for beginners
48:45
is blocking too much Perma blocking leads to sustain issues as you will
48:51
eventually run out of stamina and be unable to block when needed aim for a block cost of around 1,000 stamina per
48:57
hit lowering this further is possible but not significantly beneficial Beyond 900 as it requires more effort and
49:04
sacrifices from within your build to reduce your block cost use one or two bracing enchants on your jewelry to
49:09
reduce block cost until you are comfortable with blocking be aware of diminishing returns when stacking block cost reduction damage over time and
49:16
bleed damage cannot be blocked so blocking and block mitigation do nothing to reduce the incoming damage from
49:23
either of these effects to sustain blocking there's a few things that you really need to look at doing firstly
49:29
selective blocking you do not need to block every single hit from the enemy focus on blocking heavy attacks and
49:35
mechanic attacks other damage can be mitigated through resistances healing damage Shields buffing and debuffing the
49:43
enemies if that's a bit too scary for you you could try intermittent blocking so for tanks accustomed to Perma
49:50
blocking the first step would be to try dropping block intentionally for a few seconds and then reblocking this causes
49:56
stamina loss and maintains a sense of safety and it just gets you used to dropping block and then reblocking again
50:03
so that you're not doing it permanently when you are blocking you've got to sustain it using some various stamina
50:08
regeneration methods including your potions and passives you got to use potions have your class passives
50:15
unlocked to help you regain stamina while blocking you also want to make sure you're using synergies as activating synergies does return
50:21
Resources by using Harmony jewelry this will also increase that benefit and there are also skills as well that will
50:27
return stamina so the Dragonite for example has igna Shield which can return stamina when you cast it and that's
50:34
because it's a magical costing skill when you cast it it procs one of the Dragon Knight passives which gives
50:40
stamina so it means that you can use that as a sustain to while blocking to give yourself stamina back now with all
50:46
classes they can use describing system and that wield Soul skill with that specific script we mentioned earlier to
50:52
also regain stamina and do that same thing so for the best practices for blocking you've got got to learn fight
50:57
mechanics you need to understand when to block big attacks and when it's safe to drop block you also need to optimize
51:03
your build to include high resistances self Buffs and enemy debuffs which will help reduce incoming damage and help you
51:10
to sustain blocking and then utilize different skills and cges and all of the tools that are available making use of
51:16
potions as well which will help you manage your resources effectively positioning enemies is an integral part
51:22
of eso tanking but there isn't a common method that applies to all situations however a few Simple Rules can help
51:28
guide you with positioning enemies for ad PS these are usually positioned slightly in front of their starting
51:34
location as you approach the ads let them move towards you so that the ranged enemies come within range of your chain
51:41
skills or the void bash proc if you're using it if you know what that is if you are using void bash you never activate
51:47
it immediately when entering an ad pull instead you put down something like Elemental blockade to make the enemy
51:52
start moving then you drop something like a razor Cal trops in front of them to slow them down and snare them you
51:57
circle around the first enemy you hit your Void bash it pulls everything in this ensures that almost all enemies
52:03
within 12 M are pulled in and the goal in ad PA is to gather enemies into a stack and hold them still for your
52:09
damage dealers to quickly eliminate them with AOE attacks you always turn enemies away from your group to prevent cleave
52:15
attacks from hitting them for boss fights it can be a little bit different and positioning depends on the type of
52:21
boss and the mechanics that are involved there are some stationary bosses in the game and you just hold them where they
52:26
are because they often cannot be moved or they will move when they want to move or by themselves you've got teleporting
52:31
bosses it's simple you just follow them around the room wherever they go to generally bosses either are tanked at
52:38
the edge of a room or in the very center with Center positioning it's used when it's an open area and there's mechanics
52:45
or there's ads that spawn throughout the fight and so having a middle location is the most preferred option when you go to
52:51
the edge of an area this is used when bosses drop AOE or fill the room with effects so moving to the edges provides
52:57
more space for you and your group as a general rule taunt the boss keep it in the middle of the room and turn it away
53:03
from the group this strategy will work for most bosses in ESO it is important to turn enemies away from the group it's
53:10
critical in fact because bosses often perform cleave attacks that hit the area in front of them or they drop AOE and
53:17
damage under the tank damage dealers should not stand behind the tank as they will get hit by these effects avoid
53:23
moving bosses unnecessarily as it causes significant damage loss many damage dealers abilities and ultimates are
53:30
groundbased so moving the boss can pull them out of these effects slowing down
53:35
the kill and worsening sustain for damage dealers as they have to recast their abilities and potentially waste
53:41
their ultimates tank survival is crucial in every aspect of the game a dead tank
53:47
often leads to a dead group making it nearly impossible to clear content and
53:52
defeat bosses if the tank cannot stay alive some key tips for tank survival number one is sustain one of the most
53:58
common reasons for tank death is a lack of sustain preventing them from blocking
54:03
effectively or healing themselves to stay alive ensuring you have enough resources to maintain block and use your
54:08
skills is really important number two is self Buffs and debuffs you got to use self Buffs to reduce incoming damage and
54:16
apply debuffs to enemies to lower their damage output incorporate selfhealing and damage Shields to enhance your
54:22
survivability then it's learn patterns as number three with experience you will notice patterns in enemies movements
54:27
abilities damage and mechanics and all the timing that goes with those experience is really the key to
54:33
effective tanking number four having high resistances and health when learning a fight for the first time
54:38
prioritize high resistances and mitigation alongside High Max health and use gear that you are comfortable with
54:45
this ensures survival as you familiarize yourself with the encounter number five is adapt and improve for more specific
54:52
advice on boss fight mechanics you can join the tank Club Discord where you can get personalized help from other tanks
54:58
or Additionally you can watch me over on Twitch when I stream regular dungeon trial and Arena content from the tank
55:04
perspective and you're more than welcome to come and ask any questions so with tank survival we've got blocking blocking is absolutely critical for
55:10
survival as a tank in ESL it may sound simple but mastering the art of blocking can make the difference between life and
55:17
death for you and your group obviously we just discussed that in the blocking section so refer to that for more
55:23
information blockc casting is an essential skill for tanks in ESO especially in veteran content it allows
55:29
you to cast most of your abilities while maintaining block ensuring you stay protected even while using skills the
55:36
key points about block casting so you can cast most abilities while holding the block button your character may
55:43
appear to drop block during the animation but you are still holding block this can be seen by the little
55:48
Shield icon at the very front of your character blockc casting is the safest option significantly reducing the damage
55:54
that you take during combat the vast majority of your abilities are safe to block cast including taunt heels crowd
56:00
control abilities pretty much everything the exception to that are Channel or cast time abilities so these abilities
56:07
will force you to drop block and it's always things that have a Channel or a cast time some examples of this are
56:12
Stone Giant from a dragon knight or dark deal from a sorcerer and then certain scribing skills as well also have this
56:18
but the vast majority of skills don't need to be worried about t your potions especially health or TR stop potions is
56:25
also crucial for survival they provide a quick burst of health and resources if you get hit by something unexpected
56:31
there's two things to consider with this you need to decide if you want your potion as an emergency resource or heal
56:37
tool this approach is beneficial when learning new content as it provides a safety net when You Face an unfamiliar
56:42
threat and when you take that damage that you're not expecting but the other thing to consider is using potions
56:48
regularly for their recovery benefits which ensures continuous Resource Management which is better for your
56:54
overall sustain the best practice I Es are to save potions for critical moments activate them when you need to recover
57:00
from unexpected damage this strategy is especially useful for newer players in that unfamiliar content but you do want
57:06
to try and carry potions and use them actively to benefit from their recovery effects especially for longterm
57:12
Progressive tanking not using potions can have a detrimental effect on your performance as you miss out on vital
57:18
resources and health boosts buffing yourself is another essential for managing damage and staying alive as a
57:24
tank in ESL key Buffs that you want to try maintaining include major and minor resolve these Buffs provide significant
57:31
resistances and reduce your incoming damage additional Buffs include minor protection which you get from slotting
57:37
temporal guard or other skills and this will reduce your incoming damage by 5% you've also got major protection which
57:43
you can gain by slotting revealing flare to gain that which reduces incoming damage by another 10% You've Got Gear
57:49
provided Buffs including minor AIS which will reduce your incoming damage from trial and dungeon enemies you've also
57:56
got unique damage reduction so certain gear sets like pearlescent Ward and loosen Echo offer unique damage
58:02
reduction benefits healing Buffs are also really help so major minor Vitality increases healing received major minor
58:08
mending increases healing done and then General Buffs as well any Buffs that boost resistances damage reduction
58:14
mitigation incoming healing or extra resources are invaluable for tanking
58:20
enemy debuffing is also an effective way to reduce the damage that enemies will deal to you thereby improving your
58:25
surviv ability as a tank some of the key techniques include using a frosta with the destructive clench skill this will
58:32
taunt and apply major Mame so using destructive clench with the frost half tauns the enemy and applies major MIM
58:38
reducing their damage by 10% this skill also guarantees the chill effect which
58:43
then applies minor Mame reducing the enemy's damage by an additional 5% combined this results in a total damage
58:50
reduction of 15% you've then also got major Mona cowardice these debuffs lower the enemy's weapon and spell dam damage
58:56
the scribing system has made these debuffs more accessible allowing you to reduce the enemy's damage output
59:02
significantly and then the infused weapon with the weakening glyph this will reduce the enemy's damage and this
59:07
debuff is often applied by a Healer but if it isn't use it on your one-handed weapon to ensure the enemy's damage is
59:13
minimized building up your resistances is fundamental to reducing incoming damage and surviving as a tank in ESO
59:19
there are some key points to remember so the maximum benefit that you can gain from resistances in PVE content is 33,00
59:26
,100 always aim to reach this cap to maximize your damage mitigation High resistances significantly reduces the
59:33
amount of damage that you take making it easier to survive encounters especially challenging content the main methods to
59:39
increase your resistances are major and minor resolve utilize skills that provide these Buffs you've got Champion
59:45
points so there are certain resistance buffing nodes that you can use and then you got things like your race and gear
59:52
that you can also consider if you're under the resistance cap so you can use the Nord race for its resistance bonuses
59:57
you can equip reinforced gear to boost resistances or use a defending one-and weapon to increase them as well
1:00:03
selfhealing is often necessary especially in Dungeon groups without a Healer or if it's an inexperienced
1:00:09
healer or maybe the Healer dies there are several methods to heal yourself as a tank number one is burst healing so it
1:00:15
provides a large heal in a short amount of time crucial for recovering from big hits an example of this would be the
1:00:21
dragon Knight's Dragon Blood skill which scales with your max Health making it more effective with higher Health pools
1:00:28
you want to save it for moments of high incoming damage it's expensive to recast it frequently so you don't want to use
1:00:33
it all the time when you combine this with healing Buffs such as major mendum for example it makes the burst heal even
1:00:39
more potent burst heals can also critically heal providing extra healing on top of the initial amount another
1:00:45
type of healing is healing over time these provide small continuous heals over an extended period an example of
1:00:51
this would be the Dragon Knights cinderstorm skill which offers sustained healing over 15 seconds this is ideal
1:00:57
for mitigating small regular damage it helps sustain Health without consuming too many resources another thing would
1:01:05
be Health recovery a character stat that automatically restores Health once every 2 seconds sources of this include class
1:01:12
passives and heavy armor passives minor fortitude and Potions providing major fortitude for which sugar skills food
1:01:19
and the Strategic Reserve Champion Point passive this typically provides around 1K Health recovery most tanks benefit
1:01:26
from that which is the equivalent to 500 healing per second while not substantial for High Health pools it does add up
1:01:33
over long fights and then finally we got damage Shields so these absorb damage protecting your actual health bar use
1:01:40
damage Shields to mitigate incoming damage an example of a damage Shield would be something like ignor shield on a dragon knight which provides a strong
1:01:47
damage Shield which will take the damage so you don't get a full hit to your health bar and many classes have access
1:01:53
to these and there's also different damage Shields built within describing system and they are really really useful
1:01:58
to use especially if you want to go and try and practice not blocking as much by using damage Shields you won't have to
1:02:04
block as much because you'll be protected some general tips for self-healing so you want to have high magical recovery so that you're able to
1:02:11
sustain healing and other magikal based skills use a combination of burst healing healing over time and damage
1:02:16
Shields to cover you for different damage scenarios utilize Buffs like major minor Vitality for increased
1:02:22
healing received and major minor mending for increased healing done to improve your healing capability for yourself and
1:02:28
the final survival toour here is roll Dodge roll Dodge is a crucial but often underused technique among new players
1:02:34
can be expensive in terms of stamina but its benefits for survival are significant so the way that Dodge roll
1:02:40
works is that you will evade damage for the next 2 seconds after doing a roll Dodge so any attack that isn't a locked
1:02:46
in Channel attack can be avoided now channel attacks are certain attacks that an enemy does so dark barrage in more of
1:02:53
L cach from the rack out boss and nocturnal favor from zamari and Cloud rest are fixed onto you and cannot be
1:03:00
avoided by roll dodging you will actually just get get hit by an unblocked hit if you do roll Dodge these
1:03:05
specific attacks when you use roll Dodge most attacks in the game are not locked onto you and can be evaded with a roll
1:03:10
Dodge use roll Dodge in critical situations such as after taking a big hit or when overwhelmed to evade damage
1:03:16
and buy time to heal or Escape develop the habit of instantly reacting with a roll Dodge to evade damage for a few
1:03:22
seconds after you do take a big hit to ensure your survival sustain is one of
1:03:27
the hardest aspects of tanking in ESL if you cannot sustain you cannot block use
1:03:33
skills or perform your tank duties effectively so some of the common sustained issues include a lack of
1:03:40
stamina running out of stamina means you cannot block leading to increased damage intake and potential death you also got
1:03:46
magika burnout so using many Magicka based skills without proper recovery leads to being unable to heal or use
1:03:53
defensive abilities after taking a big hit and then cool down management refreshing skills too early uses
1:03:59
resources unnecessarily when the skill and its effects are still active leading to wasted resources one of the main
1:04:05
reasons why tanks die is due to sustain issues it might appear that more healing is needed or a mechanic was mishandled
1:04:12
but often the root cause is running out of resources leading to an inability to block or heal effectively so we've got
1:04:19
quite a few different sustained methods that you can utilize to make sure that you're able to maintain all of your
1:04:24
resources number one is Heavy after a heavy heavy attacking is crucial for
1:04:30
sustain always time your heavy attack immediately after a boss's heavy attack the reason why you do this is because a
1:04:37
boss will very rarely ever do backto back heavy attacks and this means there is a window of opportunity for you to do
1:04:42
a heavy attack and to regenerate some of your resources number two block less so
1:04:48
blocking constantly drain stamer learn fights to know when it's safe to drop block having high resistances damage
1:04:54
mitigation and healing from a Healer can make this considerably easier using
1:04:59
potions so use them frequently for resource recovery just always make sure you using some kind of potion utilize
1:05:05
synergies for gaining resources especially orbs and shards every time you use any Synergy the undaunted
1:05:11
command passive will provide resources for every Synergy that's used if you're also using Harmony jewelry that will
1:05:17
give you a increased boost when using synergies lower your block cost so use bracing enchants you can also do things
1:05:24
like slotting defensive stand or use Tyler's Guardian Champion points wearing some medium armor pieces all of these
1:05:30
things will reduce your stamina cost for blocking which will ease your overall sustain skills and passives so many
1:05:36
skills and passives will Aid in sustain refer to my specific tank builds for comprehensive lists of useful skills and
1:05:42
passives but in general you want to make sure that you're gaining some kind of access to these especially if you are struggling for sustain so that you're
1:05:49
able to get those benefits don't overcast abilities so avoid recast the abilities too soon let them run their
1:05:55
full duration to conserve resources increase Magicka recovery having higher magika recovery helps sustain most of
1:06:03
your tank abilities so make sure you've got as much of it as you can get use your ultimate if you're a dragon knight
1:06:09
so frequent use of warhorn in group content will boost your group's DPS but it will also restore all of your
1:06:15
resources use sustained Gear start with sustain Focus gear while you are learning and new to the game something
1:06:22
like the engine Guardian monster set is highly recommended because it is very very good and will just give you
1:06:27
resources very often jewelry traits Harmony jewelry greatly improves sustain with Synergy Rich groups if Harmony
1:06:34
isn't viable infused is the next best option and then we've got jewelry enchants use magal recovery enchants for
1:06:41
casting abilities or TR Focus cost reduction for frequent stamina abilities ensure that you've got enough recovery
1:06:47
though to support cost reduction if you use that gear traits divine's gear will buff your Mund Stone which is usually
1:06:53
the Atron Arch and give you a extra recovery food and drink use food and drinks with recovery especially magical
1:07:00
recovery Note that this may lower your max stamina and Max Magicka however Buffs utilize skills that provide minor
1:07:07
intellect fortitude and endurance potions can offer the major versions of those Buffs but anything that will add
1:07:14
additional sustain is useful slottable sustain so slot any support skills
1:07:19
especially barrier alongside the Magicka Aid passive for a huge Magicka recovery
1:07:24
boost arcanists can use gibbering shield for an additional recovery benefit from their Wellspring of the Abyss passive
1:07:31
and finally we've got scribing all classes can use a spammable magika skill that returns stamina for example wield
1:07:38
soul with the signature script Druids Resurgence restores 1,000 Magicka and 1,000 stamina stack Magicka recovery and
1:07:46
use wield soul to sustain blocking more easily by implementing these strategies and tips you can maintain optimal
1:07:53
resource sustain ensuring you can perform all of your necessary tank duties buffing and debuffing are among
1:08:00
the most critical responsibilities you'll have as a tank once you are comfortable with maintaining aggro
1:08:05
positioning sustaining and surviving you can start to focus on these Advanced Techniques effective use of Buffs and
1:08:11
debuffs can provide significant boosts to your group and make you an invaluable tank there's a wide list of different
1:08:19
things that are useful anything that improves damage sustain recovery Ultima
1:08:25
anything like those kinds of things is going to be useful anything that reduces incoming damage is also going to be
1:08:31
useful that reduces AOE damage it reduces incoming damage of any kind and then debuffs that affect the enemy with
1:08:37
them taking increased damage or doing reduced damage are also always going to be really really good in terms of
1:08:43
debuffs there's also armor shreds which remove armor from the boss these are also very strong debuffs there's also a
1:08:50
wide range of class specific Buffs and debuffs which will depend on your class and these are all listed on my website
1:08:57
when it comes to things like pre-buff before you engage in combat always pre-buff with abilities that you can like major minor resolve to increase
1:09:03
resistances and mitigate some initial hits from the boss you can pre-cast skills like blood alter for area healing
1:09:09
if you're using it for delayed spawning bosses where they like kind of appear or drop down you can set up Elemental
1:09:15
blockade razor Cal trops and other AOE abilities in the spawn area to start applying effects immediately once the
1:09:22
fight begins now we're going to look at some strategies for how to tank starting with tanking adps in the Elder scores
1:09:28
online AOE taunting isn't an option so the main focus during adps is on crowd
1:09:34
controlling rather than taunting understanding how different effects interact is crucial for Effective ad
1:09:40
management ad pools typically consist of regular enemies that can be pulled or chained together and then controlled
1:09:46
with snares and immobilization using the void bash set which is from vatran Hollows can significantly improve this
1:09:53
process pulling enemies Within 12 M with one button press leaving only a few to
1:09:59
manually be chained so some of the key points number one chaining and pulling skills are important during ad pulls to
1:10:05
stack enemies and gather them together onto one spot snaring is another important aspect which reduces the enemy
1:10:11
movement speed and then you've got immobilizations which hold the enemy in place for a period of time stuns and
1:10:16
fears are ineffective on recently Chained and pull enemies so generally not that useful for tanking the scribing
1:10:23
system does provide immobilization skills for all classes who don't have the built-in options so a general ad
1:10:29
pull rotation would include scanning the area for elite enemies so you want to identify the enemies that need to be
1:10:35
immediately taunted and especially look around for any two-handed enemies as well initiate combat start that with an
1:10:42
elemental blockade to cause the enemies to start running towards you place down razor Cal trops on the ground in front
1:10:48
of the enemy and you want to have this in the path that they will walk towards the group this snares the enemies
1:10:53
slowing them down and debuff them with major breach use power SL to proc the void bash set or chain and pull enemies
1:11:00
so you want to gather them in a stack on top of the cops and the blockade void bash will also apply major M if using it
1:11:07
once you've done that you then want to immobilize enemies so use your immobilization skill to keep them rooted
1:11:12
in the stack after that you will now apply some debuffs such as Pulsar with your Frost staff do that twice while
1:11:18
enemies are inside the blockade to apply minor breach minor main minor brittle minor protection and minor mangle turn
1:11:25
any remaining enemies that aren't dead because they're going to start to run off and attack your group by following this rotation you can effectively
1:11:31
control and manage ad Poes making it easier for damage dealers to quickly eliminate grouped enemies while applying
1:11:37
strong debuffs to them as well this strategy really gives you really good overall efficiency and survivability of
1:11:43
your group and can be executed by any class as long as you've got the correct skills and scribing abilities tanking
1:11:50
bosses is very different so boss fights in ESO vary greatly so it's challenging to provide a one siiz fits all kind of
1:11:57
strategy however understanding and adapting to general principles and specific mechanics will significantly
1:12:03
improve your tanking performance here are some detailed guidelines to help you tank effectively during boss encounters
1:12:10
so firstly some general rules number one taunt management you got to maintain taunt on bosses by reapplying every 14
1:12:17
seconds to ensure you hold aggro number two positioning turn bosses away from your group to prevent them from hitting
1:12:23
allies with frontal attacks avoid moving bosses unnecessarily to maximize your group's damage output then it's just
1:12:29
about the fundamentals of keeping taor blocking sustaining and surviving as your top priority you got to maintain
1:12:35
good boss observation watch for interruptible attacks channels mechanics and effects and then just mitigate
1:12:42
damage roll Dodge heavy attacks block hits to avoid taking full damage and then when we look at common boss
1:12:48
mechanics there's a few things we can really look for that we know are going to happen so firstly we've got heavy
1:12:54
attacks so to with these you block or Dodge to avoid significant damage we've also got a lot of bosses that come with
1:13:00
ads chain the ads into the boss and maintain control of the fight area you got light attacks these can be blocked
1:13:07
absorb with the damage Shield or sometimes you can just ignore them and take them unblocked AOE attacks these
1:13:13
are things that appear on the ground and it'll either be a big thing that you need to move out of or it'll be a
1:13:18
permanent circle on the ground it's usually pretty clear but you need to just move out of these for a tank it's
1:13:23
not as critical to get out immediately some things will hit more if you stud in them and they will explode other things
1:13:28
just move out of these quickly to avoid damage dot attacks or also known as damage over time these require healing
1:13:35
over time and good mitigation this is just an effect that will be applied to your character and you need to heal through it and try and stay alive
1:13:41
projectile attacks these are things that will shoot at you from various different enemies you can use a shield skill or
1:13:47
block to mitigate the damage from these interruptible attacks all you've got to do is look for the interruptible visual
1:13:54
and then just bash the enemy to stop this from happening negative effects some bosses will apply negative effects
1:14:00
to your character you can sometimes Purge these so purge them if possible or if not they may just be like a heel
1:14:06
check mechanic fear mechanic so sometimes you have this mechanic where you need to avoid looking at the boss to
1:14:12
prevent being feared at a specific time another mechanic might be persistent AOE so sometimes you have AOE that are
1:14:19
dropped on the floor or cover a certain area of the ground move out of these and reposition the boss if necess neor some
1:14:25
bosses will have hide mechanics so you have to hide behind a pillar or a wall or other objects as required so that you
1:14:32
don't get killed by the main attack some bosses will have a kite mechanic where you've got to move around to avoid being
1:14:38
hit by the thing that is chasing after you some bosses will do a multi- hit or quick swipe Attack Just ensure that
1:14:43
you've got enough stamina to block or Dodge roll it but do be careful on Multi attacks when you dodge because when you
1:14:49
end the Dodge roll animation you might get hit and that might kill you some bosses will have debuff mechanics which
1:14:55
will cause some kind of effect that will debuff you and increase the damage that you take you've just got to use your
1:15:00
survival techniques to try and mitigate that damage and try to stay alive some bosses will do an avoid group member
1:15:06
mechanic so you've got to move away from allies that are affected by beams or aoes or things that are around their
1:15:12
feet that will spread to you so just avoid those to avoid gaining any additional damage there sometimes also
1:15:19
heal check mechanics where you got to prepare for heavy incoming damage in a very short space of time and requires
1:15:25
significant healing you can help with that even if you've got a Healer by casting skills and damage Shields and
1:15:31
things that will give you Buffs to improve your incoming healing some bosses have anti-d Dodge roll mechanics
1:15:36
if you dodge you kill or knock back your group or cause the enemy to become enraged which means they will inflict
1:15:42
more damage there's a couple of trial mechanics as well that you might see including boss swapping mechanics so
1:15:48
this is where you got a coordinate with your off tank to switch bosses at a specific time and then another one is a
1:15:53
portal mechanic which is trial as well usually where you got to enter some kind of portal and handle the mechanics
1:15:59
inside sometimes that requires a tank so there isn't really any way to test your
1:16:04
capabilities as a tank other than just doing content and practicing and doing so in a comfortable environment with
1:16:09
people that you know the easiest ways to kind of do some tests include Asylum sanctorium you can travel into Asylum
1:16:15
sanctorium trial on normal orette head to the main boss St alms press the two buttons on the left and right to
1:16:21
activate the plus two version if you bring a friend with you they can kite the lightning pools that St Al spits at
1:16:27
you without that they will land underneath you the benefit of this is it allows you to practice maintaining your
1:16:32
Buffs and your debuffs while dealing with heavy damage from a trial boss in a fairly challenging environment but it's
1:16:38
easy to get to and very accessible so it's something you can practice aside from that going into black R's prison
1:16:45
running into the entrance of a trial and dealing with ad PS and things there is something you can go and run and do to
1:16:51
practice it's quite hard as a tank because there isn't any way to do it like a damage dealer where they can pass
1:16:56
on a trial dummy you do have to do content to practice so when we look at
1:17:01
tanking content and progression with all the fundamental information that we've provided already you now have the kind
1:17:06
of basics of tanking it's time to dive into some actual content and put your skills to the test there is a list of
1:17:12
things that you can do to begin practicing tanking to help you build up confidence and experience before tackling the more challenging encounters
1:17:20
so at any level you can start doing normal Dungeons and random normal dungeons as well I say any level but you
1:17:26
will need level 10 to use the Q for this with all the fundamental information we've provided you now have the basics
1:17:32
of tanking start with normal dungeons as these are easy enough to be completed without a dedicated tank this makes them
1:17:38
ideal for familiarizing yourself with dungeon layouts getting used to your character and the basic tanking
1:17:43
mechanics while you won't get the full tanking experience use this opportunity to farm useful tank gear focusing on the
1:17:49
gear sets listed in our tank gear guide some of the dungeons to look out for if you don't have access to any DLC
1:17:55
Krypto hearts and vaults of Madness will unlock a couple of good options for gear sets including eban and worm look out
1:18:01
for dungeons like black Drake Villa for Drake's Rush The Dread seller for Crimson El RVE ship rights regret for
1:18:07
turning tide and even something like Graven deep for Pang denm after that you can move on to non DLC veteran Dungeons
1:18:15
and your undaunted pledges from about Champion Point 160 plus after mastering normal dungeons you can move on to
1:18:21
veteran Dungeons and you want to start with the non-dlc ones these dungeons are more challenging than their normal
1:18:27
counterparts but still very manageable allowing you to practice proper tanking techniques and apply many Concepts from
1:18:34
this guide the difficulty is slightly higher providing a better tanking experience and you'll need to begin
1:18:40
understanding and following mechanics especially in boss fights this helps build good habits and improve your
1:18:46
tanking skills there is plenty of room for error and Recovery offering a forgiving environment to learn
1:18:51
completing veteran dungeons allows you to earn extra keys from the undaunted pledges important for obtaining shoulder
1:18:57
pieces for Monster sets additionally you'll earn useful monster helmets by completing veteran dungeons essential
1:19:04
for your tank build progressing through these veteran dungeons will enhance your tanking skills and prepare you for more
1:19:10
challenging content so some of the base game dungeons are fungal Grotto spindle clutch banished cells dark shade Elden
1:19:17
Hollow Way rest crypto Hearts those kind of dungeons that are base game dungeons
1:19:22
will be easy to complete on veteran with very little Champion points and knowledge some of the veteran dungeons
1:19:28
that you want to look out for for the monster sets include spindle clutch 2 for blood spawn dark shade Caverns 2 for
1:19:34
engine Guardian volenfell for the tremis scale monster set blad Drake Villa for
1:19:39
incus Behemoth ships regret for nazer and then ear rout Enclave for Arch Druid
1:19:46
at that point you want to start looking towards things like Dragon Star Arena at CP 160 plus DSA is a Fourplay Arena
1:19:53
while incredibly easy on normal it is quite long it's worth completing to form
1:19:58
a valuable weapon set that enhances healing and survival making it a great investment for many builds ideally you
1:20:04
want aim to try and do the veteran version if you can if you've got a bit of experience in veteran dungeons you've
1:20:10
successfully tank them you're probably going to be capable of handling veteran DSA because this is aimed at quite low
1:20:15
CP content and the important loot from this would be the puncturing remedy set the Masters one hand and shield as well
1:20:21
as that you've also got vatran holos the solo Arena so before tackling veteran DLC Dungeons
1:20:27
and harder content it's wise to collect the very important void bash set from
1:20:32
vatran holos the downside is that this is a solo Arena and it requires you to
1:20:38
do some damage but the plus side is you can utilize the Armory which is a free housing item from the crown store place
1:20:44
the armory in your house to switch your entire build to a more damaged Focus setup allowing you to complete vron
1:20:50
Hollows on normal you do need to have around 10K DPS to do this successful successfully if you're an archinist or
1:20:56
Dragon Knight you can use my hybrid tank builds to do this content quite easily the void bash set is one of the best for
1:21:02
Dungeon tanking enabling you to pull in a whole stack of ads with one button while also debuffing them this makes ad
1:21:09
pulls faster easier and more sustainable benefiting both you and your group once
1:21:15
you've gathered all this kind of experience you can start looking at doing normal trials from around Champion point 300 at this stage your priority is
1:21:22
to apply the fundamentals you've learned into a trial setting starting with normal trials is generally fine though
1:21:28
newer trials can be more challenging due to complex mechanics many mechanics in normal trials can be ignored though
1:21:34
without severe consequences unlike in the veteran trials this makes normal trials an excellent learning opportunity
1:21:40
but it is can be a good idea to read some of the guides and clips so you got an idea of what to look out for even if they won't be impacting you in the
1:21:47
normal version joining Guild runs is ideal for learning as they offer a supportive environment where you can ask
1:21:52
questions and gather feedback without facing potential toxicity look for guilds that regularly organize trial
1:21:58
runs Guild runs provide a structured setting where you can gain valuable insight and advice from experienced
1:22:03
players which is crucial for your development especially as a tank if you opt for random trial runs you can find
1:22:10
groups by traveling to KAG laon using the text chat or there is a grouping tool in the social menu as well be aware
1:22:16
that random runs can be volatile and critical with mistakes often met with criticism rather than support as these
1:22:22
runs are typically focused on gear farming however if you have some trial experience and knowledge random runs can
1:22:28
be a viable option they can offer a variety of experiences and are used mostly for obtaining various different
1:22:34
gear not all trials require two tanks but joining those that do can help you understand how to split the workload
1:22:40
with another tank reducing the risk to the group if you make a mistake learn to coordinate with another tank is
1:22:47
essential for handling more complex mechanics and ensuring smoother progression pay attention to Tri
1:22:52
mechanics to try and pick up as much information as possible as this is crucial for transitioning into veteran trials where ignore
1:22:58
mechanics can lead to failure and there is a massive jump up in difficulty from normal to veteran some of the tries you
1:23:05
want to look out for at this phase are sunspire for the claw of yrin set loosen Citadel for the Lucent echo's gear set
1:23:12
dread cell Reef for pearlescent Ward Rock Grove for sax Hill champion and Cloud rest for the vestment of olim set
1:23:19
and finally we've got tanking endgame content there is no rush to reaching the
1:23:24
endgame of ESR this content represents the hardest challenges in the game often
1:23:29
requiring weeks or months of progression and practice to complete it can also take time to find a team willing to
1:23:35
commit to doing these trials endgame content can be seen as sort of Veteran hard mode DLC dungeons veteran trials
1:23:43
hard mode trials and trif factors which is when you do veteran dungeons or trials completed with no death hard mode
1:23:50
enabled and within the speedrun time limit reaching this level involves a long journey where you need to complete
1:23:56
each dungeon and trial initially on veteran learning all of the mechanics along the way ideally you should do this
1:24:02
with friends or Guild members for better coordination and support with dungeon content it's much more accessible since
1:24:08
it's easier to find three of the players interested in hard modes and trif factors some DLC dungeon hard modes are
1:24:14
extremely challenging with high damage and multiple mechanics making them excellent preparation for moving on to
1:24:21
veteran hard mode trials with veteran hard mode trials when you are fully aware of mechanics from the the veteran
1:24:27
version and comfortable with tanking you have all of the gear and skills required you can start searching for groups that
1:24:34
are recruiting tanks for Hard Mode learning these mechanics in a supportive environment with a raid leader guiding you through tasks and differences helps
1:24:41
you progress multiple attempts will likely be needed providing valuable knowledge and practice when you move on
1:24:48
to Tri Factor tanking once you gain hard mode completions and experience you can move on to trif factor tank tanking
1:24:54
where you're expected to know everything the hard mode throws at you and execute it perfectly endgame content requires
1:25:01
Advanced knowledge and often necessitates carrying multiple gear sets swapping gear and skills between fights
1:25:08
and fully optimizing your setup for specific trials Dungeons and even specific bosses you may also need to use
1:25:14
alternative classes to fill any gaps in the group's needs to be optimal this level of content is challenging but
1:25:20
extremely rewarding requiring a lot of time patience and and knowledge to
1:25:25
master there are some easier DLC dungeons that you can do at lower CP like Imperial seat prison white gold
1:25:31
Tower crad Shadows ruines Of maon The Cauldron black Dr Villa some of the
1:25:36
older DLC ones those are the easier ones you will need sort of 600 CP Plus for
1:25:41
some of the more tricky ones like Coral Airy ship rights regret Graven deep stone garden more so the newer dungeons
1:25:49
will require a higher CP level for veteran trials from 600 CP plus you can do some of the easier ones like atherion
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archive H raar sanct midia even Asylum sanctorum and sunspire ideally you want
1:26:02
to have a th000 plus CP for more of lash pulls of Fabrications and then the more
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tricky ones like kind's AIS Cloud rest San is Edge loosen Citadel Rock Grove and Dread sale Reef for the hard mode
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trials you do want have 1,500 plus Champion points and you need to be very well prepared for this content with the
1:26:19
correct gear the skills the classes and everything that you need that we've discussed already and these hard motrs
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do vary in difficulty so sanct midia being one of the easiest ones and they just get progressively harder and that
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is the end of this guide thank you for taking the time to listen to me go over all of this information just remember
1:26:38
that the tank roll is a difficult and pressured role to play we all progress at different speeds and you just need to
1:26:44
develop as you gain experience and try your best play the game play your class learn the role learn from your mistakes
1:26:51
and gain as much experience as you can learning fights and mechanics will make things so much easier and you can only
1:26:57
do this by getting many hours of experience and talking and playing alongside other tanks if you've got any
1:27:03
questions please let me know in the comments below or let me know in the tank Club Discord and we'll try our best
1:27:09
to help you progress as well a huge thank you to all of our patrons subscribers and YouTube members for
1:27:14
their support thank you very much for watching and I'll see you next time bye-bye for now