ESO Empire

Dragonknight Tank

Writer: xGamx
Designer: xGamx
Banner Artist: InsanityMind
Patch: Markarth

Build Introduction:
Welcome to the Dragonknight Tank build Phoenix for Elder Scrolls Online! Dragonknights are easily one of the most popular and beginner friendly Classes for tanking with good reason. Much of their unique skills and passives are exactly what a Tank needs, allowing them to be effective in all content. This includes great resource management, a bonus to healing received, some of the best Crowd Control (CC) skills, group damage shields, and even an increase to damage mitigation while blocking. Dragonknights are also the only source of group wide Minor Brutality, making them even more valued in groups with Stamina based Damage Dealers (DPS). The Phoenix build will cover all of this and more, including recommended armor sets, skills, and many alternatives to meet a variety of needs. Be sure to read the guide in its entirety and bookmark the page as the build will be updated with each new patch.

Below, you will find plenty of information to begin tanking as a Dragonknight. Tanking in ESO is different from other MMORPGs for many reasons. There is no threat level and you are more than just a damage sponge. You must be able to reasonably sustain your own resources without complete reliance on a Healer while also maintaining group buffs and enemy debuffs. Luckily you can follow along at your own pace. The path to becoming a great Tank is long, and it starts here.

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Race

Nord

Increase your Max Stamina by 1500. When you take damage, you gain 5 Ultimate. This effect can occur once every 10 seconds.

Increase your Max Health by 1000 and your Cold Resistance by 2310. Gain immunity to the Chilled Status effect.

Increase your Physical and Spell Resistance by 3960

Argonian

Increase your Max Magicka by 1000. Whenever you drink a potion you restore 4000 Health, Magicka, and Stamina.

Increase your Max Health by 1000 and your Poison and Disease Resistance by 2310. Gain immunity to the diseased status effect.

Increase your Healing Done by 6%.

Imperial

Increase your Max Health by 2000.

Increase your Max Stamina by 2000.

When you deal Direct Damage, you restore 333 Health, Magicka, and Stamina. This effect has a 5 second cooldown. It also will reduce the cost of all abilities by 3%.

Nords are highly recommended for all Tanks in ESO. They gain a huge increase to both Physical and Spell Resistances allowing them to reach the armor soft cap for damage mitigation much easier than the other Races. Simply taking damage will grant you Ultimate, which is almost all the time while in any form of content. Choosing Nord, will also grant great boosts to both your Max Health and Max Stamina.

Argonians make great Tanks for beginners that may be having trouble with sustaining. The passive unique to Argonians that provides 4,000 of each resource along with the base restore from drinking a potion allows for a Tank to Iron Man without a Healer in an organized group much easier. Be aware that Argonians gain a bonus to Max Magicka, so you may need to shift your enchantments or Attribute Points around to get your Max Stamina value to exceed your Max Magicka value.

Imperials are a well rounded Race for Tanking. They receive a small cost reduction for all non-Ultimate skills and good boosts to both your Max Health and Max Stamina. They also get a unique form of sustaining. Direct Damage will give you a small amount of all three resources back every 5 seconds. This can be easily activated by Light or Heavy Attacking, however, this sustain is not very noticeable.

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Attributes

Magicka

11

Health

32

Stamina

21

The current allocation of Attribute Points is configured for CP300 using the gear and enchantments found in the guide below. You may need to shift Attribute Points accordingly if you are using a different Race or different gear. It is important that your Maximum Health is around 36.5K and that your Maximum Stamina exceeds the value of your Maximum Magicka at all times. Doing this means you will always receive Stamina upon synergizing with an Energy Orb or Luminous Shards provided by your Healers. Tanks use all resources, so find a balance that best suits your needs.

While at first the bonus you receive from Attribute Points may not seem like much, note that the value per point will increase until you reach CP300.

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Mundus Stone

The Lord

Deshaan
Stormhaven
Grahtwood
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Consumables

Purple CP150-160 Food

Purple CP150-160 Food is crafted food in ESO, and can only be found otherwise in Guild Stores crafted by another player. This food is best used if you want large resource pools. If you are in a Dungeon or Trial with a Healer providing you with an Energy Orb on cooldown, you may find this food more useful.

Bewitched Sugar Skulls

Bewitched Sugar Skulls is crafted food in ESO, and can only be found otherwise in Guild Stores crafted by another player. This food is best used if you want large resource pools and you can afford it. If you are in a Dungeon or Trial with a Healer providing you with an Energy Orb on cooldown, you may find this food more useful. This is a min/max food and does not offer much more than Purple CP150-160 Food.

Witchmother's Potent Brew

Witchmother’s Potent Brew is a crafted drink in ESO, and can only be found otherwise in Guild Stores crafted by another player. This food is best used if you do not yet have access to the Balance skill from the Mages Guild. Relying on food and passive Magicka Recovery is not the best form of sustain as a Tank, but it will do until you have it unlocked.

Essence of Magicka

Essence of Magicka potions are generic potions found in ESO as they can drop from a variety of sources. You will often come across plenty of these during a regular play session. Use these if you require a quick boost to your Magicka and don’t have other crafted options.

Essence of Health

Essence of Health potions are crafted potions in ESO, and can only be found otherwise in Guild Stores crafted by another player. These potions are highly recommended if you can afford buying or crafting them as they provide you with a quick boost to your Health, Stamina, and Magicka upon use.

Essence of Stamina

Essence of Stamina potions are generic potions found in ESO as they can drop from a variety of sources. You will often come across plenty of these during a regular play session. Use these if you require a quick boost to your Stamina and don’t have other crafted options.

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Trials

Trials are endgame content in the Elder Scrolls Online designed for groups of 12.
Each Trial has a Normal and Veteran mode, however, this portion of the guide will be focused on Veteran Trials.

Main Tank

Set Name Trait Enchantment Weight/Type Acquired

Head

Infused

Increase Max Health/Stamina/Magicka

Medium

Veteran Castle Thorn

Shoulders

Sturdy

Increase Max Health

Light

Urgarlag Undaunted Chest

Chest

Infused

Increase Max Health/Stamina/Magicka

Heavy

Sunspire

Hands

Sturdy

Increase Max Health

Heavy

Sunspire

Waist

Well-fitted

Increase Max Health

Heavy

Sunspire

Legs

Infused

Increase Max Health/Stamina/Magicka

Heavy

Sunspire

Feet

Sturdy

Increase Max Health

Heavy

Sunspire

Necklace

Infused

Reduce Potion Cooldown

Jewelry

Maw of Lorkhaj

Ring

Infused

Reduce Potion Cooldown

Jewelry

Maw of Lorkhaj

Ring

Infused

Reduce Potion Cooldown

Jewelry

Maw of Lorkhaj

Front Bar
(Main Hand)

Decisive

Reduce Damage

One Handed

Maw of Lorkhaj

Front Bar
(Off-hand)

Sturdy

Increase Max Magicka

Shield

Maw of Lorkhaj

Back Bar

Infused

Reduce Armor

Lightning Staff

Maw of Lorkhaj

Lady Thorn summons a blood ball upon activating a skill that costs Health on a cooldown of 10 seconds. The blood ball provides a synergy that you or a group member can activate to apply Major Maim to all enemies within range. However, Major Maim can only be applied to enemies from this source every 20 seconds. Because of this, the main reason to use Lady Thorn is to easily provide yourself with a synergy to activate Roar of Alkosh. Doing so allows you to be more self sufficient in groups that may not be reliably supplying you with synergies or if you are standing away from the group and do not get many throughout the fight.

(Perfected) Claw of Yolnahkriin is a must have set for any Tank that plans to fulfill the Main Tank role during a Trial. It is the most simple way of providing your entire group with Minor Courage due to only needing to taunt an enemy, and as a Tank, you will always have an enemy to taunt. The set also provides you with the Minor Aegis buff. While 5% damage mitigation may not seem like a lot, in the end it could make all the difference. There are two versions of this set, Perfected and non-Perfected. The bonus gained from the Perfected version is small, granting only an extra 1,206 base Max Health. While this increase is certainly a good benefit, do not feel like you can not Tank without it.

Roar of Alkosh is a required set for all Tanks to reduce enemy resistances to zero in Dungeons and Trials. However, if you are not receiving synergies from your group, it is completely useless. To avoid this, you could combine it with Lady Thorn. Combining these two sets allows you to easily provide yourself with a synergy every 10 seconds. Keep in mind that the shockwave only hits enemies in front of you, so be sure to aim it properly. The lower you get the resistances of your enemies, the more damage your group will do. If your group consists of Magicka DPS, Roar of Alkosh should be swapped for another set and the DPS can adjust Champion Points accordingly to reach the required Spell Penetration. Since it is a Medium Armor set, you should wear it on your Weapons and Jewelry.

CLICK HERE for more useful Tank sets.

Off Tank

Set Name Trait Enchantment Weight/Type Acquired

Head

Infused

Increase Max Health/Stamina/Magicka

Medium

Veteran Imperial City Prison

Shoulders

Sturdy

Increase Max Health

Light

Urgarlag Undaunted Chest

Chest

Infused

Increase Max Health/Stamina/Magicka

Heavy

Crypt of Hearts I and II

Hands

Sturdy

Increase Max Magicka

Heavy

Crypt of Hearts I and II

Waist

Well-fitted

Increase Max Stamina

Heavy

Crypt of Hearts I and II

Legs

Infused

Increase Max Health/Stamina/Magicka

Heavy

Crypt of Hearts I and II

Feet

Sturdy

Increase Max Stamina

Heavy

Crypt of Hearts I and II

Necklace

Infused

Reduce Potion Cooldown

Jewelry

Imperial Sewers / Guild Stores

Ring

Infused

Reduce Potion Cooldown

Jewelry

Imperial Sewers / Guild Stores

Ring

Infused

Reduce Potion Cooldown

Jewelry

Imperial Sewers / Guild Stores

Front Bar
(Main Hand)

Decisive

Reduce Damage

One Handed

Imperial Sewers / Guild Stores

Front Bar
(Off-hand)

Sturdy

Increase Max Magicka

Shield

Imperial Sewers / Guild Stores

Back Bar

Infused

Reduce Armor

Lightning Staff

Imperial Sewers / Guild Stores

Lord Warden spawns an orb upon taking damage that increases the Physical and Spell Resistances for you and your group members while standing within the radius of it. Because this bonus is not a named Minor or Major Buff, it will stack with them.

Ebon Armory is a great Tank set for both Dungeons and Trials that can be easily obtained early on. When wearing 5 pieces of the set, you grant yourself and all group members within range 1,000 additional base Max Health. The added Health will increase survivability for everyone, allowing them to focus more on their own stats, whether it be offensive or healing.

Powerful Assault offers a considerable increase to group Weapon and Spell Damage that stacks well with other sets such as Spell Power Cure (SPC), which is often used by Healers. This is because it is a standalone buff whereas SPC is a named buff called Major Courage, meaning that other sets that provide Major Courage will not stack. Any skill from the Assault skill line will activate this set, but there are a few that stand out above the rest for various reasons. Be aware that some Healers may also use this set at times, so be sure to communicate with your group. Since it is a Medium Armor set, you should wear it on your Weapons and Jewelry.

CLICK HERE for more useful Tank sets.

Front Bar

Pierce Armor is your main taunt. It applies both Minor and Major Breach, reducing the Physical and Spell Resistances significantly of the enemy.

Green Dragon Blood can save you in a pinch if you really need a burst of Health. While active, it also grants you Major Fortitude, Major Endurance, Minor Vitality, and an additional 12% healing received if you have Skill Points spent in the Burning Heart passive from the Draconic Power skill line.

Defensive Stance is slotted for the passive benefits to block Cost and damage mitigation while blocking. This is one of your Flex Slots where you can place other skills depending on the situation. Flex Skills include Stone Giant to increase group DPS, Echoing Vigor if you are using Powerful Assault, Choking Talons if you need more CC, or Efficient Purge if you need to remove negative effects.

Igneous Shield applies a damage shield to yourself and group members. If activated every 20 seconds while having Skill Points spent in the Mountain’s Blessing passive from the Earthen Heart skill line you will grant Minor Brutality to your group as well. Dragonknights are the only source of group wide Minor Brutality, so be sure to keep it active while running with Stamina DPS.

Heroic Slash applies Minor Maim to the enemy and grants you Minor Heroism for the duration. Try keeping this skill active at all times during all encounters on at least one enemy, preferably the hardest hitting enemy.

Ultimate: Temporal Guard is slotted to provide you with the Minor Protection buff and a small damage shield while blocking. Your main Ultimate is Aggressive Horn. However, Temporal Guard can save you in a pinch by giving you a considerable amount of resources back upon use if you have Skill Points spent in the Battle Roar passive from the Earthen Heart skill line. Because Temporal Guard takes some time to unlock and the damage mitigation from Minor Protection has been reduced to 5%, you could slot Spell Wall instead.

Back Bar

Unrelenting Grip allows you to pull in enemies to you and grants you Major Expedition. If an enemy is immune to CC or is CC locked then you are refunded the Magicka. This can be used to your advantage, as using this intentionally on a CC immune enemy will still grant you Major Expedition for free. Spending Skill Points in the Warmth passive from the Ardent Flame skill line will cause Unrelenting Grip to also decrease the Movement Speed of enemies by 30%.

Elemental Blockade is used to trigger the enchantment on your Lightning or Frost Staff, even while on the Front Bar. It will also help apply the corresponding status effect of each staff.

Inner Rage does not reduce the resistances of your enemies, so it should be considered your secondary Taunt. It does, however, allow you to Taunt enemies at a distance and provides a synergy to a ranged group member that deals a decent amount of damage.

Balance is your source of Major Ward and Magicka sustain. Because it costs Health, you can use it multiple times to gain back bigger chunks of Magicka. However, you should not entirely depend on Balance for Magicka sustain as each time you activate the skill you also gain a reduction to healing taken and the effectiveness of damage shields for 4 seconds.

Overflowing Altar applies Minor Lifesteal to enemies in the area and provides your group members with a synergy to use that instantly gives them a burst of Health. This skill will proc Lady Thorn. If another Tank or a Healer has this skill slotted, you can instead use Crushing Shock for a ranged interrupt.

Ultimate: Aggressive Horn is your main Ultimate. It provides all group members with Major Force and a 10% increase to Max Stamina and Max Magicka. Both Tanks and your Healers will have this Ultimate, so be sure to discuss rotation with them before engaging so two people do not use it at once, as it does not stack.

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Dungeons

Dungeons feature large groups of enemies that are typically tougher than others found in Overland content.
Each Dungeon has a Normal and Veteran mode and many bosses have unique mechanics that need to be managed by the whole group.

Set Name Trait Enchantment Weight/Type Acquired

Head

Infused

Increase Max Health/Stamina/Magicka

Medium

Veteran Imperial City Prison

Shoulders

Sturdy

Increase Max Health

Light

Urgarlag Undaunted Chest

Chest

Infused

Increase Max Health/Stamina/Magicka

Heavy

Stone Garden

Hands

Sturdy

Increase Max Magicka

Heavy

Stone Garden

Waist

Well-fitted

Increase Max Health

Heavy

Stone Garden

Legs

Infused

Increase Max Health/Stamina/Magicka

Heavy

Stone Garden

Feet

Sturdy

Increase Max Magicka

Heavy

Stone Garden

Necklace

Robust

Reduce Potion Cooldown

Jewelry

Imperial Sewers / Guild Stores

Ring

Robust

Reduce Potion Cooldown

Jewelry

Imperial Sewers / Guild Stores

Ring

Robust

Reduce Potion Cooldown

Jewelry

Imperial Sewers / Guild Stores

Front Bar
(Main Hand)

Decisive

Reduce Damage

One Handed

Imperial Sewers / Guild Stores

Front Bar
(Off-hand)

Sturdy

Increase Max Magicka

Shield

Imperial Sewers / Guild Stores

Back Bar

Infused

Reduce Armor

Lightning Staff

Imperial Sewers / Guild Stores

Lord Warden spawns an orb upon taking damage that increases the Physical and Spell Resistances for you and your group members while standing within the radius of it. Because this bonus is not a named Minor or Major Buff, it will stack with them.

Arkasis’s Genius is the perfect support set for a Tank in Dungeons. Every time you drink a potion while in combat, whether it be a random potion that you found on a corpse or a crafted one, you will give your entire group 44 Ultimate. This will allow everyone to use their Ultimate more frequently throughout the Dungeon, resulting in faster clears. Pair this with three Reduce Potion Cooldown enchantments on your jewelry pieces and you will have a much easier time sustaining as well. Be aware that any more than 15 seconds cut from your potion cooldown will cause your potion to recharge faster than the cooldown on Arkasis, meaning that you may lose out on the Ultimate when you drink a potion too quickly. You MUST be in combat before drinking a potion or you and your group will not receive Ultimate.

Powerful Assault offers a considerable increase to group Weapon and Spell Damage that stacks well with other sets such as Spell Power Cure (SPC), which is often used by Healers. This is because it is a standalone buff whereas SPC is a named buff called Major Courage, meaning that other sets that provide Major Courage will not stack. Any skill from the Assault skill line will activate this set, but there are a few that stand out above the rest for various reasons. Be aware that some Healers may also use this set at times, so be sure to communicate with your group. Since it is a Medium Armor set, you should wear it on your Weapons and Jewelry.

CLICK HERE for more useful Tank sets.

Front Bar

Pierce Armor is your main taunt. It applies both Minor and Major Breach, reducing the Physical and Spell Resistances significantly of the enemy.

Echoing Vigor is a Stamina based group Heal over Time effect (HoT) that is used to proc Powerful Assault during boss encounters due to the durations of both the skill and the set being the same. Activate on cooldown for the best uptime. If you are having trouble with Stamina sustain, try Proximity Detonation.

Choking Talons is one of the best CC skills in the game. Not only does it immobilize enemies in the area, it also applies Minor Maim to them. If there are enemies that are caught by the talons a group member will be able to activate a synergy that deals a lot of damage. If you have a Magicka Dragonknight DPS in your group, you can swap this skill out for something else.

Igneous Shield applies a damage shield to yourself and group members. If activated every 20 seconds while having Skill Points spent in the Mountain’s Blessing passive from the Earthen Heart skill line you will grant Minor Brutality to your group as well. Dragonknights are the only source of group wide Minor Brutality, so be sure to keep it active while running with Stamina Damage DPS.

Heroic Slash applies Minor Maim to the enemy and grants you Minor Heroism for the duration. Try keeping this skill active at all times during all encounters on at least one enemy, preferably the hardest hitting enemy.

Ultimate: Temporal Guard is slotted to provide you with the Minor Protection buff and a small damage shield while blocking. Your main Ultimate is Aggressive Horn. However, Temporal Guard can save you in a pinch by giving you a considerable amount of resources back upon use if you have Skill Points spent in the Battle Roar passive from the Earthen Heart skill line. Because Temporal Guard takes some time to unlock and the damage mitigation from Minor Protection has been reduced to 5%, you could slot Spell Wall instead.

Back Bar

Unrelenting Grip allows you to pull in enemies to you and grants you Major Expedition. If an enemy is immune to CC or is CC locked then you are refunded the Magicka. This can be used to your advantage, as using this intentionally on a CC immune enemy will still grant you Major Expedition for free. Spending Skill Points in the Warmth passive from the Ardent Flame skill line will cause Unrelenting Grip to also decrease the Movement Speed of enemies by 30%.

Elemental Blockade is used to trigger the enchantment on your Lightning or Frost Staff, even while on the Front Bar. It will also help apply the corresponding status effect of each staff.

Inner Rage does not reduce the resistances of your enemies, so it should be considered your secondary Taunt. It does, however, allow you to Taunt enemies at a distance and provides a synergy to a ranged group member that deals a decent amount of damage.

Balance is your source of Major Ward and Magicka sustain. Because it costs Health, you can use it multiple times to gain back bigger chunks of Magicka. However, you should not entirely depend on Balance for Magicka sustain as each time you activate the skill you also gain a reduction to healing taken and the effectiveness of damage shields for 4 seconds.

Razer Caltrops is a staple skill for any Tank in Dungeon content. It is used during add fights to proc Powerful Assault due to the durations being the same. Enemies inside the radius are slowed to a crawl and have Major Breach applied to them for 4 seconds each time they take damage for a total of 14 seconds.

Ultimate: Aggressive Horn is your main Ultimate. It provides all group members with Major Force and a 10% increase to Max Stamina and Max Magicka. Both Tanks and your Healers will have this Ultimate, so be sure to discuss rotation with them before engaging so two people do not use it at once, as it does not stack.

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Beginner

Whether you are leveling up a new character or just reached CP160, the setup below will help you get started!
This setup contains only Crafted sets and little to no expensive materials.

Set Name Trait Enchantment Weight/Type Acquired

Head

Infused

Increase Max Magicka

Medium

Crafted

Shoulders

Sturdy

Increase Max Health

Light

Crafted

Chest

Infused

Increase Max Stamina

Heavy

Crafted

Hands

Sturdy

Increase Max Health

Heavy

Crafted

Waist

Sturdy

Increase Max Health

Heavy

Crafted

Legs

Infused

Increase Max Stamina

Heavy

Crafted

Feet

Sturdy

Increase Max Health

Heavy

Crafted

Necklace

Robust

Reduce Block Cost

Jewelry

Crafted

Ring

Infused

Reduce Potion Cooldown

Jewelry

Crafted

Ring

Infused

Reduce Potion Cooldown

Jewelry

Crafted

Front Bar
(Main Hand)

Decisive

Reduce Damage

One Handed

Crafted

Front Bar
(Off-hand)

Sturdy

Increase Max Magicka

Shield

Crafted

Back Bar

Infused

Reduce Armor

Lightning Staff

Crafted

Ancient Dragonguard is only slotted until you can get your first Monster Set. An easier one to acquire that will benefit both you and your group is Sentinel of Rkugamz from Veteran Darkshade Caverns I.

Fortified Brass is a great set for starting out. However, as you continue to progress as a Tank, you may find that it provides much more Armor than you need. Other sets that grant your entire group benefits and not just yourself would be a much better option.

Torug’s Pact is a good replacement for Roar of Alkosh for beginner Tanks. While using a Crusher enchantment on your Destruction Staff, Torug’s Pact will further amplify the effect, getting you closer to Roar of Alkosh levels of resistance shredding.

CLICK HERE for more useful Tank sets.

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Alternative Skills

Engulfing Flames

A cone shaped Flame Damage over Time effect (DoT) that increases Flame Damage enemies will take for the duration. The effect is based on your offensive stats, so you would only slot this if there are no other Magicka Dragonknight DPS in your group. Spending Skill Points in the Warmth passive from the Ardent Flame skill line decreases the Movement Speed of any enemy affected by 30%.

Reviving Barrier

A massive damage shield for you and all nearby group members that heals for half the duration. The shield persists for 30 seconds provided it is not broken, allowing you to avoid a group wipe. Spending Skill Points in the Magicka Aid passive from the Support skill line will increase your Magicka Recovery by up to 10% while having this Ultimate slotted.

Noxious Breath

Can be slotted in place of Razer Caltrops if you have not yet unlocked it. Activating it emits a cone shaped Poison DoT that applies Major Breach to all enemies affected. This skill is a good substitute but it does not last as long or have as large of a radius. Spending Skill Points in the Warmth passive from the Ardent Flame skill line decreases the Movement Speed of any enemy affected by 30%.

Hardened Armor

Can be slotted in place of Balance if you have not yet unlocked it. Activating it provides the same buff plus a damage shield, however, it does not restore Magicka upon use. Spending Skill Points in the Burning Heart passive from the Draconic Power skill line will increase your healing received by an additional 12% while this skill is active.

Magma Shell

Makes you virtually unkillable for a short time and provides your group with a huge damage shield but has a high cost. If your group requires you to provide them with a damage shield, consider using Reviving Barrier instead. This should only be used if you are finding a particular boss encounter too difficult.

Efficient Purge

Allows you to remove negative effects from the group. This skill is not used often, however, unlocking it is recommended. Used in content where you need to remove strong DoT effects. Spending Skill Points in the Magicka Aid passive from the Support skill line will increase your Magicka Recovery by up to 10% while having this Ultimate slotted.

Stone Giant

Can be slotted to slightly increase overall group DPS. This skill is not easy to sustain due to the short duration of the debuff and the value of your Stamina as a Tank. While it certainly can have a noticeable impact on group DPS in Trials, it is definitely not worth using in Dungeons. Spending Skill Points in the Mountain’s Blessing passive from the Earthen Heart skill line will grant Minor Brutality to your group.

Eruption

Can be slotted in place of Razer Caltrops if you do not yet have it unlocked. While it reduces the Movement Speed of enemies more than Razer Caltrops does, Eruption does not reduce resistances, proc Powerful Assault, nor does it have as large of a radius. However, spending Skill Points in the Mountain’s Blessing passive from the Earthen Heart skill line will grant Minor Brutality to your group.

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Champion Points

A general overview for CP810

The Mage Constellation

The current allocation of Mage Champion Points is optimized for a higher value of resistance shredding. Roar of Alkosh reduces enemy resistances equal to how much damage is dealt by the initial hit, so heavily investing in Master-at-Arms, Piercing, and Mighty is highly recommended. Even if you do not yet have the set, these values will still allow you to provide your group with some healing.

The Thief Constellation

The current allocation of Thief Champion Points is optimized for very cheap blocking and roll dodging as you will end up doing this a lot during combat. Points are invested in Arcanist and Tenacity to better your sustain while Mooncalf remains at zero due to Stamina not being able to recover while while you are blocking. Instead you will increase the value of Stamina you get back for Heavy Attacking. As you continue to learn more encounters, whether it be adds or bosses, you will be able to time when you can and when you can not fit in a Heavy Attack without taking too much damage or a fatal blow.

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Rotation

Tanks do not typically follow a traditional static rotation. There is no single rotation for Tanks that covers all situations. Instead you must be able to adapt to meet the needs of whatever situation you find yourself in. Below, you will find a general guide on how to fulfill the Tank role effectively during both add fights and boss encounters. Every Dungeon and Trial has different mechanics and it is important that you understand your build and why you use the armor sets and skills that are recommended. Be sure to read this guide entirely.

Pre-buffing

Try to get in the habit of pre-buffing yourself and your group before starting combat. This is important for a variety of reasons and will help you get ready for late game content. One such reason is to save time that could be otherwise used more effectively. Skills such as Balance, Hardened Armor, Echoing Vigor, and/or Green Dragon Blood should always be used before initiating combat to ensure that your group also has time to apply their own pre-buffs. Apply as many group buffs as possible as it will allow you to primarily focus on taunting and grouping up enemies. It is very important that the Tank initiates combat to have as much control as possible.

Positioning

To successfully Tank, positioning is everything. Before initiating combat, choose a location that you can easily group enemies. The best location is often the most populated area. This is because it prevents you from needing to pull in more enemies than necessary. After you have decided on your position, now is the best time to use a skill such as Razer Caltrops or Eruption to slow enemies down in the area. Slowed enemies are much easier to control and debuff. Provided you were the one to start combat, melee enemies will generally target you right away without issue. Although, you may still need to pull in some ranged enemies with Unrelenting Grip. Try to get in the habit of placing yourself on the opposite side of the rest of your group. This prevents them from taking potentially fatal cleave damage.

Control

Knowing how to properly group up enemies for your Healers and DPS is very important. This allows them to place Area of Effect (AoE) skills on you and then switch their focus to taking down the more threatening enemies first. The more threatening enemies should be taunted as soon as possible. Tanks commonly have two taunts slotted, Pierce Armor and Inner Rage. Pierce Armor should be considered your main taunt as it will also reduce enemy Physical and Spell Resistance while Inner Rage does not. However, Inner Rage is great to use in situations where you must keep enemies separated, or if an enemy is at a distance and is immune to your Unrelenting Grip. While it is certainly not required that you taunt every enemy, try to keep them in AoE damage skills with your own CC skills, such as Choking Talons. If it is your first time in a Dungeon or Trial and neither you nor your group know which enemies to focus first, it is often safe to assume the biggest enemies or the fewest of a named enemy will be the most threatening.

Buffing and Debuffing

Your main goal as a Tank is to provide your group with as many buffs and your enemies with as many debuffs as possible. If you chose to follow along with the armor sets and skills laid out above, much of your build will revolve around doing both of these things. For example, Tanks can utilize an enchantment on a Destruction Staff by simply activating Elemental Blockade on the Back Bar. Even while your One Hand and Shield is equipped in your hands, as long as that skill is active, the enchantment will continue to activate. Because of this, you can use a Crusher enchantment which lowers enemy Physical and Spell Resistance if they are standing in the AoE. Heroic Slash should be kept active on a boss at all times. This is because it reduces their damage and increases your Ultimate regeneration. Fulfilling the Tank role in ESO means much more than just having high Health and blocking. Sets such as Fortified Brass, Plague Doctor, and Battalion Defender are great for a beginner, but eventually you will feel like you no longer require them. You can swap to something that buffs your entire group and not just yourself, such as Ebon Armory, Powerful Assault, Arkasis’s Genius, etc.

Ultimates

Tanks have some useful options when it comes to Ultimates, however, the most commonly used is Aggressive Horn upon entering and during boss encounters. Healers will primarily use this Ultimate as well, often at the same time Tanks would. The buff from Aggressive Horn does not stack, so be sure to coordinate with your group on who should use it first. Try to get in the habit of rotating your Aggressive Horn with the rest of your group. This will benefit you a lot in late game content! You have other options as well, such as Reviving Barrier, Magma Shell, Spell Wall, and Temporal Guard. These Ultimates will not buff group DPS but they can still be very useful. Spell Wall and Temporal Guard can be used to get back some resources in a pinch or even prevent your death. Magma Shell can be used to bolster your own survivability and provide the rest of your group with a damage shield. Reviving Barrier grants your group with a massive damage shield and is best used if your group is having trouble staying alive. Remember, the Healers are not always at fault here! Check your positioning and be sure that you and your DPS are not standing in enemy AoE damage.