The following is a detailed description of my experience playing a Dragon Knight tank in ESO. First, tanking is my true love. I have been tanking for years in MMO's and mainly do so because I hate to die. Second, this guide is meant to help players become a better tank while progressing to level 50 and giving insight to Veteran level tanking. Finally, let me state that the following are my thoughts of tanking at this moment in the game. I have not reached Veteran Rank 10 yet and things will most likely have to evolve down a different path as I progress through the VR’s. I suspect that Veteran Rank tanking will be more situational and not as cookie cutter as non-VR tanking. In the meantime, this guide should help suffice for those wishing to become the immortal warriors that refuse to die.
The Build: Orc Dragon Knight Tank
The following build is what I believe all dedicated tanks should have specialized into in order to tackle any encounter found throughout Tamriel. Remember, that you only have 10 available ability slots to use throughout any fight and only 5 abilities at any one time. Different fights will call for different abilities and I encourage you to learn which ones are best for any particular instance.
http://esohead.com/calculator/skills#mzcXyt0MVRpwmid8uzEm8uvZC8fXGM8LxkS8uEI18Gsb48uzEm8uzEd8w2BO8w2Ct8uEI18uENK8L7XcdoQr6MdoQC6MdoQF6MdoQJ8p7XMdBvj6MdBEI6MdBEp6cdBET8T7XLRMA6MrqAi6MrqAI6MrqAD6MrqAZ6crqLw8y7XLR3a6rR3b6rR3d6rR3r6rR3f6MfQE16MfQE36MfQlr6MfQlu6MfQlI8t7XrsgW6rsgX6LsgY6LsgZ6rsg16MwS3c6MwUlN6MwYle6MwYlv6MwYl28e7Xraqk6Laqq6LaqT6Laqj6LaqS6Mi4bD6Mi4bU6Mi4bX6Mi4b16Mi4b48E7XrzmW6LzmY6rzm16LzVW6LzVX6MuciH6MuciS6Muci46Muchq8l7XLop6rzoC6LzkA6rzky6rzkt6Lzkg6MuvVB6MuvVD6MuvVJ6MuvVO8B7XrzRf6Lzsa6Lzsq6Lzsb6Lzsd6rzsw6MGkXa6MGkXf6MGkXG6MGkXN8O7ordeD6zAZqS8P7mLdYf6zLp4d8Z7pznrJs6cnrJi6cnrJG6cnfeO837mrw316Lw338zf7MmNbo6MDVRH8zu7soHfYE6cHfYS6cHfZ06cHfZm6cHfZR6cHfZd8zG7AoHQ3F6zHQ316cHQ4a6cHQ4h6cHSCW6zHSDz8zI7msJIoX6mJIkL6cJIke6cJIkl8zN7asJZcY6zJZrM6zJZuA6cJZuT6cJZuy6cJZug8zA7asKpUN6zKTzj6cKTkc6cKTko6zKTks6cKTkb8zL7asK4EX6zK4PZ6zK4YF6cK4YK6cK4YQ6cK4YW
The above link is the basic spec that I believe will give any player all the necessary abilities needed to become an awesome tank. It gives you the opportunity to pull from both the Draconic Power and Earthen Heart skill lines, as well as, the One Hand & Shield weapon skill line.
As a tank, there are a handful of things that you should embrace to become an effective tank. Also, tanking in ESO is not the tradition tanking that many have become accustomed to through other MMO such as WoW and SWTOR.
Tips for Effective Tanking:
1.
You are the tank. You job is to mitigate as much damage as possible for yourself and your allies. You are there to control the fight. You are there to be the group’s meat shield. You are there to support your fellow adventurers. You are not there to dish out large amounts of damage.
2.
Taunt the big guy(s). You must hold aggro on the main damage dealing enemies. Refrain from attacking healers and enemies that do not dish out a lot of damage while in a group. The DPS in the group should be focusing the healers first, then the adds, and then the main enemies. If they are not effectively doing this then it is your job as tank to instruct them otherwise. Remember, you are the one controlling the fight – tanking it is a leadership role.
3.
BLOCK & INTERRUPT. You must block every heavy attack and interrupt every special cast that occurs. The bash is actually one of the hardest hitting abilities a tank has once properly specced into the passives. Plus, blocking and bashing allows the DPS to use their stamina on killing the target.
4.
Crowd control wins fights. You cannot hold aggro on all enemies in a mob. You can taunt one or two effectively, but large groups of adds cannot be taunted. Therefore, going back to rule one, you must control the pace of the fight using the crowd control abilities you have available. Make sure you are rooting, snaring, and stun your heart out.
The Abilities: What skills should be used?
The abilities that are placed on your skill bar(s) depend on two factors – 1) what type of armor you are wearing and 2) what type of enemy you are fighting.
Regardless, the abilities that you use should following some generic guidelines.
1. Personal buff. Have an ability that will buff yourself to mitigate damage. This could be an armor duff or spell/weapon resistance.
2. Taunt. You must have a taunt, period.
3. Crowd control. Have some form of mob controlling ability. This could be a root, snare, or stun. Preferably, a multi-target area CC would be best.
4. Ally support. Have an ability that helps your allies in battle. This can range from and area buff, to a debuff that reduces target armor and/or damage. Basically, have something that will help the team survive longer or preform their job better.
5. Selfheal. Have an ability that regenerates health.
Below is a list of the abilities I have specced into along with their pros and cons. I have also scored the abilities in their effectiveness in the five categories listed above (scale is out of 10 with 10 being the best).
1. Draconic Power: Main defense skill line
a.Razor Armor – Buff (10), Taunt (2), CC (0), Support (3), Heal (0). Excellent armor buff. Good for early character leveling. This ability is best used for characters tanking in medium & light gear. Should not be used much if character is wearing predominately heavy armor and at the border line of the soft cap.
b.Choking Talons – Buff (0), Taunt (3), CC (10), Support (10), Heal (0). This is your American Express card ability. You shouldn’t leave home without. Superior group root. Also has a superior synergy that will destroy large groups of enemies if activated by allies. Best for non-melee groups because enemies can still damage players while rooted.
c.Green Dragon Blood – Buff (8 ), Taunt (0), CC (0), Support (4), Heal (10). Another ability to have for just about every situation. Excellent selfheal. Also, very helpful for regenerating health and stamina during fights. I use this ability regularly throughout fights even if my health is not low.
d.Reflective Plate – Buff (5), Taunt (0), CC (0), Support (2), Heal (0). Useful against casters. Not something I carry around on my ability bar. Useful against bosses that cast mostly spell damage.
e.Deep Breath – Buff (0), Taunt (3), CC (7), Support (6), Heal (4). Decent group CC. The health gain is really only a bonus compared to the CC capabilities. Only should be used when there are numerous targets around. The magicka cost is too steep for using against 1-3 targets. The morph allows for an additional stun ability that helps with crowd control.
2.Earthen Heart: Mostly support skill line
a.Stone Giant – Buff (5), Taunt (4), CC (4), Support (4), Heal (0). Good single target CC that also buffs the player’s armor. Useful against flying enemies where Choking Talons is not effective.
b.Molten Armaments – Buff (3), Taunt (0), CC (0), Support (8 ), Heal (0). Excellent support ability that buffs allies’ damage and critical percentage. Should only be used in groups with allies that rely on weapon damage as their main type of damage.
c.Igneous Shield – Buff (6), Taunt (0), CC (0), Support (8 ), Heal (0). Excellent group damage shield. Has a large magicka cost so most helpful to healers that need a few seconds to regenerate magicka.
d.Fossilize – Buff (0), Taunt (0), CC (6), Support (5), Heal (0). Excellent crowd control but has a flaw. Should only be used in groups that are well coordinated and can single target focus enemies. Not useful in groups where DPS are AOE heavy.
e.Eruption – Buff (0), Taunt (0), CC (8 ), Support (8 ), Heal (0). Excellent snare and dodge buff. Compared to Choking Talons, this ability might be preferred in melee heavy groups. The downside is that this one does not have the awesome Impale synergy.
3.One Hand & Shield: Excellent tanking skill line
a.Ransack – Buff (7), Taunt (10), CC (0), Support (7), Heal (0). Superior taunt. If you are tanking then you should have this ability available. Offers an armor buff to max the player out if soft cap hasn’t been reached, and reduces target armor to support DPS.
b.Deep Slash – Buff (6), Taunt (0), CC (2), Support (5), Heal (0). Very good tanking ability for single target fights. Defuff target’s damage and snares standard enemies. Very useful when used in conjunction with Ransack.
c.Absorb Magic – Buff (7), Taunt (0), CC (0), Support (0), Heal (6). This ability has better passive boosts than active ones in my opinion. Mostly useful against casters where the spell can be absorbed and transferred to health. Has a long duration so does not use up a lot of resources.
d.Shielded Assault – Buff (4), Taunt (3), CC (3), Support (3), Heal (0). This ability is more useful as a distance closer than anything else. Only use this ability in fights where the target teleports around the room and you need to close the distance to regain aggro. Otherwise, useful in leveling to quickly engage group after group in dungeons.
e.Reverberating Bash – Buff (0), Taunt (2), CC (4), Support (5), Heal (0). Good single target CC that also defuffs the target’s power. Useful against flying enemies where Choking Talons is not effective.
4.Miscellaneous:
a.Fighter’s Guild: Ring of Preservation – Buff (9), Taunt (0), CC (0), Support (10), Heal (3). Superior support ability. Healers will love you for using this ability. Great for boosting the armor and spell resistance of the entire group. Also, increases the health regeneration rate of all group members. So basically – less damage and faster heal to full for everyone in the group – a healer’s savior you’ll be. Downside – you must be standing in the effect’s area to receive buff.
b.Undaunted: Inner Beast – Buff (0), Taunt (10), CC (0), Support (8 ), Heal (0). Excellent taunt with support ability. Takes a while to unlock because you have to run the private dungeons. If your group’s DPS is on spot and you do not need the armor defuff than this should be your standard taunt instead of Ransack. Can be used from range and offers allies an excellent synergy (15% chance) for massive single & AOE damage. Using this along with Chocking Talon and large mobs of enemy should be dead in no time.
c.Undaunted: Bone Surge – Buff (7), Taunt (0), CC (8 ), Support (8 ), Heal (0). An all-around great support ability with a personal armor buff. This ability should replace Razor Armor when it becomes available. Great for players tanking in light and/or medium armor and offers great damage reduction opportunity for allies through the synergy.
Loadouts: A Case Study Approach to Tanking
A good player in ESO focuses on resource management and opportunity cost. I frequently hear players asking other players for rotations and what they have on their ability bar. Most players are use to MMO’s that focus on rotations to maximize their DPS, HPS, build aggro, ect. I hear many people wishing they had more ability slots so they could use every ability they have specced into. I say – STOP. Take a deep breath and approach the situation from a different perspective – resource management and maximizing opportunities. There are no DPS checks, healer checks, tank checks like your traditional 60 ability slot MMO’s. ESO is more about working together as a group and utilizing combos and synergies.
With that being said, I like to equip abilities that will pull from both stamina and magicka resources. You must learn to adapt to the fight you are approaching and load your ability bars with abilities that are best suited to the upcoming fight. Below are some different scenarios and the loadout that I would suggest. Remember to stick to the basics – buff, CC, taunt, support, and selfheal.
1. Scenario 1: Early game tanking
You won’t have much to choose from, so equip what you have available. I would shoot for the following:
• Razor Armor
• Chocking Talons
• Ransack
• Deep Slash/Molten Armaments
• Green Dragon Blood.
Don’t worry about armor too much. Just go with what gives you the best resource boosts, and Razor Armor will take care of the rest. Use Deep Slash for single target fights and Molten Armaments for mobs.
2. Scenario 2: Mid game tanking
Now you have options and should start thinking about the best approach for the upcoming fight. Personally, I would rather let my armor speak for itself and not take up a slot for an armor buff. Therefore, I would focus on equipping mostly heavy armor and replacing Razor Armor another ability. Plus, I want to start helping my allies more so I would replace Molten Armaments for Ring of Preservation.
• Igneous Shield
• Chocking Talons/Stone Giant
• Ransack
• Ring of Preservation/Absorb Magic
• Green Dragon Blood
Use Chocking Talons for fights that have multiple adds and Stone Giant for single target fights. You can also substitute Ring of Preservation with Absorb Magic for fights that have large amounts of spell damage.
3. Scenario 3: End game tanking
Now you have all abilities available and can pick and choose the best set of skills for each fight. Again, I would rather tank in heavy armor and forego Razor Armor.
• Buffs – Ring of Preservation, Bone Surge, or Absorb Magic
• CC – Chocking Talons, Eruption or Deep Breath for AOE, and Stone Giant or Reverberating Bash for single target
• Taunt – Inner Beast or Ransack
• Support – Ring of Preservation, Bone Surge, Igneous Shield
• Selfheal – Green Dragon Blood
Edit: Updated the link for ESOHead class builder. (5-13-204)