Brandalf's Shocker Sorc Tank Build
Before I get into the build I would like to preface this by simply saying if you are not the type to think outside of the box and try the unorthodox then this build is probably not for you and you should move along. This build is for those open-minded players who like experimenation and new/interesting build concepts. Now that we've got that out of the way let's get into the general goals of this build!
The inital goal of this build concept was to create a Sorcerer tank build that takes advantage of the most powerful and unique traits in the Sorcerer's arsenal such as control and mobility. Prior to update 6 this build would have been ineffective; however due to the removal of softcaps it is not only effective, but dominant in the right hands. This build requires a high amount of user attention, if you're the type that likes to "turtle" and sit behind block throughout a fight this build is probably not to your tastes.
Now with all of that said let's get into the meat and potatoes of this build!
Race
- Breton - The 10% bonus to max magicka and the 3% cost reduction are both quite useful for this build as you're going to be stacking lots of magicka and casting costantly. Due to the way damage shields work the bonus spell resistance is mostly negligble.
- Altmer - Again we have the 10% max magicka as well as a 9% boost to magicka regeneration. Since you will be using a fair amount of lightning effects the 4% bonus to elemental damage is appreciated.
- Dunmer - This is a good choice if you plan on going vampire with this build due to the fire resistance(details on how vampire interacts with damage shields later on) as well as the 9% max magicka bonus. The 6% stamina bonus is not a big deal but useful nonetheless. The bonus flame damage will go mostly unused/unappreciated.
- Imperial - This is mostly only recommended due to the fact that the 12% bonus health allows you to focus more resources on your max magicka and less on your health pool.
Attributes
You will want to aim for a minimum of 18k HP at VR14, but I recommend 20k or more. Whatever you don't invest into HP should be invested into your magicka pool. Stamina is largely unimportant for this build. My Breton Sorcerer is sitting at 23k HP, 25k magicka and 8.7k Stamina.
Mundus Stone
- The Mage - This one is obvious, bonus max magicka means a more powerful hardened ward.
- The Lord - This is another good choice depending on your racial and gear choices.
Champion PointsWhat I useWarrior
Bastion – This increased the strength of your damage shields and should be your number one focus in the warrior constellation because a bigger damage shield means less stress on the healer and less overall magicka consumption.
alternatives:
- Quick Recovery – This increases your healing received, which is always a great choice for any tank build since it makes the healer’s job that much easier.
- Elemental Defender(if you’re a vamp) – This decreases the damage you take from elemental damage, namely fire. If you’re a vamp this will reduce the damage that fire does to your damage shield as well as your health pool.
- Block Expertise – This reduces the cost of blocking, which you aren’t going to be doing a lot of with this build. That being said you also have a very small stamina pool and this would help to slightly offset that limitation.
- Nourishing – This increases the effectiveness of healing potions, not a huge bonus but still worth considering if you find yourself chugging down restorative potions on the regular.
Thief
Magician – This reduces the cost of all magicka abilities, the cheaper your spells are the longer you can sustain yourself w/ hardened ward & your clannfear in those situations where you can’t quite finish off a heavy attack for the magicka return.
alternatives:
- Arcanist – This increases your magicka recovery, which of course means you can cast more spells more often. This is a a strong choice for your Thief points.
- Tenacity – This increases the amount of stamina and magicka your heavy attacks restore. This is also a strong choice due to the amount of heavy attacks you will be doing with this build.
- Tumbling – This reduces the cost of break free and roll dodge, which you will undoubtedly be using an a semi-regular basis if you miss is a tell for incoming CC effects. This is a good choice if you find yourself running low on stamina often from roll dodging and/or CC break.
Mage
Elemental Expert – This increases the damage of your elemental effects and due to the amount of lightning this build uses it’s a very strong choice.
alternatives:
- Blessed – This increases the effectiveness of any healing you initiate, which will obviously increase the potency of your clannfear self-heal. This is a strong choice if you’re looking to maximize your self-sustainability.
- Staff Expert – This increases the damage of your staff light and heavy attacks, which is a decent choice since you will be doing lots of heavy attacks rather frequently with this build.
Gear
There are several sets that are great for this build and your choice will vary depending on your chosen race. First I will list what I use, then offer up some good alternatives.
My current gear5 pieces of Seducer
alternatives:
3 pieces of Healer's Habit
alternatives:
2 pieces of Willow's Path
alternatives:
1 piece of NightflameCrafted Item Traits
- Infused on large pieces
- Divines on small pieces
- Defending or infused(with hardened enchant) on weapons
Skills
Bar 1(Lightning Staff)
Skills from left to right: Hardened Ward(Conjured Ward), Restraining Prison(Encase), Liquid Lightning(Lightning Splash), Thundering Presence(Lightning Form), Unstable Clannfear(Unstable familiar), Absorption Field(Negate Magic)
This is your AOE or "trash mob" skill bar. There is room for customization here, this is just the setup I prefer to use for trash pulls. For example instead of Encase you could use Streak which does more damage, costs less and stuns for 1.5 seconds; but applies CC immunity; it is also the first skill you should replace when a boss fight doesn't have adds that need to be controlled. You'll notice there is no taunt on this bar, if you're not comfortable having to weapon swap to taunt then feel free to insert Inner Rage on your bar in place of liquid lightning or thundering presence. As far as ultimate there are a few great options to use here, I like Negate for when I need extra control; but you could easily substitute it with the atronach, meteor or batswarm ultimates.
Bar 2(Flame or Resto Staff)
Skills from left to right: Hardened Ward(Conjured Ward), Degeneration(Entropy), Crystal Fragments(Crystal Shard), Inner Rage(Inner Fire), Unstable Clannfear(Unstable Familiar)
This is your boss bar and it also has plenty of flexibility. First of all either a destro or resto staff will work well here. The only things you really need to have on this skill bar are hardened ward and your clannfear; everything else is flexible. I use degeneration since you will be using heavy attacks constantly with this build and the extra healing can be useful, but it's by no means considered essential or overly important. I have crystal fragments slotted since you will be recasting hardened ward quite often and that means you will proc the instant cast a lot, which is an instant self-heal for 8% of your max health and hits like a truck to boot! I use Overload simply so I can help burn a boss down quickly once they hit the execute range of Endless Fury. This is fully optional and there are other great ultimates you could slot instead.
How to play this build
Now that we've gotten all of that out of the way let's get into how to use this build effectively! First things first: Hardened Ward; you need to maintain a 100% uptime or as near as possible for this damage shield. This is your damage mitigation tool. This is what you use in place of heavy armor and sword/board. This requires you keep a sharp eye on your health bar and when that damage shield is getting low don't hesistate to recast it before it expires. If played effectively a healer can keep you up with a simple HoT such as rapid regen/mutagen since your HP pool will rarely get touched and when it does get touched it's usually not for much.
That being said there will be times when you need a burst heal to stay alive. This is where your Clannfear comes in handy. Keep your clannfear toggled on as often as possible. He won't die much since your ward applies to him as well. When you find yourself getting into trouble toggle him off for the most powerful self-heal in the game(Yes even more powerful than GDB); the clannfear heals you for 35% of your max health instantly as well as restoring some magicka. He also comes in extremely handy if the rest of your group wipes during a boss fight and can't rez. You can command him to attack the boss and he will maintain aggro if you're the only one on the bosses "hate list" and don't have an active taunt. I've saved many wipes thanks to my little buddy!
I'm sure at this point you're asking how I maintain my magicka resource pool when using so much magicka so consistently. The answer? Heavy attacks! Constant heavy attacks! Due to the way damage shields work blocking is just a stamina drain and has no benefit. You should only be blocking heavy attacks and other attacks that will CC you in some way if not blocked. This means you can regenerate your magicka throughout the fight. There will be times you'll need to pop a potion, but it's very rare to find yourself starved for magicka.
The "roation" is to keep thundering presence, liquid lightning and your taunt refreshed. When you're not doing that you should be doing heavy attacks while maintaining your hardened ward. Don't hesistate to cut off a heavy attack or wait to refresh one of your other abilities if you're taking heavy burst damage, your number one priority while tanking with this build is to maintain hardened ward.
Vampire Considerations
Vampire passives and abilities have some interesting interactions with damage shields. The 40% fire weakness actually applies to you damage shield, however so does the Undeath passive. This means if you drop below 50% health your damage shield will take less and less damage up to 50% less damage at it's most powerful. I find in fire heavy fights undeath more than makes up for the additional weakness to fire and in fights with little or no fire it's a straight buff to your survivability.
In addition Mist form's 75% damage reduction also applies to your damage shield and taunt persists with mist form active. This means one could use mist form to negate 75% of a bosses major attacks and not lose aggro. Pair that with undeath when you're low health and you've got an extremely powerful combination that makes you nearly unkillable. Batswarm gives you an extra "oh ***" button in addition to your clanfear. It also deals great damage to groups and charges quickly.
In closing there will be many that will laugh or balk at the concept of this build, but in practice it's one of the most effective tank builds I've used in ESO; in the right hands. It requires high level play and isn't for those who want easy faceroll tanking. Thanks for reading and I look forward to reading your feedback and experiences regarding this build! I would also like to thank
@Erock25 and
@DeLindsay for helping me with this build during it's early stages!
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