https://forums.elderscrollsonline.com/en/discussion/427944/conduit-sorc-tank-non-pet-build
Here is a very decent Sorcerer Tank build someone shared in the Tanking Feedback Discord a while ago. Very good in my opinion except a few changes I would make. But this is a very good place to start and you can swap to a bit more risky but more rewarding gameplay like Lightning Staff back bar.
For your questions:
1- Go full on Health. As a Tank, you have a lot of scaling on Health. It means, the more you invest, the more you get. Max Magicka and Max Stamina only affect damage and healing and they are not your concern as a tank. Keep in mind that Surge healing is a flat amount and not boosted by Weapon/Spell Damage or Max Stamina/Magicka. Try to get your other stats as high as possible. Easiest way to do this is using tri-stat enchants on all armour and using tri-stat food. These alone should get you to 19-20k on each stat on an Imperial, which is an amazing race choice by the way.
2- Your strengths are having a constant supply of self healing with Surge and the best stamina sustain with correct gameplay, using Dark Deal. When you look at Helping Hands passive of DK for example, you'll see that it gives 1k Stamina for about 4k Magicka (Fragmented Shield) while Dark Deal costs 2-2.5k Magicka and restores 4k Stamina. So there is a huge difference in terms of sustain but it is a bit risky since it requires you to drop block. So it is a risk-reward gameplay. Don't be discouraged by this, the risk part isn't even big. The amount of attacks that you actually have to block are very limited in this game.
3- Ebon and Alkosh are most effective and important tanking sets currently. One gives survivability while the other one boosts damage so it is an all around perfect setup for many situations. There are few other sets but most are situational. As for monster set, there are few you need to have. First one is Thurvokun. This set is absolutely amazing for trash packs. Applying Minor Maim to everything in a huge area provides the best defense for the group in trash fights. Second one is Lord Warden. This one is another very strong set that works better in boss fights where there aren't many adds around. If you are stacking as a group, this will help people survive the one shots. Another one is Earthgore. This will help your own survival by providing insane burst healing when you actually need it. Rest are mostly situational like Blood Spawn, Sentinel of Rkugamz, Troll King etc.
4- Keep Surge whatever critical you have but only in conditions where you want self healing. You will be using Boundless Storm for the Resistance buffs and it is AOE damage skill so it will proc Surge on cooldown. In single target fights where you only have the boss and nothing else, you won't need healing from Surge. I tanked pretty much everything and I don't recall a fight where I tank a boss without adds and there is no healer.
5- Yes. It is currently the best setup when you have a lot of Stamina DDs in the group because you give them access to Exploiter passive through Lightning Blockade. When you have mostly Magicka DDs, they don't have access to Exploiter passive, it's better to have Ice Staff for utility like amazing AOE snare, ranged interrupt and Elemental Drain if necessary.
Let me know if you have more questions!
1. Tanks in general are more of a hybrid. Not to say specializing won’t work, but because most builds use both resource pools, it’s good to make sure you have enough of each. The general recommendation is about 20k pools each for stamina and magicka, and about 35k pool for health.
2. Dark deal and encase are good mentions. Also, the clanfear is your health-based heal. It’s not necessarily useful (takes up two bar slots, might need to be resummoned, and is very expensive) but good to know nonetheless. Crit surge is another powerful heal for you. Not good for a big panic heal, but can be a very good heal over time (HoT). Lightning form/its morphs give you resistance buffs and also are a good way to draw aggro from large groups because they’re aoes that move with you. The shield skill is based on your magicka, not health, so probably won’t be all that useful for you if you do build hybrid.
3. Tank sets are pretty standard across classes. Idk if you need special considerations here for being a sorc, but I’m happy to offer feedback on specific sets if you have questions about them, or offer suggestions if you have something special in mind you want a set to compensate for.
4. Didn’t read this before so kind of answered above. I don’t use the pet on my sorc tank, but that doesn’t mean you can’t. Building for a high crit chance might come at the cost of more important stats, so I wouldn’t worry about it too much. I see surge as a fire and forget skill that’ll help keep my health up. If it starts getting lower and I need a panic heal, I use dark deal for that.
5. That’s pretty common for tanks nowadays actually, because you can use the staff’s wall of elements to help with your crusher enchant’s uptime. I wouldn’t recommend trying to dish out uber damage with the staff, though; think of it as a utility weapon for your tank.
GimpyPorcupine wrote: »Lightning staff on back bar is viable for an extra avenue for Concussed/Minor Vulnerability/Off Balance. Go with Charged trait, and use Elemental Blockade. Put a Crushing glyph on it. Make sure you keep your Liquid Lightning down and Boundless Storm up for extra chances at Implode/Disintegrate.
Hello again!
I'll reply to both comments' questions in here.
1- You gain the one of the two resources from popping an orb. Stamina or Magicka. An Orb will give you whichever is higher. A luminous Shard will give 4k of the higher stat and 2k of the lower stat.
2- Triune is overall the best one for jewelry. There is one more thing that you probably want to have. It is mostly for self survival purposes. Infused jewelry with Potion Cooldown Reduction enchants. You use Lingering Health + Vitality potions while these are equipped and you'll have 70%+ uptime on the Major Vitality which will boost pretty much everything. I always carry 3 sets of jewelry on me. 3 of triune, 3 infused and 3 swift. Swift is for 4 man stuff.
3- I prefer 7 Heavy. The difference between 7 Heavy and 5/1/1 is about 2-2.5k resistances and the sustain difference is very small. Undaunted passive and Heavy Armour passive are basically same so you don't lose or gain Health, it stays the same. You do get 4% on your Magicka and Stamina but as a tank those won't be over 20k so the 4% is a really small number in this case. Honestly, use whatever you want. Difference is so small, it's not even noticable.
4- Ultimate Cost Reduction passives are multiplicative. Even though it seems very nice to have 181 cost Warhorn, it is good to keep in mind that you lose benefit from these passives when stacked together. For example, Dragon is 15% and Sorcerer passive is also 15%. So you would have 30% if they were additive and it would result in 175 Ultimate cost but you have 181. Again, it is a small difference but still good to keep in mind.
5- I don't recommend using Shields at all while tanking in PvE. They have no resistances so they take full damage. The only way to reduce the damage they take is applying Maim, having protection and CP. So all your Resistance values are ignored while you have a shield up. Another important thing is, multiplying a small number will still result in a small number. It only benefits the user if you boost your best stats.
GimpyPorcupine wrote: »Regarding the Clanfear; I actually think it's more useful for the 8% bonus to max health via the Expert Summoner passive than it is for the heal, which is very expensive. But it ties up slots on both bars.
Keep a Daedric Summoning skill on both bars so you always have the +20% Health and Stamina regen via the Daedric Protection passive. Most useful ones for you will be Hardened Ward, Bound Aegis, and Storm Atronach. The Greater Atronach lasts longer, but with my Ultimate setup above, I can keep 100% uptime even on Charged, which has an occasional AoE Shock damage for an additional chance at Concussed and Disintegrate.
In addition to the self heals from Surge, you'll also get self heals from Blood Magic, so you don't really need the heal from the clanfear. At 35k max health, hitting someone with Encase/Cage/Mines will heal you for 2800.
GimpyPorcupine wrote: »Lightning staff on back bar is viable for an extra avenue for Concussed/Minor Vulnerability/Off Balance. Go with Charged trait, and use Elemental Blockade. Put a Crushing glyph on it. Make sure you keep your Liquid Lightning down and Boundless Storm up for extra chances at Implode/Disintegrate.
I would suggest Charged Shock glyph on your Lightning staff backbar, so that it is guaranteed to apply Concussion/Off Balance to your first target every time you cast Blockade and/or swap to your backbar. Then put Infused Crusher on your S/B mainhand, so that every tick of BLockade procs your Infused Crusher while on your main bar.
Yes, while you have shield up every attack hits you as if you have 0 physical/spell resistance, and bypasses block (while still consuming the stamina from a normal block) until the shield is depleted, then the remaining damage is properly mitigated.
1. Tanks in general are more of a hybrid. Not to say specializing won’t work, but because most builds use both resource pools, it’s good to make sure you have enough of each. The general recommendation is about 20k pools each for stamina and magicka, and about 35k pool for health.
2. Dark deal and encase are good mentions. Also, the clanfear is your health-based heal. It’s not necessarily useful (takes up two bar slots, might need to be resummoned, and is very expensive) but good to know nonetheless. Crit surge is another powerful heal for you. Not good for a big panic heal, but can be a very good heal over time (HoT). Lightning form/its morphs give you resistance buffs and also are a good way to draw aggro from large groups because they’re aoes that move with you. The shield skill is based on your magicka, not health, so probably won’t be all that useful for you if you do build hybrid.
3. Tank sets are pretty standard across classes. Idk if you need special considerations here for being a sorc, but I’m happy to offer feedback on specific sets if you have questions about them, or offer suggestions if you have something special in mind you want a set to compensate for.
4. Didn’t read this before so kind of answered above. I don’t use the pet on my sorc tank, but that doesn’t mean you can’t. Building for a high crit chance might come at the cost of more important stats, so I wouldn’t worry about it too much. I see surge as a fire and forget skill that’ll help keep my health up. If it starts getting lower and I need a panic heal, I use dark deal for that.
5. That’s pretty common for tanks nowadays actually, because you can use the staff’s wall of elements to help with your crusher enchant’s uptime. I wouldn’t recommend trying to dish out uber damage with the staff, though; think of it as a utility weapon for your tank.
@jypcy Thank you very much for your input, this is very helpful! I did have a build in mind, though it's not benefiting the group like Ebon and Alkosh, but I was thinking of something like Akaviri Dragonguard, because paired with the sorc passives for lower cost ultis, I could perhaps cast WHs more frequently. One question about shields: since they won't be that big due to small magicka pool, do you think it'd be worth it to put points into Bastion to boost it a bit? Again, thanks a lot for your help!
GimpyPorcupine wrote: »Lightning staff on back bar is viable for an extra avenue for Concussed/Minor Vulnerability/Off Balance. Go with Charged trait, and use Elemental Blockade. Put a Crushing glyph on it. Make sure you keep your Liquid Lightning down and Boundless Storm up for extra chances at Implode/Disintegrate.
I would suggest Charged Shock glyph on your Lightning staff backbar, so that it is guaranteed to apply Concussion/Off Balance to your first target every time you cast Blockade and/or swap to your backbar. Then put Infused Crusher on your S/B mainhand, so that every tick of BLockade procs your Infused Crusher while on your main bar.
GimpyPorcupine wrote: »Lightning staff on back bar is viable for an extra avenue for Concussed/Minor Vulnerability/Off Balance. Go with Charged trait, and use Elemental Blockade. Put a Crushing glyph on it. Make sure you keep your Liquid Lightning down and Boundless Storm up for extra chances at Implode/Disintegrate.
I would suggest Charged Shock glyph on your Lightning staff backbar, so that it is guaranteed to apply Concussion/Off Balance to your first target every time you cast Blockade and/or swap to your backbar. Then put Infused Crusher on your S/B mainhand, so that every tick of BLockade procs your Infused Crusher while on your main bar.
GimpyPorcupine wrote: »Lightning staff on back bar is viable for an extra avenue for Concussed/Minor Vulnerability/Off Balance. Go with Charged trait, and use Elemental Blockade. Put a Crushing glyph on it. Make sure you keep your Liquid Lightning down and Boundless Storm up for extra chances at Implode/Disintegrate.
I would suggest Charged Shock glyph on your Lightning staff backbar, so that it is guaranteed to apply Concussion/Off Balance to your first target every time you cast Blockade and/or swap to your backbar. Then put Infused Crusher on your S/B mainhand, so that every tick of BLockade procs your Infused Crusher while on your main bar.
Marshall1289 wrote: »GimpyPorcupine wrote: »Lightning staff on back bar is viable for an extra avenue for Concussed/Minor Vulnerability/Off Balance. Go with Charged trait, and use Elemental Blockade. Put a Crushing glyph on it. Make sure you keep your Liquid Lightning down and Boundless Storm up for extra chances at Implode/Disintegrate.
I would suggest Charged Shock glyph on your Lightning staff backbar, so that it is guaranteed to apply Concussion/Off Balance to your first target every time you cast Blockade and/or swap to your backbar. Then put Infused Crusher on your S/B mainhand, so that every tick of BLockade procs your Infused Crusher while on your main bar.
Charged trait will only work while you are on that bar, it will not carry over to the front bar, do you really want charged for 2-3 seconds in a rotation?
Woops, sorry double post.
Marshall1289 wrote: »Plus only dmg enchantments go off from the hits of your blockade, berserk and crusher require light/heavy attacks.
Marshall1289 wrote: »GimpyPorcupine wrote: »Lightning staff on back bar is viable for an extra avenue for Concussed/Minor Vulnerability/Off Balance. Go with Charged trait, and use Elemental Blockade. Put a Crushing glyph on it. Make sure you keep your Liquid Lightning down and Boundless Storm up for extra chances at Implode/Disintegrate.
I would suggest Charged Shock glyph on your Lightning staff backbar, so that it is guaranteed to apply Concussion/Off Balance to your first target every time you cast Blockade and/or swap to your backbar. Then put Infused Crusher on your S/B mainhand, so that every tick of BLockade procs your Infused Crusher while on your main bar.
Charged trait will only work while you are on that bar, it will not carry over to the front bar, do you really want charged for 2-3 seconds in a rotation?
Woops, sorry double post.
That's the point. With Charged it pushes the Concuss proc chance of Shock glyph over 100%. For a bar you'll only be on for a second or two, it's ideal.
From what I understand,
There's a few ways to build a Sorc tank. The important thing is how are you going to sustain and how much of a hit you can take if you make a mistake. Some people sustain via heavy attacks, some through shields + regain, some through ultimates, even frost and shield and sword swapping. The average tank has 35k health unless building for a health tank. Have a wway to self heal is sustain arrives, sure is nice, along twilight or clanfear, and vigor if you are stamina based.There's a lot of flexibility to it.
Also still working on mine but here it is
http://en.uesp.net/wiki/Special:EsoBuildData?id=78878
From what I understand,
There's a few ways to build a Sorc tank. The important thing is how are you going to sustain and how much of a hit you can take if you make a mistake. Some people sustain via heavy attacks, some through shields + regain, some through ultimates, even frost and shield and sword swapping. The average tank has 35k health unless building for a health tank. Have a wway to self heal is sustain arrives, sure is nice, along twilight or clanfear, and vigor if you are stamina based.There's a lot of flexibility to it.
Also still working on mine but here it is
http://en.uesp.net/wiki/Special:EsoBuildData?id=78878
I just checked out your build, thank you for sharing it! I think it's a very smart idea, and it will probably generate ultimate really quickly. I'd have to look into getting the Asylum weapon and the jewels, but I'd love to try it out. Is being a vampire essential? I'm worried about being a vamp on my tank, at least until I know what I'm doing
GimpyPorcupine wrote: »Another suggestion, which I haven't tried yet because I haven't sorc-tanked post-Summerset, but slot but don't use Temporal Guard ultimate on one bar just for the Minor Protection, and slot Deep Thoughts on the other. You'll have the free damage shield on both from Concentrated Barrier passive, and the Deliberation passive will give Major Protection while meditating to restore resources. With that, you may be able to get rid of Dark Deal entirely.