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This set can also be used on a tank to support poison and disease damage abilities from damage dealers. It is fairly easy to keep up as it only requires a direct damage ability to get it to proc.
Tremorscale head drops in the Volenfell dungeon and the shoulder comes from the Glirion undaunted chest.
This set adds an unique debuff to the enemy, reducing their physical resistance by This can be very powerful in a stamina focused group.
Lord Warden head drops in the Imperial City Prison dungeon and the shoulder comes from the Urgarlag undaunted chest.
The extra resistance from this set is very powerful and it can reduce damage taken for the group by a lot. Bloodspawn head drops in the Spindleclutch II and the shoulder comes from the Maj undaunted chest.
This is a good set as it increases ultimate regen and also increases your overall resistances almost permanently as long as you keep getting hit.
It drops in a base game dungeon and is therefore fairly easy to get, think of it as a good starter set. Mighty Chudan head drops in the Ruins of Mazzatun dungeon and the shoulder comes from the Urgarlag undaunted chest.
Then Chudan is the right set to pick, plus it also gives you an extra health bonus and the extra resistances. Swarm Mother head drops from the Spindleclutch I dungeon and the shoulder comes from the Maj undaunted chest.
This is more of a niche set if you do not have access to any ability that chains enemies. With this set you can automatically let enemies get pulled to you.
Vykosa head drops from the Moon Hunter Keep dungeon and the shoulder comes from the Urgarlag undaunted chest. Ice staves can taunt enemies by hitting them with a fully charged heavy attack, though this feature is not widely used as casting a heavy attack drops your block.
Many ice staff wielders still prefer to swap to their one-hand and shield bar or use Inner Fire to taunt enemies. Ice staves also can change your block resource from stamina to magicka if you prefer.
Though there is some debate on this. Making magicka also your block resource means you are using the same resource for two things, draining it twice as fast.
If you want to use an ice staff, but not use magicka as your block resource, simply do not unlock the Tri Focus passive.
The reason ice staves are nice is because you can use the Elemental Blockade skill. This is a ground area of effect skill.
Using this skill you can trigger your weapon enchant more reliably as it can trigger your enchant with every tick of the blockade. With an infused weapon your enchant cooldown is 5 seconds and the duration is also 5 seconds, meaning that with a well placed blockade you can get very high uptimes on your enchant.
A warning up front: do not use this if you are not an experienced player. Lightning staves have no tanking passives, and while you are on a lightning bar you can take serious damage and die easily.
Blockade of lightning can do this together with the destruction staff passives. Because of this, this weapon is only used on the second bar. I highly discourage new players to use this weapon.
Make sure you master the tanking playstyle before you try playing with such a weapon. Tanks usually use two types of weapon enchants. One for the first bar, and one for the second bar.
The first bar is usually enchanted with a Glyph of Crushing. This enchant reduces the resistances of your enemy for 5 seconds when it triggers.
Initially it has a 10 second cooldown, but we can reduce this cooldown by using the infused trait on our weapon. We will talk about that in the next section.
On the second bar tanks usually use a Glyph of Weakening. This enchant reduces the weapon damage of the enemy, making their attacks weaker. This is very nice in group instances, because this enchant reduces all the damage an enemy does to all players in your group.
It has a duration of 5 seconds. At this point tanks only use one trait on their weapons. This trait is infused.
This means that our crusher and weakening enchants no longer have a 10 seconds cooldown, but a 5 seconds cooldown. This is of course unrealistic in practice, but the infused trait does help a great deal in keeping your enchantment uptimes very high.
As a side-note, some users of the lightning staff prefer to use the charged trait. This trait increases the chance to apply a status effect, which helps in keeping up off-balance.
However, again, this is only for very experienced users. Active skills are skills you can put on your skill bar and cast.
As tanks we classify skills by what they do in combat. There are certain types of skills that are handy to use as a tank.
I will talk about them below, creating your bars should become a lot easier knowing what kind of skills you should use.
Of course the taunt is the most important skill in the tanking toolkit. The two main ones are Pierce Armor from the one-hand and shield skill tree, and Inner Fire from the Undaunted skill tree.
Make sure that you have one taunt on each of your bars. Usually Pierce Armor on the first bar and Inner Fire on the second bar.
This is simply to make sure that you always have a taunt available. There can always be issues when swapping bars. There are even mechanics that prevent you from swapping bars.
So make sure that a taunt is always available, no matter what. Another important skill to have around is a self heal.
This heal does not need to be on the front bar, you can also have it on your second bar. Though if you are not comfortable with it on the second bar, feel free to move it around.
Self heals are only used in situations that are undesired. For instance, if your healer is dead, or if your healer is slacking. Usually with a decent healer you should not need this skill per se, but it is always handy to have it just in case.
Below I will list the skills you can use when playing different classes:. Buffing up is one of the things that a tank should constantly be doing during fights.
The most important resistance buff to keep up are is the Major Resolve. Resource sustain skills can take many forms in this game.
These abilities vary widely between classes. This means that the way of restoring resources is also the main part that differentiates classes in the tanking role.
Let me explain their use per class:. There are a couple of debuffs a tank can put on enemies. It should always be the goal of a tank to apply as many of these debuffs as possible.
I will list them below together with the skills that can apply this debuff to an enemy. Note that I am not listing all sources of these debuffs, just the ones that make sense for tanks to use.
Usually a good tank is expected to use an ultimate which buffs the team in one way or another. The most common and best option here is the Aggressive Horn from the Assault skill line.
You will need to do a little bit of PVP to get it, but it is an absolute must for any tank to have.
These buffs are so good especially in trials that Aggressive Horn easily outshines any other ultimate in the game. However, if you are still learning, there are other ultimates you can use.
Here is a list of the ones that make sense for a tank to use:. They slot this ultimate to gain a passive buff, but never actually use this ultimate.
They swap to their second bar instead and cast whatever ultimate is slotted there. It is usually a good idea to unlock all of the passive skills in your class tree.
They will always give you an unique benefit one way or another. This section is more to explain what other passives you should unlock next to your class passives.
Below I will list the ones I find crucial for a tank to have. Champion points are small character buffs that you can spend after you reach level You can keep earning these by earning xp after you have reached level You can have a total of champion points, however, the xp cost of a champion point increases exponentially.
Which means that earning them gets harder and harder the more you have. There is also a cap on champion points.
This is a cap on how many champion points you can effectively use, not how many you can earn. At the time of writing the cap is points.
Keep in mind that this cap is usually increased by 30 points per dlc which roughly means 30 points per quarter. There are three colours of points: red, green and blue corresponding to the constellations of the Warrior, the Thief and the Mage.
You earn points in a rotation, so your first point can only be spent in a red tree, your second only in a green tree, your third only in a blue tree and so on.
There are multiple things you can spend a point in, so lets have a look at those and see which ones are useful and which ones are not.
Table of contents What is tanking in the Elder Scrolls Online? Faceless Void : stfu fattie, b0w dwn! Faceless Void: 1 HoT and 2 Butterflies.
I'm a tank. Pudge: I'm so damn fat. Something robust that is travelling very fast and carrying a lot of momentum , rendering it largely unstoppable and on the edge of potential catastrophe.
Something that you wouldn't want to stand in the way of. But for random normals, i really dont care. Having a tank is actually a lot slowers. Ill take 4dds over 2 dds a tank and a heal any day for normals.
High dps dds, lets say 80, 90k dps can even 4man dd VET trials. The ideal team imo is 3 dds 90k dps and 1 healer. If you don't wipe, stick to it.
If you wipe, vote kick although I had a nasty experience with a fake tank AND a fake healer. I initiated a vote kick for the tank and then realised that the two culprits were in the same guild so I just quit.
The DD who voted yes whispered me to tell me that they both kicked him cause he said yes. A competent healer can carry just about any group.
Fake tanks, miserable dps, ppl that stand in red, ppl that don't block, ppl that don't bash You only need a real tank in DLC and vets.
It's also extremely boring to run as a tank on norm. I tried levelling myself as a legit tank on my last tank. A group total of DPS 5k and healers refusing to get off ice staff was such a joke.
I rarely ever fake-tank normals, but if I wanted to, I could. If we're being direct, If I queue as a fank-tank, I will essentially ignore the other participants and solo the dungeon, knowing full well that the others will probably just mosey along behind me.
If the "healer" that winds up in a dungeon with me cannot manage to keep themselves and the other 2 group members alive from splash damage and boss mechanics while I essentially nuke and survive everything mostly myself, then well This isn't something I do often though, as I rarely ever use the group-finder for Normals anymore.
I only do this to benefit friends or help the occasional newbie, since I have all the gear and copies of gear I would ever need.
With the new system coming out that will allow us to craft whatever gear we have already acquired once, that will invalidate the need to run normals even more, leaving all the trials and tribulations of n00bdom to the next generation.
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