The Elder Scrolls Online
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The Guard - A tank that anyone can use!
От Tasear
Do you struggle with content? Can you not get into veteran content? Why not tank then? This is a guide to make it easiest as eating pie for you. I have taken my over 8000 hours in game to bring you this guide!
   
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Background
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What I am know for is healer. I was the healer class rep. To this day, I got at close to 8000 hours healing in the game. That's not dps that's healing. At last though, sometimes, I do get bored or queue is taking to long.

My First Character was the Famous Bosmer Sorc Healer, but my Second Character was Normal. I made this character not long after my first character. Over time, I have learned a lot of things about tanking, but I eventually got this build and I thought I would share now. This is a standard build.

What tanks should do is not die, keep taunt. Over the years, people wanted tanks to be healers... I mean supports too, but I still wanted to be feel the tanky tank way. Be a good among men... well woman. I wanted to survive team wipes and bring everyone back from dead. Eventually these sets existed so could have both of best world help allies with debuffing, and buffing while still being a tanky tank.

Dk Tank "The Guard" Build
Why This Build?
* Something you can make mistakes doing while not dying

* Easy ways to sustain without worrying to much about resource management as some things will be free of costs too.
* You don't have to focus on some fancy rotations, but you have everything to support your allies

* Nobody will call your selfish with all supportive sets that are still fun and good on tanks.

* It will be very hard to die so you rez allies out of team wipes too... over and over again (fang lair ...)

* You are tanky, while having enough health and balanced resources to not worry about messing up things.
How it's Designed?
Yes rotations are important, but even if you don't do it that you will still be fine with the build. It keeps it simple down to block, shield, taunt, heavy attack.

First you have 20k magicka and stamina so you can block, trade resources with helping hands dk passive, block, or use either types of shields. Then, I wanted to reach 44k health as it's standard for content. As to say, content is designed around tanks with 44k health. Now before, anyone starts of course you can do less, but I wanted to make easier so brought it up to standard. So while this is buffed version using tri pots, it shows that you can get some passive healing from healing regain. I gave myself more magicka regain since dk trades magicka for stamina via helping hands. Overall everything is smooth in balancing out resources. There's also things helping with sustain in cp passives, and actives.

Lets now talk briefly, what I did for champion points. For the red cp I made it simple for you. What if you get cc or rooted but no sustain to break free? Add a cp star and the cost is free! For the same reason, we added another cp start dodge roll costs to be free.... what if you have to dodge roll 4 times in fang lair to get to the shield >..> it's so possible now. The other two slotted stars is for damage reduction and migration. You can mess around with other things, but what makes build shine is damage reduction and migration stars.

Now onwards to blue cp, most people go just damage reduction in blue cp, but I thought of something differently in mind. Why not give myself a chance to heal and a shield? Want to be that tank alive after your team dies 5 times? Give yourself to chance to heal while you get a free costing shield. Overall you should have 1500 health gain per second going on. This is accounting for skills, passives , and cp. On point the shield is 5000 something for 3 seconds which in that time you can gain. The next 2 cp handle tankiness.



We into iron clad instead all of damage reduction passives, because most tank take most damage from direct hits. Think about most bosses are in your face type. Never in eso are you keeping bosses are range. For range situations, there's other skills in game to protect your from projectiles or damage over time. So this is right choice for tanks to just have iron clad. Now for some reason, it's not direct attacks you are having trouble with then you can just swap cp star out. More on cp, the last star we picked in blue is just for resistances

Let's talk about random groups, a lot of people go below the resistances, because combat prayer is supposed to be applied on tanks too, but this rarely happens. You might even forget to buff yourself! So what take the extra damage hoping healer will help buff you? I like to keep it stupid.

The cap is 33,00 for each, though it rounds up at 32,500 too. So with magma incarnate proc a person can reach 32,600 resistances too! Lets say stars don't align, and magma hasn't proc, nor you buffed yourself then there's also that free shield from cp passives protecting you.

Talking more on shields, I have the build have 4 possible shields that can be used while costs mostly magicka so not to hurt primary tanking resource with stamina. To be clear there's 3 skills shields and one cp shield to be used in shield stacking. Yes stacking shields will let you survive even some sure one shots that you missed blocking. So again it's easy to handle your mistakes in this build.

For gear wise, we keep in mind it's got to be like traditional tank in helping us be a tank, but also support group play. So best choices could only be these sets. The alternative gear was lord warden. The final key for gear wise is making it two medium. Medium amour does a lot of tanks but cost reductions on skills was must while making dodge rolls cheaper will save you in most unexpected ways.
Skill Bar 1
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Bar 1 - Weakening Enchant - Reduce target Weapon Damage by 348 for 5 seconds
So we are already shield stacking via 4 shields, while having a lot of health, and damage migration. This added something on top for you. This works before even taking a hit so it will go above damage reduction what you already have it at. So you are less likely to die and you can make mistakes in missing other ways to reduce damage.

Hardened Armor (Morph of Spiked Armor from Draconic Power)



Release your inner dragon to gain Major Resolve, increasing Physical Resistance and Spell Resistance by 5948 for 20 seconds.

You gain a Damage Shield equal to 15% of your Max Health for 6 seconds.

While active, the armor returns x Flame Damage to any enemy that uses a direct damage attack against you in melee range, scaling off your Physical and Spell Resistance.

You also gain a damage shield for a brief period.

With the build that I am using the shield is 14,357 not to mention it adds to resistances to get your over cap. (cap is 33k on each) . This shield is part of shield stacking options I have built into the build to take more hits. Just imagine block migration is at 92 percent (cap is 90) already then you add shields. It's going to be hard to die.


Igneous Shield (Morph of Obsidian Shield from Earthen Heart Skills)



Call the earth to your defense, granting a damage shield for you and nearby allies that absorbs 3828 damage. Your own damage shield absorbs 9571 damage. This portion of the ability scales off your Max Health.

You also gain Major Mending, increasing your healing done by 16% for 2.5 seconds.

Increased shield strength on self.

It helps us sustain, while being to shield stack with it.


Pierce Armor (Morph of Puncture from One Hander and Shield)


Thrust your weapon with disciplined precision at an enemy, dealing x Physical Damage and taunting them to attack you for 15 seconds.

Also inflicts Minor Breach and Major Breach on the enemy, reducing Physical Resistance and Spell Resistance by 2974 and 5948 for 15 seconds.

Also afflicts the enemy Minor Breach, further reducing the enemy's Resistances.

So I picked this skill cause you need a taunt, and you need to debuff enemies. It's the basic of tanks. The morph can go either way, but I went with more penetration debuff as you can get minor protection elsewhere if you really wanted too .
Heroic Slash (Morph of Low Slash from One Hander and Shield)

Surprise enemy with a deep lunge, dealing 1925 Physical Damage and afflicting them with Minor Maim, reducing their damage done by 5% for 12 seconds.

You gain Minor Heroism, granting you 1 Ultimate every 1.5 seconds for 12 seconds.

You gain Minor Heroism, increasing your Ultimate generation.

  • Heroic slash I went with because you could also use talon on occasion and ultimate generation helps you sustain (you gain resources back when you use ultimate) , but also can help save allies lives or increase damage depending what's used or slotted.
  • Defensive Stance (Morph of Defensive Posture from One Hander and Shield)
Bolster your defenses, gaining a damage shield that absorbs up to 13,899

damage for 6 seconds. The Damage Shield scales off 30% of your Maximum Health.

You reflect the next harmful Direct Damage projectile cast at you. This effect can occur once per cast.

While you have a shield equipped, the amount of damage you can block is increased by 10% and the cost of blocking is reduced by 10%.

While slotted, you reduce the cost of block and increase the amount of damage you can block.

  • Now defensive stance, I liked both morphs but I wanted to really be tanky tank so I went with this one. The other morph keep me alive when healers made me think of vote to kick button, at last there was other ways to keep self alive as I got more cp, shields (x4) , and used green dragon blood + altar. Block migration buffed is at 92 percent so I needed to get past cap. Also again cost reductions are just nice so easy resource management

Skill Bar 2

Bar 2 - Crushing - Reduce target's Armor by 1622 for 5 seconds

This adds on debuffs that reduce Armor so in total 1622 + 3541 (crimson oath) + 8922 (Pierced Amour) = 14,085 debuff on enemies. So this is just pure support group dps potential especially with randoms...


Overflowing Altar (Morph of Blood Altar from Undaunted)


Conjure a fountain of blood to apply Minor Lifesteal to enemies in the area, healing you and your allies for 600 Health every 1 second when damaging them.

Allies can also activate the Blood Feast synergy to heal themselves for 65% of their Max Health.

The synergy heals allies for more. Reduces the cost as the ability ranks up.

  • This gives your self more healing and gives your allies an synergy with a big heal, along with passive healing. You can use this for flex spot for anything else you want or need though
.

Green Dragon Blood (Morph of Dragon Blood from Draconic Power)


Draw on your draconic blood to heal for 33% of your missing Health.

You also gain Major Fortitude and Major Endurance and Minor Vitality, increasing Health Recovery and Stamina Recovery by 30% and healing received by 8% for 23 seconds.

You also gain Major Endurance and Minor Vitality.

  • I tried vigor but this just works better for those "my healer forgot about me moments or my healer is dead". While the healer is alive, this along increases heals you get from them. It's going to also boos your stamina and health recovery.

Inner Rage (Morph of Fiery Grip from Ardent Flame)

Ignite the fires of hate in an enemy's heart, dealing 411 Magic Damage and forcing them to attack you for 15 seconds.

A ranged ally targeting the taunted enemy can activate the Radiate synergy, dealing 795 Magic Damage to them over 3 seconds then an additional 795 Magic Damage to them and other nearby enemies.

The synergy will now always apply to the target, instead of having a chance.

  • For 3 more weeks this skill will be needed on Dragon Knight Tanks. Still other tanks will need this as it's a magicka range taunt and other option is stamina based. On topic DK or Dragon Knight Tanks, use this as range taunt against enemies that don't move with chains or ones you need to get closer.

Unrelenting Grip (Morph of Inner Fire from Undaunted)

Launch a fiery chain to grasp and pull an enemy to you, dealing 567 Flame Damage.

Also grants you Major Expedition, increasing your Movement Speed by 30% for 4 seconds.

If the target cannot be pulled, you restore 100% of the ability's cost as Magicka.

This attack cannot be dodged or reflected.

If the target cannot be pulled, you are refunded the Magicka cost.

  • This will soon also taunt in 3 weeks, but for now it helps pull in range adds that don't move via inner rage. It's also important to note, that you can use this make speed debuff from cp passive mean nothing. Also enough left over for your to slightly move faster towards things, such as cloud rest final boss when it moves. Overall, it will help you get in position faster along with pull things to you.


Razor Caltrops (Morph of Caltrops from Alliance War)

Hurl an exploding ball of caltrops that scatter over the target area, dealing 70 Physical Damage every 1 second and reducing Movement Speed by 50%.

Enemies who take damage from the caltrops have Major Fracture applied to them, reducing their Physical Resistance by 5280 for 4 seconds.

Applies Major Fracture to damaged enemies.

  • Use This is better then Talons as it's far cheaper to sustain, last longer, and bigger radius. Use talons though for things that do damage through amour like in fang lair on last boss with the green beetles.