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Puncture is the most general taunt. It comes with one-hand and shield and costs stamina. It taunts enemies for 15 seconds.
This debuff is an essential part of the tanking toolkit. For this reason, the better morph of Puncture is Pierce Armor. Pierce Armor also applies a spell resistance debuff on the enemy.
This taunt does however have a very small range, and can only be applied when you are close to an enemy. Inner Fire is a taunt from the Undaunted skill tree.
Inner Fire and morphs do not provide any significant debuff. This taunt is usually used to engage bosses, and then as soon as the boss is close the tank switches to using Puncture or morphs.
Morphing this skill comes down to personal preference. The main difference is that Inner Rage costs magicka, while Inner Beast costs stamina.
Overtaunting happens when an enemy gets taunted too many times too fast. In ESO an overtaunt happens when an enemy receives a 3rd taunt within 15 seconds.
This can happen between multiple tanks. So the third taunt within 15 seconds, no matter the casting person, will always be an overtaunt. Overtaunting makes an enemy immune to any taunts for the next 15 seconds.
Essentially this means that the enemy will stay focused on the person that did the 3rd taunt within those 15 seconds, as any other taunts on the immune enemy are now useless.
However, there are instances where you will need two or even three tanks. These instances also require tanks to swap bosses around.
Of course, if a boss is overtaunted, you will be unable to swap it with the other tank as it has become immune to the taunts of the other tank.
In general, just avoid overtaunting. It might not be a big deal in the easier content, but it definitely is bad practice and can really cause problems later in the game.
Pretty much the first significant choice you will make in this game. It can be hard to choose a class, especially when the combat mechanics are still vague to you.
First of all, you need to make a decision on your play style. Are you here to have fun, not really interested in doing hard content in endgame per se?
Then do not worry about this choice and pick whatever you think is the most fun. However, if you are interested in doing harder content later in the game, or even want to go for performance or difficult achievements, then be very careful.
You need a certain toolbox to be an optimal tank, and some classes are simply stronger than others. Note that this does not mean the other classes cannot be tanks.
All I am simply saying is that the other classes lack a certain element from the tanking toolbox, and thus they are less wanted.
The Dragonknight has a very luxurious tanking toolbox and is often cited to be the best at tanking. They are very good at managing resources while maintaining a steadfast combat position.
They have a passive skill called Helping Hands which lets them regenerate stamina while shielding allies and themselves. This even works while blocking.
They also have a passive called Battle Roar. Battle Roar gives the Dragonknight a ton of resources back when they use an ultimate ability.
This passive also works while blocking. The Dragonknight also has very useful crowd control abilities. The most prominent one being the Unrelenting Grip skill.
This skill is a gap closer, but it has the unique property that it pulls the enemy to you, instead of you to the enemy. This can be extremely useful when a tank wants to stack enemies on top of each other so that his group can burn them down easily.
Usually chaining in a lot of enemies is followed by rooting them to the ground. The Dragonknight also has a very useful skill for this purpose, Choking Talons.
This is a very strong combination of skills. You chain the enemies to one spot and then root them in place, making killing groups of enemies much faster and easier for your team.
When it comes to self healing, the Dragonknight is also equipped. Green Dragon Blood is a very strong and useful self healing skill.
It costs a bit of magicka, but when used at the right moments it can heal for a tremendous amount. Lastly, the Dragonknight has a fail-safe ultimate, Magma Shell.
This ultimate basically gives you godmode for twelve seconds. Allowing you to cover up mistakes, or resurrect group members in nasty situations.
Wardens were introduced to the game during the Morrowind update. They make very solid tanks and are a great deal of fun to play.
They excel at buffing team members and contributing to group healing while maintaining a stable combat position as a tank. Their Bull Netch skill allows them to regenerate stamina while blocking.
The Warden also has a gap closer skill. This skill is called Frozen Device , they are portals you can place on the ground.
Once an enemy steps on one of these portals they will be teleported to you. You can have three of these portals active at the same time, forcing you to make some tactical decision.
When it comes to rooting enemies, the Warden has skills like Gripping Shards , immobilizing enemies around you and slowing them also.
Self heals are also included in the Warden toolkit. Polar Wind is a very nice self heal that also heals a nearby ally.
The Warden can also boost the resistances of itself and allies around it with a very powerful skill called Ice Fortress. Lastly the Warden class has three ultimates that can be considered by tanks.
Next up we have the Enchanted Forest. This ultimate can be used to burst heal allies and yourself in tricky situations.
You also regain some ultimate if you heal low health targets. Last but not least we have Feral Guardian and morphs.
You will use your second bar ultimate for your real ultimate in this case. Necromancers were introduced to the game during the Elsweyr update.
They are very good tanks and have insane ultimate regeneration compared to any other tank out there. And if you ever wanted to be a huge Bone Goliath, you have the chance to do this with the Necromancer Tank.
When you transform into a Bone Goliath, you instantly gain Health and an automatic heal absorption if you choose the Ravenous Goliath morph.
Ruinous Scythe is another great skill that heals for a lot when you hit several enemies and it can also set them off balance.
Beckoning Armor gives you your major resistance buffs and automatically pulls enemies to you that hit you from range, basically functioning as an automatic chain pull.
Necrotic Potency is the best skill to produce ultimate points, on trash fights you can gain 80 ultimate points in a second if there are enough dead bodies on the ground.
With that you can push out a lot of Pestilent Colossus to increase the dps of your group by a huge margin! Nightblades can make very interesting tanks, especially for dungeons as they can provide some extra healing and damage on the go.
The only downside is that they are a bit lacking in the resource management department. This can be compensated by having a decent healer in your group providing you with extra resources via synergies of Luminous Shards or Energy Orb.
The Nightblade has a good self heal, Dark Cloak. Dark Cloak will heal you based on your max health and it also applies Minor Protection to you. Mirage has a duration of 26 seconds, so this is a very nice, long duration tanking buff.
Because if you can't, your team will hate you and likely kick you. There are two very easy ways to avoid fake tanks.
Form your own group which keep the fake tanks out of the picture entirely. Also helps ensure smooth runs with the GF cannot.
Vote kick the tank. They keep queueing as a fake tank because people allow it. The people who do not vote kick a fake tank, or at least try to, are the real problem.
This type of "being prepared" gameplay means the fake tank can be replaced by a DPS and the group will not have to wait for a tank to join the group.
Edit: btw, I am not sure the fake tanks can read the forums. Threads like this have not changed the fake tank issue. Edited by idk on October 11, PM.
October Most fake tanks get away with it because some longsuffering DD or Healer steps up and facetanks the boss just so the group can get through the dungeon.
As long as they get away with it, it seems like the ideal way to get out of the long DD queue. Though the one I don't understand at all are the fake healers who rush ahead of the group and die to mobs.
It's hilarious every time it happens. Like, if you need backup, maybe don't leave us in the dust at every opportunity?
I agree. I don't even care if it's the easiest dungeon in the game. If the rest of us had to wait in a long queue to get in, and you get in instantly due to faking your role - you're getting kicked.
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.
This is also a very niche set, only really used to reduce incoming damage for a very short duration. The duration of the debuff is very short and the cooldown of the set is very long, so you really have to time it right to get it right.
Thurvokun head drops from the Fang Lair dungeon and the shoulder comes from the Urgarlag undaunted chest. This set can be used on trash fights because it has such a big area it covers.
Earthgore helmet drops in the Bloodroot Forge dungeon and the shoulder comes from the Urgarlag undaunted chest. The proc only affects one player though, keep that in mind.
Effective when pushing, a tanker can absorb large amounts of damage while the rest of the team can focus on killing the enemy heroes.
Pudge: Look at the lvl 1 fv tanking those creeps. What a nub. Faceless Void : stfu fattie, b0w dwn!
Faceless Void: 1 HoT and 2 Butterflies. I'm a tank.