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Templar Tank PvE Build ESO – Divine Crusader

Templar Tank PvE Build ESO – Divine Crusader

Build Written By: DoctorSarge – PS4 NA

Role: Tank

Patch: Scribes of Fate

Table of Contents

  1. Introduction
  2. Setup
    1. Gear
    2. Attributes
    3. Skills
    4. Vampire vs. Mortal
    5. Champion Points
    6. Other Important Info (Food, Mundus, Race, Potions, Passives)
  3. Resource Management & Rotation
  4. Contact Info
  5. Update Log


Welcome to the Divine Crusader PvE Templar tank build for The Elder Scrolls Online! This build is great for all kinds of content: vet dungeons, off-tank or main tank for normal trials, and main or off-tank for veteran trials.



Templar Tank PvE Build – Dungeon Gear
Gear Slot Set Weight Trait Enchant Acquisition
Head Magma Incarnate Heavy Sturdy Prismatic Vet Dread Cellar
Shoulders Magma Incarnate Heavy Sturdy Prismatic Undaunted Chest
Gloves Saxhleel Champion Heavy Sturdy Prismatic Vet Rockgrove
Legs Saxhleel Champion Heavy Sturdy Prismatic Vet Rockgrove
Chest Saxhleel Champion Heavy Sturdy Prismatic Vet Rockgrove
Belt Saxhleel Champion Heavy Sturdy Prismatic Vet Rockgrove
Boots Saxhleel Champion Heavy Sturdy Prismatic Vet Rockgrove
Necklace Powerful Assault Jewelry Infused Magicka Recovery Imperial City or Guild Trader
Ring Powerful Assault Jewelry Infused Magicka Recovery Imperial City or Guild Trader
Ring Powerful Assault Jewelry Infused Magicka Recovery Imperial City or Guild Trader
Weapon 1 Puncturing Remedy 1 hand Decisive Absorb Stamina Vet Dragonstar Arena
Shield 1 Puncturing Remedy Shield Sturdy Prismatic Vet Dragonstar Arena
Weapon 2 Powerful Assault Ice Staff Infused Crusher Imperial City or Guild Trader

Gear Explanation

  • Magma Incarnate
    • Gives the same buff as Yolnahkriin at a good enough uptime that allows us to free up that 5 slot set.
  • Saxhleel
    • Allows for a longer burst phase from warhorns as well as still giving offensive buffs when you use a defensive ultimate.
  • Powerful Assault
    • A very powerful buff set that’s easy to use and gives you great stats as well.
  • Master’s SnB
    • Powerful Assault can be one barred if you’re comfortable keeping it up that way, so this is basically just free healing.
Templar Tank PvE Build – Trial Gear
Gear Slot Set Weight Trait Enchant Acquisition
Head Engine Guardian Heavy Sturdy Prismatic Vet Darkshade Caverns 2
Shoulders Engine Guardian Heavy Sturdy Prismatic Undaunted Chest
Gloves Claw of Yolnahkriin Heavy Sturdy Prismatic Vet Sunspire
Legs Claw of Yolnahkriin Heavy Sturdy Prismatic Vet Sunspire
Chest Claw of Yolnahkriin Heavy Sturdy Prismatic Vet Sunspire
Belt Claw of Yolnahkriin Heavy Sturdy Prismatic Vet Sunspire
Boots Claw of Yolnahkriin Heavy Sturdy Prismatic Vet Sunspire
Necklace Crimson Oath’s Rive Jewelry Infused Magicka Recovery Dread Cellar
Ring Crimson Oath’s Rive Jewelry Infused Magicka Recovery Dread Cellar
Ring Crimson Oath’s Rive Jewelry Infused Magicka Recovery Dread Cellar
Weapon 1 Crimson Oath’s Rive 1 hand Decisive Absorb Stamina Dread Cellar
Shield 1 Crimson Oath’s Rive Shield Sturdy Prismatic Dread Cellar
Weapon 2 Crimson Oath’s Rive Ice Staff Infused Crusher Dread Cellar

Gear Explanation

  • Crimson Oath’s Rive
    • With the changes to Alkosh, this will generally be better on a typical tank build if your group needs the penetration.
  • Claw of Yolnakhriin
    • Only source with 100% uptime of Minor Courage (as well as the only source that’s able to proc on a full trial group at once), really easy to proc as a tank, and a really nice spread of stats. Perfected would obviously be best, but non-perfected is just fine.
  • Engine Guardian
    • A little unreliable in specific scenarios but gives great sustain in the long run.

Alternative Gear (Regular Sets)

  • Ebon – Great set for supporting your allies, but may not be necessary with how high health is this patch.
  • Worm’s Raiment – Great if you have magicka DPS and/or healers that need help with sustain. 
  • Morag Tong – Great support set if you have lots of stamina DPS.
  • Pearlescent Ward – Must have for non-top end trial groups. Either provides a decent weapon and spell damage buff if everything is going good or a massive damage debuff if everything *isn’t* going good. Could get pushed out for other debuff sets if your group is not dying at all or is very quick at recovering, but most groups will want this
  • Turning Tide – Alternate way to provide Major Vulnerability to the group. Staple set that will often be wanted on at least one tank in trials.

Alternative Gear (Monster Sets)

  • Bloodspawn – Extra ultimate generation so you can get higher warhorn uptimes.
  • Stonekeeper – Amazing self-sustain. Really good in situations where you need to block a lot.
  • Lady Thorn – Mainly used as a self-synergy for Alkosh. The Major Maim *can* be nice if you time it correctly, but the uptime on the debuff is very short and the cooldown for being affected by it is very long.
  • Tremorscale – Necessary for stamina-heavy groups due to the powerful penetration debuff it gives.
  • Vykosa – Good set to use if you need to temporarily reduce the incoming damage of a boss, such as the breath in vSS or Olms jumping/sending out storms in vAS.
  • Symphony of Blades – Great sustain set for your group if another support isn’t running it
  • Encratis’s Behemoth – Great set for magicka groups and easy to proc. Just throw on a flame skill or inferno staff.
  • Nazaray – Good set if you can coordinate it with your group. Mainly used to extend the duration of Major Vulnerability.

Beginner Gear

  • Armor: Torug’s Pact
  • Jewelry & Weapons (SnB/ice staff) : Akaviri Dragonguard
  • Monster set: Bloodspawn
  • Traits
    • Armor: All Sturdy
    • Jewelry: Healthy
    • Weapons: Decisive front, infused back
  • Enchants
    • Armor: Health big, stamina small
    • Jewelry: 1 shield-play, 2 mag recovery
    • Weapons: Absorb Stam front, Crusher back

Note on Gear Weights & Traits

With the armor changes this patch and the CP changes, 5-1-1 and infused on the big pieces lost some value. Full heavy and sturdy will give you the best sustain and survivability, but 5-1-1 and infused on big pieces is still fine as well.


What your attribute distribution is going to look like is based on the race you choose. You should have at least 30k health, but no more than 45k health unless you’re in a fight that needs high health. After that, dump the rest into stamina and magicka (just make sure to have more stamina than magicka). I personally try for around 38-40k health depending on the setup and situation.


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Main Bar – 1h/Shield

  • Pierce Armor
  • Heroic Slash
  • Radiant Ward
  • Repentance/Flex
  • Honor The Dead
  • Ultimate: Reviving Barrier

Back Bar – Ice Staff

  • Elemental Blockade
  • Inner Fire
  • Restoring Focus
  • Extended Ritual
  • Silver Leash
  • Ultimate: Aggressive Horn

Skill Explanations

  • Pierce Armor
    • Our main taunt. With the nerf to Minor Protection and the buff to this skill and the debuffs it provides (just under 9k penetration!!), this is now a must have.
  • Heroic Slash
    • Applies Minor Maim, reducing the target’s damage by 5%. Also grants you Minor Heroism, giving you 8 ultimate over 12 seconds. Try to keep this up 100% on priority targets.
  • Radiant Ward
    • Our shield. Gives you a shield based on 30% of your health and increases by 9% for every enemy within 5 meters. That coupled with the 6 seconds of Minor Protection given to us on activation makes this a very powerful skill for reducing damage of big hits. 
  • Repentance/Flex
    • Gives the Minor recovery buffs while slotted so nice if you need nothing else.
  • Honor The Dead
    • Our main heal. It’s better than before with the CP changes and addition of base stats, although still not the greatest.
  • Reviving Barrier
    • A good defensive ultimate, but it’s more of a flex spot. I mainly have it slotted for the Magicka Recovery and almost always use Warhorn. You can switch it out for Solar Disturbance for the AoE Major Maim.
  • Inner Fire
    • Our only option for a ranged taunt, so this is really important. 
  • Restoring Focus
    • Gives us Major Ward and Major Resolve as well as an extra 50% resistances than it already offers when standing on it and the equivalent of 480 stamina regen that also recovers while blocking. It is also extremely cheap. Also now heals us while inside it! Very important skill for defense and stamina management.
  • Extended Ritual
    • Small heal every 2 seconds but we get Minor Mending while inside it. It’s also a self-purge and gives a synergy, so overall a great skill.
  • Elemental Blockade
    • Used to keep up Crusher
  • Silver Leash
    • The equivalent of Unrelenting Grip on a Dragonknight. Very important for stacking smaller adds.
  • Aggressive Warhorn
    • Our main ultimate, and for good reason. It increases ally’s magicka and stamina pools by 10% for 30 seconds and gives Major Force for 10 seconds, which is a big DPS boost.

Other Good Skills

A list of other good skills to have to swap bars around.

  • Reflective Light
    • A good skill to slow down adds. Can hit up to 3 at a time, so it’s perfect for situations like vFL.
  • Extended Ritual
    • A cheaper self-purge that also gives an ally a synergy that purges themselves. The HoT is really small and inconsequential, but it can proc Earthgore on Allies so it isn’t completely wasted.
  • Luminous Shard
    • Gives allies a sustain synergy, so it’s useful if there are no orbs or shards being given by the healer or if there isn’t a healer present. Can also proc Olorime, so it’s a potentially useful slot if you’re using that set.
  • Absorb Missile
    • Decent in places like Rakkhat in vMoL if you need help healing through projectiles. The other morph is also good in places like vSS if you’re range tanking Lokkestiiz or as a passive slot, although it’s effective values from the passive slot bonuses don’t add up to much.
  • Crushing Shock
    • A ranged interrupt. Very useful if there are things you have to interrupt but you or your group will be separated from the target.
  • Race Against TIme
    • Major Expedition for 4 seconds and 2 seconds of snare immunity can be useful in niche situations.
  • Overflowing Altar
    • Heals all allies attacking enemies in the radius and provides a great synergy if someone drops to low health. No longer procs sets such as Symphony though, so be weary if that’s what you want to use it for.
  • Efficient Purge
    • An AoE purge that may be necessary to use over Extended ritual if you need it to affect everyone within its range. Very expensive so be careful while using it.
  • Spell Symmetry
    • Good replacement for Deep Thoughts. See the explanation of the that skill for full details.
  • Turn Evil
    • Great skill if you need a stun for adds. Also gives allies Minor Protection and Minor Endurance for standing in it, so it’s also beneficial to your group.
  • Deep Thoughts
    • Can be slotted passively for another shield while blocking or used as a source of resource management if you’re in a situation where you can use it.
  • Spell Symmetry
    • Alternative source of magicka management

Minor Brittle

If you’re in charge of keeping up Minor Brittle, then you have two options for setups. The “purely focused on maximizing uptime on Minor Brittle” setup is to double bar ice staves, have your back bar be infused with a frost enchant, have your front bar be charged, and to fit in some extra frost damage skills if you can. This has some drawbacks though, such as losing the debuffs from Pierce Armor (probably the biggest drawback with the debuffs it now gives), less movement speed while blocking, slightly less block mitigation than with a SnB, and giving up an infused Crusher enchant (may not be a big deal if another support can make up for it but it’s a group-by-group case). This means it’s likely not worth it if you’re in a trial situation where you’ll be taunting and holding important enemies as you’ll want the debuffs from Pierce Armor and likely Crusher as well as at all in 4-man content. The more practical, although arguably really annoying and possibly not worth it, setup is to just have your infused frost enchant frost staff on your back bar and keep your SnB on your front bar. You still lose Crusher, so likely still too much of a loss in 4-man content, but you can still keep a SnB. On the flipside of this, you have to either constantly swap to your back bar to reapply it or you lose a lot of uptime on it, potentially not making it worth it to build for it at all. What setup is up to you and your group, so make sure to have this discussion with them beforehand and know what you and them are comfortable with.

Vampire vs. Mortal

Neither vampire nor werewolf is recommended for this build, as they do not give us any benefits that we need.

Champion Points

The list below showcases the order in which champion points should be acquired, the number of points you need to place into that perk and whether or not it needs to be slotted in the CP bar. The Warfare CP perks increase your damage and mitigation and are the most important, the Fitness tree has some miscellaneous sustain and defensive perks and the Craft tree has crafting and non-combat bonuses. The Craft CP points are entirely customizable to however you want, or you can follow the list below.


  • Tireless Discipline (10)
  • Quick Recovery (10)
  • Preparation (20)
  • Hardy (10)
  • Elemental Aegis (10)
  • Duelist’s Rebuff (50) (Slotted)
  • Enduring Resolve (50) (Slotted)
  • Unassailable (50) (Slotted)
  • Ironclad (50) (Slotted)
  • Hardy (10)
  • Elemental Aegis (10)
  • Tireless Discipline (10)
  • Eldritch Insight (20)
  • Quick Recovery (10)
  • Blessed (20)
  • Piercing (10)
  • Flawless Ritual (40)
  • Precision (20)
  • Focused Mending (50) (Flex Slot)
  • Preference past this point


  • Boundless Vitality (50) (Slotted)
  • Fortified (50) (Slotted)
  • Rejuvenation (50) (Slotted)
  • Sprinter (10)
  • Hasty (8)
  • Tireless Guardian (10)
  • Fortification (30)
  • Tireless Guardian (10)
  • Hasty (8)
  • Hero’s Vigor (20)
  • Shield Master (10)
  • Bastion (50) (Slotted)
  • Tumbling (30)
  • Defiance (20)
  • Expert Evasion (50) (Flex Slot)
  • Strategic Reserve (50) (Flex Slot)
  • Tempered Soul (25)
  • Spirit Mastery (50) (Flex Slot)
  • Tempered Soul (25)
  • Preference after this point


  • Gilded Fingers (10)
  • Fortune’s Favor (10)
  • Wanderer (15)
  • Steadfast Enchantment (50)
  • Rationer (30) (Slotted)
  • Steed’s Blessing (50) (Slotted)
  • Professional Upkeep (50) (Slotted)
  • Liquid Efficiency (75) (Slotted)
  • Breakfall (50)
  • Soul Reservoir (33)
  • Gilded Fingers (40)
  • Fortune’s Favor (40)
  • Wanderer (60)
  • Preference past this point

Other Important Info

Buff Food

Bewitched Sugar Skulls – a ton of stats in all 3 resources, which is just what we need


Atronach – Significantly boosts our magicka recovery, making it even easier to manage. Can also use the Steed if you need speed.


  1. Nord is #1 for sure. Nice health + Stam stats, ultimate regeneration, and 2.6k resistances combined are amazing. Resistances aren’t exactly needed, but make hitting the cap easier and you don’t have to spend as many resources to get there.
  2. Orc is great too. Again nice health + stamina stats, the Sprint passives are great, and a little passive healing. 
  3. Imperials are good too. Highest health + stam and some sustain help. The stat difference between them and Nords are 1k health though, and the resistances and ult gen out match the sustain.
  4. Argonian is ok. They have some extra healing and sustain help through their potion passive. Great for beginners but other races are better for higher skill players.


Essence of Health (Restore Stamina, Magicka and Health)
(Bugloss, Columbine and Mountain Flower)


  • Class (all)
  • One Hand and Shield (all)
  • Destruction Staff (If using it)
    • All EXCEPT Tri-Focus
  • Heavy Armor (all)
  • Fighter’s Guild
    • Intimidating Presence
    • Slayer
    • Banish the Wicked
  • Psijic Order (All)
  • Mages Guild (If using Spell Symmetry)
    • All EXCEPT Might of the Guild
  • Undaunted (All)
  • Support
    • Magicka Aid
  • Racial (All)

Resource Management & Rotation

Because it’s a tank build, there really isn’t a rotation. You’ll just want to make sure you keep up your buffs up, taunt on bosses and dangerous adds, and Elemental Blockade up and positioned correctly to proc Crusher on priority targets. Make sure to make good use of Radiant Ward for helping your damage mitigation and sustain through not having to heal as much. Also, you pretty well always use Warhorn. Barrier is there for the extra magicka recovery and is only used as an “Oh, shoot!” button.


If you have any questions about the build, join our discord server and ask @DoctorSarge about the build!

Update Log

1/12/2018 – Build created.
2/20/2018 – CP updated for dragon bones, jewelry glyph changed, gear table corrected
5/30/2018 – Build updated for Summerset (CP/Skills changed)
8/16/2018 – CP updated
10/24/2018 – CP, gear, and skills updated for murkmire
1/17/2019 – Writeup fleshed out with more descriptions and explanations, CP 300 setup updated
3/15/2019 – Build overhauled for wrathstone
5/22/2019 – Earthgore changed to Symphony of blades
8/15/2019 – No updates for scalebreaker
10/22/2019 – Build writeup cleaned up, no major changes made
2/24/2020 – no changes for harrowstorm
4/20/2020 – changing resolving to echoing vigor
6/1/2020 – removed vampire, changed monster set on dungeon gear and changed a 5 piece on the general trials setup
8/27/2020 – gear and CP updated
11/18/2020 – minor brittle discussion added, minor skill description changes
3/23/2021- build overhauled
6/10/2021 – mset changed, skills and cp changed
11/9/2021 – removed vamp
3/29/2022- changed description for Encratis
6/27/2022- alt sets changed
9/5/2022 – no changes for lost depths
11/13/2022- no changes
3/28/2023- no changes needed