Sorcerer Tank PvE Build ESO – Eldritch Knight
Build Written By: Azrau – PC NA
Patch: Ascending Tide
Table of Contents
- Tips & Misc.
- Contact Info
- Update Log
Welcome to DottzGaming.com’s Sorcerer Tank Build, The Lich Queen, for the Elder Scrolls Online!
My Sorcerer Tank started out as an experiment, I just wanted to know how well my Warden’s setup translated to other classes, and well….it turned out perfect, so I’m happy to show off the nearly indestructible Sorcerer Tank!
|Sorcerer Tank PvE Build – Trials Main Tank|
|Gloves||Perfected Claw of Yolnahkriin||Heavy||Sturdy||Health||Vet Sunspire|
|Legs||Perfected Claw of Yolnahkriin||Heavy||Infused||Prismatic||Vet Sunspire|
|Chest||Perfected Claw of Yolnahkriin||Heavy||Infused||Prismatic||Vet Sunspire|
|Belt||Perfected Claw of Yolnahkriin||Heavy||Sturdy||Health||Vet Sunspire|
|Boots||Perfected Claw of Yolnahkriin||Heavy||Sturdy||Health||Vet Sunspire|
|Necklace||Torug’s Pact||Jewelry||Harmony||Magicka Recovery||Crafted|
|Ring||Torug’s Pact||Jewelry||Harmony||Magicka Recovery||Crafted|
|Ring||Torug’s Pact||Jewelry||Arcane||Magicka Recovery||Crafted|
|Weapon 1||Torug’s Pact||1h Weapon||Decisive||Restore Stamina||Crafted|
|Shield 1||Torug’s Pact||Shield||Sturdy||Stamina||Crafted|
|Weapon 2||Torug’s Pact||Ice Staff||Infused||Crusher||Crafted|
Notes: This is my primary setup when it comes to running in trials, and is largely geared towards increasing the group’s overall damage and getting the most out of your allies’ synergies. I would highly recommend replacing Yolnahkriin with a set like Ebon Armory or Akaviri Dragonguard if you are the Off-Tank for the group, since the set doesn’t stack with itself and the Main-Tank will have much better uptime with it.
- Claw of Yolnahkriin: This set provides the group with the Minor Courage buff with 100% uptime so long as the tank wearing it has something to taunt.
- Torug’s Pact: Easy to acquire and extremely versatile, Torug’s Pact increases the frequency and power of your weapon enchantments, allowing you to customize this set’s bonuses based on the chosen enchantments.
- Stonekeeper (Monster Set): Stonekeeper is a powerful sustain set that rewards you for blocking damage, allowing you to near perma-block through some absolutely ridiculous situations.
|Sorcerer Tank PvE Build – Dungeons|
|Gloves||Akaviri Dragonguard||Heavy||Sturdy||Health||Eastmarch or Guild Trader|
|Legs||Akaviri Dragonguard||Heavy||Infused||Prismatic||Eastmarch or Guild Trader|
|Chest||Akaviri Dragonguard||Heavy||Infused||Prismatic||Eastmarch or Guild Trader|
|Belt||Akaviri Dragonguard||Heavy||Sturdy||Health||Eastmarch or Guild Trader|
|Boots||Akaviri Dragonguard||Heavy||Sturdy||Health||Eastmarch or Guild Trader|
|Necklace||Desert Rose||Jewelry||Arcane||Magicka Recovery||Cyrodiil or Guild Trader|
|Ring||Desert Rose||Jewelry||Harmony||Magicka Recovery||Cyrodiil or Guild Trader|
|Ring||Desert Rose||Jewelry||Harmony||Magicka Recovery||Cyrodiil or Guild Trader|
|Weapon 1||Desert Rose||1h Weapon||Decisive||Absorb Stamina||Cyrodiil or Guild Trader|
|Shield 1||Desert Rose||Shield||Sturdy||Stamina||Cyrodiil or Guild Trader|
|Weapon 2||Desert Rose||Ice Staff||Infused||Crusher||Cyrodiil or Guild Trader|
Notes: This setup has been my absolute favorite over the last 2 years to run dungeons and trials with, giving you a nearly endless Magicka supply to play with, while still providing some group utility in the form of significantly cheaper ultimates.
|Sorcerer Tank PvE Build – Beginner|
|Head||Scourge Harvester||Heavy||Infused||Prismatic||Vet Wayrest Sewers 2|
|Shoulders||Scourge Harvester||Heavy||Sturdy||Health||Undaunted Chest|
|Gloves||Ebon Armory||Heavy||Sturdy||Health||Crypt of Hearts|
|Legs||Ebon Armory||Heavy||Infused||Prismatic||Crypt of Hearts|
|Necklace||Ebon Armory||Jewelry||Healthy||Magicka Recovery||Crypt of Hearts|
|Ring||Ebon Armory||Jewelry||Healthy||Magicka Recovery||Crypt of Hearts|
|Ring||Ebon Armory||Jewelry||Healthy||Magicka Recovery||Crypt of Hearts|
|Weapon 1||Torug’s Pact||1h Weapon||Decisive||Absorb Stamina||Crafted|
|Shield 1||Torug’s Pact||Shield||Infused||Stamina||Crafted|
|Weapon 2||Torug’s Pact||Ice Staff||Infused||Crusher||Crafted|
Notes: Simple and easy to acquire, this serves as the “beginner build” of this guide, giving you a powerful starting point capable of completing any content in the game.
Alternative Traits & Enchants
- Armor Traits/Enchantments: Infused can be replaced with Reinforced or more Sturdy as needed based on personal preference. If you can’t afford to use Prismatic glyphs, run all into Health.
- Jewelry Traits: When not in trials, I prefer to run Healthy instead of Harmony due to the reduction in available synergies. With the current setup, activating a Shard or Orb synergy on your front bar will restore stamina, while activating it on the back bar restores magicka, if you only want to restore stamina regardless of the bar you are on, simply replace the Arcane trait on your ring with either a Harmony or Healthy trait.
- Weapon Enchantments: At the expense of some armor penetration, you can swap the Crusher and Absorb Stamina enchantments to gain a massive increase to your Stamina sustain while blocking. I use this a lot in dungeons, where the slight increase to group damage doesn’t matter all that much.
Alternative Gear Choices
- Akaviri Dragonguard: A beautiful set for any tanking setup, Dragonguard provides bonus health, magicka recovery, and most importantly, it reduces the cost of your ultimates by 15%, oh and it’s an overland set (so no farming necessary). I primarily run this inside of dungeons for a super cheap Permafrost, or in trials for the Warhorns if the other tank has Ebon covered already.
- Desert Rose (Dungeon Only): Honestly I am amazed that I haven’t seen this set used in any tank builds I’ve found, it’s incredible for tanking! Rose, aside from having no wasted set bonuses, grants a potential 1204 magicka recovery while taking damage, it’s only downfall is that it’s a light armor set (easily rectified by running this on your weapons and jewelry). The reason this set is unused in trials, is that with your undaunted passives, the amount of synergies you’ll be activating will cover most of this sets sustain.
- Ebon Armory: A staple set in the tanking role, Ebon provides an extra 1118 health to everyone in your group, it’s a basic but good set, and it happens to create three glowing red orbs that float around you (basically it makes you look like a boss). It’s really nice for beginners as well as veteran tanks, as it’s super easy to farm for any player, and provides a highly desired buff in harder content.
- Blood Spawn (Monster Set): A fantastic set on any tank, Blood Spawn provides high bonus resistances, extra stamina recovery, and absolutely stupid amounts of ultimate generation, seriously what’s not to like. My only gripe with this set, is that the resistances are linked to the proc, meaning that sometimes you’ll have massive resistances, and other times you’ll be on the low end, to combat this I’d try and get as close to 30k resistances as reasonably possible (this ensures you are close to capped resistances without the Blood Spawn proc, and only a few thousand over cap when it’s up).
- Scourge Harvester (Monster Set): Scourge Harvester holds a special place in my heart, as what amounts to be the most underrated tanking monster set in the game, this set helped me in clearing some of the most difficult vet DLC hard modes in the game, and I still to this day like to fall back on it during fights where heavy defile is present (I’m looking at you Fang Lair HM). When operating at max potential, this set provides a decent heal and Major Vitality for 4 seconds out of every 6.
- Bahraha’s Curse/Leeching Plate (Dungeon Only): I list these two sets together as they share the exact same function, with only slightly different means of activating the sets, their sole purpose is to create small AOE’s that deal damage to all enemies within them while healing you for the damage dealt. If you want to be immortal in fights with large quantities of enemies, then one or both of these sets are for you, however I don’t recommend them inside of trials, as you will likely have a healer focusing on you most of the time anyways, and they provide absolutely nothing for the group.
- Battalion Defender (Dungeon Only): This Set is actually quite powerful, providing constant (and fairly strong) healing to you or nearby allies. The only reason I recommend this set be “Dungeon Only” is because it is limited to healing only one person per second, causing the set to be far less impactful when it has a whole trial team as potential targets.
- Plague Doctor: The de facto “selfish” tank set (or the pinnacle of health tanking), Plague Doctor is used when the tank is in need of the extra health and healing from Polar Wind. I don’t personally use this much anymore, but in fights where you are separate from the group (off tanking vSO for example) it’s a good set to have on hand.
- Lord Warden (Monster Set): Another classic for tanks, Lord Warden provides nearly 7k resistances with permanent uptime, 3k upfront, and the rest when standing in the AOE the set creates on taking damage (100% uptime during combat, refreshing every 10 seconds), allies can also gain the resistances from the AOE. I don’t personally use this set as I am already at borderline capped resistances, so the set would mostly go to waste on my setup.
- Crimson Oath’s Rive: The successor to Roar of Alkosh, Crimson Oath allows you to consistently lower the Armor rating of nearby enemies, effectively increasing the parties damage output.
Final Notes on Gear
There are so many sets that can lend to your role as a tank, that I couldn’t possibly list more than a fraction of what’s out there. The biggest thing that I can recommend, is to look through lists of sets, including light and medium (as you can put them on your weapons and jewelry), and have fun experimenting with what works for you! What is “Meta” rarely matters outside of veteran trials, so have fun with your tank, you’re playing the most customizable role in the game.
I put 44 points into Health and 10 into Stamina and Magicka, but this is just personal preference, the common rule with stats on a tank, is to have a minimum of 35k Health in your chosen gear and to keep your stamina higher than your magicka for Orbs and Shards.
Main Bar – Sword and Shield: Pierce Armor, Silver Leash, Summon Unstable Clannfear, Bound Aegis, Dark Deal, Replenishing Barrier
Back Bar – Ice Staff: Boundless Storm, Elemental Blockade, Summon Unstable Clannfear, Inner Rage, Critical Surge, Aggressive Horn
Skill Descriptions and Alternative Options
- Pierce Armor: This is your primary taunt, and your source of the Major and Minor Breach debuffs, a staple skill on any tank build and 100% necessary.
- Silver Leash (Flex): Silver Leash acts as your pull for this class with the only downside being it costs Stamina to cast.
- Summon Unstable Clannfear: Your primary burst heal on this build, the Clannfear restores a massive amount of your max health. You also get a cute, and disturbingly indestructible pet to follow you around.
- Bound Aegis (Flex): This skill allows you to survive things you have no right too, reducing the damage you receive from things you block to almost zero, cast this right before a powerful hit or when you are horribly debuffed.
- Dark Deal: One of my favorite skills in the game, Dark Deal restores an insane amount of Stamina and Health for a low Magicka cost, keep in mind that this skill will drop your block, so be careful when you use it.
- (Ult) Replenishing Barrier: A fantastic group defensive ultimate that places a damage shield on every ally within range. As each shield expires, you regain 1000 Magicka, giving you a ripcord to pull if you desperately need resources.
- Boundless Storm/Balance: Boundless Storm grants you your Armor buff, a speed buff , and an AOE source of lightning damage. Balance is the your primary alternative to Storm, but requires a little extra skill to use, as it costs a large amount of health (it restores a large amount of magicka on casting) and reduces your healing done and the strength of your shields by 50% for 4 seconds (note that this debuff can’t be purged, but it has no effect on your healing received from other sources, such as your healer).
- Elemental Blockade: The ultimate multi purpose skill, Blockade (specifically Frost) provides a large AOE snare, the potential to provide the Chilled status effect (basically AOE Minor Maim + a Crit buff for the group) and a root, all while being a reliable way to activate our back bar weapon enchantment. Primarily you will have a Crusher enchantment tied to this, but when you’re first learning to tank, having a Absorb Stamina glyph in its place can be a god-send.
- Inner Rage: Inner Rage is your ranged taunt, you’ll mostly be using this to help with controlling adds or mini bosses that you are unable to pull with Leash.
- Critical Surge (Flex): This skill provides and absolutely insane amount of passive healing, however it is probably the first skill I’d replace if I needed space, just due to how tanky Sorcerer already is.
- Aggressive Warhorn: While not technically a trial only ultimate, that’s the only place I personally use it, Warhorn provides a decent damage and stat buff to everyone in the general vicinity helping power through burn phases on bosses. The reason I don’t tend to run this much outside of trials, is because in a trial, you are buffing 8 damage dealers, in dungeons that number is only 2, so the ult becomes less impactful as the number of players decreases.
- Restraining Prision: This ability acts as an AOE root for everything in front of you, and is a reliable source of Major Vitality
- Ball of Lightning: Ball of Lightning is an interesting skill, granting you a short range teleport, 2 seconds of immunity to snares and immobilizations, and immunity to projectiles for 3 seconds. It’s useful on occasion, but I found it significantly more reliable to just block the projectile with Bound Aegis instead.
- Absorb Missile: A situational skill that when used against bosses with powerful projectile attacks, absorbing a large amount of the damage and healing you as it hits.
- Heroic Slash: Heroic is a classic on many tanks bars, and for good reason, it provides ultimate generation and a reliable source of Minor Maim.
- Shielded Assault: A gap closer for those rare occasions when you’ll need one (vHoF for example).
- Crushing Shock: Your ranged interrupt, nothing fancy here, but insanely useful in the right situations.
- Deep Thoughts: A channel ability that restores 1500 health, and 2000 magicka and stamina every second, and thanks to passive you have Major Protection during the channel. This ability follows the same rules as Invigorating Drain, it drops your block on activation and can be canceled by blocking, so be careful.
- Bone Surge: This is a classic on my bar since the start of Wolfhunter, Bone Surge provides a rather large damage shield (30% of your max health) to yourself, but the main draw of this skill is the synergy, if an ally activates it, they and three others get a damage shield equal to 100% of their max health and Major Vitality for a short duration.
- Overflowing Altar: This skill places Minor Lifesteal on every enemy in a large radius, and more importantly it provides a synergy that when taken, restores 72% of the activators max health. This won’t be something that you’ll need to slot all the time, but during certain trials/dungeons, where the incoming damage is too high to outheal (usually because of other debuffs present), this skill comes in handy.
- Efficient Purge: Another situation skill, Purge removes 2 negative effects from everyone in your group at the cost of 5000 magicka (ugh), you’ll only really need this in certain trials where the quantity and power of the debuffs present is to much for just the healers to deal with.
- (Ult) Suppression Field (Dungeon Only): My favorite ultimate for running harder vet dungeons, this ability stuns all enemies within it and thanks to passives, heals you for 10% of your maximum Health every second while it damages enemies.
Vampire vs. Mortal
As much as I miss Vampirism, I just can’t bring myself to use or recommend it for tanks. The passives are just too punishing for abilities that really don’t benefit your role.
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.
- Eldritch Insight — 20
- Tireless Discipline — 20
- Quick Recovery — 20
- Hardy — 20
- Preparation — 20
- Elemental Aegis — 20
- Duelist’s Rebuff — 50 (Slotted)
- Unassailable — 50 (Slotted)
- Enduring Resolve — 50 (Slotted)
- Bulwark — 50 (Slotted)
- Blessed — 20
- Piercing — 20
- Flawless Ritual — 40
- Battle Mastery — 40
- Boundless Vitality — 50 (Slotted)
- Fortified — 50 (Slotted)
- Rejuvenation —50 (Slotted)
- Tireless Guardian — 20
- Fortification — 30
- Hasty — 16
- Hero’s Vigor — 20
- Sustained by Suffering — 50 (Slotted)
- Tumbling — 30
- Defiance — 20
- Savage Defense — 30
- Nimble Protector — 6
- Sprinter — 20
- Mystic Tenacity — 50
- Gilded Fingers — 50
- Fortune’s Favor — 50
- Wanderer — 15
- Steadfast Enchantment — 50
- Treasure Hunter — 50 (Slotted)
- Rationer — 30 (Slotted)
- Liquid Efficiency — 75 (Slotted)
- Meticulous Disassembly — 50 (Slotted)
- Breakfall — 50
- Soul Reservoir — 33
- Inspiration Boost — 45
Other Important Info
Bewitched Sugar Skulls (Max Health, Health Recovery, Magicka & Stamina)
Atronach – Increased Magicka Recovery
- Nord (My Personal Character)
- Nords are by far my favorite race when it comes to tanking, but it’s not because of the ultimate generation, it’s because Nords have a large bonus to Physical and Spell resistances, which allows a lot of freedom in your gear and trait choices. If you end up choosing another race, just keep in mind you will have to make some adjustments to regain the missing resistances.
- Imperials are a fantastic choice for tanks, they have an amazing stat pool, and have a sizable cost reduction to everything they do.
- The classic support/tank race, Argonians provide extra healing and a burst of resources returned every time you use a potion.
Final Notes on Races
You can effectively tank on any race in the game, all you have to do is adjust some enchants, traits, or even an entire gear set, but since you aren’t chasing any parse or number other than fulfilling your job of controlling the bosses and adds, there is no penalty for playing as whatever race you enjoy the most. The races listed above are just the ones that I feel lend themselves best to the role.
- Potion: Tri-Stat — Restore Health, Stamina & Magicka. (Bugloss, Columbine and Mountain Flower)
- Poison Choice 1: Drain Magicka Poison — Drain Magicka (Bugloss and Lady’s Smock)
- Poison Choice 2: Drain Stamina Poison — Drain Stamina (Dragon Thorn and Mountain Flower)
Class (all), Heavy Armor (all), Destruction Staff (all except for Tri-Focus, only take that passive if you want to use magicka when blocking on your staff bar), One Hand and Shield (all), Undaunted (all), Psijic Order (only if your using Deep Thoughts, grab Concentrated Barrier and Deliberation), Raciel (all), Alchemy (Medicinal Use), Support (Magicka Aid)
Tips & Misc.
- Keep your Bull Netch up at all times, it’s your primary means of stamina sustain! Feel free to refresh this as often as you want, it’s free and thanks to passives, it generates ultimate and heals you on refresh.
- Heal your allies as often as possible, you don’t necessarily have to cast your big heals non stop, but at the very least keep Lotus or Leeching running as often as possible. You want to do this to keep your Green Balance passives up which for those who haven’t checked on them, have the ability to give you Major Mending, 250 stamina or magicka every second while healing allies, and 10% increased max health for you and allies (ya, Green Balance is stacked).
- When grouping add waves, remember you don’t necessarily have to taunt everything, just the “danger” adds, ones with one-shots, crowd controls, or some other annoying thing for a DPS/Healer to have to deal with, the majority of adds can simply be held by hitting them with Frost Blockade and Frozen Device. Also make sure you are the first to attack a group (preferably with AOE), most adds will “soft taunt” onto the first player that hurts them (especially if it happens to apply a slow or root), giving you a couple seconds to group em up before they start hitting allies to much.
- Many heavy attacks, from both bosses and high priority adds, can be dodged with the right timing, it’s super helpful to take the time to learn this on normal where you won’t die if you fail, so you can completely negate massive amounts of damage come time for vet content.
- And finally the biggest tip I can possibly give, “learn mechanics”. I can’t stress this enough, a tank who has lots of survivability and understands all the relevant mechanics can carry a lot of groups to victory (especially if your knowledgeable enough to teach the mechanics to others). That being said, don’t be afraid to jump into content, pull up a quick guide and skim it if you need, nothing will teach you like doing it!
If you have any questions about the build, you can reach me on DottzGaming’s Discord server https://discord.gg/dottzgaming , my user name is @Azrau
Alternatively if you would like to see this build in action or any other build I play, you can catch me live streaming over here on Twitch https://www.twitch.tv/azraugaming every weekday.
8/15/2019 – Build created.
10/21/2019 – No changes from scalebreaker to dragonhold
2/27/2020 – no changes for harrowstorm
6/3/2020 – removed vampire
8/28/2020 – no changes for stonethorn
11/3/2020 – no changes for markarth
3/29/2021 – updated for flames of ambition
6/10/2021- cp updated
9/2/2021- cp and alt sets updated
11/3/2021 – no changes for deadlands
3/24/2022- no changes for ascending tide
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