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Warden Tank PvE Build ESO – The Lich Queen

Warden Tank PvE Build ESO – The Lich Queen

Build Written By: Azrau – PC NA  

Role: Tank

Patch: Markarth

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. Tips & Misc.
  4. Contact Info
  5. Update Log


Welcome to DottzGaming.com’s Warden Tank Build, The Lich Queen, for the Elder Scrolls Online!

Warden Tank has been my primary character in PvE for almost a year now, I’ve had the fun of learning how to successfully tank nearly all veteran content in the game, so far only missing the hard modes in dlc trials, and in that time I’ve picked up a setup that I am 100% happy with, so without anymore of my ramblings, let’s get into this build!

Note:  These are setups that have had great success in my endeavors, that being said, tanking is a role that allows quite a bit of customization, so if you don’t feel like a particular set, trait, race, etc…. is for you, change it, experiment and have fun finding what works best for you.



Warden Tank PvE Build – Trials Main Tank
Gear Slot Set Weight Trait Enchant Acquisition
Head Stonekeeper Heavy Infused Prismatic Vet Frostvault
Shoulders Stonekeeper Heavy Sturdy Health Undaunted Chest
Gloves Perfected Claw of Yolnahkriin Heavy Sturdy Health Sunspire
Legs Perfected Claw of Yolnahkriin Heavy Infused Prismatic Sunspire
Chest Perfected Claw of Yolnahkriin Heavy Infused Prismatic Sunspire
Belt Perfected Claw of Yolnahkriin Heavy Sturdy Health Sunspire
Boots Perfected Claw of Yolnahkriin Heavy Sturdy Health Sunspire
Necklace Roar of Alkosh Jewelry Harmony Shield-Play Maw of Lorkhaj
Ring Roar of Alkosh Jewelry Healthy/Harmony Magicka Recovery Maw of Lorkhaj
Ring Roar of Alkosh Jewelry Healthy/Harmony Magicka Recovery Maw of Lorkhaj
Weapon 1 Roar of Alkosh 1h Weapon Decisive Restore Stamina Maw of Lorkhaj
Shield 1 Roar of Alkosh Shield Sturdy Stamina Maw of Lorkhaj
Weapon 2 Roar of Alkosh Ice/Lightning Staff Infused Crusher Maw of Lorkhaj

Notes: This is an advanced setup that helps optimize the damage output of your group as the Main Tank, if you don’t have this gear yet, or would simply like to run a different gear layout, check out the alternative gear choices listed below (though I wouldn’t recommend running the sets marked “Dungeon Only” as they don’t provide any group buffs, neither directly nor indirectly).

I personally use a frost staff in all my setups, but if you are comfortable with having a harder time blocking when on your back bar, a lightning staff can help increase the groups overall damage by increasing the “Off Balance” uptime on the boss.

For the Off Tank: As Claw is something that only the main tank will be able to reliably keep up in a boss fight, I would recommend replacing it with (A) Ebon or (B) one of the alternative heavy armor sets if Ebon is already covered by a healer or the third tank (in the case of Cloudrest).

Warden Tank PvE Build  – Dungeons
Gear Slot Set Weight Trait Enchant Acquisition
Head Stonekeeper Heavy Infused Prismatic Vet Frostvault
Shoulders Stonekeeper Medium Sturdy Health Undaunted Chest
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: By far my favorite iteration of my dungeon setup, this has a tremendous amount of magic and stamina sustain, capped resistances, and powerful group heals, all wrapped up in an easily obtainable package (minus the Stonekeeper :p ).

Dragonguard is easily replaceable with any of the alternative sets listed below in this setup, the real winner here is Desert Rose (and is the primary reason I love this build so much).

Important to note, with this setup, activating a Shard or Orb synergy on your front bar will restore stamina, while activating 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 necklace with either a Harmony or Healthy trait.

Warden Tank PvE Build – Beginner
Gear Slot Set Weight Trait Enchant Acquisition
Head Scourge Harvester Heavy Infused Prismatic Vet Wayrest Sewers 2
Shoulders Scourge Harvester Medium Sturdy Health Undaunted Chest
Gloves Ebon Armory Heavy Sturdy Health Crypt of Hearts
Legs Ebon Armory Heavy Infused Prismatic Crypt of Hearts
Chest Torug's Pact Heavy Infused Prismatic Crafted
Belt Torug's Pact Light Sturdy Health Crafted
Boots Torug's Pact Heavy Sturdy Health Crafted
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: I use the term “Beginner” lightly here, this build is the primary setup I used to learn how to tank on the Warden (and clear some of the most difficult DLC vet hard modes in the game), it trades a little group damage buff (about a 1200 resistance debuff) for significantly increased stamina sustain, allowing you to block and dodge roll more often than your standard setup, and thanks to our monster set, you have an absolutely ridiculous amount of healing.
As you grow more comfortable with mechanics and watching for heavy attack opportunities, you can swap the Crusher enchant to your back bar to increase your groups damage slightly, your stamina sustain will take a small hit, but nothing crippling.
Just like my primary dungeon build, the body set “Ebon” is easily replaced in this setup, the primary reason it’s listed is because how good it is, especially when compared to how easy it is to acquire, the monster set mixed with the Torug’s Infused Absorb Stamina is what really makes this setup powerful for beginners to learn the play style on.

Gear Choices

  • Claw of Yolnakhriin: The new heavy armor set out of Sunspire, Claw is a fantastic set for the Main Tank in a trial, it provides a unique buff (Minor Courage) that can be kept up with 100% uptime as long as you can keep a taunt up, which is why the Main Tank runs this and not the Off Tank.
  • Roar of Alkosh (Trial Only): This set is a medium armor set from MoL that provides a powerful resistance debuff on all targets in front of you whenever you activate a synergy, increasing group damage by quite a bit actually, very impressive for a single set. It’s primary drawbacks are that it provides absolutely no benefit to the tank using it, and that you must feed about 3-4 different synergies to your tank spread out over a 20 second period, and continue doing this for the entire fight in order to keep good uptime on the set (this is why it’s a trial only set, very rarely will you have the needed synergies to keep this up outside of trials).
  • 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 using 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: A staple set in the tanking role, Ebon provides an extra 1118 health to everyone in you 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.
  • Torug’s Pact: Despite the recent nerfs to one-handed enchants, this set is still a top tier tank set, buffing the hell out of your crusher enchantment (specifically when back barred) and if you’re using Infused on your front bar with an Absorb Stamina glyph, your stamina sustain is super strong. Overall Torug’s is one of my favorite beginner sets, it’s one the easiest sets to acquire in the game (it’s a crafted set that only requires 3 traits researched) and it remains competitive from the easiest dungeons all the way to the hardest vet trials.
  • Stonekeeper (Monster Set): Stonekeeper is to put simply, a hilariously powerful set, that allows you to nearly perma-block and heal through some of the most sustain intensive fights in the game. The set builds up charges as you block, once at 6 charges the set detonates, restoring health, magicka, and stamina, in portions nearly equal to a tri-stat potion (this set can activate every 20 seconds when used to its max potential).
  • 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.

Alternative Gear Choices

  • Bahraha’s Curse/Leaching 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.
  • Steadfast Hero (Specific Setup): This is an interesting set to me, because as a Warden, it pairs amazingly well with the Blue Betty (which I use on occasions when I want to block with magicka on the back bar using the Tri-Focus passive). This is less of a recommendation, and more of an example that there are many interesting sets out there, that could be a lot of fun on more unique builds.
  • 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).
  • 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 got to waste on my setup.

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 then 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 all of my points into Health, 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.


Pierce Armor Leeching Vines Polar Wind Budding Seeds Bull Netch Healing Thicket
Ice Fortress Elemental Blockade Frozen Device Inner Rage Bone Surge Aggressive Horn

Main Bar – Sword and Shield: Pierce Armor, Leeching Vines, Polar Wind, Budding Seeds, Bull Netch, (Ult) Healing Thicket

Back Bar – Ice/Lightning Staff: Ice Fortress, Elemental Blockade, Frozen Device, Inner Rage, Bone Surge, (Ult) Permafrost or Aggressive Warhorn

Note:  This is just my most common bar setup, many times while tanking you’ll find that some skill layouts are better than other depending on situation, so experiment a bit to find the ideal setup for you.  Anything marked (Flex) in the section below is something I can take off my bar if I need/want to use other skills at the moment.

Skill Descriptions and Alternative Options

  • Pierce Armor:  This is you primary taunt, and your source of the Major resistance debuffs, very staple skill on any tank build and 100% necessary.
  • Leeching Vines/Lotus Blossom (Flex):  Both of these are very cost effective heal over time abilities that can activate your Green Balance passives.  Leeching applies a vine to you or a ally that heals its target every time they take damage while applying Minor Lifesteal to the source of the damage.  Lotus grants you a buff that causes your light/heavy attacks to heal you or a nearby ally, and it gives you Major Prophecy (increasing the crit chance on all of your healing abilities).
  • Polar Wind:  Your primary burst heal on this build, Polar Wind restores a respectable amount of your max health to both you and one nearby ally, and places a small heal over time on you.
  • Budding Seeds (Flex):  This is a powerful AOE heal, little weaker than Polar Wind, but at a significantly cheaper price, all while providing an extra synergy to the group (that happens to heal them) and activating your Green Balance passives.  Note that the primary heal from this ability is delayed by 6 seconds unless you activate the ability a second time, which is why I don’t use this as my primary heal.
  • Bull Netch:  This skill is completely free, provides massive stamina sustain, and thanks to passives it gives you a small heal and generates some ultimate when you refresh it.  Occasionally I use the Blue Betty morph when I’m messing around with magicka blocking, as an added benefit, the Blue Betty removes one negative effect when refreshed.
  • (Ult) Healing Thicket:  I absolutely love this ultimate, it’s cheap, provides good healing, and it generates magicka and stamina while it’s healing allies thanks to your Green Balance passives.  Ideally you won’t have to cast this often, instead saving for your more powerful ultimates, but the point of this ultimate is to act as a “pull in case of emergency” option.
  • Ice Fortress/Balance:  A simple and fairly powerful ability, this skill grants you your major resistance buffs and Minor Protection, it also applies the major resistance buffs to nearby allies.  Balance is the your primary alternative to Fortress, but requires a little extra skill to use, as it costs a large amount of health (restores magicka on cast though) 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) 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.
  • Frozen Device (Flex):  Your primary pull for the Warden, Device places a rune at the target location, which arms after a small delay, the enemy closest to the center of the rune will be transported to you, immobilized in place, and have Major Maim applied to them for 4 seconds.  Note that this skill has zero effect on CC immune targets, it will not consume the rune if they enter it, and they will not be affected by the maim.
  • 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 Device.
  • Bone Surge (Flex):  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.
  • (Ult) Permafrost (Dungeon Only):  My favorite ultimate for running harder vet dungeons, this ability provides Major Protection to you and nearby allies for 8 seconds, creates an AOE snare centered on you, and stuns everything it touches after 3 ticks of damage.  Save this for high damage phases or when a lot of high priority adds are up.
  • 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.

Alternative Skills

  • Deceptive Predator:  When you have the extra space, this skill reduces the damage you take from AOE by 10% simply for having it slotted, activating the skill provides Major Expedition for 6 seconds.
  • Gripping Shards:  While not a must slot, Gripping is most certainly a useful skill, providing a snare, a guaranteed AOE immobilize, and a good chance to provide the Chilled status effect (further reducing the need to run a source of Minor Maim), this ability is fantastic at controlling larger add waves, especially when paired with Frost Blockade.
  • Shimmering Shield/Absorb Magic:  A situational skill that when used against bosses with powerful projectile attacks, provides massive survivability and ultimate generation.  Note this skill can completely nullify Zmaja’s heavy attack without the need to block (normally a tank that doesn’t block this will be one shot, and even with blocking, you’ll take at least 20k damage without Shimmering).  Absorb Magic has a similar function, but instead of ultimate generation, this skill heals you as it absorbs the spell projectile (very powerful when faced with a boss like Lord Warden or Rakkhat), you’ll find that some fights benefit more from Absorb, while others Shimmering, just depends on what you need at the time.
  • 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.
  • Invigorating Drain:  A channel ability that heals you and generates 5 ultimate a second, note that using this skill drops your block (blocking again cancels the skill early) so be careful when you activate this.
  • Deep Thoughts:  A channel ability that restores 1710 health, and 1914 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.
  • 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 eften, 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.

Vampire vs. Mortal

With the release of Greymoor, I won’t be running Vampirism, the passives are now too punishing for what little reward you get as tank in my opinion.

Champion Points



  • Blessed – 100
  • Elfborn – 100

(You will be left with 70 points to do whatever with, if you are running Leeching Plate I’d place these in Thaumaturge)


  • Warlord – 37
  • Tenacity – 49
  • Arcanist – 37
  • Shadow Ward – 81
  • Tumbling – 66


  • Ironclad – 66
  • Spell Shield – 2
  • Elemental Defender – 43
  • Hardy – 43
  • Thick Skinned – 56
  • Quick Recovery – 23
  • Heavy Armor Focus – 37 

(Note that Heavy Armor Focus is used to balance out my resistances, you may have to adjust the balance between this and Spell Shield depending on your chosen sets.)



  • Blessed – 100


  • Warlord – 18
  • Arcanist – 27
  • Shadow Ward – 40
  • Tumbling – 15


  • Ironclad – 34
  • Elemental Defender – 23
  • Hardy – 23
  • Thick Skinned – 20

Other Important Info

Buff Food

Longfin Pasty w/ Melon Sauce (Max Health, 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 3960 bonus Physical and Spell resistances, which allows a lot of freedom in your gear and trait choices.

-If you would like to use any other race, you will need to find a way to gain back the missing resistances, adjust your traits (Reinforced instead of Infused, and maybe some Protective), Champion Points, or you Monster set accordingly until you have resists you are comfortable with-

  • Imperial

Imperials are a fantastic choice for tanks, they have an amazing stat spread, and have built in stamina and magicka recovery as well as a small heal every 5 seconds.

  • Argonians

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 HP, Mag and Stam) (Bugloss, Columbine and Mountain Flower)
  • Poison Choice 1: Drain Mana Poison: Drain Mana (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.

Update Log

5/30/2019 – Build created.
8/15/2019 – Beginner weapon trait changed and added some recommended poisons for front bar
10/21/2019 – No changes from scalebreaker to dragonhold
2/27/2020 – no changes for harrowstorm
6/3/2020 – removed vampire
8/27/2020 – no changes for stonethorn
11/3/2020 – no changes for markarth

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