Guardian: Warden Tank Build

General info

This Warden build is for the Morrowind patch of the Elder Scrolls Online. It's main goals are to self-sustain in a patch where the overal resource sustain in all roles was heavily nerfed. I would say the warden does quite well at this. It makes a good, solid tanking class. Of course more as an off-tank, but it can definitely work as a main tank too. The class has many strong skills that can create intersting advantages for tanks.

Just up front. This build is suited for Veteran Dungeons and Veteran Trials.

As far as sets go I choose to go with two main sets. The first being Alkosh. Yes, I know, still Alkosh. The debuff it provides is simply too strong. It will allow your allies to gain a significant dps increase at a very small cost. This set is still extremely powerful, though I would no longer say both tanks run it. Preferably only one tank runs the set. You can farm this set in the Maw of Lorkhaj, a trial in Reapers March. You will need the Thieves Guild DLC or ESO+ for that.

The second set is Plague Doctor. This for one simple reason: health stacking. Plague Doctor in itself gives a tremendous amount of health. We will see lateron why this is important. Also, Plague Doctor comes in heavy. You can farm this set in Deshaan, it is an overland set.

Monster sets

The Morrowind patch is all about sustain. And to be honest there are quite some interesting two-piece monster sets. However, using two one-piece sets that give magicka recovery will boost your sustain by quite a bit. I would say this is the superior option for now. It is a strong combination. You can farm Shadowrend in Banished Cells I and you can farm Chokethorn in Elden Hollow I.


Our setup will look like this:

Gear - Standard setup

Hover with your mouse over the set names to see their details.

Armor Piece Set Enchant Trait
Head Shadowrend (H) Prismatic Defence Sturdy
Shoulder Chokethorn (H) Prismatic Defence Sturdy
Body Plague Doctor (H) Prismatic Defence Sturdy
Hands Plague Doctor (H) Prismatic Defence Sturdy
Waist Roar of Alkosh (M) Prismatic Defence Sturdy
Legs Plague Doctor (H) Prismatic Defence Sturdy
Feet Plague Doctor (H) Prismatic Defence Sturdy
Necklace Plague Doctor (H) Shield Play Healthy
Ring Roar of Alkosh Shield Play Robust
Ring Roar of Alkosh Shield Play Robust
Main Hand 1 Roar of Alkosh Crusher Defending
Shield 1 Roar of Alkosh Prismatic Defence Nirnhoned/Reinforced
Main Hand 2 Roar of Alkosh Crusher Powered
Shield 2 Roar of Alkosh Prismatic Defence Nirnhoned/Reinforced

 

Full sturdy, why?

With the changes to CP and the general hit to sustain it becomes crucial to reduce the cost of block as much as possible. If you have seen my video on block cost reduction you know that sturdy and shadow ward cp diminish each other's value. While that is still true, there is no other useful place to allocate cp or useful traits to put on your armor. Therefore this combination is superior in the Morrowind patch.

Best race choice

1. Argonian -> Extre healing output and input, plus a built in resource management system.
2. Imperial -> 12% health is still a massive bonus that cannot be neglected.
3. Nord / Orc -> Both have good tanking traits, but are not as strong as the ones listed above.

Stats & Supplies

In this patch tanks will play way more health oriented. This has one big reason: barely anything useful scales with max magicka or stamina. Health on the other hand does have some skills that scale with it. For the warden that is the Polar Wind heal skill. Making it extra strong. For this reason we generally go for about 45k health. That is a minimal amount, more can always an option. Whatever attribute points you have left should be divided over magicka and stamina, but make sure your stamina is a little higher than your magicka. We want a little more stamina because the resource return of Spear Shards and Mystic Orbs will now be based on your max stat.

As for supplies we will use purple cp150 food that increases all our max stats. As for potions we will use the tri-stat potions that give back stamina, magicka and health (cp150 of course). Inm some fights it is still nice to use major vitality/lingering health pots, but you will have to see which ones suit you best.

Mundus stone -> The Atronach (magicka recovery). It is still important to keep magicka recovery up. Most of your utility skills cost magicka and you will be able to regen this while blocking.

Be a vampire. Yes, the 10% magicka regen is worth it. The extra fire damage is a joke.

Champion Points

Warrior Constellation

Elemental Defender -> 37 points
Hardy -> 37 points
Thick Skinned -> 48 points
Ironclad -> 66 points
Heavy Armor Focuss -> 2

Thief Constellation

Shadow Ward -> 95 points
Tumbling -> 40 points
Arcanist -> 75 points

 Mage Constellation

Blessed -> 100
Elf Born -> 80
Melee Weapons Expert -> 30 points

 

Skills

Hover with your mouse over the skill names to see their details.

Bar 1:

Heroic Slash: Debufs the enemy with minor maim, making sure they do 15% less damage. Will also give you minor heroism, increasing your ultimate gain.
Pierce Armor: Melee taunt that runs 15 seconds. Also debufs the enemy for 12 seconds with major fracture and major breach.
Ice Fortress: Your major resistance buffs, plus you will also gain Minor Protection, reducing incoming damage by 8%. This skill will also give the major buffs to up to six allies, which is extremely powerful. Now, this version has less range, but that is actually better. Because this way you make sure that you always protect the people in melee range and those are the ones that need it the most.
Absorb Magick: Will give you 8% block cost reduction and 8% damage mitigation by having it slotted. Also handy to spam in heave projectile fights, like Rakkhat in Maw of Lorkhaj.
Leeching Vines: A heal in front of you. This skill in itself is not that special, but the passive from this tree called "Nature's gift" states "When healing with a Green Balance ability, gain Magicka or Stamina. Restores your lowest resource pool. ". Meaning you will be able to regain resources thorugh healing allies.
Ultimate -> Eternal Guardian: Now we DO NOT use this skill. Due to the Animal Companions passive 'Flourish' you will gain 12% magicka recovery for slotting this ability.

Bar 2:

Shimmering Shield: A reflective skill that also makes you gain extra ultimate while you reflect projectiles. Useful in fights with lots of projectiles, like Varlariel.
Frozen Device: An interesting skill that lets you place a portal. Once triggered the enemy will be teleported to you, and receives Major Maim for 4 seconds. This can be useful, though it needs to be placed carefully and you can only have one active at a time. It could theoretically replace the chains of a DK, but in practice it is much slower.
Inner Rage: A taunt that you can use on range to initiate encounters. It will cost magicka, but it also has a stamina morph. Which one you chose is a matter of personal preference.
Bull Netch: A free cast skill that will summon a netch. This netch will restore stamina to you via a beam. A very handy way of restoring stamina while blocking.
Polar Wind: A self heal that scales of health, but more importantly, also heals an ally based on your max health. Meaning that you can create poweful heals by using a health build. Which we are doing right here.
Ultimate -> Aggressive Horn: An ability that will increase your group's crit damage for 10 seconds and it will increase all their stat pools by 10% for 30 seconds. This is by a clear mile the strongest ultimate to use for tanks

 

If you have any questions leave them on my Twitter @WoelerGaming.