ESO Update 50 has introduced Class Masteries, rewarding players who return to a pure class and giving each class access to powerful new passive bonuses.
In this guide, we're taking a deep dive into the best Class Mastery passives for ESO Tanks and looking at how they affect every Tank class, including Dragonknight, Nightblade, Necromancer, Sorcerer, Templar, Warden and Arcanist.
Some classes have received powerful survivability and sustain tools, while others have gained completely new forms of group support. Nightblade in particular may have gone from one of the least desirable Tanks in ESO to one of the strongest Main Tanks, while Necromancer gains incredible Ultimate generation and easier access to Major Vulnerability.
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0:00
Class masteries are finally here in ESO,
0:03
giving players a new reason to return to
0:05
a pure class and move away from
0:07
subclassing. Each class now has access
0:09
to five unique class mastery passives,
0:12
but with only two points available,
0:13
you'll need to choose very carefully.
0:15
Some of these passives provide powerful
0:18
group buffs, some dramatically improve
0:20
survivability and sustain, and others
0:22
have the potential to completely change
0:24
how certain tank classes perform in
0:27
organized group content. These masteries
0:29
were introduced to help reinforce class
0:31
identity while the developers continue
0:33
updating and modernizing each class
0:35
individually, much like we've already
0:37
seen with the recent Dragonknight
0:39
refresh. So, today we're looking at
0:41
class mastery passives that matter most
0:43
for tanks, how they work, which ones are
0:46
worth considering, and which classes
0:48
have come out as the biggest winners
0:50
with update 50.
0:56
The Arcanist gained some solid class
0:59
mastery options for tanking, but it
1:01
finds itself in a very interesting
1:03
position. While these passives make
1:05
Arcanist tanks noticeably stronger
1:06
individually, their most valuable
1:08
group-focused mastery is often much
1:11
easier for an Arcanist healer to
1:12
maintain. Because of that, Arcanist
1:15
tanks have improved, but they may not
1:17
become any more desirable in highly
1:19
optimized groups. Erudite's Vigor
1:22
upgrades Fateweaver Armor, adding minor
1:25
cowardice to attackers, while also
1:27
granting major vitality to you and
1:28
nearby group members. On top of that,
1:31
you'll generate additional ultimate
1:32
based on the amount of Crux that you
1:34
currently have. It's a simple but
1:36
effective mastery. The group utility is
1:38
nice, the extra ultimate generation is
1:40
always welcome, and it doesn't require
1:42
any additional effort to benefit from.
1:44
Fate Realigned upgrades the Implacable
1:46
Outcome passive, which normally grants
1:49
ultimate whenever you consume Crux. The
1:51
real strength for tanks comes from how
1:53
it interacts with Impervious Rune Ward.
1:55
Since Impervious Rune Ward consumes
1:57
crooks to provide a large heal and
1:59
damage shield, this mastery immediately
2:02
restores you back to maximum crooks when
2:04
it triggers. That allows you to quickly
2:06
benefit again from Healing Tides,
2:08
Hideous Clarity, and the Fate's Fortune
2:10
passives, while also making it much
2:12
easier to chain together powerful self
2:14
heals and damage shields. It doesn't
2:16
bring much to the group, but for a pure
2:18
arcanist tank, it's arguably the
2:20
strongest survivability and sustain
2:22
mastery available. Inscribe's Vigor is
2:25
the mastery that most groups will be
2:26
interested in. After healing or
2:28
overhealing enough health in combat, it
2:31
generates a crooks and grants major
2:33
force to both you and your group. The
2:34
problem is that maintaining this effect
2:37
is significantly easier for a healer
2:39
than it is for a tank. A healer can
2:41
simply blanket the whole group with AoE
2:43
healing and achieve extremely high up
2:46
times, whereas a tank has to work much
2:48
harder to trigger it consistently. That
2:51
said, arcanist tanks can still maintain
2:53
respectable up times by combining this
2:55
with Fight Realigned and regularly
2:57
consuming crooks through Impervious Room
2:59
Ward for the additional healing and
3:01
overhealing. It requires far more effort
3:03
and a lot of self healing compared to
3:05
that from the healer role. For most
3:07
arcanist tanks, Fight Realigned is the
3:09
clear first choice thanks to the
3:11
survivability, sustain, and synergy it
3:13
provides with Impervious Room Ward. Your
3:15
second slot largely depends on your
3:17
group. If nobody is maintaining major
3:20
force, Inscribe's Vigor is incredibly
3:23
valuable. If that buff is already
3:25
covered, Erudite's Figure becomes an
3:27
attractive alternative for the
3:29
additional utility and ultimate
3:31
generation. Dragonknight didn't
3:33
necessarily need huge improvements after
3:35
the recent class refresh, but it has
3:37
still gained some useful class mastery
3:39
options. Unlike some of the other
3:41
classes, the Dragonknight's biggest
3:43
limitation isn't the strength of its
3:44
masteries, it's whether your group
3:46
really has another Dragonknight
3:48
providing some of the same benefits.
3:50
Lead from the front upgrades the storm
3:52
voice passive, which normally restores
3:54
health, magicka, and stamina whenever
3:56
you cast an ultimate. This mastery adds
3:59
major berserk and major protection for
4:02
both you and nearby group members based
4:04
on the amount of ultimate spent. Since
4:06
Dragonknights are already excellent at
4:08
generating and spending ultimate, this
4:10
can provide some very strong group
4:12
support while also improving
4:14
survivability during high-pressure
4:15
moments. The only real downside is that
4:18
many organized groups are already
4:20
running Dragonknight damage dealers,
4:22
meaning that this buff may already be
4:23
covered elsewhere. If it isn't, however,
4:26
this is an incredibly strong mastery and
4:28
one of the best reasons to bring a
4:30
Dragonknight tank. Resolute defense is
4:32
the most tank-focused mastery available
4:35
to Dragonknights. The longer you
4:36
continuously block, the more damage that
4:39
you mitigate, building up to an
4:40
additional 30% block mitigation, while
4:43
also giving you the chance to restore
4:45
stamina whenever you block an attack.
4:47
It's simple, effective, and particularly
4:49
valuable during difficult encounters
4:52
where you're forced into extended
4:53
blocking phases. More survivability and
4:56
more sustain is never a bad thing for a
4:58
tank. Booming voice is another upgrade
5:00
to the storm voice passive, this time
5:02
rewarding you with health, magicka, and
5:04
stamina recovery after casting an
5:06
ultimate. The sustain can be
5:07
respectable, especially when using
5:09
expensive ultimates. Spending 250
5:12
ultimate, for example, grants an
5:13
additional 1,250 health, magicka, and
5:16
stamina recovery for 10 seconds. The
5:18
issue is that the benefit comes in short
5:20
bursts, rather than being consistently
5:22
available. Because of that, I think many
5:25
tanks may get more value from inexorable
5:27
descent. This one improves your
5:29
landslide passive, increasing your
5:31
damage done, healing done, and your
5:33
damage shield strength by up to 10%.
5:36
Unlike booming voice, this is extremely
5:38
easy to maintain. As long as you're
5:40
actively dealing damage, you'll
5:42
naturally keep your landslide stacks
5:44
rolling, giving you a near permanent
5:46
increase to all of your self-healing and
5:48
shielding throughout an encounter. For
5:50
most Dragonknight tanks, I'd recommend
5:52
Lead from the Front and Resolute
5:53
Defense. Together, they provide an
5:55
excellent combination of group utility,
5:57
survivability, and sustain. If you're
5:59
already comfortable surviving and want
6:01
to lean further into self-healing and
6:03
shielding, Inexorable Descent is a very
6:05
strong alternative and may end up
6:07
outperforming Booming Voice in many
6:09
situations thanks to its near-permanent
6:11
uptime. Necromancer tanks are looking
6:13
like they are properly back in the
6:15
conversation. The class was already
6:17
known for its strong survivability and
6:19
ultimate generation, but these class
6:21
masteries push their strengths even
6:23
further while also providing some
6:25
additional survivability for newer
6:27
tanks. Veil's Fort is arguably the most
6:30
important mastery for Necromancer tanks
6:33
because it extends all major
6:34
vulnerability effects you apply by 50%.
6:37
From a group perspective, that's huge.
6:39
Turning Tide can now reach 100% uptime
6:41
potential, Stone Hulk's Domination can
6:44
exceed 100% uptime, allowing overlap
6:46
between applications, Archdruid becomes
6:49
significantly more effective at 70%, and
6:52
Glacial Colossus benefits from an
6:54
increased duration to 18 seconds. What
6:56
this really means is that a single
6:58
Necromancer tank can maintain major
7:00
vulnerability far more easily and
7:02
reliably than before, potentially
7:04
removing the need for additional sources
7:06
entirely. The corpse interaction
7:08
attached to this mastery is nice, but
7:10
let's be honest, the real reason you're
7:12
taking this passive is for that major
7:14
vulnerability extension. Malevolent
7:16
Promise upgrades the corpse consumption
7:18
passive, and I genuinely think that this
7:21
might be one of the strongest ultimate
7:22
generation masteries in the entire
7:24
system. Normally, corpse consumption
7:26
grants 10 ultimate whenever you consume
7:28
a corpse, but only once every 16
7:31
seconds. This mastery changes the way
7:33
the passive functions entirely. Whenever
7:35
you consume a corpse, the nearest enemy
7:37
is marked with Death's Touch. That enemy
7:40
can then be treated as a corpse even
7:42
while it's still alive. If you consume
7:45
the death's touch effect, it triggers
7:47
the first stage of corpse consumption
7:49
and grants you an additional five
7:51
ultimate. The important part is that the
7:53
death's touch interaction isn't
7:55
restricted by the normal 16-second
7:57
cooldown on corpse consumption. In
8:00
practice, this means you can consume a
8:02
corpse with necrotic potency, which then
8:04
applies death's touch to the nearby
8:06
enemy, consume that enemy with necrotic
8:09
potency again for another burst of
8:10
ultimate, then consume another corpse to
8:13
immediately reapply death's touch again,
8:15
and just constantly keep repeating that
8:17
process. So, the key thing here is that
8:20
the death's touch can be consumed, and
8:22
then it will proc that tier one corpse
8:23
consumption, and it ignores the
8:26
16-second cooldown on the tier one
8:28
corpse consumption. So, you can keep
8:30
getting that five ultimate by consuming
8:32
the death's touch. And so, if you keep
8:34
using necrotic potency for the six
8:36
ultimate, and then also the five from
8:38
the tier one corpse consumption, that's
8:41
a consistent 11 ultimate gain every
8:43
single time you do it. Meanwhile, the
8:45
normal rank two corpse consumption
8:47
passive is still sitting there ready to
8:49
grant its full 10 ultimate every 16
8:51
seconds whenever you consume a real
8:53
corpse. So, this class mastery
8:55
effectively layers additional ultimate
8:57
generation on top of what already
8:58
exists. For tanks already running corpse
9:01
generating skills like spirit mender,
9:03
backing armor, maybe even skeletal
9:05
arcanist or blast bones, this can result
9:08
in an enormous amount of ultimate
9:10
generation throughout a fight. And I
9:12
think it's going to end up being much
9:14
stronger than many players initially
9:16
realize. Pound of flesh is the more
9:18
defensive class mastery option. Whenever
9:21
you take damage, you have a chance to
9:22
receive a max health scaling heal and
9:25
restore a percentage of your missing
9:26
stamina. The lower your health gets, the
9:29
more likely the effect is to trigger.
9:31
While it doesn't provide the same level
9:33
of group support as the other two
9:34
masteries, it does offer a steady source
9:37
of passive survivability and sustain
9:39
without requiring any additional effort
9:41
from the player. For newer tanks,
9:43
progression groups, or anyone learning
9:45
difficult content, this can be a very
9:47
comfortable option to slot. For
9:49
organized content, Vael's Favor and
9:52
Malicious Intent are easily the standout
9:54
choices. Vael's Favor turns Necromancers
9:57
into one of the strongest and most
9:59
reliable major vulnerability providers
10:00
in the game. While Malicious Intent
10:03
further reinforces the class's already
10:05
impressive ultimate generation. If
10:07
you're newer to tanking or simply want
10:09
additional survivability, Pound of Flesh
10:11
remains an excellent alternative that
10:13
provides reliable healing and sustain
10:15
throughout an encounter. Nightblade may
10:17
be one of the biggest winners of the
10:19
entire class mastery system. The class
10:22
gains stronger survivability, even more
10:24
ultimate generation, and more
10:26
importantly, access to a completely
10:28
unique damage amplification effect that
10:31
organized groups are going to love. For
10:33
years, Nightblade has been one of the
10:35
least represented tank classes in ESO.
10:39
With these class masteries, that could
10:40
change very quickly. Cutthroat's Focus
10:44
is the mastery that could completely
10:45
change Nightblade's place in the tanking
10:47
meta. By activating a Nightblade ability
10:50
while blocking, you briefly gain the
10:52
ability to dodge incoming attacks. If an
10:55
attack is dodged, the enemy takes 5%
10:57
increased damage for up to 20 seconds.
11:00
On paper, that might not sound
11:02
game-changing, but from a group
11:04
perspective, it's enormous. A permanent
11:06
5% damage increase on a boss is not
11:09
something optimized groups are going to
11:11
ignore. There are some limitations with
11:13
this one. It is easier to trigger
11:15
against multiple enemies or fast
11:17
attacking bosses than it is against
11:19
bosses with slower attack patterns.
11:21
However, once the effect is active, you
11:23
have plenty of time to try and refresh
11:25
it with a long 20-second duration. The
11:28
really important thing here is that this
11:30
mastery effectively has to be played by
11:33
a main tank. It absolutely has to be. A
11:35
damage dealer or healer won't reliably
11:37
able to trigger it, and an off-tank
11:39
won't always be on the priority target.
11:41
That's what makes Nightblades suddenly
11:43
so interesting. It goes from bringing
11:46
very little unique utility to bringing
11:48
something that no other tank can
11:50
currently offer. An Eye for Exploitation
11:53
is a much more defensive option. As
11:56
enemies lose health, you gain increasing
11:59
damage reduction, reaching up to 20%
12:01
reduced damage taken during execute
12:04
phases. Anyone who has ever tanked
12:06
difficult execute mechanics will
12:08
immediately see the value here. Think of
12:11
encounters like Dread Sail Reef or
12:13
Cloudrest Aegis hard mode, where
12:15
incoming damage ramps up dramatically as
12:17
the fight progresses. This mastery
12:19
becomes stronger exactly when you need
12:22
it the most. It's not necessarily
12:24
something you'll use in every encounter,
12:26
but it's an excellent progression option
12:28
and a very strong choice for new tanks
12:30
looking for additional survivability.
12:32
And it's really going to help in those
12:34
execute phases on really hard trial boss
12:37
fights. Share the Spoils upgrades the
12:39
Transfer passive, which normally grants
12:42
ultimate whenever you cast a siphoning
12:44
ability. This mastery doubles the
12:46
ultimate you gain, while also providing
12:48
additional resources and ultimate
12:50
generation to your group members.
12:52
Nightblade was already one of the
12:54
strongest ultimate generation classes in
12:56
ESO, and this pushes it even further. If
12:59
you're playing an off-tank or building
13:01
specifically around ultimate uptimes and
13:03
group support, this can become a very
13:05
attractive option. Nocturnal Inspiration
13:08
upgrades the Hemorrhage passive, giving
13:11
your critical strikes a chance to
13:13
generate additional ultimate. The chance
13:15
scales with your weapon critical rating,
13:18
which means tanks won't benefit quite as
13:20
consistently as damage dealers. However,
13:23
tanks do apply a constant stream of
13:25
damage over time effects, debuffs, and
13:27
status effects, giving plenty of
13:29
opportunities for this mastery to
13:31
trigger. On its own, it's solid.
13:33
Combined with Share the Spoils, however,
13:35
it creates a Nightblade that can
13:37
generate enormous amounts of ultimate
13:39
throughout an encounter, making it a
13:41
very compelling option for ulti gen
13:44
focused off tank builds. For main tanks,
13:47
Cutthroat's Focus is the standout
13:49
mastery and potentially one of the
13:51
strongest tank passives added in update
13:53
50. Pairing it with an Eye for
13:55
Exploitation creates a Nightblade that
13:56
offers both unique group utility and
13:58
exceptional survivability during execute
14:01
mechanics. That can be switched for one
14:03
of the other two passives, however, and
14:05
also for off tanks and ultimate
14:06
generation focused builds, Share of the
14:08
Spoils and Nocturnal Inspiration form an
14:11
incredibly strong combination that takes
14:13
Nightblade's already impressive ultimate
14:15
generation to another level. Either way,
14:18
Nightblades look like one of the biggest
14:20
winners of the entire class mastery
14:22
system and may have just gone from one
14:24
of ESO's least desirable tanks to one of
14:27
its most sought-after. Sorcerer has
14:29
gained some useful class masteries, but
14:32
unlike the Nightblade and the
14:33
Necromancer, many of its strongest group
14:35
benefits can often be provided by other
14:37
roles within the group. That doesn't
14:39
mean Sorcerer tanks came out badly,
14:41
though. In fact, some of these masteries
14:43
significantly improve the class's
14:45
already strong sustain and
14:46
survivability, making Sorcerers one of
14:48
the most self-sufficient tank classes in
14:50
the game. Calculated Defense provides a
14:53
very strong group damage buff, granting
14:55
nearby allies 6% weapon and spell damage
14:58
for 20 seconds if the shield created by
15:01
the mastery survives its short duration.
15:04
The challenge for tanks is that you need
15:06
to avoid taking damage for that brief
15:08
0.5 second window. That's naturally
15:11
easier for damage dealer or healer than
15:13
it is for somebody standing directly in
15:15
front of the enemy. That said, the
15:17
window is very short and can often be
15:19
timed around mechanics. It also has a
15:22
little bit of nice synergy with
15:23
abilities like Dark Deal, providing a
15:26
temporary layer of protection while
15:28
you're channeling that ability. It's a
15:30
strong mastery, but one that requires a
15:32
little more management from a tank than
15:34
it does from other roles. Sphere of
15:36
Influence is a much more self-focused
15:38
option. Whenever you apply a damage
15:40
shield, you gain additional shield and a
15:43
sizable boost to your health, magicka,
15:44
and stamina recovery. This pairs
15:46
particularly well with Regenerative
15:48
Ward, a skilled mag a sorcerer tanks are
15:51
already using for the healing,
15:52
shielding, and group sustain it
15:54
provides. The result is even more
15:57
survivability and resource sustain laid
15:59
on top of an already reliable defensive
16:01
tool. It's not particularly exciting,
16:04
but it is effective. Conservation of
16:06
Energy is, in my opinion, the standout
16:09
mastery for sorcerer tanks. Normally,
16:11
the Blood Magic passive only activates
16:13
when casting Dark Magic ability. This
16:15
mastery expands it to work from almost
16:18
every ability that has a cost. The
16:20
result is incredible sustain. If you're
16:22
missing health, you'll constantly
16:24
receive healing, additional magicka, and
16:26
stamina. Since tanks are already casting
16:28
abilities almost continuously throughout
16:30
a fight, this mastery ends up providing
16:33
a constant stream of resources and
16:35
survivability with virtually no effort
16:37
required. It's simple, reliable, and
16:40
incredibly effective, everything that a
16:42
tank wants. For most sorcerer tanks,
16:45
Conservation of Energy is the clear
16:46
first choice thanks to its incredible
16:48
sustain. Your second slot largely comes
16:50
down to preference. Calculated Defense
16:53
offers valuable group utility if your
16:55
group isn't already covering that buff,
16:57
while Sphere of Influence provides
16:59
additional personal survivability and
17:00
sustain for tanks who prefer a more
17:03
defensive approach. Templars received a
17:06
surprisingly nice boost from the class
17:08
masteries, gaining access to both
17:10
additional survivability and a useful
17:13
group damage buff that helps the class
17:15
bring something more unique to organized
17:17
group content. While none of these
17:19
passives completely redefine the class,
17:22
they do give Templar tanks a stronger
17:24
identity and a few compelling reasons to
17:26
consider staying pure. Bright Harbinger
17:29
upgrades the illuminate passive, which
17:31
normally just grants minor sorcery to
17:33
your group whenever you deal a Dawn's
17:35
Wrath ability. This mastery adds an
17:37
additional weapon and spell damage buff
17:39
for your allies while doubling the
17:41
benefit for you. Realistically, the
17:43
doubled personal bonus is more valuable
17:46
on a damage dealer than a tank. But,
17:48
that's not why we're really interested
17:49
in this mastery. The important part is
17:51
that extra group damage it provides. If
17:53
your group doesn't already have a
17:55
Templar maintaining this effect, Bright
17:57
Harbinger gives Templar tanks a
17:59
genuinely useful group buff that no
18:01
longer makes them feel like they're
18:02
bringing nothing unique to the table.
18:05
Devout Guardian revolves around sacred
18:07
ground, granting you a damage shield,
18:09
additional recovery, and potential
18:11
ultimate whenever the shield breaks. The
18:14
nice thing about this mastery is that it
18:16
is very easy to activate. Most Templar
18:18
tanks will naturally trigger sacred
18:20
ground by standing inside Rune Focus or
18:22
Cleansing Ritual, meaning the shield and
18:24
recovery are often available without
18:26
changing your play style. It's not
18:28
flashy, but it's a solid package of
18:30
survivability sustain and occasional
18:33
ultimate generation. Steadfast
18:35
Condescendence is the most tank focused
18:36
mastery available to Templars. Not only
18:39
does it automatically activate and
18:41
refresh sacred ground while blocking,
18:44
but it also increases your block
18:45
mitigation while stationary. Since
18:47
sacred ground already provides minor
18:49
mending and increased block mitigation
18:51
throughout the sacred ground passive,
18:53
this mastery builds on those strengths
18:55
and makes Templar even more durable
18:57
during heavy hitting encounters. For
19:00
progression content, difficult bosses,
19:01
or situations where survival is the
19:03
priority, this a very attractive option.
19:06
For most organized groups, Bright
19:08
Harbinger is likely the standout choice
19:11
thanks to the additional group damage it
19:13
provides. Your second slot largely
19:15
depends on what you need. Steadfast
19:17
Incandescence offers excellent defensive
19:19
value and is probably the strongest
19:21
overall option for survivability, while
19:23
Devout Guardian provides a nice mix of
19:26
shielding sustain and passive ultimate
19:28
generation. If your focus is progression
19:30
tanking, Bright Harbinger and Steadfast
19:33
Incandescence will likely be the
19:34
combination most players will gravitate
19:36
towards. Warden gains access to some
19:38
incredibly powerful class masteries, but
19:40
there is one challenge. Many of the
19:42
strongest group benefits are also highly
19:45
desirable on a Warden healer, which
19:47
means tanks may not always be the
19:49
preferred source of these buffs. That
19:51
said, if your group doesn't already have
19:53
a Warden covering these effects, some of
19:55
these masteries are among the strongest
19:57
support tools available to any tank.
20:00
Tundraspire is an incredibly powerful
20:02
mastery that causes every chill status
20:04
effect you apply to also inflict major
20:07
brittle, increasing the target's
20:09
critical damage taken. This helps push
20:12
your group towards the crit cap and with
20:14
Nightblade's now also gaining additional
20:15
critical damage through their class
20:17
masteries, the value of major brittle
20:19
becomes even more important for groups
20:21
looking to maximize their damage output.
20:24
The challenge is that major brittle only
20:25
lasts for two seconds. So, maintaining
20:28
good uptimes requires you to
20:30
consistently apply the chilled effects.
20:32
Wardens have several ways to do this
20:34
through frost abilities such as Pulsar,
20:36
Frost Blockade, and Elemental
20:38
Susceptibility, frost enchantments with
20:40
an infused frost staff, Impaling Shards,
20:43
and any other frost-based effects. The
20:45
mastery is extremely strong, but it does
20:48
require active management to get the
20:50
most out of it and to maintain the
20:52
uptime. Bountiful Harvest upgrades the
20:55
Nature's Gift passive, which normally
20:57
restores resources whenever you overheal
20:59
with a green balance ability. This
21:01
mastery takes things much further by
21:03
granting additional resources and
21:06
providing major heroism to both you and
21:08
your group. For tanks, abilities like
21:10
Budding Seeds can trigger the effect
21:12
reasonably well, providing extra sustain
21:15
while also supporting the group.
21:16
However, this is one of those masteries
21:18
that is often easier for a Warden Healer
21:20
to maintain since they're already
21:21
consistently healing and overhealing
21:23
multiple group members. Even so, Major
21:26
Heroism is an incredibly valuable buff
21:28
and one that organized groups will
21:30
always be interested in having
21:31
available. Greenkeeper's Hide is the
21:33
defensive option. For
21:36
active on your target, you gain
21:38
additional damage reduction up to a
21:40
maximum of 15%. In organized content,
21:43
this cap is surprisingly easy to reach.
21:45
Your group will naturally be applying a
21:47
wide range of status effects and
21:48
debuffs, while the Warden tank
21:50
themselves would contribute several of
21:52
their own. While it doesn't provide the
21:53
same level of group utility as the other
21:55
two masteries, 15% damage reduction is a
21:58
significant amount of survivability and
22:00
makes this a very attractive option for
22:02
progression content or for newer tanks.
22:05
If your group needs the buffs, Tundras
22:07
Might and Bountiful Harvest are easily
22:09
the strongest overall combination.
22:12
Tundras Might provides access to a very
22:14
valuable damage amplification effect,
22:16
while Bountiful Harvest adds both
22:18
sustain and Major Heroism to your
22:20
support toolkit. If survivability is the
22:23
priority, Greenkeeper's Hide is an
22:25
excellent alternative and can provide an
22:27
impressive amount of passive damage
22:29
reduction throughout an encounter. The
22:31
only real challenge for Warden tanks is
22:33
that many groups may prefer a Warden
22:35
Healer to provide the same buffs because
22:37
you're also going to need to maintain
22:38
Minor Toughness. If your group is
22:40
missing a Warden, however, these class
22:42
masteries become incredibly attractive.
22:45
Looking across all seven classes, it's
22:47
clear that some have benefited more than
22:48
others from the class mastery system.
22:51
For me, Nightblade is the biggest winner
22:52
from a tank perspective. Cutthroat's
22:54
Focus gives the class a completely
22:56
unique source of group damage
22:57
amplification and perhaps for the first
23:00
time in years, a genuine reason to be
23:02
considered one of the most desirable
23:04
main tanks in ESO. Necromancer isn't far
23:06
behind. Between the major vulnerability
23:09
extension from Vales Forfeit and the
23:11
incredible ultimate generation potential
23:14
of Malevolent Promise, Necromancer tanks
23:16
are looking far more attractive for
23:18
organized groups than they have in a
23:19
long time. The remaining classes have
23:22
all gained useful tools as well.
23:24
Sorcerers have become even more
23:25
self-sufficient, Templars finally bring
23:27
some additional group utility, and all
23:30
Alchemist, Wardens, and Dragonites have
23:32
gained access to some additional
23:33
incredibly powerful support effects. If
23:35
I was picking the biggest winner right
23:37
now, Nightblade and Necromancer would
23:39
comfortably sit at the top of the list.
23:41
But, that's just my take. Which class
23:43
are you planning to play with the new
23:44
class mastery system? And which passives
23:46
stand out the most to you from a tank
23:48
perspective? Let me know down in the
23:50
comments below. Thanks for watching, and
23:52
I'll see you next time. Bye-bye for now.
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