Sunshine Daydream's Guide to ESO

Developing Your Class for Your Role




There are currently 5 classes within Elder Scrolls Online. While the creators suggest any class can fulfill any role, some are less suited a given role based on their class skills. Although class skills are not your only skill lines, they are unique to the one thing you cannot change amid your character's progress.

Here we offer some things to consider when tailoring your class for your role. Follow the links to check out all the class skills available for your given your class. Consider what you want to do and how you envision doing it, then determine what path your character will take to greatness!



Dragonknights

These skillful masters-at-arms use the ancient Akaviri marital arts tradition of battle-spirit, and wield fearsome magic that pounds, shatters and physically alters the world around them. (description within character creation)

The class-based skill trees for a Dragonknight are Ardent Flame (with a focus on DPS), Draconic Power (particularly useful for tanks, also has crowd control), and Earthen Heart (a blended tree).

Required Skill Level Ardent Flame (damage) Cost Draconic Power (tanking) Cost Earthen Heart (blended) Cost
1 Lava Whip
(range: 5 meters)
2295 Magicka Spiked Armor 2700 Magicka Stonefist
(range: 28 meters)
Magicka
Morph Option 1 Molten Whip 2295 Magicka Hardened Armor 2700 Magicka Obsidian Shard 4050 Magicka
Morph Option 2 Flame Lash 2295 Magicka Volatile Armor
(radius: 6 meters)
2700 Magicka Stone Giant 3240 Magicka
4 Searing Strike
(range: 5 meters)
2160 Magicka Dark Talons 4050 Magicka Molten Weapons
(radius: 28 meters)
4320 Magicka
Morph Option 1 Venomous Claw 1836 Stamina Burning Talons 4050 Magicka Igneous Weapons 4320 Magicka
Morph Option 2 Burning Embers 1350 Magicka Choking Talons 4050 Magicka Molten Armaments 4320 Magicka
8 Combustion
Tier I: so roughly half the described duration or benefit
Passive Iron Skin
Tier I: so roughly half the described duration or benefit
Passive Eternal Mountain
Tier I: so roughly half the described duration or benefit
Passive
12 Dragonknight Standard
(radius: 8 meters)
250 Ultimate Dragon Leap 125 Ultimate Magma Armor 200 Ultimate
Morph Option 1 Shifting Standard 250 Ultimate Take Flight 110 Ultimate Magma Shell 200 Ultimate
Morph Option 2 Standard of Might 250 Ultimate Ferocious Leap 125 Ultimate Corrosive Armor 200 Ultimate
14 Warmth
Tier I: so roughly half the described duration or benefit
Passive Burning Heart
Tier I: so roughly half the described duration or benefit
Passive Battle Roar
Tier I: so roughly half the described duration or benefit
Passive
18 Combustion II Passive Iron Skin II Passive Eternal Mountain II Passive
20 Fiery Breath
(radius: 10 meters)
2808 Magicka Dragon Blood 4320 Magicka Obsidian Shield
(radius: 12 meters)
4050 Magicka
Morph Option 1 Noxious Breath 2387 Stamina Green Dragon Blood 4320 Magicka Igneous Shield 4050 Magicka
Morph Option 2 Engulfing Flames 2808 Magicka Coagulating Blood 4320 Magicka Fragmented Shield 4050 Magicka
22 Searing Heat
Tier I: so roughly half the described duration or benefit
Passive Elder Dragon
Tier I: so roughly half the described duration or benefit
Passive Mountain's Blessing
Tier I: so roughly half the described duration or benefit
Passive
27 Warmth II Passive Burning Heart II Passive Battle Roar II Passive
30 Fiery Grip
(range: 22 meters)
3510 Magicka Protective Scale 3780 Magicka Petrify
(range: 7 meters)
4050 Magicka
Morph Option 1 Empowering Chains 3510 Magicka Protective Plate 3510 Magicka Fossilize 4050 Magicka
Morph Option 2 Unrelenting Grip 3510 Magicka Dragon Fire Scale 3780 Magicka Shattering Rocks 4050 Magicka
36 Searing Heat II Passive Elder Dragon II Passive Mountain's Blessing II Passive
39 World in Ruin
Tier I: so roughly half the described duration or benefit
Passive Scaled Armor
Tier I: so roughly half the described duration or benefit
Passive Helping Hands
Tier I: so roughly half the described duration or benefit
Passive
42 Inferno
(radius: 15 meters)
2160 Magicka Inhale
(radius: 8 meters)
4050 Magicka Ash Cloud 5670 Magicka
Morph Option 1 Flames of Oblivion 2160 Magicka Deep Breath 4050 Magicka Cinder Storm 5670 Magicka
Morph Option 2 Cauterize
(range: 28 meters)
2160 Magicka Draw Essence 4050 Magicka Eruption 5670 Magicka
50 World in Ruin II Passive Scaled Armor II Passive Helping Hands II Passive
Magicka-based

The cultural bonuses of the Dunmer make a very attractive choice for DPS. The Magicka bonuses for an Altmer or a Breton present strong options from other Alliances. Light Armor would be favored in most situations and Silks of the Sun would be an easily acquired drop set that would also add to a Flame Damage build.

For a Magicka-based Tank, no realistic options present themselves from any alliance other than the Pact. An argument could be made to support the selection of an Argonian as a curious but possibly fitting choice for a self-healing tank. Again however, particularly as a dragonknight in this role, the Dunmer also presents as an excellent option for consideration. Magicka-oriented Heavy Armor sets that are well-suited to the Dragonknight's skills include...

The Dragonknight is not well-suited to play as a Healer since Obsidian Shard & Cauterize are the only class abilities that can heal other players. A dragonknight focused nearly exclusively on restoration staff abilities might claim a healer role, but cannot deliver the variety of healing and support most players would expect; when oriented toward a support role, this class definitely leans toward that of a Tank.

Stamina-based

A Dragonknight designed for Stamina-based DPS will seek to deal primarily Poison Damage from Class abilities and Physical Damage from Weapon skills. This makes Medium Armor sets such as ... appealing options.

Within the Aldmeri Dominion, the Bosmer's bonus to Maximum Stamina would be appealing in this role. Within the Daggerfall Covenant there could also be a dilemma where an Orc's damage boost might win for short fights but in longer battles the Redguard's Stamina Recovery could tip the scales. If playing from within the Pact one might choose a damage-dealing Dunmer.

A dragonknight focused on the role of a Stamina-based Tank might favor the racial skills of the Imperials, Orsimer or Nords who each seem well-suited to the task. If playing an Aldmeri Dominion character perhaps a Khajiit might be an interesting choice. Stamina-based Heavy Armor sets that complement the Dragonknight's skills include...




Necromancers

Necromancers (description within character creation)

The three class-based skill trees for Necromancers are Grave Lord (DPS), Bone Tyrant (defensive), & Living Death (healing). For stamblades the weapon trees are often even more important than class trees, although several class skills can be morphed into stamina-based skills.

Required Skill Level Grave Lord (damage) Cost Bone Tyrant (tanking) Cost Living Death (healing) Cost
1 Flame Skull
(range: 28 meters)
2700 Magicka Death Scythe
(radius: 7 meters)
3240 Magicka Render Flesh
AoE: 28x12 meters
4320 Magicka
Morph Option 1 Venom Skull 2295 Stamina Ruinous Scythe 2754 Stamina Resistant Flesh 4320 Magicka
Morph Option 2 Ricochet Skull
(radius: 8 meters)
2700 Magicka Hungry Scythe 3240 Magicka Blood Sacrifice 4320 Magicka
4 Blastbones
|warning: bounty|
(range: 28 meters;
radius: 6 meters)
2700 Magicka Bone Armor 2700 Magicka Expunge 1940 Health
Morph Option 1 Blighted Blastbones 2295 Stamina Beckoning Armor 2700 Magicka Expunge & Modify 1940 Health
Morph Option 2 Stalking Blastbones 2700 Magicka Summoner's Armor 2700 Magicka Hexproof 1880 Health
8 Reusable Parts
Tier I: so roughly half the described duration or benefit
Passive Death Gleaning
Tier I: so roughly half the described duration or benefit
Passive Curative Curse
Tier I: so roughly half the described duration or benefit
Passive
12 Frozen Colossus
(range: 28 meters;
radius: 8 meters)
225 Ultimate Bone Goliath Transformation 250 Ultimate Reanimate 335 Ultimate
Morph Option 1 Pestilent Colossus 225 Ultimate Pummeling Goliath 250 Ultimate Renewing Animation 335 Ultimate
Morph Option 2 Glacial Colossus 225 Ultimate Ravenous Goliath 250 Ultimate Animate Blastbones 335 Ultimate
14 Death Knell
Tier I: so roughly half the described duration or benefit
Passive Disdain Harm
Tier I: so roughly half the described duration or benefit
Passive Near-Death Experience
Tier I: so roughly half the described duration or benefit
Passive
18 Reusable Parts II Passive Death Gleaning II Passive Curative Curse II Passive
20 Boneyard
(range: 28 meters;
radius: 6 meters)
3780 Magicka Bitter Harvest no cost Life Amid Death 3510 Magicka
Morph Option 1 Unnerving Boneyard 3780 Magicka Deaden Pain no cost Renewing Undeath 3510 Magicka
Morph Option 2 Avid Boneyard 3780 Magicka Necrotic Potency no cost Enduring Undeath 3510 Magicka
22 Dismember
Tier I: so roughly half the described duration or benefit
Passive Health Avarice
Tier I: so roughly half the described duration or benefit
Passive Corpse Consumption
Tier I: so roughly half the described duration or benefit
Passive
27 Death Knell II Passive Disdain Harm II Passive Near-Death Experience II Passive
30 Skeletal Mage
|warning: bounty|
4320 Magicka Bone Totem
radius: 6 meters
4050 Magicka Spirit Mender
|warning: bounty|
4320 Magicka
Morph Option 1 Skeletal Archer 3672 Stamina Remote Totem
range: 28 meters
4050 Magicka Spirit Guardian 4320 Magicka
Morph Option 2 Skeletal Arcanist
(radius: 4 meters)
4320 Magicka Agony Totem 4050 Magicka Intensive Mender 2160 Magicka
36 Dismember II Passive Health Avarice II Passive Corpse Consumption II Passive
39 Rapid Rot
Tier I: so roughly half the described duration or benefit
Passive Last Gasp
Tier I: so roughly half the described duration or benefit
Passive Undead Confederate
Tier I: so roughly half the described duration or benefit
Passive
42 Shocking Siphon
(range: 28 meters;
radius: 5 meters)
no cost Grave Grasp
AoE: 18 x 5 meters
3780 Magicka Restoring Tether
range: 28 meters
3240 Magicka
Morph Option 1 Detonating Siphon no cost Ghostly Embrace 3780 Magicka Braided Tether 3240 Magicka
Morph Option 2 Mystic Siphon no cost Empowering Grasp 3510 Magicka Mortal Coil 3240 Magicka
50 Rapid Rot II Passive Last Gasp II Passive Undead Confederate II Passive
Magicka-based
Stamina-based



Nightblades

Nightblades are adventurers and opportunists with a gift for getting in and out of trouble. Relying variously on stealth, blades, and speed, Nightblades thrive on conflict and misfortune, trusting their luck and cunning to survive. (description within character creation)

The three class-based skill trees for Nightblades are Assassination (DPS), Shadow (defensive), & Siphoning (crowd control or support). For stamblades the weapon trees are often even more important than class trees, although several class skills can be morphed into stamina-based skills.

Required Skill Level Assassination (damage) Cost Shadow (defensive) Cost Siphoning (support) Cost
1 Assassin's Blade
range: 5 meters
2430 Magicka Veiled Strike
range: 5 meters
2700 Magicka Strife
range: 28 meters
radius: 15 meters
2700 Magicka
Morph Option 1 Killer's Blade 2066 Stamina Surprise Attack 2295 Stamina Funnel Health 2700 Magicka
Morph Option 2 Impale
range: 28 meters
2430 Magicka Concealed Weapon 2700 Magicka Swallow Soul 2700 Magicka
4 Teleport Strike
range: 22 meters
3780 Magicka Shadow Cloak 4050 Magicka Malevolent Offering 568 Health over 8 seconds
Morph Option 1 Lotus Fan 3780 Magicka Shadowy Disguise 2780 Magicka Shrewd Offering 460 Health over 8 seconds
Morph Option 2 Ambush 3213 Stamina Dark Cloak 4050 Magicka Healthy Offering 568 Health over 8 seconds
8 Master Assassin
Tier I: so roughly half the described duration or benefit
Passive Refreshing Shadows
Tier I: so roughly half the described duration or benefit
Passive Catalyst
Tier I: so roughly half the described duration or benefit
Passive
12 Death Stroke 70 Ultimate Consuming Darkness
radius: 5 meters
200 Ultimate Soul Shred
radius: 8 meters
150 Ultimate
Morph Option 1 Incapacitating Strike 70 Ultimate Bolstering Darkness 200 Ultimate Soul Siphon
radius: 28 meters
150 Ultimate
Morph Option 2 Soul Harvest 70 Ultimate Veil of Blades 200 Ultimate Soul Tether 150 Ultimate
14 Executioner
Tier I: so roughly half the described duration or benefit
Passive Shadow Barrier
Tier I: so roughly half the described duration or benefit
Passive Magicka Flood
Tier I: so roughly half the described duration or benefit
Passive
18 Master Assassin II Passive Refreshing Shadows II Passive Catalyst II Passive
20 Blur 3780 Magicka Path of Darkness
AoE: 17x7 meters
3510 Magicka Cripple
range: 28 meters
2970 Magicka
Morph Option 1 Mirage 3510 Magicka Twisting Path
radius: 15 meters
3510 Magicka Debilitate 2970 Magicka
Morph Option 2 Phantasmal Escape 3780 Magicka Refreshing Path 2510 Magicka Crippling Grasp 2970 Magicka
22 Pressure Points
Tier I: so roughly half the described duration or benefit
Passive Dark Vigor
Tier I: so roughly half the described duration or benefit
Passive Soul Siphoner
Tier I: so roughly half the described duration or benefit
Passive
27 Executioner II Passive Shadow Barrier II Passive Magicka Flood II Passive
30 Mark Target
range: 50 meters
no cost Aspect of Terror
radius: 6 meters
3780 Magicka Siphoning Strikes 1350 Magicka
Morph Option 1 Piercing Mark no cost Mass Hysteria Magicka Leeching Strikes 878 Stamina
Morph Option 2 Reaper's Mark no cost Manifestation of Terror 2780 Magicka Siphoning Attacks 1080 Magicka
36 Pressure Points II Passive Dark Vigor II Passive Soul Siphoner II Passive
39 Hemorrhage
Tier I: so roughly half the described duration or benefit
Passive Dark Veil
Tier I: so roughly half the described duration or benefit
Passive Transfer
Tier I: so roughly half the described duration or benefit
Passive
42 Grim Focus 2700 Magicka Summon Shade
range: 28 meters
4050 Magicka Drain Power
radius: 8 meters
3510 Magicka
Morph Option 1 Relentless Focus 2295 Stamina Dark Shade 4050 Magicka Power Extraction 2983 Stamina
Morph Option 2 Merciless Resolve 2700 Magicka Shaodw Image
range: 28 meters
4050 Magicka Sap Essence 3510 Magicka
50 Hemorrhage II Passive Dark Veil II Passive Transfer II Passive
Magicka-based

If one designs a Magicka-based Nightblade for DPS, I would suggest considering an Altmer for the boosts to Destruction Staves, Max Magicka and Magicka Recovery or a Breton for its boosts to Max Magicka, Magicka cost reduction, and rapid training in Light Armor. A Dunmer vampire build seems like it could also be an interesting choice.

To run Magicka DPS, Light Armor would be ideal and for a Nightblade sets to consider include...

A Nightblade in a group could cultivate a strong role in helping with crowd control or be built for defense through resistances and health passives along with a trickle of self-healing. However, the majority of a Nightblade's defensive skills focus on evasion and stealth rather than openly drawing an enemy's rage. This fact combined with very few class abilities that target multiple enemies makes designing a Nightblade to be a group's Tank seem a difficult if not impossible stretch.

While Tank itself would not an ideal role to attempt to fill, a defensive Magicka-based Nightblade could be designed as a Breton thanks to inherent boosts to magicka and spell resistance or an Argonian to self-heal through a fight; each could be workable as defensively played Magicka-based choices. Whether one should consider Medium Armor for benefits to stealth, Light Armor for benefits to Magicka, or Heavy Armor for its defenses would be a setting-based or individual style choice of balance here. Sets to consider would include... The Destruction Staff skill line would need to be strongly blended in for this to work although Shadow's passives for defense/recovery would be important and potential skills would include:

A Nightblade would be a poor choice for a Healer. The Siphoning skill line has a few intriguing passive skills, but only a total of 4 Nightblade skills heal others: Soul Siphon (Soul Shred), Shadow's Refreshing Path morph of Path of Darkness, Siphoning's Funnel Health morph of Strife, and Siphoning's Sap Essense morph of Drain Power. These skills are Magicka-based so could at least be blended with Restoration Staff abilities, but this very small collection of skills means that a Nightblade Healer could not be very individualized, and I'd not recommend pursuing such a build. The only racial option worthy of consideration here is the Argonian to try to compensate for the weaknesses of the class in this role.

Stamina-based

The only role a Stamina-based Nightblade would be well-suited for is DPS. Nightblades can definitely be highly varied and effective in this role, either melee or ranged builds who frequently use a stealth-oriented approach and gain extra damage from attacking while stealthed. If you choose to melee, expect to focus on dual-wielding daggers; other weapon types may be of interest, but the boost to critical strike chance with daggers — once you have the Twin Blade and Blunt skill — is frequently the best option.

Although you might consider wearing a cuirass (heavy chest) and sash (light waist) if you also want to level those armor skill lines as you progress, medium armor must be your focus.

Khajiit skills add to the stealthy style of DPS that a Nightblade typically delivers. A Bosmer or Redguard melee Nightblade might feel like it has limitless Stamina. A Nord, Orc, or Imperial Nightblade might feel invulnerable. These would be some of things to consider if desiring a Stamina-based Nightblade.

Defensive Nightblade skills leans heavily toward Magicka-based skills. Hence this class's contribution to a Tank would mainly be buffs/debuffs. If one does pursue this you would surely be relying upon Heavy Armor and Shield-based skills which means other classes may have far more to offer in the role.

A Nightblade for the role of Stamina-based Healer is simply a non-starter as not a single Stamina-based Nightblade skill heals other players.

Some enticing Nightblade designs would include:



Sorcerers

Sorcerers can use conjuration and destruction spells to hurl lightning bolts and create shock fields, wield dark magic to snare and stun, and summon Daedric combat followers from Oblivion to assist them. (description within character creation)

Dark Magic (crowd control), Daedric Summoning (defense & damage), & Storm Calling (DPS) serve as the Sorcerer's class-based skill lines.

Required Skill Level Dark Magic (support) Cost Daedric Summoning (blended) Cost Storm Calling (damage) Cost
1 Crystal Shard
range: 28 meters
2970 Magicka Summon Unstable Familiar 3510 Magicka Mage's Fury
range: 28 meters
radius: 4 meters
2430 Magicka
Morph Option 1 Crystal Weapon 2295 Stamina Summon Unstable Clannfear 3603 Magicka Mage's Wrath 2430 Magicka
Morph Option 2 Crystal Fragments 2970 Magicka Summon Volatile Familiar 3510 Magicka Endless Fury 2430 Magicka
4 Encase
AoE: 18x6 meters
4050 Magicka Daedric Curse
range: 28 meters
2970 Magicka Lightning Form
radius: 5 meters
2700 Magicka
Morph Option 1 Shattering Prison 4050 Magicka Daedric Prey 2160 Magicka Hurricane
radius: 5-9 meters
2295 Stamina
Morph Option 2 Restraining Prison 4050 Magicka Haunting Curse 2970 Magicka Boundless Storm 2700 Magicka
8 Unholy Knowledge
Tier I: so roughly half the described duration or benefit
Passive Rebate
Tier I: so roughly half the described duration or benefit
Passive Capacitor
Tier I: so roughly half the described duration or benefit
Passive
12 Negate Magic 225 Ultimate Summon Storm Atronach
range: 28 meters
radius: 6 meters
200 Ultimate Overload
range: 28 meters
AoE: 4x15 meters
25 Ultimate
Morph Option 1 Suppression Field 225 Ultimate Greater Storm Atronach 200 Ultimate Power Overload
range: 32 meters
AoE: 6x15 meters
25 Ultimate
Morph Option 2 Absorption Field 225 Ultimate Summon Charged Atronach 200 Ultimate Energy Overload 25 Ultimate
14 Blood Magic
Tier I: so roughly half the described duration or benefit
Passive Power Stone
Tier I: so roughly half the described duration or benefit
Passive Energized
Tier I: so roughly half the described duration or benefit
Passive
18 Unholy Knowledge II Passive Rebate II Passive Capacitor II Passive
20 Rune Prison
range: 28 meters
3510 Magicka Summon Winged Twilight 3510 Magicka Lightning Splash
range: 28 meters
radius: 4 meters
3024 Magicka
Morph Option 1 Rune Cage 3510 Magicka Summon Twilight Tormentor 3510 Magicka Liquid Lightning 3024 Magicka
Morph Option 2 Defensive Rune 3510 Magicka Summon Twilight Matriarch 3510 Magicka Lightning Flood
radius: 6 meters
3024 Magicka
22 Persistence
Tier I: so roughly half the described duration or benefit
Passive Daedric Protection
Tier I: so roughly half the described duration or benefit
Passive Amplitude
Tier I: so roughly half the described duration or benefit
Passive
27 Blood Magic II Passive Power Stone II Passive Energized II Passive
30 Dark Exchange 3240 Stamina Conjured Ward
radius: 20 meters
4320 Magicka Surge 4050 Magicka
Morph Option 1 Dark Deal 2430 Magicka Hardened Ward 4320 Magicka Power Surge 4050 Magicka
Morph Option 2 Dark Conversion 2161 Stamina Empowered Ward 3780 Magicka Critical Surge 4050 Magicka
36 Persistence II Passive Daedric Protection II Passive Amplitude II Passive
39 Exploitation
Tier I: so roughly half the described duration or benefit
Passive Expert Summoner
Tier I: so roughly half the described duration or benefit
Passive Expert Mage
Tier I: so roughly half the described duration or benefit
Passive
42 Daedric Mines 5400 Magicka Bound Armor 4050 Magicka Bolt Escape 3780 Magicka
Morph Option 1 Daedric Tomb
range: 28 meters
5400 Magicka Bound Armaments 3240 Stamina Streak 3780 Magicka
Morph Option 2 Daedric Minefiled 5400 Magicka Bound Aegis 4050 Magicka Ball of Lightning 3780 Magicka
50 Exploitation II Passive Expert Summoner II Passive Expert Mage II Passive
Magicka-based

Magicka DPS benefits from good synergy with Altmer racial skills, perhaps surpassed only by Breton's magicka & defensive skills from within the Daggerfall Covenant. Within the Pact a Dunmer would perform strongly.

Magicka damage-based Sorcerers will mostly be found in Light Armor, although while leveling one might wear a heavy chest piece and medium legs to provide some extra protection as well as training those skill lines. Heavy Armor might be more suitable if one opts to design a Magicka Tank or for use in PvP depending upon the PvP group's balance.

One could stick to the cultural choices described above for their Magicka benefits or consider options based on bonuses to defense and/or healing for a Tank. Although without many boosts to Magicka, a Nord, Argonian, Orc, or Khajiit might be worthy of consideration in this role...

The Nord's boosts to health and damage reduction would enhance defenses and the Argonian would gain more self-healing while also having boosts to health and resistances. Orc and Khajiit also have bonuses to health & healing that would impact the role of a Tank. Still, their bonuses are mostly tied to Stamina so they would make unusual choices.

A Sorcerer would not be a wise choice for a Healer. While there are a few self-heals within Sorcerer's skills, there is only one skill (Absorption Field, which is an Ultimate ability at that) for healing allies.

Stamina-based

Stamina-based Sorcerers will focus on Medium Armor (damage) or Heavy Armor (defense) depending upon other build details. Wearing a heavy cuirass and light sash while leveling will train the other armor lines to keep more options open.

Sorcerer skills of most interest to a stamina-build would be:

DPS would likely look to Redguard, Dunmer, or Orcs, although Khajiit may also provide another option to consider. Bosmer and Redguards both receive bonuses to both Max Stamina and to Stamina Recovery which would be helpful to a Stamina DPS build. A Dunmer would have boosts to both Magicka & Stamina as well as to all types of elemental damage, making the mix of Magicka Sorcerer & Mages Guild skills with Stamina morphs & weapon skills an interesting option. Orcs have a boost to Max Stamina and while lacking Stamina recovery boosts do have strong damage numbers; with Heavy Attacks restoring Stamina and being more important post-Morrowind, orcs are worth serious consideration.

Imperial, Nord, or Orc would be worthy of consideration for a Stamina Tank. The Nord's boosts to health and damage reduction would enhance defenses and their unique ultimate generation should not be overlooked. Orcs and Khajiit also have bonuses to health & healing that would impact the role of a Tank.

A Sorcerer would not be a wise choice for a Healer. While there are a few self-heals within Sorcerer's skills, there is only one skill (Absorption Field, which is an Ultimate ability at that) for healing allies.




Templars

These traveling knights call upon the powers of light and the burning sun to deal massive damage to their enemies while restoring health, magicka, and stamina to their allies. (description within character creation)

The Templar class's skill trees are Aedric Spear (DPS), Dawn's Wrath (crowd control), and Restoring Light (healing and/or tanking). For Stamplars the weapon trees are at least as important as Templar class trees since very few morphs here are stamina-based.

Required Skill Level Aedric Spear (damage) Cost Dawn's Wrath (crowd control) Cost Restoring Light (healing and/or tanking) Cost
1 Puncturing Strikes
AoE: 8x6 meters
channel time: 1 second
2700? Magicka Sun Fire
range: 28 meters
2376 Magicka Rushed Ceremony
range: 28 meters
4590 Magicka
Morph Option 1 Biting Jabs Stamina Vampire's Bane 2376 Magicka Honor the Dead 4590 Magicka
Morph Option 2 Puncturing Sweep 2700 Magicka Reflective Light
radius: 5 meters
2376 Magicka Breath of Life 4590 Magicka
4 Piercing Javelin
range: 28 meters
3780 Magicka Solar Flare
range: 28 meters
2970 Magicka Healing Ritual
radius: 10 meters
7290 Magicka
Morph Option 1 Aurora Javelin 3780 Magicka Dark Flare 2970 Magicka Ritual of Rebirth 7290 Magicka
Morph Option 2 Binding Javelin 3213 Stamina Solar Barrage
radius: 8 meters
2970 Magicka Hasty Prayer 7290 Magicka
8 Piercing Spear
Tier I: so roughly half the described duration or benefit
Passive Enduring Rays
Tier I: so roughly half the described duration or benefit
Passive Mending
Tier I: so roughly half the described duration or benefit
Passive
12 Radial Sweep
radius: 8 meters
75 Ultimate Nova
range: 28 meters
radius: 8 meters
250 Ultimate Rite of Passage
radius: 20 meters
125 Ultimate
Morph Option 1 Empowering Sweep 75 Ultimate Solar Prison 250 Ultimate Remembrance 125 Ultimate
Morph Option 2 Crescent Sweep 75 Ultimate Solar Disturbance 250 Ultimate Practiced Incantation 125 Ultimate
14 Spear Wall
Tier I: so roughly half the described duration or benefit
Passive Prism
Tier I: so roughly half the described duration or benefit
Passive Sacred Ground
Tier I: so roughly half the described duration or benefit
Passive
18 Piercing Spear II Passive Enduring Rays II Passive Mending II Passive
20 Focused Charge
range: 22 meters
3510 Magicka Backlash
range: 28 meters
2000 Magicka Restoring Aura
radius: 12 meters
no cost
Morph Option 1 Explosive Charge
radius: 6 meters
3510 Magicka Purifying Light 2000 Magicka Radiant Aura
radius: 28 meters
no cost
Morph Option 2 Toppling Charge 3510 Magicka Power of the Light 1700 Stamina Repentance
radius: 12 meters
no cost
22 Burning Light
Tier I: so roughly half the described duration or benefit
Passive Illuminate
Tier I: so roughly half the described duration or benefit
Passive Light Weaver
Tier I: so roughly half the described duration or benefit
Passive
27 Spear Wall II Passive Prism II Passive Sacred Ground II Passive
30 Spear Shards
range: 25 meters
radius: 8 meters
3024 Magicka Eclipse
range: 28 meters
4320 Magicka Cleansing Ritual
radius: 12 meters
4860 Magicka
Morph Option 1 Luminous Shards 2754 Magicka Living Dark 4320 Magicka Ritual of Retribution 4860 Magicka
Morph Option 2 Blazing Spear 3024 Magicka Unstable Core
radius: 28 meters
4320 Magicka Extended Ritual 4860 Magicka
36 Burning Light II Passive Illuminate II Passive Light Weaver II Passive
39 Balanced Warrior
Tier I: so roughly half the described duration or benefit
Passive Restoring Spirit
Tier I: so roughly half the described duration or benefit
Passive Master Ritualist
Tier I: so roughly half the described duration or benefit
Passive
42 Sun Shield
radius: 5 meters
4320 Magicka Radiant Destruction
range: 28 meters
2950 Magicka Rune Focus 1080 Magicka
Morph Option 1 Radiant Ward 4320 Magicka Radiant Glory 2950 Magicka Channeled Focus 1080 Magicka
Morph Option 2 Blazing Shield 4320 Magicka Radiant Oppression 2950 Magicka Restoring Focus 920 Stamina
50 Balanced Warrior II Passive Restoring Spirit II Passive Master Ritualist II Passive
Magicka-based

The cultural bonuses of Argonians make them attractive choices for Healers. Bretons or Altmer could also thrive as healers. Restoring Light skills will help protect and heal your party; to be even more supportive, consider weaving in some of Dawn's Wrath's debuff or crowd control features as well. A Templar who is tightly focused on healing will likely be found in Light Armor; these builds might toss on a heavy cuirass to level that skill line for PvP -- or more heavy pieces when playing solo if they run like a tank at such times.

Templars can also choose the role of DPS, where the Magicka Damage of Aedric Spear and Dawn's Wrath class skills could shine under a magicka-oriented race such as Altmer, Breton, Argonian, or Dunmer. DPS Templars whose resources stem from Magicka will likely be found in mostly Light Armor.

A Magicka Tank might wield a destruction staff or use a sword and shield depending on the balance of defense vs recovery. A Khajiit's health recovery might come in handy if playing an Aldmeri tank and would tip the scales a bit further toward sword and shield despite being a Magicka build, or one might use an Altmer instead for its buffs to Magicka builds. Bretons, Argonians or Nords would all be strong potential choices for such a build's race. A tank or healer/tank blend should most often be found in Heavy Armor, although such a build while leveling might wear a light belt and medium gloves to level those skill lines as well. If making a Templar into a Tank, they will at least gain have some self-healing abilities from Templar skills, if not also some debuffs and crowd control measures.

Stamina-based

Templars are sparse on Stamina-based morphs. The few available are:

Realistically a Stamina-based Templar would not be suited to a Healer's role within these limits.

A DPS build would rely heavily on weapon skills for most damage while possibly using Aedric Spear's Biting Jabs as a cheap & handy AoE. Aedric Spear's passive skills, namely Piercing Spear and Balanced Warrior, would also be wise considerations. In the end however, most of the skills for the role would need to come from weapon-based abilities. A Stamina-oriented DPS build would likely wear Medium Armor and favor being designed from the Redguard, the Bosmer, the Khajiit, or perhaps the Dunmer.

Templar Tanks would benefit most from an Imperial's skills although Orc or Nord could make strong options as well. Consider mixing the skill line trees but focus most attention on Dawn's Wrath which helps crowd control enemies. A tank or healer/tank blend should be found in Heavy armor (often using a sword and shield as well); although such a build while leveling might wear a light belt and medium gloves to level those skill lines as well. If making a Templar into a Tank, they will at least gain have some self-healing abilities from Templar skills, if not also some debuffs.




Wardens

Wardens are defenders of the Green, master storytellers whose nature tales become magical reality. They wield frost spells against enemies and summon animals to aid them. (ESO's character creation text)

The class skills for Wardens are Animal Companions (DPS), Green Balance (healing), and Winter's Embrace (defensive with some frost/magic damage).

Required Skill Level Animal Companions (damage) Cost Green Balance (healing) Cost Winter's Embrace (tanking) Cost
1 Dive
range: 28 meters
2430 Magicka Fungal Growth
cone to 20 meters
4590 Magicka Frost Cloak
radius: 8 meters
4050 Magicka
Morph Option 1 Cutting Dive 1823 Stamina Enchanted Growth 4590 Magicka Expansive Frost Cloak
radius: 28 meters
2700 Magicka
Morph Option 2 Screaming Cliff Racer 2430 Magicka Soothing Spores 3901 Stamina Ice Fortress 4050 Magicka
4 Scorch
AoE: 20x7 meters
2430 Magicka Healing Seed
range: 28 meters
radius: 8 meters
2430 Magicka Impaling Shards
radius: 6 meters
4536 Magicka
Morph Option 1 Subterranean Assault 2066 Stamina Budding Seeds Magicka Gripping Shards 4536 Magicka
Morph Option 2 Deep Fissure 2430 Magicka Corrupting Pollen 2430 Magicka Winter's Revenge
range: 28 meters
4536 Magicka
8 Bond With Nature
Tier I: so roughly half the described duration or benefit
Passive Accelerated Growth
Tier I: so roughly half the described duration or benefit
Passive Glacial Presence
Tier I: so roughly half the described duration or benefit
Passive
12 Feral Guardian no cost to summon
Guardian's Wrath costs 75 Ultimate
Secluded Grove
range: 28 meters
radius: 8 meters
90 Ultimate Sleet Storm
radius: 10 meters
200 Ultimate
Morph Option 1 Eternal Guardian Guardian's Wrath costs 75 Ultimate Enchanted Forest 90 Ultimate Northern Storm 200 Ultimate
Morph Option 2 Wild Guardian Guardian's Savagery costs 75 Ultimate Healing Thicket 90 Ultimate Permafrost 200 Ultimate
14 Savage Beast
Tier I: so roughly half the described duration or benefit
Passive Nature's Gift
Tier I: so roughly half the described duration or benefit
Passive Frozen Armor
Tier I: so roughly half the described duration or benefit
Passive
18 Bond With Nature II Passive Accelerated Growth II Passive Glacial Presence II Passive
20 Swarm
range: 28 meters
2700 Magicka Living Vines
AoE: 28x12 meters
2700 Magicka Arctic Wind 4320 Magicka
Morph Option 1 Fetcher Infection 2700 Magicka Leeching Vines 2700 Magicka Polar Wind
radius: 12 meters
4320 Magicka
Morph Option 2 Growing Swarm
radius: 10 meters
2700 Magicka Living Trellis 2700 Magicka Arctic Blast
range: 28 meters
4320 Magicka
22 Flourish
Tier I: so roughly half the described duration or benefit
Passive Emerald Moss
Tier I: so roughly half the described duration or benefit
Passive Icy Aura
Tier I: so roughly half the described duration or benefit
Passive
27 Savage Beast II Passive Nature's Gift II Passive Frozen Armor II Passive
30 Betty Netch no cost Lotus Flower
radius: 28 meters
2970 Magicka Crystallized Shield 3780 Magicka
Morph Option 1 Blue Betty no cost Green Lotus 2700 Magicka Crystallized Slab 3780 Magicka
Morph Option 2 Bull Netch no cost Lotus Blossom 2700 Magicka Shimmering Shield 3780 Magicka
36 Flourish II Passive Emerald Moss II Passive Icy Aura II Passive
39 Advanced Species
Tier I: so roughly half the described duration or benefit
Passive Maturation
Tier I: so roughly half the described duration or benefit
Passive Piercing Cold
Tier I: so roughly half the described duration or benefit
Passive
42 Falcon's Swiftness 3240 Magicka Nature's Grasp
range: 28 meters
4050 Magicka Frozen Gate
range: 28 meters
radius: 5 meters
2970 Magicka
Morph Option 1 Deceptive Predator 2700 Magicka Bursting Vines 4050 Magicka Frozen Device 2970 Magicka
Morph Option 2 Bird of Prey 2700 Magicka Nature's Embrace 4050 Magicka Frozen Retreat 2970 Magicka
50 Advanced Species II Passive Maturation II Passive Piercing Cold II Passive
Magicka-based

A character seeking to deal significant DPS would consider the standard Magicka-based options which are recommended here again: Altmer have both boosts to frost damage and general magicka utility with boosts to Max Magicka & Magicka Recovery, Bretons while not offering anything warden-specific have wonderful magicka utility with boosts to Max Magicka & Magicka cost reduction, while a Pact-based Dunmer offers boosts to Max Magicka and a slight boost to frost damage.

For a Healer, an Argonian with its boosts to healing done and to healing received would be the top choice although the Breton's Max Magicka boost and utility with Magicka cost reduction make them a strong selection as well. Altmer would again be the preferred option from the Aldmeri Dominion, both for Magicka Recovery and Max Magicka, even without considering the bonus to elemental damage that was weighed for their selection in the role of DPS.

A Magicka Tank might well seek a Breton's balance of spell resistance and magicka utility. Enough defensive options exist in the Warden's skill lines to make Altmer a solid option from the Aldmeri Dominion even without more specialization than their Magicka utility/boosts. Another possibility would be to benefit from Argonian healing boosts, but an Imperial's superior Max Health would make them the top choice.

Stamina-based

Warden skills of interest to a Stamina build present solid options for DPS but show few skills to benefit a Healer or Tank:

DPS builds would shine as a stamina-based Warden. Here the Redguards, Dunmer, or Khajiit could hope to shine, although perhaps none as well as Orc.

Wardens make excellent healers and tanks, but they are vastly better suited to a Magicka-based builds for these roles. I see little hope for realistic build options suited to a Stamina-based Healer in these skill lines.

To make a workable "Stamina-based Warden Tank," one could balance stamina-based Tank skills found in other skill lines (Armor/Weapon/Shield) with magicka-based Warden skills for self-healing, defense, and crowd control. If pursuing this path, I would suggest a Khajiit, an Orc, or probably best of all, a Nord for its unique ultimate generation boost as well as other bonuses. If the Imperial Edition was purchased, the Imperial would present a solid option as well with its boosts to Max Health and Max Stamina as long as one chose a melee weapon to Restore Health with melee attacks.



Want to check out another topic? Click here for more of
Sunshine Daydream's Guide to ESO

Sunshine Daydream

Deadheads rocking Elder Scrolls Online

dead.net Elder Scrolls Online