Nature's Bounty - Warden Tank/DPS Hybrid PVE Build

Written guide updated for the Blackwood Chapter: Q2 2021

This is the new PVE tank build for the Warden class. He is build everything a tank should be able to do…It can taunt, hold agro, survive, control the enemy in mass numbers, heal, stun, immobilize, buff the group if needed with warhorns and protect them with shields and protection buffs (including a group resistance buff).. BUT with a MASSIVE twist!

The tank has the usual traditional traits, high health, high magicka recovery (for buffs and/or application of magicka costing skills) but of course you must heavy attack for sustain occasionally so be sure you do that between mechanics.

The high magicka recovery is primarily to keep up the vital warden buffs and have the freedom to throw out crowd control AND a bit of damage over time (usually that is not important on a tank but this one IS). However we utilize our weapon trait and passive bonuses to allow recovery while we cannot recover normally! With the ice staff you BLOCK with the magicka bar, so recovery is no good unless you are not blocking. BUT we allow ourselves to take advantage of a return glyph on the back bar along with the betty netch to constantly gain back resources even while blocking. IF you heavy attack between mechanics too, this is very easy to manage. Sustain is only an issue if you do too much spamming and not enough focusing on what you are doing!

Our healing passives/buffs grant minor toughness to whoever is healed by you (10% max HP) and also our ground based ice attacks are amazing for pinning adds/mobs on the spot to control them while you get all the agro.

The main method of tanking is similar to other tanks and that is that you heavy attack for sustain and taunt of course to keep agro, while keeping a close eye on your buffs. Heavy attacks are VITAL but of course they do come with a price. While heavy attacking, your shield is DOWN, so you take full damage. With this in mind, you must TIME your attacks. The fact you are taking more damage than if you were blocking means you need more health to take the punch to the face, hence why we have so much HP…BUT the trick with timing is, you MUST block the heavy attacks from a boss. Heavy attack through normal passive attacks etc and then block anything that would one shot, knock down, count as a heavy etc.
In between those, you of course have the freedom to use bone shield to protect you and the group (if they take the synergy) if your sustain is at a high.

Blocking on THIS build however, has MORE than just a damage mitigation bonus. Blocking actually activates one of our sets, which can apply, damage (over time specifically) and a huge amount of control and debuffing for damage incoming, so when you ARE blocking, you are gaining a bonus many usually do not for FREE, AND contributing to the overall setup to help add damage to the fight. There are a combination of many things that make this all work together but it starts with that blocking wind.

Frozen watcher (while blocking the above happens) is a damage over time, our two ground based aoes, our bees/flies, our ultimate if using it, our HEAL (our heal has damage over time) and our monster set ALL add dots to surrounding targets. They are all very small damage over time per ability BUT, the combination of them all adds a huge amount of damage reduction, crowd control and each tick from EACH dot pushes Azure blight to explode.

Every tick of damage adds a stack…when you reach 20, the target explodes in damage hitting surrounding targets. And this can happen PER enemy! That’s right, you are creating AOE BOMBS! (demonstrated towards the end of the video).. All you have to do, is stack the adds…who who better to do that than the TANK?

Leeching Plate! Much like Frozen watcher this is also a TANK set that has basic tank bonuses (health+ healing received) however instead of blocking to apply the damage over time to stack Azure, all you have to do is take damage! And being a tank, you ALWAYS get hit! This set is going to give you the SAME uptime and effect to Azure, possibly more in some situations but each tick of poison it fires, WILL heal you. Making you near impossible to kill in some situations!

The choice is yours! Frozen watcher for more chill status (although we have incredibly high anyway) OR Leeching for that ultra tough tank!

ICE STAFF.

Finally the big one, the frost staff works like a sword and board, meaning you can block with it and the passive destro skills actually reduce the amount of damage you take AND the cost of blocking while doing so on that bar…BUT..you block with “magicka!” instead of “stamina!”.

Some valuable points for the build:-

  • Your taunt counts also as an immobilize!

  • Heavy attack to keep your magicka up AND a nice damage shield!

  • Insanely HIGH uptime on minor brittle (10% critical damage taken for applying chilled)

  • Block the big stuff and time your heavies between mechanics if need be.

  • Really cheap ultimate oh SH*T buttons (block ulti, enchanted forest)

  • Keep your buffs up. Your buffs protect you, the group AND your heals from these keep up minor toughness, 10% max hps.

  • Caped resists with no effort

  • Lots of CC with the ground based ice aoes which immobilize and stun normal enemies and apply minor main reducing their damage done.

  • Group protection and/or group healing ultimates!

  • ALL of your damage over time effects that PUSH for cc, reduction to damage, and all round tanking roles for this build, ADD to the Azureblight proc which can DEVASTATE enemies with damage!

  • MINOR BRITTLE! – Very simple. IF you are HOLDING an ICE STAFF…when you apply a CHILLED status effect. You will affect the target with Minor Brittle, causing all crit damage on that target to be 10% stronger!
    This is VITAL!. You can NOT, apply minor brittle UNLESS you apply CHILLED status effects while HOLDING a staff (ice staff) on your current active bar.

    ^^^ pay very close attention to this.
    Frozen watcher has it’s own chance to apply chilled, plus it is ice damage so chance for the raw damage to do it outside of the 15% chance it already has for a set bonus.

    All ice damage you do from your whole build can apply chilled. With 200% more chance with winter’s embrace skills and 100% more more chance with destruction staff skills IF HOLDING an ice staff at the time.

    And finally, pulsar has triple the chance of applying status effects to those targets and yes, ALL of the above in their respective rule sets, combined, STACK!

    We can have 100% uptime on minor brittle boosting your entire group’s DPS!

  • Taunt it, hold it…and you will boost your group AND make explosions all at once! Making this one of the MOST desirable tanks available for control, damage mitigation, dps boosting, damage application itself and overall toughness all in one package ūüėČ

Fashion First!

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As demonstrated in the video, our fabulous setup and dress choice for this character is as follows:-

Head: Medium Wayward Guardian
Chest: Heavy Wayward Guardian
Shoulders: Heavy Silken Ring
Legs: Heavy Wayward Guardian
Hands: Heavy Worm Cult
Belt: Heavy Wayward Guardian 
Feet: Heavy Thorn Legion
Front Staff: Ebonshadow
Back Staff: Wayward Guardian

¬†¬†¬†¬†¬†¬† The two colours we are using are Void Pitch¬† and Nightblade’s Indigo

Skills

TIP: Hover over the skills to see their effects.

Champion points 2.0

The NEW Champion Points 2.0 introduced in the Q1 2021 DLC: Flames Of Ambition, is quite possibly the BIGGEST change/addition to The Elder Scrolls Online since One Tamriel! And these were further altered in the Blackwood Chapter, giving us a lower base for capping out some of the essentials and also adding some more slotables!

Before it was a case of “i have limited points as a cap, so HOW should i spend them”? Now that is NOT the case as SUCH! Now, it is a case of, buy ALL the things, but which SLOTABLES should you take?

Everything before was a passive bonus with huge diminished returns, awkward calculations and was messy to all players for the most part. The new system underlines NO diminished returns, no majorly confusing passives and the ability to buy EVERY single passive available for tanking, dps and healing on the SAME character with enough points to spare for buying slotables. Being able to slot 4x special slotables from each tree when there are an abundance of them means you are only limited by your CHOICES not by your CAP.

Buy all the passives, CHOOSE which slotables to take vs the situation, and the rest of the points are spare. Or are they? Well here is the crunch…Once you go over 1800ish (depending on slotable choices, some are more expensive in the craft tree) you basically have every single passive available PLUS 4 slotables per tree…

If you JUST wanted to focus on combat alone (all red and blue passives and 4 slotables for each one) you only actually need 1719cp to be completely maxed in those areas. And if you wanted to just get your flat tanking bonuses out the way nice and quick for slotables alone, you can do that BEFORE 990! it’s really not as bad as it was in the past and this system i much simpler than it ever was with a lot of great situational and build design choices.

So what’s next? Well, if you have higher you can buy more slotables and switch stuff per situation as and when needed. If you don’t, then if you want to swap it will cost you gold for respecing. So in a nutshell, 1650-1800 (depending on build) is you pretty much done! Anything else is convenience due to not needing to spend gold swapping things you already have access to! How cool is that?

What's the Goal now?

The goal is simple. Buy ALL the PASSIVE champion points, that meaning the ones that do not require you to slot anything, they just affect you anyway. MOST of those are prerequisites to some of the others anyway.
While doing this pick 4 slotables for each tree and slot them! Any spare points can be put into extra CHOICE based slotables for “other things”.

Simple right? NO MUST have 75 here and 61 there stuff. However, under 1650-1800ish , you will want to “optimize”…so lets do that shall we??

SLOTABLES!

No matter what, THESE are the most important parts of the champion points 2.0 system. So this is your main FIRST goal when pushing for the build. You need to slot these even if they are not max level. However there are swap outs for situations as explained in the video.
BLUE are important for resistance, heals and damage. Red are important for resources, health and CC. Green are literally Quality of life! (aka your choice so not THAT important for combat).

  • Unassailable
  • Duelist’s Rebuff
  • Cleansing Revival
  • Last Stand


    Maximizing the main focus of the build making it REALLY tough early on!

  • Rationer
  • Liquid Efficiency
  • Treasure Hunter
  • Steed’s Blessing

    These really are up to you but these are most useful IN content for loot and movement if not in combat.
    What you do with this tree is NOT make or break for mechanics or combat in general just quality of life.

  • Boundless Vitality
  • Ironclad
  • Peace of Mind
  • Rejuvenation

    Pushing for armour and health bonuses along side high recovery. You can of course switch to survival instincts instead if you don’t want the Peace of Mind bonus but that is up to you.

     

WHAT DO I DO AT MY LEVEL??!

What do you do if you are lower cps? Well it is always best to have a goal right? This is going to make you a very strong tank focusing on resistances and such but you DO also want to get those slotables in early. So i’ve set you up a path to get it ALL done at once at a steady pace!

160 champion points

  • 10 Eldritch Insight
  • 10 Quick Recovery
  • 10 Preparation
  • 10 Elemental Aegis
  • 10 Hardy
  • 3 Precision
  • 10 Gilded Fingers
  • 10 Fortune’s Favour
  • 15 Wanderer
  • 10 Steadfast Enchantment
  • 8 Treasure Hunter
  • 20 Defiance
  • 15 Tumbling
  • 10 Peace Of Mind
  • 8 Boundless Vitality

Above is gear cap. So most players do want to know what to do with their points here. So this guide should point you in the right direction to get started with the basics for a good balance across the board for survival. Also unlocking major slotables early on.

420 champion points

  • 20 Eldritch Insight
  • 20 Quick Recovery
  • 20 Preparation
  • 20 Elemental Aegis
  • 20 Hardy
  • 20 Precision
  • 10 Arcane Supremacy
  • 10 Duelist’s Rebuff
  • 10 Gilded Fingers
  • 10 Fortune’s Favour
  • 15 Wanderer
  • 50 Steadfast Enchantment
  • 50 Treasure Hunter
  • 5 rationer
  • 20 Defiance
  • 15 Tumbling
  • 10 Siphoning Spells
  • 50 Boundless Vitality
  • 5 Rejuvenation
  • 40 Ironclad

I have worked on pushing some base stats for survival while leading up to the extra damage output for you and your group, making sure status is maxed and gradually slotables for damage are accessable.

810 champion points

  • 20 Eldritch Insight
  • 20 Quick Recovery
  • 20 Preparation
  • 20 Elemental Aegis
  • 20 Hardy
  • 20 Precision
  • 50 Arcane Supremacy
  • 50 Duelist’s Rebuff
  • 50 Occult Overload
  • 10 Focused Mending
  • 50 Biting Aura
  • 10 Gilded Fingers
  • 20 Fortune’s Favor
  • 15 Wanderer
  • 50 Steadfast Enchantment
  • 50 Treasure Hunter
  • 20 Rationer
  • 75 Liquid Efficiency
  • 20 Defiance
  • 30 Tumbling
  • 50 Siphoning Spells
  • 50 Boundless Vitality
  • 50 Rejuvenation
  • 50 Ironclad
  • 10 Mystic Tenacity
  • 10 Hero’s Vigor

990 Champion Points

  • 20 Eldritch Insight
  • 20 Quick Recovery
  • 20 Preparation
  • 20 Elemental Aegis
  • 20 Hardy
  • 20 Precision
  • 50 Arcane Supremacy
  • 50 Duelist’s Rebuff
  • 50 Occult Overload
  • 10 Focused Mending
  • 50 Biting Arua
  • 20 Tireless Discipline
  • 20 Piercing
  • 20 Battle Mastery
  • 40 Gilded Fingers
  • 50 Fortune’s Favor
  • 15 Wanderer
  • 50 Steadfast Enchantment
  • 50 Treasure Hunter
  • 30 Rationer
  • 75 Liquid Efficiency
  • 10 Breakfall
  • 20 Defiance
  • 30 Tumbling
  • 50 Siphoning Spells
  • 50 Boundless Vitality
  • 50 Rejuvenation
  • 50 Ironclad
  • 40 Mystic Tenacity
  • 20 Hero’s Vigor
  • 20 Tireless Guardian

At this point you have ALL the blue tanking stuff you need (excluding possible swap outs) and ALL flat stat bonuses to defense. Along side ALL health and armour/recovery bonuses and now starting to finish off the minor block bonuses and status/damage bonuses remaining.

OVER 990!

We are a full tank so of course tanking passives and bonuses should come first , but any remaining passives left over should be filled as soon as possible to polish off the remaining minor bonuses.

After that it is just a case of buying extra survival slotables just incase you need them later.

All passives a + 4 slotables of your choice!

At 990 you have ALL the basic slotables you need and you have lots of nice minor bonuses for max health and reduction to cost for some standard abilities (dodge, etc). Now it is just a case of specing out the final remaining minor bonuses to damage mitigation and cost reduction in block. So focus on those first and THEN push towards the sneak passive and resurrection passive. They are not so important and expensive so leave them until last!

So...What's next?

Poisons, Potions & Food

Potions really are up to you but they DO offer recovery/sustain while give a burst of stamina/mag/health back at the same time depending on the choice of potion. I would highly recommend using Tripots if you can afford them BUT you can of course use trash magicka  pots depending on how comfortable you are with your resources.

Tri-pots – Columbine + Mountain Flower + Bugloss + Lorkhan’s Tears

Food – Max health and max Magicka Food
¬†¬†¬†¬†¬†¬†¬†¬† Minstral Banana-Bunny¬† Hash ‚Äď Small game(1) + Bananas(2) + Seasoning(3)
¬†¬†¬†¬†¬†¬†¬†¬† Melon-Baked Parmesan Pork ‚Äď White Meat(1) + Melon(2) + Cheese(3)
¬†¬†¬†¬†¬†¬†¬†¬† Solitude Salmon-Millet Soup ‚Äď Fish(1) + Tomato(2) + Millet(3)

If you would like to make your own potions, i now have a fully functioning potion maker on the website. Here you can TEST any combination of potion or poison you like and check the outcome without having to know the combinations in game! Check here for the App, working on andriod and IOS – Potion Maker

Gear Setup

Below is a chart showing the overall gear set-up, noting the optimal set requirements in terms of weight, enchants & traits!

We are using the Lover  mundus stone with but that is IF you want a tiny bit more of a push to your damage. However if you favour more maximum magicka you can go with the Mage, and if you want more health you can go with the Lord!

We are a Breton but other races are also usable. Orc, Nord, High Elf, Argonian or Imperial are other good choices BUT you will have to find the other missing resistance in your champion points (if using a race with no resists) and/or trait changes which WILL affect the build overall.

 

Gear Locations