DK Tank It All
Main Role: Tank
Health, Magicka, Stamina
Weapon 1: One Handed And Shield
Support SkillStalwart Guard
Undaunted SkillBone Shield
Dragonknight SkillIgneous Shield
Medium Armor SkillShuffle
One Hand And Shield SkillAbsorb Magic
One Hand And Shield SkillSpell Wall
|Light Armor||Medium Armor||Heavy Armor|
Gear and Item Set Info
Physical Resistance: 32775
Spell Resistance: 36075
Attributes: Health 0 – Stamina 5 – Magicka 59
For this build I run five pieces of Armor Master, five pieces of Plague Doctor and The Mighty Chudan monster set. Every piece in this set uses Sturdy with Stamina enchantments except for the jewelry which uses Reduce Block Cost. The off hand weapons use the Damage Shield enchantment with Infused. All of my current gear is 160cp and most of it is gold. I currently have not been lucky enough with RNG to obtain a full chudan set in sturdy, currently both of my pieces are infused which gives me overall more stamina.
Armor Master – Heavy – 5 Pieces
(x2) Shields – Armor Master – Sturdy – Stamina Enchantment.
(x2) Axes – Armor Master – Infused – Hardening Enchantment.
Chest – Armor Master – Sturdy – Stamina Enchantment.
Legs – Armor Master – Sturdy – Stamina Enchantment.
Gloves – Armor Master – Sturdy – Stamina Enchantment.
The Mighty Chudan Monster Set – 2 Pieces.
Head – The Mighty Chudan – Sturdy – Stamina Enchantment.
Shoulder – The Mighty Chudan – Sturdy – Stamina Enchantment.
Plague Doctor Set – 5 Pieces.
Waist – Plague Doctor – Sturdy – Stamina Enchantment.
Shoes – Plague Doctor – Sturdy – Stamina Enchantment.
Necklace – Plague Doctor – Healthy – Shielding Enchantment.
(2x) Rings – Plague Doctor – Healthy – Shielding Enchantment.
If you are unaware of what these sets give your character I’ll describe it below and why I go these sets.
Armor Master: Adds 1064 Health, 1935 Physical Resistance, 1935 Spell Resistance, While you have an armor ability sloted i.e.(Shuffle, Harness Magicka, Immovable) your max health is increased by 5%, when you use that armor ability your physical and spell resistance is increased by 5332 for 10 seconds.
Plague Doctor: Adds 1064 Health, 1064 Health, 4% Healing Taken and 6000 Health.
The Mighty Chudan Set: Adds 1376 Spell Resistance, 1376 Physical Resistance and Gains Major Ward and Major Resolve at all times increasing your phsical and spell resistance by 5280 also adds 1064 Health.
Armor, Stats and Enchantments:
This build focuses on a few different things. One: I like the stats. With this build your physical and spell resistance will be at max or over at almost all times. Your health will be around 40,000 depending on your champion level and race. Your stamina and magicka will be at 20,000 give or take also depending on your champion level and race. Now generally as a tank you want to have around 30,000 or close to it for stamina. Blocking as a tank takes a toll on your stamina. Using your stamina abilities takes a toll on your stamina. And while you’re blocking your stamina does not recover. However I wanted to be able to focus on supporting my group while being an effective tank. I was able to supplement my stamina using sturdy and with this build I am able to easily spam buffs, provide CC, heals if needed, and of course tank the world.
With this build I went a little off the wall with armor and jewelry traits as you probably noticed. I went heavy into sturdy and shielding. With all gold items including enchantments you will have the highest block reduction cost in the game. I believe the number is somewhere around 468 stamina cost per block. This number also requires you go into Shadow Ward for 100 cp points, but we will get into that later. With the highest block reduced cost, the high resistances and high stats most of the tanking is taken care of. Any non-dlc dungeon is basically a face roll for you. The dlc dungeons will require some assistance from your abilities, but thats what they are there for.
Now as I’m sure most of you are aware named buffs such as Major ward and Major resolve don’t stack with other buffs with the same name. With this build I wear all heavy armor and the skill from heavy armor, Immovable, grants Major Resolve and Major Ward. The DK skill from Draconic Power, Spiked Armor, also gives Major Ward and Major resolve but to be honest I’ve never really been a fan of either skill. You can get the immovable passive from a potion if you really like it and while the draconic power passive, Elder Dragon, is the major reason why people usually use this skill, with this build I’ve never needed it. The Mighty Chudan set gives you Major ward and resolve at all times freeing up an ability on your bar. However the Armor Master set requires that you have an armor ability on your bar to get that 5% health increase. Using The Mighty Chudan set makes it pointless to use the immovable skill because as I said, buffs with the same name don’t stack. That leaves the light armor skill and the medium armor skill. Now I’ve been using Shuffle for the longest time with this build. It lasts for 23 seconds and grants Major Evasion. Major Evasion is extremely useful as a tank, infact, a lot of tanks will use the hist bark set to obtain this passive.
Armor, Stats and Enchantments Cont.:
Up until recently I’ve been double barring this skill for the Armor Master passive and because its a great skill. I’ve heard however they are planning on nerfing this skill. so latley I’ve been tesing harness magicka. Which helps with resource management but in my opinion doesn’t match up with evasion.
As for the rest of the skills, also a little off meta but I’ll explain my reasoning and a lot of these abilities can be subbed out. Which is another great thing about this build, the skills I have listed directly benefit my setup but you can eaisly change the champion points and skills to suit your needs and still be really tanky.
The main bar is the buff bar, the secondary bar is the CC/buff bar.
First ability on both bars: Stalwart Gaurd – Grants you and an ally Minor Force, 12% critical strike damage, and you take 30% of your allys damage. I like putting this skill on someone who already has a lot of crit, a Sorcerer, Night blade etc. Or if necessary a squishy member of the group. I like double barring this because it stays active even after switching bars but sometimes you have to re-cast it when a member of your group is getting rekt.
When necessary, sometimes I sub this skill out for echoing vigor on the main bar and unrelenting grip on the secondary bar. If you do not need the guard I would recomend using this setup instead and distributing more points into Blessed in the blue champion tree.
Second Ability: Bone Surge – Absorbing physical damage equivalent to 30% of your Max Health, Allies can activate the Bone Wall synergy, absorbing damage to allies equal to 60% of their Max Health. It also grants them Minor Vitality, which increases healing received by 8%. Since your health is so high and also because I go 100 points into bastion any damage shield is good. But this damage shield also gives a massive damage shield to your allies upon activating the synergy. The increased healing is also super helpful and all the effects apply up to 4 nearby allies.
Third Ability: Igneous Shields – Call the earth to your defense, granting a damage shield for you and nearby allies that absorbs [x] damage. Your own damage shield absorbs 100% additional damage. You also gain Major Mending increasing your healing done by 25% for 6 seconds.Once again with the high health and bastion stacking damage shields is actually quite useful. Since you cannot restore stamina while blocking having a 30,000 damage shield that you and your allies also have gives you time to restore some stats through heavy attacks etc. If you have vigor on and 100pts into blessed your heal will also be amazing. Also its important to mention that as a DK spamming this will give you stamina back.
Fourth Ability on both bars: Shuffle – Shroud yourself in mist to gain Major Evasion, which increases your dodge chance by 20% for 23 seconds.Find yourself in a sticky situation activating this ability will remove snares, proc your Armor Master resistances and allow you to dodge 20% of the attacks also giving you time to manage your resources, get your health up, pop a potion or shields, use heavy attacks etc.
Fifth Ability: Absorb Magic – Bolster your defenses, absorbing up to [x] damage from the next spell projectile cast at you and healing for 15% of your Max Health, While slotted, the amount of damage you can block is increased by 8% and the cost of blocking is reduced by 8%. With your health and bastion this shield is around 25,000 for magicka projectiles. And thats the only time I activate this ability, the heal is insane. The Important feature is the blocking cost and damage reduction. 8% is needed to get that low blocking number.
Ultimate: Shield Wall – As you probably noticed I don’t use that many sword and board abilities so the shield discipline is kind of useless. The ult only costs 100 it generates quick and in a pinch as a DK can be used just to manage resources. Activating ult with your DK passives will give you some stats back, the auto block will allow you to heavy attack and get resources back and reflecting projectiles is great as is.
The CC/Minor Buff Bar:
2nd Ability: Choking Talons – With the amount of magicka this build has you can literally spam this all day. I prefer the choking morph, minor maim is very helpful.
3rd Ability: Igneous Weapons – Giving your allies 20% more spell and weapon damage is a no brainer. Like I said I like to support my group as a tank. Major Sorcery and Major Brutality do not stack with other abilities that have that name so if a member in your group has an ability just to achieve that buff they can sub it for an ability with more damage.
5th Ability: Pierce Armor – This is your main taunt. This can be subbed for the long ranged undaunted taunt if needed, I like the Pierce Armor morph because the Major Fracture and Minor resolve are very helpful. Plus your stats will be almost maxed so ransack is useless to you.
Ultimate: Aggressive Horn – Increases health, magicka and stamina by 10% for 30 seconds. The more stats you have the better this is. The more health you have the better your shields are. And Major Force is amazing for your team.
I’ve already mention this but many of these abilities can be subbed out for prefence. If you want to supply more heals you can sub gaurd for vigor or coagulated blood. You can also sub gaurd on the second bar for chains. Against bosses you can put Dragon Fire Scale on for projectiles or even some DOT damage such as venemous claw. Deep Slash is also a good ability when talons cant be used. I suggest you play around with the sub abilities like I said this build is flexible.
My rotation usually goes as follows with the above abilities. Evasion and Igneous Weapons before anything even happens. Pierce Armor the enemies getting the taunt on you and using Choking Talons to keep them in place. Switching to the buff bar to spam shields, and to tank all the damage. And of course make sure Stalwart Gaurd is placed on an ally that needs it. Providing damage, crit, healing and shield buffs allowing your dps to easily do a ton of damage while your healer heals. With even an average healer in your group you will be fine. I also keep an eye on my armor master passive spamming evasion every 10 seconds and using staming potions when needed.
Against non-dlc Bosses:
Between the stats, shields and a healer you can basically stand in any of the reds and be fine, not that you should but you can.
Against dlc Bosses:
Some of the dlc bosses have cheesy mechanics and this build does well but you must have an experienced group in my opinion for any tank build to be successful. If your group is experienced and you understand how this build is designed to work you will be fine, if not you will probably be the last one alive everytime.
Champion Point Tips
Most of the champion points are pretty straight forward but some are situational depending on how you setup your ability bar.
Shadow Ward 100pts – 25% reduced block cost. Essential to this build, 25% is a lot.
Even Split between Warlord and Magician – Reducing the stamina cost and magicka cost of abilities is very helpful.
Tenacity also isn’t bad if you want to sub it in but I don’t have any points into it.
For me the blue tree was the hardest mainly because I don’t usually have a heal on. If you want a heal instead of guard than go:
Blessed 100pts and distribute the rest between Percise Strikes and Melee Weapon Expert
Currently I have 100pts into Melee Weapon Expert and the rest into Blessed and Percise Strikes. Since the heal is situational for me I tried not to put a lot of points into it.
For the red tree I went
Bastion 100pts – Increased your damage shields, which also effects the shielding enchantment on your weapons and with infused on your weapons you get almost a 5000pt damage shield. Be aware though in PvP damage shields are nerfed by 50%.
Ironclad for the rest. Breaking free costs a lot of stamina. Being a super tank you can afford to sit in CC without having to break free and waste stamina. With that in mind I like the lowered CC time. Plus the steed gives some pretty decent passives for tanks.
With your stats, resistances and damage shields I’ve found you dont need hardy or elemental defender or heavy armor focus. Which in my opinion is good because it leaves you to focus on other areas of the champion tree. I recomend playing around with the champion tree, I’m always trying new things with this build.
In conculsion this build has a lot of areas that can be changed to fit your play style. As is it has a lot of health, stamina, magicka, physical and spell resistance plus gives your group a lot of buffs and support. Easily able to tank a lot of damage. I choose the nord because I like that race but you could easily supplement the nord with imperial for even more stats if you wish. And I’m sure other races would also do just as well.