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STAM DK DUNGEON/TRIALS BUILD – updated

Class: DRAGONKNIGHT

Race: Redguard

Main Role: Damage

Health, Magicka, Stamina

HEALTH MAGICKA STAMINA
0 - aim for around 16.5-18k 0 - not important 64 - should be pushing 40k

 

Skills

 

Bar 1

Weapon 1: Dual Wield

Shrouded Daggers

Dual Wield Skill

Shrouded Daggers

Hidden Blade

 

Noxious Breath

Dragonknight Skill

Noxious Breath

Fiery Breath

 

Blood Craze

Dual Wield Skill

Blood Craze

Twin Slashes

 

Venomous Claw

Dragonknight Skill

Venomous Claw

Searing Strike

 

Deadly Cloak

Dual Wield Skill

Deadly Cloak

Blade Cloak

 

Flawless Dawnbreaker

Fighters Guild Skill

Flawless Dawnbreaker

Dawnbreaker

 

Bar 2

Weapon 2: Bow

Anti-Cavalry Caltrops

Assault Skill

Anti-Cavalry Caltrops

Caltrops

 

Poison Injection

Bow Skill

Poison Injection

Poison Arrow

 

Endless Hail

Bow Skill

Endless Hail

Volley

 

Rearming Trap

Fighters Guild Skill

Rearming Trap

Trap Beast

 

Molten Armaments

Dragonknight Skill

Molten Armaments

Molten Weapons

 

Standard of Might

Dragonknight Skill

Standard of Might

Dragonknight Standard

 

Armor Types

Light Armor Medium Armor Heavy Armor
0 6 1

 

Gear and Item Set Info

 

WEAPONS
MH
- Hundings - Precise (Nirnhoned when you can afford to) Dagger - Poison Glyph
OH - Hundings - Precise Dagger - Weapon Damage Glyph

Bow - Hundings - Precise (Nirnhoned when you can afford to) - Weapon Damage Glyph (Damage Health IX when you can afford to, I only run poisons in guild trials)

 

ARMOUR
All Armour Divines
All Armour glyphs stam, unless you're struggling for health then put a health glyph on your heavy piece.
Heavy piece can be helm or chest. Base this on whatever monster helm you get.

Helm - Medium or heavy Kra'ghs
Shoulders - Medium Kra'ghs
Chest - Medium or heavy Hundings, or medium Spriggans
Belt - Medium Hundings or Spriggans (go light Hundings here if you'd rather have 5-1-1 for Undaunted passive, I choose not to)
Gloves - Medium Hundings or Spriggans
Legs - Medium Hundings or Spriggans
Feet - Medium Hundings or Spriggans

How you work in your Spriggans armour pieces is up to you - depends what you either get lucky with farming it or what divines pieces you find for cheap on traders. The important thing is that you have two pieces of Spriggans armour to make up the five piece alongside your jewelry.

 

JEWELRY
Neck
- Spriggans - Weapon Damage Glyph
Rings - Spriggans - Weapon Damage Glyphs

 

 

ALTERNATIVES
I have Sunderflame too which is interchangeable with Spriggans. I run Sunderflame in trials when there are several stam dps classes and nobody else is.

 

 

FOOD
Any of the three blue stam/health foods, I don't bother with Camorans because as a Redguard and weaving heavy attacks you shouldn't struggle with sustain at all.

 

General Info

 

ROTATION
Apply Armaments & Cloak as you're approaching boss

Caltrops - LA - Poison Injection - LA - Endless Hail - LA - Rearming Trap - LA - bar swap
Shrouded Daggers - HA - Noxious Breath - HA - Blood Craze - HA - Venomous Claw - HA - Deadly Cloak - bar swap

Reapply Armaments every 2 full rotations so it's always up.

For the heavy attack section I just keep my finger down on R2 and use the ability as my character is swinging in so it animation cancels the end of the heavy attack. Probably a more effecient way to animation cancel but this works well for me and I'm comfortable doing it.

Try and time your ulti (use standard on boss fights) with Warhorn.

 

TRASH MOBS
Apply Armaments.

Caltrops - LA - Endless Hail - LA - bar swap
Deadly Cloak - HA - Noxious Breath - HA - Dagger/HA spam until AOE's die off then back to beginning.

 

If there are particular adds in a mob you have to burn down quickly (like overchargers) then use the above boss rotation on them, then use the trash mob rotation to just burn through mobs with no real priority.

 

LA = Light attack
HA = Heavy attack

 

Champion Point Tips

 

With CP - make sure before moving on to another stat you get it to just over a whole number. e.g. dont leave a skill at 9.9%, as you'll be losing that 0.9% because it rounds down.

This is how I have it set out at 370CP:

 

BLUE
Piercing until you have about 9-10k penetration total (which will only mean 500-1000 penetration from CP)
Split the rest into might, thaumaturge & precise.

RED
Split across hardy & elemental defender.

GREEN
75 in mooncalf 49 in tenacity, then work on warlord

 

MUNDUS
Lover, works out at ~4k penetration with purple divines armour.

 

 

 

Build Rating

Rating: 3.0. From 2 votes.
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4 Comments

  • boonfoxx
    Jan 17, 2018

    Nice… but throw in some armor/spell resist pots in there because this build seems super squishy. Don’t want to over tax your healer, haha.

    Reply
    • boonfoxx
      Jan 17, 2018

      …also with CP mandatory Medium Armor focus and Spell Shield, just sayin… 😉

      Reply
      • OP
        Jan 17, 2018

        Thanks for the vote & the input! I think I’m a pretty alert player so the squishiness has been ok so far and I survive more than most in trials due to paying attention to the mechanics, but I think when getting more into vet trials (starting this weekend for me) I’ll probably look at some pots like you say, or I’ll pop a health enchant on my chest to help a little.

        R.E. the CP – I have read recently and have been told by a few people that you get more % damage mitigation per point in Hardy / Elemental Defender than you do with resistances? Hence the lack of armour focus & spell shield. This info could be wrong and if so I’ll probably split it more again, think a bit more research is required on that one maybe.

        Reply
  • Shynobi
    Jan 21, 2018

    @ boonfox……I see…..you’re just a dick

    Reply

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