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Tankotron

Author: Anisotropic Transgression

Class: DRAGONKNIGHT

Race: Nord

Main Role: Tank

Health, Magicka, Stamina

HEALTH MAGICKA STAMINA
50K 21K 22K

 

Skills

 

Bar 1

Weapon 1: One Handed And Shield

Pierce Armor

One Hand And Shield Skill

Pierce Armor

Puncture

 

Choking Talons

Dragonknight Skill

Choking Talons

Dark Talons

 

Cinder Storm

Dragonknight Skill

Cinder Storm

Ash Cloud

 

Unrelenting Grip

Dragonknight Skill

Unrelenting Grip

Fiery Grip

 

Structured Entropy

Mages Guild Skill

Structured Entropy

Entropy

 

Magma Shell

Dragonknight Skill

Magma Shell

Magma Armor

 

Bar 2

Weapon 2: One Handed And Shield

Igneous Shield

Dragonknight Skill

Igneous Shield

Obsidian Shield

 

Molten Armaments

Dragonknight Skill

Molten Armaments

Molten Weapons

 

Hardened Armor

Dragonknight Skill

Hardened Armor

Spiked Armor

 

Green Dragon Blood

Dragonknight Skill

Green Dragon Blood

Dragon Blood

 

Structured Entropy

Mages Guild Skill

Structured Entropy

Entropy

 

Standard of Might

Dragonknight Skill

Standard of Might

Dragonknight Standard

 

Armor Types

Light Armor Medium Armor Heavy Armor
1 1 5

 

Gear and Item Set Info

 

5x Ebon Armor (Flexible here, if your group already has Ebon choose something that better fits yours/groups needs)

5x Plague Doctor's (Huge HP resource bonus which allows us to divide attribute points into Magicka / Stamina, but make sure to have more Stamina then Magicka so things like Orbs or Shards always refil Stamina)

2x Bloodspawn's (Ulti generation)

Each major armor piece (head, legs and chest) is Infused and has Prismatic Defense glyph, rest is +HP and Sturdy. Both shields should be reinforced to get the best bonus from Shield Expert CP skill.
I also use Charged weapons with the Crusher enchant but you might also wanna opt for Defending here.

 

General Info

 

Food - Longfin Pasty with Melon Sauce

Potions - Either Tri-Restoration or if you run with PUG people who can't stay out of red circles or don't know the mechanics you can also use some Essence of Immovability combined with Magma Shell to basically revive your entire group when things go south

Rotation/Pull strategy - Molten Armaments, Greed Dragon Blood, Hardened Armor, (Switch bars), Cinder Storm the nearest group of mobs and start running toward the center of it, Pierce Armor everything that tries to get past you, once you're in position start Gripping all the casters/archers to that place, usually you can pull like 2-3 ranged mobs before they try to get away from you, so after 2-3 grips use Talons to hold everything in place. 

Ulties - Magma Shell is your "Oh Sh!t" button, unfortunetaly there are certain spells which circumvent it (Mezeluth's ground explosions in COH2 for one) but I believe the list could be narrowed to 3-5 abilities in the entire game. Otherwise use Standard of Might for +15%DMG and +15%DMG reduction while within range - huge damage boost for groups comparable with Aggressive Warhorn.

If you don't need that much HP you can also get rid of Structured Entropy (8% bonus) and slot some different skills.

 

 

 

 

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