Monster tank
Class: DRAGONKNIGHT
Race: Nord
Main Role: Tank
Health, Magicka, Stamina
HEALTH | MAGICKA | STAMINA |
27k | 19k | 30k |
Skills
Bar 1
Weapon 1: One Handed And Shield
Dragonknight Skill
Igneous Shield
Assault Skill
Resolving Vigor
Dragonknight Skill
Unrelenting Grip
One Hand And Shield Skill
Pierce Armor
One Hand And Shield Skill
Heroic Slash
Assault Skill
Aggressive Horn
Bar 2
Weapon 2: One Handed And Shield
Medium Armor Skill
Elude
Dragonknight Skill
Volatile Armor
Dragonknight Skill
Igneous Weapons
Dragonknight Skill
Noxious Breath
Dragonknight Skill
Choking Talons
Dragonknight Skill
Magma Shell
Armor Types
Light Armor | Medium Armor | Heavy Armor |
1 | 1 | 5 |
Gear and Item Set Info
2 piece blood spawn
5 piece tavas favor
5 piece imperial bastion/ akaviri dragonguard/ berserk warrior
General Info
What you want to do for trash pulls is be the first to run in. Use talons and noxious breath to weaken and dot the enemies and from there proceed to hold enemies in one place with talons. Use chains to pull in any stragglers and have your dps target all aoe's on you.
For bosses is pretty cut and dry. Taunt the boss. Time your buffs. If there's any adds user chains to pull them in. Remember to use igneous shields, evade, and heroic slash to generate a nasty amount of ultimate. Ultimate is sustain to a dk.
You can change out noxious breath for a number of things. Draw essence, cinder storm and caltrops all work well.
For traits I generally run deceisive on both weapons because I don't feel the need to run defending as I don't die. I don't die because if I feel like I'm in trouble I use magma shell. This ultimate also works a great bail out button as it makes you nearly unkillable for 10 seconds and gives your entire party a great damage shield so you can even use it to save a party member. Barrier is not a bad alternative at all. With two gold deceisive weapons and a good healer I can usually keep war horn up an entire fight. That much ultimate in that short a time is the secret to sustain. But the combination of war horn and igneous weapons means you won't be sustaining all day. This is going over smooth.
Armor traits should be a mix of 4 sturdy and the rest infused or devines. I use devines because I run the atronach stone. I use it because a nord isn't great at magika recovery and a real tank doesn't get to choose between magic and stamina base.
Enchantments should be either magic or stamina depending on your needs and jewelery should be shield play, magika /health recovery (to taste), or resistances.
Weapons enchants should be crusher on taunt bar and weakening on the other. This all together provides a good amount of group support.
Champion points
Red: the usual assortment, hardy, thick skin, the magic version of hardy (can't remember the name) quick healing is good to put some into as well
Green: 60 warlord, 40 magician, 60 arcanist, (moon calf is ok for this build but really not necessary as you'll be blocking a lot and can recover stamina from heavy attacks and ultimates and igneous shields) remaining 40 are another mix to taste thing.
Blue: 100 blessed, 20 elf born, 50 mighty, 30 thaumaturge.
What were your attribute points? Health, Stamina, Magicka?