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
Weapon 2: One Handed And Shield
Support SkillStalwart Guard
Dragonknight SkillChoking Talons
Dragonknight SkillIgneous Weapons
Medium Armor SkillShuffle
One Hand And Shield SkillPierce Armor
Assault SkillAggressive Horn
|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.
I love this. Brilliant job
I tried your Build (except with mighty chudan) as i do not have it yet. I think its something you really need to get used to as it is not like a normal tank build. I think i might change the champion points a bit, as I died a lot because of damage over time effects and poison. Might be also the fault of the healer as it was in mazzatun and it’s not the best dungeon for randoms I guess…
But the damage shield is crazy. I do have a Khajiit which i havent played a lot so this might be an option for him 🙂
Thanks for this
Glad to hear you tried my build, without the mighty chudan set the resistances drops almost 7k for spell and physical. Using hardened armor you can get about 5k of those resistances back but than you would have to use an extra active during the fight. I wouldn’t recommend using immovable because you already have shuffle on for the master armor set and it costs a lot of stamina. The ruins of mazzatuin is a tough dungeon with randoms, its a tough dungeon in general. I have done it several times with this build so I know its possible and I have done it without dying. However everyone in the group really has to know what they are doing. You need two very good damage dealers and I would recommend a Templar healer who has spear shards on. This dungeon is a killer on stamina especially with my build, having the gold pieces with sturdy helps a lot and so does stamina potions, spamming igneous shields as a DK restores stamina which helps as well. Using the spell wall as a DK is also a good way to get stamina back. For any of the DLC dungeons, sometimes I change the guard to other skills that might be better for the situation. This particular dungeon however is all about the mechanics and players on your team though. If the people running the poison against chudan don’t have a way to get their stamina back you are going to be in trouble, spear shards is a life saver. Honestly I’ve never had a problem against DOT damage with this build. I’ve dueled against heavy stamina/physical DOT players and they literally can’t kill me. Putting vigor on and rotating between damage shields, spell wall, and vigor you stay alive forever. I would recommend going in with an experienced group level 300cp or higher who has done this dungeon before. Not sure what area you are having trouble with but the area I usually have trouble with is against chudan. Take off the guard and put on chains maybe a magicka heal on the back bar, your job is to just taunt chaudan dodge his reds, interrupt his charge by bashing, taunting the trolls that spawn and try to chain/talon the archers/mobs as well as you can. Let your damage dealers run the poison, let your healer heal and provide stamina and you should be fine. If you have any other questions let me know.
I just got the Chudan helm last night. I managed to get lucky and find a group of randoms that knew what they were doing (after a few boots of course) and we killed the final boss on the second try!
I have the full set now and I have to say I enjoy this a lot. I am just resetting my skill points and stats to matxh. Not quite at the max yet for champion points though. I am at 343.
How does this far against trial bosses? I can see it doing exceptionally well against the Warrior
Glad to hear you got the set and like my build, I haven’t done the 12 man trials yet but I’m anxious to see how my build does. As you can probably see from using the build, tanking isn’t a problem. Sometimes I run the Ferocious Leap ult combined with the two damage shields which gives a 100k damage shield for about 6 seconds which guarantees you could survive just about any one shot mechanic. Most of the time that is overkill though. The only problem I see with running a trial with this build is not having the Ebon Armor passive for your group but usually you’re not the only tank so someone else should have it. Recently I have tried subbing out the Armor Master set for the footman set which gives a lot of the same stats and has the additional 8% block mitigation. Its not a bad set and does okay but the combination of shuffle, 5% more health and the chudan passive I think overall is better. You just can’t beat the 20% dodge chance with the 35k resistances at all times. My CP level is around 400 so I’m only a little higher than you are. I’ll still have 161 points to spend when I get max level, so I’m sure i’ll be messing around with the additional points and might add to that more when I get those points. I can tell you now though for the green tree, I’m going to continue putting points into the magician and warlord for the cost reduction and keep the 100pts into shadow ward but I’m always messing around with the blue and red trees.I would recommend keeping bastion and shadow ward at 100 but everything else is fair game really for you to test different things. And I’m always testing new abilities with this build, sometimes a member of my group plays as a DK and puts igneous weapons on, when he does I’ll usually sub mine out for another ability. In the dragon star arena I put on circle of protection because in a lot of situations we found ourselves staying close together. That combined with Guard gives one of your members a 40% damage reduction, which is a lot, but costs a lot of stamina. If you have any other thoughts or questions let me know or add me my IGN is the same as my user name.
Would it be okay to swap out Plague doctor for the Ebony set?
Yeah I would imagine that you could swap those sets out, you would end up losing around 5k health which would effect your damage shields quite a bit. I’m not a big fan of the Ebon set because it only gives 1118 health to your group but maybe with switching the attribute points and some of the enchantments around to health you might be able to make up some of the difference. Those two sets offer different give and takes, because igneous shields scales with your health while the bone surge is a synergy effect but still effective if they remember to activate it where as the Ebon set is just flat extra health at all times. In my opinion the 1118 health doesn’t appeal to me but in a trial giving every member of your group extra health can be the difference. Let me know if it works out better than the plague doctor set.
Just a quick question best option wise for attribute points, is it best as you have it up above 5 stamina and 59 magicka? Or more stamina? first time with a tank build here and would like to set one up right lol
Well generally speaking, on a tank its always been my impression that having more stamina is important over all. Blocking requires a lot of stamina and usually as a tank you will have a fair amount of stamina abilities. With my build however I went heavy into magicka because the build permits it. If you’re not playing as a Dragon Knight you might find yourself consistently running low on stamina with this build against tough dungeons/bosses. As a dragon knight using earthen heart abilities restores stamina and popping ult restores all your resources. Since I went heavy into shielding, spamming igneous is beneficial for you and your team. You and they get a shield almost all the time and you are constantly restoring stamina. The other reason I was able to go heavy into magicka is because I have all stamina enchantments and all sturdy traits which reduces the stamina block cost. Also note that I went into the magician and warlord in the green tree to reduce the cost of stamina and magicka abilities and shadow ward for even more reduced block cost. If you are not playing as a dragon knight you might have to go more into stamina, maybe as much as an even split. I don’t want to say this build is non-meta but it is different to some extent. What race and class are you playing as and what level are you currently, that will give me a little more insight into where you are sitting right now and how effective this build will be for you.
I’m currently a level 8 Imperial Dragon knight with a few champion points not a whole lot
I am CP 145 and have been using this build for two weeks with a couple tweaks in the skill bar and armor types. I cannot be killed and get compliments from 561 constantly. You have to be really on it to use this build right, but there are times where I save my group when the healer is dead and times where I tank the boss and pickup a teammate or two without trouble. My only question is, how can I make this slightly more geared to PVP? (Thank you for posting)
I’m glad to read that! This gives me high hopes for this build now. My champion points are 160+ (don’t remember actual) I thought I was low. Some friends just got the game and I know none of them like playing a tank so figured I’d give it a go and reading this seems pretty sweet
Try building a meta ….. sword and board/ two hand
@BreatheTillDawn Glad to hear it, the build is very versatile and alterations can be made in a lot of different areas. PVP is a tough one, if you play in the non-cp your damage shield will be negligible. If you’re running by yourself most likely you won’t kill anyone, and I don’t play for direct kills when I go into PvP with this build. Sometimes i’ll put a LOT of CC on my bars, jump into the middle of a pack with a decent heal and CC spam everyone in place. That works well. As we speak I’m working on a similar build for the true flame pvp that keeps the plague doctor set and bastion set up, I have high hopes for it but won’t be sure till I finish it and test it. When I do go into pvp with this build I put on chains, talons, obsidian shard, vigor maybe even cinder storm etc. I go in before my group even if the mob is big and just focus on CCing as much as possible. When your ccing people into the ground a lot of panic ensues and you can easily survive with igneous and vigor. Sometimes I put on coagulating blood and vigor. If you can get them to focus you, while you are ccing with a decent group of people you can come out on top in most situations. Magnum Armor is a good ult for pvp too if you are going to play it like this.
@Bartholomew Imperial DK, thats what I like to hear, if I didn’t like the nord as much as I do, Imperial is the race I would choose. While you miss out on the Nords damage mitigation you gain the extra resources flat out. I would wait until you’re actually level 160 before making/collecting the sets. But honestly as for point distribution you shouldn’t have a problem. You probably could go all into magicka since Imperial gets a much bigger boost in stamina and health. Or you could even probably get the stamina closer to 30k and the magicka around 15k. I would mess around with it a bit and figure out which abilities are more important to you and how you want to play it. If I were you I would copy my build when you hit lvl 160, split the attributes between magicka and stamina, do a vet pledge and see whats lack luster. From there you can decide what needs to be higher or lower.
I tried this build on my Nord Tank and its awesome.
I only have atm not plague doctor but i use Eternal Yokeda 5 pieces with the armor master and its a beast.
Yeah Eternal Yokeda is a cool set, I just prefer the high health. The only thing that I don’t like about that set is the major effect from it is basically based of you dying. But having the high healing taken is actually a good combination.
Nice tank build I use undaunted bastion/his bark I’m almost in killable…. tank vets with no healers
Hi, can anyone help me with building/finding me the armor master items? I can’t seem to find them in the guild stores and my smithing is low level, any help is sincerely appreciated. I play on the ps4, cheers
What mudus do you use and if wanting a bit of weapon damage would it be best to put fighters guild skills on skill bar. And does the weopon melee cp make a difference?
@LiamHKZ I’m on the PC so unfortunately I can’t make you any gear, the Armor Master set is a craft able set from Imperial City.
@Chrisyboy I believe I have the Lord on for extra health. For doing some extra damage, as a DK I would put on venomous claw, maybe a few more of the sword and board abilities like low slash or power bash. Personally I probably wouldn’t grab any from the fighters guild line with this build. The claw is very powerful, if you need more damage I would start there.
Is there an alternative to the armor master armor?
One of the sets that’s I was playing around with before the armor master set was the footman set or hist bark. If you run hist bark you no longer need shuffle but your resistances would be a lot lower. The footman set isn’t bad buy again you lose out on the resistance, you do however gain 8% damage mitigation. I would recommend giving that set a try.
How come Mettle isn’t used on the build? Too much armor/passive loss to get any good of the extra % of HP?
You could definitely run one piece of light and one piece of medium and five pieces of heavy to take full advantage of the undaunted passives and the light armor/medium armor passives. However I prefer 28% health recovery from constitution and 2500 physical and spell resistance from resolve. The only benefit you would receive from the medium armor passives are the stamina cost reduction and roll dodge, the recovery doesn’t count while you’re blocking. The light armor passives would however be a nice addition to this build with increased magicka recovery and reduced cost. Overall you end up getting the same HP with 7 pieces of heavy armor vs 5 pieces with 6% for Mettle. Remember wearing only heavy armor still gives a 2% mettle bonus. The increase is percent based from mettle, my stamina and magicka are only at 21k which would only give an additional 840 stats to each. Right now I recover 1302 magicka/stamina every time I get hit(every 4 seconds) with constitution. In my opinion deciding whether or not to run one light and one medium with this build is completely preference. Its something I have considered doing with this build but haven’t taken the time to test it. As you can see though the differences are a give and take and would be very slight in either direction if any at all.
Would this build run well as a redguard? I like the stamina bonuses and passives for a little more stamina boost. That with the 40k health and 20k magicka could be nice. Any advice?
Yes I think this build would run as a redguard, you would trade a lot of passive health from nord for stamina playing as a redgaurd. In that case I would probably use health enchantments instead of stamina enchantments to make up the difference in obtaining 40k health. Doing that would negate the stamina vs health passives and what you would really be trading is health recovery and damage mitigation for flat stamina recovery and on hit stamina recovery. That being the case you would probably just have to adjust your play style a little bit to make better use of the passives and I would probably distribute the champion points a little differently as well. Heavy attacking more and maybe putting some points into tenacity in the thief tree to get an even bigger boost. Since my build focuses on blocking mostly I’ve never been to happy with this build playing as a redguard because of the stamina recovery focus but I think it would work if you played it correctly. Test it out and tell me where you think you’re lacking and I’ll try to figure out some changes that could be made that would help your situation out.
Really liking the look of this build, however I’m new to tank and my highest char is 36 but I want to tank without respeccing anything so made a Nord DK. I’m clueless about tanking and higher level dungeons. Im leveling this in a way that I get as many of the abilities asap but was wandering what passives to pick up as I go. Any help is greatly appreciated
As for the nord passives I would say all of them are necessary towards this build and tanking in general. From the DK Draconic power class, the essential passives are Iron Skin, my build only uses, most of the time, two abilities from this line. Elder Dragon is good but can be put on hold until you get more skill points same with burning heart. Eventually you want to max all of these but with a small amount of skill points I would prioritize Iron Skin first. I would say from Ardent Flame generally all of the passives can be put on hold until you have a decent pool. From Earthen Heart, Battle Roar is essential for a DK and in my opinion so is Helping Hands, my build focuses on damage shields which includes Igneous shields of which you will be spamming so helping hands is a must. Like the Draconic Power tree though all of these skills are good and should all be maxed eventually. Also from the sword and shield tree, all of the passives are good and eventually should be maxed but if you are really constricted on points you could get away with ignoring deadly bash and battlefield mobility if you have too. All of the undaunted passives are good but can be ignored for a while since leveling undaunted takes some time from a new character. For the heavy armor passives the first two are a must and so is rapid mending, Wrath can be put on hold until you get enough points though. Unless you are pvping ignore the pvp lines and since this is not your main obviously ignore all the crafting lines. I’m not sure exactly how many points it takes to max the areas I talked about along with your weapon and class abilities but you should be okay as long as you dont max two weapons or any skills. Hope that helps sorry for the late response.
The most expensive min-max build I have ever seen.
It can get expensive if you don’t have 9 traits researched for blacksmithing. I do though so the only thing I had to buy was some plague doctor pieces, last time I checked though those pieces are pretty cheap and easy to farm. If you’re talking about 160 ores and mats, I have a ton of those just from playing, if you are new to the game though than yes this build will probably set you back some gold.
Attributes: Health 0 – Stamina 5 – Magicka 59 is that correct with:
HEALTH MAGICKA STAMINA
40063 21301 21280
As shown above?
My favorite class is dk playing as a tank I normally always use orc. Orc should work good for this build what you think?
What type of food are you using for this build. Tri-stat or bi-stat. And if bi-stat what would be best for it.