Heavy flamer
Class: DRAGONKNIGHT
Race: Dunmer (Dark Elf)
Main Role: Damage
Health, Magicka, Stamina
HEALTH | MAGICKA | STAMINA |
17000 | 40500 | 11000 |
Skills
Bar 1
Weapon 1: Destruction Staff
Mages Guild Skill
Inner Light
Destruction Staff Skill
Elemental Blockade
Dragonknight Skill
Eruption
Dragonknight Skill
Molten Armaments
Destruction Staff Skill
Elemental Drain
Dragonknight Skill
Standard of Might
Bar 2
Weapon 2: Destruction Staff
Mages Guild Skill
Inner Light
Dragonknight Skill
Engulfing Flames
Dragonknight Skill
Burning Embers
Dragonknight Skill
Flames of Oblivion
Fighters Guild Skill
Rearming Trap
Destruction Staff Skill
Elemental Rage
Armor Types
Light Armor | Medium Armor | Heavy Armor |
5 | 1 | 1 |
Gear and Item Set Info
5 piece sets:
Queen's elegance
Infallible Aether
Monster set:
Zaan or Grothdarr or Valkyn Skoria
Elf bane could work with Zaan equiped, but haven't tested it out.
General Info
Rotation is pretty simple, use Molten armaments, Elemental drain and Flames of oblivion before a fight
Always start with a heavy attack to apply Minor Vulnerability to the enemy. Continue with applying AOEs with a light attack in between all skills.
Switch to the other bar, apply all skills except Flames of Oblivion if it's not nearing the end. Do a heavy attack, apply Blockade of fire and switch back to the back bar. Apply englufing flames and burning embers again. Do another heavy attack, switch to the main bar, reapply AOEs and repeat. Molten Armaments and Elemental drain apply when they near the end. The timing of them is good and you should have time to reapply them during the thrid switch to the main bar, when you need to use Blockade of fire and Eruption again. Also use Standard of might when you can for 15% more damage.
For trash mobs, just apply AOEs and englufing flames followed by 2 heavy attacks and reapply Blockade of fire and engulfing flames. Since Eruption has a long duration, you only need to reapply it every second time. Use fiery rage if you have to.
Even though I only don't have final Undaunted passive unlocked, I was able to do 32.4k DPS. For potions, I only use standard magicka regen ones because we get Major Sorcery from Molten Armaments and Major Prophecy from Inner light.
Reason why I like this build is because of high heavy attack damage. Not only does it do quite a lot of DPS (around 4.5k on a standard dummy) it also gives back magicka which makes sustain that much easier. Not to mention high critical damage it can do (highest being 51k in a dungeon).
You can use Channeled Acceleration instead of Rearming trap, but I think trap is better because it costs stamina which we regain from using Eruption and Molten armaments thanks to DK passive.