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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

Inner Light

Mages Guild Skill

Inner Light

Magelight

 

Elemental Blockade

Destruction Staff Skill

Elemental Blockade

Wall of Elements

 

Eruption

Dragonknight Skill

Eruption

Ash Cloud

 

Molten Armaments

Dragonknight Skill

Molten Armaments

Molten Weapons

 

Elemental Drain

Destruction Staff Skill

Elemental Drain

Weakness to Elements

 

Standard of Might

Dragonknight Skill

Standard of Might

Dragonknight Standard

 

Bar 2

Weapon 2: Destruction Staff

Inner Light

Mages Guild Skill

Inner Light

Magelight

 

Engulfing Flames

Dragonknight Skill

Engulfing Flames

Fiery Breath

 

Burning Embers

Dragonknight Skill

Burning Embers

Searing Strike

 

Flames of Oblivion

Dragonknight Skill

Flames of Oblivion

Inferno

 

Rearming Trap

Fighters Guild Skill

Rearming Trap

Trap Beast

 

Elemental Rage

Destruction Staff Skill

Elemental Rage

Elemental Storm

 

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.

 

 

 

 

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