Tankotron
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
One Hand And Shield Skill
Pierce Armor
Dragonknight Skill
Choking Talons
Dragonknight Skill
Cinder Storm
Dragonknight Skill
Unrelenting Grip
Mages Guild Skill
Structured Entropy
Dragonknight Skill
Magma Shell
Bar 2
Weapon 2: One Handed And Shield
Dragonknight Skill
Igneous Shield
Dragonknight Skill
Molten Armaments
Dragonknight Skill
Hardened Armor
Dragonknight Skill
Green Dragon Blood
Mages Guild Skill
Structured Entropy
Dragonknight Skill
Standard of Might
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.
Whats a general good monster set to replace Blood spawn with? Nerien’eth? Chokethorn?
Also, what about the CP? What points do I put into each passive, and how many points each?