Dragonknight Main-Tank: Spartan

author image by Woeler | 0 Comments | October 22, 2018

Spartan tank build dragonknight

General info


Patch: 4.2 Murkmire
Class: Dragonknight
Purpose: Trials Main-Tank

With Summerset and Wolfhunter, we as tanks luckily don’t have to adopt a lot of changes. Though jewel crafting brings us some interesting options that we can play with. Murkmire did not bring any significant changes.

Gear


Monster sets

There are a few options here, based on what your group needs. None of them are bad options, so pick whichever you think suits you and your group best.

Blood Spawn -> Extra ultimate

Lord Warden -> Extra protection for teammates in stacked fights

ChokethornShadowrend -> Extra magicka recovery for sustain and support

Gear – Setup in harder trial fights (my personal setup)

Hover over set names to see their tooltip. Remember that you can swap the pieces around to suit what items you may have available. Fights I recommend this for:

  • All Maw of Lorkhaj fights
  • All Halls of Fabrication fights
  • AA last boss
  • Hel Ra last boss
Armor PieceSetEnchantTrait
HeadChokethorn (H)Prismatic DefenceSturdy
ShoulderShadowrend (H)Prismatic DefenceSturdy
BodyEbon Armory (H)Prismatic DefenceSturdy
HandsEbon Armory (H)Prismatic DefenceSturdy
WaistRoar of Alkosh (M)Prismatic DefenceSturdy
LegsEbon Armory (H)Prismatic DefenceSturdy
FeetEbon Armory (H)Prismatic DefenceSturdy
NecklaceEbon ArmoryMagicka RecoveryTriune
RingRoar of AlkoshShield PlayTriune
RingRoar of AlkoshShield PlayTriune
Main Hand 1Roar of AlkoshCrusherInfused
Shield 1Roar of AlkoshPrismatic DefenceSturdy
Main Hand 2Roar of AlkoshWeakeningInfused
Shield 2Roar of AlkoshPrismatic DefenceSturdy

Locations

Chokethorn -> Elden Hollow I
Shadowrend -> Banished Cells I
Ebon Armory -> Crypt of Hearts I & II
Roar of Alkosh -> Maw of Lorkhaj (requires Thieves Guild DLC)

We are using the medium Alkosh belt to benefit from the Undaunted Mettle passive. This gives us two percent extra resources. Just make sure that the belt is your only medium piece, as it is the armour slot that gives the least resistances. As for the enchants. Running 3 block cost enchants with maxed out sturdy and shadow ward will give you a block cost of 337 stamina. Swapping one enchant out for magicka recovery gives you a block cost of 398. In my opinion this 61 increase in cost is a good trade-off for some extra magicka recovery. Letting more block cost enchants go increases your cost quickly. I personally didn’t feel comfortable in heavy fights with less than 2 block cost enchants, though your mileage may vary. The magicka recovery comes in handy for other things, like igneous shield for more stamina return. Roar of Alkosh is making a comeback. Dragon Bones has fixed most issues with synergy activation, and activating synergies, even with the ping from EU to the PTS is a lot smoother. It’s easier to time your synergies and get respectable uptimes on Roar of Alkosh, proving it once again stronger than Torugs. You can read more about this here.

Can I run a frost staff on my off-bar and use blockade of frost? Yes, you can, just make sure that you remove your medium piece Roar of Alkosh from your armour and use Roar of Alkosh sword and shield / frost staff. This way you do not lose Ebon Armory on weapon swap. I know that some people prefer to keep crusher up with blockade instead of light attacks and sword/shield skills. This is an option.

Gear – Setup in easier fights (my personal setup)

Hover over set names to see their tooltip. Remember that you can swap the pieces around to suit what items you may have available. Fights I recommend this for:

  • AA first three bosses
  • Hel Ra first 2 bosses
  • All Sanctum Ophidia bosses
  • All dungeons
Armor PieceSetEnchantTrait
HeadChokethorn (H)Prismatic DefenceSturdy
ShoulderShadowrend (H)Prismatic DefenceSturdy
BodyEbon Armory (H)Prismatic DefenceSturdy
HandsEbon Armory (H)Prismatic DefenceSturdy
WaistRoar of Alkosh (M)Prismatic DefenceSturdy
LegsEbon Armory (H)Prismatic DefenceSturdy
FeetEbon Armory (H)Prismatic DefenceSturdy
NecklaceEbon ArmoryMagicka RecoveryTriune
RingRoar of AlkoshMagicka RecoveryTriune
RingRoar of AlkoshMagicka RecoveryTriune
Main Hand 1Roar of AlkoshCrusherInfused
Shield 1Roar of AlkoshPrismatic DefenceSturdy
Main Hand 2Roar of AlkoshWeakeningInfused
Shield 2Roar of AlkoshPrismatic DefenceSturdy

Locations

Chokethorn -> Elden Hollow I
Shadowrend -> Banished Cells I
Ebon Armory -> Crypt of Hearts I & II
Roar of Alkosh -> Maw of Lorkhaj (requires Thieves Guild DLC)

The less hard fights that do not require you to block that often allow you to run three magicka recovery enchants. This basically enables you to spam support skills over and over again. The play style is quite fun in my opinion. I felt perfectly comfortable running 3 magicka recovery enchants. Of course, everyone will need to adapt a bit. If you don’t feel comfortable don’t be afraid to swap back to some block cost enchants.

Gear – Setup if you prefer a little more health

Hover over set names to see their tooltip. Remember that you can swap the pieces around to suit what items you may have available.

Armor PieceSetEnchantTrait
HeadChokethorn (H)Prismatic DefenceSturdy
ShoulderShadowrend (H)Prismatic DefenceSturdy
BodyAkaviri Dragonguard (H)Prismatic DefenceSturdy
HandsAkaviri Dragonguard (H)Prismatic DefenceSturdy
WaistAkaviri Dragonguard (H)Prismatic DefenceSturdy
LegsPlague Doctor / Ebon Armory (H)Prismatic DefenceSturdy
FeetPlague Doctor / Ebon Armory (H)Prismatic DefenceSturdy
NecklacePlague Doctor / Ebon ArmoryShield PlayTriune
RingPlague Doctor / Ebon ArmoryShield PlayTriune
RingPlague Doctor / Ebon ArmoryShield PlayTriune
Main Hand 1Akaviri DragonguardCrusherInfused
Shield 1Akaviri DragonguardPrismatic DefenceSturdy
Main Hand 2Akaviri DragonguardWeakeningInfused
Shield 2Akaviri DragonguardPrismatic DefenceSturdy

Locations

Chokethorn -> Elden Hollow I
Shadowrend -> Banished Cells I
Plague Doctor-> Deshaan
Ebon Armory -> Crypt of Hearts I & II
Akaviri Dragonguard-> Eastmarch

Race


1. Argonian -> Extra healing output and input, plus a built in resource management system and a health bonus.
2. Imperial -> 12% health is still a massive bonus that cannot be neglected.
3. Nord / Orc -> Both have good tanking traits, but are not as strong as the ones listed above.

Stats & Supplies


You want a decent health pool. I would feel comfortable with anything above 35k health. This is including food buff. Generally I put 60 points into health and the remaining 4 into stamina. I put these points into stamina because I want to get stamina back when I use a mystic orb or a spear shard synergy. This makes use of your highest resource, and stamina is a little higher than magicka if we do this. As for supplies we will use purple cp150 food that increases all our max stats. As for potions we will use the tri-stat potions that give back stamina, magicka and health (cp150 of course). In some fights it is still nice to use major vitality/lingering health pots, but you will have to see which ones suit you best. Atronach mundus stoneMundus stone -> The Atronach (magicka recovery). It is still important to keep magicka recovery up. Dragon Knights use utility skills that cost magicka. Nothing really scales. So it is better to have more recovery than to have more max stats. We don’t directly benefit from max stats. Be a vampire. Yes, the 10% magicka regen is worth it. The extra fire damage is a joke. Just have a look at the passives Supernatural Recovery and Undeath.

Champion Points (810)


Warrior Warrior Constellation

 

SkillPoints
Elemental Defender49
Hardy49
Thick Skinned56
Ironclad72
Quick Recovery4
Bastion40

Thief Thief Constellation

SkillPoints
Shadow Ward100
Tumbling66
Arcanist76
Sprinter28

Mage Mage Constellation

SkillPoints
Blessed100
Elf Born100
Physical Weapons Expert40
Precise Strikes30

 

Skills


Hover over skill names to see their tooltip.

Bar 1:

Heroic Slash: Debufs the enemy with minor maim, making sure they do 15% less damage. Will also give you minor heroism, increasing your ultimate gain.
Pierce Armor: Melee taunt that runs 15 seconds. Also debufs the enemy for 12 seconds with major fracture and major breach.
Hardened Armor: You major armor buffs that you need to keep up at all times. Will also give you a small shield.
Deep Thoughts
: An amazing skill for sustain which you can use during the less heavy parts of a fight for massive resource return. It is a toggle that drops block, but if you have the Deliberation passive you will gain major protection while meditating. Will also give you the Concentrated Barrier passive for being slotted.
Igneous Shield: A shield that scales with health that goes on you and allies. Casting this will also give alies Minor Brutality and it will return stamina to you if you have unlocked the Helping Hands passive. This is a skill that you will constantly use.
Ultimate -> Replenishing Barrier*: We DO NOT use this skill. But due to the alliance war passives having barrier slotted on your main bar will give you 10% extra magicka recovery. Note that if you have issues bar swapping than please do not do this and just double slot war horn. It’s not a huge difference, but min-maxing is min-maxing.

*If you are struggling in certain fights, do swap this ultimate for Magma Shell. Surviving is priority number one.
*You may also want to have a look at Temporal Guard, which gives you minor protection while the ultimate ability is slotted. For projectile heavy fights like Rakkhat, you might want to swap Deep Thoughts for Absorb Magic.

Bar 2:

Unrelenting Grip: Chains, pull enemies to you. A must have for every tank. Makes fights go way faster.
Inner Rage: A taunt that you can use on range to initiate encounters. It will cost magicka, but it also has a stamina morph. Which one you chose is a matter of personal preference.
Efficient Purge: A powerful cleanse that is useful in most trials to cleanse poison or bleed debuffs off allies and yourself.
Choking Talons: An AoE root that works extremely well in large groups of enemies. Also reduces the damage affected enemies do.
Deep Breath: A must have for Veteran Halls of Fabrication. This skill is an AoE interrupt.
Ultimate -> Aggressive Horn: An ability that will increase your group’s crit damage for 9,5 seconds and it will increase all their stat pools by 10% for 30 seconds. This is by a clear mile the strongest ultimate to use for tanks. The last two slots on the back bar are flex slots. Here you can use skills you would like to have availble during certain encounters. Options could be:

Important Passives

If you have any questions leave them on my Twitter @WoelerGaming.

Changelog

  • October 23rd – Murkmire update
  • August 12th 2018 – Wolfhunter update
  • April 23rd 2018 – Summerset update
  • Feb 10th 2018 – Dragon Bones update
  • Oct 26th 2017 – Clockwork City update (known as Shredder)

Discord

Discord partner