Dragonknight Main-Tank: Spartan

 
author image by Woeler | 0 Comments | 23 Apr 2018

Spartan tank build dragonknight

General info


Patch: 4.0 Summerset
Class: Dragonknight
Purpose: Trials Main-Tank

With Summerset, 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.

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 Piece Set Enchant Trait
Head Chokethorn (H) Prismatic Defence Sturdy
Shoulder Shadowrend (H) Prismatic Defence Sturdy
Body Ebon Armory (H) Prismatic Defence Sturdy
Hands Ebon Armory (H) Prismatic Defence Sturdy
Waist Roar of Alkosh (M) Prismatic Defence Sturdy
Legs Ebon Armory (H) Prismatic Defence Sturdy
Feet Ebon Armory (H) Prismatic Defence Sturdy
Necklace Ebon Armory Magicka Recovery Triune (New trait!)
Ring Roar of Alkosh Shield Play Triune (New trait!)
Ring Roar of Alkosh Shield Play Triune (New trait!)
Main Hand 1 Roar of Alkosh Crusher Infused
Shield 1 Roar of Alkosh Prismatic Defence Sturdy
Main Hand 2 Roar of Alkosh Weakening Infused
Shield 2 Roar of Alkosh Prismatic Defence Sturdy

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 Piece Set Enchant Trait
Head Chokethorn (H) Prismatic Defence Sturdy
Shoulder Shadowrend (H) Prismatic Defence Sturdy
Body Ebon Armory (H) Prismatic Defence Sturdy
Hands Ebon Armory (H) Prismatic Defence Sturdy
Waist Roar of Alkosh (M) Prismatic Defence Sturdy
Legs Ebon Armory (H) Prismatic Defence Sturdy
Feet Ebon Armory (H) Prismatic Defence Sturdy
Necklace Ebon Armory Magicka Recovery Triune (New trait!)
Ring Roar of Alkosh Magicka Recovery Triune (New trait!)
Ring Roar of Alkosh Magicka Recovery Triune (New trait!)
Main Hand 1 Roar of Alkosh Crusher Infused
Shield 1 Roar of Alkosh Prismatic Defence Sturdy
Main Hand 2 Roar of Alkosh Weakening Infused
Shield 2 Roar of Alkosh Prismatic Defence Sturdy

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 Piece Set Enchant Trait
Head Chokethorn (H) Prismatic Defence Sturdy
Shoulder Shadowrend (H) Prismatic Defence Sturdy
Body Torug's Pact (H) Prismatic Defence Sturdy
Hands Torug's Pact (M) Prismatic Defence Sturdy
Waist Torug's Pact (L) Prismatic Defence Sturdy
Legs Plague Doctor / Ebon Armory (H) Prismatic Defence Sturdy
Feet Plague Doctor / Ebon Armory (H) Prismatic Defence Sturdy
Necklace Plague Doctor / Ebon Armory Shield Play Triune (New trait!)
Ring Plague Doctor / Ebon Armory Shield Play Triune (New trait!)
Ring Plague Doctor / Ebon Armory Shield Play Triune (New trait!)
Main Hand 1 Torug's Pact Crusher Infused
Shield 1 Torug's Pact Prismatic Defence Sturdy
Main Hand 2 Torug's Pact Weakening Infused
Shield 2 Torug's Pact Prismatic Defence Sturdy

Locations

Chokethorn -> Elden Hollow I
Shadowrend -> Banished Cells I
Plague Doctor-> Deshaan
Ebon Armory -> Crypt of Hearts I & II
Torug's Pact-> Crafted (Grathwood, Stormhaven, Deshaan)

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 (750)


Warrior Warrior Constellation

 

Skill Points
Elemental Defender 43
Hardy 43
Thick Skinned 48
Ironclad 72
Quick Recovery 4
Bastion 40

Thief Thief Constellation

Skill Points
Shadow Ward 100
Tumbling 56
Arcanist 76
Sprinter 18

Mage Mage Constellation

Skill Points
Blessed 100
Elf Born 100
Physical Weapons Expert 40
Precise Strikes 10

 

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 (this is the essence of this build!) that goes on you and allies. Casting this will also give alies Mnor 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 Magick.

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

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

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