DK Main-Tank: Shredder

 
author image by Woeler | 0 Comments | 03 Aug 2017

General info

Patch: 3.1 Horns of the Reach
Class: Dragonknight
Purpose: Trials Main-Tank

Horns of the Reach is approaching and with that a ton of new changes. The most important one is that the sharpened trait has gotten a significant nerf. This means that penetration support from tanks becomes more important. There are several ways to create a good penetration base value for your team. They include sets we already know, like Alkosh, but there is also a newcomer, Torug’s Pact.

Monster sets

Sustain is still a major part of tanking. And to be honest there are quite some interesting two-piece monster sets. However, using two one-piece sets that give magicka recovery will boost your sustain by quite a bit. Two such sets exist, Shadowrend and Chokethorn. I would say this is the superior option for now. It is a strong combination. You can farm Shadowrend in Banished Cells I and you can farm Chokethorn in Elden Hollow I.

Below you will find three different gear setups. The best in slot setup, a setup for people that do not have Alkosh and a setup for people that prefer to be more tanky.

Gear – Setup best in slot

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 (L) Prismatic Defence Sturdy
Body Akaviri Dragonguard (H) Prismatic Defence Sturdy
Hands Akaviri Dragonguard (H) Prismatic Defence Sturdy
Waist Roar of Alkosh (M) Prismatic Defence Sturdy
Legs Akaviri Dragonguard (H) Prismatic Defence Sturdy
Feet Akaviri Dragonguard (H) Prismatic Defence Sturdy
Necklace Akaviri Dragonguard Shield Play Healthy
Ring Roar of Alkosh Shield Play Robust
Ring Roar of Alkosh Shield Play Robust
Main Hand 1 Roar of Alkosh Crusher Infused
Shield 1 Roar of Alkosh Prismatic Defence Nirnhoned/Reinforced
Main Hand 2 Roar of Alkosh Crusher Infused
Shield 2 Roar of Alkosh Prismatic Defence Nirnhoned/Reinforced

A note on this setup. I still like having a decent health pool. This is why I prefer to wear the belt of Alkosh. The belt gives the least amount of armour, meaning that trading it for a medium piece is not a big deal. Doing this allows us to wear a Dragonguard necklace, giving us some extra health from the healthy trait.

Also, let us do the math on why I prefer Alkosh over Torug’s Pact. Below you can see two graphs depicting the average penetration. I compare 50% crusher uptime with infused and 75% crusher uptime with infused on an Alkosh setup to a Torug’s setup with 100% crusher uptime.

As you can see the needed Alkosh uptime to outperform Torug’s is within reachable margins. Especially if you keep in mind that with an infused weapon you will most likely hit that 75% crusher uptime, if not more. Also keep in mind that I even gave Torug’s the upper hand in these graphs by assuming a 100% crusher uptime.

If you get a reasonable amount of synergies in combat, Alkosh is the clear victor. So if you are sure that you can output an Alkosh uptime bigger than shown in the graphs, wear Alkosh. If you do not, or are not sure, wear the setup below.

 

Gear – Setup “Help, I do not have Alkosh!”

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 Akaviri Dragonguard (H) Prismatic Defence Sturdy
Feet Akaviri Dragonguard (H) Prismatic Defence Sturdy
Necklace Akaviri Dragonguard Shield Play Healthy
Ring Akaviri Dragonguard Shield Play Healthy
Ring Akaviri Dragonguard Shield Play Healthy
Main Hand 1 Torug’s Pact Crusher Infused
Shield 1 Torug’s Pact Prismatic Defence Nirnhoned
Main Hand 2 Torug’s Pact Crusher Infused
Shield 2 Torug’s Pact Prismatic Defence Nirnhoned

 

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 (H) Prismatic Defence Sturdy
Feet Plague Doctor (H) Prismatic Defence Sturdy
Necklace Plague Doctor Shield Play Healthy
Ring Plague Doctor Shield Play Healthy
Ring Plague Doctor Shield Play Healthy
Main Hand 1 Torug’s Pact Crusher Infused
Shield 1 Torug’s Pact Prismatic Defence Nirnhoned
Main Hand 2 Torug’s Pact Crusher Infused
Shield 2 Torug’s Pact Prismatic Defence Nirnhoned

 

Full sturdy, why?

With the changes to CP and the general hit to sustain it becomes crucial to reduce the cost of block as much as possible. If you have seen my video on block cost reduction you know that sturdy and shadow ward cp diminish each other’s value. While that is still true, there is no other useful place to allocate cp or useful traits to put on your armor. Therefore this combination is superior in the Horns of the Reach patch.

Best race choice

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.

Note: Why isn’t Imperial number 1? Because max resource pools, especially on the stamina side don’t matter anymore. They do not scale your Battle Roar or Helping Hands anymore.

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 (660)

Warrior Constellation

Elemental Defender -> 37 points
Hardy -> 37 points
Thick Skinned -> 44 points
Ironclad -> 61 points
Bastion -> 40 points
Heavy Armor Focuss -> 1

Thief Constellation

Shadow Ward -> 94 points
Tumbling -> 40 points
Arcanist -> 75 points
Sprinter -> 11 points

Mage Constellation

Blessed -> 100
Elf Born -> 80
Melee Weapons Expert -> 40 points

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.
Absorb Magick: Will give you 8% block cost reduction and 8% damage mitigation by having it slotted. Also handy to spam in heavy projectile fights, like Rakkhat in Maw of Lorkhaj.
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.

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.

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