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Dragonknight Build Discussion


Started by Nehemia
Post #113160
Contributor

335
Faction & Race:
Ebonheart Pact (Dunmer)
This thread is to discuss builds for the class Dragonknight. Post your own, criticize, throw in some wild ideas for others to theory craft.
The list of Dragonknight skills can be found here (Not everything is necessarily up-to-date): Link to Skills list. All credits to Rage.

Format:
Quote:Build Name:
  • Race:
  • Class: Dragonknight
  • Stat allocation: [ex. 20 HP / 10 MA / 19 STA]
  • Weapon:
  • Armor: [ex. 5 HA / 2 MA]

    Skills set:
  • Ultimate:
  • 1.
  • 2.
  • 3.
  • 4.
  • 5.

    Hotbar #2: (Voluntary)
  • Weapon:

    Skills set:
  • Ultimate:
  • 1.
  • 2.
  • 3.
  • 4.
  • 5.

Note: Easiest way to copy-paste the whole thing is to quote the post, copy-paste it and reply without quote!




Example: [Yes, the example is of a Nightblade, in a Dragonknight thread]

Build Name: Nehemia's Son of Kormac! A PvP tank.
  • Race: Nord
  • Class: Nightblade
  • Stat allocation: 30 HP / 10 MA / 9 STA
  • Weapon: Sword & Board
  • Armor: 5 HA / 1 LA / 1 MA

    Skills set:
  • Ultimate: Soul Shred
  • 1. Immovable
  • 2. Aspect of Terror
  • 3. Blink Strike
  • 4. Drain Power
  • 5. Shadow Cloak



Strategy: You blink into the crowd. Use drain power with macro tied in that spams “But the Will of the Templar is Stronger!” into say for unnecessary annoyance. Then you smack in Aspect of Terror to make sure they notice you’re one annoying son of a Kormac. Every time you are target called, you state into VOIP: “Wops, target called” and pop stealth, only to appear poking their supports with your fishy stick again. (Its a very delicate state of mind). So they’ll have to either let you debuff their power constantly, or actually work on their target calling to down you.



Why wouldn’t I base this off damage? Since in PvP, its much easier to make enemies actually focus you if you are truly giving them trouble. Some tank poking less than mediocre DPS at a group isn’t a large threat, but someone who fears their group from time to time and makes sure their whole group stays power cut is something you truly don’t want to hang around (Not to mention larger the group, the HIGHER the tanks damage thanks to Drain Power’s self-buff).

REGARDING PASSIVES:

Keep in mind that passives have no limit on how many you can use at a time. However passives activate based on what skills you have in your hotbar, how many armor pieces you wield and what weapon you have equipped at the time.

Many passives state "If you have x tree ability equipped" or "per x amount of abilities equipped" "if you have a weapon equipped" "per pieces of armor worn"

So for example, if Light Armor provides 1% spell damage per piece of armor worn, this bonus is multiplied by the amount of armor pieces worn that are of Light armor.

Weapon passives are only active if you have a said weapon equipped.

Skill passives vary, some do not require you to possess anything (constantly active), some require you to possess skills from said skill tree to be active, some are tied to skills directly (meaning that said passive will only give benefit to certain abilities) and some passives multiply per skill of said tree worn.

Examples:
-Increase max health by 3% per shadow ability slotted (Nightblade)
- increase block amount vs melee attacks by 15% while you have a spear ability slotted (Templar)
- increase magicka regen by 10% (Sorcerer, constantly passive)
- increase dmg of Storm calling abilities by 5% (Constantly passive, but only storm calling abilities benefit from this)

So when building a character, it is crucial to go through which passives can be gained from: Armor, hotbar skill selection, weapon and compare and to stack passives to generate the most useful of passives. For example if you have possibility of two similiar skills (let's say charge), the other may be slightly inferior in terms of raw skill power, but may give you a lot more efficient set of passives, in such situtation it is important to weigh which one provides more overall efficiency to your build.
This post was last modified: November 15th 2013 02:46 AM by Nehemia


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Idriar
Post #125283
Member

161
Faction & Race:
Ebonheart Pact
Dunmer
Build Name: Frontline Support/Seige Defense
Race: Nord
Class: Dragonknight
Stat allocation: Per Level - 2 Magicka/1 Health
Weapon: 2H
Armor: 5 HA/2 LA

Skills set: 2H
Ultimate: DK Standard - AOE Damage buff w/ AOE Healing debuff. Seems almost a must for PVP.
1. Spiked Armor - Damage mitigation from melee, and returns damage to attackers
2. Obsidian Shield - Damage mitigation for allies and more for myself
3. Molten Weapons - Damage buff for allies and double for me
4. Charge - Gap closer and guaranteed crit. I'm also assuming that crit damage will increase if Molten Weapons is active.
5. Dragon Blood - Self Heal. I chose this over inhale because even though inhale returns damage, it's dependent on how many enemies are around. I prefer the "flat" heal and HOT over that.

Hotbar #2:
Weapon: Bow (Although Destro Staff was a strong consideration.)
Ultimate: Undecided
1. Reflective Scales - Reduces incoming ranged damage
2. Dragon Blood - Self Heal
3. Poison Arrow - DOT, Interrupt, and stun.
4. Stonefist - Knockdown. Also, I'm not sure how it will morph, but I would think that it might be able to become an AOE knockdown
5. Volley - AOE cripple and dps. Good for any solid gate defense.

The thought process behind this build was to be great at support and decent at range/defense able to buff my allies and cripple my opponents and take a lot of damage while doing so. Also, since the abilities buff myself as well, even in small skirmishes or 1v1 I could use them. With the damage mitigation and the extra defense from heavy armor and Nord racial passives, I think this build could hold it's own against multiple enemies at once.

As far as the second hotbar, I think that having Reflective Scales is a must if I'm going to be defending a tower. I'll definitely get fired at by the zerg below. Volley gives me an aoe dps skill to use to thin out the herd a bit and again, I hope Stonefist morphs into an AOE ability as well. Poison Arrow is there mainly to use if I focus fire someone to put extra pressure on them.


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Post #132979
Member

10
Faction & Race:
Ebonheart Pact (Argonian)
Build Name: angry turtle
Race:argonian
Class: Dragonknight
Stat allocation: 25 HP, 15 MA, 20 ST
Armor: full HA

Skills set: sword and mace
Ultimate: dragon leap
1. flurry
2. hidden blade
3. fiery reach
4. inhale
5. dark talons

Hotbar #2: (Voluntary)
Skills set: sword and shield
Ultimate: histskin
1. immovable
2. puncture
3. defensive posture
4. reflecive scales
5. dark talons
This post was last modified: January 11th 2014 04:34 AM by scales-of-steel


hey hey hey... stay out of my shed!
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Post #134575
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Default Avatar
1
Faction & Race:
Daggerfall Covenant (Orc)
Is anyone planning a duel wield DK?
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Post #134694
Member

10
Faction & Race:
Ebonheart Pact (Argonian)
yep. sword and mace. see the post above your's


hey hey hey... stay out of my shed!
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Post #135114
Member
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1
Faction & Race:
Daggerfall Covenant (Orc)
(January 18th 2014 03:56 AM)scales-of-steel Wrote:  yep. sword and mace. see the post above your's

Herp....Yeah I was using two axes...loved it.
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Post #135142
Member

0
Faction & Race:
Daggerfall Covenant (Redguard)
Race: Redguard
Class: Dragonknight
Stat allocation: 30 HP/10 MA/9 ST
Weapon: Sword and Board
Armor: Full HA

Skills set: Sword and Board
Ultimate: Magma Armour
1. Puncture
2. Fiery Reach
3. Stonefist
4. Obsidian Shield
5. Dragon Blood


Setup Explanation: I chose Redguard because I was a big fan of the Daggerfall Covenant in beta and they have good racials. I am also a fan of tanking, so playing a Redguard makes sense. I chose Dragonknight for tanking because many of the skills they possess do well for tanking ie. Fiery Reach. My stat allocation may alter depending on how tanking will work in this game, but as it stands, more health seems to be more beneficial than magic and magic seems more beneficial than stamina. I do attack often, but it's not usually heavy attacks due to the constant blocking I will have to be performing. Many of the abilities that Dragonknights have consume quite a bit of magic, making the increase of magic very useful. I chose all Heavy Armor for obvious reason (racial and tanking).

Magma Armour will be a great choice for anticipated heavy incoming attacks. The damage it does to enemies is just extra, but I don't expect it to be a game winner. I chose Puncture because it is a great debuff to apply at the start of the fight and on top of that, it taunts the enemy for 5 seconds. I also chose Fiery Reach because it is great for pulling enemies to you. This will not only be useful in PvE, but also PvP for when you need to close the gap. Next is Stonefist. I chose this because it does a bit of damage, but also knocks the enemy down, which may cancel an attack, providing a bit of CC and time. After that, I chose Obsidian Shield. This will be great for PvE and PvP because of the amount of absorption it will create from incoming attacks. It will also shield myself a good deal for heavy incoming attacks. Last is Dragon Blood, which will be good when I am low on health and will allow me to stay up longer in case there are no healers or they are not able to keep me up.

My second build would probably be a 2H and mainly for PvP. I am not sure what I will do with it yet, so I will leave that skill set out for now. My first build is clearly meant for tanking, but should do somewhat well in PvP as well.
This post was last modified: January 18th 2014 10:13 PM by Tierney11290
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Post #135158
Member

40
Faction & Race:
Daggerfall Covenant (Orc)
Build Name:unstopable
Race:Orsimer
Class: Dragonknight
Stat allocation: [ex. 20 HP / 10 MA / 19 STA]
Weapon:2h Sword
Armor: full Heavy

Skills set:damage role
Ultimate:Dragon Leap, knockback
1.Critical Charge, 100% crit
2.Uppercut, short stun
3.Dark Talons,Aoe root
4.purify long duration stun
5.Immovable,immune to knockbacks etc

Hotbar #2: (Voluntary)
Weapon:Mace n Board

Skills set:tank n heal
Ultimate:Berserker Rage, 20% more damage,reduce 10% damage taken
1.Spiked armor, 30% damage resistance, returns melee damage to attacker
2.Dragon Blood,Heal and Heal over time
3.Inhale,Aoe absorb health from enemy and deals absorbed health back as dmg
4.Low Slash,weakens enemies damage
5.Puncture,weaken enemies armor
This post was last modified: January 20th 2014 06:48 PM by Genghis gro-Khan
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Azul, Paradyme
Post #135179
Contributor

335
Faction & Race:
Ebonheart Pact (Dunmer)
Race: Dunmer
Class: Dragonknight
Stat allocation: 25 HP / 19 MA / 5 STA
Weapon: Destruction Staff
Armor: 5 LA / 2 HA

Skills set:
Ultimate: Meteor
1. Searing Strike
2. Force Shock / Stonefist
3. Dragon Blood
4. Reflective Scale
5. A fire damage spell

Hotbar #2: Buffer
Weapon: Dest. Staff

Skills set:
Ultimate: Magma Armor
1. Molten Weapons
2. Obsidian Shield
3. Entropy
4. Spiked Armor
5. Immovable (if it can be applied with just 2 HA)

A high survivability fire-based Nuker designed for sieges. Hotbar 2 is used to buff up whilst the 1st hotbar is used for nuking.


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Post #135465
Member

26
Faction & Race:
Daggerfall Covenant
Not Set
I would suggest closing this this thread based on NDA. I don't think Zenimax has publicly released all of the skills and abilities for the game. Furthermore, the game is still in development and may change or completely remove the skill(s).

Just my two-cents.


"I once fought two days with an arrow through my testicle." --Godfrey of Ibelin
...definitely makes the city guard crying about his knee sound like a punk...

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Post #135532
Member

2
Faction & Race:
Daggerfall Covenant (Breton)
Build Name: The Heretic Wild Card - PvP support build

Race: Bosmer
Class: Dragonknight
Stat allocation: 15 HP / 25 MA / 15 STA]
Armor: 5HA / 2MA

Skills set: Bow
Ultimate: Bosmer racial (whatever it is, it should be good), otherwise Dragon Knight Standard
1. Volley - great CC/opener ability for keep defense and battle field
2. Obsidian Shield - give some damage absorption to allies
3. Immovable - avoid CC fest
4. Poison Arrow - for single target wreckage (healers will have preference)
5. Petrify - long duration stun, can attack without breaking the stun (healer's doom)

Hotbar #2: (More PvP Support and survivability)

Skills set: Restoration Staff
Ultimate: Dragon Leap (you won't see this coming)- not necessary using it to attack/disable someone but for mobility/escape as well
1. Blessing of Protection - heal allies in front and increase defense
2. Grand Healing - AoE heal
3. Dragon Blood - self heal
4. Reflective Scales - great to see projectiles going back to the source
5. Inhale - extra healing for survivability


Not using the abilities in that particular order. Please any feedback is appreciated. Thanks.
This post was last modified: January 20th 2014 10:55 AM by Erval
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Post #135623
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335
Faction & Race:
Ebonheart Pact (Dunmer)
(January 20th 2014 06:25 AM)Thwaite Wrote:  I would suggest closing this this thread based on NDA. I don't think Zenimax has publicly released all of the skills and abilities for the game. Furthermore, the game is still in development and may change or completely remove the skill(s).

Just my two-cents.

Similiar threads exist on pretty much all the fansites for TESO, the skill lines are available on multiple fansites. The administration here removed these threads for a while in await of confirmation, and they were resurrected later on.


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Triskele
Post #145140
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1
(December 14th 2013 07:15 PM)Zim Wrote:  Build Name: Frontline Support/Seige Defense
Race: Nord
Class: Dragonknight
Stat allocation: Per Level - 2 Magicka/1 Health
Weapon: 2H
Armor: 5 HA/2 LA

Skills set: 2H
Ultimate: DK Standard - AOE Damage buff w/ AOE Healing debuff. Seems almost a must for PVP.
1. Spiked Armor - Damage mitigation from melee, and returns damage to attackers
2. Obsidian Shield - Damage mitigation for allies and more for myself
3. Molten Weapons - Damage buff for allies and double for me
4. Charge - Gap closer and guaranteed crit. I'm also assuming that crit damage will increase if Molten Weapons is active.
5. Dragon Blood - Self Heal. I chose this over inhale because even though inhale returns damage, it's dependent on how many enemies are around. I prefer the "flat" heal and HOT over that.

Hotbar #2:
Weapon: Bow (Although Destro Staff was a strong consideration.)
Ultimate: Undecided
1. Reflective Scales - Reduces incoming ranged damage
2. Dragon Blood - Self Heal
3. Poison Arrow - DOT, Interrupt, and stun.
4. Stonefist - Knockdown. Also, I'm not sure how it will morph, but I would think that it might be able to become an AOE knockdown
5. Volley - AOE cripple and dps. Good for any solid gate defense.

The thought process behind this build was to be great at support and decent at range/defense able to buff my allies and cripple my opponents and take a lot of damage while doing so. Also, since the abilities buff myself as well, even in small skirmishes or 1v1 I could use them. With the damage mitigation and the extra defense from heavy armor and Nord racial passives, I think this build could hold it's own against multiple enemies at once.

As far as the second hotbar, I think that having Reflective Scales is a must if I'm going to be defending a tower. I'll definitely get fired at by the zerg below. Volley gives me an aoe dps skill to use to thin out the herd a bit and again, I hope Stonefist morphs into an AOE ability as well. Poison Arrow is there mainly to use if I focus fire someone to put extra pressure on them.
I want my male "Nord" race Dragonknight class warrior character to very well have this character build in TESO!
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Zim
Post #145260
Member

161
Faction & Race:
Ebonheart Pact
Dunmer
(February 9th 2014 09:51 PM)Kal Wrote:  
(December 14th 2013 07:15 PM)Zim Wrote:  Build Name: Frontline Support/Seige Defense
Race: Nord
Class: Dragonknight
Stat allocation: Per Level - 2 Magicka/1 Health
Weapon: 2H
Armor: 5 HA/2 LA

Skills set: 2H
Ultimate: DK Standard - AOE Damage buff w/ AOE Healing debuff. Seems almost a must for PVP.
1. Spiked Armor - Damage mitigation from melee, and returns damage to attackers
2. Obsidian Shield - Damage mitigation for allies and more for myself
3. Molten Weapons - Damage buff for allies and double for me
4. Charge - Gap closer and guaranteed crit. I'm also assuming that crit damage will increase if Molten Weapons is active.
5. Dragon Blood - Self Heal. I chose this over inhale because even though inhale returns damage, it's dependent on how many enemies are around. I prefer the "flat" heal and HOT over that.

Hotbar #2:
Weapon: Bow (Although Destro Staff was a strong consideration.)
Ultimate: Undecided
1. Reflective Scales - Reduces incoming ranged damage
2. Dragon Blood - Self Heal
3. Poison Arrow - DOT, Interrupt, and stun.
4. Stonefist - Knockdown. Also, I'm not sure how it will morph, but I would think that it might be able to become an AOE knockdown
5. Volley - AOE cripple and dps. Good for any solid gate defense.

The thought process behind this build was to be great at support and decent at range/defense able to buff my allies and cripple my opponents and take a lot of damage while doing so. Also, since the abilities buff myself as well, even in small skirmishes or 1v1 I could use them. With the damage mitigation and the extra defense from heavy armor and Nord racial passives, I think this build could hold it's own against multiple enemies at once.

As far as the second hotbar, I think that having Reflective Scales is a must if I'm going to be defending a tower. I'll definitely get fired at by the zerg below. Volley gives me an aoe dps skill to use to thin out the herd a bit and again, I hope Stonefist morphs into an AOE ability as well. Poison Arrow is there mainly to use if I focus fire someone to put extra pressure on them.
I want my male "Nord" race Dragonknight class warrior character to very well have this character build in TESO!

Glad you like it!


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Post #145490
Member

0
Faction & Race:
Aldmeri Dominion
Altmer
Build Name: Offensive Juggernaut (DPS/Off Tank)
•Race: Nord
•Class: Dragonknight
•Stat allocation: 20 HP / 10 MA / 19 STA
•Weapon: 2 Handed
•Armor: 5 HA / 2 MA


Skills set:

•Ultimate: Magma Armor
•1. Spiked Armor
•2. Molten Weapons
•3. Charge
•4. Dark Talons
•5. Dragon Blood


Hotbar #2: (Voluntary)

•Weapon: Bow


Skills set:


•Ultimate: Dragonknight Standard
•1. Reflective Scales
•2. Poison Arrow
•3. Dragon Blood
•4. Ash Cloud
•5.Volley

My main role in most games including the limited amount of MMO's that I have played has been as an highly durable offensive character. I'm not good at multi tasking so I'm generally limited as to the roles I can play.

The build I thought up hopefully will translate well to my intended role as a group member and as a solo player.

The Build should allow me to have maximum effectiveness despite my struggle with multitasking and hand eye coordination.

If anybody has any suggestions for changes to my build I would welcome the advice.
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