In The Elder Scrolls: Online, like in many other MMORPGs, tanks are crucial roles in any group content -- pulling all the monsters and mobs to themselves, then soaking the damage those mobs would otherwise deal to the rest of the group. Dragonknights (DK) in ESO can have some of the best tanking builds in the game, and of the five class options (including the Warden from the new Morrowind DLC), Dragonknight is possibly the easiest to tank with.
Unfortunately, unlike many other MMOs, ESO can be difficult to parse in terms of the best abilities, weapons, and passive skills to use. Where other MMOs have entire websites dedicated to telling players what gear to use, what talents to purchase, and which skills to use when (and in what order, even!), ESO has a handful of dedicated players who publish their personal builds instead.
Nov 28, 2017 Skyrim is back on Switch and VR, so what better time to explore a new build? Dual wielding is a great cornerstone for a powerful warrior build.Skyrim gives you plenty of build. Welcome to the Dragonknight section of the website. Here you can find all the Dragonknight Builds for Elder Scrolls Online ordered by popularity.
These guides are no doubt helpful, but some of them outright contradict the others -- leaving players somewhat confused as to what they should be doing. There is an argument to be made that you should just find the skills, gear, and etc that suit your playstyle and have fun with the game. However, other players like finding builds online because someone's done the boring, frustrating legwork for them to optimize their utility.
Luckily for you, we've perused all the suggested builds for Dragonknight tanks, and put together this ultimate build guide to help you spec your DK as best you can.
The Ultimate Dragonknight Tank Build
This build will take you through the best race options, skill selection, passives selection, Champion Points purchases, and some gear selection. We'll start with optimal races:
Dragonknight Tank Race Selection
Out of the ten playable races in ESO, there are ten that are viable choices for a DK tank. No, that is not a typo. You can safely choose any race at the start of the game and still make a kick-ass DK tank. That being said, there are four races that are slightly better at the job: Argonian, Imperial, Nord, andOrc.
Argonians come with a laundry list of racial abilities and passives that help them to be wonderful tanks:
- Argonian Resistance increases your Max Health by 9% at the max rank, which can be a huge difference in your health pool.
- Quick to Mend increases your healing done and received by 5%, meaning you'll have an easier time getting health back after taking all the damage.
- Resourceful increases your Max Magicka and gives you (at max rank) 12% of all three pools -- Health, Magicka, and Stamina -- back to you when you drink a potion.
Similarly, Imperials have a good list of racial passives that make them ideal tanks:
- Tough gives your character a 12% increase to your Max Health.
- Conditioning gives your character a 10% increase to Max Stamina.
- Red Diamond gives your character a 10% chance to heal 6% of your Max Health when you hit something.
Nords have a very tanky set of passives:
- Stalwart gives you an increase to Max Stamina and Health Recovery, which means you'll have a bigger stamina pool to use skills, and your health will regenerate faster.
- Resist Frost gives you an increase to your Max Health.
- Rugged gives you straight Damage Reduction, which caps out at 6% in the passive skill.
Orcs have a more aggressive set of passives, befitting their race:
- Brawny increases your Max Health and Max Stamina by 6%.
- Unflinching increases your healing received by 5% and your Health Recovery by 20%.
- Swift Warrior increases melee weapon damage and sprint speed, as well as reducing sprint cost.
Any of these four races will make excellent tanks, and the decision is largely up to taste. Some players argue for Argonians because of their Quick to Mend passive in addition to the 9% increase in health (not to mention the ability to drink any potion and get a portion of all your pools back). Others will say that Imperials, with their larger health pool, make the better tank. You should choose which race you want to play, either based on the stats above or whatever your personal tanking style is. In the end, it's your character.
Skill Selection
Unlike other MMOs, ESO only gives players room for five active skills and an Ultimate in their skill bar. This means that having the right skills upgraded and ready to go is imperative. Luckily, you have two skill bars to switch between at the touch of a button, so you can effectively respond to different situations.
First Bar: Your primary combat bar. Use this when you're actively engaged in melee with one or more targets.
- Pierce Armor: Your standard taunt, and also one of your cheapest skills, in regards to Stamina cost. There's a technique in ESO called 'weaving', where you use a skill, perform a couple regular attacks, and then use the skill again. This is the skill you want to weave with.
- Heroic Slash: Use this skill to debuff strong enemies, as it reduces the damage they do by 15%. Since they'll be doing that damage to you, keep the debuff up as long as you can.
- Hardened Armor: You want to keep an eye on this skill, as you'll want to keep the buff it provides up at all times. It will also give you a damage shield (essentially extra HP) when you use it.
- Absorb Magic: Just by having this skill on your bar, you get better at blocking! You can also use it to absorb damage from an incoming spell, but it's extremely expensive.
- Igneous Shield: A huge buff to you and your party members, and it's based off your total health -- ideal for a tank. Gives everyone a damage shield, with yours absorbing 200% more than everyone else's.
- Ultimate - Magma Shell: Utterly ridiculous. Use this when everything seems to be going downhill, and watch yourself refuse to die. You only take 3% of your max health in damage from every hit while this is up, and all your allies get a damage shield for 100% of their max health.
SecondBar: Your area-of-effect and ranged bar. Use this to pull mobs before combat, or switch to it to activate your AoE skills and switch back to your primary bar.
- Unrelenting Grip: A ranged pull, which can't be blocked or deflected. Perfect for getting enemies right next to you when you need them to be.
- Inner Rage: A ranged taunt, which is great for starting encounters. You can morph this skill to use either Magicka or Stamina, so it'll fit in pretty much any build you make.
- Green Dragon Blood: Immediately heals you for one third of your health, and also gives you Health and Stamina Recovery, as well as enhancing healing you receive.
- Make sure to use this before you use Magma Shell. It will top off your health, and you may not need to burn your ultimate if you use this first.
- Choking Talons: An area of effect spell that roots enemies in place, and also reduces the damage they deal. Use this instead of Heroic Slash when you're surrounded.
- Deep Breath: An AoE spell interrupt. If you've got a lot of enemies around you, use this to stop them from using their nastier skills.
- Ultimate - Aggressive Horn: Increases your group's Health, Stamina, and Magicka pools by 10% for 30 seconds, as well as increasing critical strike damage by 15% for a shorter duration. I've seen this called the strongest tank Ultimate, and for good reason -- more of everything means everyone can heal more, deal more damage, and you can tank more hits.
Passive Skills
Many of these are largely up to you to fit into your playstyle, but One Hand and Shield passives and Heavy Armor passives are almost all useful.
Your Dragonknight passives are also wonderful for tanking -- focus on Draconic Power and Earthen Heart passives, especially those that increase block, spell resistance, and restore Stamina. For all other passives, look for things that increase your durability and Health/Stamina/Magicka recovery.
Champion Points
For Champion Points, you're going to want to focus mostly on the Warrior Constellation. Elemental Defender, Hardy, Thick Skinned, Iron Clad, Bastion,and Heavy Armor Focus are your go-to CP purchases.
In the Thief Constellation, go for Shadow Ward and Arcanist, and in the Mage Constellation, go for Blessed and Melee Weapons Expert.
Gear
Gear is the hardest section to give advice on. Lots of guides will tell you that you can find or craft named sets in certain areas, and tell you to go for those. This is fine, but they all seem to think that everyone has the huge amounts of time to spend grinding out materials or killing mobs for random drops.
If grinding is your thing, go for the Hist Bark set, available to craft in Rootwatch Tower, Greenshade; Trader's Rest, Rivenspire; or Hatchling's Crown, Shadowfen (depending on your faction choice). You should also look into Alessia's Bulwark, available to craft in Chancel of Divine Enreaty, Malabal Tor; Hammerhome, Eastmarch; or Alezer Kotu, Alik'r Desert.
If you don't want to spend hours upon hours grinding for a gear piece -- or you're looking for gear to use while you're leveling -- go for the following enchants and traits on your armor:
- Sturdy: Decreases the cost of blocking, enabling you to block more without draining your Stamina so much.
- Health/Healthy: More health in your pool means you can tank more hits.
- Reinforced: Increases your armor, which will reduce the amount of damage you take. Unless you want to run endless calculations, consider this almost interchangeable with the Healthy trait.
- Crusher: This is a weapon enchantment that reduces the armor of whatever you're hitting for 5 seconds. Considering you're up in enemies' faces all the time, you want to give your allies the edge in regards to damage, and Crusher is a great way to do it.
2018 sourceoffsite client 5 2 0 for mac. That about wraps up our Dragonknight tanking guide for Elder Scrolls Online. Keep in mind that ESO Mbox 2 driver for mac. is a very flexible MMO. Unlike other games, you have a lot of room to change skills, passives, and champion points and still be an effective tank -- so find what suits you best, and run with that! Java version 7 update 45 mac download.
If you've got your own builds and suggestions, be sure to leave them in the comments. And check out the rest of our ESO guides for other build suggestions, general tips, and more!
Sturdy Dragonknight build which is well-suited for tanking PvE content
Dj java decompiler. You can find all our Pocket ESO Builds right here: Best ESO builds
Dragonknight Class
Build Overview
Many of the Dragonknight's abilities and passives are just made for increasing survivability, and survivability is the most important aspect of any solid Tank build. Tank Dragonknights are able to shield themselves from even the strongest Boss hits, and their self-heal abilities just can't be overvalued. They do not run out of resources either. All of this makes Dragonknights best Tanks in Elder Scrolls Online and a great (or even necessary) addition to any Dungeon and Trial group. Important note: Argonian is the suggested race for running a Tank Dragonknight build.
We have decided to feature only one item set based on the best items for general usage. There are better setups for certain encounters and tweaks for either Boss fights or AoE clearing. If you would like alternative gear options included please let us know in the comments section below.
Pros | Cons |
Very good Survivability | Not suited for Solo play |
Great Defensive capabilities | Playing as a Tank generally requires a lot of game experience |
Very good Sustain | |
Strong group support toolkit |
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Skyrim Best Tank Build
Attributes Priority
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Primary Skillset
[One-Handed Weapon and Shield - Control/Defensive Bar]
[One-Handed Weapon and Shield - Control/Defensive Bar]
Unrelenting Grip (Dragonknight: Ardent Flame, morphed from Fiery Grip) - you pull your Target towards you with a Fiery Chain dealing Moderate Fire Damage. Using this increases your movement speed by 30% for 4 seconds. If your Target is immune to this effect, you restore 100% of the ability's cost as Magicka. Great for pulling Targets, and very helpful when a Monster is attacking a DPS or a HEaler and you have to react quickly. |
Pierce Armor (Weapon: One-Handed and Shield, morphed from Puncture) - taunts the enemy, forcing him to attack you for 15 seconds, decreases his Psychical and Spell Resistances by 5280 for 12s, and Deals Moderate Psychical Damage. Great Single-Target taunt which doubles as a nice debuff. This is one of your primary abilities. |
Heroic Slash (Weapon: One-Handed and Shield, morphed from Low Slash) - deals High Physical Damage reducing Enemy's Movement Speed by 60% and Damage Done by 15% for 12 seconds; also grants you 1 Ultimate per 1.5s for 9s. Very good for incoming Damage reduction, and Ultimate generation - great, flexible ability overall. |
Hardened Armor (Dragonknight: Draconic Power, morphed from Spiked Armor) - increases your Spell and Physical Resistances by 5280 for 20 seconds, and shields you for 15% of your maximum Health for 6s; any Direct Attack against you reflects 146 Magic Damage to the attacker when this is active. Very strong defensive Cooldown which will help you shrug off unbelievable amounts of incoming Damage. |
Absorb Magic (Weapon: One-Handed and Shield, morphed from Defensive Posture) - when activated, it absorbs up to 4372 Damage from the next Magic Projectile cast at you and heals you for 12% of your maximum Health after the absorption. This also reduces the cost of Blocking by 8% and increases the amount of Damage you can Block by 8%. Solid passive and active ability, that increases your survivability considerably. |
Ultimate: Magma Shell (Dragonknight: Earthen Heart, morphed from Magma Armor) - when activated, it limits your Damage Received to 3% of your Maximum Health, deals 119 flame Damage to all nearby Enemies every second, and shields up to 5 of your allies for 100% of their maximum Health for 9 seconds. The Ultimate defensive ability, it lets you and your group survive unbelievable amounts of punishment. |
Secondary Skillset
[One-Handed Weapon and Shield - Support/AoE Taunt/Heal Bar]
[One-Handed Weapon and Shield - Support/AoE Taunt/Heal Bar]
Inner Rage (Guild: Undaunted, morphed from Inner Fire) - forces an Enemy to Attack you, and deals Moderate Magic Damage. Ranged attacks against your Target have a 35% chance to activate the Radiate Synergy dealing Magic Damage to the Taunted Target and additional Magic Damage over 2 seconds to all nearby Enemies. A ranged Taunt ability combined with very strong RNG-based AoE proc, very useful for forcing Targets attention from a distance. |
Igneous Shield (Dragonknight: Earthen Heart, morphed from Obsidian Shield) - Shields up to 5 of your allies for 702 Damage and you for 702 + additional 150%, and also increases your Healing Done by 25% for 2,5 seconds. Nice Damage mitigation ability, very helpful when there is a lot of incoming AoE Damage. Thanks to the Healing boost, this synergizes well with your Green Dragon Blood ability. |
Green Dragon Blood (Dragonknight: Draconic Power, morphed from Dragon Blood) - instantly heals you for 33% of your missing Health, increases your Health and Stamina recovery by 20%, and Healing Received by 8% for 20 seconds. This is your emergency button; the lower your Health, the better it gets. It also synergizes with your Sanguine Altar and Igneous Shield. |
Sanguine Altar (Guild: Undaunted, morphed from Blood Altar) - applies Minor Lifesteal to all enemies in the area; Damaging affected enemies will restore 600 Health per second to the Attacker. Allies can also heal themselves for 40% of their Maximum Health by activating the Blood Funnel synergy. A group healing ability which boosts your and your team's survivability greatly. |
Balance (Guild: Mages Guild, morphed from Equilibrium) - you sacrifice 6000 Health to get 3000 Magicka. Using this reduces your Healing Done and your Shield Strenght by 50% for 4 seconds, but increases your Physical and Spell Resistances by 5280 for 20 seconds. Your resource generating ability with an obvious downside of damaging you significantly; the Resistances that it provides somewhat compensate Health loss, but still, this should be used with caution; it can be used ~4seconds before telegraphed Damage for the Resistance buff - just remember to consult slotting/using this with your Healer). |
Ultimate: Aggressive Horn (Alliance War: Assault, morphed from War Horn) - increases Magicka, Health, and Stamina of all Group members by 10% for 30 seconds, and Critical Strike Damage by 15% for 8s. Very strong Group-wide Damage increase cooldown, and one of the strongest Ultimates overall. This ability is especially great for execute phases because it increases your Group's Damage output massively. Don't forget that the 10% stat increase also greatly affects your Survivability. |
Notable Passive Skills
Below you will find a list of the notable Passive Skills for this build. Please keep in mind that there are dozens of good passive skills for Tank Builds available in the game, which provides a lot of space for customization, and tweaking. You should view the below-described passive abilities as rough guidelines that should be followed in order to optimize your character. | |
Iron Skin (Dragonknight: Draconic Power) - You Block an additional 10% Damage. Very good survivability booster. | |
Burning Heart (Dragonknight: Draconic Power) - Increases your Healing received by 12% when you have a Draconic Power ability active. This synergizes with your Green Dragon Blood and Hardened Armor, making you even harder to kill. | |
Elder Dragon (Dragonknight: Draconic Power) - increases the range of your instant melee attacks by 2 meters, and increases your Health recovery by 5% for each Draconic Power ability slotted. Slight boost to HP recovery is always welcome, and range increase can come in handy. | |
Scaled Armor (Dragonknight: Draconic Power) - Increases your Spell Resistance by 3300. Very good for mitigating incoming Magic Damage. | |
Eternal Mountain (Dragonknight: Earthen Heart) - Increases duration of your Earthen Heart abilities by 20%. This synergizes with your Igneous Shield and Magma Shell abilities, and increasing their uptime is great. | |
Battle Roar (Dragonknight: Earthen Heart) - Each Ultimate point spent on your Ultimate Abilities now restores 46 Health, Stamina and Magicka. Additional Healing and Sustainability whenever you use an Ultimate - Solid. | |
Mountain's Blessing (Dragonknight: Earthen Heart) - Casting Earthen Heart ability now also increases Weapon Damage of all friendly Targets within a 30-meter radius (including you) by 5% for 30 seconds; you also gain 3 Ultimate if you are in combat (this effect has 6-second internal Cooldown). A minor group-wide Damage buff that can be maintained pretty much endlessly. | |
Helping Hands (Dragonknight: Earthen Heart) - your Earthen Heart Abilities now also restore 990 Stamina. Very strong Sustain-related passive, pretty much mandatory. | |
Fortress (Weapon: One-Handed and Shield) - reduces the cost of Blocking by 36% and the cost of your On-Handed and Shield abilities by 10%. This passive will help you preserve your resources. | |
Sword and Board (Weapon: One-Handed and Shield) - increases the amount of Damage you can Block by 20%, and your Weapon Damage by 5%. Survivability and Offense booster in a form of one passive. | |
Deflect Bolts (Weapon: One-Handed and Shield) - increases the amount of Damage you can Block from Ranged Attacks and Projectiles by 15%. Another solid survivability booster. | |
Constitution (Armor: Heavy Armor) - increases your Health recovery by 4% per piece of Heavy Armor equipped, and restores 186 Stamina and Magicka per piece of Heavy Armor equipped when you receive a hit (this effect has 4-second internal Cooldown). This helps with your Sustain massively and improves your Survivability by a bit. | |
Juggernaut (Armor: Heavy Armor) - increases your Maximum Health by 2% per piece of Heavy Armor equipped. Mandatory passive for every Tank; it will massively contribute to your Health Total. | |
Rapid Mending (Armor: Heavy Armor) - your Heavy Attacks restore 25% more Stamina or Magicka, and your healing received is increased by 8%. Solid Sustainability and Survivability booster. | |
Undaunted Command (Guild: Undaunted) - restores 4% of your Maximum Magicka, Stamina, and Health each time you activate an ally's Synergy. Nice Sustain boost combined with some Healing. | |
Undaunted Mettle (Guild: Undaunted) - increases your Maximum Stamina, Health, and Magicka by 2% per type of Armor equipped. This will boost your Resource pool, improve your Sustain by a bit, and increase your Survivability by improving your Health total. |
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Recommended Items and Sets: | ||
Chest: Ebon Armory Set | ||
Type: Heavy | Trait: Infused | Glyph: Tri-Stat Enchant |
Legs: Ebon Armory Set | ||
Gloves: Heavy | Trait: Infused | Glyph: Tri-Stat Enchant |
Gloves: Ebon Armory Set | ||
Type: Heavy | Trait: Sturdy | Glyph: Tri-Stat Enchant |
Boots: Ebon Armory Set | ||
Type: Heavy | Trait: Sturdy | Glyph: Tri-Stat Enchant |
Belt: Ebon Armory Set | ||
Type: Heavy | Trait: Sturdy | Glyph: Tri-Stat Enchant |
Head: Lord Warden Set | ||
Type: Medium/Light | Trait: Infused | Glyph: Tri-Stat Enchant |
Shoulder: Lord Warden Set | ||
Type: Light/Medium | Trait: Sturdy | Glyph: Tri-Stat Enchant |
Necklace: Roar of Alkosh Set | ||
Type: Jewelry | Trait: Infused | Glyph: Block Cost Reduction |
Ring 1: Plague Doctor Set | ||
Type: Jewelry | Trait: Infused | Glyph: Block Cost Reduction |
Ring 2: Plague Doctor Set | ||
Type: Jewelry | Trait: Infused | Glyph: Block Cost Reduction |
Weapon 1: Roar of Alkosh Set | ||
Type: One-Handed Weapon | Trait: Infused | Glyph: Crusher Enchant |
Secondary 1: Roar of Alkosh Set | ||
Type: Shield | Trait: Infused | Glyph: Health Enchant |
Weapon 2: Roar of Alkosh Set | ||
Type: One-Handed Weapon | Trait: Decisive | Glyph: Weakening Enchant |
Secondary 2: Roar of Alkosh Set | ||
Type: Shield | Trait: Sturdy | Glyph: Health Enchant |
Sets used in this build: | ||
Ebon Armory: Jewelry, Weapons and Heavy Armor, bound on pickup Dungeon set. A very solid choice for any Tank who wants to Support his group members more. As a part of the Base Game, it can be obtained from Crypt of Hearts I and II in Rivenspire.The set grants the following bonuses:
Lord Warden: A Helm and Shoulder Light, Heavy and Medium Armor Monster set. It requires the Imperial City DLC and can be obtained from the last Boss of the Veteran mode Imperial City Sewers (Helm), and from the Urglarg Chief-Bane's Chest by using Undaunted key on it (Shoulder). Traits and Weight of these set items are RNG-based. The set grants the following bonuses:
Uplay_r1_loader.dll assassins creed black flag. Roar of Alkosh: a Stamina-based Medium Armor, Weapons and Jewelry Trial set. Despite being a Medium Weight it is one of the best PvE sets for Tanks (because a 5-item set bonus is best suited for a person who stands in front of a boss all the time). The Roar of Alkosh is a part of the Thieves Guild DLC and can be acquired from the Maw of Lorkhaj Trial. Wearing this set will grant you:
Plague Doctor: an Overland Heavy Armor, Weapons and Jewelry set, which provides a very high Health boost to both beginner and experienced Tanks. As the Overland drop in Deshaan and a part of the base game, it can be acquired quite easily by farming or alternatively just bought from other players. Wearing this set will grant you:
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Champion Points
Skyrim Best Tank Build Instructions
High priority |
The Apprentice: Blessed The Tower: Warlord The Shadow: Shadow Ward, Tumbling The Attronarch: Master-at-Arms The Steed: Ironclad |
Medium priority |
The Lady: Elemental Defender, Hardy, Thick Skinned The Attronarch: Physical Weapons Expert The Lover: Tenacity The Ritual: Precise Strikes |
Low priority |
The Lord: Bastion, Heavy Armor Focus The Ritual: Piercing |
Skyrim Best Tank Build
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END NOTE This is the premiere version of our Tank Dragonknight Pocket Build for Elder Scrolls Online. We believe that this is one of the Best Tank setups in the game. If we missed a piece of information which is important to you, please let us know in the comments section below. We plan to expand this guide by adding customization options for certain encounters and alternative gear options in the foreseeable future. |
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