Hello and welcome to my Dragonknight Tank guide!
My last update was back in September 2015. Once the changes to stamina regeneration took hold, I wasn't able to get into tanking. What can I say? After tanking a certain way, it was hard for me to adjust. I have been maining DPS on a Mageblade and have loved it ever since. However, I have picked up on tanking here and there and have adjusted my gear. My "style" hasn't changed.
That being said, this build is designed for Veteran Dungeons and maybe Normal Trails. I'd recommend changes to the build if you were to tank Veteran Trials. This guide isn't so much about what you need to wear and slot, but more about what you DO as a tank.
The "Why" To My Build
I've played just about a thousand hours on my Dragonknight alone. Role? Tanking. Dragonknights have undoubtedly the best kit for straight up tanking. My build isn't designed for DPS, but to tank. To control the battlefield. Tanking Veteran Dungeons is fairly simple. With a decent tank, it's possible to fly through them. To do that, I have a lot of magicka and magicka regeneration. I have a decent health pool and resistances so I can do my job and tank.
At A Glance
Race: Dunmer
Nords > Imperial for Veteran Trials.Boon: The Atronach
Attributes: Varies
I put about 15-20 points in health (enough for 28-30k health), few into stamina (about 18k stamina) and rest into magicka.Armor: 5/1/1
5 heavy, 1 light, 1 medium for undaunted passives.Vampire, Werewolf, or none? Vampire
I choose Vampire for undeath and extra recovery. Feed before certain dungeons/trials.
MyBuild Image Coming Soon
Champion Points
Coming Soon
Gear
My Current Gear- Seducers [5] - Hist Bark gives dodge chance while blocking, saving you stamina. I use this for Trials and other harder content. For Pledges, I use seducer. (note that both weapon swaps are sword and shield)
- Chest (heavy, infused, health)
- Legs (heavy, infused, health)
- Hands (medium, sturdy or divines, health)
- Belt (light, sturdy or divines, health)
- Feet (heavy, infused, health)
- Bahraha's Curse or Alkosh [5] - Bahraha's easy to buy, Alosh from nMoL.
- Jewelry (Bahraha arcane, Alkosh robust)
- Shield (infused or sturdy)
- 1H (sword, axe, w/e) (infused or sturdy)
- Head and Paudron Set - I'm still using Blood Spawn (both heavy, infused). The ultimate gain is just too good to pass up.
Images of items to be updated.
Bar Setups
Before I go to what I use for what, here's some pointers for those wanting to experiment on your bars. What is ABSOLUTELY NEEDED you may or may not ask.
- For starters, tanks need their taunts. Both of them. Drop one and you'll be sorry later on. Sometimes I have them both on one bar, other times on separate bars.
- ANY skill from the Earthen Heart skill line. Doesn't matter which. You want at least one of those because of the skill line's passives. Read up on Mountain's Blessings and Helping Hands (last two) if you aren't following that one. Fact, if you don't know them, read them all. Those passives are beast.
- Your self heal. Dragon's Blood (any morph) is crucial.
- Defensive Posture (morphs) gives great damage mitigation and is pretty much required to be on the bar you'll be taking the most beating on.
Current Bar Setup
This was (and still is) my "Cookie Cutter". This is for straight up tanking. Damage mitigation, crowd control, debuffs, everything a tank needs.
Bar 1: Lock n' Block
Pierce Armor -
Your main taunt. Taunts and debuffs the target. This is a must for a tank.
Heroic Slash -
Single target damage debuff as well as ultimate generation.
Hardened Armor -
Self armor and spell resistance buff with a little damage shield on activation.
Igneous Shield -
I use this as a magicka dump when I need stamina.
Defensive Stance/Absorb Magic -
Damage mitigation for just being on your bar.
[ULT] Magma Shell -
Your "Oh ***" button, essentially. Could also be used to give back some resources.Bar 2: Multiple Targets and Utility
Inner Fire -
Your ranged taunt, magicka based. For when you can't reach what you need to taunt or in those rare situations, you don't have stamina.
Cinder Storm -
I've come to love this. Great CC, party damage buff, and restores some stamina due to passives.
Choking Talons -
Hard CC and damage debuff.
Extended Chains -
Chains... this is the best utility. Use this for grouping or event to pull yourself back to the boss.
Defensive Stance/Absorb Magic -
Damage mitigation for just being on your bar.
[ULT] Aggressive Warhorn -
Awesome buff for your DPS.
Tanks don't really have a rotation to follow like a DPS. We do have prioritys and ways of pulling trash packs, though.
Trash packs:
Cinder Storm > Choking Talons > Chain > Chain > Choking Talons.....
Okay, see? That looks dumb. Let's just break it down. Typically as I'm walking into a trash pack, prebuff Hardened Armor and Igneous Shields, then I place down Cinder Storm to aggro them to me (so they don't run off to other party members). I throw down Choking Talons to keep them in place. I look around to see if there's any ranged or melee units that aren't within the DPS AOE range and chain them in while throwing out more Choking Talons here and there to keep everyone else in place. If there's a big baddy that you know will mess up your DPS/Heals, bar swap and taunt them. They take priority over chains.
Will a good group of DPS. These trash pulls only take about 10 seconds. You might be able to throw a couple of Talons out.
Boss fights:
Prebuff Hardened Armor and Igneous Shields > Taunt > Heroic Slash
Not much to it, TBH. Throw out your War Horn when it's up. Do some LA to keep ulti going. Handle mechanics. DON'T DIE.
Tanking Tips at a Glance
- Gear and build to stay alive.
- Taunt! Prioritize targets.
- Hit those synergies!
- Use CC and Chains to group adds.
- Use addons like FTC to track taunts/buffs/debuffs.
- Pay attention to the whole fight, not just a portion.
Tanking Strategy
For all trash pulls I tend to use the same rotations. Running into the adds, I pop Cinder Storm/Caltrops on the ground where it could hit the most mobs as possible to get aggro. Obviously, the mobs you hit will run at you instead of a random group member. This starts getting all into a nice little group. Still running into the mob, I range taunt one or two that didn't get aggroed and start pulling in others using chains. I use Choking Talons/Pierce Armor/Unstable Flames/Vigor throughout the pull. If DPS isn't the best or just slow, I try to use my ult every time I can.
Note on trash pulls:
- Prioritize targets. There's usually one or two in a group that can do some serious damage to your party if left unchecked. They're also the ones that are last alive a good portion of the time.
- Don't perma block. Unless you have 30k+ health and have 20-30k+ DPS in your group, this will eat your stamina regardless of gear/regen/stam pool. Only block if a) you're in trouble or b) for those heavy/special attacks. My setup has enough mitigation to keep you alive. Besides, your healer is already healing the group to keep DPS alive (or should be). Honestly I can still block for the most part using ults, synergy, and good healers.
Boss fights are somewhat more involved depending on what you're doing. Start off with a taunt to grab the boss and keep that taunt up. I recommend using a buff tracker to watch when you need to retaunt (I use FTC, Strendarr is also good). With the release of 2.1.4, there overtaunting is no longer an issue unless another player uses a taunt. I tend to weave Pierce Armor AND heavy attacks (keeps my stamina up if I need it). This coupled great with a Master's Sword if you have one. Others skills I try to keep up or Heroic Slash for a debuff/ultimate regen and Vigor (self/group HOT). If I have the stamina for it, I might throw down Caltrops if no one else in the group is using it. It's all pretty straight forward. Keep the boss on you and not die.
Synergies
Lets talk synergies. I felt this needed it's own section. Another thing to note while you're in any combat situation is to use the synergies! Just watch for it above your health bar, all you have to do is press X. If you have the undaunted passive Undaunted Command unlocked and invested in, using a synergy will give you back a percentage of health, stamina, magicka. That's just the start. Synergies in general are amazing to use. For example if you have a Templar healer in your group, they can use Luminous Shards (Spear Shards morph) right on top of you, the tank. It'll give the option of a synergy which restores around 25% stamina and more over a period of 10 seconds. Stack that with the Undaunted Command passive for more being restored, and if you have the Synergizer perk (Tower tree, mentioned above in champion points) you then get some ultimate out of it. See how using synergies can effect so much? Use them!
Conclusion!
Great tanks make dungeons go back so much better. I encourage everyone to try it out and don't let it deter you if you're not good right out of the gates. Sometimes it takes practice, while others are just good at it. And just because I do something one way doesn't mean it can't be done another. This game is about freedom (any hate?) and isn't about min/max. The other classes can make excellent tanks as well, but with their own, unique style. And also note, I don't think I'm the perfect tank or this is the go to build, but these are my thoughts about a role I've come to enjoy, within a game I love.
2.0 Tanking Videos
-Change Log-
04/15/17
-Somewhat updated guide
09/10/15
- Added video tanking Normal Imperial Prison
- Separated old tanking videos from new
09/07/15
- Changed images on bar setups for Basic (now Basic Tank) and My Setup (now Tank w/ DPS) and edited information within
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09/06/15
- New paragraph added to CP section, theorycrafting
- Added Thoughts on Gear 2.1.4
- Rewrote tanking tips
09/04/15
- Added The "Why" To My Build at the beginning of the guide and when in alittle more depth in the section
09/03/15
- Reformatted guide to make it more condensed
- Readded Seducers to My Gear
- Updated Bar Setups and Images within
- Edited introduction
09/01/15
- Added bullet to "requirements" to bar setups as well as changed a couple morphs in the cookie cutter
- Adjusted Chamption Points further as well as formatting
- Edited first section "At A Glance" to reflect new changes for 2.1
- Edited message at the top of the post as well as the guide introduction
08/29/15
- Adjusted Champion Points in the Mage and Warrior in preparation for 2.1
- Edited armor setup: replaced infused traits to reinforced and to all heavy (no medium/light)
- Removed the mention of using Seducers. Pure Tank FTW
- Added ultimates to the cookie cutter breakdown under Bar Setups. Why I didn't notice that before is beyond me
- Spelled undaunted wrong under Synergies
08/14/15
- Added video of Veteran Banished Cells and also a much needed change log
07/10/15
- Added video of Veteran Spindle Clutch
07/07/15
- Added first video of Veteran Elden Hollow. Was testing a new build and isn't the best run IMO, but hey. FIRST VIDEO!