Welcome to the The ULTIMATE ESO Dragonknight Class Guide! This guide will explain what makes the dragonknight unique, the skills and passives along with recommended builds.
Table of Contents
• Dragonknight Overview
• Ranking
• Ardent Flame Skill Line
• Draconic Power Skill Line
• Earthen Heart Skill Line
• Recommend Gear and Builds
Video Guide:
https://youtu.be/bnrEWtD9lroDragonknight Overview
What do you need to know about the Dragonknight Class? What makes it unique is the resources sustain via the battleroar passive in Earthen Heart tree. This passives gives you resources back when using ultimate. Thus, the DK is centered on ultimate regeneration for resources sustain and no other class has this uniqueness. The dragonknight also focused on a lot of damage over time (DoT) pressure for DPS. Making it very hard but sometimes very complex to pull off. My end game PvE DPS setup runs 7 DoTS!
The DK is one of the toughest on the battlefield because the passives the class possess gives you think like stamina back when activating abilities, more block mitigation, healing received and so forth. Not to mention the DK has really good self-healing both in terms of burst and heals over time. I consider the DK the second best overall class in the game in the context of PvE and PvP. Here's what else you need to know about the DK!
TIPS TO STARTING DK!
• Armor: make sure to equip at least 3 armor from the starting vendors in your main city (white quality). This will unlock the skill line and you can select passives. After you unlock all of these, I'd recommend running 5 of your primary armor (tanks heavy, stam medium, mag light) then 1 and 1 of the other. That way you'll reach end game with armor skills leveled.
• Skills: similar to armor, make sure you slot one ability from each class skill line on your bar the entire leveling process. You can only slot so many abilities but you can unlock 100 or more passives which make you stronger.
Ranking
If I were to rank the Dragonknight in important categories from Update 33 Ascending Tide, here's where I'd put it.
• PvP Stam = S Tier
o WHY? the DoT pressure and survivability the stam DK provides is only matched by the magicka Dragonknight. Not to mention the plethural of sets making it incredibly hard to kill with massive burst and sustained pressure. Not to mention there's many ways to play the build and be considered "meta" giving you flexibility and options.
• PvP Mag = S Tier
o WHY? overall the best dueling class by far and it's not even close. MagDK is considered the best PvP build currently due to DoT pressure and burst self-healing. All the class based ultimates are incredibly strong and with outside skills and choices you'll be mobilie without sacrificing offensive pressure.
• PvE DPS Stam = B Tier
o WHY? the only reason stamina DK isn't S tier in stamina is the lack of self-healing that magicka provides. You're also reliant on healers or pale order mythic for over the top survivability. However, in a trial, coordinated group, stamina DK is currently pulling some of the highest DPS the Elder Scrolls Online has seen. Just realize, it's not easy and very complex.
• PvE DPS Mag = S Tier
o WHY? remember me mentioning pulling the highest DPS numbers? Well, magicka doesn't lack in self-healing at all but has all the same DoT pressure along with crazy powerful gear sets making it melt anything in PvP.
• Healer = C Tier
o WHY? the major weakness of the class is healing. Yes you can get major mending, but you lack in anything unique and powerful over the other top healers like Templar for bursting, Warden for buffs, Necromancer for powerful ultimates.
• Tanking = S Tier
o WHY? the DK has unmatched resource sustain, utility for crowd control and survivability. It's been the staple in end game tanking from day one until now.
Ardent Flame
Overview: think of this tree as your damage over time tree.
Skilltree: Dragonknight
Dragonknight Standard Call down a battle standard, dealing 870 Flame Damage every 1 second for 16 seconds to enemies and applying Major Defile to them, reducing their healing received and Health Recovery by 16%. An ally near the standard can activate the Shackle synergy, dealing 2639 Flame Damage to enemies in the area and immobilizing them for 5 seconds.
Usage: incredible damage ultimate especially leveling.
Shifting Standard Call down a battle standard, dealing 898 Flame Damage every 1 second for 25 seconds to enemies and applying Major Defile to them, reducing their healing received and Health Recovery by 16%. Activating this ability again allows you to move the standard to your location. An ally near the standard can activate the Shackle synergy, dealing 2639 Flame Damage to enemies in the area and immobilizing them for 5 seconds.
New effect Increases the duration, and recasting the ability allows you to move the standard.
Usage: meant for PvP because the major defile is so strong reducing healing.
Standard of Might Call down a battle standard, dealing 870 Flame Damage every 1 second for 16 seconds to enemies and applying Major Defile to them, reducing their healing received and Health Recovery by 16%. Standing in the area increases your damage done and reduces damage taken by 15%. An ally near the standard can activate the Shackle synergy, dealing 2639 Flame Damage to enemies in the area and immobilizing them for 5 seconds.
New effect Standing in the standard increases your damage done and reduces damage taken.
Usage: meant for PvE DPS in stationary fights one of the best in the game.
Active Skills
Lava Whip Lash an enemy with flame, dealing 2323 Flame Damage. If you strike an enemy that is immobile or stunned, you set them Off Balance. This ability scales with your highest offensive stats.
Usage: a main spammable that procs off balance though cost magicka.
Molten Whip Lash an enemy with flame, dealing 2323 Flame Damage. If you strike an enemy that is immobile or stunned, you set them Off Balance. Whenever you activate a different Ardent Flame ability, you gain a stack of Seething Fury, increasing the damage of your next Molten Whip by 33% and your Weapon Damage and Spell Damage by 75 for 10 seconds. This effect stacks up to 3 times and scales with your highest offensive stats.
New effect While slotted, your other Ardent Flame abilities increase the damage of your next Molten Whip cast and Weapon and Spell Damage.
Usage: this is the more damage producing choice both stamina/magicka DK use this because it's so strong.
Flame Lash Lash an enemy with flame, dealing 2323 Flame Damage. If you strike an enemy that is immobilized or stunned, you set them Off Balance. Targeting an Off Balance or immobilized enemy changes this ability into Power Lash, allowing you to lash an enemy at half cost to deal 2760 Flame Damage and healing you for 2760 Health. This ability scales with your highest offensive stats.
New effect Targeting Off Balance or Immobilized enemies grants you a more powerful attack which deals increased damage, costs half as much, and heals you.
Usage: this is the morph for better survivability that you can continually whip off balance targets.
Searing Strike Slash an enemy with flame, dealing 1161 Flame Damage and an additional 2310 Flame Damage over 10 seconds. Enemies hit by the initial hit are afflicted with the Burning status effect.
Usage: your primary DoT ability.
Venomous Claw Rake an enemy with your claw, dealing 1161 Poison Damage and an additional 2315 Poison Damage over 10 seconds. The poison seeps into the target and deals increased damage the longer it lasts, dealing 20% more damage every 2 seconds. Enemies hit by the initial hit are afflicted with the Poisoned status effect.
New effect Converts into a Stamina ability and deals Poison Damage. The damage over time increases the longer the effect lasts. Instantly applies the poisoned status effect.
Usage: turns into stamina, poison which is very useful for sustain due to auto status effect and the combustion passive.
Burning Embers Slash an enemy with flame, dealing 1161 Flame Damage and an additional 2315 Flame Damage over 10 seconds. Heals you for 75% of the total damage inflicted when the effect ends. Enemies hit by the initial hit are afflicted with the Burning status effect.
New effect Heals you for a percentage of the total damage inflicted when the effect ends.
Usage: incredible DoT that also heals, and so in Update 33 will heal every second it does damage acting as a strong heal over time.
Fiery Breath Exhale a flaming blast to enemies in front of you, dealing 1742 Flame Damage and an additional 1735 Flame Damage over 10 seconds.
Usage: your main AoE DoT.
Noxious Breath Exhale a corrosive blast to enemies in front of you, dealing 1799 Poison Damage and an additional 1790 Poison Damage over 10 seconds. Afflicts enemies with Major Breach, reducing their Physical Resistance and Spell Resistance by 5948.
New effect Converts into a Stamina ability and deals Poison Damage. Applies Major Breach to enemies, reducing their Resistances.
Usage: great DoT in a cone in front of you that reduces armor thus giving you and your group more damage.
Engulfing Flames Exhale a flaming blast to enemies in front of you, dealing 1742 Flame Damage and an additional 1735 Flame Damage over 10 seconds. Affected enemies take more damage from all Flame Damage attacks based on your offensive stats, with a maximum of 10% bonus damage taken. Current value 2%.
New effect Affected enemies take more damage from all Flame Damage attacks based on how high your Spell Damage is.
Usage: unqiue to DKs providing a buff to overall fire damage thus important for tanks and PvE DPS to run.
Fiery Grip Launch a fiery chain to grasp and pull an enemy to you, dealing 1392 Flame Damage. Hitting the target grants you Major Expedition, increasing your Movement Speed by 30% for 4 seconds. This attack cannot be dodged or reflected.
Usage: your simple chains or scoprion pull.
Empowering Chains Launch a fiery chain to grasp and pull you to an enemy, dealing 1438 Flame Damage and granting you Empower for 3 seconds, increasing the damage of your Light and Heavy Attack by 40%. Hitting the target grants you Major Expedition, increasing your Movement Speed by 30% for 4 seconds. This attack cannot be dodged or reflected.
New effect Pulls you to the enemy instead. Grants Empower after casting.
Usage: this is used as a gap closer primarily in PvP.
Unrelenting Grip Launch a fiery chain to grasp and pull an enemy to you, dealing 1438 Flame Damage. Hitting the target grants you Major Expedition, increasing your Movement Speed by 30% for 4 seconds. If the target cannot be pulled, you restore 100% of the ability's cost as Magicka. This attack cannot be dodged or reflected.
New effect If the target cannot be pulled, you are refunded the Magicka cost.
Usage: mainly used in PvE tanking to deal with mobs.
Inferno Activate an aura of flames which launches a fireball at the nearest enemy every 5 seconds, dealing 1742 Flame Damage. While slotted, you gain Major Prophecy and Savagery, increasing your Weapon Critical and Spell Critical rating by 2629. This ability scales with your highest offensive stats.
Usage: unqiue ability that gives a bonus for slotting, god tier in PvE or PvP.
Flames of Oblivion Activate an aura of flames which launches a fireball at 3 enemies every 5 seconds, dealing 1799 Flame Damage. While slotted, you gain Major Prophecy and Savagery, increasing your Weapon Critical and Spell Critical rating by 2629. This ability scales with your highest offensive stats.
New effect Now launches three fireballs instead of one.
Usage: this morph can be cast on back or front bar and proc massive damage every 5 seconds.
Cauterize Activate an aura of flames which launches a fireball at yourself or an ally to cauterize their wounds every 5 seconds, healing them for 1799 Health. While slotted, you gain Major Prophecy and Savagery, increasing your Weapon Critical and Spell Critical rating by 2629. This ability scales with your highest offensive stats.
New effect Fireball heals allies instead of damaging enemies and increases the radius.
Usage: this cast heals every 5 second and is great morph for survivability.
Passive Skills
Combustion Increases the damage of your Burning and Poisoned status effects by 50%. When you apply Burning to an enemy, you restore 1000 Magicka. When you apply Poisoned to an enemy, you restore 1000 Stamina. These effects can occur once every 0.5 seconds, individually of each other.
NOTES: one of the most important passives for the DK to understand. This passive combined with the charged trait allows you to get insane sustain constantly procing your status effects (charged weapon trait = more likelihood to do this).
Warmth When you deal direct damage with an Ardent Flame ability, you reduce the enemy's Movement Speed by 30% for 3 seconds.
Searing Heat Increases the damage over time of your Fiery Breath, Searing Strike, and Dragonknight Standard abilities by 33% and the duration by 4 seconds.
World in Ruin Increases the damage of your Flame and Poison attacks by 5%.
Draconic Power
Overview: think of this tree as the buffs, crowd control and tanky tree.
Skills
Dragon Leap Launch yourself at an enemy, dealing 4241 Physical Damage to all enemies in the area, knocking them back 4 meters, and stunning them for 2 seconds.
Usage: a low cost bursting ultimate used in PvP only because Standard does so much more damage in PvE.
Take Flight Launch yourself at an enemy, dealing 4878 Physical Damage to all enemies in the area, knocking them back, and stunning them for 2 seconds.
New effect Reduces the cost and increases the damage and range.
Usage: typically the highest tooltip low cost burst in the game.
Ferocious Leap Launch yourself at an enemy, dealing 4228 Flame Damage to all enemies in the area, knocking them back, and stunning them for 2 seconds. After leaping you gain a damage shield that absorbs 16528 damage for 6 seconds. This portion of the ability scales with your Maximum Health.
New effect Deals Flame Damage. After leaping you gain a damage shield.
Usage: good damage morph for mag dk because it's flame damage and gives a big shield.
Spiked Armor Release your inner Dragon to gain Major Resolve, increasing your Physical Resistance and Spell Resistance by 5948 for 20 seconds. While active, the armor returns 405 Magic Damage to any enemy that uses a direct damage attack against you in melee range.
Usage: your armor buff.
Hardened Armor Release your inner Dragon to gain Major Resolve, increasing your Physical Resistance and Spell Resistance by 5948 for 20 seconds. You gain a damage shield that absorbs up to 2479 damage for 6 seconds. This portion of the ability scales off your Maximum Health. While active, the armor returns 405 Magic Damage to any enemy that uses a direct damage attack against you in melee range.
New effect You gain a damage shield after casting.
Usage: this is the tankier morph because of the small shield.
Volatile Armor Release your inner Dragon to gain Major Resolve, increasing your Physical Resistance and Spell Resistance by 5948 for 20 seconds. You release a spray of spikes around you, causing enemies hit to take 2868 Magic Damage over 10 seconds. While active, the armor returns 405 Magic Damage to any enemy that uses a direct damage attack against you in melee range.
New effect You release a spray of spikes around you, causing enemies hit to take damage over time.
Usage: this is a great AoE counter to stealth in PvP and the DoT does incredible damage and it's AoE!
Dark Talons Call forth talons from the ground, dealing 1742 Flame Damage to enemies near you and immobilizing them for 4 seconds. An ally near the talons can activate the Ignite synergy, dealing 2812 Flame Damage to all enemies held within them.
Usage: your crowd control ability that's used in PvE and PvP.
Burning Talons Call forth talons from the ground, dealing 1799 Flame Damage to enemies near you, an additional 1808 Flame Damage over 4 seconds, and immobilizing them for 4 seconds. An ally near the talons can activate the Ignite synergy, dealing 2812 Flame Damage to all enemies held within them.
New effect Deals additional damage over time.
Usage: this is the higher damage producing CC that's mainly used for AoE control in PvP.
Choking Talons Call forth talons from the ground, dealing 1742 Flame Damage to enemies near you and immobilizing them for 4 seconds. Enemies hit are afflicted with Minor Maim, reducing their damage done by 5% for 10 seconds. An ally near the talons can activate the Ignite synergy, dealing 2812 Flame Damage to all enemies held within them.
New effect Affected enemies deal less damage.
Usage: this is your lower damage morph that tanks run in PvE because of the damage reduction though very high cost.
Dragon Blood Draw on your draconic blood to heal for 33% of your missing Health. You also gain Major Fortitude, increasing your Health Recovery by 30% for 20 seconds.
Usage: this acts as a burst heal for your missing health. This is great if you have a lot of health because you'll get more health back.
Green Dragon Blood Draw on your draconic blood to heal for 33% of your missing Health. You also gain Major Fortitude, Major Endurance, and Minor Vitality, increasing your Health Recovery and Stamina Recovery by 30% and healing received by 8% for 23 seconds.
New effect You also gain Major Endurance and Minor Vitality.
Usage: this morph mainly used by tanks or stamina DKs.
Coagulating Blood Draw on your draconic blood to heal for 3090, increasing by up to 33% additional healing based on your missing Health. You also gain Major Fortitude, increasing your Health Recovery by 30% for 20 seconds.
New effect Now heals based on Max Magicka and Spell Damage and reduces the cost.
Usage: mega burst heal used for magDKs in PvP primarily.
Protective Scale Flex your scales, reducing your damage taken from projectiles by 50% for 6 seconds.
Usage: limited usage in PvE and PvP.
Protective Plate Flex your scales, reducing damage taken from projectiles by 50% for 6 seconds. Gain immunity to snares and immobilizations for 2 seconds.
New effect Gain immunity to snares and immobilizations. Cost reduces as ability ranks up.
Usage: a great PvP mobility skill until you gain access to others like Race Against Time.
Dragon Fire Scale Flex your scales, reducing damage taken from projectiles by 50% for 6 seconds. When you are hit with a projectile, you retaliate by launching a fiery orb at the attacker that deals 1799 Flame Damage. This effect can occur once every half second.
New effect Incoming projectiles cause you to deal Flame Damage back to the attacker.
Usage: decent PvP tank morph if you are tired of ranged snipers.
Inhale Channel draconic energy to suck in the air around you, dealing 870 Magic Damage to nearby enemies and healing you for 100% of the damage caused. After 2.5 seconds, you exhale fire, dealing 1742 Flame Damage to nearby enemies.
Usage: big AoE plus a bit of healing!
Deep Breath Channel draconic energy to suck in the air around you, dealing 870 Magic Damage to nearby enemies and healing you for 100% of the damage caused. Any enemy hit that is casting is interrupted, set Off Balance, and stunned for 2 seconds. After 2.5 seconds, you exhale fire, dealing 2249 Flame Damage to nearby enemies.
New effect Initial hit interrupts enemies that are casting. Final explosion damage increased.
Usage: this is a good morph for tanks because the interrupts targets in AoE and has some range while block casting.
Draw Essence Channel draconic energy to suck in the air around you, dealing 870 Magic Damage to nearby enemies and healing you for 150% of the damage caused. After 2.5 seconds, you exhale fire, dealing 1742 Flame Damage to nearby enemies and restoring 10% of the ability's cost for each enemy hit as Magicka.
New effect Initial hit heals for more. Final explosion refunds Magicka for each enemy struck.
Usage: incredible heal and damage at the same time, mainly used for PvP or in PvE if you lack a lot of healing.
Passive Skills
Iron Skin Increases the amount of damage you block by 10%.
NOTE: this is one of the main reasons DK Tanks and PvP sword/shield are so strong.
Burning Heart While a Draconic Power ability is active, your healing received is increased by 12%.
NOTE: this is important to understand because keeping your armor buff up in PvE or PvP gives you increased healing received, plus that stacks with major and minor vitality too!
Elder Dragon Increases your Health Recovery by 5% for each Draconic Power ability slotted. Current bonus: 0%. Increases range of your melee attacks by 2 meters. This effect only applies to instant cast attacks with a 5 meter range.
Scaled Armor: Increases your Physical Resistance and Spell Resistance by 1650.
Earthen Heart
Magma Armor
Ignite the molten lava in your veins, limiting incoming damage to 3% of your Maximum Health and dealing 336 Flame Damage to nearby enemies each second for 10 seconds.
Usage: god tier survivability ultimate because it caps incoming damage.
Magma Shell Ignite the molten lava in your veins, limiting incoming damage to 3% of your Maximum Health and dealing 347 Flame Damage to nearby enemies each second for 10 seconds. When activated, nearby allies gain a damage shield for 100% of their Maximum Health for 10 seconds.
New effect When activated nearby allies gain a powerful damage shield.
Usage: this gives a nice shield and is used in PvE or PvP tanking.
Corrosive Armor Oxidize the green Dragon blood in your veins, limiting incoming damage to 3% of your Maximum Health and dealing 347 Poison Damage to nearby enemies each second for 10 seconds. While active, this ability and your Direct Damage dealt ignores enemy Physical Resistance and Spell Resistance.
New effect Deals Poison Damage, and your direct attacks ignore Physical and Spell Resistance while active.
Usage: absolutely one of the most strong ultimates in the game because you gain 100% pen while it's active on direct damage! Plus you're insanely hard to kill and you deal AoE damage as well! I use this in PvP almost entirely.
Active Skills
Stonefist
Crush the earth beneath you, dealing 2323 Physical Damage to all enemies within 6 meters of you. Debris ripped from the ground is held around you for 10 seconds. Activating the ability again allows you to launch part of the debris at an enemy, dealing 2323 Physical Damage, up to 3 times. The final cast stuns enemies hit for 2.5 seconds.
Usage: an odd ability that you can use as a main spammable starting the game.
Obsidian Shard Slam an enemy with molten rock, dealing 448 Flame Damage and causing the rock to explode, splashing magma around. You then pull back on the magma to heal yourself or up to 2 allies near the enemy for 3240 Health.
New effect Converts to a Magicka ability that now heals you or two allies after dealing damage. Deals significantly less damage but no longer requires charges to cast.
Usage: an heal which again is sort of an odd ability.
Stone Giant Crush the earth beneath you, dealing 2323 Physical Damage to all enemies within 6 meters of you. Debris ripped from the ground is held around you for 10 seconds. Activating the ability again allows you to launch part of the debris at an enemy, dealing 2323 Physical Damage, up to 3 times. The final cast stuns for 2.5 seconds. Each hit applies Stagger, increasing damage taken by 65 per stack for 5 seconds.
New effect Enemies hit are affected with Stagger, causing them to take bonus damage from all attacks.
Usage: some tanks use this for the Stagger effect which increase damage but outside of that an odd niche skill.
Molten Weapons Charge you and your grouped allies' weapons with volcanic power to gain Major Brutality and Sorcery, increasing your Weapon Damage and Spell Damage by 20% for 30 seconds.
Usage: good leveling source of major buffs.
Igneous Weapons Charge you and your grouped allies' weapons with volcanic power to gain Major Brutality and Sorcery, increasing your Weapon Damage and Spell Damage by 20% for 45 seconds.
New effect Increases the duration and increases the radius.
Usage: this can be helpful in a trial or raid to free up a spot on other's players bars to not run major buff. Outside of that, very week.
Molten Armaments Charge you and your grouped allies' weapons with volcanic power to gain Major Brutality and Sorcery, increasing your Weapon Damage and Spell Damage by 20% for 30 seconds. Your own damage with Heavy Attacks is increased by 50% while active.
New effect Your own damage with Heavy Attacks is increased.
Usage: most folks only run this for niche heavy attack builds.
Obsidian Shield Call the earth to your defense, granting a damage shield for you and nearby allies that absorbs 1321 damage. This portion of the ability scales off your Maximum Health. You also gain Major Mending, increasing your Healing Done by 16% for 2.5 seconds.
Usage: great skill to gain major mending giving you massive healing.
Igneous Shield Call the earth to your defense, granting a damage shield for nearby allies that absorbs 1365 damage. Your own damage shield absorbs 3414 damage. This portion of the ability scales off your Maximum Health. You also gain Major Mending, increasing your Healing Done by 16% for 2.5 seconds.
New effect Increased shield strength on self.
Usage: this is a good skill for tanks who stack shields in PvE.
Fragmented Shield Call the earth to your defense, creating a damage shield for you and nearby allies that absorbs 1365 damage. This portion of the ability scales off your Maximum Health. You also gain Major Mending, increasing your Healing Done by 16% for 5 seconds.
New effect Increases duration of Major Mending.
Usage: longer major mending so you can cast first, then cast a heal immediately following and take advantage of mending.
Petrify Encase an enemy in stone, stunning them for 2.5 seconds. When the stun ends, they take 1161 Magic Damage. This stun cannot be blocked or dodged.
Usage: unblockable stun and one of the best in the game.
Fossilize Encase an enemy in stone, stunning them for 2.5 seconds. When the stun ends, they take 1199 Magic Damage and are immobilized for 3 seconds. This stun cannot be blocked or dodged.
New effect Immobilizes the enemy after the stun ends.
Usage: this morph is incredible because it immobilizes after the stun ends essentially causing the target to break free then dodge spending a ton of stamina.
Shattering Rocks Encase an enemy in stone, stunning them for 2.5 seconds. When the stun ends, they take 1199 Magic Damage and you are healed for 2323 Health. This stun cannot be blocked or dodged.
New effect When the stun ends, you are also healed.
Usage: this is a good morph if you need extra healing.
Ash Cloud Summon a scorching cloud of ash at the target location, reducing enemy Movement Speed by 70% and healing you and your allies for 434 every 1 second.
Usage: really good ground based AoE healing especially leveling!
Cinder Storm Summon a scorching cloud of ash at the target location, reducing enemy Movement Speed by 70% and healing you and your allies for 674 every 1 second.
New effect Heals for significantly more.
Usage: insane healing per second and I recommend it in PvE or PvP if you need extra healing.
Eruption Summon a scorching cloud of ash at the target location, dealing 1799 Flame Damage immediately, reducing enemy Movement Speed by 70%, and dealing 449 Flame Damage in the area every 1 second for 15 seconds. The eruptive damage can occur once every 10 seconds.
New effect Damages instead of healing. Deals some damage instantly.
Usage: this does incredible damage over time though needs to be reapplied when fighting.
Passive Skills
Eternal Mountain: Increases duration of your Earthen Heart abilities by 20%.
Battle Roar: When you cast an Ultimate ability, you restore 50 Health 50 Magicka, and 50 Stamina for each point of the Ultimate's cost.
NOTE: this is the foundation of DKs, this is why you run things like ultimate generating monster helms like Bloodspawn, heroism potions and so forth. This is your resource sustain and heal on demand with ulatimes.
Mountain's Blessing When you cast an Earthen Heart ability, you and your group gain Minor Brutality for 20 seconds, increasing your Weapon Damage by 10% If you are in combat, you also generate 3 Ultimate. This effect can occur once every 6 seconds.
NOTE: this is unique to the dragonknight, Minor Brutality and the second part is why you want at least one earthen heart ability to generate ultimate.
Helping Hands When you cast a non Stamina costing Earthen Heart ability, you restore 990 Stamina.
Your on demand stamina sustain, you can use Cinder Storm repeatedly to keep feeding your stamina.
Recommend Gear and Builds
Dragonknight PvE Mag DPS Laceration
Recommended Gear Sets
• Silks of the Sun: obtained in Stonefalls overland zone or from guild traders.
• Mother’s Sorrow: obtained in overland zone Deshaan or from guild traders (delves, dolmans, world bosses, chest).
• Ring of the Pale Order: Mythic obtained by collecting five pieces:
• Medusa: obtained in dungeon Arx Corinium.
• Perfected Crushing Wall (Maelstrom): obtained in Veteran Maelstrom arena.
• Grothdarr: obtained in Vaults of Madness Veteran dungeon or Glirion vendor Undaunted.
• Nerien’eth = good AoE damage
• Iceheart = great survivability
• Kjalnar’s Nightmare = great single target trials and bosses.
• Perfected Bahsei’s Mania: Obtained in Veteran Rockgrove Trial Blackwood chapter.
• Burning Spellweave: obtained in City of Ash I or II dungeon
Dragonknight PvE Stam DPS The Butcher
Recommended Gear Sets
• Briarheart: obtained in overland Wrothgar or from traders.
• Hunding’s Rage: craftable 6 traits, crafting stations found in Bangkorai, Reaper’s March, The Rift
• Agility: found in Imperial City with keys or Dungeon Finder via random dungeons and or traders sell
• Vicious Serpent: obtained in trials Hel Ra Citadel, Aetherian Archive, Sanctum Ophidia.
• Ring of the Pale Order: Mythic obtained by collecting five pieces:
• Stormfist: obtained in Tempest Island Veteran dungeon and vendor Glirion.
• Engine Guardian = sustain help
• Scourge Harvest = healing
• Kjalnar’s Nightmare = great single target damage
• Selene = hard hitting proc set
• Perfect Arms of Relequen: obtained in Veteran Cloudrest trial DLC Summerset.
• Sul Xan = perfect for dungeons and arenas damage set
• Leviathan = good dungeon set for high crit chance
• Pillar of Nirn: obtained in Falkreath Hold dungeon.
Dragonknight PvP Mag DPS Predator
Recommended Gear Sets
• Bloodspawn = Ult generation more Corrosive
• Engine Guardian = resource sustain
• Scourge Harvest = good self-healing
• Balorgh = burst damage
• Grothdarr = good AoE damage
• Burning Spellweave: obtained in City of Ash I or II dungeon.
• Kynmarcher’s Cruelty for debuff set
• Clever Alchemist = insane burst potential
• Daedric Trickery: craftable 8 trait Vvardenfell
• Ironblood = great for duels
• Pariah = good for armor keep on body all times
• Buffer of Swift = awesome damage reduction
• Grace of Gloom = insane survivability if you have high health
• Markyn Ring of Majesty: obtained through ESO Mythics/antiquities system:
• Torc = Sustain
• Malacath = damage
• Wild Hunt = speed
• Death Dealer’s Fete = more max stats
Dragonknight PvP Stam DPS Vindicator
Recommended Gear Sets
• Bloodspawn: obtained in Veteran Spindleclutch II.
• Engine Guardian for sustain.
• Malabeth for healing.
• Balorgh for burst.
• Zoal for counter gank.
• Magma Incarnate great all around and group support.
• Daedric Trickery: craftable 8 trait in Morrowind DLC Vvardenfell.
• Wretched Vitality for insane sustain.
• Powerful Assault for group utility and damage.
• Clever Alchemist for crazy burst damage.
• Plaguebreak: from Rewards of the Worthy and traders.
• Syvarra’s Scales for proc set damage AoE.
• New Moon for craftable set.
• Witch-Knight’s Defiance for DoT Weapon damage.
• Deadlands Assassin balanced proc set.
• Kynmarcher’s Cruelty massive AoE debuff.
• Markyn Ring of Majesty: obtained through ESO Mythics/antiquities system:
• Torc resource sustain
• Malacath for more consistent damage
• Wild Hunt for speed
Dragonknight PvE Tank T3
Recommended Gear Sets
• Sentinel of Rkugamz: obtained in Veteran Dungeon Darkshade Caverns I, and Undaunted vendor Maj for shoulder.
• Powerful Assault: found in Imperial City sewers vendor and sold on the traders.
• Torug’s Pact to take advantage of Crusher enchant
• Perfected Puncturing Remedy: Veteran Dragonstar Arena in Craglorn though can do normal and get lesser version.
• Encratis’s Behemoth (helm found in Black Drake Villa): flame attacks proc increased fire damage and decrease flame for entire team
• Engine Guardian for selfish sustain, Bloodspawn for more ultimate or Sentinel for group sustain.
• Perfected Claw of Yolnahkriin: obtained in Veteran Sunspire or normal for lesser version.
Dragonknight PvE Healer The Shield
Recommended Gear Sets
• Symphony of Blades: Obtained from veteran Depths of Malatar/Urgalarg Pledge Master.
• Spell Power Cure: Obtained from White Gold Tower dungeon (normal or veteran difficulties).
• Perfected Stone-Talker’s Oath: Obtained from veteran Rockgrove trial.
• Perfected Grand Rejuvenation: found in Veteran Dragonstar Arena
• Sentinel of Rkugamz: Still an option for an advanced gear setup providing you and your allies with more resource sustain as in trials only 1 healer needs to use Symphony of Blades.
• Magma Incarnate: Great for dungeons/arenas if tank is not providing Minor Courage, increases group damage if sustain is not needed.
• Earthgore: Decent set for situations that are very healing intensive and can help burst group members back up to full Health if you’re in a pinch. Single target heal, but can switch to targets with lower Health each tick.
• Vestment of Olorime: Very similar to Spell Power Cure as it provides Major Courage but lacks in encounters with high mobility.
• Jorvuld’s Guidance: Decent set to increase duration on all minor/major buffs you apply to yourself and allies. Mostly paired with Roaring Opportunist on trial healers.
• Roaring Opportunist: Commonly used set for trial healers as it provides Major Slayer to group members and pairs nicely with Jorvuld’s Guidance set. Frees up stronger sets for your damage dealers to wear.
• Way of Martial Knowledge: Easy to obtain and provides a huge damage increase without being linked to any minor or major buff/debuff. If your allies are needing less resource sustain and more damage, this set is great to swap in.
• Master Architect: Like Roaring Opportunist, this set provides group members with Major Slayer, but is mainly used in specific group compositions.