Lithium Flower wrote: »Leveling 1-50 and even beyond, your foremost goal should be to level up ALL class, weapon, armour, guild skill lines and abilities at least up to the point where they can be morphed (I personally go further and level up both class morphs as well). Abilities and the associated skill lines level up when they are placed in your action bar slots. So to level up, say Searing Strike and the Ardent Flame skill line, place Searing Strike on your ability bar and gain XP. The more abilities on your bar from Ardent Flame skill line, the faster the skill line will progress.
Magicka has more utility as well as self-healing so I would dump every skill point into magicka while leveling - this will increase your magicka pool as well as your ability damage. If you want to go the stamina route, dump everything into stamina.
Wear a mixture of armour pieces to level up all three armour lines - heavy, light and medium. If you have access to a crafter, get training on most armour pieces (at least 1 on each type) and one or two pieces of exploration to maximize leveling XP. Get training weapons (one of each kind at least). Wear at least 4 or 5 pieces of light for magicka or medium for stamina and one or two pieces of the others.
Now while questing or grinding mobs, you want 1 ability that you can spam easily to kill things, for DKs, it's molten whip but that requires a fair amount of progress in the ardent flame line - you could get Destructive Touch from the Destructive Staff line and with an inferno staff, it is a good gap-maker as well. Cleave, Twin Strikes, Poison Arrow, etc are other options. Searing Strike or Burning breath as useful DoTs that will increase your damage. You also want to have something like Razor Armour or Dragon Blood so keep yourself alive longer (especially with a low health pool). You may want Crowd Control - so Talons.
So at any given time, out of a possible 12 (after you unlock weapon swap at level 15) abilities slotted, you will have 3-4 abilities that you need to clear content and the rest are there to level up and increase your skills.
Always slot 1 ability from each of your class skill lines on each bar. Use your weapon slot to level up weapon skill lines (fun fact: you don't have to use 2H to level it if you like using class skills to kill mobs instead, just having it slotted is enough to level the skill). You can level up Sword and Shield this way since that skill line has no real offensive abilities.
On your off-bar, you can place more abilities you don't find that useful in a leveling up/solo situation, flip to that bar when you go to turn in quests to give those abilities/weapon skills a chunk of xp at quest completion. You can also split up your main use skills between bars, so that while you're fighting, the XP you gain splits across more skill lines and abilities. (If you're using 4 class skills to make progress, put 2 on one bar, 2 on another so 3 slots on each bar are filled with abilities you're not using much, just leveling up). Put one useful ultimate on your main bar, which will be Dragonknight Standard - use the ultimate slot in your off-bar for leveling up other, more situational ultimates.
Passives - For the most part, I would advise NOT to put any skill points in passives WHILE LEVELING. You don't need the buffs, because while they are incredibly useful and essential for end-game, the leveling content is so easy you don't need those benefits yet. The skill points you save can go into opening up more weapon, armour and guild skill lines and abilities to level up.
Some passives however are useful to have from the get-go - these include your racial passives, get them as soon as you are able and armour passives, especially light or medium depending on whether you're going stamina or magicka as your leveling 'build'. Choose one, and ignore the passives from the other. You don't need heavy armour passives for leveling.
Skill points are hard to come by in the beginning, but by the end of Cadwell's you'll be drowning in them. Get the skyshard addon to grab all the shards in every zone to get more skill points.
Don't worry about 'builds', 'rotations' and trinity 'roles' until you're close to veteran rank 10 - until you join group dungeons, none of those matter. Learn the way your skills work and combat mobility and movement. Dodge roll, block, interrupt, stuns - those are indispensable later.
Crafting - If you plan to be a crafter, invest no points in crafting skills at first - but deconstruct all green loot you find, sell the whites and replace your armour with blues and purples you find. If you have a friend or guildmate making you crafted leveling armour, maybe you can pay them with purples and blues you find. They yield useful material to an end-game crafter who deconstructs them but have very little vendor or trade value. What you should focus on if crafting is going to be your thing, is trait research.
In order to craft useful sets like Seducer's, Hunding's Rage, Way of the Arena, Hist Bark that you will need at end-game, you need a certain number of traits learned for every piece you plan to construct in that armour set. This research takes place in real time and gets exponentially harder the more traits you learn. Your first trait takes 6 hours to learn, the next 12 and so forth for up to 2 months for the last one. Trait research is useful because you need to have learned a certain number of traits to make useful sets. For example, most end-game tanks these days use the crafted Hist Bark set. If you wear 2, 3, 4 or 5 pieces of a set armour, you get certain set benefits - for 5 pieces of Hist Bark, you get 18% chance to avoid an enemy attack and incoming damage from that attack. So at end-game you'll want to wear 5 pieces of this set and combine it with some combination of items from another set for added bonuses. For flexibility, you want to be able to make a variety of pieces. If you want to make a Hist Bark sword - you need to know at least 4 sword traits (e.g, precise, sharpened, defending, infused). Then if you want to make a Hist Bark cuirass and a shield, you will need to know at least 4 traits on those items. In addition, you want to know the most useful traits so you can craft the most optimum equipment piece. A crafter would also want to be able to make a useful set in a variety of armour types and also armour styles which you will learn from blue, purple or gold motif books and pages.
Provisioning - learn recipes you find and make food for yourself to level up the skill and to enjoy the benefits of food, including the self-bonus passives. Level 1 and level 5 recipes are vendor trash, learn them if you must or don't. The food you want to be using is level 15+. Level 15 green recipes can be sold to other players or in guild store and can earn you much more money than the 10g if you vendor them. Level 15 blue recipes or better you want to learn yourself and craft food to give yourself 2 or more useful buffs. Drink recipes are less useful and less valuable, vendor most of them except maybe blues and epics. Or learn them if you want to be a completionist. You'll have to invest skill points here to remain useful and to continue leveling.
Alchemy - You want to level up this skill for the self bonus passives like provisioning regardless of whether you want to be a crafter. The key here is you want to level up your alchemy WITHOUT using up your most valuable potion mats at the beginning of the game. For your own use, mobs will drop a ton of single buff potions that should easily see you through most content all the way until the hardest dungeons and trials at end-game. The valuable flowers/herbs you want to SAVE (or to sell in guildstores/to other players for 100-150g/piece) for end game are listed below:
Mountain Flower, Columbine, Bugloss, Lady's Smock, Corn Flower, Namira's Rot - don't use these for anything except veteran 5 potions (the highest level you can make) or to sell to players through chat or guild stores.
For leveling, gather up Emetic Russula, Imp Stool, Stinkhorn, Violet Coprinus, Whitecap, Luminous Russula and Nirnroot to make ravage health and magicka potions to vendor until you are level 50 in Alchemy.
Enchanting - this is quite a pain to level up but you want to deconstruct all the glyphs you find in loot. Use some of the glyphs to enchant your crafted training gear if you like. Don't bother if you're using pre-enchanted drops. Deconstruct all. If you plan to be a crafter someday, save up the runes - if not, put them in your guild's bank for other piece or sell them. You can construct glyphs to level up your crafting and then give them to another player to deconstruct for a inspiration (crafting XP) boost.
Exchanging crafted gear with another player and deconstructing each other's creations is a very efficient way to level up those skills. You don't get a lot of experience deconstructing self-crafted gear but a HUGE amount for experience by deconstructing someone else's. Works for armour/weapon crafting as well. You cannot deconstruct food and potions.
There are two schools of thought about Crafters. Some people like to have their crafting on their main character(s), some split them between various alts that are also combat oriented. I don't like doing this at all because I don't want to waste the precious few skill points you have leveling up into crafting skills. Conceptually, I also hate the idea of one character being able to master everything, from tailoring to tanking Sanctum Ophidia! So I have one dedicated crafter who has learned all the craft skills and is my Quarter Master but has a bare minimum of combat skills (5+1 ultimate, no passives). I needed about 100-120 skill points for all 6 professions. You also need a minimum of level veteran 1 and the Fighter's Guild and Mages Guild quest lines completed to access all crafting stations (required for the various sets). You could also level a character quickly from 1-50 and then respect his skill points into crafting.
There are about 270 skill points you can have after having completed Cadwell's. This is sufficient for all class skills, a couple of weapon skill lines and guild lines in addition to several crafting professions if you want to do everything on one main character.
Lithium Flower wrote: »
Passives - For the most part, I would advise NOT to put any skill points in passives WHILE LEVELING. You don't need the buffs, because while they are incredibly useful and essential for end-game, the leveling content is so easy you don't need those benefits yet. The skill points you save can go into opening up more weapon, armour and guild skill lines and abilities to level up.
Some passives however are useful to have from the get-go - these include your racial passives, get them as soon as you are able and armour passives, especially light or medium depending on whether you're going stamina or magicka as your leveling 'build'. Choose one, and ignore the passives from the other. You don't need heavy armour passives for leveling.