Hello folks!
Since there is no real Dragonknight 2 handed guide released at the moment, I thought I would start this thread to encourage people to bring their personal opinions and advices here.
I'm fully aware that one hand & shield is much better so far because of the ridiculous damage combination of shield charge / puncture / power bash but I'm still looking forward for a considerable 2 handed spec in PvP.
So here is what my Nord lvl 40 looks like :
StatsHealth : 1914
Stamina : 1165
Magicka : 880
Enchants :
- Armor : mix of max health max stamina
- Jewelry : fire and poison resist
- Weapon : reduce target armor
-
Traits :
- Armor : Impeccable (resistance to critical hits)
- Jewelry : Healthy (max health) and Robust (max stamina)
- Weapon : Precise (increase weapon critical value)
Spechttp://esocalc.com/#1-9a007002910c:120:12:13:2164:22:21:11:26:226:11:21:21:31:149:14:14:121:355:129:21:21:146:11:14:136:12:137:134:412:35:31:31:23:46:31:11:21:41:41:41:27:21:11:21:22:21:21:21:21:22-439:278:25:444:440:307:22:519:553:20:480:307
Some personal interrogations I have about this build :
- Is it better to get Momentum or Molten Weapon to boost my damage ?
- If I use Momentum in my secondary set, will it buff my primary 2 handed abilities ?
- Is it better to use Executioner or Uppercut as my main damaging ability ?
- What are the stats I should focus on ? (Mine are 29health-10stamina-0magicka).
I consider switching Momentum in my secondary set and use Burning Talons.
This way, my rotation should be :
1 ) Forward Momentum
2 ) Razor Armor
3 ) Stampede
4 ) Obsidian Shard
5 ) Burning Embers
6 ) Burning Talons
7 ) White attacks
8 ) Executioner
That's it for me.
I look forward for your personal thoughts about the best way to play a dragonknight two-handler in PvP and let me know if you have any interrogations about my own spec.
Edited by frozywozy on April 23, 2014 11:50AM Frozn - Stamdk - AR50
Frosted - Magplar - AR50
Frodn - Magden - AR50
Warmed - Magblade - AR50
Mmfrozy - Magsorc - AR44
Necrozn - Magcro - AR32
Twitch.TV/FrozyTV
PvP Group Builds
“Small minds discuss people, average minds discuss events, and great minds discuss ideas.” -Eleanor Roosevelt
- Fix Volendrung (spawn location - weapon white on the map causing the wielder to keep it forever - usable with emperorship)
- Remove / Change CPs System, remove current CP/noCP campaigns and introduce one 30days with lock, one with no locks
- Fix crashes when approaching a keep under attack because of bad / wrong rendering prioritization system
- Change emperorship to value faction score points and not alliance points - see this and this
- Fix long loading screens (mostly caused by players joining group out of rendering range)
- Add 2 more quickslots to the wheel or add a different wheel for sieges weaponry only
- Fix Balista Bolts not dealing damage on walls or doors if deployed at a certain place
- Release bigger battlegrounds with 8 to 16 players per team and only two teams
- Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
- Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
- Add a function to ignore the Claiming system of useless rewards
- Improve the Mailing System / Rewards of the Worthy stacking
- Assign specific group sizes to specific campaigns (24-16-8)
- Make forward camps impossible to place near objectives
- Make snares only available from ground effects abilities
- Change emperorship to last minimum 24hours
- Fix body sliding after cc breaking too quickly
- Remove Block Casting through Battle Spirit
- Fix the speed drop while jumping - see video
- Fix loading screens when keeps upgrade
- Fix Rams going crazy (spinning around)
- Bring back dynamic ulti regeneration
- Fix speed bug (abilities locked)
- Introduce dynamic population
- Lower population cap by 20%
- Add Snare Immunity potions
- Bring resurrection sickness
- Fix character desync
- Fix cc breaking bug
- Fix gap closer bug
- Fix health desync
- Fix combat bug
- Fix streak bug
- Fix server lag