Dragon Knight Group Tank
This Build is to maximize the effectiveness of the tank role in Dungeon/Raid groups. It focuses on damage mitigation and aggro holding. This build is a work in progress but I find it very effective at the moment.
Tanky + Single/AoE damage
I was thinking of a way to combine survivability with decent damage. Two handed weapon - good AoE damage.. 5 pieces of Heavy armor and 2 pieces of light armor will grant good protection and increased magica recovery. In addition, chosing a High elf boosts magica, so that you always have enough of it. Hope to hear what you think.
OP DPS/Tank
If you don't know how this works, I'm not going to tell you. But I will tell you the key to this build has something to do with quick Shield Bash and auto attack combo. The other skills are there for support reasons and DoT.<br/><br/>All passives geared toward Armor, weapon damage, regen, Fire damage.<br/><br/>Shield and Axe/Mace with all Heavy Armor.
Imperial DPS Dragonknight
This build is largely based on the "High DPS, Two-handed DK w/ self healing abilities AND an AoE, Destruction Staff Dk with astonishing mob grinding abilities" build, by Proximences. I've modified it for an Imperial character, added a few abilities from the Fighters and Mages Guilds, increased the points in passives from 2-to-3 where possible, and added three full crafting disciplines (if you're so inclined). This build doesn't include the two points spent on Spiked Armor and Fiery Grip, (which are necessary to open up the Draconic Power and Ardent Flame lines, respectively) as these are to be phased out at the earliest possible convenience. Also note that this calculator charges a few points for skills that the character begins with, so the true count is slightly less.
The crafting skills are simply a recommendation for where to put any extra points, and are completely optional. Of the three crafting disciplines included here. Were I to rank them in order of priority, it would be (in descending order); Clothing, Blacksmithing, then Woodworking.
(Additional Suggestions)
Mana/Health/Stamina Ratio: 0/1/2
Equip: 5 Medium/2 Light (Cloth belt and gloves, with everything else medium gives the highest armor rating. My personal preference is for cloth hood and belt for aesthetic reasons)
Recommended ability rotations (Pick whichever you prefer, or make your own):
Two-Handed Cycle 1: Stampede ? Flame Lash ? Wrecking Blow ? Stampede ?Flame
Lash
Two-handed Cycle 2: Stampede ? Flame Lash ? Wrecking Blow ? Reverse Slice
Destruction Staff Cycle 1: Elemental Blockade ? Burning Talons ? Engulfing Flames ? Draw Essence
Destruction Staff Cycle 2: Elemental Blockade ? Burning Talons ? Engulfing Flames ? Sea of Flames
A special thanks to Proximences for the amazing build from which this one was born.
Enjoy!
DK Tank/DPS
Theorycrafting, haven't yet used to see if this was viable.
Currently V1 and I've been jumping skill lines a bit to find something along the lines of what this is. A mix of a tanky/dps DK. The shield/board line I'm already always using, dropping Cinder Storm for Burning Talons. Second line I'm currently miss-matched to get things leveled as I started out using 2-Handers and didn't feel it going for me.
Second line will primarily be DPS with duel-wield.
Currently I run 5/2 heavy/medium. Might try out 5/2 medium/light or vice versa and put on a spike armor morph on the first bar.
I usually open up with Shielded Assault then Flame Lash w/ its follow up. Heavy attack for knockdown. Switch bars and blood craze. For multiples it's basically the same except after the Shielded Assault in I would use some sort of CC (Burning Talons or Cinder Storm) and use Flash Lash and it's follow up when I can. I frequently back up away from someone and Shield Assault in just so I can use Flame Lash and it's follow up.
For raiding/group dungeons I would switch out depending on the situation. Drop the Flame Lash for Unstable Flame for bosses and possibly drop the Shielded Assault for some group buff (Molten Armaments/Ring of Preservation). On the second line I might switch out one of the AOE's on boss fights for Inner Rage for an extra taunt.
Devastation DPS Dunmer DK - Fire Mage AOE
This is what I use to pull around 25-29k dps in group dungeons with lots of adds. When I solo single target I use a completely different setup. This is purely for many mobs at a time, all AOE DPS.
Sorcerer Slayer Duel Weild/Heavy Armour
I have always hated how mages fight.
The first set of skills get's you close and keeps those cowardly mages from running Away
The second set slays them before they have a chance to Attack.
I Have used 90/100 of the skill point's available.
becoming a blacksmith/ Enchanter has a role big role to play in this. Use all remaining skill point's on both skill trees
DK matchstick vampire
pro `s :
-nice durability on the first weapon set
-good aoe on the second weapon set
-mana stays good, especially with a warlock jewel set
-can take a hit
-Its fun to reflect archers and mages attacks with dragon scale
con`s :
-will softcap at spell res. magica reg., magica, health reg. ...
but not on spell dmg.
-can `t solo a zerg.
Okay so there is no “Edit” option.. the “4th skill” meant to be “Ward Ally”, the tool mixed the order of skills up a bit :/
hello
i added 2 builds… well one and a half.
the NIGHT MAGE and the UNDYING BLADE.
i hope some of you like to comment on theese, since its not the old-fashioned and booring DW/Bow-sneaky-creepy-assasin-rouge-style-archetype.
I like my opponents see me comming and my fights long and rewarding.
maybe we find a way to improve it even more, or you see synergies/buffs/things/changes in rotation which i have not.
cheers
playerklaus
Some comments or thoughts on my build for pvp/pve would be great. Thanks!
It’s now the middle of 2017. With the newest content of Morrowwind coming out very soon. Anything for the new builds or monster sets?
Find out what you need to improve in yourself to become more effective!