Builds

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High DPS, Two-handed DK w/ self healing abilities AND an AoE, Destruction Staff Dk with astonishing mob grinding abilities.

5 Medium Armor and 2 Light Armor, with Two-Handed Weapon. Great damage per second if used right.
Charge with Stampede (high chance on critical hit), immobilizing enemy for 3.5 seconds, and then hit them with Flame Lash. A powerful attack dealing crazy damage, and even crazier damage vs. targets either stunned or immobilized, while also healing you. And for the next enemy, hit with Wrecking Blow, stunning enemy for 3.5 seconds and knocking them back AND increasing the power of your next attack by 46. Then either use Stampede, followed by Flame Lash to certainly finish off your enemy- or use Reverse Slice after activating Wrecking Blow instead. Dealing a moderate amount of damage, with extra damage increasing based on target's health loss, up to name maximum of 300%. Which will easily devestate any enemy if used after Wrecking Blow, considering its effect. And left with one of the most helpful abilities, Green Dragon Blood. Helpful in any situation when your health drops, with a bonus effect of increasing health AND stamina regeneration.Seems simple yet diverse, and also fun for leveling to me. Couldn't decide on an ULT, so I just went for my personal favorite. Feel free to use whatever ULT you would like.
And for the secondary spec, I went with a destruction staff fitted with AoE abilities. Able to grind giant mobs remarkably easily if used with sense.
Walk up to your mob of choice, set down Elemental Blockade for a DOT AoE power, trap your enemies with Burning Talons to keep them in place of Elemental Blockade while doing DOT, and then hit them with Engulfing Flames. Your enemies are bound to die soon enough, but if you want to finish them off you can pick them off with your staff.
And since this character's role will be focused on stamina based abilities, feel free to finish your enemies off with either Draw Essence (an AoE ability absorbing your enemies health and restoring part of your magicka too), or Sea of Flames (an AoE ability causing damage with a cost of a lot of manager per second, but restores a great amount of your mana if the ability kills one or more of your targets). With each of these two AoE abilities, you really don't have to focus any of your skill points in magicka, letting you put them in stamina and/or health. And lastly set with Standard of Might, one of the most powerful ULTs in the game, let alone an AoE ability- this ULT was hands down the best for this spec.
And that's my character suggestion I might be using during launch. Hope you enjoyed!

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Proximences
PVE / Dragonknight
Votes: 255
04/03/2014 - 16:24

DK Tank role

This build is aimed at fulfilling the role of a Tank - to absorb damage and keep the enemy focused on you, not your allies. Main weapon is Sword/Board and secondary is Two-Handed. Obviously we need Ransack to keep them on you, Extended Chains to pick up adds or runaways, Choking Talons to root the enemy down for a few seconds so you can apply Ransack while having them deal less damage. Green Dragon Blood and Draw Essence are good to have together so that you can have two abilities that can work together to help recover all of your resource pools. Corrosive Armor is awesome for a number of reasons as it can help during the early part of a difficult engagement, late in a drawn out fight, or even in the middle of a fight when surprise adds come to play. Overall this is really all you need. You can essentially maintain control of most of the fight and make sure you are the one getting whacked on, not your buddies. I chose to second a two-hander to have the option of doing some more damage while still having some control. You can even lay down choking talons, swap to the two-hander to apply shattering rocks and eruption real quick, and maybe even use Brawler if you are quick on the keys. Standard of Might is useful to have on backup ult, as you don't really need take flight with the options of Stampede and Extended Chains. Forward Momentum is fantastic to have so that you can remove snares on yourself, making sure that you can always reach your allies or chase down baddies. Again, this build is not supposed to make you invincible or a juggernaut dealing tons of damage. You will need to rely on your party to do most of the damage and healing, you are there to make the fight clean and controlled.

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pm601
GROUP / Dragonknight
Votes: 141
03/27/2014 - 17:25

ESO Morrowind Main Tank Build - Dragonknight - Woeler

Woeler released one of the first ESO Morrowind builds that prepares you for the new tanking meta introduced with the sustain changes. His build with detailed explanations can be found here:

https://woeler.eu/index.php?p=article&id=30

The gist of it that with changes to Dragonknight main tanking skills stamina does not scale anymore. Woeler's take on the change is to max health this time around because some skills still scale well with large health pool (Igneous Shield mainly - providing your party with huge shields, which is important in the new trial). Go for max health and 45-50k HP is your starting goal as main tank for new trial.

RACE CHOICE

1. Argonian
2. Imperial
3. Nord/Orc

Armor Sets

Head - Chokethorn
Shoulder - Shadowrend
5 pieces of Plague Doctor in rest
Ebon Armory or Roar of Alkosh for the necklace, rings and weapons

Magicka
+0

0
Health
+735

49
Stamina
+0

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Serge
RAID / Dragonknight
Votes: 127
05/25/2017 - 03:25

High Damage Tank Ranger/PVP Aimed

This build is based around ranged combat, with high defensive capabilities in case you get caught up close and personal. My intended use for me will be mostly roaming in gank squads once my build is complete.

The armour of choice is full medium armour for the bonuses to crit chance, sneak, and overall mobility.

The main weapon is obviously the bow, with one hander and shield in the off hand.

Out of a sneak, you will open with Molten Armaments for the increased weapon damage, and break sneak with a Focused Aim, followed by Venom Arrow to apply the DoT and stun the enemy, then a series of heavy and light attacks, reapplying venom arrow as necessary. Magnum Shot and Green dragon armour or meant to be the support abilities while the bow is out, to keep melees at a distance, and heal when necessary. Being that the Bow ability bar is meant for outright damage, the ultimate, Flawless Dawnbreaker is my choice for the passive increased weapon damage.
To Summarize, Sneak>Molten Armaments>Focused Aim>Venom Arrow
while reapplying venom as necessary, and Magnum Shot and Green Dragon Blood when needed.

The off-hand Slots and weapon choice is for when ranged becomes less of an option. The best scenario I can imagine is fighting multiple melees at once. The abilities in this slot are meant for holding out as long as possible while still dishing out sufficient damage. There is no specific order I have in mind for these abilities, rather they are just meant to be used as necessary. They are meant to apply maximum armour and mobility while in melee combat, in hopes that decent damage and the appropriate passives can ensure the kill and your survival.

In terms of armour and weapon traits, I would have weapon and spell crit for my bow for increased damage, and most likely a fire enchant, although for the enchant I'll most likely mix and match till I find what I like most. For armour traits I would pick up traits in increased armour, and reduced sprinting, favoring sprinting to conserve Stamina, as most damage abilities in this build use stamina as the main resource. For armour enchants I would probably mix and match increased magicka and increased health to make up for the Magicka and Health I lack in attribute points. And I might possibly through in jewelry enchants perhaps with decreased stamina use for abilities.

As for the attribute points, I would likely build 10-9-30. The idea of this build is high damage from a distance, which hopefully ensures that I will often not take significant damage, making my least favored attribute Health. My most favored will obviously be Stamina for the increased pool, and increased damage from Stamina based abilities which do the majority of my damage. Magicka will be used for all defensive and survival abilities more or less, so I couldn't bring myself to completely ignore it.

The only hesitation I have on this build, is that due to the abilities chosen, and no ultimate abilities that do outright damage, there isn't much in terms of a finisher ability, and I would have to rely completely on high criticals and sustained damage.

I feel like I'm most likely leaving something out, but even if I've covered all the bases I'm open to suggestions and critics, as well as overall feedback. I look forward to hearing what you guys have to say, and either way, Thanks in advance for checking out my build!

Magicka
+100

10
Health
+135

9
Stamina
+300

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Farcastic
PVP / Dragonknight
Votes: 66
04/11/2014 - 00:45

Tank

Main build

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Mavin
PVE / Dragonknight
Votes: 33
03/17/2014 - 21:42

Two-handed focus

Two-handed weapon focus made for 1.6 build. First bar is single target focused, and second is an aoe focus. First weapon should be a two-handed sword to take advantage of the increase damage. Second bar should be a mace with armor pen enchant, as it will take advantage of armor bypasses. This is a steam build, but to aoe in this build it needs a couple pieces of heavy to keep you alive. So 5 medium, and 2 heavy. The chest and legs should be heavy to take advantage of the higher armor values. Most attribute points into health with a handful into stamina, and enchant gear with stamina. First bar rotation is silver leash a single mob to you then use unstable flame. Follow this with uppercut, and finish with weaving light attacks with executioner. Apply green dragons blood, and rally (from bar 2) at pull. Second bar rotation is stampede then hit group with flames. Follow up with weaving light attacks with cleave. Ultimate for the first bar takes advantage of increase weapon damage. Second bar ultimate helps reduce incoming damage while in a big group of enemies, and applies a slight damage increase. For mundus stone I went with the Warrior for the weapon damage increase, though a crit build could be easily done as well. Also an option with soft cap removed is stamina increase as well.

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Regeling
PVE / Dragonknight
Votes: 25
03/10/2015 - 13:13

Dungeon Stam DK (Dual wield/bow) for endgame PVE dungeons

Description:

This build is aimed towards end-game veteran PVE dungeons and could see some use in trials. My goal in this build was to have as many DOTS (Damage over time) as possible to be able to nuke bosses. I have also given this build a range of aoe moves to be able to sweep hordes of enemies in quite a short time. This build is a WIP (work in progress) so be sure to post any advice you might have for me.

Gear:

Now I will tell you guys a bit more on how to gear up with this build. You will need to have 5 pieces of medium armor (hundings rage set), 1 piece of light armor shoulders (Valkyn skoria/ Molag kena/ Engine guardian) and a heavy helmet (Valkyn skoria/Molag kena/ Engine guardian). All of these gearpieces have to be crafted with the divines trait. Using the 5/1/1 setup will grant you the maximum usage out of your undaunted passives while still using the post important medium armor passives. As for weapons, you will be using dual wielded daggers (night mother's set) and a bow (no set) for your poison and aoe. The daggers need to be crafted with the precise trait for more crit chance as well as the bow. Combined with this gear you will need to wear a full set of agility jewelery.

Enchantments:

All of your gearpieces should be enchanted with stamina enchants to enlarge your pool as much as possible. Your main-hand dagger should be enchanted with a weaponpower enchant to boost your damage while your off-hand dagger needs a poison enchant to pair up with your poison skills. The enchant on your bow is not mandatory but while you're at it your can enchant it with poison damage. As for the jewels, you should enchant them with weapon damage.

Mundus stone:

This comes down to your preference but in my opinion it is best to use either Thief, Warrior or Serpent (Thief being my favorite). I think that Thief is the way to go because all of your AoE
damage will benefit from this.

Rotations:

As with every build, you will have to play enough with it to get a feel for the rotations but I can atleast get you started. The rotation that I like to use is: Caltrops, scorched earth, igneous weapons, poison injection, flames from oblivion, burning breath (noxious breath after dark brotherhood dlc), unstable flame (venomous claw after dark brotherhood dlc) and then spam flurry. This is the rotation I use for big bosses and when a DOT (damage over time) effect ends, I recast it to maintain high damage. Steel tornado is only used against multiple enemies and is insane paired with the standard of might ultimate. Use your vigor when your healer is having trouble keeping up or spam it when in an emergency. The dawnbreaker ult is almost never used because the standard is way more usefull, but when in dire need of rescources or in an icky situation, you can always use it.

Thank you very much for reading this build-guide and I hope that it helped you. If you have any suggestions on how to improve on the current build, please leave a comment or send me a message :)


Magicka
+0

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Health
+0

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Stamina
+490

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Hardnoize
GROUP / Dragonknight
Votes: 24
06/03/2016 - 15:16

Max Survivability DK Tank

Weapon 1: Single target focus.
Attack Priority: Open with Pierce Armor and Deep Slash to taunt the target, increase the damage it takes and reduce the damage it deals. Cast Degeneration before Burning Embers to get the Might of the Guild spell power buff for increased healing.
Weapon 2: Multitarget Priority:
Open with Choking Talons to immobilize and debuff surrounding enemies. Use Pierce Armor to taunt and debuff the biggest threat(s). Keep Cinder Storm up at all times. Cast Draw Essence when low on Health or Magicka. Cast Absorb Magic whenever a high damage spell is cast at you.

All Heavy Armor: The intention is to hit as close tothe Armor Cap of 2600 (50% DR)
as possible. Nords can wear 6 pieces of Heavy and 1 piece of Light Armor to make use of the Light Armor skill line while still reaching 2543 Armor (49.4% DR)
Enchant Armor for Health until at cap. Once cap is reached, Enchant Armor for equal parts Stamina and Magicka.
Enchant all jewelry for Spell Resistance.
Enchant Weapon with Hardening. (Absorption Shield on hit)

Crafted Armor should have the Reinforced. (+% Item Armor Rating)
Weapon should have Defending. (+% Total Armor and Spell Resist)

Crafted sets which can be beneficial are the Twilight's Embrace 3p (+10% Healing),
Eye's of Mara 3p (+80 Spell Resist), and Whitestrake's Retribution 3p (When below 35% HP creates an absorption shield)

Magicka
+0

0
Health
+735

49
Stamina
+0

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Havik
RAID / Dragonknight
Votes: 22
04/07/2014 - 00:30

Well Rounded DK

Mainly use dual wielding blades for your first path which focuses on stamina based attacks. For secondary, a fire staff is used to get you away from the battle if needed, with 2 attacks to help regenerate magika since you don't have as much. This build would go best with the dunmer (dark elf)

Magicka
+70

7
Health
+255

17
Stamina
+250

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Jcsjacob
PVE / Dragonknight
Votes: 19
04/13/2014 - 12:17

DK Bow easy lvl/grind/solo boss

Pros/cons:
+good leveling
+ weak early game from DK negated by high bow dmg and kiting
+ good balance between stamina and magicka consumption
+ good synergy: dmg from bow - survivability with DK spells
- dont like bow? too bad

Having trouble to lvl your DK? well this build will fit you quiet well.
The Problem with DK early game is his lack of dmg and he dies so easily.
This build combines the good dmg and kiting possibility from the Bow and the survivability from the DK spells.
With BURNING TALONS + SCORCHED EARTH you have amazing aoe dmg and control, while bursting down multiple targets. GREEN DRAGON BLOOD or CORROSIVE ARMOR can be used if you are low health, which is often not the case.
You also have good solo dmg/control. With DRAINING SHOT and OBSIDIAN SHARD you can kite bosses 24 hours and kill them without getting damaged.
The high fire and good poison makes you a vampire/ww bane.
For the ulti i recommend CORROSIVE ARMOR. it makes you 12 sec unkillable aoe fire dmg guy.
later you can also skill something in one hand and shield so you can tank group dungeons if needed.
This build is well rounded and uses both magicka and Stamina balanced. You will find leveling easy and die almost never. I tried also the Fire spells DK which is too one sited and is sad without magicka - just my opinion.

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Therry
PVE / Dragonknight
Votes: 19
05/08/2014 - 06:22
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5 thoughts on “Builds

  1. Ravasz255

    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 :/

    Reply
  2. playerklaus

    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

    Reply
  3. JackShidt

    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?

    Reply

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