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Points

Tu peux obtenir 541 points dans le jeu (9.0.5. Nekrom)!
  • Eclats Célestes: 175
  • Niveau: 64
  • DLC: 149
  • Niveaux AvA: 50
  • Donjons Vétérans: 0
  • Donjons de groupe: 24
  • Donjons publics: 16
  • Quètes de l'histoire principale: 14
  • Quètes de Zones: 49
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Le planificateur de compétences a le niveau de correctif 9.3.5

Dragonknight Tank : "Bastion"

  • Compétences / SortsCompétences / Sorts
  • Système ChampionSystème Champion
  • EnsemblesEnsembles
  • Copier le buildCopier le build
  • Voir la descriptionVoir la description
  • AideAide
Faction
Domaine aldmeri
Race
Rougegarde
Classe
Chevalier-dragon
Pierre de Mundus
L'Astronach - Augmente la régéneration de Magicka de 310
Points
0 / 541
Points Champion
0 / 3600
Utilisateur
Rykiln
J'aime
0
Mise a jour
Patch 2.7.11
  • Classe
    • Merci de choisir votre classe dans le menu en haut.
  • Armes
    • Arme à deux mains
    • Une main et un bouclier
    • Deux armes
    • Arc
    • Bâton de destruction
    • Bâton de rétablissement
  • Armure
    • Armure légère
    • Armure moyenne
    • Armure lourde
  • Monde
    • Escroquerie
    • Magie des âmes
    • Loup-garou
    • Vampire
    • Sondage
    • Excavation
  • Guerre d'Alliances
    • Assaut
    • Empereur
    • Soutien
  • Guilde
    • Guilde des voleurs
    • Confrérie noire
    • Guilde des guerriers
    • Guilde des mages
    • Indomptable
    • Ordre Psijique
  • Culturel
    • Merci de choisir votre Race dans le menu en haut.
  • Artisanat
    • Alchimie
    • Forge
    • Couture
    • Travail du bois
    • Cuisine
    • Enchantement
    • Joaillerie

Description du build

Gear Setup
Head
Weight: Medium
Set: Lord Warden / Mighty Chudan
Trait: Infused
Enchantment: Tri-Stat / Health
Shoulders
Weight: Light
Set: Lord Warden / Mighty Chudan
Trait: Sturdy
Enchantment: Health
Chest
Weight: Heavy
Set: Ebon Armory
Trait: Infused
Enchantment: Tri-Stat / Health
Legs
Weight: Heavy
Set: Ebon Armory
Trait: Infused
Enchantment: Tri-Stat / Health
Hands
Weight: Heavy
Set: Ebon Armory
Trait: Sturdy
Enchantment: Health
Feet
Weight: Heavy
Set: Ebon Armory
Trait: Sturdy
Enchantment: Health
Waist
Weight: Heavy
Set: Ebon Armory
Trait: Sturdy
Enchantment: Health
Front Bar Mainhand Weapon
Type: One Hand
Set: Roar of Alkosh / Torug's Pact
Trait: Infused
Enchantment: Crushing
Front Bar Offhand Weapon
Type: Shield
Set: Roar of Alkosh / Torug's Pact
Trait: Nirnhoned / Sturdy
Enchantment: Health
Back Bar Mainhand Weapon
Type: One Hand
Set: Roar of Alkosh / Torug's Pact
Trait: Infused
Enchantment: Weakening
Back Bar Offhand Weapon
Type: Shield
Set: Roar of Alkosh / Torug's Pact
Trait: Nirnhoned / Sturdy
Enchantment: Health
Necklace
Set: Roar of Alkosh / Torug's Pact
Trait: Harmony / Healthy
Enchantment: Health
Ring 1
Set: Roar of Alkosh / Torug's Pact
Trait: Triune / Healthy
Enchantment: Health
Ring 2
Set: Roar of Alkosh / Torug's Pact
Trait: Triune / Healthy
Enchantment: Health

Use Blue Quality Max Health & Max Stamina Food
Use Tri-Stat Potions or Immovability Potions as needed.

Tanking Details

Sustain:
Since we are running a Redguard Dragonknight, our sustain is really easy. Redguards get a lot of Stamina back from both their light and heavy attacks because of their passives. The Atronach Mundus Stone increases our Magicka regeneration. Dragonknights also get massive recovery to all of our resources when we use an Ultimate due to the Battle Roar passive, and we recover Stamina when using any Earthen Heart ability due to the Helping Hands passive, which includes our Igneous Shields. Just make sure that your Max Stamina is Slightly higher than your Max Magicka so that when you activate Synergies, such as Blessed Shards or Healing Combustion, you get Stamina back. Using Blue Quality Health & Stamina food will help with that.

Survival:
We use a shield on both bars to easily mitigate incoming damage. On the front bar, Igneous Shields will be used as often as possible, this instantly gives you and anyone in your group within 12 meters a significant Damage Shield. The shield scales based on your max health, which we have a lot of because of our Attribute Points and Gear. On the back bar we have Bone Shield, which uses stamina for when you're low and need to regenerate Magicka before using Igneous Shields Again. Bone Shield can be easily spammed in tough fights by just weaving in heavy attacks to keep your stamina up.

Using Igneous Shields also applies Major Mending to you, increasing your healing done. You won't be healing the group often, but you'll be using this to increase your own self heals. We use Green Dragon's Blood for an instant burst of self healing when in trouble. Green Dragon's Blood instantly heals you for a significant amount, then increases your health and stamina recovery as well as your healing received for 20 seconds. If you are running a smaller group and need extra group heals, you can use Resolving Vigor instead of Green Dragon's Blood so that your heals reach the rest of the group too. Be sure to always cast Igneous Shields before using either of these self heals. Absorb Magic acts like a Damage Shield, but only blocks incoming magic attacks. When it successfully blocks any magic attack, it heals you.

Taunt, Crowd Control, and Group Utility:
We use a taunt on both bars to easily keep aggro. Pierce Armor on the front bar for a melee taunt, and Inner Rage on the back bar for a ranged taunt. Use both of these taunts often.

Pierce Armor applies the Major Breach and Major Fracture debuffs to the target, reducing their resistances and allowing the DPS in your group to do more damage to to it. Combined with the Infused Weapons we're using and the Crushing Enchants, this is a significant resistance debuff on the target. A 5 Piece of Torug's Pact, or Activating Synergies with a 5 piece of Roar of Alkosh will also stack with this and lower the targets resistance.

Inner Rage does deals magic damage, and provides a synergy for the DPS in your group to activate to deal even more magic damage to the target with a burst of splash damage after 2 seconds that will deal magic damage to nearby enemies as well.

Choking Talons and Deep Slash apply Minor Maim, reducing the damage done by the target. Deep Slash slows any enemies hit while also giving you Minor Heroism, increasing your Ulimate gained, Choking Talons immobilizes enemies nearby and provides a synergy that can be used by DPS to deal magic damage to all targets that are snared.

Deep Breath and Unrelenting Grip can be used for interrupting targets that are channeling abilities. Deep Breath will interrupt any enemies within 8 meters in any direction from you, then deals some damage that scales based on how many enemies are in range. The damage done as a tank is minimal, but the interrupt is what we're really using this for. Unrelenting grip can be used as a ranged interrupt, and can also pull smaller enemies to you.

Flex Spot:
Unrelenting Group is our Flex Spot. Larger enemies will be immune to both the pull, and the interrupt. We have several options for this spot, depending on the content we're running.
- We can swap this out with Hardened Armor for more Damage Shields, Major Resolve, and Major Ward, increasing our Physical and Spell resistance.
- Efficient Purge is also an option for fights that have DoT damage that needs to be cleansed, this will make your healers happy.
- Reflective Plate is another option to reflect incoming projectile damage back at the targets, this can potentially be a significant amount of damage if used in the right situation, even for a tank.
- Igneous Weapons can be used go provide the group with Major Sorcery and Major Brutality, increasing Weapon and Spell damage for 30 seconds.
- Shielded Assault can be used as a charge and gap closer, which helps in some boss fights to quickly get back to the target after being knocked back, or stunned by fight mechanics.
- Unstoppable can be used to grant immunity from knockbacks and stuns for a short period of time. This can save you money on your immovability potions.
- Charging Maneuver can be used to increase the group's movement speed.

Ultimates:
Our main ultimate is going to be Aggressive Horn. This increases the max Health, Stamina, and Magicka of the entire group within 20 meters, which will help with both survivability, damage dealt, and healing done by everyone. It also applies Major Force increasing the Critical Damage and Healing for everyone in range.
Situationally, we can also use Magma Shell in an emergency. Both Ultimates are the same cost, so they will both return the same amount of resources due to the Battle Roar passive, but Magma Shell also reduces all incoming damage to 3% of your max health and gives you and your group members a damage shield. This is great for increasing your group's ability to survive without heals in situations where you have a healer dead, and you or one of your DPS in the group are trying to revive them.
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  • Artisanat 0
  • Guerre 0
  • Dynamisme 0

Magie Magie
  • 0
Santé Santé
  • 0
Vigueur Vigueur
  • 0

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Pièce d'ensemble

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Slot
Ensemble
Armor Type
Qualité
Trait
Enchantement
Tête
No Set selected
Épaules
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Mains
No Set selected
Poitrine
No Set selected
Taille
No Set selected
Jambes
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Pieds
No Set selected
Cou
No Set selected
Anneau
No Set selected
Anneau
No Set selected
Slot
Ensemble
Weapon Type
Qualité
Trait
Enchantement

1. Barre d'action

Main principale
No Set selected
Main secondaire
No Set selected
Poison
No Poison selected

2. Barre d'action

Main principale
No Set selected
Main secondaire
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Poison
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