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Aide

  • Cliquer sur l'icône de Race, Classe et Alliance pour choisir ton option (clique sur le marqueur de question).
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Points

Tu peux obtenir 481 points dans le jeu (Blackwood)!
  • Eclats Célestes: 165
  • Niveau: 64
  • DLC: 99
  • Niveaux AvA: 50
  • Donjons Vétérans: 10
  • Donjons de groupe: 14
  • Donjons publics: 16
  • Quètes de l'histoire principale: 14
  • Quètes de Zones: 49
Favoris
Le planificateur de compétences a le niveau de correctif 8.0.6

Sap and Sear

  • Compétences / SortsCompétences / Sorts
  • Système ChampionSystème Champion
  • EnsemblesEnsembles
  • Copier le buildCopier le build
  • Voir la descriptionVoir la description
  • AideAide
Faction
Pacte de Cœurébène
Race
Les Elfes noirs
Classe
Chevalier-dragon
Pierre de Mundus
L'Astronach - Augmente la régéneration de Magicka de 310
Points
0 / 481
Points Champion
0 / 3600
Utilisateur
nenhoned
J'aime
0
Mise a jour
Patch 8.0.6
  • 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

Magicka DragonKnight Build design focused on high survival by healing through stuns and maintaining a constant heal over time while packing a punch when the tables turn. No Cheese, No Carry Sets Like Dark Convergence or Oakensoul. Purely bar swap and skill orientated to have the real fun and test your mettle without having to crutch on broken meta.

CPs are mainly attack orientated in Warfare, this is to allow offence to be maximum where possible, only blue defense CP Resilience is to give Gankers a harder time as 9/10 they won't even get to kill you due to absurd healing uptimes. Sometimes it can but often this is due to poor server performance (desynchronization) or Break Free/CC Immunity refusing not to work (business as usual in PvP)

**Playstyle of this in short**: Backbar restoration staff on defense allow players to stun you to activate Hist Sap which will heal you almost 2000/s continuously whie stunned, feared or snared. Then when you see an opportunity and with every heal active switch to front build up Seething Chaos (use of 3 ardent flame skills to get a power lash on whip) and then proceed to stun (exploiter then gives 10% dmg bonus) and unleash a power lash which even on most tank of targets can clock 12k on critical without cheesy carries like Oakensoul.

(Food to Run):

> Option 1: Orzoga's Frothgar (5k health/500 mag recovery)
> Option 2: Bewitched Sugar Skulls (Tri-Stat 4.2k on Health, Mag and Stam)

(Recommended Potion):

> Essence of Spell power (Corn Flower, Lady Smock, Water Hyacinth) or Alliance Spell Draught: Gives us our Major 20% dmg boost (Sorcery). Use when about to burst a group or target so we can build our stacks and deal a heavy amount of damage.

(Race Alternatives):

If Not Dark Elf, Breton is good for sustain, Argonian for raw healing power and High Elf for spell damage although one of passives on DK will be redundant (As DK does not have many channeled skills).

(NOTE): The reduce spell cost on jewels makes skills like Cinder Storm completely free to cast and you can spam this skill to gain 900 stam back thanks to the DK's Passives.

(NOTE): Keeping HoTs up is key, with 3 up and embers on one or two targets it is essentially a period of undying on backbar - tried and tested it frustrates enemies a lot and you gotta love it ;)

(NOTE): Keep up your armor buff, HoTs and when in range burning embers on as many targets as possible to reap the rewards of the massive healing potential. Use LifeGiver mainly in emergency this is for when under high pressure and you maybe forget to keep few HoTs up - this ult will prop you up to full health in one go allowing you to reset and rebuild the momentum to attack.

(SOLO PLAY):

Ensure Your HoTs are active every time, place cinder storm few paces in front to get few ticks of healing and a snare obstacle for attackers allowing you also gain ground. If stunned with multiple attackers applying Damage to you including snares use Race Against Time to gin fast movement and brief immunity (use this second to improve your line of sight and then plan).

Use Coagulating Blood when health falls below 50% to get bonus extra heal. Using burning ember's like a drive-by on any target you pass while it damages you heal, and making sure you build up seething chaos stacks - one easy way is using Flames of Oblivion 3x in a row (cheap to cast and good way to prepare). Use Life Giver for an emergency heal only or if resources are so low that keeping healing up is close to hardship (This Brief Mega Heal then should prompt you to gain some resources back and then assessing opportunities).

When an opportunity is possible place cinder again in your chosen attack area, use Noxious on chosen target(s) then proceed to follow with embers and either: Shattering for one target or the preferred option: Ferocious Leap to stun everyone around you and allows few seconds to burst the chosen target(s) without any prevention from the followers of your attacker(s).

/!\Warning/!\ - Stayin on frontbar with no uptime on HoTs will always result in death regardless of environment. Backbar should be reverted to ASAP if a burst on targets fails, your backbar is Hist Sap it heals you through stuns and stacks well with all your healing. Front Bar bursts should not be reckless, time the skills, if they don't lose health then revert to backbar build ultimate and assess your environment for another opportunity.

(GROUP PLAY):

Switch Rapid Regeneration to Radiating, switch LifeGiver to Shifting Standard and if your fellow members have a cleanse or a Skill to help with CC Immunity slot, Relenting Grip to pull enemies to your vicinity. Shifting Standard as it says in the name can be moved with you this will grant your team big boosts and a synergy to pin people allowing for quick wipes if coordinated. Cinder Storm too is worth placing at same time to apply 70% snare again prevents running away and the prey is yours.

(BATTLEGROUNDS)

Chains (Relentless Grip) can be used instead of Race Against Time in Battlegrounds, pull down any of the spawn campers. No Time for cowards!

Due to no CP application, be more resourceful and ensure to use Line of Sight more than attempting open field play. Build Seething Stacks (You can spam Flames of Oblivion 3x to passively build it) Find a small spot apply all heals cinder storm area to apply snare, apply Noxious and Embers. Then you either stun with Shattering rocks and power lash after if less than 2 people and then pressure your chosen victims until they die. With a whole team tab target the chosen victim(s) then leap and apply your embers/power lash whip from seething and for the remainder pick another spot, repeat maintaining your HoTs (take advantage of a free 2000/s heal from Hist Sap)
  • 1
  • 1
  • 2
  • 3
  • 4
  • 5
  • R
  • 2
  • 1
  • 2
  • 3
  • 4
  • 5
  • R

  • Artisanat 0
  • Guerre 0
  • Dynamisme 0

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

  • 5x Brise-peste
  • 4x Robes de l'Hist
  • 2x Le Magma Incarné
  • 1x Armure du débutant
  • 1x L’Anneau de majesté de Markyn


  • Vous n'avez pas sélectionné de pouvoir passif

Pièce d'ensemble

Ici, vous pouvez visualiser l'aperçu des pièces d'ensemble suggérées pour ce build.

Slot
Ensemble
Armor Type
Qualité
Trait
Enchantement
Tête
Le Magma Incarné
Armure lourde
Légendaire
Renforcé
Glyphe de défense prismatique
Épaules
Le Magma Incarné
Armure légère
Légendaire
Impénétrable
Glyphe magique
Mains
Robes de l'Hist
Armure légère
Légendaire
Impénétrable
Glyphe magique
Poitrine
Armure du débutant
Armure lourde
Légendaire
Renforcé
Glyphe de défense prismatique
Taille
Robes de l'Hist
Armure légère
Légendaire
Impénétrable
Glyphe magique
Jambes
Brise-peste
Armure moyenne
Légendaire
Impénétrable
Glyphe de défense prismatique
Pieds
Brise-peste
Armure moyenne
Légendaire
Impénétrable
Glyphe de défense prismatique
Cou
Robes de l'Hist
Bijoux
Légendaire
Infusé
Glyphe du mage
Anneau
L’Anneau de majesté de Markyn
Bijoux
Mythique
Infusé
Glyphe de puissance magique
Anneau
Brise-peste
Bijoux
Légendaire
Infusé
Glyphe du mage
Slot
Ensemble
Weapon Type
Qualité
Trait
Enchantement

1. Barre d'action

Main principale
Brise-peste
Épée
Légendaire
Trempe de Nirn
Glyphe empoisonné
Main secondaire
Brise-peste
Masse
Légendaire
Acéré
Glyphe ardent
Poison
No Poison selected

2. Barre d'action

Main principale
Robes de l'Hist
Bâton de guérison
Légendaire
Défenseur
Glyphe de dégâts d'arme
Main secondaire
Robes de l'Hist
Bâton de guérison
Légendaire
Défenseur
Glyphe de dégâts d'arme
Poison
No Poison selected

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