Heavy Attack Dragonknight Solo Build - ESO Guide
This build is capable of soloing every Veteran dungeon that doesn't have a specific mechanic that requires multiple people. It's also capable of soloing most Hard Mode dungeons, and with some adjustments even the more difficult ones.
In this guide I'll be regularly using the terms Regular and Difficult. Regular refers to content that is intended to be solo-ed (such as Maelstrom Arena or Vateshran Arena) and to any overland content such as World Bosses, Dolmens, Dragons, Volcanic Vents, Harrowstorms, Mirrormoor Incursions, etc. Majority of dungeon fights will also fall under that category. Difficult refers to extremely difficult dungeon fights.
Skill Setups
Base Setup
A base setup that will work for most situations and which should be your starting point when making situational setups
| Front Bar | Back Bar |
|---|---|
| Slot 1: Ulfsild's Contingency | Slot 1: Volatile Armor |
| Slot 2: Flames of Oblivion | Slot 2: Simmering Frenzy |
| Slot 3: Eruption | Slot 3: Elemental Susceptibility |
| Slot 4: Barbed Trap | Slot 4: Elemental Blockade |
| Slot 5: Banner Bearer | Slot 5: Banner Bearer |
| Ultimate: Flawless Dawnbreaker | Ultimate: Standard of Might |
- Use the Flame, Gladiator's Tenacity and Brutality and Sorcery combination on your Ulfsild's Contingency
- Use the Magic, Class Mastery and Berserk combination on your Banner Bearer
- Use Scalding Rune instead of Ulfsild's Contingency if you don't have access to Scribing
- Use Degeneration (frontbar) and Engulfing Flames (backbar) instead of Banner Bearer if you don't have access to Scribing
- Use Engulfing Flames or Venomous Claw instead of Simmering Frenzy if you're not a Vampire
Final Setup
A more defensive setup for extremely difficult dungeon fights
A more defensive setup for extremely difficult dungeon fights
| Front Bar | Back Bar |
|---|---|
| Slot 1: Ulfsild's Contingency | Slot 1: Resolving Vigor |
| Slot 2: Flames of Oblivion | Slot 2: Runeguard of Still Waters |
| Slot 3: Hardened Armor | Slot 3: Elemental Susceptibility |
| Slot 4: Revealing Flare | Slot 4: Elemental Blockade |
| Slot 5: Banner Bearer | Slot 5: Banner Bearer |
| Ultimate: Temporal Guard | Ultimate: Standard of Might |
What Changes
Changes compared to the Base Setup
- Resolving Vigor replaces Volatile Armor
- Runeguard of Still Waters replaces Simmering Frenzy
- Hardened Armor replaces Eruption
- Revealing Flare replaces Barbed Trap
- Temporal Guard replaces Flawless Dawnbreaker
- Banner Bearer changes the Magic script to Mitigation
- Whenever you need more bar space for a situational skill, replace frontbar Banner Bearer with Degeneration or Igneous Weapons and replace backbar Banner Bearer with the situational skill you need
- Structured Entropy is a very good situational skill for some fights
- You can change the Flame script on your Ulfsild's Contingency to Damage Shield for extremely difficult fights, but it's going to be a rather big damage loss
- Use the Flame, Gladiator's Tenacity and Force combination on your Ulfsild's Contingency
- Use the Mitigation, Class Mastery and Brutality and Sorcery combination on your Banner Bearer
- Use Scalding Rune instead of Ulfsild's Contingency if you don't have access to Scribing
- Use Barbed Trap (frontbar) and Degeneration (backbar) instead of Banner Bearer if you don't have access to Scribing
Vampirism
Becoming a Vampire is extremely beneficial on this build because it allows us to use Simmering Frenzy in easier fights and since it's a Heavy Attack build we can mostly ignore the increased ability cost that you get from being a Vampire.
By staying on 3rd Stage of Vampirism you'll also benefit from the Undeath passive, but you should lower or completely cleanse Vampirism when trying to solo an extremely difficult dungeon with lots of flame damage.
Gear
Base Setup
This is my suggested setup for regular content, such as Solo Arenas, World Bosses, Dolmens, Dragons, Volcanic Vents, Harrowstorms, Mirrormoor Incursions and majority of the dungeons.
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
Head |
Anthelmir's Construct | Medium | Divines | Magicka |
Shoulders |
Anthelmir's Construct | Medium | Divines | Magicka |
Chest |
Sergeant's Mail | Heavy | Reinforced | Magicka |
Hands |
Noble Duelist | Light | Divines | Magicka |
Belt |
Noble Duelist | Light | Divines | Magicka |
Legs |
Armor of the Trainee | Medium | Divines | Magicka |
Boots |
Noble Duelist | Light | Divines | Magicka |
Necklace |
Sergeant's Mail | Jewelry | Bloodthirsty | Increase Physical Harm |
Ring |
Sergeant's Mail | Jewelry | Bloodthirsty | Increase Physical Harm |
Ring |
Ring of the Pale Order | Jewelry | Bloodthirsty | Increase Physical Harm |
Frontbar Main Hand |
Sergeant's Mail | Lightning Staff | Precise | Absorb Stamina |
Backbar Main Hand |
Noble Duelist | Lightning Staff | Infused | Weapon Damage |
Final Setups
Crafted and defensive gear setups you can use depending on what you are trying to do
This is the crafted gear setup you can start with.
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
Head |
New Moon Acolyte | Medium | Training / Divines | Magicka |
Shoulders |
New Moon Acolyte | Medium | Training / Divines | Magicka |
Chest |
Order's Wrath | Heavy | Training / Reinforced | Magicka |
Hands |
Order's Wrath | Light | Training / Divines | Magicka |
Belt |
Order's Wrath | Light | Training / Divines | Magicka |
Legs |
Order's Wrath | Medium | Training / Divines | Magicka |
Boots |
Order's Wrath | Light | Training / Divines | Magicka |
Necklace |
New Moon Acolyte | Jewelry | Bloodthirsty | Increase Physical Harm |
Ring |
New Moon Acolyte | Jewelry | Bloodthirsty | Increase Physical Harm |
Ring |
New Moon Acolyte | Jewelry | Bloodthirsty | Increase Physical Harm |
Frontbar Main Hand |
Assassin's Guile | Lightning Staff | Precise | Absorb Stamina |
Backbar Main Hand |
Assassin's Guile | Lightning Staff | Infused | Weapon Damage |
- Use Training traits if you're still leveling. If you're already max level and have enough Champion Points you can instead use Divines and Reinforced on the chest piece
This is my suggested setup for soloing extremely difficult fights in dungeons.
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
Head |
Anthelmir's Construct | Medium | Divines / Well-Fitted | Magicka |
Shoulders |
Anthelmir's Construct | Medium | Divines / Well-Fitted | Magicka |
Chest |
Sergeant's Mail | Heavy | Reinforced | Magicka |
Hands |
Vestment of Olorime | Light | Divines / Well-Fitted | Magicka |
Belt |
Vestment of Olorime | Light | Divines / Well-Fitted | Magicka |
Legs |
Armor of the Trainee | Medium | Divines / Well-Fitted | Magicka |
Boots |
Vestment of Olorime | Light | Divines / Well-Fitted | Magicka |
Necklace |
Sergeant's Mail | Jewelry | Bloodthirsty | Increase Physical Harm |
Ring |
Sergeant's Mail | Jewelry | Bloodthirsty | Increase Physical Harm |
Ring |
Ring of the Pale Order | Jewelry | Bloodthirsty | Increase Physical Harm |
Frontbar Main Hand |
Sergeant's Mail | Lightning Staff | Precise | Absorb Stamina |
Backbar Main Hand |
Vestment of Olorime | Lightning Staff | Infused | Weapon Damage |
What Changes
Changes compared to the Base Setup
- Noble Duelist changes to Vestment of Olorime
- Most armor pieces can use Well-Fitted instead of Divines
Champion Points
Race
For solo PvE you need both damage and survivability, so every race brings something to the table, but these two stand out as the best options for damage and survivability respectively
Mundus
Attributes
For most content you should put all 64 points into Magicka. For difficult content you should devote as many attribute points as necessary to Health - for some content you'll be able to get away with 32 Health 32 Magicka, for the extremely difficult stuff you'll need 64 Health.
Food
Your sustain can vary greatly because it's impacted by your armor weight composition, your race and how much blocking/dodge rolling you're required to do in a certain fight. Choose the food with more recoveries if you can't sustain
Potions
Since your sustain is being taken care of by the fact that Heavy Attacks restore resources, you can instead use the Armor potions, which will increase your armor by 5280.
In fights where you need to dodge roll a lot you can use Tri-Stat potions instead.
Heroism potions are an expensive alternative to Tri-Stat potions. They provide Minor Heroism on top of the sustain.
Gameplay
FAQ
No, you don't need a different setup. Use the Regular skill and gear setups from this guide for both Maelstrom Arena and Vateshran Hollows.
THANKS FOR READING
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Head
Shoulders
Chest
Hands
Belt
Legs
Boots
Necklace
Ring
Frontbar Main Hand