ADVANCED DRAGONKNIGHT TANK GUIDE

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Advanced Dragonknight Tank


Last updated: Update 44 - 18th December 2024

Dragonknights have access to an absurd amount of useful tools when it comes to tanking. They have access to Hardened Armor - a very strong and at the same time extremely cheap damage shield, which shields you for 31% of your max hp while costing only 2600 magicka. They also have access to Helping Hands - a passive which restores your stamina whenever you use an Earthen Heart ability, which you’ll be proccing with Igneous Shield and it’ll trivialize sustaining stamina, which is why DK is such an easy and beginner-friendly class. The Iron Skin and Scaled Armor passives grant you block mitigation and armor, which are extremely important stats for a tank.


But enough about defense. Dragonknights also provide a unique Stagger debuff which increases the targets’ damage taken, a unique Engulfing Flames debuff which increases enemies’ flame damage taken and the unique Minor Brutality buff which increases the group’s weapon damage by 10%.


SKILLS


This section will list all skills that you'll find useful for tanking. Skills marked as green are commonly useful, yellow ones are situationally useful, red ones are never (or almost never) useful.

When it comes to passives the logic is a bit different. Green passives are the ones you want to get as soon as possible, yellow ones are useful but you can delay obtaining them until you have abundance of skill points, and red ones are barely or not useful at all. There is only one passive you want to actively avoid - Tri Focus.

BASE

MORPHS

Passive

Spiked Armor


Cost:

2700 Magicka

Duration (Major Resolve):

20 seconds


Release your inner Dragon to gain Major Resolve, increasing your Physical and Spell Resistance by 5948 for 20 seconds. While active, the armor returns 1 Flame Damage to any enemy that uses a direct damage attack against you in melee range, scaling off your Physical and Spell Resistance.


Grants Major Resolve for 20 seconds, boosting armor by 5948. A crucial tank buff that should always be active. While it also deals damage to attackers, the scaling is negligible, so focus on the defensive value. Other sources like Balance or a Warden's Expansive Frost Cloak can also provide the same buff, but this skill improves further when morphed.

BASE

MORPHS

Passive

Puncture


Cost:

1350 Stamina

Range:

7 meters


Thrust your weapon with disciplined precision at an enemy, dealing 1161 Physical Damage and taunting them to attack you for 15 seconds. Also inflicts Major Breach on the enemy, reducing their Physical and Spell Resistance by 5948 for 15 seconds.


Puncture is a melee taunt that damages your target within 7 meters, causes them to attack you, and applies Major Breach, reducing enemy armor by 5948 for 15 seconds, providing around a 13% damage increase. This debuff is essential. Puncture isn't always needed, but you always need a source of Major Breach, like Elemental Susceptibility. Additionally, using the Puncturing Remedy set can cause your Puncture to heal you.


SKILL SETUPS


Keep in mind that the setups I’m going to show are just suggestions and some base to build off of, you will always get better results by adjusting for each fight and in the Skills section I marked every useful skill for you to choose from. The examples category is there to show you how vastly different the final setups can be from the default setups I’m showing.

The "Additional Info" section will have much less information than in the Beginner guide, because in the Advanced guide all of that was already said in the Skills section. For example: all of these setups have Shield Throw, but the Skills section has another taunt - Inner Rage- marked as useful and the explanation describes when you should replace Shield Throw with it.

All Scribing skills shown in these setups use these combinations:

Front Bar Back Bar
Slot 1: Shield Throw Slot 1: Razor Caltrops
Slot 2: Soul Burst Slot 2: Wield Soul
Slot 3: Igneous Shield Slot 3: Pulsar
Slot 4: Power Bash Slot 4: Elemental Blockade
Slot 5: Hardened Armor Slot 5: Inner Rage
Ultimate: Temporal Guard Ultimate: Aggressive Horn

ADDITIONAL INFO:


GEAR

This is my suggested setup for dungeons. Since you can't fit in that many support sets in 4-man content, any combination of support sets will perform well.

Gear Slot Set Weight/Type Trait Enchantment

Head

Archdruid Devyric Medium Reinforced Tri-Stat

Shoulders

Archdruid Devyric Light Divines /Sturdy Tri-Stat

Chest

Lucent Echoes Heavy Reinforced Tri-Stat

Hands

Lucent Echoes Heavy Divines /Sturdy Tri-Stat

Belt

Lucent Echoes Heavy Divines /Sturdy Tri-Stat

Legs

Lucent Echoes Heavy Reinforced Tri-Stat

Boots

Lucent Echoes Heavy Reinforced Tri-Stat

Necklace

Powerful Assault Jewelry Harmony /Infused Reduce Magicka Cost

Ring

Powerful Assault Jewelry Harmony /Infused Reduce Magicka Cost

Ring

Powerful Assault Jewelry Harmony /Infused Reduce Magicka Cost

Frontbar Main Hand

Armor of the Trainee Any 1-handed weapon Decisive Hardening

Frontbar Off Hand

Druid's Braid Shield Divines /Sturdy Tri-Stat

Backbar Main Hand

Powerful Assault Ice Staff Infused Crusher

ADDITIONAL INFO:


CHAMPION POINTS

Use these Champion Points as default for Trash and Boss fights respectively. Further below you'll find a list of all useful CPs with explanation on when to use them instead of the defaults.

Warfare

Fitness

ADDITIONAL INFO:

All useful Champion Points to choose from


RACE

Nord is by far the best race for tanking, due to the increased armor from Rugged and ulti generation from Stalwart. You can complete any content on any race, you'll just have to work slightly harder with other races, and you'll have to adjust your build and get more armor from somewhere else (for example by using The Lady as your Mundus rather than The Atronach).


MUNDUS

The best Mundus is The Atronach which increases your Magicka Recovery by 310 and causes your armor pieces with the Divines trait to increase it by another 28.

If you're struggling with reaching the armor cap (33,000), then The Lady can also be a decent choice. It increases your Armor by 2744.


ATTRIBUTES

HEALTH

64

STAMINA

0

MAGICKA

0

Majority of the times you should put all your points into Health. However you need your Max Stamina to be higher than your Max Magicka, because the Combustion synergy restores your dominant resource and you want it to be Stamina. Because of that, you might have to put some attribute points into Stamina if you have passives (such as for example the Gift of Magnus racial) or item set bonuses (such as for example 1-piece bonus of Encratis's Behemoth) that increase your Max Magicka. Put just enough points to make your Max Stamina higher than your Max Magicka, and then put the rest into Health.


FOOD

The best food is Orzorga's Smoked Bear Haunch, however it's extremely expensive so you should use Jewels of Misrule instead, it provides only slightly lower stats than Orzorga's Smoked Bear Haunch while being significantly cheaper.

Other decent foods:

  • Orzorga's Red Frothgar - provides more Max Health and Magicka Recovery at the cost of providing no Stamina Recovery at all. Stamina Recovery doesn't work while blocking so it can be a decent option if you're permablocking
  • Bewitched Sugar Skulls - provides maximum resources instead of recoveries, can be decent for fights where you need to block for a very long time during a very specific period but the pressure is non-existent outside of that specific period so you can recuperate stamina by heavy attacking freely, for example Roksa the Warped boss in Bal Sunnar dungeon. The increased maximum resources will also increase the scaling of some of your healing abilities, such as Coagulating Blood and Resolving Vigor
  • Candied Jester's Coin - provides only Max Stamina and Magicka Recovery, can be decent when you want to reduce your Max Health during a specific phase of a fight. For example, in Cloudrest you can eat it right as the execute phase starts, because Maximum Health becomes a detriment due to the Baneful Mark mechanic

POTIONS

Most of the time you should use Tri-Stat potions (Restore Health, Restore Stamina, Restore Magicka). They'll greatly improve you sustain. You can craft them by combining Columbine, Bugloss and Mountain's Flower.

There are better potions but they're extremely expensive so they're only worth using when you're tryharding for the most difficult achievments, such as trial trifectas. Heroism potions (Heroism, Restore Stamina, Restore Magicka) can provide a 100% uptime on Minor Heroism buff which generates ultimate, but they're extremely expensive because they're crafted by combining Dragon Rheum, Dragon's Blood and Columbine.