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What Gear to Use to Tank Vaa Axes UPDATED

What Gear to Use to Tank Vaa Axes

Dragonknight Tank PvE Build ESO – Dragonhide

Build Written By: DoctorSarge – PS4 NA

Office: Tank

Patch: Deadlands

Table of Contents

  1. Introduction
  2. Setup
    1. Gear
    2. Attributes
    3. Skills
    4. Vampire vs. Mortal
    5. Champion Points
    6. Other Of import Info (Food, Mundus, Race, Potions, Passives)
  3. Resource Management & Rotation
  4. Contact Info
  5. Update Log

Introduction

Welcome to the Dragonhide PvE Dragonknight tank build for The Elder Scrolls Online! This build is swell for all kinds of content: vet dungeons, off-tank or main tank for normal trials, and primary or off-tank for veteran trials. DKs are the nigh beginner friendly tank of ESO as well as being consistently top-tier through all levels of content patch after patch. They give bully (and unique!) buffs/debuffs for all manners of groups, are able to turn their resources from empty to full with a single ultimate, can go from nigh no health to full with a single heal, and have a defensive ultimate that makes you invincible for the duration. What more could you inquire for?

Setup

Gear

Gear Explanation

  • Magma Incarnate
    • Gives the same buff as Yolnahkriin at a adept plenty uptime that allows us to gratis up that 5 slot fix.
  • Saxhleel
    • Allows for a longer burst stage from warhorns equally well as still giving offensive buffs when you employ a defensive ultimate.
  • Powerful Assault
    • A very powerful buff set that'due south easy to employ and gives you great stats likewise.
  • Master'south SnB
    • Powerful Assault tin can be one barred if you're comfortable keeping information technology up that fashion, and then this is basically just free healing.

Gear Explanation

  • Crimson Oath's Rive
    • With the changes to Alkosh, this will generally be meliorate on a typical tank build if your group needs the penetration.
  • Hook of Yolnakhriin
    • Only source with 100% uptime of Minor Courage (likewise as the simply source that's able to proc on a full trial grouping at in one case), really easy to proc as a tank, and a really nice spread of stats. Perfected would manifestly be all-time, but not-perfected is just fine.
  • Engine Guardian
    • A little unreliable in specific scenarios but gives great sustain in the long run.

Culling Gear (Regular Sets)

  • Ebon – Keen set for supporting your allies, but may not be necessary with how high health is this patch.
  • Worm's Raiment – Great if you have magicka DPS and/or healers that demand help with sustain.
  • Morag Tong – Great support set up if y'all have lots of stamina DPS.

Alternative Gear (Monster Sets)

  • Bloodspawn – Skillful for ultimate generation and for keeping resistances upwardly.
  • Symphony of Blades – Dandy set to help allies' sustain if you swap in a skill that can heal others. All-time used on a healer now that Claret Altar no longer procs it, merely y'all tin can still employ it as long as you tin can actively continue upward other skills, such as Energy Orb.
  • Stonekeeper – Amazing self-sustain. Really good in situations where you demand to cake a lot.
  • Lady Thorn – Mainly used as a cocky-synergy for Alkosh. The Major Maim *tin can* be nice if y'all time it correctly, simply the uptime on the debuff is very brusque and the cooldown for existence affected by information technology is very long.
  • Tremorscale – Necessary for stamina-heavy groups due to the powerful penetration debuff it gives.
  • Vykosa – Good set to employ if you need to temporarily reduce the incoming damage of a boss, such as the jiff in vSS or Olms jumping/sending out storms in vAS.
  • Encratis'due south Behemoth – Great set up for magicka groups and easy to proc. But throw on a flame glyph, flame skill, or inferno staff.

NOTE ON JEWELRY TRAITS: These are what work for me. You lot can play just fine with the default traits or with a different setup.

Beginner Gear

  • Armor: Torug's Pact
  • Jewelry & Weapons (SnB/ice staff) : Akaviri Dragonguard
  • Monster set: Bloodspawn
  • Traits
    • Armor: All Sturdy
    • Jewelry: Good for you
    • Weapons: Decisive front end, infused dorsum
  • Enchants
    • Armor: Wellness big, stamina pocket-sized
    • Jewelry: 1 shield-play, 2 mag recovery
    • Weapons: Absorb Stam front, Crusher back

Note about Gear Weight & Traits

With the armor changes this patch and the CP changes, 5-one-1 and infused on the large pieces lost some value. Full heavy and sturdy will give y'all the best sustain and survivability, merely v-1-i and infused on big pieces is nevertheless fine besides.

Attributes

What your attribute distribution is going to look similar is based on the race you choose. Y'all should have at least 30k health, just no more than than 45k health unless you're in a fight that needs high health. After that, dump the rest into stamina and magicka (just make sure to have more stamina than magicka). I personally try for around 38-40k health depending on the setup and situation.

Skills

ESO-Hub Skill icon ESO-Hub Skill icon ESO-Hub Skill icon ESO-Hub Skill icon ESO-Hub Skill icon ESO-Hub Skill icon

ESO-Hub Skill icon ESO-Hub Skill icon ESO-Hub Skill icon ESO-Hub Skill icon ESO-Hub Skill icon ESO-Hub Skill icon

Main Bar – 1h/Shield

  • Pierce Armor
  • Heroic Slash
  • Igneous Shield
  • Rock Giant
  • Green Dragon Blood
  • Ultimate: Magma Beat out

Back Bar – Ice Staff

  • Elemental Occludent
  • Inner Fire
  • Unrelenting Grip/FLEX
  • Balance
  • Choking Talons/FLEX
  • Ultimate: Aggressive Horn

Skill Explanations

  • Pierce Armor
    • Our principal taunt. With the nerf to Modest Protection and the buff to this skill and the debuffs information technology provides (just under 9k penetration!!), this is now a must have and style amend than Ransack.
  • Heroic Slash
    • Provides Pocket-size Maim and Minor Heroism, making this a very of import skill. You lot can flex this out if y'all know Pocket-size Maim is going to exist covered, but I like to keep it on for the Small-scale Heroism anyways.
  • Igneous Shield
    • A shield for yourself and nearby allies. And gives them Minor Brutality through the Mountain's Blessing passive, which is the only expert style to go the buff. And gives you back stamina through the Helping Hands passive. And gives you Major Mending. So this is a pretty prissy skill. It's expensive though, so be conscientious not to overuse it. The other morph is as well fine if yous prefer the longer Major Mending duration.
  • Stone Giant
    • While catchy to use and can be hard on your stamina, the Stagger debuff this skill provides can be very useful. Information technology benefits classes/specs with lots of harm ticks more (like magicka DPS using Mystic Orb or necromancers with Siphon), but volition exist at least a ii-3k DPS increase for anybody with a good uptime with the potential to be a little higher. All-time when used in trials but tin also be nice in 4-homo content if you can sustain it.
  • Dark-green Dragon Claret
    • A huge burst heal. It'due south expensive though, so don't spam information technology. And it recovers based on missing wellness, so I recommend non using it unless you are under fifty% health.
  • Magma Beat out
    • Makes y'all basically invincible for the duration and gives your allies a shield for their entire health. An amazing defensive ultimate if you need it.
  • Elemental Blockade
    • Makes keeping up crusher easy since it will proc even on our front bar. When using a lightning staff, it has a chance to apply off-residue to enemies, which is a huge harm boost to stamina DPS and some magicka DPS.
  • Inner Fire
    • Range taunt if you need it.
  • Unrelenting Grip/FLEX
    • Pulls small adds to you and gives you Major Expedition (fifty-fifty if you use it on something you tin can't pull). Also refunds the price if information technology fails, making this a very good and efficient skill. Can exist flexed out if you lot don't need it.
  • Balance
    • Our source of Major Resolve and main source of magicka sustain. Your other main selection for Major Resolve is Hardened Armor, which is a very lackluster skill. If you feel your magicka sustain is fine without it and so feel free to bandy information technology out, but I highly recommend y'all use information technology otherwise.
  • Choking Talons/FLEX
    • Locks downward pocket-sized adds and applies Minor Maim, reducing their damage by 15%. Very nice in add pulls. Tin be flexed out if you lot don't need it.
  • Aggressive Warhorn
    • Our master ultimate, and for good reason. It increases ally'due south magicka and stamina pools by 10% for thirty seconds and gives Major Strength for ix seconds, which is a big DPS heave.

Alternative Skills

  • Engulfing Flames
    • Applies a unique debuff that increases the fire harm an affected enemy takes by up to 10%. Groovy for increasing group DPS if there are magicka DPS present and no other magicka Dragonknights.
  • Protective Plate
    • Reduces projectile damage and proceeds immunity to snares for a short fourth dimension. Useful in fights with snares or hard hitting projectiles.
  • Deep Breath
    • AoE interrupt. Useful if there are many things you demand to interrupt at in one case. As well heals you for a bit, which is overnice.
  • Cinder Storm
    • Reduces enemy motility speed past 70% and heals you and allies if yous're in it. The healing isn't a whole lot, but information technology'south still nice. And it can proc Olorime, then it's a nice skill to use when you are using that set.
  • Invasion
    • Good if you demand a gap closer
  • Shield Field of study
    • Good for tanking the axes in vAA if you need a guaranteed betoken where you can heavy attack. I wouldn't recommend it anywhere else though
  • Elemental Bleed
    • Healers should be running this simply it'southward nice to take just in case
  • Ring of Preservation
    • AoE Pocket-size Protection, AoE Minor Endurance, and a pocket-sized bit of healing. Good in places where your team stacks and needs the extra protection.
  • Overflowing Altar
    • Heals all allies attacking enemies in the radius and provides a bang-up synergy if someone drops to low health. No longer procs sets such as Symphony though, and so be weary if that'due south what you desire to use it for.
  • Shadow Silk
    • Not bad synergy if DPS are far enough away from the placement
  • Bone Surge
    • Mainly used for the synergy
  • Free energy Orb
    • Would mainly be used for the option to heal others as the synergy should already be present from healers and magicka DPS
  • Efficient Purge
    • Necessary in some fights
  • Mystic Guard
    • Can exist good in some strats where one person is taking a lot of damage.
  • Reviving Bulwark
    • Would mainly exist for a passive slot for the magicka recovery, just it can as well help group survivability if they need it.

Minor Brittle

If you're in charge of keeping up Small Brittle, then yous have two options for setups. The "purely focused on maximizing uptime on Pocket-size Brittle" setup is to double bar water ice staves, take your back bar be infused with a frost enchant, have your front bar exist charged, and to fit in some extra frost damage skills if you lot can. This has some drawbacks though, such as losing the debuffs from Pierce Armor (probably the biggest drawback with the debuffs information technology at present gives), less motion speed while blocking, slightly less block mitigation than with a SnB, and giving up an infused Crusher enchant (may not exist a large deal if another support can make up for information technology only it'due south a group-past-group example). This ways it's likely not worth information technology if you're in a trial situation where you'll be taunting and holding important enemies as yous'll want the debuffs from Pierce Armor and probable Crusher too equally at all in 4-man content. The more practical, although arguably really annoying and perchance not worth it, setup is to just have your infused frost enchant frost staff on your back bar and keep your SnB on your forepart bar. You notwithstanding lose Crusher, so likely still too much of a loss in 4-human content, but yous can still keep a SnB. On the flipside of this, you lot have to either constantly bandy to your dorsum bar to reapply it or you lose a lot of uptime on it, potentially not making it worth it to build for it at all. What setup is up to you and your group, so make certain to have this discussion with them beforehand and know what yous and them are comfortable with.

Vampire vs. Mortal

Neither vampire nor werewolf is recommended for this build, as they do not give us any benefits that we need.

Champion Points

The list below showcases the order in which champion points should be acquired, the number of points yous need to identify into that perk and whether or non it needs to exist slotted in the CP bar. The Warfare CP perks increase your impairment and mitigation and are the most important, the Fitness tree has some miscellaneous sustain and defensive perks and the Craft tree has crafting and non-combat bonuses. The Craft CP points are entirely customizable to even so you desire, or you can follow the list below.

CHAMPION Betoken SETUP
WARFARE (BLUE)

Warfare (Bluish)

  • Tireless Discipline (10)
  • Quick Recovery (10)
  • Preparation (20)
  • Hardy (x)
  • Elemental Aegis (10)
  • Duelist's Brushoff (50) (Slotted)
  • Indelible Resolve (50) (Slotted)
  • Unassailable (50) (Slotted)
  • Ironclad (50) (Slotted)
  • Hardy (ten)
  • Elemental Aegis (10)
  • Tireless Field of study (10)
  • Eldritch Insight (20)
  • Quick Recovery (10)
  • Blessed (xx)
  • Piercing (10)
  • Flawless Ritual (xl)
  • Precision (20)
  • Focused Mending (l) (Flex Slot)
  • Preference past this betoken

Fettle (Reddish)

  • Boundless Vitality (fifty) (Slotted)
  • Fortified (l) (Slotted)
  • Rejuvenation (50) (Slotted)
  • Sprinter (ten)
  • Hasty (8)
  • Tireless Guardian (10)
  • Fortification (30)
  • Tireless Guardian (ten)
  • Hasty (8)
  • Hero's Vigor (twenty)
  • Strategic Reserve (50) (Slotted)
  • Nimble Protector (half-dozen)
  • Sprinter (10)
  • Tumbling (30)
  • Defiance (20)
  • Expert Evasion (fifty) (Flex Slot)
  • Mystic Tenacity (10)
  • Survival Instincts (10)
  • Tempered Soul (25)
  • Spirit Mastery (l) (Flex Slot)
  • Tempered Soul (25)
  • Shield Master (10)
  • Breastwork (50) (Flex Slot)
  • Preference later on this point

CRAFT (GREEN)

  • Golden Fingers (10)
  • Fortune's Favor (x)
  • Wanderer (15)
  • Steadfast Enchantment (l)
  • Rationer (30) (Slotted)
  • Steed'due south Blessing (l) (Slotted)
  • Professional Upkeep (50) (Slotted)
  • Liquid Efficiency (75) (Slotted)
  • Breakfall (l)
  • Soul Reservoir (33)
  • Gilded Fingers (40)
  • Fortune's Favor (40)
  • Wanderer (60)
  • Preference past this point

Other Important Info

Buff Food

Bugged Saccharide Skulls – a ton of stats in all three resources, which is just what we need

Mundus

Health is already really high this patch, and then I recommend using the Atronach for a significant heave in our magicka recovery. The Steed is also nice if you need the speed.

Race

  1. Nord is #1 for sure. Squeamish health + Stam stats, ultimate regeneration, and two.6k resistances combined are astonishing. Resistances aren't exactly needed, only make hitting the cap easier and you don't have to spend as many resources to get there.
  2. Orc is amazing also. Again nice health + stamina stats, the Sprint passives are peachy, and a little passive healing.
  3. Imperials are good too. Highest health + stam and some sustain help. The stat departure between them and Nords are 1k health though, and the resistances and ult gen out friction match the sustain.
  4. Argonian is ok. They have some extra healing and sustain assistance through their potion passive. Smashing for beginners but other races are better for higher skill players.

Potions

Essence of Health (Restore Stamina, Magicka and Health)
(Bugloss, Columbine and Mountain Flower)

Passives

  • Class (all)
  • One Hand and Shield (all)
  • Devastation Staff
    • All EXCEPT Tri-Focus (if using water ice staff)
  • Heavy Armor (all)
  • Fighter's Guild
    • Slayer
    • Banish the Wicked
  • Mages Guild
    • All EXCEPT Might of the Guild
  • Undaunted (All)
  • Racial (All)

Resource Direction & Rotation

Because information technology'southward a tank build, there actually isn't a rotation. You'll merely desire to make certain you keep up your buffs up, taunt on bosses and unsafe adds, and Elemental Occludent up and positioned correctly to proc Crusher on priority targets. Likewise, you pretty well always use Warhorn. Only apply Magma Shell if absolutely necessary.

Sustain Tips:

  • HA into Igneous volition give you lot back a nice outburst of stamina
  • Using Balance and Igneous, y'all tin can plough Health into Magicka and Magicka into Stamina. Keep this in mind.
  • Using an ult will give you back a ton of resources through the Boxing Roar passive. This is a huge role of your sustain so don't hold your ults if you don't demand to. The Battle Roar passive is also based on an ultimate'southward original cost, and so running something like Akaviri Dragonguard won't affect it.

Full general Tips:

  • Igneous needs to be used at least once every 20 seconds to keep the Mountain'south Approval procced for Minor Brutality (if y'all're non using Stone Giant ofc, which will definitely be used more than oftentimes). Taking advantage of the ult gained from the other part of that passive is besides really nice, but tin can be expensive if you're relying on Igneous to proc it.
  • Igneous into Green Dragon Blood is an expensive combo but very potent for healing. Hitting Igneous one time right before a big damage mechanic happens to accept the Major Mending active throughout it is very useful.
  • If you're using Stone Giant, you merely need to use the skill once to proceed the stacks up after they're at max. Information technology's expensive to become them there but not likewise bad to keep them in that location. You'll nonetheless need to be watching your stam more than normal though and likely have to use more than HAs for stam return.

If y'all have any questions about the build, join our discord server and enquire @DoctorSarge most the build!

Update Log

eleven/16/2017 – Build created.
ii/26/2018 – CP and gear updated
4/11/2018 – Engulfing flames swapped in for igneous weapons
five/23/2018 – Build overhauled for Summerset Isles
8/20/2018 – Jewelry traits/enchants changed, and writeup updated for Wolfhunter
10/24/2018 – Build writeup overhauled for murkmire
eleven/5/2018 – Reverted to a destruction staff main tank setup after the enchant hotfix
3/4/2019 – Build overhauled for Wrathstone
3/12/2019 – CP tweaked and ane jewelry trait inverse on principal tank setup
5/22/2019 – Earthgore inverse to Nightflame, Torugs inverse to claw of yol, forepart bar enchants changed
eight/fifteen/2019 – No updates for scalebreaker needed
ten/22/2019 – Torugs changed to seducer, skills changed
10/28/2019 – pierce armor changed to ransack
2/24/2020 – No changes for harrowstorm
5/29/2020 – skills & gear changes made across several setups
eight/28/2020 – build writer changed and build overhauled
eleven/18/2020 – minor brittle discussion added, ransack changed to pierce armor, some skill descriptions updated
3/23/2021 – updated gear traits, mSet and CP
six/10/2021 – cp and alt sets updated
9/14/2021 – cp and gear updated
xi/9/2021 – removed vamp

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What Gear to Use to Tank Vaa Axes UPDATED

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