Dragonknight Damage Dealer: Heavy Attack
One bar and a Lightning Staff, all from range. Molten Armaments adds fire to every Heavy Attack, and your Standard keeps the group safe.
Overview
This Dragonknight channels fully charged Lightning Staff Heavy Attacks and keeps only Dragonknight skills that reach from range. Oakensoul Ring locks you to one bar and covers most of the Major and Minor buffs you need.
Molten Armaments adds a Flame hit to your Heavy Attacks and gives the group Major Brutality and Empower. Magma Fist stacks Heat Shock so the boss takes more damage from you, and Hearth and Home heals you and gives you Major Protection and the group Minor Heroism while you stand in it.
There's no published parse for this exact bar yet. The older subclassed version did about 125k with Rakkhat's Voidmantle; we expect this one to land around 105k on the 21 million Health dummy. Lightning Staff Heavy Attacks hit enemies around the target, so it cleaves trash without changing anything.
Strengths
- Fully ranged: no set or skill here needs you in melee.
- One bar and a slow rotation: an easy way into the class.
- Major Brutality and Empower for the group from Molten Armaments, and Minor Heroism from Hearth and Home.
Weaknesses
- Much less damage than the melee Dragonknight, whose damage over time skills all need you close.
- No published parse yet: our estimate is from the older subclassed version.
- Stuns and knockbacks break your channel: drink an Immovability potion in fights that have them.
Buffs and debuffs you bring on bosses
Enemies get
Your group gets
Class Mastery
Pure-class characters with all three class lines at rank 50 can slot two Class Mastery passives (added in Update 50).
Each Landslide stack also adds 1% to your damage, on top of the passive's own 1%.
Casting Standard of Might gives you and the group Major Berserk and Major Protection for a few seconds.
DPS Simulation
The Boss setup played by the DPS Simulator on the 21 million Health Trial dummy, with its group buffs and debuffs, Light Attack weaving and a full Ultimate bar to start. It's #15 of 16 for single target on the tier list, #13 overall.
- Simulated DPS
- 91,886
- Fight
- 228.6 s
- Front bar
- 6,621 damage · 55% crit · 125% crit damage
Where the damage comes from
Magma Fist54.2%- LALight Attack15.6%
Unstable Wall of Elements8.9%
Shatterspike Mantle6.4%- GLShock glyph6.2%
Molten Armaments5.7%- SEBurning2.8%
- SEConcussion0.1%
Damage type
- Flame69.2%
- Shock30.8%
84.7% direct, 15.3% over time.
Group buffs it leans on most
Engulfing Flames−11.3k
Major Vulnerability−7.0k
Major Courage−6.0k
Major Slayer−5.1k
Roar of Alkosh−5.1k
Major Breach−4.8k
DPS lost if the group didn't bring it.
A simulation, not a parse: it uses UESP tooltip numbers, plays a clean rotation and assumes you sustain it. Light Attack, status effect and pet damage are estimates. Open this run in the DPS Simulator to change gear, buffs or the rotation and see the full breakdown.
Skill Setups
Every damage dealer build has a Boss setup for single targets and a Trash setup that swaps a slot or two for packs. The gear stays the same for both.
Single target: every slot either hits the boss harder or buffs you. Keep your damage over time effects and buffs up, then spam your spammable in between.
What this setup brings
| Slot | Skill |
|---|---|
| Bar 1 | Unstable Wall of Elements Destruction Staff Cast time: InstantDuration: 10 secondsCost: 2,970 Magicka Area damage that explodes when it ends, and Off Balance on Concussed enemies inside it, so your Heavy Attacks hit them 70% harder. |
| Bar 2 | Molten Armaments Earthen Heart Cast time: InstantDuration: 30 secondsCost: 4,050 Magicka Your Heavy Attacks add a Flame hit, and the group gets Major Brutality and Empower for 30 seconds. |
| Bar 3 | Magma Fist Earthen Heart Cast time: InstantRange: 28 metresCost: 2,295 Stamina A ranged hit that stacks Heat Shock on the boss, so it takes more damage. Keep three stacks up. |
| Bar 4 | Hearth and Home Ardent Flame Cast time: InstantRange: 22 metresDuration: 15 secondsCost: 270 Magicka / 1s Your heal. Stand in it for Major Protection; the group gets Minor Heroism for Ultimate. |
| Bar 5 | Shatterspike Mantle Earthen Heart Cast time: InstantDuration: 20 secondsCost: 2,700 Magicka Major Resolve for you, and a damage over time effect on enemies close to you, for trash you can't avoid. |
| Bar R | Standard of Might Ardent Flame Cast time: InstantDuration: 15 secondsCost: 200 Ultimate Stand in it: 15% more damage done and 15% less damage taken for you, and less damage taken for the group. |
Open the Boss setup in the Build Editor to change skills, gear and stats.
Simulate it on the Trial dummy to see its DPS, where the damage comes from and what each buff is worth.
The same bar. Unstable Wall of Elements is an area spammable and Lightning Staff Heavy Attacks hit enemies around the target. Drop Hearth and Home on the pack so it's slowed while you stand in range.
What this setup brings
| Slot | Skill |
|---|---|
| Bar 1 | Unstable Wall of Elements Destruction Staff Cast time: InstantDuration: 10 secondsCost: 2,970 Magicka Area damage that explodes when it ends, and Off Balance on Concussed enemies inside it, so your Heavy Attacks hit them 70% harder. |
| Bar 2 | Molten Armaments Earthen Heart Cast time: InstantDuration: 30 secondsCost: 4,050 Magicka Your Heavy Attacks add a Flame hit, and the group gets Major Brutality and Empower for 30 seconds. |
| Bar 3 | Magma Fist Earthen Heart Cast time: InstantRange: 28 metresCost: 2,295 Stamina A ranged hit that stacks Heat Shock on the boss, so it takes more damage. Keep three stacks up. |
| Bar 4 | Hearth and Home Ardent Flame Cast time: InstantRange: 22 metresDuration: 15 secondsCost: 270 Magicka / 1s Your heal. Stand in it for Major Protection; the group gets Minor Heroism for Ultimate. |
| Bar 5 | Shatterspike Mantle Earthen Heart Cast time: InstantDuration: 20 secondsCost: 2,700 Magicka Major Resolve for you, and a damage over time effect on enemies close to you, for trash you can't avoid. |
| Bar R | Standard of Might Ardent Flame Cast time: InstantDuration: 15 secondsCost: 200 Ultimate Stand in it: 15% more damage done and 15% less damage taken for you, and less damage taken for the group. |
Open the Trash setup in the Build Editor to change skills, gear and stats.
Simulate it on the Trial dummy to see its DPS, where the damage comes from and what each buff is worth.
Flex skills
Swap these in when the fight or your group calls for it.
Your own Major Breach, for mechanics that take you away from the group. Replace Shatterspike Mantle first.
A bigger self-heal than Hearth and Home, for fights with burst damage.
A short, strong heal over time, in Shatterspike Mantle's slot.
Passives
The passives that shape this build. They come with the skill lines, so there's nothing to slot.
Fully charged Lightning Staff Heavy Attacks hit enemies near your target too.
Dealing damage builds up to 12 stacks of 1% more damage done. Inexorable Descent doubles them.
More damage with area attacks: the wall and Shatterspike Mantle.
12% more Critical Damage from 6 Medium pieces.
Offensive Penetration from 1 Light piece.
Max Health, Magicka and Stamina, since your gear has all three armour weights.
Gear
Sergeant's Mail on the chest, two jewellery pieces and the staff stacks Heavy Attack damage, and Storm Master on five Medium pieces adds Light and Heavy Attack damage when a Heavy Attack crits. Slimecraw is a one-piece helm for Critical Chance and Minor Berserk, and Oakensoul Ring holds the build together. The Shock glyph Concusses the boss, which Unstable Wall of Elements turns into Off Balance; use Flame instead if your group already keeps Off Balance up.
Buffs and debuffs with this gear
Gold entries come from your gear; the rest come from your skills and passives.
Slots
| Slot | Set | Trait |
|---|---|---|
| Head | Slimecraw Medium (monster) | Divines |
| Shoulders | Storm Master Medium | Divines |
| Chest | Sergeant's Mail Heavy | Divines |
| Hands | Storm Master Medium | Divines |
| Waist | Storm Master Medium | Divines |
| Legs | Storm Master Medium | Divines |
| Feet | Storm Master Medium | Divines |
| Neck | Sergeant's Mail Jewellery | Bloodthirsty |
| Ring 1 | Sergeant's Mail Jewellery | Bloodthirsty |
| Ring 2 | Oakensoul Ring Jewellery (mythic) | Bloodthirsty |
| Front: main hand | Sergeant's Mail Lightning staff (two-handed) | Precise |
Sturdy and Divines are interchangeable on armour. Tri-Stat glyphs on jewellery are a fine swap if you need more resources.
What the sets do
1 piece · Wayrest Sewers I (veteran) + Undaunted chest
Only 1 of 2 pieces, so the top bonus is off.
- (1 item)Adds 657 Critical Chance.
- (2 items)Adds 113 Critical Chance.
- (2 items)Gain Minor Berserk at all times, increasing your damage done by 5%.
5 pieces · Tempest Island
- (2 items)Adds 657 Critical Chance.
- (3 items)Adds 657 Critical Chance.
- (4 items)Adds 129 Weapon Damage and Spell Damage.
- (5 items)When you deal Critical Damage with a fully-charged Heavy Attack, your Light and Heavy Attacks deal an additional 1542 damage to monsters for 8 seconds. This effect can occur once every 5 seconds.
5 front / 3 back · Wayrest Sewers
Full bonus on the front bar only.
- (2 items)Adds 1206 Maximum Health.
- (3 items)Adds 129 Health Recovery.
- (4 items)Adds 129 Weapon Damage and Spell Damage.
- (5 items)When you deal damage with a Heavy Attack, you gain a stack of Sergeant's Focus for 5 seconds, increasing the damage of your Heavy Attacks by 645 per stack. This effect can occur once every second and stacks up to 4 times.
1 piece · Antiquities
- (1 item)While equipped, you are unable to swap between your Primary and Backup Weapon Sets and gain Minor Berserk, Minor Courage, Major Brutality, Major Savagery, Minor Force, Minor Protection, Major Resolve, Minor Mending, Minor Fortitude, Minor Intellect, Minor Endurance, Minor Heroism, Minor Slayer, Minor Aegis, and Empower.
Alternative sets
About 2% more damage than Storm Master, in Light, but only for attacks in melee range. Take it if you'll stand next to the boss anyway.
The full damage version: Heavy Attacks hit 50% harder. It replaces Oakensoul, so you run two bars and bring your own buffs; about 10% more damage.
Heavy Attack monster set, in place of Slimecraw when you drop Oakensoul.
Crafted fallback for either body set: Critical Chance, more while you stand still.
Crafted fallback for Sergeant's Mail. An all-crafted build does about 20% less damage.
Champion Points
Slottable stars only. Spend passive points in each tree along the path to these stars.
- Weapons Expert
20% more Light and Heavy Attack damage: most of this build's damage.
- Backstabber
Critical Damage when you hit from the flank.
- Deadly Aim
More single-target damage.
- Wrathful Strikes
Weapon and Spell Damage on every damaging skill.
- Boundless Vitality
Max Health, so one-shot mechanics don't kill you.
- Fortified
Armor, for the hits you can't block.
- Celerity
10% Movement Speed.
- Expert Evasion
A free roll dodge, since you can't spare the resources mid-channel.
- Steed's Blessing
Run between pulls faster.
- Gifted Rider
Faster mount.
Good swaps
Your damage heals you, if you need more healing.
More area damage, in place of Deadly Aim on trash.
Race
Max Magicka and Weapon and Spell Damage, and less damage taken while you channel.
- also goodDark Elf
Max Magicka and Stamina and Flame damage. Strong on every build.
- 4-playerKhajiit
Critical Damage and Healing. Better in dungeons, where you rarely hit the Critical Damage cap.
Mundus
More Critical Chance. Divines on the armour makes it bigger.
- PenetrationThe Lover
Penetration, if your group doesn't bring Crusher, Alkosh or Tremorscale.
Attributes
Every skill you cast scales from Max Magicka and Weapon and Spell Damage. Food and Boundless Vitality give you enough Health for normal content; move points into Health only if you keep dying to mechanics while you learn a fight.
Food
Max Health and Max Magicka. Enough Health to live, and Magicka for damage.
- full damageTomato Garlic Chutney
Max Magicka only, for under 1% more damage when you can do without the Health.
Potions
Oakensoul Ring already gives Major Brutality and Major Savagery, so drink Major Resolve and Health instead.
- stunsImmovability potion
Immune to stuns and knockbacks, so nothing interrupts your channel.
Gameplay
- 1Pre-cast Molten Armaments and Shatterspike Mantle before the pull.
- 2Fully charge a Heavy Attack, then cast one skill, then the next Heavy Attack. Only cast what's running out, most important first: Standard of Might when it's ready, Molten Armaments, Magma Fist to keep three stacks, Unstable Wall of Elements, Hearth and Home.
- 3Cast Hearth and Home where you'll stand, not on the boss.
- 4Don't cut a Heavy Attack short. Sergeant's Mail and the Tri Focus cleave both want the full channel.
- 5Stand anywhere in range. If you take Noble Duelist's Silks instead of Storm Master, stand next to the boss.
FAQ
What's the difference between the Boss and Trash setups?
The same bar. Unstable Wall of Elements is an area spammable and Lightning Staff Heavy Attacks hit enemies around the target. Drop Hearth and Home on the pack so it's slowed while you stand in range. Your gear stays the same.
What gear do I need for the Dragonknight damage dealer?
Slimecraw, Storm Master, Sergeant's Mail, Oakensoul Ring. The Alternative sets list easier sets to start with.
Why not Engulfing Dragonfire?
It's a channel, like your Heavy Attack, so it takes the time a Heavy Attack would and reaches only 10 metres. This build keeps to skills you can cast from 28 metres and lets the Heavy Attacks do the damage.