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ESO Guide to VR10 Dark Elf Dragonknight (II)

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For the VR10 Dark Elf Dragonknight, Burning Staff is beneficial to the class to deal fire damage. I often equip my Dragonknight with the two-handed Destruction Staff to experience the veteran content.

The following screenshot is my abilities in the late.

Weapon 1: those abilities are for solo play.

Ability1: Inner Light--- Summons a light that reveals hidden and invisible enemies within 12 meters. Reduces Max Magicka by 55 and increases Spell Critical Strike chance by 20%.

Ability2: Unstable Flame.

Ability3: Engulfing Flames.

Ability4: Molten Whip.

Ability5: Elemental Drain--- Reduces target’s Spell Resistance to flame shock, and frost by 40% for 18 seconds. It restores Magicka to player when attacking target with flame, shock or frost damage.

The Ultimate Ability: Standard of Might.

Unstable Flame is the first attack ability, and then cost Elemental Drain causes DOT.  Unstable Flame > Elemental Drain > Common Attacks> Molten Whip…
If there is a lack of Magicka, use Potion to restore Magicka.

Weapon 2: They are used to deal AOE damage to monster groups.
ESO Guide to VR10 Dark Elf Dragonknight (II)
Ability1: Burning Talons--- Immobilizes nearby enemies for 4 seconds and deals 13 physical damage, then deals 20 fire damage over time. An ally can activate the Impale synergy, damaging enemies held within the talons.

Ability2: Pulsar--- Deals 12 Magic damage and reduces enemies’ Max Health by 13% for 30 seconds. 40% chance to apply concussion/chilled/burning, based upon element used.

Ability3: Midnight Drain--- Stuns target for 3 seconds and deals 17 Magic damage every 1 second. Player recovers 150% of damage as Health and Stamina every 1 second. Recovery rate is doubled at night. It cannot be applied to targets which have recently been drained or fed upon.

Ability4: Green Dragon Blood--- Heals for 33% of missing Health. It increases Health Recovery by 40% and Stamina Recovery by 30% for 20 seconds.

Ability5: Razor Armor--- Increases Armor by 25 and returns 6 Physical Damage to melee attackers for 20 seconds. Armor bonus is increased by 25 for the first 3.5 seconds.

The Ultimate Ability: Standard of Might.

Of course, this Dragonknight Tank is not perfect. If he wants to be stronger in 12-player Trials, there are some aspects of the class to improve.

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