Tamriel Foundry

HatchetHaro's "Virulent Scourge" Stamina DK PvE DPS (DrB)

None

A Stamina DK PvE DPS guide by HatchetHaro

Yes I stole that name off of Warframe.

There are many guides being thrown around for stamina DKs, and they're all pretty much the same stuff with slight variations between each one. Here's my take on the "meta" stam DK build and rotations.

Please keep in mind that these are all simply what I personally use and are my own recommendations on my preferred stam DK build. There are many alternatives to the build that other people may prefer, and I will talk about them as well.

 

Video Guide (CwC)

Spoiler:

 

Dragon Bones

Spoiler:

Right now for the Dragon Bones DLC (actually same for Clockwork City, but it never gained traction until the end of it), Mechanical Acuity seems to be quite potent, especially on weapons.

With our rotations, unless you are Redguard, you still wouldn't be able to sustain a 2-heavy rotation properly without Vicious Ophidian, so for our regular build I'd still suggest pairing Twice-Fanged Snake with Vicious Ophidian, or just switch to a 3-heavy rotation (noooo my brand). However, in fully optimized raids, VO armor and jewellery + Mechanical Acuity armor andw weapons seems to be BiS.

I mean, I don't like it. I hate proc-reliant damage. :(

 

Stats

Spoiler:

None

 

Race

I'm personally not a fan of racial passives; most people are pretty much forced to pick an "optimal race" in order to be able to min-max. Still, here are some raw stats on races that have something to do with stam DKs, ranked from best to worst (personal opinion).

Redguard – +10% stamina, +9% stamina recovery, 792 stamina restored on melee attacks every 5 seconds (effective at most 304.8 stamina recovery; expect ~270)

Khajiit – +8% weapon crit chance, +10% stamina recovery

Orc – +6% stamina, +4% melee weapon attack damage

Bosmer – +6% stamina, +21% stamina recovery

Imperial – +10% stamina

Argonian – 4620 stamina restored on potion use (effective at most 205.3 stamina recovery)

Dunmer – +6% stamina, +6% flame damage

Nord – +6% stamina

Altmer – +4% flame damage

Breton – jack shit

General rule of thumb is that a higher stamina pool is going to grant you more damage with your abilities, and a higher stamina recovery is going to allow you to sustain quick rotations for much longer.

On a stamina DK, this may mean that you might want to prioritize a higher stamina pool. That +10% stamina buff on Redguards and Imperials can net you about 8% more damage compared to, say, Argonians. That ~3k stamina difference can mean a damage difference of 1k+ per DoT, and in a full rotation it can add up.

The same can be said about Khajiiti crits, and that added critical chance is rather appealing to many players. However, due to sustain issues, Khajiits will have to resort to more heavy attacks to sustain their rotations.

Based on these, you should try out and pick between varying rotations, because depending on your racial choice and your stats, you may need to heavy attack more to sustain your rotation, and based on the rotations you pick you'll also find that certain gear sets work better than others.

Sustain shouldn't really be a problem, no matter your race. A great part of a stam DK is that their rotations are extremely flexible, and you can put in as many or few heavy attacks as you like on your frontbar without a major loss in dps. This makes their sustain rather powerful, and recovering from a low-stamina situation becomes much easier without losing out much on damage. Still, this flexibility diminishes the less stamina recovery your chosen race has. And yes, this means I'm handicapping myself somewhat by playing an Argonian; f**k yeah lizards.

Vampire it up. It looks ugly, but it'll give you 10% more stamina recovery. Just pop on a skin or wear some full armor. Or just use a Dwemeri Tonal Attenuator / Executioner's Hood and Nordic Bather's Towel to hide your ugly mug yet embrace your beautiful skin.

 

Health bonuses

Spoiler:

A minor thing to keep in mind is your racial health bonuses. Remember: a dead DD deals 0 dps, so a 17k+ health pool is desirable in veteran trials, perhaps even more. In this case, you may find yourself assigning several points into health or using health enchantments, which will take out from your stamina pool. Naturally, the more health you have, the less of a hit your stamina pool will take. Here are the races with racial passives with something to do with survivability, ranked from best to worst (also personal opinion). Keep in mind that I've decided to ignore the resistance bonuses; I find that they matter little, and it's just better to have a good health pool.

Imperial - +12% max health, 10% chance to restore 6% of max health on melee attacks

Nord - +9% max health, +6% damage reduction

Argonian - +9% max health, +5% healing done, +5% healing received

Orc - +6% max health

 

Attributes

All into stamina. You can always get extra health from enchants.

 

Mundus

The Warrior in dungeons and trials

The Lover in non-group scenarios

 

Food

Health + Stamina

You don't need the Dubious Camoran Throne for the stamina recovery. The reasoning behind this is that stam DKs can simply just rely on heavy attacks and not lose out on damage due to their extra heavy attack damage from Molten Armaments. The stamina sustain is enough even with only 2-3 heavy attacks in your rotations, and your passives make sure you get a lot of resources back from casting your ultimates.

Also, using the Dubious Camoran Throne decreases your health and stamina pool, and if you use health enchants to get your survivability back up, your stamina pool will take more hits. Remember: ability damage scales off your stamina pool as well.

 

Champion Points

Keep in mind the CP jump points. Long story short, CP values are rounded down to the nearest whole number. Basically, listed 15.6% value would actually just be 15% value, so you may not want to waste those points on the useless 0.6%.

RED TREE

Ironclad - 40

Spell Shield - 28

Medium Armor Focus - 20

Thick Skinned - 40

Hardy - 56

Elemental Defender - 56

Spoiler:

This is just a quick baseline CP setup for everyday content. For serious vet trial runs, you may want to adjust your CP to accommodate for the trial's main damage types; consult your pals/raid-leader for that info.

BLUE TREE

Master at Arms - 28

Thaumaturge - 61

Precise Strikes - 56

Piercing - 39

Mighty - 56

Spoiler:

In trials, based on your group composition and penetration, you may want to take points out of piercing and assign them to Thaumaturge, Precise Strikes, Mighty, and Master at Arms, in that order. Here's just my preferred setup.

Master at Arms - 28

Thaumaturge - 66

Precise Strikes - 66

Piercing - 16

Mighty - 64

GREEN TREE

Warlord - 20

Mooncalf - 100

Tenacity - 100

Shadow Ward - 20

Spoiler:

In CC-heavy trials/fights such as vHoF, vAA final boss HM, and vHRC final boss:

Warlord - 37

Mooncalf - 75

Tenacity - 75

Tumbling - 9

Shadow Ward - 44

300CP Setup:

Spoiler:

RED TREE

Ironclad - 20

Spell Shield - 6

Thick Skinned - 20

Hardy - 27

Elemental Defender - 27

BLUE TREE

Thaumaturge - 28

Precise Strikes - 28

Piercing - 17

Mighty - 27

GREEN TREE

Warlord - 2

Mooncalf - 37

Tenacity - 43

Shadow Ward - 18

 

Gear

Solo / Dungeons

Spoiler:

Armor / Jewellery

2pc Kra'gh's / Velidreth

5pc TFS (Twice-Fanged Serpent)

3pc VO (Vicious Serpent)

All armor - medium Divines - Stamina enchantment

All jewellery - Robust - Weapon Damage enchantment

Weapons

VO Axe/Dagger - Nirnhoned/Infused - Poison/Prismatic enchantment

VO Dagger - Infused/Precise - Weapon Damage enchantment

vMA Bow - Nirnhoned - Ravage Heath + Gradual Ravage Health poison

Trials (Full Damage)

Spoiler:

Armor / Jewellery

2pc Kra'gh's / Velidreth

5pc VO (Vicious Serpent)

3pc Mechanical Acuity

All armor - medium Divines - Stamina enchantment

All jewellery - Robust - Weapon Damage enchantment

Weapons

MA Axe/Dagger - Nirnhoned/Infused - Poison/Prismatic enchantment

MA Dagger/Sword - Infused/Precise - Weapon Damage enchantment

vMA Bow - Nirnhoned - Ravage Heath + Gradual Ravage Health poison

Trials (Support)

Spoiler:

Armor / Jewellery

2pc Kra'gh's / Velidreth

5pc VO (Vicious Serpent)

3pc Sunderflame / Night Mother's Gaze / Morag Tong

All armor - medium Divines - Stamina enchantment

All jewellery - Robust - Weapon Damage enchantment

Weapons

Sunder / NMG / Morag Axe/Dagger - Nirnhoned/Infused - Poison/Prismatic enchantment

Sunder / NMG / Morag Dagger - Infused/Precise - Weapon Damage enchantment

vMA Bow - Nirnhoned - Ravage Heath + Gradual Ravage Health poison

Full Gear List

Monster Set - Kra'gh's; Velidreth; Stormfist; Spawn of Mephala

Crafted sets (no jewellery) - Hunding's Rage; Night Mother's Gaze; Mechanical Acuity

Looted sets (has jewellery) - TFS; VO; Sunderflame; Spriggans; Morag Tong

Bow - Maelstrom / any of the above 5pc sets

The reason I'm using Kra'gh's is that the damage from its proc is the best among the monster sets. Overpenetration isn't too much of a big deal especially with that proc. A downside is that if you're away from your target, it's not going to be of much use, so use in fights where you're constantly at melee range with the boss.

Velidreth is a very viable monster set too, and is the best monster set to use in trials against bosses with chunky hitboxes, such as Varlariel and the Possessed Manticora, due to multiple spores being able to hit the enemy more than once. Keep in mind that many bosses are not chunky enough for Velidreth to do that though, such as the Mage and the Serpent. My recommendation is to swap between the two sets depending on the bosses, but sticking with just one is completely fine.

Spawn of Mephala is a really good monster set to run as well, almost on par with Velidreth and Kra'gh's. It's great in stationary fights as well as fights with many adds, and it can also be activated from range with a bow heavy attack, thus very suitable for vAA.

Stormfist's proc is not as good, but its stamina recovery 1pc still makes a really noticable difference for sustain, and is pretty much necessary for the Halls of Fabrication.

There have been tests showing that Hunding's Rage sometimes performs better than VO for stam DKs. However, this damage difference is, in my opinion, negligible, and I prefer the stamina cost reduction from having 5pc VO. In actual trials situations, with the rotations I use, stamina will always be slowly depleted, and the 8% stamina cost reduction is very useful for sustaining fights longer without having to chow down on orbs and shards.

However, depending on your rotations, the more heavy attacks you use, the better Hunding's Rage is compared to VO due to the decreasing usefulness of the VO stamina cost reduction. My personal recommendation is VO if you're using 1-2 heavy attacks per rotation and Hunding's Rage if you're using 3-5 heavy attacks per rotation.

Mechanical Acuity seems to be the new meta for both stamina and magicka for the Dragon Bones patch (actually also for Clockwork City though it never gained traction until much later). They really shine when used as weapons, due to their procs matching up with most of the damage on your frontbar and also letting you keep the other 5pc bonus on your other set full-time.

Since the effects of Mechanical Acuity scales more the less crit you have, you may want to go with an axe/dagger setup when you're using it.

A note on the traits on the dual wield weapons is that an infused trait on one will also apply the enchantment cooldown reduction on the other, but not the enchantment effect increase. The current best trait setup from what I've tested is nirnhoned main-hand with a poison enchantment with infused off-hand with a weapon damage enchantment. On daedric bosses, a prismatic enchantment on your main hand will grant you more damage than a poison enchantment; in this case, I would go with an infused main-hand with the prismatic enchantment with a precise off-hand with a weapon damage enchantment.

Keep in mind that the sharpened trait is still better than nirnhoned and precise as long as you're not overpenetrating.

That dual ravage health poison on your bow is actually pretty powerful. The gradual ravage health portion of the damage can also pretty much be on par with an infused poison enchantment. However, if you feel particularly cheap, you can always just go with a disease enchantment.

 

Trial Optimization

Optimizing stamina setups in coordinated groups is much more of a flexible subject, one that I would rather not go into detail on. Instead, I highly suggest giving Alcast’s Stamina Optimization guide a quick read. Basically, from the above sets, except for TFS, pick any possible (as in, you can’t go Hunding’s + NMG due to both of them being crafted sets) combination of the two, and prioritize having one set of Sunderflame and NMG in the group first.

Newbie Gear

For when you're new to this class and want something easy to acquire and still effective.

Spoiler:

Armor

5pc Hunding's Rage

2pc Night Mother's Gaze (NMG)

All armor - medium Divines - Stamina enchantment

Jewellery

3pc Agility

All jewellery - Robust - Weapon Damage enchantment

Weapons

NMG Dagger - Sharpened - Poison enchantment

NMG Dagger - Infused - Weapon Damage enchantment

NMG Bow - Sharpened - Disease enchantment

 

Untested-but-promising Alt Gear

Spoiler:

Please note that I personally haven't tested these yet; this is theorycrafting territory with no actual experimental basis on my end.

 

Alkosh

Flanking Strategist

Domihaus

Perfect Asylum dual wield

 

I can see stam DK damage-dealers wearing Alkosh in place of VO; the 5pc synergy proc on it could function as a decent DoT as well as the debuff, and it can be worked into rotations as long as there's a steady stream of synergies.

Flanking might be a great set in fights where you're on the boss' arse consistently.

Domihaus has relatively low proc damage compared to the "meta" sets, but it also grants a decent weapon damage buff if you stand within the proc ring. The proc itself, however, is a thin donut, not a circle, so positioning for the proc to damage to boss is pretty important.

The Asylum weapons aren't really on par with our current builds, but from my time with them in the PTS, they're actually pretty fun to use. Definitely not BiS, but it adds a nice new spice to our rotations.

 

Skills

None

DW bar:

Venomous Claw - one of your main DK DoTs; best to heavy weave into due to its low cast time

Rending Slashes - a good DoT; also great to heavy weave into due to the low cast time

Rearming Trap - mainly for the Minor Force; also good damage

Razor / Anti-Cavalry Caltrops - one of your main DoTs; high cost but high damage

Deadly Cloak - amazing defensive skill, and also deals quite a bit of damage

Flawless Dawnbreaker - slotted for +5% weapon damage, but also a good low-cost ulti in a pinch

 

Bow bar:

Molten Armaments - empowers your heavy attacks by 40%, therefore good to have

Poison Injection - one of your main DoTs

Endless Hail - your highest source of damage; your highest source of damage on crack with vMA bow

Noxious Breath - your weakest DoT; pretty good for AOE fights though; provides Major Fracture for solo parsing

Flames of Oblivion - good DoT, slot for Major Savagery, but you probably should be using potions for that anyways

Standard of Might - your main ultimate; drop it and watch your dps soar

 

Important flex abilities:

Steel Tornado - replace Rending Slashes for AoE spammable

Resolving Vigor - best heal for stamina players, which really isn't saying a lot, but hey, it might save your team

Volatile Armor - great damage-mitigation for harder-hitting fights

Unimportant flex abilities:

Green Dragon Blood - great burst heal, but mainly for the healing received buff and stamina recovery

Shuffle - pretty much a 15% damage mitigation, except powered by RNG

Unrelenting Grip - chains, for chaining stuff in; mainly for vMoL adds in the Twins fight

Deep Breath - AoE interrupt, pretty much only useful in vMoL Twins fight

Inner Fire - taunt, for taunting; useful for pretending to be a tank in dungeons

 

Flex spots, in order from most disposable to least, are: Molten Armaments, Noxious Breath, Flames of Oblivion, Rending Slashes. Keep in mind, though, that you may be increasing your rotation length if you replace Molten Armaments with an ability that you use a lot. My recommendation is to replace Noxious Breath if you need to since you can easily work the flex skills into your rotations, or simply skip over it in case you don't need it.

Another thing to keep in mind is the choice between Razor Caltrops and Anti-Cavalry Caltrops. Rotations are covered below. If your rotations take less than 13 seconds, Razor Caltrops will deal more damage. However, if your rotations take 13 seconds or more, Anti-Cavalry Caltrops will be better. At exactly 13 seconds, Anti-Cavalry Caltrops deal a tiny bit more damage than Razor Caltrops, but that damage difference is negligible. The damage difference between them in full is only about 3000 damage per rotation (about 200 dps), so it shouldn't matter that much either.

One more thing is the choice between Rearming Trap and Lightweight Beast Trap. While Lightweight Beast Trap deals more damage on its own, Rearming Trap provides more Minor Force uptime and results in a higher overall dps. However, the dps difference between the two are relatively negligible, and you may want to pick Lightweight Trap over Rearming due to its convenient ranged nature.

 

Rotations

Keep in mind that these are the rotations that I use and find work well for me. Rotations are going to stay relatively similar; changes are just going to be the number of heavy attacks you use.

("-" no weave; ">" light attack; ">>" heavy attack; "|" barswap)

DW:

>> Venomous Claw >> Rending Slashes > Rearming Trap > Razor Caltrops > Deadly Cloak |

Bow:

> Endless Hail > Poison Injection > Noxious Breath > Flames of Oblivion ( > Molten Armaments ) ( > Standard of Might ) |

Starting rotation:

- Deadly Cloak | - Flames of Oblivion - Molten Armaments - Endless Hail | - Rearming Trap | > Poison Injection > Noxious Breath | > Venomous Claw > Rending Slashes > Rearming Trap > Razor Caltrops >> Deadly Cloak | > Endless Hail > Poison Injection > Noxious Breath > Flames of Oblivion > Standard of Might | > Venomous Claw > Rending Slashes > Rearming Trap > Razor Caltrops >> Deadly Cloak | [Resume on Bow Bar]

This rotation length is ~12 seconds per rotation, which is the length of Razor Caltrops. Of course, this is where the heavy attacks come in. If you choose to only heavy attack once in the rotation, the rotation will take ~11 seconds. Heavy attacking four times will lengthen the rotation to ~14 seconds. Remember: heavy attack on your dual wield bar; it's much faster and deals more damage than heavy attacking with a bow.

One cool thing about stamina DKs is that their rotations are extremely flexible; you can swap skills and abilities around and change the order of your rotations in order to suit your playstyle. Seriously, this setup is pretty much "throw everything you have at them and toss in a few heavy attacks".

Redguards are the best at sustaining this rotation, followed by Argonians and Bosmer. If you're any other race, you might want to consider an extra heavy attack in your rotations or a stamina cost reduction glyph.

Keep in mind that your ping can have an impact on your rotation lengths. A difference in 150ms ping is equal to about 0.2s difference per heavy attack and 0.1s per light attack. Based on that, you may want to tweak the number of heavy attacks you do to match the rotation length.

(~250ms ping, ~12s rotation; ~100ms ping, ~11s rotation)

 

Here's a video of my rotations.

Spoiler:

 

AoE:

I like how I go into so much detail on the single-target parsing aspect of this build, but in trials, killing trash quickly is just as important. This is the setup I use for it.

None

>> Steel Tornado >> Steel Tornado >> Steel Tornado >> Steel Tornado > Razor Caltrops > Deadly Cloak | > Endless Hail > Noxious Breath ( > Standard of Might ) |

 

Parses

Solo 6mil skeleton parse (TFS + MA + Kra'gh's, Solo CP setup)

Spoiler:

None

Raid parses

Spoiler:

NoneNone

 

Feedback

If you have any concerns or questions about anything this guide, feel free to voice them in here and I'll be glad to address them for you.

If you have any suggestions for alternative gear or rotations, I would love it if you post it here as well! It's always fun to experiment with different builds and learn new stuff.

About HatchetHaro:

Only ever plays stam DK and stamsorc.

Literally only good at stam DK and stamsorc.

46 Replies
  1. #41

    Drgneb

    Member267 Posts

    having just came back to ESO from a 2 yr break (GW2...gah) how up to date is this build?  I don't have Morrowwind yet but will in a few days. Always loved my stamDK and hope they are still a thing? How trusty is that in game build advisor? I used it a bit but it left out ALOT of the skills you have picked so am not so sure now. Don't you just pick all passives and then go from there? So much new stuff so a newer build would be great, unless this is one...lol. Cheers!!

  2. #42

    Jadax

    Member13 Posts

    Question for this - so 39 pierce is too much for parses (I think limit is like 30 without it becoming a 'cheese' issue) - what would you recommend my cp allocation be in that case? 

  3. #43

    HatchetHaro

    Contributor52 Posts
    Drgneb wrote on April 9, 2018

    having just came back to ESO from a 2 yr break (GW2...gah) how up to date is this build?  I don't have Morrowwind yet but will in a few days. Always loved my stamDK and hope they are still a thing? How trusty is that in game build advisor? I used it a bit but it left out ALOT of the skills you have picked so am not so sure now. Don't you just pick all passives and then go from there? So much new stuff so a newer build would be great, unless this is one...lol. Cheers!!

    This build is fully up-to-date for Dragon Bones. Just pick all the passives that has anything to do with your damage.

    Jadax wrote on April 10, 2018

    Question for this - so 39 pierce is too much for parses (I think limit is like 30 without it becoming a 'cheese' issue) - what would you recommend my cp allocation be in that case? 

    I receive that a lot; no need to enforce your own standards on others in their own personal parses, especially when that CP allocation is actually pretty good for dungeons, vMA, and vDSA. Really, I couldn't care less if others call it cheese.

    Still, in that case, I'd suggest allocating a few points into Thaumaturge to the next jump point, and do the same to Precise Strikes; that should leave you at 29 Piercing.

    Only ever plays stam DK and stamsorc.

    Literally only good at stam DK and stamsorc.

  4. #44

    Drgneb

    Member267 Posts

    @HatchetHaro.....Ok, gotta ask cuz you seem like the best person to ask this of. 

    How do you feel playing as lizard and stam DK? Any major issues that you could foresee or does it all come down to gameplay? I ask because I am a bit over the Elves and Human meta and think a Dragonknight that is actually part dragon kinda cool. But...I don't want to seriously gimp myself for future dungeon runs and such. I mean I will be running with guild mostly but may do the occasional PUG, and hopefully wont get kicked for not being "meta"! Its part of the reason I left GW2 and would hate to see it repeat in ESO.

    So yea, just how do you find running as Argonian and would you recommend it? Cheers!  ;)

  5. #45

    HatchetHaro

    Contributor52 Posts
    Drgneb wrote on April 29, 2018

    @HatchetHaro.....Ok, gotta ask cuz you seem like the best person to ask this of. 

    How do you feel playing as lizard and stam DK? Any major issues that you could foresee or does it all come down to gameplay? I ask because I am a bit over the Elves and Human meta and think a Dragonknight that is actually part dragon kinda cool. But...I don't want to seriously gimp myself for future dungeon runs and such. I mean I will be running with guild mostly but may do the occasional PUG, and hopefully wont get kicked for not being "meta"! Its part of the reason I left GW2 and would hate to see it repeat in ESO.

    So yea, just how do you find running as Argonian and would you recommend it? Cheers!  ;)

    Oh boy. This subject again.

    I'd like to clarify that the reason behind me playing solely Argonians has nothing to do with gameplay and passives and everything to do with my identity and subsequent enjoyment of the game. It does get sensitive when people suggest or even request that I change my race; that is something I will absolutely refuse to do.

    So I'm going to say that for all content within ESO, playing the race you want is 100% fine, and if anyone gives you shit about it, you should just ignore them. You're not gimping yourself with racial choice, no matter whatever elitists thinks otherwise.

    If you get kicked from a pugged dungeon because you're not playing a "meta" race, they don't deserve you. No, seriously, kicking people from a dungeon just because of race? That's just stupid.

    Playing a non-meta race shouldn't stop you from the PvE end-game of pushing score in trials as well, though based on peoples' attitudes it may slow you down. The unfortunate truth is that you may be rejected from certain core teams, despite your achievements and skill, simply due to you playing a non-"meta" race. My recommendation is to avoid them entirely. You don't need their negativity.

    Fact of the matter is, it is completely fine. I scorepush trials extremely successfully on PC-NA even on my Argonian DDs, and so does my fellow Argonian pal, Seagull. Currently on PC-NA, I hold scores for #2 vAA (as an Argonian stamsorc with Seagull's Argonian stamDK), #3 vSO (Argonian stamDK), #4 vSO (Argonian stamsorc with Seagull's Argonian stamDK, as well as another pal's Argonian magsorc), and Seagull also holds #5 vSO and #4 vDSA on his Argonian stamsorc. Both of us can match and even surpass many Redguard and Khajiiti players in terms of damage, and that says even more of our own skill. I also hold #5 vAS on my Argonian magblade, and am extremely close to acquiring Immortal Redeemer with my guild, though I am less confident in my ability as a magicka player; if I spent as much time on magicka classes as I did on stamina classes, though, I am certain that I would reach the same level as many Altmer and Dunmeri magsorcs and magblades.

    Basically, what I'm saying is, go wild, and play what you enjoy. Put the work into it, and you'll do great. Swagger on, my beautiful Argonian brethren.

    Only ever plays stam DK and stamsorc.

    Literally only good at stam DK and stamsorc.

  6. #46

    Drgneb

    Member267 Posts
    HatchetHaro wrote on May 1, 2018
    Drgneb wrote on April 29, 2018

    @HatchetHaro.....Ok, gotta ask cuz you seem like the best person to ask this of. 

    How do you feel playing as lizard and stam DK? Any major issues that you could foresee or does it all come down to gameplay? I ask because I am a bit over the Elves and Human meta and think a Dragonknight that is actually part dragon kinda cool. But...I don't want to seriously gimp myself for future dungeon runs and such. I mean I will be running with guild mostly but may do the occasional PUG, and hopefully wont get kicked for not being "meta"! Its part of the reason I left GW2 and would hate to see it repeat in ESO.

    So yea, just how do you find running as Argonian and would you recommend it? Cheers!  ;)

    Oh boy. This subject again.

    I'd like to clarify that the reason behind me playing solely Argonians has nothing to do with gameplay and passives and everything to do with my identity and subsequent enjoyment of the game. It does get sensitive when people suggest or even request that I change my race; that is something I will absolutely refuse to do.

    So I'm going to say that for all content within ESO, playing the race you want is 100% fine, and if anyone gives you shit about it, you should just ignore them. You're not gimping yourself with racial choice, no matter whatever elitists thinks otherwise.

    If you get kicked from a pugged dungeon because you're not playing a "meta" race, they don't deserve you. No, seriously, kicking people from a dungeon just because of race? That's just stupid.

    Playing a non-meta race shouldn't stop you from the PvE end-game of pushing score in trials as well, though based on peoples' attitudes it may slow you down. The unfortunate truth is that you may be rejected from certain core teams, despite your achievements and skill, simply due to you playing a non-"meta" race. My recommendation is to avoid them entirely. You don't need their negativity.

    Fact of the matter is, it is completely fine. I scorepush trials extremely successfully on PC-NA even on my Argonian DDs, and so does my fellow Argonian pal, Seagull. Currently on PC-NA, I hold scores for #2 vAA (as an Argonian stamsorc with Seagull's Argonian stamDK), #3 vSO (Argonian stamDK), #4 vSO (Argonian stamsorc with Seagull's Argonian stamDK, as well as another pal's Argonian magsorc), and Seagull also holds #5 vSO and #4 vDSA on his Argonian stamsorc. Both of us can match and even surpass many Redguard and Khajiiti players in terms of damage, and that says even more of our own skill. I also hold #5 vAS on my Argonian magblade, and am extremely close to acquiring Immortal Redeemer with my guild, though I am less confident in my ability as a magicka player; if I spent as much time on magicka classes as I did on stamina classes, though, I am certain that I would reach the same level as many Altmer and Dunmeri magsorcs and magblades.

    Basically, what I'm saying is, go wild, and play what you enjoy. Put the work into it, and you'll do great. Swagger on, my beautiful Argonian brethren.

     That's awesome mate!! One of the most direct and honest answers I have gotten! So many come back with "whats it matter?" or Why do you care/ask? sort of replies. I asked because I do care and want to enjoy the game and not get flamed for what I play. So glad you play for playing sake and not because its meta and all that crap! Since my return to this game I have been on the fence with magDk and stamDk...just cant decide. Forums and all are blowing up on how magDK is going to be all the rage come Summerset but I am so over all the "meta jumping". Had enough of that crap in GW2, partly the reason why Ieft. 

    I have to admit it was hard to look at my racial passives and not think its a waste and I should re-roll which is what lead me to you. How do you all make it work? Do you put extra points in CP's to make up for the loss of stats in your passives or enchant or...is it just not that big a deal that it needs any attention? Like I said I think the whole "dragon" being a Dragonknight is kinda cool and such a departure from what I usually play...ya know, all the "pretty" races...lol! So yea, it gladdens the heart to see that you and others have been very very successful in your game play, so much so that others can go suck it!!

    Cheers for the awesome reply and thanks again! While I am excited to see if magDK does see some love come SS I would really like to see stam still be a strong contender! Just "feels" better going in and going choppy choppy instead of pew pew like a mage! And we can still burn em as well! ;)

    THANKS!!

Respond

Sorry, you must first log in or register for a Tamriel Foundry account before you may comment on articles!

Please respect the Tamriel Foundry Code of Conduct when commenting on articles.