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Ballehalle

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Joined: 25 May 2014
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re: DK tank build for trials

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This is what i would recommend for DK tanks

5 piece of Whitestrike set: Chest, belt, feet, sword, shield and restro staff

4 piece of Kagrenac set: head, shoulders, hands and legs

3 piece Footman set: neck and 2 rings

Head, legs and chest are infused, rest are divines.

Mundos stone: The Mage

All attributes in health.

Health enchantment: chest, shoulders and belt

Magicka: shield and head

Stamina: feet, legs and hands

Sword and restro staff are with defending trait. Sword has hardening enchantment and staff has absorb magicka enchantment

Neck has health recovery, 1 ring has shield-play and 1 has magicka recovery

With food buff (3 stat buff) I have:

   -3166 health

   -1902 magicka

   -1804 stamina

1st bar:

2nd bar:

My stats:

This build is for Dragonstar Arena HM, it also works for AA, Hel Ra and SO.

For DSA, I mostly use 1st bar, 2nd bar is for the chains (if there is no other dk in the group, I switch absorb magic with chains until the 10th stage) to help with the pulling and healing springs to get ulti and help healing last boss's aoe pull (if needed). At the beginning I use inner beast and then pierce armor to reapply the taunt. Pierce armor to save my magicka, so I have it enough for the chains or green dragon blood to heal myself. If I get low on stamina, I switch between inner beast and pierce armor. Absorb magic is nice for the mages, because they heal me and  igneous shield is for when we are grouped and enemies are casting aoe. Igneous shield is also a must for last boss to take the fire damage. Corrosive armor is nice ulti to have it saved for emergencies, when you are taking too much damage. I use the standard when the boss is at low health and sometimes on the adds.

For SO, I have the same armor sets and bars, but on the 1st bar, I have crippling slash instead of absorb magic. 

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