
Today's player-made build features a Dragonknight that specializes in support and healing.
Fresh new builds based on the 1.6 changes are rolling in, and we've enjoyed seeing how you're adapting to take advantage of the updates. For this Battlemaster's Corner, we've picked out a Dragonknight healing build that's 1.6-ready and capable of taking on the toughest challenges. If you've been wondering whether your Dragonknight is up to the task of keeping your group alive, give it a shot!
We'd love to see more of your shiny 1.6 builds! Send all the details to community@elderscrollsonline.com and make sure to include a handful of screenshots of your character for us to choose from.
The Infernal Warden
Unlike his Dragonknight brethren, who stand as strong damage dealers and tanks, the Infernal Warden uses his mastery of the elements to protect, shield, and heal his allies as they do battle. He is an accomplished healer, standing in the top tier of Nirn's cleric class, and he's protected his allies from every danger—from Craglorn's Sanctum Ophidia and Veteran Dragonstar Arena through Auridon's Banished Cells. He uses his resourceful abilities and leadership to overcome all challenges.
To accomplish this, he uses the mythic Way of Martial Knowledge found throughout Cyrodiil's Dolmens and Craglorn's delves to enhance his magicka and spell damage, and he relies on the Dragonstar Arena's Legendary Healer's Habit set to sustain his healing and bolster it past his normal limits. The Infernal Warden is also an avid student of the constellation The Ritual, as it increases his healing abilities even further.
Unlike his Templar colleagues, who blindly spam their Breath of Life technique to heal in difficult times, the Warden skillfully uses Igneous Shield and Structured Entropy, which provide increased healing and spell damage, while conjuring the spells of Mutagen, Healing Ward, and Healing Springs to protect his brethren from falling even in the most desperate situations.
While not in his healing role, the Infernal Warden debuffs the opposition with Elemental Drain and pulls them in close with Extended Chains before draining their life force and bolstering his own magicka with Draw Essence. This is then rotated with Healing Springs to provide a constant source of damage and healing for the group.
To support this type of magicka use, he sports the Master Restoration Staff (Infused) and Master Ice Staff (Infused) which he claimed as rewards for having defeated the Veteran Champion of Boethiah in Craglorn's Dragonstar Arena. The Master Ice Staff has become a very useful tool, as it provides a cheaper version of the useful skill Destructive Reach, which he uses to freeze dangerous foes in place to allow time for the damage dealers to react.
For his ultimate abilities, he either can call on his Mages Guild training in bringing down a passing star to incinerate his opposition or shield his allies with a massive damage shield that provides magicka and ultimate when it expires. As an added benefit, the Shooting Star ultimate provides two-percent magicka regeneration and a two-percent max magicka buff, while Replenishing Barrier provides a five-percent magicka regeneration buff. He will cycle as needed between his healing and support bars. The Infernal Warden's Battle Roar passive also rejuvenates his own resources each time one of these abilities are used, producing nearly endless magicka and other resources.
ABILITIES
Bar 1
Obsidian Shield (Igneous Shield) – This is the backbone of Dragonknight healing. It provides Major Mending, which allows healing abilities to be amplified by thirty percent.
Grand Healing (Healing Springs) – A cost-effective spell that produces an AoE heal that can be spammed in high-damage situations.
Regeneration (Mutagen) – A long-term HoT that can target low-health allies for instant heals, removes a debuff, and provides healing.
Steadfast Ward (Healing Ward) – A last-minute damage shield that protects an ally from death and allows the Warden enough time to provide further healing. It gives a small amount of healing when cast and heals for the remainder of the shield when it expires. The less health the ally has, the greater the damage shield.
Magelight (Inner Light) – Increases spell critical and maximum magicka.
Meteor (Shooting Star) – Calls down a meteor that hits targets with a huge burst attack and provides an area DoT on the ground that was struck. This also provides ultimate for each enemy hit. The Warden prefers this on his main bar for the increase to magicka, which barrier does not have.
Bar 2
Entropy (Structured Entropy) – Used for the Major Sorcery buff that increases spell damage. This should be kept up.
Inhale (Draw Essence) – Absorbs the health of three nearby enemies and produces a fiery explosion that returns magicka to the caster based on the number of enemies hit.
Weakness to Elements (Elemental Drain) – Used to individually debuff all enemies, making them more susceptible to elemental damage and returning magicka. This makes Draw Essence hit harder and return even more magicka.
Fiery Grip (Extended Chains) – A very useful ability for drawing enemies in for group AoE.
Magelight (Inner Light) – Increases spell critical and maximum magicka.
Barrier (Replenishing Barrier) – An awesome group damage shield based on the caster's magicka. When it is either destroyed or expires, it returns ultimate and magicka to the caster. Can be used in a dire situation to prevent a wipe.
Alternate Abilities Swapped In
Destructive Touch (Destructive Reach) – Used with a Master Frost Staff as a reduced-cost way to freeze pesky Battle Mages in place in Dragonstar Arena.
Circle of Protection (Ring of Preservation) – An awesome damage mitigation circle that enhances allies' health regeneration and provides the Major Armor and Spell Resist buffs.
ARMOR/WEAPONS
Seven pieces of light armor: Five pieces of Healer's Habit
Increases maximum magicka, magicka regeneration, spell damage, and overall healing
Four pieces of Way of Martial Knowledge
Increases magicka and two pieces' worth of spell damage.
One monster helm for health: Spawn of Mephala
Provides a one-piece bonus to health.
Head: Hat of the Healer
Shoulders: Spawn of Mephala (Light Infused)
Chest: Shirt of Martial Knowledge
Belt: Sash of Marital Knowledge
Gloves: Gloves of the Healer
Legs: Breeches of Martial Knowledge
Boots: Shoes of Martial Knowledge
Mundus: The Ritual
Weapon one: Master Restoration Staff
Weapon two: Master Frost Staff