DK Heavy Attack Gank
This is one of the strongest Heavy Attack Ganks that you can possibly make. It utilises the DK's passives amazingly and is super easy to make.
So what are you waiting for?
This build, although powerful, still isn't fully optimised. It's more of a show case of what you can do with two very easily obtainable sets, with a dash of Balorghs.
The key thing to understand is that your light and heavy attacks scale of whichever offensive stat is higher, weapon damage or spell damage.
Hence the 10K weapon damage.
Location: The Reach
Traits needed to craft: 9
Requires DLC: Markarth
Massive 10k armor set at the cost of increase stamina movement abilities. It's not for everyone this but it works well with Bash builds. A cheap alternative would be Veiled Heritance which would give you more weapon damage and spell power. I use 5 Heavy for 21% bash damage increase and more resistance.
Traits needed to craft: 7
Requires DLC: Deadlands
The best bash damage set. Nothing really comes close to the extra bash damage. Well worth golding out a full set if you're in to your bash builds. I have full gold jewellery and I do not regret it. Again Heavy sets only
Blessing of the Potentates
Location: Cyrodiil, Vlastarus Elite Gear Vendor
Available in guild vendors this is a solid back bar set for reduced damage but mainly for the 15% reduction to ultimate. Extremely strong!
Requires DLC: Greymoor
A popular Mythic for those not wanting to go down the crit route. Perfect for increasing your bash damage as wel as those DOTs which we're applying.
A great gap closure with a shield and stun with a bit of damage. Very solid.
Rush an enemy and ram them, dealing 1393 Physical Damage and stunning them for 3 seconds. You gain a damage shield after the attack, absorbing 2479 damage for 6 seconds. This portion of the ability scales off your Maximum Health.
A personal favouite of mine and great for bash weaving. It'll be low damage as stamina is low but minor and major breach is why we have it used here.
Thrust your weapon with disciplined precision at an enemy, dealing 1199 Physical Damage and taunting them to attack you for 15 seconds. Also inflicts Minor Breach and Major Breach on the enemy, reducing their Physical Resistance and Spell Resistance by 2974 and 5948 for 15 seconds.
3% increase to bash damage and a ground aoe with Magicka recovery very solid.
Violently drain the last spark of life from a corpse, dealing 4366 Shock Damage over 12 seconds to all enemies around the corpse and between you and the corpse. This portion of the ability scales off your highest offensive stats. You also restore 1295 Magicka over 12 seconds while siphoning the corpse. While slotted, your damage done is increased by 3%.
Defensive Shield that also reflects damage back to the enemy. When you're out of Magicka this is your life line.
Bolster your defenses, gaining a damage shield that absorbs up to 4958 damage for 6 seconds. This portion of the ability scales off your Maximum Health. You reflect the next harmful Direct Damage projectile cast at you. This effect can occur once per cast. While you have a shield equipped, the amount of damage you can block is increased by 10% and the cost of blocking is reduced by 10%.
Your Escape and damage mitigation. Great for nullifiying damage. Use Defensive stance after before switch to back bar for heals
Dissolve into a dark mist, reducing your damage taken from players by 75% and granting you Major Expedition, increasing your Movement Speed by 30% for as long as you maintain the channel. Entering this form removes and grants immunity to all disabling and immobilization effects, but you cannot be healed and your Recovery stats are disabled.
Dawnbreaker of Smiting
This is here to add weapon and spell damage from the passive but if you're after a quick stun and damage fire away.
Arm yourself with Meridia's sacred sword and dispense her retribution, dealing 3600 Physical Damage to enemies in front of you, an additional 4314 Physical Damage over 6 seconds, and stunning them for 2 seconds.
Solid Dot with resources after kill. Also Cheap to cast.
Lay claim to an enemy's soul, dealing 3480 Magic Damage or 3480 Physical Damage over 10 seconds. The damage dealt is based on your highest offensive stats. If an affected enemy dies, you fill an empty Soul Gem and heal for 3200. You also restore 2400 Magicka and 2400 Stamina. This portion of the ability scales off your Maximum Health, Magicka, and Stamina.
DOT that gives you Major Sorcery increasing healing and damage. The reason why we're going Magicka instead of stamina
Bind an enemy with chaotic magic, dealing 3480 Magic Damage over 10 seconds. Excess magic spills out from them, granting you Major Sorcery, increasing your Spell Damage by 20% for 20 seconds.
Probably the biggest spammable class heal in the game when stacked but the extra resistance means we bash for more. The defile is negated by the Necromancer passives
Sacrifice your own power to repair damaged flesh, healing you or an ally in front of you for 3600 Health but applying Minor Defile to yourself for 4 seconds, reducing your healing received and Health Recovery by 8%. You grant the target Physical Resistance and Spell Resistance equal to half the amount healed for 3 seconds.
Your Major Resolve which pulls people towards you.
Wrap yourself in hardened bone, granting you Major Resolve, increasing your Physical Resistance and Spell Resistance by 5948 for 20 seconds. While active, enemies that strike you with ranged attacks will be pulled toward you once every 3 seconds. Creates a corpse when the effect completes.
The Strongest dispel in the game. It costs next to nothing is really is a must have. Plus it makes your ultimate cheaper.
Embrace the power of death, removing up to 4 negative effects from yourself. While slotted, the cost of all your abilities are reduced by 3%.
Amazing ultimate with Major Vulnerability which increase our bash damage without making us a target,
Unleash a pestilent Flesh Colossus to pulverize enemies in the area. The Colossus smashes the ground three times over 3 seconds, dealing 2880 3023, and 3175 Disease Damage with the first, second, and third smash. Dealing damage applies Major Vulnerability to any enemy hit for 12 seconds, increasing their damage taken by 10%.