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A Complete Guide to ESO Zenkosh DK

By Michel Z
Published on 
Last updated on 

In The Elder Scrolls Online, Zenkosh is a community-coined term that combines the names of two gear sets: Z'en's Redress and Roar of Alkosh. Combining these sets and using a specific build strategy allows a player to simultaneously debuff enemies and boost the entire group's damage, making the Zenkosh build highly effective in Trials and other challenging PvE scenarios. If you are interested in making a Zenkosh Dragonknight, then you are in the right place. Ninja Pulls's guide can help you make your Zenkosh Dragonknight the best it can be—not just in uptime but also in damage output.

 


1. The Role of Support Damage Dealers

Many people underestimate support damage, thinking it's an easy mode for players who prefer to take a backseat. In reality, support damage dealers (DDs) are the unsung heroes of organized Trial groups. A skilled Zenkosh (Z'en's Redress + Roar of Alkosh)  DD can contribute an impressive 17% damage increase to the group through debuffs alone, with their own damage potentially reaching 8-13% in specific encounters. This means a Zenkosh damage dealer could be responsible for about 25-30% of the group's total damage. So, rather than viewing it as low stakes, recognize the value of those who excel in this role.

 

2. Basic Zenkosh Setup

Attributes: 64 points in Magicka or Stamina (Armor glyphs to match)

Mundus: The Thief (with Divines body pieces)

Races: High Elf (Magicka), Dark Elf (both), Khajiit (Both), or whatever you want.

It's worth mentioning the High Elf passive, Spell Recharge, which restores your off-resource. This can be incredibly beneficial for a Magicka Dragonknight, especially since they often require more Stamina.

Food: Max Magicka or Max Stamina

Ideally with Max Health (and Recovery if you need it).

Potions

•   First Choice: Tri-Restoration Potions

•   If Buffs Are Missing: Essence of Spell/Weapon Power

•   Special Occasions: Essence of Heroism

Dark Elf and Khajiit can easily switch between Magicka and Stamina without penalties, while High Elf and Orc have race-specific passives that favor one over the other.

 

3. Zenkosh Gear Sets

Roar of Alkosh Set Explained

By taking a synergy every 10 seconds, you can proc the Roar of Alkosh set effect and shred enemy armor by 6K. But what does this mean in practical terms? For example, if you cast a Molten Whip for 50K damage, the enemy's armor—also known as resistances—determines how much of that damage actually penetrates. In Trials and dungeons, enemies typically have around 18.2K armor, with each point of armor reducing incoming damage by 0.2%. This means that if you have zero penetration against an enemy with 18.2K armor, only about two-thirds of your damage will get through. So, despite setting up a character with impressive stats and dealing hefty 50K damage with Molten Whip, you might only hit the enemy for a mere 32K.

Ways of Increasing Weapon Damage

•   Major Brutality (potions/Igneous Weapons/Degeneration)

•   Minor Brutality (Eruption/Stone Giant)

•   Weapon Damage Glyph (Back bar weapon DoT)

•   Major Courage (Spell Power Cure etc.)

To maximize the effectiveness of Roar of Alkosh, you need at least 6K weapon damage, as the armor shred scales with this stat. Fortunately, reaching 6K weapon damage is quite achievable for damage dealers in Trials. Maintain Major Brutality with potions, keep Eruption active for Minor Brutality, and ensure you have a back bar DoT for the weapon damage glyph. Your healers should also provide Major Courage, pushing your weapon damage beyond 7K.

You'll need to take a synergy at least every 10 seconds, as all synergies have a 20-second cooldown. Most groups typically aim to have three synergies available for the Zenkosh DK. Common options include:

•   Healing Combustion from Energy Orb

•   Harvest from a Warden healer's Budding Seeds

•   Grave Robber from a Necromancer's Boneyard

While these are common choices, they aren't the only options available. Organized groups often have other DDs to block Harvest and Grave Robber with an add-on, while everyone can always take Combustion. The Runebreak synergy from the Arcanist's Fulminating Rune skill is also available to three team members.

If you're on console and can't use add-ons to block synergies yet, your team will need to exercise some self-control.

Ensure there's always a synergy available for you during each trash pull and approximately every 8 seconds during a boss fight.

The damage from the shockwave isn't overwhelming, but it can still be significant. You'll get one initial hit followed by four ticks every two seconds, potentially yielding up to 3K DPS per target.

12% of 0.5 million = 60K DPS

12% of 3 million = 360K DPS

Good Trial groups can easily achieve 0.5 million damage per second and over 3 million if they're really optimized and tackling multiple targets. The 12% damage increase from Alkosh can be substantial, even in casual groups where average damage may be lower. If someone suggests that it's too complicated and recommends all DDs bring penetration instead, that might work with just one or two DDs or if there's no Alkosh DD available. However, it's inefficient to have all eight DDs in a Trial boost their stats individually when a simple debuff can achieve the same effect. Therefore, it's always worth having Alkosh in your setup if you can.

 

Z'en's Redress Set Explained

Z'en's Redress is much simpler to use. You typically activate it by performing a light attack with a five-piece set equipped every 20 seconds, which causes the target to take 1% more damage from all sources for each damage-over-time effect you have on them, up to a maximum of 5%. So, your main tasks are to light attack and maintain five sticky DoTs on the target. 

Important Points

Sticky DoTs: You need to apply DoTs that are applied directly to the target. Ground DoTs, such as Wall of Elements, Stampede, and Eruption do not count towards Z'en stacks.

Status Effects: Other status effects like Burning, Poisoned, and Hemorrhaging also count, meaning you might only need to slot four DoTs if you consistently have at least one of these active.

Z'en is also easier to manage because it's not all-or-nothing like Alkosh. If you drop to four stacks instead of five, you only lose 1% damage for a few seconds. While ideally, you want to maintain all five stacks, it's not as detrimental as losing 12% damage.

Recommended Abilities for Z'en's Redress

Here are some abilities you can use to maintain your DoTs:

•   Barbed Trap: Since Z'en provides a single-target debuff, Bob Trap is useful for a fight with a priority target.

•   Venomous Claw: A strong ability that should always be used in single-target encounters.

•   Engulfing Flames: Someone in your group should be using this for an extra 6% flame damage, and it might as well be you.

•   Burning Talons: The initial hit is an AOE. But everything that gets hit receives a sticky DoT for 5 seconds. So long as you can regularly use the skill whenever it is available, it works great.

•   Acid Spray: Functions similarly to Burning Talons.

•   Poison Injection: Another bow ability that provides a solid source of Poisoned with strong execute scaling.

•   Degeneration: Grants Major Brutality and Sorcery if you can't get it otherwise.

•   Carve: An incredibly long-lasting DoT with high damage per cast.

•  Ulfsild's Contingency: If you add flame damage with Lingering Torment Script, the initial blast also applies a 22-second DoT.

•   Flame Reach: Another good option.

•   Rending Slashes (Dual Wield): Offers additional flexibility.

These DoTs don't need to be on the same bar as your Z'en weapon; only the light attack must be executed on that bar. It's clear that while Alkosh is a staple debuff, Z'en is more of a luxury.

 

A Classic Zenkosh Setup

You can set up your gear however you like; the key is that you and your group are satisfied with its performance. I'm not trying to avoid recommending a specific setup, but a quick look at ESO Logs will show you that there are numerous viable Zenkosh setups, all effective in their own way. If I provided a single build to follow, it wouldn't be honest or helpful.

Our goal with this video series is to shift away from rigid build adherence and instead emphasize knowledge and gameplay. That said, here's a classic Zenkosh setup: if you use this, you're unlikely to encounter issues. Feel free to screenshot this or use it as a starting point to explore further.

Gear

•   Encratis's Behemoth Mask (Divines)

•   Encratis's Behemoth Epaulets (Divines)

•   Jack of Alkosh (Divines)

•   Bracers of Alkosh (Divines)

•   Belt of Alkosh (Divines)

•   Guard of Alkosh (Divines)

•   Boots of Alkosh (Divines)

•   Z'en's Necklace (Bloodthirsty)

•   Z'en's Ring (Bloodthirsty)

•   Z'en's Ring (Bloodthirsty)

•   Z'en's Dagger (Charged)

•   Z'en's Dagger (Charged)

•   The Maelstrom's Perfected Inferno Staff (Infused) 

Pro Tips: In The Elder Scrolls Online, gold coins enhance your gaming experience, especially when building a Zenkosh Dragonknight. This currency allows you to purchase essential gear, potions, and materials that can significantly improve your character's performance in Trials and other challenging PvE content. 

Skills

•   Front Bar Skills

•   Barbed Trap

•   Camouflaged Hunter

•   Molten Whip

•   Burning Talons

•   Deadly Cloak

•   Flawless Dawnbreaker

•   Back Bar Skills

•   Elemental Blockade

•   Eruption

•   Flames of Oblivion

•   Venomous Claw

•   Engulfing Flames

•   Standard of Might 

•   Consumables

•   Solitude Salmon-Millet Soup

Champion Points

•   Treasure Hunter

•   Rationer

•   Liquid Efficiency

•   Steed's Blessing

•   Deadly Aim

•   Backstabber

•   Thaumaturge

•   Wrathful Strikes

•   Boundless Vitality

•   Celerity

•   Fortified

•   Rejuvenation

*Thaunmaturge/Master-at-Arms is borderline. Always check.

With Alkosh on the body, you can take synergies from whichever bar you're on, and the debuff will activate. If you don't have issues with misclicks, you can front-bar it if you want to wear Harpooner's Wading Kilt and a monster set for more damage potential. Avoid taking synergies on your back bar and mess up your Alkosh uptimes. Boosting your own damage by a few percent isn't worth it if it reduces the group's overall damage. Using one-bar Alkosh is perfectly fine; it may be slightly stronger but also riskier.

Z'en Redress is easy to manage on one bar; just light attack with it every 20 seconds. I prefer not to double-bar it, but instead, I use that space for a Mythic or a two-piece weapon set.

Z'en also works well on the back bar because of its 4-piece bonus. The Magicka number isn't particularly exciting for a Magicka DK, and it's useless for a Stamina DK, so it's better to keep that stat hidden on the back bar, especially if you have a perfected weapon set with a beneficial stat on the front. Be strategic about which stat you want active most of the time.

You might need to run in Encratis's Behemoth to buff flame damage group-wide and protect against incoming flame damage, which can be useful in places like Rockgrove. However, if your group lacks that much flame damage, your raid leader might prefer not to include it. In that case, you can use Zann, which benefits Dragonknights due to the passive skills of World in Ruin and Combustion. The extra burning helps sustain and can keep you at full stacks if one of your sticky DoTs drops for a moment.

Common Default

Monster Set: 2×Encratis/2×Zaan

1×Medium, 1×Light, Divines, Magicka/Stamina glyphs

Body: 5×Alkosh

5×Medium, Divines, Magicka/Stamina glyphs

Jewelry: 3×Z'en

Bloodthirsty, Weapon/Spell Damage glyphs

Front Bar: 2×Z'en

Daggers, 2×Charged/Nirn+Precise, Poison+Flame glyphs

Or Bow, Charged, Flame glyph

Back Bar: 2×Arena Weapon

Inferno/2H/Bow, Infused, Weapon Damage glyph

Slightly Better Armor

Monster Set: 2×Encratis/2×Zaan

2×Medium, Divines, Magicka/Stamina glyphs

Body: 4×Alkosh, 1×Z’en

4×Medium, 1×Light, Divines, Magicka/Stamina glyphs

Jewelry: 2×Z’en, 1×Alkosh

Bloodthirsty, Weapon/Spell Damage glyphs

Front Bar: 2×Z'en

Daggers, 2×Charged/Nirn+Precise, Poison+Flame glyphs

Or Bow, Charged, Flame glyph

Back Bar: 2×Arena Weapon

Inferno/2H/Bow, Infused, Weapon Damage glyph

You can choose to make one or both of your monster pieces light. In organized groups, that should suffice, but it's technically better to keep the head and shoulders medium for higher armor value, placing Z'en on the waist or hands since those contribute the least armor. This choice impacts survivability slightly but not damage, which is why most players don't worry about it.

Velothi Ur-Mage's Amulet

Monster Set: 2×Encratis/2×Zaan

2×Medium, Divines, Magicka/Stamina glyphs

Body: 4×Alkosh, 1×Z’en

4×Medium, 1×Light, Divines, Magicka/Stamina glyphs

Jewelry: 2×Z’en, 1×Ur-Mage

Bloodthirsty, Weapon/Spell Damage glyphs

Front Bar: 2×Alkosh

Daggers, 2×Charged/Nirn+Precise, Poison+Flame glyphs

Or Bow, Charged, Flame glyph

Back Bar: 2×Z'en

Inferno/2H/Bow, Infused, Weapon Damage glyph

Harpooner's Wading Kilt

Monster Set: 2×Encratis/2×Zaan

1×Medium, 1×Light, Divines, Magicka/Stamina glyphs

Body: 4×Alkosh, 1×Kilt

5×Medium, Divines, Magicka/Stamina glyphs

Jewelry: 3×Z'en,

Bloodthirsty, Weapon/Spell Damage glyphs

Front Bar: 2×Alkosh

Daggers, 2×Charged/Nirn+Precise, Poison+Flame glyphs

Or Bow, Charged, Flame glyph

Back Bar: 2×Z'en

Inferno/2H/Bow, Infused, Weapon Damage glyph

Arena Weapons

Monster Set: 2×Encratis/2×Zaan

1×Medium, 1×Light, Divines, Magicka/Stamina glyphs

Body: 5×Alkosh

5×Medium, Divines, Magicka/Stamina glyphs

Jewelry: 3×Z'en,

Bloodthirsty, Weapon/Spell Damage glyphs

Front Bar: 2×Weapon Set/Z'en

Daggers, 2×Charged/Nirn+Precise, Poison+Flame glyphs

Or Bow, Charged, Flame glyph

Back Bar: 2×Z’en/Weapon Set

Inferno/2H/Bow, Infused, Weapon Damage glyph

If you're comfortable front-barring Alkosh, you can add the Velothi Ur-Mage's Amulet (Mythic item) if cleave is super important or the Kilt for more damage without worrying about stacks. The Kilt can help you reach the 125% critical damage cap, though many players opt for Backstabber and add a weapon set. On the dummy, the Kilt only provides a modest 2-3K advantage.

This advice applies equally to both Magicka and Stamina Dragonknights, and everything is optional. If you ever want to revert to the default setup I showed earlier, feel free—there's no pressure. If you want to optimize but feel overwhelmed by options, focus on the fight: Is it more important to prioritize the boss or to cleave multiple targets? If you're using Z'en, likely, there's a single priority target, and quickly defeating it leads to victory. In that case, focus on single-target damage like Zaan, Venomous Claw, or bows. Conversely, if you need to focus on cleave damage for killing several key targets, consider swapping Z'en for Azureblight Reaper and leaning into AoE power like Velothi Ur-Mage's Amulet, Burning Talons, or Maelstrom Inferno. This also applies to your Champion Points.

By distinguishing between focused damage and true multi-target fights and adjusting your setup accordingly, you'll already become much more effective.

 A Complete Guide to ESO Zenkosh DK


4. Zenkosh Build Skills and Rotation

When setting up your Dragonknight, aim to keep it as close to a standard full-damage build as possible. Start with essential abilities like:

•   Molten Whip

•   Standard of Might

•   Burning Talons

•   Flames of Oblivion

•   Eruption

•   Venomous Claw

•   Barbed Trap

•   Dawn Breaker

If no one else in your group is using it, consider adding Engulfing Flames. Also, if you equip Alkosh on your body and Z'en on the front bar, a Maelstrom Inferno works well on the back bar.

Rotation Structure

The rotation follows a straightforward 15-second structure:

•   Three Talons for every Blockade

•   Insert DoTs and Molten Whips in between

Blockade is particularly effective if you're using Encratis or if you prefer Stone Giant as a spammable ability to relieve some Stamina pressure.

If you want to simplify Magicka sustain or lack Encratis, consider switching to:

•   Maelstrom 2H with Stampede and Carve

•   Maelstrom Bow with Endless Hail and Poison Injection

All three Maelstrom weapons are effective, and the primary DoTs last 15 seconds, keeping the rotation consistent even with a Z'en weapon on the back bar.

Mythic and Weapon Choices

Using Z'en on the back bar allows you to utilize Alkosh as your front bar set, as long as you trust yourself with the synergies. This, in turn, creates space for a Mythic item. Alternatively, you can keep Alkosh on the body and use that free space for a weapon set. Here are three good options for the front bar:

1. Blackrose Daggers: While it requires being in combat to activate the buff, it boosts both damage and survivability. If you are a Magicka Dragonknight and using the Blade Cloak skill, this is a perfect choice. Plus, if you have the perfected version, the extra Stamina recovery is beneficial. If you decide not to use Blockade, then they could work equally well on the back bar.

2. Vatrans Bow: For a Stamina Dragonknight, this can be paired with Snipe.

3. Blackrose Bow: Use with Magnum Shot.

The Vatrans Bow enhances damage from Snipe, particularly Lethal Arrow, the closer you are to the target, making it comparable to Molten Whip as a spammable option without the hybridized cost. This is useful when you don't need to provide stagger but struggle with the Magicka cost of Whip alongside Talons, Eruption, and other Magicka DoTs.

I suggest combining this setup with a Z'en Bow and Poison Injection to create a 20-second rotation, allowing for four casts of Talons instead of three. Use Arrow Barrage (10-second morph) instead of Endless Hail for a tidier rotation. Also, use Acid Spray and keep Molten Whip slotted passively on the back bar for Seething Fury.

Sustain Considerations

While the rotation may be chaotic and sustain is lacking, using Candied Jester's Coins for Magicka sustain on the dummy can help. In well-coordinated groups and shorter fights, sustain should be manageable. You might consider using max-level Ragout recipes or Bewitched Sugar Skulls for added benefits.

Advanced Options

For maximizing boss damage, consider a rarer Blackrose Bow called Virulent Shot, which applies a unique DoT, but you can enhance it in two ways:

1. Damage Scaling: The damage per tick is influenced by the initial hit of Magnum Shot.

2. Duration Increase: The duration (number of ticks per cast) increases with distance from the target.

To achieve maximum damage, you need to find the right balance between these factors. The challenge lies in maintaining the optimal distance. A strategy is to step back every 12 seconds to cast Magnum Shot, then move back in, but this can be restrictive. Instead, target larger enemies where you can stay at melee range while keeping the center of their hitbox further away, as this is how the set calculates distance.

To maximize the initial hit, focus on single-target direct damage, which benefits from all usual stats, CPs, the Maelstrom 2H weapon, and especially a high critical chance. Magmum Shot is a single target, direct damage, and if it crits, the DoT inherits the extra damage. This can dramatically increase damage from around 100K to 300K per cast, comparable to Templar execute damage.

A precise Blackrose Bow is a wise choice, as it deals 25% more damage with the Hawk Eye passive, activated by bow light attacks. You don't need a bow on both bars to maintain this bonus, but if you spend 3 seconds with a bow and miss your next light attack, you risk losing the stacks. Using a Z'en Bow on the back bar could be beneficial here.

The more bow abilities you utilize, the more effective Hawk Eye becomes. This also applies to the Vateshran Bow setup. But remember that Maelstrom 2H also buffs it by an additional 12%, which is significant. You can choose either setup, but with double bows, consider keeping Poison Injection, Endless Hail, and possibly Acid Spray.

Again, with Talons and Acid Spray, sustainability can be a concern, especially in tougher content. While you can rely on sustained food for easier encounters, in challenging scenarios where extra health is necessary, you might need to drop one of the DoTs, likely Talons, and adjust your other abilities accordingly.

Stamina Dragonknights have a diverse selection of spammable abilities. While this particular setup is quite niche, it's important to be aware of it. I know it performs exceptionally well against Taleria in Dreadsail Reef and has been popular in the Silumm in the past, though it may not fit well in Zenkosh setups.

There are numerous ways to approach this, and minor differences in your setup are unlikely to significantly impact performance. Feel free to use what you have or take the time to optimize and test different combinations—both strategies are valid.

 

5. Positioning

The positioning is easier than many people think. The shockwave from Alkosh is not a cone; instead, it resembles a wide corridor that is surprisingly long. I set this up to clearly illustrate what gets hit when you activate a Synergy.

The Blockade covers an area of 12m x 18m, so Alkosh is roughly 10m x 15m. It is difficult to miss; even if enemies are positioned directly to your left or right, as long as they are in front of you, they should be hit and debuffed. So, you don't need to worry too much about your exact position—just focus on where you're facing.

However, keep in mind that Z'en and Alkosh can sometimes conflict. For instance, if you want to stay close to the boss for Z'en DoTs like Claw, Talons, or Trap, you might also need to position yourself further back to hit all targets with Alkosh. In hard modes like Rockgrove, this becomes particularly relevant. If your group is coordinating effectively, your raid leader should be able to guide you on the best approach.

It's not rocket science, but since the Arcanist arrived in ESO, it has become clear that many players underestimate the importance of positioning as a DPS factor. I want to emphasize this point to ensure everyone is aware.

 

6. Zenkosh Build Dummy Tests and DPS Output

108K Magicka DPS Test

Magicka Dragonknight

Front Bar: Alkosh Daggers

Back Bar: Z'en Greatsword

Other: Zaan + Kilt

Exploiter, Heroism

Rotation

Pre-Buff: Flames of Oblivion, Cloak, Trap

Main Rotation: Talons → Stampede → Eruption → Claw → Carve → Talons → Degen → Standard → Whip → Whip → Talons → Whip, and so on.

In my opinion, the Dragonknight has a great rotation. That 5-second structure isn't arbitrary; we want to cast Talons on cooldown because it's incredibly strong. This makes it easy to keep track of where you are in the rotation. While it's not overly complicated, there are enough moving parts to keep things interesting, even for seasoned DK players.

Beyond Talons, the priorities are Stampede, Carve, and Degeneration. You can recast Flames of Oblivion early sometimes to maintain Seething Fury stacks, but it doesn't significantly impact your overall performance. If in doubt, Trap is also a priority, but there isn't too much juggling of timers involved. You can swap Carve for Engulfing Flames if the group needs it, or swap Stampede for Blockade if you have the Encratis and can sustain it. Aim to take a new Synergy every 8 seconds or so.

This rotation is nearly identical to the one in my recent Magicka Dragonknight video, falling about 20K DPS behind. Considering I was using Slivers of the Null Arca and Highland Sentinel in that test, a build with Arms of Relequen and Runecarver's Blaze typically peaks around 119-120K. So, 108K on a support DPS loadout isn't bad at all.

Many players believe that Zenkosh is a terrible setup for damage, and while you will be the weakest damage dealer in your group, if your gameplay is smooth, you can still catch up. In fact, because your role is to stay on the target and maintain your debuffs, you're often spared from focusing on adds or mechanics, which can actually boost your boss damage above others. This is why a skilled Zenkosh DK is incredibly valuable.

I created this video because, at the moment, it's often the only opportunity for players to play their DKs in high-level Trials. There's a misconception that the support DPS can't deal significant damage, but I completely disagree. If you look at some impressive performances on ESO Logs, you'll see plenty of players excelling because they expect more from their Zenkosh DK. However, remember that these challenges are optional—if they weren't, it wouldn't be fun.

104K Stamina DPS Test

Stamina Dragonknight

Front Bar: Vateshran Bow

Back Bar: Z'en Bow

Other: Zaan

Backstabber, No Heroism

Pre-Buff: Flames of Oblivion, Trap, Hail, Standard

Main Rotation:  Spray → Talons → Injection → Eruption → Claw → Spray → Talons → Hail → Lethal Arrow → Lethal Arrow → Spray → Talons → Oblivion → Lethal Arrow → Lethal Arrow → Spray → Talons → Hail →  Trap → Lethal Arrow

While the rotation is quite static, it can feel a bit chaotic due to the constant need to refresh important DoTs. This might be stressful at first, but if you enjoy static rotations with a repeating pattern, this one is quite fun and effective. I used Weapon Power potions for this test, and it was only 4K behind the Magicka DK test, which used Heroism potions, making both rotations comparable. The bow rotation might even be slightly ahead.

I had the wrong CP slotted; it should have been Thaumaturge instead of Master at Arms, which could have pushed it over 105K. However, the dummy numbers aren't the only or even the best measure for this kind of performance.

Sustaining this with max stat food would be challenging in long fights, even with great support. You could substitute Eruption for Igneous Weapons if needed and use tri-stat potions instead, which might reduce single-target damage by around 2K, along with some cleave damage.

I included this rotation partly for fun to show that not all Z'enkosh DKs need to follow the same pattern. While I spent a lot of time discussing how to maximize damage, the enjoyment factor is far more important. After all, what's the point of excelling at a video game if you're not enjoying it?

Most raid leaders won't pressure you to achieve high damage numbers as a support DD, but they will appreciate it if you do bring solid numbers.

As you start to understand the combat system in ESO, it becomes clear that fun and optimization go hand in hand. I encourage you to theorycraft and experiment with different setups, but be ready to abandon them if they don't work.

Without Minor Heroism, this approach isn't for everyone, but the right player in the right fight can definitely achieve good results with this setup. Again, Z'en uptimes are fantastic at 98% this time.

 

Conclusion

There's a misconception that Z'enkosh setups yield poor damage, but with the right gameplay, you can be a valuable asset to your team. Your job is to keep debuffs rolling and maintain focus on the boss, which can lead to impressive damage numbers.

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