By Geldis & BallTongue
The complete U50 zenkosh guide for ESO - maintaining Z'en's Redress stacks and Roar of Alkosh uptime, mastering synergies, breaking popular myths and managing dot's as a Dragonknight.
U50 changed the meta significantly. The core value of the zenkosh stays the same, applying Alkosh (Line-Breaker) and maintaining Z'en stacks, but the class composition around it has shifted. All subclass options got a huge nerf when the 15% damage done buff was removed from Whip/Lash, and they didn't get any boost in return. Pure DK, on the other hand, got insane class masteries: you can get an extra 10% free damage done buff, apply a huge damage over time effect passively, or provide Major Berserk to the whole group with decent uptime.
This table quickly shows why pure DK is the best-in-slot choice for any scenario. The subclass parse with "zen only" can do 150k dps, while pure DK with the same "zen only" setup can do 165k dps. From there you can sacrifice some self dps to add more group utility. The realistic maximum we can do is also shown in the table.
| Subclass Z'en Only 150k | Pure DK Z'en Only 165k | Pure DK Support 141k | |
|---|---|---|---|
Simply because of how much group utility they provide and how well they can uptime Z'en.
As you can see from the subclass example in the table above, there is a fair bit of group utility coming from a pure Dragonknight. If we put some other class on zenkosh, then we need to assign Stagger, Standard and Major Berserk uptimes to someone else. Tanks can't really do this properly, because Standard needs to be placed exactly in the player's group, which isn't possible everywhere. Also, having good Stagger uptime on a tank is much harder than on a DD. A healer DK sounds like a joke, so we come back to a support buff DD. And it makes no sense to run both a support zenkosh player and a separate support DK without zenkosh, since a pure DK can provide the group buffs and run the zenkosh at the same time.
Also, no other class or spec in history can uptime full Z'en stacks as well as a pure DK in U50.
So basically you can make a WW or Warden zenkosh, but it will just be suboptimal in 95% of cases, and your Z'en uptime will be slightly lower than what's possible with a DK.
Let's start with the basics. All synergies in the game have a 20s cooldown per user, and Line-Breaker (the Alkosh debuff) has a 10s duration. So mathematically we only need 2 synergies to have 100% Alkosh uptime, but let's be real, we are humans, so realistically we need 3+ synergies for good Alkosh uptime (use a synergy once every 7s, so a full cycle of 3 takes 21s). "Cycle" here means: if you put the 3 main synergies on cooldown at the right times (0s, 7s and 14s), they come back exactly when you need them, so you don't need to pay much attention for the rest of the fight. Just press synergies whenever you see them and it will be fine.
Now let's talk about how we can actually get a stable fresh synergy every 7s.
| Synergy | Can See | Can Use | Control |
|---|---|---|---|
| 12 | 12 | No need to control | |
| 12 | 12 | No need to control | |
| 12 | 12 | No need to control | |
| 3 | 3 | Closest players to target | |
| 3 | 3 | Closest players to target | |
| 3 | 1 | Random | |
| 3 | 1 | Random | |
| 3 | 1 | Random | |
| 3 | 1 | Random | |
| 3 | 1 | Closest players to atro | |
| 12 | 12 | By lowering players current HP | |
| 3 | 1 | Random |
Blocking synergies is simply not needed because nowadays we have 3+ stable synergies that no one can "steal" from you.
But even so, a lot of players believe that synergy-blocking addons are something necessary, so let's break this popular myth. For each synergy we have the following parameters: how many people can see the synergy button when the skill is used, how many people can press the button before it disappears for others who could see it, and finally how we can control which players can see and which can use the synergy.
For example, let's consider the Grave Robber synergy (Necromancer's Boneyard skill). It only shows to a random 3 people inside the Boneyard area (even if all 12 players are standing in it), and only one player can press it. So what are the chances for a zenkosh player to get Grave Robber from a single Boneyard cast? Let's say all the dps players are stacked together and the tanks and healers are elsewhere, so there is a 3 / 8 = 37.5% chance to even see the synergy. Then we need to react quickly and press it first out of the 3 people who can see it. To simplify, let's forget about the fact that we also need to press synergies on time for good uptime, and say that our chance to press it is 37.5% / 3 = 12.5%. Technically we can increase this chance with blocker addons, but not by much. The ESO API cannot prevent a synergy from showing to specific players, so these addons just prevent you from pressing it (you won't see the synergy button on your screen if it is blocked, but the game still fires it for you). So even if all group members have Grave Robber "blocked", there is still a 37.5% chance for the zenkosh player to see it, and the same 37.5% chance to press it (since the other 2 who could see it can't press it). A big win for blocking-addon users, you would say, but let's dive deeper and prove that blocking synergies is not good.
First of all, 37.5% to see and press a synergy is still too low, we can get much more stable synergies even without any addons like I mentioned before. Second, if other players block synergies they lose the dps from them too. By blocking Grave Robber we get a 100% - 37.5% = 62.5% chance that no one presses the synergy each time Boneyard is cast. Huge group dps loss! Let's hope that's enough to convince you to never use synergy-blocking addons.
All players in stack...
37.5%
You press it
62.5%
Nobody presses
0 grave robbers wasted while reading this guide because of blocked synergies
Zen Dots Applied by Pure DK
| # | Damage Over Time Effect | Target / Avg Uptime |
|---|---|---|
| 1 | +95% | |
| 2 | Wildfire Embers | +95% |
| 3 | +95% | |
| 4 | +95% | |
| 5 | +90% | |
| 6 | +90% | |
| 7 | +90% | |
| 8 | +80% | |
| 9 | +70% | |
| 10 | +60% |
Keep in mind that the Z'en debuff applies each time you light-attack a target. There is no target cap, so as long as you can land a light attack on each target at least once every 20s, you can keep Z'en up on all of them.
When the Z'en debuff is applied, it counts the number of damage over time debuffs/effects on the target applied by you. Each effect increases the damage dealt by all your group members to that target by 1%, up to a maximum of 5%. This means Z'en only counts dots that stick to the target. For example, Stampede is a ground dot, it doesn't apply any damaging debuff to a specific target, so it doesn't count as a Z'en dot. Degeneration, on the other hand, applies a "sticky" dot to the target, so it counts as a Z'en dot. You don't really need to fully understand which dot counts and which doesn't, below is a complete table of all Z'en dots. Anything not in this table is not a Z'en dot.
Here is the table of all Z'en dots applied specifically by pure DK. Note: you have more than 5 Z'en dot effects here, which makes uptime much easier. Let's say there is a 3s window where dot 2 isn't active, but dot 6 is on the target during that time. You won't lose any of your 5th Z'en stack uptime, because dot 6 covers the gap left by dot 2.
Wildfire Embers (Class Mastery)12s