Hit and Run – Magicka Nightblade PvP Build
Build Written By: Nyassa – PC NA – YouTube
Role: DPS (melee ganker)
Patch: Dragon Bones
Table of Contents
- Resource Management and Rotation
- Tips & Misc
- Contact Info
- Update Log
Welcome to DottzGaming.com’s Magicka Nightblade PvP Ganker Build, Hit and Run, for the game; Elder Scrolls Online! This build is intended for mostly open world engagements such as: Cyrodiil, battlegrounds, and Imperial city. This build can have limited success in dueling with a few minor tweaks to skills and playstyle. There have been many builds like this over time but nothing quite as powerful as it until the Dragon Bones update due to a very fun and unique set that we now have access to!
This build is more durable than your average glass cannon, even for most Magicka builds. Once you have adapted to the play style you will be able to expertly move in, take out an opponent, and make a quick escape. If you don’t like playing Magicka Nightblade because of the skill; Merciless Resolve (Commonly referred to as Grim), this build will be perfect for you as this is not your only form of burst! We have a few different tricks that allow us to burst and opponent down, Grim is just 1 of a few.
Smaller details in PvP builds are often personal preference. For example if you find yourself dodging more than you probably should (like me), than it may not be a bad idea to get some of your gear in the; “well-fitted” trait.
|Magicka Nightblade PvP Build – Final|
|Head||Grothdarr||Heavy||Impenetrable (or well-fitted)||Magicka||Vet Vaults of Madness|
|Shoulders||Grothdarr||Medium||Impenetrable (or well-fitted)||Magicka||Undaunted Chest|
|Gloves||Caluurion’s Legacy||Light||Impenetrable||Magicka||Fang Lair|
|Legs||Caluurion’s Legacy||Light||Impenetrable||Magicka||Fang Lair|
|Chest||Caluurion’s Legacy||Light||Impenetrable||Magicka||Fang Lair|
|Belt||Caluurion’s Legacy||Light||Impenetrable||Magicka||Fang Lair|
|Boots||Caluurion’s Legacy||Light||Impenetrable||Magicka||Fang Lair|
|Necklace||Spinner’s Garments||Jewelry||Arcane||Stamina Recovery||Malabal Tor or Guild Trader|
|Ring||Spinner’s Garments||Jewelry||Arcane||Spell Damage or Magicka Recovery||Malabal Tor or Guild Trader|
|Ring||Spinner’s Garments||Jewelry||Arcane||Spell Damage||Malabal Tor or Guild Trader|
|Weapon 1||Spinner’s Garments||1h Sword||Infused||Spell Damage||Malabal Tor or Guild Trader|
|Offhand 1||Spinner’s Garments||1h Sword||Sharpened||Oblivion||Malabal Tor or Guild Trader|
|Weapon 2||Spinner’s Garments||Restoration||Defending||Cost Increase Poisons||Malabal Tor or Guild Trader|
Everything into Magicka, if you feel you have to then you can take up to and no more than 6 out of magic and put it into health, however due to the build’s slightly lesser than average max magic I find this fairly undesirable.
Main Bar – Dual Wield: Merciless Resolve, Concealed Weapon, Shadowy Disguise, Inner light, Crippling Grasp, Soul Harvest or Incapacitating Strike
Back Bar – Restoration Staff: Siphoning Attacks, Piercing Mark, Healing Ward, Mass Hysteria, Rapid Regen (Flex spot if you do not have vMA resto), Light’s Champion.
Vampire vs. Werewolf vs. Mortal
While being a vampire would very much Benefit this build I personally do not see it as a necessary element. Due to the expensive nature of running a low Regen build using elusive mist is against our interest as it is rather expensive. At stage 2 Vamp we get a regen passive which can be extremely nice.
CHAMPION POINT 720 SETUP
THE MAGE (BLUE)
- Elfborn – 56
- Spell Erosion – 35
- Elemental Expert – 49
- Master-at-Arms – 66
- Thaumaturge – 34
THE THIEF (GREEN)
- Warlord – 52
- Arcanist – 64
- Tumbling – 39
- Mooncalf – 56
- Siphoner – 1
- Befoul – 28
THE WARRIOR (RED)
- Ironclad – 56
- Resistant – 52
- Thick Skinned – 56
- Hardy – 23
- Elemental Defender – 23
- Bastion – 30
Other Important Info
Witchmother’s Potent Brew – Max Health, Max Magicka and Magicka Recovery
Apprentice – Increased Spell Damage
- Dark Elf
- High Elf
POTIONS: PvE Spell power pots (If you don’t use inner light). If you use Inner light then replace spell crit with something else you find beneficial to your playstyle such as stamina recovery.
POISONS: Magicka and Stamina cost increase poisons
Class (all), Light Armor (all), Medium Armor (all except the ones that require you to wear 5 pieces), Heavy Armor (all except the ones that require you to wear 5 pieces), Restoration Staff (all), Dual Wield (Twin Blade and Blunt), Fighters Guild (Banish the Wicked), Mages Guild (all except persuasive passive), Undaunted (all), Racial (all), Alchemy (Medicinal Use), Assault (all), Support (all except the first)
Resource Management & Rotation
The following is basically a checklist of what you want to do when you play this build. It is important to note that in PvP we have no true rotation, that is even more true as a nightblade. However because this is a Gank build there are a few aspects resembling a rotation that we should remember. Keeping potion buffs up before ganking and in combat is very important.
Maintain Merciless Resolve on yourself at all times
Re-apply Siphoning Attacks every time the effect ends. We should keep this up even while we are out of combat and just cloaking around
If we have a vMA Resto staff we want to keep rapid regen up at all times even when outside of combat
In a fight it is important to keep piercing mark up on our enemy so they take increased damage
If using Shade keep it active as often as you can. This will help us escape tricky situations over all.
While cripple is a great skill and is beneficial to us to keep it up, sometimes sustain can be hard so we do not NEED to have it up 100%
As for our combos and “Rotation” we will assume the target does not dodgeroll or break free IMMEDIATELY after our opening:
If using soul harvest – Open with Concealed weapon from cloak to stun the enemy and do some nice damage, this will also proc our Caluurion’s legacy immediately after but it will have some delay. This delay allows use Soul Harvest and we MUST take advantage of this delay to get the most out of the proc. Very quickly use Soul Harvest and from there you can use any means you see necessary to finish your opponent
If using Incap – Open with Incap and very quickly go into cloak and use concealed weapon for a crit from cloak, this will proc our Caluurion’s Legacy set and any damage we do to them for 5 seconds after incap will be increased by 20%. This is it’s own debuff and is applied to our Caluurion’s proc as well. Try and bring down your opponent within these 5 seconds, use cripple while they are stunned to ensure they will take damage overtime because so long as the initial application hits it will tick on them and sometimes kill people through dodge roll.
The Defile on these two ultimates will help ensure that even after our enemy breaks free they have a harder time healing up and fully recovering.
Tips & Misc.
Magicka has one of the highest skill caps in the game, it gets the weak killed and will often punish anyone who isn’t practiced. So it’s going to take practice to be proficient, especially in 1vX situations. They’re strong 1v1 but take a lot of solid mechanics and game knowledge to fight multiple enemies. After you learn the mechanics to fighting more than one person you’ll be able to take on more than one person at a time. This can be credited to our burst and the heal that comes from Mark. In a 1vX situation you want to have Mark on the enemy that need to die first and will die first, this judgement takes time to make but slowly it will come naturally. If someone takes a lot of damage from something like a resto light attack, it is likely they are more of a glass cannon build, or don’t have a lot of crit resistance. After you have your target mark them, when you kill them you will heal for a large chunk of your max health! This enables you to do 1 of 2 things, run away, or engage someone else. If you choose to engage someone else it’s best to make sure it has been 10 seconds since Caluurion’a last went off so that your proc burst will be ready.
In a 1v1 you basically follow the “rotation” above and adapt as needed.
Because we use Grothdarr we can use it to bring people out of stealth or hit them through dodgeroll.
Healing Ward is our ‘primary’ defensive skill in that we get a slight burst heal and a ward of varying size depending on our level of health. I jokingly call it our Defensive Spammable and this isn’t far from the truth
In the CP section you will see we have a fair amount of points into tumbling. Typically you want to avoid rolling too much on magic build but due to the fact we are getting up rather close and person, dodge roll is beneficial to use to escape and even animation cancel skills when you want them to go off, but need to move.
Now resource management in this build doesn’t come straight from the regen stat. It comes from our vMA resto staff and Siphoning Attacks. That is why these skills are so important to keep up. Siphoning costs a little less than 1k magicka and returns over 4k magicka after 20 seconds, this is extremely cost effective. That isn’t even mentioning the effect of it giving 100 and 500 health (in Cyrodiil, is more outside of Cyrodiil due to battle spirit) or so magic on every light or heavy attack. Then finally we have the vMA resto staff, when the healing effect Crits on you or someone else, it restores 800 Magicka, this can happen every 8 seconds. So if we assume it procs on cool down this is effectively 400 magicka Regen. Even if it doesn’t proc on cool down it will seldom have an effective regen lower than 300.
If you have any questions about the build, join our discord server and ask @Nyassa about the build!
2/22/2018 – Build created