The Dragon Spirit – Magicka Dragon Knight PvP Build
Build Written By: Dottz Gaming – PC NA
Role: Damage Dealer
Patch: Dragon Bones
Table of Contents
- Tips & Misc
- Contact Info
- Update Log
Welcome to DottzGaming.com’s Magicka Dragon Knight DPS PvP Build, The Dragon Spirit, for the Elder Scrolls Online! This build is intended for PvP of all kinds: battlegrounds, Cyrodiil, dueling, and Imperial City. This build can be played in both CP and no-CP pvp without making any changes to the build!
This build is a dual wield and restoration staff light armored magicka dragon knight build. We are utilizing the highest damage armor weight and weapon combination we can for a magicka dragon knight this patch, basically the total opposite of how I have previously played my magDK. With the changes to Burning Embers and Power Lash that made them dodgeable, we saw a significant drop in our healing output and a drop in damage. Also, after having some play-time on a stamina nightblade, I quickly learned I much prefer having a high damage setup that I was in full control of, rather than simply wearing down my enemy and waiting for a proc like Valkyn Skoria to open up my burst window.
Those listed factors played a key role in the creation of this build, and this build is some of the most fun I have had on my Magicka Dragon Knight since I started playing him. I had several people give me input during the theorycrafting process for this build because it was out of my wheelhouse at first (not anymore though). With all of the input I received, combined with my own knowledge and decision making, I created a build I am really excited about and love to play! I break everything down for you guys and why I chose what I chose in the build write-up below!
Keep in mind that PvP builds are very personal. This is what worked for ME. If you don’t like something about it, change it to fit your playstyle.
|Magicka Dragon Knight PvP Build|
|Head||Blood Spawn||Heavy||Impenetrable||Prismatic||Vet Spindleclutch 2|
|Shoulders||Blood Spawn||Medium||Impenetrable||Magicka||Undaunted Chest|
|Gloves||Wizard’s Riposte||Light||Impenetrable||Magicka||Battlegrounds or Guild Trader|
|Legs||Wizard’s Riposte||Light||Impenetrable||Magicka||Battlegrounds or Guild Trader|
|Chest||Wizard’s Riposte||Light||Impenetrable||Prismatic||Battlegrounds or Guild Trader|
|Belt||Silks of the Sun||Light||Impenetrable||Magicka||Stonefalls or Guild Trader|
|Boots||Wizard’s Riposte||Light||Impenetrable||Magicka||Battlegrounds or Guild Trader|
|Necklace||Silks of the Sun||Jewelry||Arcane||Spell Damage||Stonefalls or Guild Trader|
|Ring||Silks of the Sun||Jewelry||Arcane||Spell Damage||Stonefalls or Guild Trader|
|Ring||Silks of the Sun||Jewelry||Arcane||Spell Damage||Stonefalls or Guild Trader|
|Weapon 1||Silks of the Sun||1h Sword||Nirnhoned||Magic Damage and Restore Magicka||Stonefalls or Guild Trader|
|Off-Hand 1||Wizard’s Riposte||1h Sword||Sharpened||Spell Damage||Battlegrounds or Guild Trader|
|Weapon 2||Wizard’s Riposte||Restoration||Defending||Poisons||Battlegrounds or Guild Trader|
- Light Armor, Dual Wield and Restoration Staff: This patch is very heavily weighted in the favor of stamina, so we are seeing a lot of fast burst damage from our opponents, as well as some bleed builds running around. Because of this, we need to output as much damage as quick as we can to put our opponents on the back foot, so light armor was chosen for this reason. In addition, because we are in light armor, we do not need to put so much stock into magicka recovery because we have so much cost reduction, allowing us to further amplify our damage even more. Dual wield was chosen for the same line of reasoning – maximum damage. Dual swords grant a lot of additional spell power, and allow us to run a second five piece bonus on our front bar. I am also choosing to run restoration staff because I just felt like Coagulating Blood was not doing enough now that two of our biggest heals – Power Lash and Burning Embers – can be dodged. So I decided to go the route of the Restoration staff to gain access to healing ward and all of the amazing passives that come with that weapon line.
- Wizard’s Riposte: This is the best light armor set for damage mitigation, hands down. Being able to keep almost 100% uptime on minor maim, one of the strongest PvP debuffs, on every person hitting you is too good to pass up for a build like this. Since we are running this set, we also don’t need to use Choking Talons, allowing us to run Burning Talons to further up the build’s damage potential. I tried a sustain set here while using Choking Talons at first, and I always felt like I needed to play so carefully or play around my expensive Choking Talons for minor maim or I would just get wrecked. Once I switched to Riposte, I never looked back, my tankiness skyrocketed. This was a set I considered when I was first theorycrafting the build, ended up not going with in favor of the sustain set, but went back to it after someone recommended I give it a try and it was such a great decision. My tankiness went through the roof by comparison to other sets I tried, so I knew that this was going to make it onto the final rendition of the build.
- Blood Spawn: This monster set is perfect for this build in every way. The one piece bonus grants stamina recovery which helps maintain our stamina pool, it grants extra resistances which makes us really tanky combined with Wizard’s Riposte and Hardened Armor, and grants extra ultimate which helps in both the sustain (Battle Roar passive) and damage department. We have a 20k unbuffed leap tooltip on this build; being able to fire off as many of those as possible is amazing for keeping your damage output through the roof.
- Silks of the Sun: Anyone who has watched my streams in the past knows that I am not the biggest fan of Sun normally. In builds that use Coagulating Blood, I think this set is really bad. But for a setup like this, Sun works perfectly. It grants us extra spell damage on almost the entirety of our front bar. Also, because it is constant and not a buff that has down time, we can fully control when we want to burst because we never are sitting there waiting for a buff/proc (it also is a constant boost to the Embers and Power Lash heal which is great too). Some people have criticized me not using Innate Axiom, but sun offers more raw damage than Axiom based on my bar setup (Sun has an extra line of spell damage in place of Axiom’s spell crit). I also chose Sun over Burning Spellweave because as I said in the introduction, I want full control of my damage. Plus, the health line from Sun is pretty nice in a light armor build.
All points into Magicka.
Main Bar – Dual Wield: Flame Lash, Burning Embers, Fossilize, Burning Talons, Inner Light, Ferocious Leap
Back Bar – Restoration Staff: Degeneration, Empowering Chains, Healing Ward, Hardened Armor, Elusive Mist, Light’s Champion
NOTE: Empowering Chains is our flex spot. You can substitute alternate abilities here if you don’t want chains or feel another ability is better for a certain situation (options are listed below).
- Flame Lash: Bread and Butter spammable. Deals great damage, and when power lash procs, you get a heal, a stun, and extra damage.
- Burning Embers: Great single target DoT that can be placed on multiple people that heals you based on damage done. By boosting the damage of this ability, we give ourselves offensive based healing capabilities which is fantastic.
- Fossilize: Amazing stun, I recommend this over Stone Giant any day. You can’t mess up with this ability, and the best part is that it has an immobilize after the stun is over.
- Burning Talons: We do not need to run Choking Talons since we get minor maim from our gear. Talons provide an AoE root that puts a good DoT on everyone, and allows you to proc Power Lash on your target.
- Inner Light: This skill offers us a lot for our front bar. I was previously running Flames of Oblivion, but based on my testing, I much prefer Inner Light. Inner Light grants us 7% additional magicka (between the skill and Mage’s Guild passives), allows us to see people in stealth, grants empower when used and grants us major prophecy. I also was not satisfied with the front bar magicka pool without this ability, so this just fit the ability slot perfectly. If you do prefer Flames of Oblivion you can use it, but I encourage you to give Inner Light a shot.
- Ferocious Leap: Tons of damage, CC, a damage shield, and it looks really cool. This ultimate is a staple in any Magicka DK PvP build.
- Degeneration: Our source of major sorcery, cheap costing, and grants access to Mage’s Guild passives on our back bar. I’m using this over Structured Entropy because I don’t like how structured entropy makes my execute range bigger.
- Empowering Chains: Testing this ability was like finding a diamond in the rough – I have had so much fun using this and it works so well on this build. This helps shore up one of the magicka DK’s biggest weaknesses – mobility. This allows us to stick to targets that would otherwise be able to kite us, chase down targets that would have otherwise escaped, and just move around the battlefield a lot easier. In addition, this grants an empower, giving this build 3 sources of empowering our skills. If you don’t like this though, you can replace it with one of the alternate skills listed below.
- Healing Ward: The build’s main heal, and it does not make me miss Coagulating Blood at all. Heals us on cast and when the ward expires, grants a shield that gets stronger depending on our health percentage, and can be used on allies (which is good and bad). This skill is an absolute staple while using a restoration staff in PvP.
- Hardened Armor: This skill grants us a lot of extra resistances via Major Ward and resolve, and grants us a shield for a short time. This ability is really good for making us tanky. Some people are going to immediately wonder though, “Why are you using this instead of Volatile Armor?” Volatile grants a small DoT on our opponents, while this grants us a small shield. The way I see it for this build in particular is this – that little tiny DoT from Volatile is not going to kill anyone or making the difference between getting a kill or not, but with Hardened Armor, that gives us a small duration where we will not take critical damage. Volatile is good for catching stealthed opponents out, but since we have Mage Light, we don’t need it for that reason. If you don’t agree with the logic, go Volatile, but I do highly recommend giving Hardened a try.
- Elusive Mist: Our “Oh no run away!” button. Being that Magicka DK’s have low mobility in general, this ability in my opinion is mandatory in Cyrodiil & battlegrounds to get out of tricky situations. This can also be used in duels to break roots and help lessen incoming burst damage.
- Light’s Champion: The ultimate reset button in a fight. This skill heals us, grants major protection and even up’s our offensive capabilities via major force. This skill also effects your allies as well, and can turn the tide of a battle very, very quickly.
- Dragon Fire Scale (alternate – Duels): This ability is used over Mist Form in duels if fighting a class that uses a lot of projectiles, otherwise keep Mist Form for the mobility or use Harness Magicka. Dragon Fire Scale is a much better defensive option in a 1v1 against a class that uses a lot of projectiles, such as Magicka Nightblade or Magicka Sorcerer, over Mist Form. It helps us with these match-ups, reflecting back projectiles and causing them to deal even more damage to the person we are fighting!
- Draw Essence (alternate – Cyrodiil/Battlegrounds): This skill is fantastic now that AoE caps have been removed. It provides a lot of healing, returns magicka based on the number of targets hit, and if timed with your leap can provide some really nasty burst damage. I prefer chains over this ability, but this would be my first choice for an alternate skill.
- Harness Magicka (alternate): This gives the build a second shield and returns magicka when spell damage is taken. I know some people like playing light armor builds with two shields, so this is definitely a good option if that is the way you like to play. I personally feel healing ward is enough, but if you do not, this is a great ability for the flex spot.
Vampire vs. Mortal
For this build I absolutely recommend playing as a vampire. Due to the fact that you will be playing a Dark Elf which gives flame resistance, as well as the tankiness from the ability and gear selection, the extra damage from fire that you take is absolutely worth the regeneration (extra magicka and stamina recovery) and undeath (you take less damage as your health gets lower) passives you gain from being a vampire.
CHAMPION POINT 720 SETUP
THE MAGE (BLUE)
- Elfborn – 56
- Spell Erosion – 48
- Elemental Expert – 64
- Master-at-Arms – 72
THE THIEF (GREEN)
- Warlord – 61
- Tenacity – 43
- Arcanist – 75
- Tumbling – 61
THE WARRIOR (RED)
- Ironclad – 56
- Resistant – 26
- Thick Skinned – 56
- Hardy – 37
- Elemental Defender – 37
- Bastion – 28
Other Important Info
Witchmother’s Potent Brew: Maximum Health, Magicka and Magicka Recovery
Apprentice – Increased Spell Damage
Dark Elf (Recommended)
- Immovability (Unstoppable, Restore Health and Magicka) (Recommended)
- Lorkhan’s Tears, Columbine, Wormwood, Bugloss
- Tri-Stat (restore health, magicka and stamina)
- Bugloss, Columbine and Mountain Flower
- The poison choice is up to you with what you want to run. I personally run magicka cost increase poisons with restore magicka, but you can run whatever you want here.
Class (all), Light Armor (all), Heavy Armor (all except the ones that require you to wear 5 pieces), Medium Armor (all except the ones that require you to wear 5 pieces), Dual Wield (Twin Blade and Blunt), Restoration Staff (all), Mages Guild (all except persuasive passive), Vampire (all except Blood Ritual and Savage Feeding), Undaunted (all), Racial (all), Alchemy (Medicinal Use), Assault (all), Support (all except the first)
Tips & Misc.
- Maintain your buffs to maximize the amount of tankiness and damage potential that the build offers.
- This build sports a lot of burst damage. Timing your burst right on your opponent can nearly one-shot many targets. Don’t just use your Ferocious Leaps at random, save them for the right time.
- Your offense is also your defense. If you need a big heal in a pinch and don’t have an ultimate or a potion up, use Power Lash or re-apply Burning Embers. The re-application of burning embers will cause you to be healed since the original DoT “ended”, and you’ll be maintaining the damage pressure on your opponent. Failure to maintain Burning Embers on your target will really diminish your incoming healing and remove your ability to re-apply for a heal.
- If you need to play defensively, sit on your back bar, as that is where you resistances are highest and your heals are the best.
- If you are in need of extra magicka and don’t have a potion available or an ultimate (for battle roar), use your Restoration staff heavy attacks to restore a lot of magicka back to you.
- When your opponent is rooted, stand behind them so they can’t hit you.
- You have a lot of control with Fossilize and Talons, and these give you a lot of chances for power lashes. Combo’ing these abilities together can also allow for some MASSIVE burst.
- Stunning someone before you use an ultimate will cause them to take the full brunt of your assault, so use Fossilize in those key moments.
- This build does not really utilize block, you will be using dodge roll heavily to get out of tricky situations. Make sure not to over-use it though or you won’t have enoguh stamina to break free if you are stunned.
If you have any questions about the build, join our discord server and ask @Dottz about the build!
3/28/2018 – Build created.
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