Burn – Magicka Dragon Knight PvP Build
Build Written By: Dottz Gaming – PC NA
Role: Damage Dealer
Table of Contents
- Tips & Misc
- Contact Info
- Update Log
Welcome to DottzGaming.com’s Magicka Dragon Knight DPS PvP Build, Burn, 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 any changes to the build! Newer MagDK’s may feel the build lacks some sustain for No-CP, so if that’s the case, simply run 1 more magicka recovery glyph on the rings.
The Burn build was the build I played during the entirety of the Clockwork City patch and some of Dragon Bones, but I eventually put it to the side in favor of the high damage dual wield build I was playing at the time. With dual wield getting neutered for magicka in Summerset Isles and the rise of damage overall in the game at that time, I felt myself looking toward a heavy armor setup again for that extra tankability. My Unchained build was my first creation during Summerset; the build was super tanky and a ton of fun to play, but I missed the high damage heavy armor playstyle that my Burn build had. Since I have improved at my magDK significantly since Clockwork City, I sat down with my old build and worked on revamped it for Wolfhunter, and it is has now received another revamp for Elsweyr. Elsweyr saw some awesome magDK buffs, so the build is better than ever, and if you were a fan of my original Burn build, you’re going to love the revamped version, as it hits super hard and has big heals!
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||Slimecraw||Heavy||Impenetrable||Prismatic||Vet Wayrest Sewers 1|
|Necklace||Burning Spellweave||Jewelry||Arcane||Spell Damage||City of Ash|
|Ring||Burning Spellweave||Jewelry||Arcane||Spell Damage||City of Ash|
|Ring||Burning Spellweave||Jewelry||Protective||Spell Damage||City of Ash|
|Weapon 1||Burning Spellweave||1h Weapon||Nirnhoned||Weapon & Spell Damage||City of Ash|
|Shield 1||Burning Spellweave||Shield||Sturdy||Magicka||City of Ash|
|Weapon 2||Death's Wind||Ice Staff||Defending||Restore Magicka||Crafted|
- Death’s Wind: Death’s Wind is an extremely strong defensive back bar set for when your front set grants a buff like BSW does. This allows us to get some extra physical resistance on our back bar, which is perfect in a very stamina heavy PvP meta.
- 1h/Shield and Destruction Staff: For this build this patch, I have chosen to go back to Sword and Shield/Ice Staff. I tried Inferno/SnB on it, and for me, it just didnt feel as good now that wings isn’t reflecting CC’s anymore. Going back to a setup that allows us to more frequently and more reliably block left me feeling much tankier and overall felt more enjoyable after testing.
- Shacklebreaker: A staple magicka dragon knight set, this gives us access to a great stat pool for our magicka/stamina, magicka recovery and spell damage. Just a great all-around set.
- Burning Spellweave: One of my favorite magicka dragon knight sets in the game, this set is just perfect for the playstyle of this build. The set gives us a massive spell damage boost (assisting us offensively and defensively) and applies the burning status effect.
- Slimecraw: With Elsweyr, I’ve made the decision to take Valkyn Skoria off of the build. In my opinion, the new indicator makes Skoria way too telegraphed, and it’s ridiculously easy to block. So because of this, we swapped our monster set to Slimecraw which gives us a nice 8% boost to our damage across the board.
All points into Magicka.
Main Bar – 1h and Shield: Flame Lash, Burning Embers, Fossilize, Engulfing Flames, Cauterize, Ferocious Leap
Back Bar – Destruction Staff: Degeneration, Coagulating Blood, Elemental Drain, Volatile Armor, Protective Plate/Race Against Time, Temporal Guard
- Flame Lash: The main spammable for the build. Not only does it deal great damage, but if used on an enemy that is off-balance, you deal extra damage at half cost and get an incredibly strong HoT. Even though Molten Whip got a nice buff this patch, I still prefer Flame Lash for this build after testing.
- 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 your enemy is rooted once the stun is over.
- Engulfing Flames: This ability is one of the best skills in the magDK’s arsenal. It not only provides a good DoT on our opponents, but it increases our flame damage done on that target by 10%. This, combined with Elemental Drain, enables an absurd amount of damage for the build.
- Cauterize: This skill is one of those that the more I use it the more I like it. This gives us major prophecy, which helps for getting nice crit damage and healing on our front bar, but also gives us a powerful heal over time for an extremely cheap cost.
- 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: I’m using this over Structured Entropy because it offers some healing on our light/heavy attacks. Also, I didn’t like how structured entropy made my execute range bigger.
- Coagulating Blood: Our defensive burst heal on the build. You should be primarily using Cauterize and Burning Embers for healing, and this as your emergency heal.
- Elemental Drain: This ability – I can’t say enough good things about it. Not only do we get major breach, but it also gives us a massive boost to our sustain for 0 cost.
- Volatile Armor: Gives us a lot of extra resistances and adds another DoT to the build. This ability is really good for making us tanky.
- Protective Plate: Although wings was changed to no longer reflect projectiles, it is still a powerful damage debuff against ranged attacks, as well as our choice for our snare/immobilization immunity. There is an alternative to this skill now though which offers a more offensive choice and that is Race Against Time from the Psijic Order skill line (granting minor force, expedition and snare immunity). If you feel that you’re facing a lot of ranged opponents and want that damage mitigation, keep using wings, but if you want a more offensive and more mobile option, feel free to give the new Race Against Time a try!
- Temporal Guard: This ultimate is primarily slotted for the minor protection, giving us 8% damage reduction on our back bar. You can though use this in certain situations to pull of some tricky maneuvers and outplay your opponents.
Vampire vs. Mortal
For this build I recommend playing a mortal. The 10% extra recoveries and undeath from being a vampire are nice, but the main reasons against vampirism is that fire hits hard, and many stam classes choose to run dawnbreaker. Plus, Reflective Plate/Race Against Time is a great choice for those who do not want to run vampirism, so we no longer need to rely on vampirism for getting out of roots and snares. I personally choose to go the route of mortal and use reflective plate, simply because with the sheer amount of bow users and how hard fire hits, I think vampirism makes you a bit too squishy and susceptible to certain attacks.
CHAMPION POINT 810 SETUP
THE MAGE (BLUE)
- Blessed – 27
- Elfborn – 40
- Spell Erosion – 50
- Elemental Expert – 64
- Master-at-Arms – 66
- Thaumaturge – 23
THE THIEF (GREEN)
- Warlord – 66
- Sprinter – 11
- Arcanist – 75
- Tumbling – 37
- Shadow Ward – 81
THE WARRIOR (RED)
- Ironclad – 66
- Resistant – 53
- Thick Skinned –44
- Hardy – 43
- Elemental Defender – 37
- Quick Recovery – 27
Other Important Info
Longfin Pasty with Melon Sauce: Maximum Health, Magicka and Stamina
Apprentice – Increased Spell Damage
Breton – Breton has become one of my favorite magicka pvp races ever since the changes in wrathstone. It just grants an absurd amount of sustain, and allows us to focus our enchants and gear towards more offensive/defensive bonuses instead of having to worry about sustain.
Tri-Stat (Bugloss, Columbine and Mountain Flower)
Class (all), Heavy Armor (all), Light 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), 1h & Shield (all), Destruction Staff (all except Tri-Focus), Mages Guild (all), Undaunted (all), Racial (all), Psijic Order (Clairvoyance and Concentrated Barrier), 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.
- 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, 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.
- Elemental Drain maintenance is very important for damage and sustain. Always make sure this ability is up on your opponent.
- When your opponent is rooted, stand behind them so they can’t hit you.
- 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.
If you have any questions about the build, join our discord server and ask @Dottz about the build!
8/21/2018 – Build created.
10/22/2018 – Skills and CP updated for murkmire
10/25/2018 – Skills, CP and gear changed after initial testing
1/8/2019 – Changed skills around, changed mundus to atronach & changed recovery glyph on jewelry to spell damage
2/27/2019 – Skills changed, gear traits changed (some sturdy to impen), weapons changed
5/22/2019 – Monster set, gear enchants, back bar set, buff food, race and mundus stone changed.
5/24/2019 – weapons, cp and skills changed after testing