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, 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 is 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 also now updated for Murkmire. This iteration of the build is much stronger than the original. I dont run nearly as much recovery in the build as I did last time (about 400 less to be exact), and turned all that recovery into pure damage. So if you were a fan of my original Burn build, you’re going to love the revamped version, as it plays almost identical to the old one, but just hits a TON harder and has bigger 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||Valkyn Skoria||Heavy||Impenetrable||Prismatic||Vet City of Ash 2|
|Shoulders||Valkyn Skoria||Heavy||Impenetrable||Magicka||Undaunted Chest|
|Necklace||Burning Spellweave||Jewelry||Arcane||Spell Damage||City of Ash|
|Ring||Burning Spellweave||Jewelry||Arcane||Spell Damage||City of Ash|
|Ring||Burning Spellweave||Jewelry||Arcane||Magicka Recovery||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||Willpower||Ice Staff||Defending||Restore Magicka||Crafted|
- Willpower: With staves counting as two pieces, Willpower has become an extremely strong magicka back bar set for when your front set grants a buff like BSW does. This allows us to get some extra stats on our back bar, strengthening the power of those skills!
- 1h/Shield and Destruction Staff: I really believe 1/shield is the way to go this patch for heavy armor. Damage is really, really high right now and being that our mobility is not great, we need to be able to mitigate damage via block so we can reach our targets. Ice Destruction staff was chosen as a way to give us access to Elemental Drain, but still allow us to block on our back bar.
- 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.
- Valkyn Skoria: Oh how I missed this set on my heavy armor magDK. The amount of burst potential that Skoria opens up is absolutely insane. It doesn’t offer the same tankiness and sustain as Bloodspawn, but as long as you account for that, Skoria is one of the best options you can put on your DK. Since this build is really DoT focused, it is the perfect option to add to our burst damage. We have the burst from this and our Dragon Leap burst, combined with an overwhelming amount of DoTs on our opponent, our opponents just burn.
All points into Magicka.
Main Bar – Sword & Shield: Flame Lash, Burning Embers, Fossilize/Shattering Rocks, Burning Talons, Coagulating Blood, Ferocious Leap
Back Bar – Ice Staff: Degeneration, Engulfing Flames, Elemental Drain, Volatile Armor, Mist Form, Devouring Swarm
- Flame Lash: Bread and Butter spammable. Deals great damage, and when power lash procs, you get a heal, and extra damage. Be prepared for people to whisper you telling you “all you do is spam whip” when you kill them. All these flavors and they chose to be salty.
- 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/Shattering Rocks: Amazing stun, I recommend this over Stone Giant any day. You can’t mess up with this ability, and the best part is that you get healed if the enemy attacks you within 4 seconds after the stun. You can also run Fossilize for the root if you dont think the heal is worth it.
- Burning Talons: With the changes in Murkmire slowing everyone down, Talons has regained its viability for the MagDK, and boy did I miss this. It helps keep targets locked down, allows you to easily proc power lash, and it adds an additional DoT to your opponent.
- Coagulating Blood: Our defensive burst heal on the build. I’m choosing to run this on my front bar similar to previous builds for the same reason – I like to have the skill where my spell damage & magicka pools are highest to ensure that the heal has the biggest possible tooltip.
- 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 we have a destruction staff on our back bar, so since our light/heavy attacks will deal some decent damage, we have a chance to proc a decent heal. Also, I didn’t like how structured entropy made my execute range bigger.
- Engulfing Flames: This skill is always used on my Burning Spellweave builds because of how well this skill synergizes with the set. Engulfing Flames gives us an AoE DoT and makes all enemies hit take an extra 10% flame damage. This ups the damage of almost all of our DoTs, our lash, leap and Skoria procs. Combine this with Elemental Drain, we are able to amplify our damage by an insane amount.
- Elemental Drain: This ability – I can’t say enough good things about it. Elemental Drain is the main reason I chose a destruction staff over a restoration staff. 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.
- Elusive Mist: For Murkmire, I went back to vampirism in order to regain access to Elusive Mist. This skill gives us a TON of extra mobility, as well as let our stamina take a rest while we are in Mist Form (since we wont need to block, sprint, etc). With the changes in this patch, Dawnbreaker has seen less play in favor of the 2h ultimate, making vampirism a bit more viable than previous patches. In the end, I think this is personal choice. If you want to remain mortal, run Reflective plate. If you want to run vampirism, use Elusive Mist.
- Devouring Swarm: This ultimate deals a ton of damage and heals us at the same time. While normally I use Ferocious Leap, this is my “Oh Crap” ultimate if I am getting attacked by a lot of opponents and want to dish out some offense while getting massive incoming heals. If you choose to forego vampirism, use Shooting Star here.
Vampire vs. Mortal
For this build I recommend playing a mortal or vampire. The 10% extra recoveries and undeath are nice, but the main reasons against vampirism is that fire hits hard, and many stam classes choose to run dawnbreaker. Plus, the new Reflective Plate 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. With the changes in Murkmire though, Dawnbreaker has seen less play in favor of the 2h ultimate, making vampirism a bit more viable than previous patches. In the end, I think this is personal choice. If you want to remain mortal, run Reflective plate. If you want to run vampirism, use Elusive Mist.
CHAMPION POINT 810 SETUP
THE MAGE (BLUE)
- Blessed – 27
- Elfborn – 23
- Spell Erosion – 42
- Elemental Expert – 75
- Master-at-Arms – 66
- Thaumaturge – 37
THE THIEF (GREEN)
- Warlord – 66
- Sprinter – 13
- Arcanist – 75
- Tumbling – 44
- Shadow Ward – 72
THE WARRIOR (RED)
- Ironclad – 56
- Resistant – 57
- Thick Skinned – 56
- Hardy – 37
- Elemental Defender – 37
- Quick Recovery – 27
Other Important Info
Witchmother’s Potent Brew: Maximum Health, Magicka and Magicka Recovery
Apprentice – Increased Spell Damage
Dark Elf – Normally I list other alternative races, but with how well the Dunmer passives synergize with MagDK, I just think it’s by far the best race to choose.
Potions: Tri-Stat (Bugloss, Columbine and Mountain Flower)
Poisons: Drain Magicka Poison IX (Cornflower, Columbine, Dragonthorn)
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 except persuasive passive), 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.
- 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.
- Use Talons and Fossilize to lock down and control your opponents and keep up with them. MagDK’s have a lot of control, using it to your advantage will be key in scoring kills.
- 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.
- Timing your leap with a Skoria proc will put a LOT of burst on your opponent – try to pay attention to Skoria’s slight audio cue.
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