Burn – Magicka Dragon Knight PvP Build

Build Written By: Dottz Gaming – PC NA

Role: Damage Dealer

Patch: Murkmire

Table of Contents

  1. Video
  2. Introduction
  3. Setup
    1. Gear
    2. Attributes
    3. Skills
    4. Vampire vs. Mortal
    5. Champion Points
    6. Other Important Info (Food, Mundus, Race, Potions, Passives)
  4. Tips & Misc
  5. Contact Info
  6. Update Log

Video

Introduction

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.

Setup

Gear

Magicka Dragon Knight PvP Build
Gear Slot Set Weight Trait Enchant Acquisition
Head Valkyn Skoria Heavy Impenetrable Prismatic Vet City of Ash 2
Shoulders Valkyn Skoria Heavy Impenetrable Magicka Undaunted Chest
Gloves Shacklebreaker Medium Impenetrable Magicka Crafted
Legs Shacklebreaker Heavy Sturdy Prismatic Crafted
Chest Shacklebreaker Heavy Sturdy Prismatic Crafted
Belt Shacklebreaker Light Sturdy Magicka Crafted
Boots Shacklebreaker Heavy Sturdy Magicka Crafted
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 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 Willpower Ice Staff Defending Restore Magicka Crafted

Gear Explanation

  • 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.

Attributes

All points into Magicka.

Skills

burn-murkmire-v2

Click here to view in calculator.

Main Bar – Sword & Shield: Flame Lash, Burning Embers, Fossilize/Shattering Rocks, Burning Talons, Cauterize, Ferocious Leap

Back Bar – Ice Staff: Degeneration, Coagulating Blood, Elemental Drain, Volatile Armor, Reflective Plate, Temporal Guard

Ability Explanation

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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. Between this, burning embers and power lash, I dont need to use Coagulating Blood nearly as much as I do on other builds.
  6. 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.
  7. 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.
  8. Coagulating Blood: Our defensive burst heal on the build.  You should be primarily using Cauterize, Burning Embers and Power Lash for healing, and this as your emergency heal.
  9. 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.
  10. 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.
  11. Reflective Plate: While at the beginning of Murkmire I chose to use vampirism on this setup, I have since changed back to mortal and using reflective plate. With the buffs to draining shot, there are more bow users than ever in PvP, and not having a reflect on the magDK was tough. Plus, flame damage still hits incredibly hard and when we do see dawnbreakers, we take a lot of damage from them. I believe vampire vs. mortal is still personal preference, but right now, I am vastly preferring mortal with reflective plate for this setup.
  12. Temporal Guard: This ultimate is primarily slotted for the minor protection, which gives us an 8% damage reduction on our back bar, but it also can be useful if you get hit by a massive amount of burst and want to regain all that HP back. If you dont have Summerset, use an ultimate of your choice here.

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 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 moral 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. 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 Points

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

Buff Food

Witchmother’s Potent Brew: Maximum Health, Magicka and Magicka Recovery

Mundus

Atronach – Increased Magicka Recovery

Race

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/Poisons

Tri-Stat (Bugloss, Columbine and Mountain Flower)

Passives

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.

Contact

If you have any questions about the build, join our discord server and ask @Dottz about the build!

Update Log

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