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Inferno – Magicka Dragon Knight PvP Build

Inferno – Magicka Dragon Knight PvP Build

Build Written By: Dottz Gaming – PC NA

Role: Damage Dealer

Patch: Elsweyr

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, Inferno, 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!

The start of the Elsweyr patch was a time of testing for me and my MagDK. With the class getting a ton of nice buffs, I tested a lot of different gear and skill combinations to find out what I really liked, and this build is the culmination of those efforts. For this setup, we chose to stick with light armor, since the light armor passives just bring so much to the table. Building tankier in light armor I have found garners a bit more success than building higher damage in heavy armor this patch. Also, although Molten Whip was buffed and people are ranting and raving about how great it is, we choose to forgo it, and I’ll explain why in the skills section. But, even without that new burst tool, the damage that this build sports is insanely powerful, and our healing is still really high since we choose to continue to use Flame Lash. All in all, this is an extremely well rounded build that takes advantage of a lot of the new tools given to us in the new chapter – gear and skill wise – and this will be my main build for the patch.

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 Bloodspawn Heavy Impenetrable Magicka Vet Spindleclutch 2
Shoulders Bloodspawn Medium Impenetrable Magicka Undaunted Chest
Gloves Crafty Alfiq Light Impenetrable Magicka Elsweyr or Guild Trader
Legs Crafty Alfiq Light Sturdy Prismatic Elsweyr or Guild Trader
Chest Crafty Alfiq Light Sturdy Prismatic Elsweyr or Guild Trader
Belt Crafty Alfiq Light Sturdy Magicka Elsweyr or Guild Trader
Boots Crafty Alfiq Light Sturdy Magicka Elsweyr or Guild Trader
Necklace Impregnable Armor Jewelry Arcane Spell Damage Battlegrounds or Guild Trader
Ring Impregnable Armor Jewelry Arcane Spell Damage Battlegrounds or Guild Trader
Ring Impregnable Armor Jewelry Arcane Spell Damage Battlegrounds or Guild Trader
Weapon 1 Impregnable Armor Inferno Nirnhoned Weapon & Spell Damage Battlegrounds or Guild Trader
Weapon 2 Impregnable Armor 1h Weapon Defending Restore Magicka Battlegrounds or Guild Trader
Shield 2 Impregnable Armor Shield Sturdy Magicka Battlegrounds or Guild Trader

Gear Explanation

  • 1h/Shield and Destruction Staff: I really believe for light armor builds that Inferno/SnB is the way to go. The flame staff front bar offers the magDK amazing damage and healing, while our back bar being sword and shield gives us a nice defensive bar to fall back and block on for when things get crazy.
  • Blood Spawn: A staple magicka dragon knight set, this monster set gives us a ton of additional resistances when it procs, and grants us ultimate (which is essentially sustain for a dragon knight because of battle roar).
  • Crafty Alfiq: This new set was introduced in Elsweyr and is perfect for magicka dragonknight. This set gives nearly as much magicka as Necropotence, but does not have the pet requirement, so we are able to take advantage of this. Getting this much maximum magicka adds a ton of damage to the build, as well as sustain since it makes our resource pool incredibly high.
  • Impregnable: This set is incredibly good for dampening the amount of burst damage your character receives, as well as providing a good stat spread from the 2-4 piece set bonuses. Damage in Elsweyr, at least to me, feels incredibly high. So having a set like this to heavily negate the burst damage of my opponents has gone a long way in make sure my survivability is solid.

Attributes

All points into Magicka.

Skills

Flame Lash Burning Embers Fossilize Elemental Drain Cauterize Ferocious Leap
Degeneration Coagulating Blood Engulfing Flames Volatile Armor Protective Plate Temporal Guard

Main Bar – Flame Staff: Flame Lash, Burning Embers, Fossilize, Elemental Drain, Cauterize, Ferocious Leap

Back Bar – Sword & Shield: Degeneration, Coagulating Blood, Engulfing Flames, Volatile Armor, Reflective Plate/Race Against Time, Temporal Guard

Ability Explanation

  1. Flame Lash: Even though molten whip received some nice buffs in Elsweyr (grants spell damage and increases damage on next whip, stacks 3 times, consumed on whip cast), I still choose to use Flame Lash for my main build. Don’t get me wrong, the new Molten Whip is great, but I dont think it’s the “end all be all” that people are making it out to be. It changes the way you have to play magDK and interferes with the playstyle a lot, totally changing the way the flow of battle works for magDK. And honestly, I played significantly worse with it. Sure, I had some cool meme 13k Flame Lash’s in BGs that just obliterated my opponents which are of course incredibly satisfying – but those few moments to me dont justify the loss of the insanely powerful HoT you get from power lash, as well as the complete change in tempo that comes with the new skill. If you like the new playstyle that comes along with molten whip though, you’re free to use it here, but for the way I play Flame Lash is much better.
  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: 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.
  4. 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.
  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.
  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 front 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 Power Lash, Cauterize and Burning Embers for healing, and this as your emergency heal.
  9. 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.
  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: 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!
  12. 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 Points

CHAMPION POINT 810 SETUP

THE MAGE (BLUE)

  • Blessed – 32
  • Elfborn – 48
  • Spell Erosion – 37
  • Elemental Expert – 64
  • Master-at-Arms – 66
  • Thaumaturge – 23

THE THIEF (GREEN)

  • Warlord – 66
  • Arcanist – 75
  • Tumbling – 48
  • Shadow Ward – 81

THE WARRIOR (RED)

  • Ironclad – 61
  • Resistant – 53
  • Thick Skinned – 44
  • Hardy – 43
  • Elemental Defender – 37
  • Quick Recovery – 32

Other Important Info

Buff Food

Longfin Pasty with Melon Sauce: Maximum Health, Magicka and Stamina

Mundus

Apprentice – Increased Spell Damage

Race

Breton – Breton has become one of my favorite magicka pvp races for this patch, especially MagDK. Between Breton, Light Armor and Elemental Drain, you literally dont need any other sources of regen in the build. Besides the great regen, we also get a big boost to our magicka and a ton of extra resistances.

Potions/Poisons

Tri-Stat (Bugloss, Columbine and Mountain Flower)

Passives

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), 1h & Shield (all), Destruction Staff (all), Mages Guild (all), Undaunted (all), Racial (all), Alchemy (Medicinal Use), Assault (all), Support (all except the first), Psijic Order (Clairvoyance and Concentrated Barrier)

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 or try to set your opponent up for a power lash.  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.

Contact

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

Update Log

5/29/2019 – Build created

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