Magicka Dragonknight PvP Build ESO – Inferno
Build Written By: Dottz Gaming – PC NA
Role: Damage Dealer
Patch: Ascending Tide
Table of Contents
- Tips & Misc
- Contact Info
- Update Log & Disclaimer/Credits
Welcome to DottzGaming.com’s Magicka Dragon Knight DPS PvP Build, Firestorm, 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 CP Cyrodiil, Imperial City and battlegrounds with only slight changes to the mythic on the build, which will be notated in the gear section!
Magicka Dragonknight, after patches and patches of being directly or indirectly nerfed, finally saw some buffs in the Deadlands patch, most notably in the form of sustain buffs. These sustain buffs mean that we need to budget for significantly less sustain and can direct more of our efforts towards tankiness and damage! With Ascending Tide, we saw a change to Burning Embers, turning it from a burst heal when the skill was refreshed into a full-fledged HoT, giving MagDK its first in class heal over time! With this change, it allowed us to look to other weapons besides the restoration staff, and grab skills that would help us combat the extremely high healing meta we find ourselves in. This new setup is really close to the previous iteration from last patch, but just has some small changes to weapons/skills that have been working extremely well for me! The build has fantastic damage, tankiness, mobility, sustain, and it honestly feels very strong.
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 Dragonknight PvP Build|
|Head||Magma Incarnate||Medium||Impenetrable||Prismatic||Vet The Dread Cellar|
|Shoulders||Magma Incarnate||Heavy||Impenetrable||Magicka||Undaunted Chest|
|Gloves||Burning Spellweave||Light||Impenetrable||Magicka||City of Ash|
|Belt||Burning Spellweave||Light||Impenetrable||Magicka||City of Ash|
|Necklace||Burning Spellweave||Jewelry||Arcane||Weapon Damage||City of Ash|
|Ring||Armor of the Trainee||Jewelry||Arcane||Weapon Damage||Any starting zone or Guild Trader|
|Ring||Markyn Ring of Majesty||Jewelry||Infused||Reduce Spell Cost||Antiquities|
|Weapon 1||Burning Spellweave||1h Mace||Nirnhoned||Flame||City of Ash|
|Offhand 1||Burning Spellweave||1h Mace or Sword||Charged||Shock||City of Ash|
|Weapon 2||Daedric Trickery||1h Weapon||Infused||Absorb Magic||Crafted|
|Offhand 2||Daedric Trickery||Shield||Sturdy||Magicka||Crafted|
- Magma Incarnate: This set is a relatively new set in ESO, and it offers a ton on a monster set. This gives you increases to sustain, damage, and tankiness, all with respectable uptime. This can also benefit group members as well, and the more people the buff can bounce to, the higher the uptime. It’s an absolutely amazing set and will be a staple on my magDK for patches to come.
- Burning Spellweave: BSW is one of my favorite magicka DK sets and it has been for a very long time. This set gives a fantastic spell damage proc whenever we deal flame damage. The best part about this proc is that it basically is a buff that goes onto your character when it procs. What that means for us is that if we proc BSW and then need to play defensive on our back bar, even though the 5 piece is technically not active, we still have the BSW buff on us which means that the spell damage transfers over to the heals on our back bar. I know the inferno staff is difficult to farm, but trust me, it’s very, very worth it. When this procs burning, we also get 1000 magicka back from combustion, which just means more sustain for us!
- Daedric Trickery: This set has become a recent favorite of mine after giving it a try! It gives us a random major buff between Expedition, Mending, Vitality, Heroism or Protection every 9 seconds that last for 21 seconds! What this means is that we can have up to 3 different major buffs from this set active on us at one time! All of these major buffs are great too, making this an extremely strong set to have!
- Trainee: With the way we have our gear setup, we have an extra gear slot which Trainee fits perfectly, giving us a big boost to our health!
- Markyn Ring of Majesty: This is a new mythic that came out in the Deadlands patch and has quickly become one of my favorite mythics in the game! It gives a very well-balanced stat profile of damage and resistance, making this a great way to help pad our stats!
Main Bar – Dual Wield: Molten Whip, Burning Embers, Shattering Rocks, Engulfing Flames, Cauterize, Ferocious Leap
Back Bar – Sword and Shield: Igneous Weapons, Pierce Armor, Coagulating Blood, Volatile Armor, Elusive Mist, Spell Wall
Vampire vs. Mortal
For this build I am playing as a stage 3 vampire. With the nerfing of health recovery in PvP that happened in Blackwood, one of the biggest drawbacks to vampire is no longer a concern. In my opinion, the Undeath passive feels really necessary to maintain a certain level of tankiness. Undeath gives us a ton of mitigation as our health gets low, protecting our heals and allowing us to get back into the fight. While in the past I would never dream of going to this high of a vampire stage on a MagDK, the sustain buffs that the class got in Deadlands really allow us to do so. Plus, since we also play as a Breton, this off-sets some of the cost increases.
The list below showcases the order in which champion points should be acquired, the number of points you need to place into that perk and whether or not it needs to be slotted in the CP bar. The Warfare CP perks increase your damage and mitigation and are the most important, the Fitness tree has some miscellaneous sustain and defensive perks and the Craft tree has crafting and non-combat bonuses. The Craft CP points are entirely customizable to however you want, or you can follow the list below.
CHAMPION POINT SETUP
- Eldritch Insight – 20
- Piercing – 20
- Master-at-Arms – 50 (Slotted)
- Deadly Aim – 50 (Slotted)
- Quick Recovery – 20
- Elemental Aegis – 20
- Hardy – 20
- Duelist’s Rebuff – 50 (Slotted)
- Ironclad – 50 (Slotted)
- Blessed – 20
- Tireless Discipline – 20
- Flawless Ritual – 40
- War Mage – 30
- Precision – 20
- Preparation – 20
- Boundless Vitality – 50 (Slotted)
- Tumbling – 30
- Mystic Tenacity – 10
- Sustained by Suffering – 50 (Slotted)
- Pain’s Refuge – 50 (Slotted)
- Survival Instincts – 50 (Slotted)
- Hero’s Vigor – 20
- Defiance – 20
- Tireless Guardian – 20
- Fortification – 30
- Nimble Protector – 6
- Savage Defense – 30
- Mystic Tenacity – 40
- Bashing Brutality – 20
- Hasty – 16
- Sprinter – 20
- Piercing Gaze – 30
- Steed’s Blessing – 50 (Slotted)
- Breakfall – 50
- Wanderer – 15
- Steadfast Enchantment – 50
- Rationer – 30 (Slotted)
- Liquid Efficiency – 75 (Slotted)
- Treasure Hunter – 50 (Slotted)
- Fortune’s Favor – 50
- Gilded Fingers – 50
- Soul Reservoir – 33
Other Important Info
Bewitched Sugar Skulls: Maximum Health, Health Recovery, Magicka and Stamina
Atronach – Increased Magicka Recovery
- Breton – Definitely the best race for this build. I no longer have the opinion that Breton is a required race for magDK by any means, since the new sustain buffs did wonders for the class. However, since we play a stage 3 vampire for this build in particular, I find the Breton cost reduction to be extremely useful. On top of that, we also get extra magicka recovery, a big boost to our magicka and a ton of extra resistances.
- Imperial – This is personally the other race I’d run for this setup. Imperials get an awesome boost to health and stamina, while also getting a 6% cost reduction to everything: skills, ultimate costs and core combat skills. If you choose to run imperial, dont run any prismatics on the body and instead run extra magicka glyphs.
Magicka Potions (Minor Heroism, Stamina Restoration, Magicka Restoration)
Dragon Rheum, Dragon’s Blood, and Columbine
These potions are VERY expensive. If you cant afford these, regular Tri-Stat potions will work just fine. If you find yourself struggling to sustain with those, replace the off-hand shock glyph with an absorb magicka glyph.
Class (all), Light Armor (all), Heavy Armor (all), Medium Armor (all), 1h and Shield (all), Dual Wield (all except Controlled Fury), Undaunted (all), Racial (all), Alchemy (Medicinal Use), Assault (all), Support (all except the first), Vampire (all except Unnatural Movement)
Tips & Misc.
- Maintain your buffs & debuffs/DoTs to maximize the amount of tankiness and damage potential that the build offers.
- Your Coagulating Blood is your bread and butter burst heal; use it when you’re taking massive amounts of pressure. However, if you need a small amount of burst healing, use Cauterize.
- Burning Embers is an amazing heal over time. Apply this to as many people as possible to maximize its effectiveness.
- Stunning someone before you use your 3 stack Molten Whip will cause them to take the full brunt of your assault, so use Shattering Rocks or Leap in those key moments.
- Use Elusive Mist to defend against ranged attacks and remove snares from yourself to be able to move to LoS. Elusive Mist is also an effective tool to dampen an opponent’s burst since it gives you 75% damage mitigation.
- Try to get Molten Whip to 3 stacks before you use it. Typically you wont have an issue getting to 3 stacks applying all of your damage over time abilities and Cauterize. However, if you find yourself 1 stack short, re-use one of your other front bar ardent flame skills.
If you have any questions about the build, join our discord server and ask @Dottz about the build!
2/24/2020 – Build created (used old build name)
2/27/2020 – Build totally changed after testing
11/16/2021 – build brought out of archives and updated for deadlands
1/6/2022- updated the build to reflect what I’m currently wearing
3/14/2022- changed enchants from spell damage to weapon damage