Magicka Dragonknight PvP Build ESO – Inferno
Build Written By: Dottz Gaming – PC NA
Role: Damage Dealer
Patch: Lost Depths
Table of Contents
- Tips & Misc
- Contact Info
- Update Log & Disclaimer/Credits
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 CP Cyrodiil, Imperial City and battlegrounds!
Magicka Dragonknight has received some nerfs over the last few patches that have definitely changed some of the thought processes behind how we build. Unfortunately, our damage and sustain were both hit, meaning we had to drop vampire (which offered a lot of tankiness via undeath and mist form) and that we needed to find a way to pull more damage out of the build. Thankfully, between dropping vampire (giving us more sustain to work with), changing a monster set, and some of our armor weights, we were able to find that extra damage. While not as strong as it’s been previously, MagDK is definitely still feeling very solid! Thankfully, the setup hasn’t changed all that much from last patch, and still has fantastic damage, tankiness, mobility, sustain, and can still perform very well in a variety of PvP environments.
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||Balorgh||Medium||Impenetrable||Prismatic||Vet March of Sacrifices|
|Gloves||Burning Spellweave||Light||Impenetrable||Prismatic||City of Ash|
|Belt||Burning Spellweave||Light||Impenetrable||Prismatic||City of Ash|
|Necklace||Burning Spellweave||Jewelry||Arcane||Weapon Damage||City of Ash|
|Ring||Armor of the Trainee||Jewelry||Infused||Weapon Damage||Any starting zone or Guild Trader|
|Ring||Markyn Ring of Majesty||Jewelry||Infused||Reduce Skill Cost||Antiquities|
|Weapon 1||Burning Spellweave||1h Mace||Nirnhoned||Absorb Magicka||City of Ash|
|Offhand 1||Burning Spellweave||1h Mace||Charged||Poison||City of Ash|
|Weapon 2||Daedric Trickery||Ice Staff||Defending||Berserker||Crafted|
- Balorgh: This patch, damage is king – specifically burst damage. People can get insanely high amounts of defemse, and Balorgh helps us burst targets down with leap much easier by giving us a massive boost to our damage and penetration when we use our ultimate. I personally feel that DK damage is lackluster without Balorgh, and this set has felt very necessary for us to secure kills.
- 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. 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 favorite of mine on MagDK. 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 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, Noxious Breath, Flames of Oblivion, Ferocious Leap
Back Bar – Ice Staff: Igneous Weapons, Resolving Vigor, Coagulating Blood, Volatile Armor, Race Against Time, Temporal Guard
Vampire vs. Mortal
Unfortunately I’ve needed to drop Vampire this patch and play as a mortal. We are no longer capable of sustaining stage 3 vampire for undeath, and while I love stage 1 and using mist form, you just need to squeeze every bit of damage possible out of builds this patch because of how tanky everyone is (unless you just want to stalemate all the time). Running a mortal allowed me to run less light armor to be able to get more weapon and crit damage with more medium pieces, as well as run Race Against Time for minor force. While I’ve traditionally disliked RaT in the past, it was primarily due to the snare/root immunity and minor force durations being too short. However, their durations were increased in Lost Depths, making the ability much easier to use.
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
- Resilience – 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. With the nerfs to combustion, I find the Breton cost reduction to be extremely useful to give us some sustain we really need. 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, run less 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.
Class (all), Light Armor (all), Heavy Armor (all), Medium Armor (all), Destruction Staff (all except tri-focus), Dual Wield (all except Controlled Fury), 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 & 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, you also want to utilize Resolving Vigor for if you need a small amount of healing and to augment your burst heal, allowing you to top your HP off.
- 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 Race Against Time to remove snares from yourself to be able to move to LoS. Additionally, using it prior to your burst will give you minor force, allowing you to hit for maximum critical damage!
- 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 Flames of Oblivion. However, if you find yourself 1 stack short, re-use Flames of Oblivion.
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
6/9/2022- changed skills, weapons, monster helm, vamp stage and enchants
8/24/2022 – changed armor weights, skills, weapons and enchants