Magicka Dragonknight PvP Build ESO – Firestorm
Build Written By: Dottz Gaming – PC NA
Role: Damage Dealer
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 without any changes to the build!
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! My goal with this patch’s magDK PvP build was to make a build with just enough surivability to brawl it out with multiple targets, and then direct all of my efforts into damage! The sustain buffs to the class made it significantly easier than previous patches to boost our offensive and defensive prowess, since we dont have to worry about constantly being out of magicka.
The build has fantastic damage, tankiness, mobility, sustain, and it honestly feels very well balanced. The tankiness definitely has a bit of RNG to it with one of our set choices, but if you play appropriately based on the situation you’ll always know where you stand buff wise.
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||Bloodspawn||Medium||Impenetrable||Prismatic||Vet Spindleclutch 2|
|Gloves||Burning Spellweave||Light||Impenetrable||Magicka||City of Ash|
|Belt||Burning Spellweave||Light||Sturdy||Magicka||City of Ash|
|Necklace||Burning Spellweave||Jewelry||Arcane||Magicka Recovery||City of Ash|
|Ring||Armor of the Trainee||Jewelry||Arcane||Spell Damage||Any starting zone or Guild Trader|
|Ring||Malacath’s Band of Brutality||Jewelry||Arcane||Spell Damage||Antiquities|
|Weapon 1||Burning Spellweave||Flame Staff||Sharpened||Berserker||City of Ash|
|Weapon 2||Daedric Trickery||1h Weapon||Defending||Absorb Magicka||Crafted|
|Shield 2||Daedric Trickery||Shield||Sturdy||Magicka||Crafted|
- Bloodspawn: This set is a tried and true DK favorite, giving us extra tankiness, stamina sustain and ultimate generation! This ultimate generation, thanks to the dragonknight passives, gives us a big boost to sustain, along of course with the added benefit of being able to ult very frequently, especially considering major heroism is present in this build!
- 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!
- Malacath’s Band of Brutality: Malacath works well on builds that have low critical hit chance (which this build does) as a way to boost our damage up! It may cost some of our offensive critical hit damage, but with how few and far between we actually crit, it isn’t a huge drawback.
All points into Magicka.
Main Bar – Destruction Staff: Flame Lash, Burning Embers, Fossilize, Elemental Drain, Engulfing Flames, Ferocious Leap
Back Bar – 1h and Shield: Degeneration, Cauterize, Coagulating Blood, Volatile Armor, Elusive Mist, Shifting Standard
NOTE: Your back bar ult is entirely personal choice. My personal favorite options are:
- Temporal Guard
- Corrosive Armor
- Shifting Standard
- 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
Apprentice – Increased Spell Damage
- 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.
Essence of Health (Restore Magicka, Health and Stamina)
(Bugloss, Columbine and Mountain Flower)
Class (all), Light Armor (all), Heavy Armor (all), Medium Armor (all), 1h & Shield (all), Destruction Staff (all), Mages Guild (all), Undaunted (all), Racial (all), Alchemy (Medicinal Use), Assault (all), Support (all except the first), Vampire (all except Unnatural Movement), Psijic Order (Clairvoyance and Concentrated Barrier) (If using temporal guard)
Tips & Misc.
- Maintain your buffs & debuffs/DoTs 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. You could also CC your opponent with Fossilize and hit them with Flame Lash in order to get the heal from the Power Lash proc!
- Elemental Drain maintenance is very important for damage and sustain. Always make sure this ability is up on your opponent.
- Your Coagulating Blood is your bread and butter burst heal; use it when you’re taking massive amounts of pressure.
- Cauterize is a solid, cheap heal combined with Coagulating Blood. Remember though that although this is our psuedo “heal over time”, it only procs its heal every 5 seconds. Keep this in mind while you watch the buff timer.
- 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.
- 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.
If you have any questions about the build, join our discord server and ask @Dottz about the build!
11/3/2021 – Build created.
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