Magicka Dragonknight PvP Build

by NirnStorm
2nd June 2021

Build Contents

Welcome to my Magicka Dragonknight ( MagDK ) PvP Build for the Blackwood patch!

This build utilizes the return of all sets to Cyrodiil to use some old-reliables as well some new concepts to get an overwhelming amount of damage and healing power, allowing you to win very difficult fights and kill even the tankiest enemies.

If you’re looking to be able to burst down enemy players and whole groups while keeping mobile despite the usual Magicka Dragonknight weaknesses and still have more than enough survivability to dominate Cyrodiil and other PvP activities, you’ve come to the right place!

Details
PATCH
Blackwood
RACE
Breton
MUNDUS
The Atronach
Increases Magicka recovery
Mortality
Mortal
Werewolf
Vampire
Attributes
14
Health
0
Stamina
50
Magicka

Setup

Race

The optimal race for this build is Breton. This race helps you sustain magicka skills better than any other and increases your spell resistance and your magicka pool as well.

Other good alternatives for races would be Dark Elf, Argonian, Khajiit and High Elf.

Mundus

The mundus stone we are using on this build is The Atronach. This mundus will help us increase our Magicka Recovery and let us afford more Spell Damage Jewelry glyphs, which are very important part of both our damage and healing power.

Mortality

We play without Vampirism or Lycanthropy on this build as we don’t benefit too much from either and we wish to avoid their penalties. It’s possible to play this build as either of them, however it is not recommended.

Skills

Burning Spellweave’s Dual Wield
Mechanical Acuity’s Ice Staff
ESO-Hub Skill icon
ESO-Hub Skill icon
ESO-Hub Skill icon
ESO-Hub Skill icon
ESO-Hub Skill icon

Note: For the full explanation on why we use all these skills and how to utilize them effectively, make sure to check out the build video (coming soon).

Passives

Ardent Flame Dragonknight

All Passives

Draconic Power Dragonknight

All Passives

Earthen Heart Dragonknight

All Passives

Light Armor Armor

All Passives

Medium Armor Armor

Unlock all the passives except Dexterity, Improved Sneak and Agility, these are optional and not very relevant.

Heavy Armor Armor

All Passives

Dual Wield Weapons

Unlock all the passives except Slaughter and Controlled Fury, these are optional and not relevant.

Destruction Staff Weapons

Unlock all the passives except Tristat Focus. It’s important to not unlock this passive.

Psijic Order Guilds

All Passives

Undaunted Guilds

All Passives

Assault Alliance War

All Passives

Support Alliance War

Unlock only Combat Medic

Racial Character

All Passives

Alchemy Crafting

Unlock only Medicinal Use

Gear

Impen
Tri-Stat
medium
Impen
Tri-Stat
light
Reinforced / Sturdy
Tri-Stat
heavy
Impen
Tri-Stat
light
Impen
Tri-Stat
light
Sturdy
Tri-Stat
heavy
Impen / Sturdy
Tri-Stat
heavy
Infused
Spell Damage
Infused
Spell Damage
Infused
Spell Damage
Nirnhoned
Flame Damage
Sharpened
Shock Damage
Front Bar
Defending / Infused
Weapon Damage ( Berserker )
Back Bar

Monster Helm

Bloodspawn – This set is a perfect match for a Magicka Dragonknight, and its effects match our playstyle with this build perfectly. When taking damage, this set gives us additional Physical & Spell Resistance which we definitely need on a build that utilizes multiple pieces of light armor; and generates a sizable amount of Ultimate for us, which we can use to either pressure or kill an enemy, heal ourselves, or regain our resources thanks to the Battleroar DK passive.

Main Sets

Burning Spellweave – This is one of the most reliable high-value Spell Damage centered sets in the whole game. It fits the Magicka Dragonknight class perfectly as it requires consistent Flame damage to be dealt to enemies in order for this set to function – which we can easily do using our class skills – and grants us a high amount of Spell Damage with an impressive uptime.

Mechanical Acuity – We use this set to guarantee Critical Strikes whenever we desire, provided it isn’t on cooldown. This effect is useful to keep your healing going, to pressure enemies using your Damage-over-Time effects, and most importantly – To burst down tanky enemy players. We use this set on our back bar to control its uptime; Whenever we are facing a difficult opponent or a tanky individual, we are able to overwhelm them with damage by applying our DoTs to them, swapping our bars and Light Attacking to activate this set, then swapping bar to the front again and using our Leap & Molten Whip combo to deal an enormous burst that can kill even super powerful enemies.

  • Note: For no-CP gameplay such as Battlegrounds, it is recommended to replace this set with Clever Alchemist or a defensive set of your choice, since in those settings you tend to fight less tanky opponents and prefer having higher amount of Health or damage mitigation.

Minor Set

Armor of the Trainee – We use one piece of this set to help increase our Max Health pool further to provide some additional survivability since we have one extra armor slot available when using all the other sets included in this build.

Mythic Item

Ring of the Wild Hunt – We are utilizing the Wild Hunt ring on this build to increase our mobility. With Malacath being nerfed this patch and no longer being very relevant, most Mythic items this patch are not must-have, and instead are more up to personal playstyle. For a “fast & furious” build such as this one with powerful damage yet not overwhelmingly strong defenses, speed is important to get out of sticky situation and kite out enemy groups. This is where Wild Hunt comes in, by providing us a significant additional speed.
If you don’t have access to Mythic items, you can replace this item with an additional piece of Armor of the Trainee.
This would reduce your speed and mobility in fights, but increase your Max Magicka as a relevant alternative.

Weapons

Dual Wield – We use Dual Wield on our front bar this patch as it increases our offensive burst more than any other weapon, even destruction staff. With Light and Heavy Attacks now scaling off your highest stats – making even DW attacks scale off our very high spell damage, there is no reason for us not to use this weapon type and make full benefit of its excellent passives. You may replace this weapon with a Flame Staff if you’re more familiar with using it, however this will reduce your overall damage during your burst moments.

Ice Staff – We benefit a lot from utilizing Block effectively on our Magicka Dragonknight, but we now lack access to the Elemental Drain skill which we definitely need to increase our penetration and sustain. To gain both effective blocking and access to Elemental Drain using the same weapon type, we use Ice Staff on the back bar.

Weights & Traits

Light & Heavy Armor – We are using mainly light & heavy armor pieces on this build as those benefit us the most. Light Armor pieces increase our damage and sustain, but increase the cost of block and damage we take from Martial Attacks. Heavy Armor increases our defenses, but also the damage we take from Magical attacks. Due to this, a balance of 3 of each benefits us the most, and we top it off with one Medium armor piece to benefit more from the Undaunted passives.

Sturdy & Impen – The Sturdy trait helps us block more efficiently, which is important on our build which utilizes block a lot on the Ice Staff (back) bar. The Impen trait is required, although it’s less cost-effective, since we no longer use the Resilience CP passive this patch (unlike our previous Magicka Dragonknight build) and our Critical Resistance is naturally low.

Consumables

Clockwork Citrus Fillet

Food

Spell Power

Potion

Tri-Stat

Potion

Food

We use Clockwork Citrus Fillet as this one food gives us all: Max Health, Health Recovery, Max Magicka and Magicka Recovery. A budget option to replace this expensive food would be Witchmother’s Potent Brew, which gives us slightly less stats, yet is fairly similar.

Potions

Spell Power Potions (made with Lady’s Smock, Corn Flower & Water Hyacinth) are the main potions we use on this build, as we do not have another source for Major Sorcery on this build. This buff is very valuable for our damage, so whenever we go offensive to try and kill enemies it’s important to have a potion buff active – especially against tanky enemies.

We also use Tri-Stat Potions (made with Bugloss, Columbine and Mountain Flower) to help us heal and sustain both our Magicka pool and our Stamina pool. We use this potion mainly when we are on the defense and need additional resources to survive the group of enemies that is pressuring us.

Champion Points

Craft CP Craft (0)
Warfare CP Warfare (520)
Fitness CP Fitness (542)
Deadly Aim
50
Increase your damage done with single target attacks by 2% per stage.
BONUS
10% damage done
Master-At-Arms
50
Increases your damage done with direct damage attacks by 2% per stage.
BONUS
10% direct damage
Fighting Finesse
50
Increases your Critical Damage and Critical Healing done by 2% per stage.
BONUS
10% Critical Damage and Critical Healing done
Duelist’s Rebuff
50
Reduces your damage taken by single target attacks by 2% per stage.
BONUS
10% damage reduction
20
Precision
Grants 160 Critical Chance per stage.
BONUS
320 Critical Chance
50
Fighting Finesse
Increases your Critical Damage and Critical Healing done by 2% per stage.
BONUS
10% Critical Damage and Critical Healing done
20
Eldritch Insight
Grants 260 Max Magicka per stage.
BONUS
520 Max Magicka
20
Blessed
Increases your Healing Done by 1% per stage.
BONUS
2% Healing Done
20
Tireless Discipline
Grants 260 Max Stamina per stage.
BONUS
520 Max Stamina
Extended Might
20
Piercing
Grants 350 Offensive Penetration per stage.
BONUS
700 Offensive Penetration
Extended Might
40
Flawless Ritual
Increases your chance to apply a Magical status effect by 30% per stage.
BONUS
60% increased chance
Extended Might
40
Battle Mastery
Increases your chance to apply a Martial status effect by 30% per stage.
BONUS
60% increased chance
Extended Might
30
War Mage
Grants 100 Weapon and Spell Damage to Magical attacks.

Affects Magic, Flame, Frost, and Shock Damage.
Extended Might
30
Mighty
Grants 100 Weapon and Spell Damage to Martial attacks.

Affects Physical, Poison, Disease, and Bleed Damage.
50
Deadly Aim
Increase your damage done with single target attacks by 2% per stage.
BONUS
10% damage done
Staving Death
20
Quick Recovery
Increases your Healing Taken by 1% per stage.
BONUS
2% Healing Taken
Staving Death
20
Elemental Aegis
Reduces the damage you take from Magical attacks by 1% per stage.

ffects Magic, Flame, Frost, and Shock Damage.
BONUS
2% damage reduction
Staving Death
20
Hardy
Reduces the damage you take from Martial attacks by 1% per stage.

Affects Physical, Poison, Disease, and Bleed Damage.
BONUS
2% damage reduction
Staving Death
20
Preparation
Reduces your damage taken from non-player attacks by 2% per stage.
BONUS
10% damage reduction
50
Duelist’s Rebuff
Reduces your damage taken by single target attacks by 2% per stage.
BONUS
10% damage reduction
50
Master-At-Arms
Increases your damage done with direct damage attacks by 2% per stage.
BONUS
10% direct damage
Rejuvenation
50
Grants 3 Health, Magicka, and Stamina Recovery per stage.
BONUS
150 Health, Magicka and Stamina Recovery
Ironclad
50
Grants 34.6 Armor per stage.
BONUS
1730 Armor
Survival Instincts
50
While afflicted with a Status Effect, your core combat skills cost 5% less per stage.
BONUS
25% cost reduction
Juggernaut
50
While under the effects of Crowd Control Immunity, you take 2% less damage per stage.
BONUS
10% damage reduction
50
Ironclad
Grants 34.6 Armor per stage.
BONUS
1730 Armor
50
Rejuvenation
Grants 3 Health, Magicka, and Stamina Recovery per stage.
BONUS
150 Health, Magicka and Stamina Recovery
30
Tumbling
Reduces the cost of Roll Dodge by 120 Stamina per stage.
BONUS
240 cost reduction
20
Defiance
Reduces the cost of Break Free by 110 Stamina per stage.
BONUS
220 cost reduction
50
Juggernaut
While under the effects of Crowd Control Immunity, you take 2% less damage per stage.
BONUS
10% damage reduction
50
Mystic Tenacity
Reduces the duration of Elemental Status Effects applied to you by 5% per stage.
BONUS
25% reduced duration
20
Sprinter
Reduces the cost of Sprint by 20 Stamina per stage.
BONUS
40 cost reduction
16
Hasty
Increases your movement speed when Sprinting by 2% per stage.
BONUS
4% Movement speed
20
Hero’s Vigor
Grants 280 Max Health per stage.
BONUS
560 Max Health
30
Piercing Gaze
Increases your Stealth Detection by 1 meter per stage.
BONUS
3 meters
50
Survival Instincts
While afflicted with a Status Effect, your core combat skills cost 5% less per stage.
BONUS
25% cost reduction
50
Tempered Soul
Return to life after resurrection with 5% more resources per stage.
BONUS
10% more resources
20
Tireless Guardian
Reduces the cost of Block by 20 Stamina per stage.
BONUS
40 Block cost reduction
30
Fortification
Increases the amount of damage you can block by 2% per stage.
BONUS
4% Block mitigation
6
Nimble Protector
Increases your Movement Speed while Bracing by 3% per stage.
BONUS
6% Movement speed
30
Savage Defense
Reduces the cost of Bash by 45 Stamina per stage.
BONUS
90 cost reduction
20
Bashing Brutality
Increases your Bash damage by 60 per stage.
BONUS
120 increased damage

The Craft Champion Points as a whole do not effect combat much, and so they are completely up to your playstyle!

—————————————

My personal recommendations and preferences (by order of importance):

Passive Stars

  • Breakfall – This star will prove useful while kiting enemies off ledges such as keeps, towers and cliffs.
  • Steadfast Enchantment – This passive will let you spend less soul gems on your weapons’ enchantments.

Active Stars

  • Liquid Efficiency – This effect will help you save potions by consuming less of them while gaining their effects.
  • Steed’s Blessing – The speed bonus you gain from this passive can help you at the start of the fight, before you get stuck in combat status.
  • War Mount – Will make you much less likely to be dropped off of your mount and zerged or ganked down.
  • Rationer – This star will save you some money when you go groceries shopping for your PvP build.

Rotations

Offensive Rotation

Weapon
Swap
Light
Attack
Light
Attack
Weapon
Swap
Light
Attack
Weapon
Swap
Light
Attack
Light
Attack
Light
Attack

Always start an engagement by applying Elemental Drain to the enemy player, and making sure you have a spell power potion effect active. Afterwards, you must cast 3 Ardent Flame abilities (Engulfing Flames, Cauterize or Burning Embers) to fully buff your Molten Whip’s Seething Fury effect. I prefer to start with Burning Embers before Engulfing flames as it increases the heal value I’ll be getting from Burning Embers upon recasting the skill in the next rotation.

After stacking your Seething Fury effect three times, you should bar-swap and Light Attack an enemy (or bash one) to activate the Mechanical Acuity effect on your backbar. This is also a good opportunity to cast Race Against Time to further increase your damage. Once the set effect is active, quickly swap to your front bar again.

After de-buffing your enemy and buffing yourself, you must cast Fossilize to stun your target, then quickly use your ultimate Ferocious Leap to hit them with a huge force, then finish them off with a fully buffed Molten whip. It’s important to try and weave light attacks between all of your offensive skills, if possible. Note that if you managed to execute the entire sequence while the effect of Mechanical Acuity (Unerring Vision) lasts, your enemy should be dead more often than not. Even if you only managed to get through a part of this rotation while under the Unerring Vision effect, your burst should take a significant part of your enemy’s health.

If this rotation is not enough to kill your target, you must keep applying pressure to them using your DoTs (Burning Embers, Engulfing Flames, and Burning effect from your enchantment and flame skills), and repeat the burst multiple times until your enemy is dead. If your Ultimate ability is not ready, you can skip it in the rotation and go straight to Molten Whip.

Defensive Rotation

Roll
Dodge
Weapon
Swap
Block
Block
Block
Weapon
Swap
Block

When going defensive, you want to mitigate as much damage as possible using Block on your Ice Staff (back) bar. In addition you must kite around objects until enemies don’t have a direct line-of-sight to you, which you can do effectively using the speed from Race Against Time, and then heal up. The main heal on this build is Coagulating Blood which will heal up most of your missing health, however it’s important to keep up Cauterize as it helps you stay alive by healing you every 5 seconds, and is much more affordable than Coagulating Blood.

After you are healed up, you need to re-cast Volatile Armor to regain your Major Resolve buff for additional damage mitigation. After doing so, you might want to use Deep Thoughts (or Meditate) to regenerate some of your lost resources.

When the enemies approach you and you’re ending your defensive rotation and are preparing to go offensive, it’s important to transition between the two by using Burning Embers on your front bar, as this is a damage skill, but will also give you a significant amount of health upon recast if it’s been applied to a target for more than a couple of seconds. Cauterize is also a healing ability that can help you survive, while it buffs your Molten Whip with Seething fury thus helping you transition into offense.

Summary

That’s about all the information you need to set up this Magicka Dragonknight build and play it in PvP! I hope you found this build setup useful and will enjoy playing it in game!

If you have any questions, suggestions, or feedback, please feel free to reach out to me either via my discord server, or by tagging me on Twitter.

You can also find my other socials down below to get in touch with me live on my streams or see more of my content!

Good luck burning-up Cyrodiil!

About NirnStorm
NirnStorm is a content creator on Twitch and on YouTube. He currently plays and streams mainly The Elder Scrolls Online, with a focus on end-game PvP, and occasionally some different games such as Witcher, Among Us, Apex Legends and many others!