Magicka Dragonknight PvP Build – No Procs Cyrodiil

by NirnStorm
25th March 2021

Whoa! This build is from a previous patch, so it may not function correctly or some aspects may no longer exist. See the latest builds here!

Build Contents

Welcome to my Magicka Dragonknight (MagDK) PvP Build for the Flames of Ambition patch.
This build utilizes the revamped Champion Points system and the changes to Battle Spirit to get a surprising amount of damage and healing power while retaining a lot of sustain and survivability.

If you’re looking to be able to both pressure and burst down enemy players one by one or group by group, and dominate the no-procs version of Cyrodiil on a MagDK, you’ve come to the right place!

Details
PATCH
Flames of Ambition
RACE
Breton
MUNDUS
The Atronach
Increases Magicka recovery
Mortality
Mortal
Werewolf
Vampire
Attributes
6
Health
0
Stamina
58
Magicka

Setup

Before we get started, it’s important to keep in mind while viewing and using this build, that it’s meant specifically for Cyrodiil, as for the next 3-6 months, there will be a very limited pool of item sets that are usable in Cyrodiil, and are available to use in builds. This means that while this build is incredibly powerful in a no-procs ruleset environment, like Cyrodiil of this patch, it may not perform quite as well in places where proc sets and more set choices are available, such as Battlegrounds and out-of Cyrodiil duels.

Race

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

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

Mundus

The mundus stone we are using on this build is The Atronach. Together with the high amount of Divines armor traits we are using on this build, this mundus stone has a massive effect and increases our magicka regeneration drastically.

  • For more information on the Divines trait and how we are able to uniquely utilize it in PvP, check out the Gear section down below.

Vampirism

This build plays as a Stage 1 Vampire. While I normally dislike using Vampirism on MagDKs, due to the damage swings this patch that case as a result of the Battle Spirit changes and Armor Penalties that got introduced, Race Against Time is no longer enough as a mobility skill when you’re taking a lot of pressure, and needs to be replaced with Elusive Mist instead to mitigate a lot of damage while we are kiting our enemies, and to use Elusive Mist we must become Vampires.

Since we choose to be a vampire anyways for Elusive Mist, we are also utilizing the vampire Ultimate ability Swarming Scion which helps increase our offensive window. With that said though, we still choose to stay on Stage 1 Vampirism as the higher stage of vampire you are, the harder it is to sustain, and due to MagDK’s sustain being difficult by default, we try to not make it harder by increasing our Vampirism stage.

Skills

Front Bar – Inferno Staff
Back Bar – 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.

Passives

Ardent Flame Dragonknight

All Passives

Draconic Power Dragonknight

All Passives

Earthen Heart Dragonknight

All Passives

Light Armor Armor

All Passives

Medium Armor Armor

All Passives

Heavy Armor Armor

All Passives

Destruction Staff Weapons

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

Vampirism World

Despite being a vampire, you don’t need to unlock any passives.
Since we remain on Stage 1 Vampirism, no passive is required for this build.
All passives are optional.

Undaunted Guilds

All Passives

Psijic Order 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

Divines
Tri-Stat
heavy
Divines
Tri-Stat
medium
Reinforced
Tri-Stat
heavy
Divines
Tri-Stat
light
Divines
Tri-Stat
light
Divines
Tri-Stat
heavy
Divines
Tri-Stat
light
Infused
Spell Damage
Swift
Spell Damage
Swift
Mag Regen
Nirnhoned / Sharpened
Flame Damage
Front Bar
Infused
Weapon Damage ( Berserker )
Back Bar

Monster Sets

With the no-procs ruleset being implemented in Cyrodiil, we can’t use 2 pieces of the same monster set and get the 2-piece bonus. We can, however, use two different one-pieces of two different monster sets, Swarm Mother and Domihaus, to get a lot of Max Magicka and Max Stamina from the 1-piece bonus of both, combined.

Main Sets

Impregnable Amor – With Malacath’s Band being disabled in Cyrodiil and with the armor changes of this patch, Critical Damage is now a real risk yet again. To mitigate a lot of Critical Damage without having to spend either Champion Points or Armor Traits, we use the Impregnable Armor set. This set enables us to make better benefit of our armor traits than using a low-value trait like Impenetrable, and to choose more relevant and effective CP stars. This set is simply the best defensive set usable in no procs Cyrodiil.

Crafty Alfiq – Out of all the damage sets within the limited pool of the no-procs ruleset, Crafty Alfiq is the one that grants the most Max Magicka. It is the 2nd best damage set, after Spinner’s Garment, but unlike Spinners it provides additional power to our healing as well, which makes it the best damage set to use on a Dragonknight in the current meta.

Weights & Traits

Weights – This patch, we are no longer forced to use 5 pieces of any type of armor, as there are no longer such limitations on any of the Armor Passives and we are not using any active armor skills. This allows us to make the best of both worlds by combining 3 pieces of Light Armor and 3 pieces of Heavy armor – to mitigate the penalties of both and benefit some from each, and one piece of Medium Armor to enjoy the full benefits of the Undaunted passives.

Divines – A lot of our traits are Divines in this build. Normally, the highest-value traits to use on any PvP build are Sturdy and Well-Fitted, however due to Light Armor making blocking very expensive, Sturdy loses a lot of it’s appeal, and because of the melee-pressure “in their face” behavior of the Dragonknight class, Well-Fitted isn’t a very effective trait to use on those either. Due to that, we are using the Divines trait, as it is the one that provides the most value to Dragonknights this patch, especially if they use multiple Light Armor pieces.

To enable us to use the Divines trait, we use the Impregnable Armor set, which gives us critical resistance for additional damage mitigation, and we combine all the Divines pieces with the Attronach mundus to gain a total of near 500 magicka recovery for our sustain on this build.

Consumables

Arteum Pickled Fish Bowl

Food

Spell Power

Potion

Tri-Stat

Potion

Food

We use Arteum Pickled Fish Bowl since this one food gives us the highest value of Max Health & Max Magicka we can get from foods or drinks. We don’t need more Stamina on this build this patch, so we are not forced to use Bewitched Sugar Skulls, although it’s still a viable option.

Potions

The main potions we use on this build are Spell Power Potions (made with Lady’s Smock, Corn Flower & Water Hyacinth) as we do not have another source for Major Sorcery on this build, and Major Prophecy on the front bar. These buffs are very valuable for our damage, so whenever we go offensive to try and kill enemy targets, 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 zerg that is pressuring us.

Champion Points

Craft CP Craft (0)
Warfare CP Warfare (700)
Fitness CP Fitness (787)
Deadly Aim
50
Increase your damage done with single target attacks by 2% per stage.
BONUS
10% damage done
Biting Aura
50
Increases your damage done with area of effect attacks by 2% per stage.
BONUS
10% damage done
Duelist’s Rebuff
50
Reduces your damage taken by single target attacks by 2% per stage.
BONUS
10% damage reduction
Unassailable
50
Reduces your damage taken by area of effect attacks by 2% per stage.
BONUS
10% damage reduction
40
Precision
Grants 160 Critical Chance per stage.
BONUS
640 Critical Chance
40
Eldritch Insight
Grants 260 Max Magicka per stage.
BONUS
1040 Max Magicka
40
Blessed
Increases your Healing Done by 1% per stage.
BONUS
4% Healing Done
40
Tireless Discipline
Grants 260 Max Stamina per stage.
BONUS
1040 Max Stamina
Extended Might
40
Piercing
Grants 350 Offensive Penetration per stage.
BONUS
1400 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
50
Biting Aura
Increases your damage done with area of effect attacks by 2% per stage.
BONUS
10% damage done
Staving Death
40
Quick Recovery
Increases your Healing Taken by 1% per stage.
BONUS
4% Healing Taken
Staving Death
40
Elemental Aegis
Reduces the damage you take from Magical attacks by 1% per stage.

ffects Magic, Flame, Frost, and Shock Damage.
BONUS
4% damage reduction
Staving Death
40
Hardy
Reduces the damage you take from Martial attacks by 1% per stage.

Affects Physical, Poison, Disease, and Bleed Damage.
BONUS
4% damage reduction
Staving Death
40
Preparation
Reduces your damage taken from non-player attacks by 2% per stage.
BONUS
20% damage reduction
50
Duelist’s Rebuff
Reduces your damage taken by single target attacks by 2% per stage.
BONUS
10% damage reduction
50
Unassailable
Reduces your damage taken by area of effect attacks by 2% per stage.
BONUS
10% damage reduction
Rejuvenation
50
Grants 3 Health, Magicka, and Stamina Recovery per stage.
BONUS
150 Health, Magicka and Stamina Recovery
Juggernaut
50
While under the effects of Crowd Control Immunity, you take 2% less damage per stage.
BONUS
10% damage reduction
Survival Instincts
50
While afflicted with a Status Effect, your core combat skills cost 5% less per stage.
BONUS
25% cost reduction
Slippery
50
When you are affected by a disabling effect, you automatically Break Free for no cost. After using this effect, you become Winded and cannot trigger this effect or others like it for 21 seconds.
50
Rejuvenation
Grants 3 Health, Magicka, and Stamina Recovery per stage.
BONUS
150 Health, Magicka and Stamina Recovery
45
Tumbling
Reduces the cost of Roll Dodge by 120 Stamina per stage.
BONUS
360 cost reduction
40
Defiance
Reduces the cost of Break Free by 110 Stamina per stage.
BONUS
440 cost reduction
50
Juggernaut
While under the effects of Crowd Control Immunity, you take 2% less damage per stage.
BONUS
10% damage reduction
50
Slippery
When you are affected by a disabling effect, you automatically Break Free for no cost. After using this effect, you become Winded and cannot trigger this effect or others like it for 21 seconds.
50
Mystic Tenacity
Reduces the duration of Elemental Status Effects applied to you by 5% per stage.
BONUS
25% reduced duration
40
Sprinter
Reduces the cost of Sprint by 20 Stamina per stage.
BONUS
80 cost reduction
32
Hasty
Increases your movement speed when Sprinting by 2% per stage.
BONUS
8% Movement speed
40
Hero’s Vigor
Grants 280 Max Health per stage.
BONUS
1120 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
125
Tempered Soul
Return to life after resurrection with 5% more resources per stage.
BONUS
25% more resources
40
Tireless Guardian
Reduces the cost of Block by 20 Stamina per stage.
BONUS
80 Block cost reduction
45
Fortification
Increases the amount of damage you can block by 2% per stage.
BONUS
6% Block mitigation
15
Nimble Protector
Increases your Movement Speed while Bracing by 3% per stage.
BONUS
15% Movement speed
45
Savage Defense
Reduces the cost of Bash by 45 Stamina per stage.
BONUS
135 cost reduction
40
Bashing Brutality
Increases your Bash damage by 60 per stage.
BONUS
240 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

Light
Attack
Light
Attack
Light
Attack
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 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 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.

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.

Alternative Offensive Rotation

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

If you are taking a lot of pressure from multiple enemies and have a very high amount of Ultimate saved up, you can instead use Swarming Scion to both heal up and deal a lot of damage to all nearby enemies. It’s important in this scenario to only use Fossilize after your Ultimate, unlike with the Leap rotation, as this Ultimate ability is a Damage Over Time (DoT) ability. Make sure to recast an Ardent Flame ability as many times as needed before your Molten Whip attack, to make sure your Seething Fury effect doesn’t wear off.

Defensive Rotation

Roll
Dodge
Block
Block
Block
Block
Weapon
Swap

When going defensive, you want to mitigate as much damage as possible using Elusive Mist, and kite around objects until enemies don’t have a direct line-of-sight to you, then exist mist form and 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.

Summary

That’s about all the information you need to set up this 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!

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