ESO Empire

Trial Magicka Dragonknight

Markarth Patch

Build Introduction:
Welcome to the Trial Magicka Dragonknight build “Flamebinder” for Elder Scrolls Online! Magicka Dragonknights can perform well in Trials as any Class can if you play to their strengths. They can achieve good Single Target DPS through using mostly DoT skills while also having the ability to achieve great AoE DPS when using those same skills. Their greatest struggle in the current patch is sustain, as only Dragonknights did not have the cost of their DoT Class skills reduced. Moving from a Dungeon build to a Trial build will be rather simple, as it is largely the same. The biggest change is now having access to Minor Slayer from Trial sets. Which will increase our damage in both Dungeons and Trials.

This build has been tried and tested extensively as all of the builds have been on ESO Empire. It features a fairly simple rotation with long lasting DoTs that remains with same throughout the entire fight, due to the Class not having an execute ability. The “Flamebinder” build will also cover a Support DPS option, more on that in the “Alternative Sets” section. One more perk of building a Magicka Dragonknight is since Elf Bane released, the META has not changed much for you. So even if you’re a returning player to ESO, you should be able to get back on your feet in no time with this guide!

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Race

Khajiit

Increases your Health Recovery by 100. Increases Stamina and Magicka Recovery by 85.

Increase Max Health, Magicka, and Stamina by 825.

Increases your Critical Hit Damage and Healing by 10%. Reduces your detection radius by 3m.

High Elf

Reduces damage taken by 5% while you are using an ability with a cast or channel time. Restores 645 Magicka or Stamina, based of whichever is lowest, after activating a Class ability. This effect can occur once every 6 seconds.

Increases Max Magicka by 2000.

Increases your Spell Damage by 258.

Dark Elf

Increase Max Magicka and Max Stamina by 1875.

Increases your Flame Resistance by 2310, gain immunity to the Burning status effect.

Increases your Weapon and Spell Damage by 258.

Khajiit – Khajiit offer great increases to Maximums and Recovery for all of our resources, making them have great survivability. Khajiit also gain an additional 10% Critical Hit Damage. While Magicka Dragonknights so not typically have as high of a Critiical Chance as other Magicka DPS Classes, Khajiit are still a solid choice.

High Elf – High Elves are highly recommended for Magicka Dragonknights. They are easily able to utilize the Class Ability sustain perk due to most skills on your bar coming from your Class skill lines. The High Elf passives also grant the highest Max Magicka and Spell Damage that we can get from Racial Passives.

Dark Elf – Dark Elves are a competitive Race to the others, offering great increases to our Maximum Magicka and Stamina. They still provide the highest available Spell Damage increase from Racial Passives. The extra Stamina, Flame Resistances, and Burning Status Effect immunity bonuses allow you stay alive more reliably.

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Attributes

Magicka

64

Health

0

Stamina

0

It’s best to invest all available points into Magicka, this is because more than just your resource pools are affected by your Attributes. Your Max Magicka also increases how much damage your skills do in combat which can be seen on a skill description in game. If you find that you are in need of more Health, I would suggest using a Health or Prismatic Glyph on either your Head, Chest, or Leg piece. The goal for DPS is to have around 16,400 Health with a food buff active.

While the bonus you get from Attributes may not seem like a big deal, it is important to note that your per Attribute value will continue to increase until you hit CP300.

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Mundus Stone

The Shadow

Shadowfen
Rivenspire
Greenshade
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Consumables

Blue CP150-160 Food

Blue CP150-160 Food is a crafted food in ESO, and can only be found otherwise in Guild Stores crafted by another player. This food is best if you already have great sustain, as it will boost your Health and Magicka stats higher than Epic quality foods will. If you are using this food and find yourself with low sustain or needing to Heavy Attack quite often, I would suggest trying out Clockwork Citrus Filet or Witchmother’s Potent Brew.

Clockwork Citrus Filet

Clockwork Citrus Filet is a crafted food in ESO, and can only be found otherwise in Guild Stores crafted by another player. This food is the best available to Magicka DPS as in the current patch, sustain can be an issue for a lot of builds. Since it is not a cheap food, I would suggest only using it when you may be entering what you would consider to be more difficult content. This is a min/max food and does not offer much more than Witchmother’s Potent Brew.

Witchmother's Potent Brew

Witchmother’s Potent Brew is a crafted drink in ESO, and can only be found otherwise in Guild Stores crafted by another player. I highly suggest this food for Dungeons or Trials as it provides great boosts to the things you need most as a Magicka DPS. This food is a step down from Clockwork Citrus Filet but is much more affordable to use in every encounter and you will not notice much of a difference. If Gold is not an issue, try using Clockwork Citrus Filet instead.

Essence of Magicka

Essence of Magicka potions are generic potions found in ESO as they can drop from a variety of sources. You will often come across plenty of these during a regular play session. Use these during non-Veteran content to help you get into the habit of using a potion on cooldown. However, using these potions without altering your skill setup to account for the loss of Major Sorcery will result in a DPS decrease.

Essence of Spell Power

Essence of Spell Power potions are crafted potions in ESO, and can only be found otherwise in Guild Stores crafted by another player. I highly suggest using only these potions in all content as they provide sustain and necessary buffs. If Gold is an issue, try using the generic Essence of Magicka and swap Inner Light on the Back Bar with Molten Armaments.

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Gear Setup

Set Name Trait Enchantment Weight/Type

Head

Divines

Increase Max Magicka

Light

Shoulders

Divines

Increase Max Magicka

Light

Chest

Divines

Increase Max Magicka

Heavy

Hands

Divines

Increase Max Magicka

Light

Waist

Divines

Increase Max Magicka

Light

Legs

Divines

Increase Max Magicka

Heavy

Feet

Divines

Increase Max Magicka

Light

Necklace

Bloodthirsty

Increase Spell Damage

Jewelry

Ring

Bloodthirsty

Increase Spell Damage

Jewelry

Ring

Bloodthirsty

Increase Spell Damage

Jewelry

Front Bar

Precise

Flame Damage

Inferno Staff

Back Bar

Infused

Increase Weapon and Spell Damage

Inferno Staff

Ilambris offers high damage to a Magicka Dragonknight using the Flame Lash Class Skill as it will always activate the Flame Damage side of the set. While paired with Elf Bane, the Flame Damage AoE lasts for 10 seconds instead of only 5 seconds. If you find yourself in a fight where the boss is more agile, then I would suggest using Grothdarr instead.

Elf Bane is arguably the best set to run on a Magicka Dragonknight as it will increase the duration of almost every skill on our Ability Bar while also providing solid 2-4 piece bonuses. It also increases the duration of some Monster Sets such as Grothdarr, Ilambris, and Domihaus. While the option of wearing Elf Bane on any of the body pieces is available, we use the Cuirass and Greaves to get the best possible resistance. Keep in mind that Elf Bane Jewelry drops in Healthy due to the armor dropping in Heavy, so it will have to be transmuted regardless.

(Perfected) False God’s Devotion is another staple standard for Magicka DPS in general. It offers Minor Slayer, much needed Magicka sustain, and some extra Critical Chance. Both the Perfected and non-Perfected sets are displayed because the difference between the two is very little, that said, if you can manage to obtain the Perfected version, do so.

(Perfected) Crushing Wall is from (Veteran) Maelstrom Arena. You can easily do without the Perfected version as it only adds Offensive Penetration to your Back Bar skills and Magicka DPS can already Over Penetrate very easily. The only time you would find the non-Perfected version at a disadvantage is if your Tank does not have the Roar of Alkosh set.

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Alternative Sets

Easy to obtain | Challenging to obtainHard to obtain

Z’en’s Redress – This set would only be used in an organized group settings, as usually a Templar Healer would acquire this set instead. However, it is incredibly easy for a Magicka Dragonknight to keep this set up and the entire group will still get the full benefit. It will also allow your Templar Healer to run another set so they can focus more on healing and give the group even more damage with a different set. While using this set, you would consider yourself a Support DPS, it may look like your DPS is lower, but you’re buffing your team so much more that it should be overlooked. Would replace the exact pieces of (Perfected) False God’s Devotion.

(Perfected) Mantle of Siroria – Mostly used for hitting higher parses but still used in Trials where you are stacked for most of the fight, such as bosses. You would typically change sets out between add fights and boss fights. Would replace the exact pieces of (Perfected) False God’s Devotion.

Grothdarr – While Ilambris offers great damage, the AoE is pretty small. That’s where Grothdarr comes in, when you’re in an encounter that has enemies that move around frequently, Grothdarr is always a good choice. This set is also effected by Elf Bane, so it’s total duration is 10 seconds instead of only 5 seconds. If you’re using Crushing Shock as your spammable instead of Flame Lash, I would suggest using Grothdarr then as well.

Iceheart – Purely used for when you need increased survivability. Does not provide as much damage as your other options will, but the Damage Shield you gain can save you in a pinch if necessary.

Maw of the Infernal – A great performing set for all Magicka DPS but extremely annoying to Tanks. The Daedroth will always spawn in front of the boss, which just so happen to be where the Tank should always also be. Reserve this set for parsing and Dungeons.

Domihaus – An extremely viable set on Magicka Dragonknights. Provides Stamina for extra agility as well as increase the duration by 5 seconds due to Elf Bane. While the set itself doesn’t deal as much damage as Ilambris or Grothdarr would, it increases the damage of all of your other skills. Usually used on bigger bosses such as dragons, but is viable in other content as well.

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Skills

Front Bar

Engulfing Flames – A powerful DoT that increases the amount of Flame Damage taken by enemies hit with it up to 10% for the duration. Keep this skill active as much as possible, because it increases DPS for your entire group.

Burning Talons – A strong DoT skill that also provides a huge burst of damage when an ally synergizes with it. Also immobilizes the targets hit.

Flame Lash – Our spammable. While all DoTs are active, use this in the down time. Using this skill against Immobilized or Off Balance targets reduces the cost, increases the damage, and heals us. If you are having trouble with the timing of this ability to get the most out of it, try using Molten Whip instead.

Burning Embers – A good DoT skill with a burst of healing when the skill ends or is re-applied. If you find yourself needing Health in a pinch, use this skill on an enemy that you already have it applied to.

Inner Light – Provides extra Magicka on the Front Bar which will increase overall damage. Also grants us Major Prophecy, but we get this from potions. Slotted on both bars for consistency, Back Bar should be considered a flex spot.

Ultimate: Shooting Star – Provided extra Magicka on the Front Bar which will increase our overall damage. Great in big crowds of enemies as it will give you plenty of resources and Ultimate upon use.

Back Bar

Eruption –  A long lasting DoT that decreases Movement Speed to anything standing inside of it.

Flames of Oblivion – A low cost DoT ability that deals good Single Target damage.

Unstable Wall of Elements – This is one of the most important DoT abilities to keep up as without this, you won’t get any benefit out of your (Crushing Wall) Maelstrom Inferno Staff.

Barbed Trap – Another important DoT ability to keep up throughout the fight. It won’t do much damage to the enemy it activates on but it will provide Minor Force, which is a very strong buff. While the buff lasts for 18 seconds when at max rank, be sure to reset the trap when there is about 2 seconds left to get the best uptime that you possibly can.

Inner Light – Provides extra Magicka on the Front Bar which will increase overall damage. Also grants us Major Prophecy, but we get this from potions. Slotted on both bars for consistency, Back Bar should be considered a flex spot.

Ultimate: Standard of Might – This is your main Ultimate to use, especially in Single Target fights. Increases damage dealt, reduces damage taken, provides lots of resources upon use as well as a strong synergy for your allies.

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Alternative Skills

Channeled Acceleration

Channeled Acceleration (Morph of Accelerate) from the Psijic Order skill line is an alternative to Barbed Trap. They are both great skills to apply Minor Force to yourself, so use whichever you find easier to keep up. Just like Barbed Trap, Channeled Acceleration should be re-applied 2 seconds before it runs out.

Elemental Rage

Elemental Rage (Morph of Elemental Storm) from the Destruction Staff skill line would be used over Standard of Might when you need a high amount of burst AoE damage. This Ultimate should only be used in this case specifically, as Standard of Might increases your damage significantly while it is active.

Harness Magicka

Harness Magicka (Morph of Annulment) from the Light Armor skill line is a great Damage Shield for when you need more survival. While it’s active, it also restores Magicka every time you are damaged, refunding some of the cost. Replace Inner Light on the Back Bar if you feel like you need this skill.

Crushing Shock

Crushing Shock (Morph of Force Shock) from the Destruction Staff skill line is a great skill to use when you require range or an interrupt. Using this skill does have a few draw backs. Since it deals Flame, Shock, and Frost Damage, it can proc both sides of the Ilambris set, which will decrease the amount of DPS it will do. You will also be unable to use Burning Embers unless you’re dipping in and out of range, so you may also have to swap out that skill for something like Scalding Rune if needed.

Scalding Rune

Scalding Rune (Morph of Fire Rune) from the Mages Guild skill line is a great alternative to Burning Talons if you have more than one Magicka Dragonknight in the group. Slotting Scalding Rune on the Front Bar will provide a small boost to your Max Magicka and sustain as it lasts much longer. Typically the Magicka Dragonknight in the group that has the best up-time on their DoTs would run Burning Talons instead.

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Champion Points

Below is a general overview for CP810

The Mage Constellation

The current allocation of Mage Champion Points is optimized for the Markarth expansion due to Minor and Major Breach getting buffed to the point where Magicka DPS no longer require points in Spell Erosion. Until then, you can reduce Elemental Expert to 56 and put those 8 points into Spell Erosion. This configuration provides strong Light Attacks and Direct Damage. While you do have a lot of DoT skills slotted, many of them benefit from Master-at-Arms as well. Boosting more points into Master-at-Arms also increases your Light Attack damage and the amount of damage that your spammable will do.

The Thief Constellation

The current allocation of Thief Champion Points is optimized for high sustain and good survivability. Our Heavy Attacks will also give a considerable amount of Magicka back as well if it is absolutely necessary. Points spent into Warlord, Sprinter, Tumbling, and Shadow Ward ensures we can be agile on the battlefield when we need to be. If you find that you need to break free more often than blocking or roll dodging, you can always shift the points around yourself.

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Rotation

Below you will find a Dynamic rotation. This is when you activate your skills accordingly, depending on the situation and duration of your skills. It yields the best possible DPS and resource management but is harder to master. Expect to see a Static rotation at some point in the future.
LA = Light Attack

Pre-buff with Flames of Oblivion and Channeled Acceleration (If using).

Begin combat on the Back Bar:
LA > Barbed Trap (If Using, if not, go straight to the next skill) > LA > Eruption > LA > Unstable Blockade > Bar Swap >
LA > Power Lash > LA > Engulfing Flames > LA > Burning Embers > LA > Burning Talons > LA > Flame Lash until DoT abilities need to be applied to the target again.

Notes

Power Lash can only be activated twice every 18 seconds. Be sure you hit it when it pops up for even more damage and sustain. You can get up to 3 other ability casts in between Power Lash casts if you’re quick since the cooldown on this ability state is 3 seconds.

If parsing, ensure your Standard of Might is ready and cast it before Unstable Blockade when beginning.