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Build Planer is on Patchlevel 10.3.5
Volcanic fighter - Dunmer Magicka DK
Alliance

Race

Class

Mundusstone

Skill points
0 / 541
Champion points
0 / 3600
User
cranndarach
Likes
012535
Patch level
Patch 2.7.11
- Class
- Please select a class in the top menu.
- Weapon
- Two Handed
- One Hand and Shield
- Dual Wield
- Bow
- Destruction Staff
- Restoration Staff
- Armor
- Light Armor
- Medium Armor
- Heavy Armor
- World
- Legerdemain
- Soul Magic
- Werewolf
- Vampire
- Scrying
- Excavation
- Alliance War
- Assault
- Emperor
- Support
- Guild
- Thieves guild
- Dark Brotherhood
- Fighters Guild
- Mages Guild
- Undaunted
- Psijic-Order
- Racial
- Please select a race in the top menu.
- Craft
- Alchemy
- Blacksmithing
- Clothing
- Woodworking
- Provisioning
- Enchanting
- Jewelcrafting
Build description
This is a work in progress. The actual character doesn't have all of the skills unlocked yet, so I don't have much info on how she'll do. So far (recently hit lv 50, about 400 CP), she's pretty hardy and does decent damage. She can hold up well in solo content, and seems to show some promise in group as a DPS.
As a magicka dragonknight, her main focus is on flame damage, with some emphasis on damage over time. You'll want to start with some ranged DOT abilities, and then move in to spam melee abilities.
Gear
Inferno staff on the back bar for ranged DOTs, and greatsword on the front bar for melee. Both should have a fire enchantment. Sharpened is probably best, but you might consider Charged to get a better chance of inflicting the burning status, or Infused on the greatsword to get more fire damage in your attacks.
The Heavy Weapons passive from the 2H line gives +6% general damage when using a greatsword, so it's the best physical weapon for a mag character. Critical Rush won't do much damage, being stamina based, but it gives us a much needed gap closer and reduces the target's speed (keeping them in our AoE radii longer).
Armor should be 5 light, 1 medium (legs), and 1 heavy (chest), to make use of the Undaunted passive, get a little extra stam regen to make sure Critical Rush is ready on demand, and get a little extra health. You don't lose too much magicka sustain this way, since Burning Embers, the main spammable, is very low-cost. Chest and legs can be infused, and the rest should be divines. They should all have a max magicka enchantment.
Jewelry should probably have a spell damage enchantment. Not sure what traits are best if you're using crafted jewelry.
So far I'm using 5 Law of Julianos and 5 War Maiden's. I plan to eventually use some fire-based monster set for the other 2, but for now I have two Mad Tinkerer's, to get a little extra crit.
Rotation
Before the fight, you can hit enemies with Elemental Drain (Weakness to Elements) if you're using it, and then buff with Molten Armaments and Flames of Oblivion. Then drop Scalding Rune to start the fight, and quickly follow with Cinder Storm. You can hit them with a Crushing Shock if they're casting; otherwise switch bars and use Critical Rush to jump in. Use Engulfing Flames once to make them weak to more fire damage. If you have Volatile Armor slotted, use it now. Then start weaving Burning Embers with light attacks. Refresh your DOTs and buffs as needed.
Food
Witchmother's Potent Brew is probably best. If you feel like you need more stamina, you could try a tri-stat food.
As a magicka dragonknight, her main focus is on flame damage, with some emphasis on damage over time. You'll want to start with some ranged DOT abilities, and then move in to spam melee abilities.
Gear
Inferno staff on the back bar for ranged DOTs, and greatsword on the front bar for melee. Both should have a fire enchantment. Sharpened is probably best, but you might consider Charged to get a better chance of inflicting the burning status, or Infused on the greatsword to get more fire damage in your attacks.
The Heavy Weapons passive from the 2H line gives +6% general damage when using a greatsword, so it's the best physical weapon for a mag character. Critical Rush won't do much damage, being stamina based, but it gives us a much needed gap closer and reduces the target's speed (keeping them in our AoE radii longer).
Armor should be 5 light, 1 medium (legs), and 1 heavy (chest), to make use of the Undaunted passive, get a little extra stam regen to make sure Critical Rush is ready on demand, and get a little extra health. You don't lose too much magicka sustain this way, since Burning Embers, the main spammable, is very low-cost. Chest and legs can be infused, and the rest should be divines. They should all have a max magicka enchantment.
Jewelry should probably have a spell damage enchantment. Not sure what traits are best if you're using crafted jewelry.
So far I'm using 5 Law of Julianos and 5 War Maiden's. I plan to eventually use some fire-based monster set for the other 2, but for now I have two Mad Tinkerer's, to get a little extra crit.
Rotation
Before the fight, you can hit enemies with Elemental Drain (Weakness to Elements) if you're using it, and then buff with Molten Armaments and Flames of Oblivion. Then drop Scalding Rune to start the fight, and quickly follow with Cinder Storm. You can hit them with a Crushing Shock if they're casting; otherwise switch bars and use Critical Rush to jump in. Use Engulfing Flames once to make them weak to more fire damage. If you have Volatile Armor slotted, use it now. Then start weaving Burning Embers with light attacks. Refresh your DOTs and buffs as needed.
Food
Witchmother's Potent Brew is probably best. If you feel like you need more stamina, you could try a tri-stat food.
Action Bars
Champion Rank: 0
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0
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0
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0
Attributes
Magicka

- 0
Health

- 0
Stamina

- 0
Sets
- No Set selected
Passive Abilities
- No passive abilities selected
Spent:
0
Back






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Set parts
Here you can find the overview of the set parts that are suggested for this build.Slot
Set
Armor Type
Quality
Trait
Enchantment
Head
No Set selected
Shoulders
No Set selected
Hand
No Set selected
Chest
No Set selected
Waist
No Set selected
Legs
No Set selected
Feet
No Set selected
Neck
No Set selected
Ring
No Set selected
Ring
No Set selected
Slot
Set
Weapon Type
Quality
Trait
Enchantment
Main hand
No Set selected
Offhand
No Set selected
Poison
No Poison selected
Main hand
No Set selected
Offhand
No Set selected
Poison
No Poison selected
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