Burn - Magicka Dragonknight PVE Build

This Magicka Dragon knight is for ALL players and for ALL content, YES even the hardest modes and content in the game! There are several different options for gear regardless of where you are personally in the game and EACH of them holds as much “viability” as the next in every piece of content you are in.
Even the crafted setup can STILL hit very high numbers with solid sustainability IF you know what you are doing! Practice will of course be required with any build you ever use but this is designed to be both simple and effective at the same time!

The rotation is designed to be 100% static so you never have to change a thing! Both bars stay the same every single rotation apart from one skill which you fire every two. The simplicity of the rotation allows for great results at the same time as allowing for continuous muscle memory. With a little bit of practice the muscle memory will do the work for you, meaning you have more time and brain power to focus on mechanics.

Constantly doing nothing but looking at your bars and timers INSIDE mechanics can be problematic, because it is very easy to obsess too much over minor gaps in your skills while constantly bar swapping every skill or so to keep up individual dots. BUT since this is 100% static you never have to worry about tracking anything really and can keep focus on the important stuff. Get the rotation order correct, get that rhythm/timing just right and the rest is done for you!

This build IS of course taking advantage of engulfing flames! This is a HUGE group buff allowing your team to do 10% more damage to all targets affected by it (you included) Lots of people do preference flame damage in their builds, monster sets or at least have something (maybe even one skill) that takes advantage of fire, so you can bring a very strong double edged skill where you do high damage with it but everyone else benefits.
Note, this buff is already on the target dummy hence why fire builds LOOK like they do more on the dummy. For yourself you will not see an increase to your overall because it is already present so is just as if you were firing it anyway.

We have our own survival built into one of the cheapest damage over time abilities in the game! Burning embers is a single target damage over time skill, applying an automatic burning status effect and can be placed on multiple targets if you decide to…however, if the skill runs out OR you recast it on the same target, you HEAL! So while restarting damage over time way before time is normally bad efficiency wise, you CAN actually benefit from it!

And finally we have a FREE spamable IF you decide to use it which helps your tanks, helps your sustainability and also helps BOOST your damage from your whips!

Molten whip while on the bar stacks a 75 weapon/spell damage bonus per cast from an Ardent Flame ability stacking up to 3 times. At max stacks your Molten Whip turns into a VERY strong back flip whip. Casting 3 Ardent Flame skills then Whip on repeat is actually quite inefficient because MOST of the skills are damage over time with very long durations and you don’t want to keep overlapping them too early. However! Unrelenting Grip, the chain pulling ability is ALSO in the Ardent Flame skill line.
This skill will allow you to pull adds to your feet. This is very helpful for the tank so long as you can co-ordinate with them in order for them to then be rooted and taunted, is used both close range and long range, and the biggest bonus…IF you chain something that is CC immune (as pulled targets are for a short while) OR a boss (always CC immune)…then the skill is FREE! You have a FREE fire based, fire single target hit which also stacks Molten Whip stacks!

The above means you can spam chains as a spamable 3x then take a back flip whip and this is repeatable without lessening the efficiency of your damage over time AND saving you resources. In fact with flat food you can sustain indefinitely with this method. This is of course a choice but it is VERY effective.

Also do not panic about the misinformation on the internet about a “soft taunt”. Firstly the term is ridiculous, secondly the term is “aggro” aka “aggression”.
Aggression is a term used for an enemy focusing their attention on a player. In mmorpgs in the last 21+ years aggression is something that happens if an enemy doesn’t like you (you get to close and they are no longer idle if you are considered kill on sight) OR if you do DAMAGE something or HEAL someone and get their attention.
ANYONE can get aggro from ANY skill at any time either if they are first to use the skills, OR if the enemy just feels like it (yes sometimes it is random).

In MOST mmorpgs you have what is known as an “aggro counter” where the person with the highest aggression gains the attention of the enemy and you quite literally have to fight for if you want it with high aggression skills OR calm down with your skills to prevent it. In this game ALL you need to do to 100% control the target is a “TAUNT”…So long as your tank taunts, you will be safe. And the same goes for ALL builds and ALL content in the Elder Scrolls Online excluding the planar Inhibitor where you must pick up a collectable to CONTROL the aggression (however passive aggro can still work the same on this boss). The TANK is in control of the AGGRO, you cannot STEAL it with a fake “soft taunt” cool word… you can simply get aggression if the target is NOT taunted (which now is the tank’s fault ;).

For those on PC you can use ESO LOGS to actually confirm that your skill is NOT applying a taunt (you don’t just have to take MY word for it) because it TRACKS aggro.
Dragonknights have been chaining adds as DPS since the Thieves Guild DLC (Maw Of Lorkhaj twins fight). It’s utility and for US a spamable…it’s NOT a taunt, in ANY shape or form. You may have just hit FIRST 🙂

What’s so good about the build?
  • 100% uptime on our fire dots with long durations.

  • Free Spamable IF you decide to use it vs CC immune targets!

  • Ultimate gives back a HUGE amount of resources so sustainability is determined at base by you simply USING your ultimates!

  • Healing from doing damage with Burning Embers!

  • Increase the fire damage of your entire group by 10%, YES that includes proc and monster sets!

  • Simple rotation that never really needs to change so you can focus more on mechanics letting muscle memory do the work rather than having your brain on multitasking overdrive!

  • Designed for ALL players with a CRAFTED version of the main sets allowing to STILL hit way harder than necessary for ALL content!

  • Suitable for beginners AND extremely advanced players regardless of how many champion points you currently have!

Fashion First!

As demonstrated in the video, our fabulous ESO fashion setup and dress choice for this character is as follows:-

Head: Light Xyvkin
Shoulders: Light Dro’mathra
Chest: Heavy Welkinar
Legs: Heavy Welkinar
Hands: light Dro’mathra
Belt: Light Light Dro’Mathra
Feet: Light Dro’mathra
Front bar: Ebonshadow
Back Staff: Abnar Tharn

The two colours we are using are Legate Black (any black will do) and Void Pitch


Champion points 2.0

The NEW Champion Points 2.0 introduced in the Q1 2021 DLC: Flames Of Ambition, is quite possibly the BIGGEST change/addition to The Elder Scrolls Online since One Tamriel!

Before it was a case of “i have limited points as a cap, so HOW should i spend them”? Now that is NOT the case as SUCH! Now, it is a case of, buy ALL the things, but which SLOTABLES should you take?

Everything before was a passive bonus with huge diminished returns, awkward calculations and was messy to all players for the most part. The new system underlines NO diminished returns, no majorly confusing passives and the ability to buy EVERY single passive available for tanking, dps and healing on the SAME character with enough points to spare for buying slotables. Being able to slot 4x special slotables from each tree when there are an abundance of them means you are only limited by your CHOICES not by your CAP.

Buy all the passives, CHOOSE which slotables to take vs the situation, and the rest of the points are spare. Or are they? Well here is the crunch…Once you go over 2100+ you basically have every single passive available PLUS 4 slotables per tree… So what’s next? Well, if you have higher you can buy more slotables and switch stuff per situation as and when needed. If you don’t, then if you want to swap it will cost you gold for respecing. So in a nutshell, 2100+ is you pretty much done, and anything else is convenience due to not needing to spend gold swapping things you already have access to! How cool is that?

What's the Goal now?

The goal is simple. Buy ALL the PASSIVE champion points, that meaning the ones that do not require you to slot anything, they just affect you anyway. MOST of those are prerequisites to some of the others anyway.
Then pick 4 slotables for each tree and slot them! Any spare points can be put into extra CHOICE based slotables for “other things”.

Simple right? NO MUST have 75 here and 61 there stuff. However, under 2100, you will want to “optimize”…so lets do that shall we??


No matter what, THESE are the most important parts of the champion points 2.0 system. So this is your main FIRST goal when pushing for the build. You need to slot these even if they are not max level. However there are swap outs for situations as explained in the video.
BLUE are important for resistance, heals and damage. Red are important for resources, health and CC. Green are literally Quality of life! (aka your choice).

  • Biting Aura
  • Thaumaturge
  • Deadly Aim
  • Backstabber

    Swap outs instead of Backstabber. One is for FRONT facing enemies and the other is for AOE situations.

  • Occult Overload
  • Fighting Finesse
  • Rationer
  • Liquid Efficiency
  • Treasure Hunter
  • Steed’s Blessing

    These really are up to you but these are most useful IN content for loot and movement if not in combat.
    What you do with this tree is NOT make or break for mechanics or combat in general just quality of life.

  • Boundless Vitality
  • Rejuvenation
  • Ironclad
  • Siphoning Spells

    These are designed to increase your health and at the same time manage your resources. High recovery and return for being active in combat and GETTING kills.


What do you do if you are lower cps? Well it is always best to have a goal right? THESE will be if you are going for FULL damage output consideration. IF you wish to drop some damage for more survival (resistances) then of course you will have to drop some to gain some, BUT this should help you along the way.

160 champion points

  • 10 Precision
  • 10 Piercing
  • 10 Biting Aura
  • 10 Thaumaturge
  • 10 Deadly Aim
  • 3 Backstabber

This will unlock your major stat opening (crit chance module opens the trees) at the same time as opening up your flat bonus to penetration and your 3 TOP slotables and the start of the 4th!

  • 10 Gilded Fingers
  • 10 Fortune’s Favour
  • 15 Wanderer
  • 10 Steadfast Enchantment
  • 8 Treasure Hunter

This steadily unlocks some nice gold passives, pushing to the reduction to soul gems used and straight up to your first slotable (not maxed yet) allowing for higher quality loot.

  • 19 Boundless Vitality
  • 15 Tumbling
  • 10 Mystic Tenacity
  • 10 Ironclad

This will give you a good base for health and start on pushing for your resource passives aiming for resource gain slotable.

Above is gear cap. So most players do want to know what to do with their points here. So this guide should point you in the right direction to get started with the basics for a good balance across the board for survival and damage output.

420 champion points

  • 10 Precision
  • 10 Piercing
  • 20 Flawless Ritual
  • 30 War Mage
  • 10 Biting Aura
  • 10 Thaumaturge
  • 10 Deadly Aim
  • 10 Backstabber
  • 10 Fighting Finesse
  • 10 Occult Overlord
  • 10 Eldritch Insight

This will unlock ALL major state nodes for DPS, allow for all 4 slotables PLUS the 2 variations (one can be used the other is WIP however you can leave it for now and go with more flat if you prefer).
And finally will open up your max spell damage bonus from the flat trees. PLUS starting to increase max stats for magicka.

  • 10 Gilded Fingers
  • 10 Fortune’s Favour
  • 15 Wanderer
  • 50 Steadfast Enchantment
  • 50 Treasure Hunter
  • 5 rationer

Masxed Treasure hunter slotable, maxed “never use a sould gem on a weapon again” passive! And some spare points helping to push the next slotable.

  • 40 Boundless Vitality
  • 15 Tumbling
  • 10 Mystic Tenacity
  • 10 Ironclad
  • 15 Hero’s Vigor
  • 10 Siphoning Spells
  • 40 Rejuvenation

This allows you your 4 major slotables (not maxed) pushing for recovery, armour and health. Along side return for getting kills.

810 champion points

  • 10 Precision
  • 40 Piercing
  • 40 Flawless Ritual
  • 30 War Mage
  • 30 Biting Aura
  • 30 Thaumaturge
  • 20 Deadly Aim
  • 10 Backstabber
  • 10 Fighting Finesse
  • 10 Occult Overlord
  • 40 Eldritch Insight

All major slotables and choices, maximum Extended Might section, and max magicka node completed. All major slotables boosted ready for more gradual improvement.
Note: Just like above, you can stick to 4x slotables with NO alterations and go with more flat bonuses if you like.

  • 40 Gilded Fingers
  • 10 Fortune’s Favor
  • 15 Wanderer
  • 50 Steadfast Enchantment
  • 50 Treasure Hunter
  • 30 Rationer
  • 75Liquid Efficiency

3 Major Slotables now available with maxed efficiency for all 3 including some nice gold passives.

Again, this tree is totally quality of life and not set in stone. Use what works for you.

  • 50 Boundless Vitality
  • 15 Tumbling
  • 10 Mystic Tenacity
  • 50 ironclad
  • 40 Hero’s Vigor
  • 50 Siphoning Spells
  • 50 Rejuvenation
  • 5 Tireless Guardian

All major health and resource return/sustain/recovery nodes covered. ALL 4 slots maximum with some block cost reduction starting to be speced into.

1350 champion points

  • 40 Precision
  • 40 Piercing
  • 40 Flawless Ritual
  • 30 War Mage
  • 50 Biting Aura
  • 50 Thaumaturge
  • 50 Deadly Aim
  • 30 Backstabber
  • 30 Fighting Finesse
  • 50 Occult Overlord
  • 40 Eldritch Insight

All major choices available missing only a couple of finalising % to backstabber and Fighting finesse.

NOTE: You can drop one of the Slotables and max everything for the 4 major slotables you use at this stage. I am merely showing you options!

  • 50 Gilded Fingers
  • 50 Fortune’s Favor
  • 75 Wanderer
  • 50 Steadfast Enchantment
  • 50 Treasure Hunter
  • 30 Rationer
  • 75Liquid Efficiency
  • 50 Steed’s Blessing
  • 20 Breakfall

ALL 4 major slotables along side fall damage reduction, max gold from chests, max chance of loot from chests, cheaper travel and faster movement while not in combat!

Again, this tree is 100% personal, all quality of life, no right or wrong

  • 50 Boundless Vitality
  • 15 Tumbling
  • 50 Mystic Tenacity
  • 50 Ironclad
  • 40 Hero’s Vigor
  • 50 Siphoning Spells
  • 50 Rejuvenation
  • 40 Tireless Guardian
  • 40 Defiance
  • 20 sprinter
  • 30 Fortification
  • 15 Savage Defense

All major health and resource return/sustain/recovery nodes covered. ALL 4 slots maximum with some block cost reduction starting to be speced into.

Technically at this point in time if you ONLY go for 4x slotables (including the blue ones, NOT considering swappables) you can spec into ALL damage stats 100% and have your 4x working slotables maxed out. THIS is your MAX dps with NO resistances considered option. If you feel squashy you know what to do. Pull some dps points and buy some resistances.

BUT based on the max stats at base now, you SHOULD be fine so long as your tanks and healers are on point

1800 champion points and above?

Buy every single passive available and your 4x slotables, and you will be DONE at 2100 but WAY before then you will have everything you need damage wise. It’s just a case of filling the gaps for healing and resistances.

However, if you WANT the extra slotables required for the build without the cost of respecing with gold. You will be able to do so but will need more points.

All passives a + 4 slotables of your choice!

At 1890 OR 2190 you will be able to buy EVERY passive and your 4x major slotables APART from “Tempered Soul”.

That one is a little awkward and costs 25 points per level, so while you will have a level or two, it won’t be maxed. Always work on THIS passive last as it is the least important.

TECHNICALLY You only need 1890 BUT we have allowed for TWO swapables in the blue trees which DOES require us to have the extra 300 points across the board. Regardless of where you go with it between these points you will have MAXIMUM resistance passives, healing passives, flat stats to all resources (excluding slotable options), max CC counter, recovery, block mitigation, the lot. Everything you need is RIGHT HERE!


So...What's next?

TECHNICALLY You only need 1890 BUT we have allowed for TWO swapables in the blue trees which DOES require us to have the extra 300 points across the board. Regardless of where you go with it between these points you will have MAXIMUM resistance passives, healing passives, flat stats to all resources (excluding slotable options), max CC counter, recovery, block mitigation, the lot. Everything you need is RIGHT HERE!


Unrelenting Grip Rotation (infinite sustain):

Front Bar: Light Attack, Burning Embers, Light Attack, Molten Whip, Light Attack, Unrelenting Grip,(3x), Light Attack, Molten Whip, Light Attack, Barbed Trap, Weapon Swap…

Back bar: Light Attack, Eruption, Light Attack, Flames Of Oblivion, Light Attack, Engulfing Flames, Light Attack, Unstable Wall of Elements, Weapon Swap.

Note: ONLY cast “Eruption” every SECOND rotation. One rotation with it, one rotation without it.

Poisons, Potions & Food

Food is very simple, the highest level food you can consume with 2 stats only, MAX health and MAX magicka. There are 3 variations of recipes but all are the same in the stats they give so your choice which one you use.

Spell pots – Lady smock + Water Hyacinth + Cornflower +Larkons Tears

Tri-pots – Columbine + Mountain Flower – Bugloss – Lorkhan’s​ Tears

Food: Minstral Banana-Bunny Hash – Small game(1) + Bananas(2) + Seasoning(3)
         Melon-Baked Parmesan Pork – White Meat(1) + Melon(2) + Cheese(3)
         Solitude Salmon-Millet Soup – Fish(1) + Tomato(2) + Millet(3)

Gear Setup

Below is a chart showing the overall gear set-up, noting the optimal set requirements in terms of weight, enchants and of course, traits!

We are using the Thief Mundus stone along side 64 points into Magicka.

We are a Khajiit, but also a High elf, Dark elf or Breton are good substitutes and if you want to be a bit of a brawler, even ORC is ok.

Optimal Setup

Beginner setup (crafted)

Weapon choices: IF you decide to use 2x daggers instead of 1x flame staff on the FRONT bar, you will need to swap your glyphs around.
So, you will need to put a Weapon and Spell damage glyph on the BACK bar, while putting 1x poison and 1x flame glyph on the two daggers (keep the traits the same as the main weapon).

Gear Locations