A Dragon Knights rework to be able to keep up with other classes.
Please keep in mind this rework idea is only a concept; if you feel something is overpowered or off-balanced please feel free to comment.
Ardent Flame
Molten Whip
While slotted increases the Spell Power of all Dragon Knight Abilities.
Inferno
While slotted grant Major Prophecy, increasing your Spell Critical Rating by X. Activate to surround yourself with a layer of flames dealing a burst of X flame damage upon activation within a 5 meters radius. While active all enemies within the radius will constantly take Y flame damage every second. See this visual from the Maelstrom Arena where a NPC already has this kind of flame coat.

Flames of Oblivion
Increases the damage over time of all Dragon Knight Abilities versus targets below 50 percent maximum life by 33% and by 66% for all targets below 25%.
Cauterize
All allies within the flame coat and yourself heal by X every second and have one negative effect removed every three seconds.
Draconic Might
Volatile Armor
The magic spray released upon activation deals now fire damage instead.
Dark Talons, Burning Talons and Choking Talons
The Synergy now deals fire damage instead of magic damage.
Dragon Blood (Base ability)
Heal yourself for 33% of your maximum health instantly. While active heal yourself for X% of your maximum health every second.
Green Dragon Blood (1st morph)
Heal yourself for 33% of your maximum health instantly. While active heal yourself for X% of your maximum health every second. Also restore Y% of your maximum stamina every two seconds.
Coagulated Blood (2nd morph)
Heal yourself for 33% of your maximum health instantly. While active heal yourself for 2X% of your maximum health every second. Also receive Major Vitality, increasing the healing received.
Reflective Plate (1st morph)
Increases the maximum number of reflected projectiles from 4 to 8.
Inhale (Base Ability)
Inhale essence from all nearby enemies healing yourself by X for each enemy. Exhale Fire after two seconds dealing fire damage to all enemies close-by.
Deep Breath (1st morph)
Interrupt enemies casting abilities. Casts Minor Vulnerability on them for three seconds.
Draw Essence (2nd morph)
Restore Magicka for each enemy hit by the Flame burst. Decrease the time between the bursts by 10% for each enemy hit by the initial essence drawing.
Iron Skin (Passive)
1st Rank: Block an additional 5% damage and 5% more from ranged attacks greater 7 meters away.
2nd Rank: Block an additional 10% damage and 10% more from ranged attack greater 7 meters away.
Burning Heart (Passive)
1st Rank: Increase your Magic and Weapon damage dealt by 2% percent for each enemy standing within a 10 meters radius around you.
2nd Rank: Increase your Magic and Weapon damage dealt by 3% percent for each enemy standing within a 12 meters radius around you.
Elder Dragon (Passive)
1st Rank: Increase your health recovery by 2% and your healing received by 3% for each Draconic Might ability slotted.
2nd Rank: Increase your health recovery by 4% and your healing received by 6% for each Draconic Might ability slotted.
Scaled Armor (Passive)
1st Rank: Increases Spell and Physical Resistance by X.
2nd Rank: Increases Spell and Physical Resistance by 2X.
Earthen Heart
Stone Giant (2nd morph)
Slam an enemy with a rock and stun them for 3 seconds and deal X Physical Damage. Gain Minor Resolve for 15 seconds. Change ability cost to Stamina and the damage dealt scale with Weapon damage.
Molten Armaments (2nd morph)
Make the bonus damage on full-charged heavy attacks be distributed to nearby players as well.
Igneous Shield (1st morph)
Increase the time the Major Mending is applied to 12 seconds. If a shield passes out while the affected player is wounded heal the player by the remaining damage shield value.
Fragmented Shield (2nd Morph)
Changes the explosion damage from Magic to Fire Damage. If a shield passes out add the remaining damage shield value to the explosion as additional damage.
Mountains Blessing (Passive)
1st Rank: Activating an Earthen Heart ability grants Minor Brutality, increasing Weapon Damage dealt by you and allies nearby by 5% for 10 seconds. While being below 33% life in combat restore 2 Ultimate every two seconds.
2nd Rank: Activating an Earthen Heart ability grants Minor Brutality, increasing Weapon Damage dealt by you and allies nearby by 5% for 20 seconds. While being below 50% life in combat restore 3 Ultimate every two seconds.
Helping Hands (Passive)
1st Rank: Activating an Earthen Heart ability restores 3% of your maximum Stamina to you and one ally nearby.
2nd Rank: Activating an Earthen Heart ability restores 4% of your maximum Stamina to you and two allies nearby.