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"Pyromancer" Magicka DK PvP Build (Destro/Resto)

  • DDuke
    DDuke
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    Trashs1 wrote: »
    http://en.uesp.net/wiki/Special:EsoBuildData?id=40559

    here is a no cp version of your build (just not sure how much mag reg is neaded with the cheap dk skills and elemental drain)

    im next patch a no cp only player so i need to transform every potatoe cp build for my needs^^

    Wow.

    I've got only 1366 regen (unbuffed) & that's in CP environment :D


    Spell damage on all jewelry, though I'd probably swap one for regen for no-CP (or start heavy attacking more).
    Edited by DDuke on January 11, 2018 10:39AM
  • Trashs1
    Trashs1
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    DDuke wrote: »
    Trashs1 wrote: »
    http://en.uesp.net/wiki/Special:EsoBuildData?id=40559

    here is a no cp version of your build (just not sure how much mag reg is neaded with the cheap dk skills and elemental drain)

    im next patch a no cp only player so i need to transform every potatoe cp build for my needs^^

    Wow.

    I've got only 1366 regen (unbuffed) & that's in CP environment :D


    Spell damage on all jewelry.

    holy moly ok i have to change that^^


    /e i changed 2 jewels to spell dmg and sitting now on 1484 mag reg.since in no cp mana pool is a lot smaller (almost 30k only) i think a little bit more is not bad

    /e effective spellpower grows really high for a no cp build now Oo. now i know why u hit so hard in your vid :)


    maybe i go all magica glyphs and 3 statt food. that will give me close to 32k magica and i can change all to spell dmg but have to use atronach mundus.

    but i could maybe go on lower mag reg to 13xx
    Edited by Trashs1 on January 11, 2018 10:45AM
    Dolche des Königs (DDK); EuPC, DC, Sotha Sil,
  • artal
    artal
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    Trashs1 wrote: »
    http://en.uesp.net/wiki/Special:EsoBuildData?id=40559

    here is a no cp version of your build (just not sure how much mag reg is neaded with the cheap dk skills and elemental drain)

    im next patch a no cp only player so i need to transform every potatoe cp build for my needs^^

    Why take flight? Its not buffed by bsw so even in non cp leap should be choice. I guess its just mis click in editor ;)

    To OP really enjoyed watching videos and reading your thoughts on this particular dk setup. I'm starting mag dk for first time and doing something similar, thx for inspiration
  • Calboy
    Calboy
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    I run a similar version of this with sun front bar, transmutation back. It's pretty brutal but when outnumbered it really struggles if out in the open.
  • Waffennacht
    Waffennacht
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    @artal ultimates scale to your highest damage stat and resource pools, so yes BASE does buff take flight.

    In NO CP essentially all ultimates can be used by either Stam or mag
    Gamer tag: DasPanzerKat NA Xbox One
    1300+ CP
    Battleground PvP'er

    Waffennacht' Builds
  • Trashs1
    Trashs1
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    artal wrote: »
    Trashs1 wrote: »
    http://en.uesp.net/wiki/Special:EsoBuildData?id=40559

    here is a no cp version of your build (just not sure how much mag reg is neaded with the cheap dk skills and elemental drain)

    im next patch a no cp only player so i need to transform every potatoe cp build for my needs^^

    Why take flight? Its not buffed by bsw so even in non cp leap should be choice. I guess its just mis click in editor ;)

    To OP really enjoyed watching videos and reading your thoughts on this particular dk setup. I'm starting mag dk for first time and doing something similar, thx for inspiration

    lol whuut?

    i allways used to use take flight Oo i thought reduce ult cost+more dmg >> a shield

    and why should take flight not get buffed by bsw? since ults are based on higest stat and dmg (either stam/mag or weap/spelldmg)
    Edited by Trashs1 on January 12, 2018 6:49AM
    Dolche des Königs (DDK); EuPC, DC, Sotha Sil,
  • Subversus
    Subversus
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    Trashs1 wrote: »
    artal wrote: »
    Trashs1 wrote: »
    http://en.uesp.net/wiki/Special:EsoBuildData?id=40559

    here is a no cp version of your build (just not sure how much mag reg is neaded with the cheap dk skills and elemental drain)

    im next patch a no cp only player so i need to transform every potatoe cp build for my needs^^

    Why take flight? Its not buffed by bsw so even in non cp leap should be choice. I guess its just mis click in editor ;)

    To OP really enjoyed watching videos and reading your thoughts on this particular dk setup. I'm starting mag dk for first time and doing something similar, thx for inspiration

    lol whuut?

    i allways used to use take flight Oo i thought reduce ult cost+more dmg >> a shield

    and why should take flight not get buffed by bsw? since ults are based on higest stat and dmg (either stam/mag or weap/spelldmg)

    But it's not more damage since stam ults don't use mag penetration. It's more damage if the target has like no resists at all.

    At least that's how I always though it worked.
  • Trashs1
    Trashs1
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    Subversus wrote: »
    Trashs1 wrote: »
    artal wrote: »
    Trashs1 wrote: »
    http://en.uesp.net/wiki/Special:EsoBuildData?id=40559

    here is a no cp version of your build (just not sure how much mag reg is neaded with the cheap dk skills and elemental drain)

    im next patch a no cp only player so i need to transform every potatoe cp build for my needs^^

    Why take flight? Its not buffed by bsw so even in non cp leap should be choice. I guess its just mis click in editor ;)

    To OP really enjoyed watching videos and reading your thoughts on this particular dk setup. I'm starting mag dk for first time and doing something similar, thx for inspiration

    lol whuut?

    i allways used to use take flight Oo i thought reduce ult cost+more dmg >> a shield

    and why should take flight not get buffed by bsw? since ults are based on higest stat and dmg (either stam/mag or weap/spelldmg)

    But it's not more damage since stam ults don't use mag penetration. It's more damage if the target has like no resists at all.

    At least that's how I always though it worked.

    penetration... thas ofc true. thx! i also switched it on my build now^^
    Dolche des Königs (DDK); EuPC, DC, Sotha Sil,
  • Thraben
    Thraben
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    Trashs1 wrote: »
    artal wrote: »
    Trashs1 wrote: »
    http://en.uesp.net/wiki/Special:EsoBuildData?id=40559

    here is a no cp version of your build (just not sure how much mag reg is neaded with the cheap dk skills and elemental drain)

    im next patch a no cp only player so i need to transform every potatoe cp build for my needs^^

    Why take flight? Its not buffed by bsw so even in non cp leap should be choice. I guess its just mis click in editor ;)

    To OP really enjoyed watching videos and reading your thoughts on this particular dk setup. I'm starting mag dk for first time and doing something similar, thx for inspiration

    lol whuut?

    i allways used to use take flight Oo i thought reduce ult cost+more dmg >> a shield

    and why should take flight not get buffed by bsw? since ults are based on higest stat and dmg (either stam/mag or weap/spelldmg)

    Never use take flight. 90% of the players are vamps, and you want your leap to smash them while protecting you. 2 DKs with optimized Infernal-Guardian-Leaps can destroy a whole ball group after the patch if they synchronize it.

    Looking at your build, you might notice that you didn´t slot mist form - which is basically unplayable as a MagDK. Furthermore, there is no reason to use an Inferno Staff here, as you can do everything with class abilities, and would waste an additional set bonus not using Sword n Board, not even speaking of survivability. Mag Penetration doesn´t play any real role in real PvP combat situations. Ah, and you have the wrong morph of the resto ulti - you need the one with major protection.
    Edited by Thraben on January 12, 2018 12:16PM
    Hauptmann der Dolche des Königs

    DDK ist die letzte Verteidigungslinie des Dolchsturz- Bündnisses auf der 30-Tage-No-CP- Kampagne(EU) mit dem Anspruch, in kleinen, anfängerfreundlichen Raid-Gruppen möglichst epische Schlachten auszufechten.

    DDK is the Daggerfall Covenant´s last line of defense on the 30 days no-cp campaign (EU). We intend to fight epic battles in small, casual player friendly raid groups.
  • Trashs1
    Trashs1
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    Thraben wrote: »
    Trashs1 wrote: »
    artal wrote: »
    Trashs1 wrote: »
    http://en.uesp.net/wiki/Special:EsoBuildData?id=40559

    here is a no cp version of your build (just not sure how much mag reg is neaded with the cheap dk skills and elemental drain)

    im next patch a no cp only player so i need to transform every potatoe cp build for my needs^^

    Why take flight? Its not buffed by bsw so even in non cp leap should be choice. I guess its just mis click in editor ;)

    To OP really enjoyed watching videos and reading your thoughts on this particular dk setup. I'm starting mag dk for first time and doing something similar, thx for inspiration

    lol whuut?

    i allways used to use take flight Oo i thought reduce ult cost+more dmg >> a shield

    and why should take flight not get buffed by bsw? since ults are based on higest stat and dmg (either stam/mag or weap/spelldmg)

    Never use take flight. 90% of the players are vamps, and you want your leap to smash them while protecting you. 2 DKs with optimized Infernal-Guardian-Leaps can destroy a whole ball group after the patch if they synchronize it.

    Looking at your build, you might notice that you didn´t slot mist form - which is basically unplayable as a MagDK. Furthermore, there is no reason to use an Inferno Staff here, as you can do everything with class abilities, and would waste an additional set bonus not using Sword n Board, not even speaking of survivability. Mag Penetration doesn´t play any real role in real PvP combat situations. Ah, and you have the wrong morph of the resto ulti - you need the one with major protection.

    thanks, i just built the destr restro build of dduke

    in our grp thats going to be a whole other storry^^
    Edited by Trashs1 on January 12, 2018 12:35PM
    Dolche des Königs (DDK); EuPC, DC, Sotha Sil,
  • DDuke
    DDuke
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    Thraben wrote: »
    Trashs1 wrote: »
    artal wrote: »
    Trashs1 wrote: »
    http://en.uesp.net/wiki/Special:EsoBuildData?id=40559

    here is a no cp version of your build (just not sure how much mag reg is neaded with the cheap dk skills and elemental drain)

    im next patch a no cp only player so i need to transform every potatoe cp build for my needs^^

    Why take flight? Its not buffed by bsw so even in non cp leap should be choice. I guess its just mis click in editor ;)

    To OP really enjoyed watching videos and reading your thoughts on this particular dk setup. I'm starting mag dk for first time and doing something similar, thx for inspiration

    lol whuut?

    i allways used to use take flight Oo i thought reduce ult cost+more dmg >> a shield

    and why should take flight not get buffed by bsw? since ults are based on higest stat and dmg (either stam/mag or weap/spelldmg)

    Never use take flight. 90% of the players are vamps, and you want your leap to smash them while protecting you. 2 DKs with optimized Infernal-Guardian-Leaps can destroy a whole ball group after the patch if they synchronize it.

    Looking at your build, you might notice that you didn´t slot mist form - which is basically unplayable as a MagDK. Furthermore, there is no reason to use an Inferno Staff here, as you can do everything with class abilities, and would waste an additional set bonus not using Sword n Board, not even speaking of survivability. Mag Penetration doesn´t play any real role in real PvP combat situations. Ah, and you have the wrong morph of the resto ulti - you need the one with major protection.

    In the video I've explained the rationale behind most of the skill/gear choices.


    If you want the more in-depth math behind things like Life Giver vs Light's Champion, or how much extra damage (which is the main focus of this build, as it isn't a permablocking one) you gain factoring in extra penetration from Elem Drain, Ancient Knowledge, inferno light attacks, double chance of burning, higher BSW uptime etc with destro staff vs S&B, I'd be happy to write those down too.

    S&B has it perks, but if you want a more fast paced build with tons of damage it isn't the way to go. I have some gameplay of this build here: https://youtu.be/9bzFSjz_kMQ - in case you want to see how different (which is my number #1 design goal on every build I create) it plays to the usual S&B builds.
    Edited by DDuke on January 12, 2018 12:47PM
  • artal
    artal
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    Trashs1 wrote: »
    lol whuut?

    i allways used to use take flight Oo i thought reduce ult cost+more dmg >> a shield

    and why should take flight not get buffed by bsw? since ults are based on higest stat and dmg (either stam/mag or weap/spelldmg)
    Sorry my bad, i had in mind sun set and was talking about bsw.

  • Subversus
    Subversus
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    DDuke wrote: »
    Thraben wrote: »
    Trashs1 wrote: »
    artal wrote: »
    Trashs1 wrote: »
    http://en.uesp.net/wiki/Special:EsoBuildData?id=40559

    here is a no cp version of your build (just not sure how much mag reg is neaded with the cheap dk skills and elemental drain)

    im next patch a no cp only player so i need to transform every potatoe cp build for my needs^^

    Why take flight? Its not buffed by bsw so even in non cp leap should be choice. I guess its just mis click in editor ;)

    To OP really enjoyed watching videos and reading your thoughts on this particular dk setup. I'm starting mag dk for first time and doing something similar, thx for inspiration

    lol whuut?

    i allways used to use take flight Oo i thought reduce ult cost+more dmg >> a shield

    and why should take flight not get buffed by bsw? since ults are based on higest stat and dmg (either stam/mag or weap/spelldmg)

    Never use take flight. 90% of the players are vamps, and you want your leap to smash them while protecting you. 2 DKs with optimized Infernal-Guardian-Leaps can destroy a whole ball group after the patch if they synchronize it.

    Looking at your build, you might notice that you didn´t slot mist form - which is basically unplayable as a MagDK. Furthermore, there is no reason to use an Inferno Staff here, as you can do everything with class abilities, and would waste an additional set bonus not using Sword n Board, not even speaking of survivability. Mag Penetration doesn´t play any real role in real PvP combat situations. Ah, and you have the wrong morph of the resto ulti - you need the one with major protection.

    In the video I've explained the rationale behind most of the skill/gear choices.


    If you want the more in-depth math behind things like Life Giver vs Light's Champion, or how much extra damage (which is the main focus of this build, as it isn't a permablocking one) you gain factoring in extra penetration from Elem Drain, Ancient Knowledge, inferno light attacks, double chance of burning, higher BSW uptime etc with destro staff vs S&B, I'd be happy to write those down too.

    S&B has it perks, but if you want a more fast paced build with tons of damage it isn't the way to go. I have some gameplay of this build here: https://youtu.be/9bzFSjz_kMQ - in case you want to see how different (which is my number #1 design goal on every build I create) it plays to the usual S&B builds.

    I've been told that a nirn 2h is the most possible damage you can squeeze out as a magdk.
  • ak_pvp
    ak_pvp
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    Yeah, even in noCP, use ferocious leap. You get more damage because of DK WoR passives and dark elf passives, as well as harder hits to vamps.
    MagDK main. PC/EU @AK-ESO
    Best houseknight EU.
  • Lexxypwns
    Lexxypwns
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    Subversus wrote: »
    DDuke wrote: »
    Thraben wrote: »
    Trashs1 wrote: »
    artal wrote: »
    Trashs1 wrote: »
    http://en.uesp.net/wiki/Special:EsoBuildData?id=40559

    here is a no cp version of your build (just not sure how much mag reg is neaded with the cheap dk skills and elemental drain)

    im next patch a no cp only player so i need to transform every potatoe cp build for my needs^^

    Why take flight? Its not buffed by bsw so even in non cp leap should be choice. I guess its just mis click in editor ;)

    To OP really enjoyed watching videos and reading your thoughts on this particular dk setup. I'm starting mag dk for first time and doing something similar, thx for inspiration

    lol whuut?

    i allways used to use take flight Oo i thought reduce ult cost+more dmg >> a shield

    and why should take flight not get buffed by bsw? since ults are based on higest stat and dmg (either stam/mag or weap/spelldmg)

    Never use take flight. 90% of the players are vamps, and you want your leap to smash them while protecting you. 2 DKs with optimized Infernal-Guardian-Leaps can destroy a whole ball group after the patch if they synchronize it.

    Looking at your build, you might notice that you didn´t slot mist form - which is basically unplayable as a MagDK. Furthermore, there is no reason to use an Inferno Staff here, as you can do everything with class abilities, and would waste an additional set bonus not using Sword n Board, not even speaking of survivability. Mag Penetration doesn´t play any real role in real PvP combat situations. Ah, and you have the wrong morph of the resto ulti - you need the one with major protection.

    In the video I've explained the rationale behind most of the skill/gear choices.


    If you want the more in-depth math behind things like Life Giver vs Light's Champion, or how much extra damage (which is the main focus of this build, as it isn't a permablocking one) you gain factoring in extra penetration from Elem Drain, Ancient Knowledge, inferno light attacks, double chance of burning, higher BSW uptime etc with destro staff vs S&B, I'd be happy to write those down too.

    S&B has it perks, but if you want a more fast paced build with tons of damage it isn't the way to go. I have some gameplay of this build here: https://youtu.be/9bzFSjz_kMQ - in case you want to see how different (which is my number #1 design goal on every build I create) it plays to the usual S&B builds.

    I've been told that a nirn 2h is the most possible damage you can squeeze out as a magdk.

    That’s only true if you’re not weaving or using ele drain on destro builds. Ele drain adds more damae to the aoe skills than a 2h would and obviously destro is superior on single target skills
  • DDuke
    DDuke
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    Subversus wrote: »
    DDuke wrote: »
    Thraben wrote: »
    Trashs1 wrote: »
    artal wrote: »
    Trashs1 wrote: »
    http://en.uesp.net/wiki/Special:EsoBuildData?id=40559

    here is a no cp version of your build (just not sure how much mag reg is neaded with the cheap dk skills and elemental drain)

    im next patch a no cp only player so i need to transform every potatoe cp build for my needs^^

    Why take flight? Its not buffed by bsw so even in non cp leap should be choice. I guess its just mis click in editor ;)

    To OP really enjoyed watching videos and reading your thoughts on this particular dk setup. I'm starting mag dk for first time and doing something similar, thx for inspiration

    lol whuut?

    i allways used to use take flight Oo i thought reduce ult cost+more dmg >> a shield

    and why should take flight not get buffed by bsw? since ults are based on higest stat and dmg (either stam/mag or weap/spelldmg)

    Never use take flight. 90% of the players are vamps, and you want your leap to smash them while protecting you. 2 DKs with optimized Infernal-Guardian-Leaps can destroy a whole ball group after the patch if they synchronize it.

    Looking at your build, you might notice that you didn´t slot mist form - which is basically unplayable as a MagDK. Furthermore, there is no reason to use an Inferno Staff here, as you can do everything with class abilities, and would waste an additional set bonus not using Sword n Board, not even speaking of survivability. Mag Penetration doesn´t play any real role in real PvP combat situations. Ah, and you have the wrong morph of the resto ulti - you need the one with major protection.

    In the video I've explained the rationale behind most of the skill/gear choices.


    If you want the more in-depth math behind things like Life Giver vs Light's Champion, or how much extra damage (which is the main focus of this build, as it isn't a permablocking one) you gain factoring in extra penetration from Elem Drain, Ancient Knowledge, inferno light attacks, double chance of burning, higher BSW uptime etc with destro staff vs S&B, I'd be happy to write those down too.

    S&B has it perks, but if you want a more fast paced build with tons of damage it isn't the way to go. I have some gameplay of this build here: https://youtu.be/9bzFSjz_kMQ - in case you want to see how different (which is my number #1 design goal on every build I create) it plays to the usual S&B builds.

    I've been told that a nirn 2h is the most possible damage you can squeeze out as a magdk.

    Well, that's inaccurate.

    Nirnhoned 2H vs Nirnhoned Destro (5 BSW 5 Mara 2 Skoria)
    Major Sorcery, Infused Weapon Dmg Enchant

    2H Whip: 12 067
    Destro Whip: 11 673 (12 606 with Elemental Drain)

    2H wins by 394 dmg w/o Elemental Drain, loses by 539 when Elemental Drain is applied.


    Similar scaling applies to all other skills.


    ...and then there's this:

    2H Light Attack: 2721
    Destro Light Attack: 4549 (4912 with Elemental Drain)

    2H loses by 1828 dmg (2191 with Elemental Drain)


    So even if you don't have Elemental Drain on target, destro staff has damage advantage thanks to a lot stronger light attack weaves.

    Then there's also double chance of proccing Burning status effect (and the resulting extra skoria procs) etc.


    2H is good for the extra mobility, but destro is better for pure dmg.
    Edited by DDuke on January 12, 2018 9:41PM
  • Minno
    Minno
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    DDuke wrote: »
    Subversus wrote: »
    DDuke wrote: »
    Thraben wrote: »
    Trashs1 wrote: »
    artal wrote: »
    Trashs1 wrote: »
    http://en.uesp.net/wiki/Special:EsoBuildData?id=40559

    here is a no cp version of your build (just not sure how much mag reg is neaded with the cheap dk skills and elemental drain)

    im next patch a no cp only player so i need to transform every potatoe cp build for my needs^^

    Why take flight? Its not buffed by bsw so even in non cp leap should be choice. I guess its just mis click in editor ;)

    To OP really enjoyed watching videos and reading your thoughts on this particular dk setup. I'm starting mag dk for first time and doing something similar, thx for inspiration

    lol whuut?

    i allways used to use take flight Oo i thought reduce ult cost+more dmg >> a shield

    and why should take flight not get buffed by bsw? since ults are based on higest stat and dmg (either stam/mag or weap/spelldmg)

    Never use take flight. 90% of the players are vamps, and you want your leap to smash them while protecting you. 2 DKs with optimized Infernal-Guardian-Leaps can destroy a whole ball group after the patch if they synchronize it.

    Looking at your build, you might notice that you didn´t slot mist form - which is basically unplayable as a MagDK. Furthermore, there is no reason to use an Inferno Staff here, as you can do everything with class abilities, and would waste an additional set bonus not using Sword n Board, not even speaking of survivability. Mag Penetration doesn´t play any real role in real PvP combat situations. Ah, and you have the wrong morph of the resto ulti - you need the one with major protection.

    In the video I've explained the rationale behind most of the skill/gear choices.


    If you want the more in-depth math behind things like Life Giver vs Light's Champion, or how much extra damage (which is the main focus of this build, as it isn't a permablocking one) you gain factoring in extra penetration from Elem Drain, Ancient Knowledge, inferno light attacks, double chance of burning, higher BSW uptime etc with destro staff vs S&B, I'd be happy to write those down too.

    S&B has it perks, but if you want a more fast paced build with tons of damage it isn't the way to go. I have some gameplay of this build here: https://youtu.be/9bzFSjz_kMQ - in case you want to see how different (which is my number #1 design goal on every build I create) it plays to the usual S&B builds.

    I've been told that a nirn 2h is the most possible damage you can squeeze out as a magdk.

    Well, that's inaccurate.

    Nirnhoned 2H vs Nirnhoned Destro (5 BSW 5 Mara 2 Skoria)
    Major Sorcery, Infused Weapon Dmg Enchant

    2H Whip: 12 067
    Destro Whip: 11 673 (12 606 with Elemental Drain)

    2H wins by 394 dmg w/o Elemental Drain, loses by 539 when Elemental Drain is applied.


    Similar scaling applies to all other skills.


    ...and then there's this:

    2H Light Attack: 2721
    Destro Light Attack: 4549 (4912 with Elemental Drain)

    2H loses by 1828 dmg (2191 with Elemental Drain)


    So even if you don't have Elemental Drain on target, destro staff has damage advantage thanks to a lot stronger light attack weaves.

    Then there's also double chance of proccing Burning status effect (and the resulting extra skoria procs) etc.


    2H is good for the extra mobility, but destro is better for pure dmg.

    Only benefit for 2h is the snare immunity, strong single target ultimate, and 5% DMG done bonus to boost proc sets and any ability with both a direct/DOT component to it's damage.

    Otherwise destro+ele drain is really sexy.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • DDuke
    DDuke
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    Minno wrote: »
    DDuke wrote: »
    Subversus wrote: »
    DDuke wrote: »
    Thraben wrote: »
    Trashs1 wrote: »
    artal wrote: »
    Trashs1 wrote: »
    http://en.uesp.net/wiki/Special:EsoBuildData?id=40559

    here is a no cp version of your build (just not sure how much mag reg is neaded with the cheap dk skills and elemental drain)

    im next patch a no cp only player so i need to transform every potatoe cp build for my needs^^

    Why take flight? Its not buffed by bsw so even in non cp leap should be choice. I guess its just mis click in editor ;)

    To OP really enjoyed watching videos and reading your thoughts on this particular dk setup. I'm starting mag dk for first time and doing something similar, thx for inspiration

    lol whuut?

    i allways used to use take flight Oo i thought reduce ult cost+more dmg >> a shield

    and why should take flight not get buffed by bsw? since ults are based on higest stat and dmg (either stam/mag or weap/spelldmg)

    Never use take flight. 90% of the players are vamps, and you want your leap to smash them while protecting you. 2 DKs with optimized Infernal-Guardian-Leaps can destroy a whole ball group after the patch if they synchronize it.

    Looking at your build, you might notice that you didn´t slot mist form - which is basically unplayable as a MagDK. Furthermore, there is no reason to use an Inferno Staff here, as you can do everything with class abilities, and would waste an additional set bonus not using Sword n Board, not even speaking of survivability. Mag Penetration doesn´t play any real role in real PvP combat situations. Ah, and you have the wrong morph of the resto ulti - you need the one with major protection.

    In the video I've explained the rationale behind most of the skill/gear choices.


    If you want the more in-depth math behind things like Life Giver vs Light's Champion, or how much extra damage (which is the main focus of this build, as it isn't a permablocking one) you gain factoring in extra penetration from Elem Drain, Ancient Knowledge, inferno light attacks, double chance of burning, higher BSW uptime etc with destro staff vs S&B, I'd be happy to write those down too.

    S&B has it perks, but if you want a more fast paced build with tons of damage it isn't the way to go. I have some gameplay of this build here: https://youtu.be/9bzFSjz_kMQ - in case you want to see how different (which is my number #1 design goal on every build I create) it plays to the usual S&B builds.

    I've been told that a nirn 2h is the most possible damage you can squeeze out as a magdk.

    Well, that's inaccurate.

    Nirnhoned 2H vs Nirnhoned Destro (5 BSW 5 Mara 2 Skoria)
    Major Sorcery, Infused Weapon Dmg Enchant

    2H Whip: 12 067
    Destro Whip: 11 673 (12 606 with Elemental Drain)

    2H wins by 394 dmg w/o Elemental Drain, loses by 539 when Elemental Drain is applied.


    Similar scaling applies to all other skills.


    ...and then there's this:

    2H Light Attack: 2721
    Destro Light Attack: 4549 (4912 with Elemental Drain)

    2H loses by 1828 dmg (2191 with Elemental Drain)


    So even if you don't have Elemental Drain on target, destro staff has damage advantage thanks to a lot stronger light attack weaves.

    Then there's also double chance of proccing Burning status effect (and the resulting extra skoria procs) etc.


    2H is good for the extra mobility, but destro is better for pure dmg.

    Only benefit for 2h is the snare immunity, strong single target ultimate, and 5% DMG done bonus to boost proc sets and any ability with both a direct/DOT component to it's damage.

    Otherwise destro+ele drain is really sexy.

    I'm fairly sure Ancient Knowledge increases Skoria damage as well (the single target part only with inferno staff).

    Atleast the tooltip moves on ESO Build Editor when I add/remove points from it (10 440->11 275).


    Kinda funny, considering the passive says "single target abilities". Oh well...
  • Minno
    Minno
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    ✭✭✭✭✭
    DDuke wrote: »
    Minno wrote: »
    DDuke wrote: »
    Subversus wrote: »
    DDuke wrote: »
    Thraben wrote: »
    Trashs1 wrote: »
    artal wrote: »
    Trashs1 wrote: »
    http://en.uesp.net/wiki/Special:EsoBuildData?id=40559

    here is a no cp version of your build (just not sure how much mag reg is neaded with the cheap dk skills and elemental drain)

    im next patch a no cp only player so i need to transform every potatoe cp build for my needs^^

    Why take flight? Its not buffed by bsw so even in non cp leap should be choice. I guess its just mis click in editor ;)

    To OP really enjoyed watching videos and reading your thoughts on this particular dk setup. I'm starting mag dk for first time and doing something similar, thx for inspiration

    lol whuut?

    i allways used to use take flight Oo i thought reduce ult cost+more dmg >> a shield

    and why should take flight not get buffed by bsw? since ults are based on higest stat and dmg (either stam/mag or weap/spelldmg)

    Never use take flight. 90% of the players are vamps, and you want your leap to smash them while protecting you. 2 DKs with optimized Infernal-Guardian-Leaps can destroy a whole ball group after the patch if they synchronize it.

    Looking at your build, you might notice that you didn´t slot mist form - which is basically unplayable as a MagDK. Furthermore, there is no reason to use an Inferno Staff here, as you can do everything with class abilities, and would waste an additional set bonus not using Sword n Board, not even speaking of survivability. Mag Penetration doesn´t play any real role in real PvP combat situations. Ah, and you have the wrong morph of the resto ulti - you need the one with major protection.

    In the video I've explained the rationale behind most of the skill/gear choices.


    If you want the more in-depth math behind things like Life Giver vs Light's Champion, or how much extra damage (which is the main focus of this build, as it isn't a permablocking one) you gain factoring in extra penetration from Elem Drain, Ancient Knowledge, inferno light attacks, double chance of burning, higher BSW uptime etc with destro staff vs S&B, I'd be happy to write those down too.

    S&B has it perks, but if you want a more fast paced build with tons of damage it isn't the way to go. I have some gameplay of this build here: https://youtu.be/9bzFSjz_kMQ - in case you want to see how different (which is my number #1 design goal on every build I create) it plays to the usual S&B builds.

    I've been told that a nirn 2h is the most possible damage you can squeeze out as a magdk.

    Well, that's inaccurate.

    Nirnhoned 2H vs Nirnhoned Destro (5 BSW 5 Mara 2 Skoria)
    Major Sorcery, Infused Weapon Dmg Enchant

    2H Whip: 12 067
    Destro Whip: 11 673 (12 606 with Elemental Drain)

    2H wins by 394 dmg w/o Elemental Drain, loses by 539 when Elemental Drain is applied.


    Similar scaling applies to all other skills.


    ...and then there's this:

    2H Light Attack: 2721
    Destro Light Attack: 4549 (4912 with Elemental Drain)

    2H loses by 1828 dmg (2191 with Elemental Drain)


    So even if you don't have Elemental Drain on target, destro staff has damage advantage thanks to a lot stronger light attack weaves.

    Then there's also double chance of proccing Burning status effect (and the resulting extra skoria procs) etc.


    2H is good for the extra mobility, but destro is better for pure dmg.

    Only benefit for 2h is the snare immunity, strong single target ultimate, and 5% DMG done bonus to boost proc sets and any ability with both a direct/DOT component to it's damage.

    Otherwise destro+ele drain is really sexy.

    I'm fairly sure Ancient Knowledge increases Skoria damage as well (the single target part only with inferno staff).

    Atleast the tooltip moves on ESO Build Editor when I add/remove points from it (10 440->11 275).


    Kinda funny, considering the passive says "single target abilities". Oh well...

    Worth a test on live for sure.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Waffennacht
    Waffennacht
    ✭✭✭✭✭
    ✭✭✭✭✭
    Minno wrote: »
    DDuke wrote: »
    Minno wrote: »
    DDuke wrote: »
    Subversus wrote: »
    DDuke wrote: »
    Thraben wrote: »
    Trashs1 wrote: »
    artal wrote: »
    Trashs1 wrote: »
    http://en.uesp.net/wiki/Special:EsoBuildData?id=40559

    here is a no cp version of your build (just not sure how much mag reg is neaded with the cheap dk skills and elemental drain)

    im next patch a no cp only player so i need to transform every potatoe cp build for my needs^^

    Why take flight? Its not buffed by bsw so even in non cp leap should be choice. I guess its just mis click in editor ;)

    To OP really enjoyed watching videos and reading your thoughts on this particular dk setup. I'm starting mag dk for first time and doing something similar, thx for inspiration

    lol whuut?

    i allways used to use take flight Oo i thought reduce ult cost+more dmg >> a shield

    and why should take flight not get buffed by bsw? since ults are based on higest stat and dmg (either stam/mag or weap/spelldmg)

    Never use take flight. 90% of the players are vamps, and you want your leap to smash them while protecting you. 2 DKs with optimized Infernal-Guardian-Leaps can destroy a whole ball group after the patch if they synchronize it.

    Looking at your build, you might notice that you didn´t slot mist form - which is basically unplayable as a MagDK. Furthermore, there is no reason to use an Inferno Staff here, as you can do everything with class abilities, and would waste an additional set bonus not using Sword n Board, not even speaking of survivability. Mag Penetration doesn´t play any real role in real PvP combat situations. Ah, and you have the wrong morph of the resto ulti - you need the one with major protection.

    In the video I've explained the rationale behind most of the skill/gear choices.


    If you want the more in-depth math behind things like Life Giver vs Light's Champion, or how much extra damage (which is the main focus of this build, as it isn't a permablocking one) you gain factoring in extra penetration from Elem Drain, Ancient Knowledge, inferno light attacks, double chance of burning, higher BSW uptime etc with destro staff vs S&B, I'd be happy to write those down too.

    S&B has it perks, but if you want a more fast paced build with tons of damage it isn't the way to go. I have some gameplay of this build here: https://youtu.be/9bzFSjz_kMQ - in case you want to see how different (which is my number #1 design goal on every build I create) it plays to the usual S&B builds.

    I've been told that a nirn 2h is the most possible damage you can squeeze out as a magdk.

    Well, that's inaccurate.

    Nirnhoned 2H vs Nirnhoned Destro (5 BSW 5 Mara 2 Skoria)
    Major Sorcery, Infused Weapon Dmg Enchant

    2H Whip: 12 067
    Destro Whip: 11 673 (12 606 with Elemental Drain)

    2H wins by 394 dmg w/o Elemental Drain, loses by 539 when Elemental Drain is applied.


    Similar scaling applies to all other skills.


    ...and then there's this:

    2H Light Attack: 2721
    Destro Light Attack: 4549 (4912 with Elemental Drain)

    2H loses by 1828 dmg (2191 with Elemental Drain)


    So even if you don't have Elemental Drain on target, destro staff has damage advantage thanks to a lot stronger light attack weaves.

    Then there's also double chance of proccing Burning status effect (and the resulting extra skoria procs) etc.


    2H is good for the extra mobility, but destro is better for pure dmg.

    Only benefit for 2h is the snare immunity, strong single target ultimate, and 5% DMG done bonus to boost proc sets and any ability with both a direct/DOT component to it's damage.

    Otherwise destro+ele drain is really sexy.

    I'm fairly sure Ancient Knowledge increases Skoria damage as well (the single target part only with inferno staff).

    Atleast the tooltip moves on ESO Build Editor when I add/remove points from it (10 440->11 275).


    Kinda funny, considering the passive says "single target abilities". Oh well...

    Worth a test on live for sure.

    On live, set abilities count as abilities lol
    Gamer tag: DasPanzerKat NA Xbox One
    1300+ CP
    Battleground PvP'er

    Waffennacht' Builds
  • Subversus
    Subversus
    ✭✭✭✭✭
    DDuke wrote: »
    Subversus wrote: »
    DDuke wrote: »
    Thraben wrote: »
    Trashs1 wrote: »
    artal wrote: »
    Trashs1 wrote: »
    http://en.uesp.net/wiki/Special:EsoBuildData?id=40559

    here is a no cp version of your build (just not sure how much mag reg is neaded with the cheap dk skills and elemental drain)

    im next patch a no cp only player so i need to transform every potatoe cp build for my needs^^

    Why take flight? Its not buffed by bsw so even in non cp leap should be choice. I guess its just mis click in editor ;)

    To OP really enjoyed watching videos and reading your thoughts on this particular dk setup. I'm starting mag dk for first time and doing something similar, thx for inspiration

    lol whuut?

    i allways used to use take flight Oo i thought reduce ult cost+more dmg >> a shield

    and why should take flight not get buffed by bsw? since ults are based on higest stat and dmg (either stam/mag or weap/spelldmg)

    Never use take flight. 90% of the players are vamps, and you want your leap to smash them while protecting you. 2 DKs with optimized Infernal-Guardian-Leaps can destroy a whole ball group after the patch if they synchronize it.

    Looking at your build, you might notice that you didn´t slot mist form - which is basically unplayable as a MagDK. Furthermore, there is no reason to use an Inferno Staff here, as you can do everything with class abilities, and would waste an additional set bonus not using Sword n Board, not even speaking of survivability. Mag Penetration doesn´t play any real role in real PvP combat situations. Ah, and you have the wrong morph of the resto ulti - you need the one with major protection.

    In the video I've explained the rationale behind most of the skill/gear choices.


    If you want the more in-depth math behind things like Life Giver vs Light's Champion, or how much extra damage (which is the main focus of this build, as it isn't a permablocking one) you gain factoring in extra penetration from Elem Drain, Ancient Knowledge, inferno light attacks, double chance of burning, higher BSW uptime etc with destro staff vs S&B, I'd be happy to write those down too.

    S&B has it perks, but if you want a more fast paced build with tons of damage it isn't the way to go. I have some gameplay of this build here: https://youtu.be/9bzFSjz_kMQ - in case you want to see how different (which is my number #1 design goal on every build I create) it plays to the usual S&B builds.

    I've been told that a nirn 2h is the most possible damage you can squeeze out as a magdk.

    Well, that's inaccurate.

    Nirnhoned 2H vs Nirnhoned Destro (5 BSW 5 Mara 2 Skoria)
    Major Sorcery, Infused Weapon Dmg Enchant

    2H Whip: 12 067
    Destro Whip: 11 673 (12 606 with Elemental Drain)

    2H wins by 394 dmg w/o Elemental Drain, loses by 539 when Elemental Drain is applied.


    Similar scaling applies to all other skills.


    ...and then there's this:

    2H Light Attack: 2721
    Destro Light Attack: 4549 (4912 with Elemental Drain)

    2H loses by 1828 dmg (2191 with Elemental Drain)


    So even if you don't have Elemental Drain on target, destro staff has damage advantage thanks to a lot stronger light attack weaves.

    Then there's also double chance of proccing Burning status effect (and the resulting extra skoria procs) etc.


    2H is good for the extra mobility, but destro is better for pure dmg.

    I have no clue about magdk really, all I've said is what these 2 guys have told me, one named dusk and one named bubbly sponge. They also seemed to be very much against anyone who plays destro or 2h as a main weapon in open world :lol:
  • Jjitsuboy98
    Jjitsuboy98
    ✭✭✭✭
    I golded out a 2h sun sword last night and ran forward momentum. I didn't like it as good as destro. Elemental drain is to powerful. Also I have been running speed immovable pots to help with mobility. I don't really need magicka sustain with elemental drain and argonian. It's pretty powerful but when snare masters come it's still hard to escape. So you have to LOS quick I still refuse to use mist. How good is efficient purge? I heard it was expensive.
    Edited by Jjitsuboy98 on January 13, 2018 5:53PM
  • DDuke
    DDuke
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    ✭✭✭✭
    I golded out a 2h sun sword last night and ran forward momentum. I didn't like it as good as destro. Elemental drain is to powerful. Also I have been running speed immovable pots to help with mobility. I don't really need magicka sustain with elemental drain and argonian. It's pretty powerful but when snare masters come it's still hard to escape. So you have to LOS quick I still refuse to use mist. How good is efficient purge? I heard it was expensive.

    Well... expensive, to put it slightly. It's 4,6k magicka for the "cheaper" morph, 7,3k magicka for the mini-heal morph that no one ever picks.

    I'd consider it, but it doesn't give you immunity to further snares/roots like Shuffle & Forward Momentum so... not really worth bar space imo.
  • bongtokin420insd16
    bongtokin420insd16
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    looks like i have some watching/reading to do lol
    Kaz_Wastelander PS4NA
  • Savos_Saren
    Savos_Saren
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    ✭✭✭
    Now that Staves are going to count as 2 pieces- are you going to revisit your build?
    Want to enjoy the game more? Try both PvP (crybabies) and PvE (carebears). You'll get a better perspective on everyone's opinion.

    PC NA AD
    Savos Saren
  • DDuke
    DDuke
    ✭✭✭✭✭
    ✭✭✭✭
    Now that Staves are going to count as 2 pieces- are you going to revisit your build?

    Yep, got some ideas I want to try out next update.

    Might have to drop Mara resto bar due to the changes though, or use 5p on body & slot something like Maelstrom resto for some extra sustain - we'll see.
  • Minno
    Minno
    ✭✭✭✭✭
    ✭✭✭✭✭
    DDuke wrote: »
    Now that Staves are going to count as 2 pieces- are you going to revisit your build?

    Yep, got some ideas I want to try out next update.

    Might have to drop Mara resto bar due to the changes though, or use 5p on body & slot something like Maelstrom resto for some extra sustain - we'll see.

    Can do 3 piece Mara, let the staff carry the next 2. Then use a 4pc of any set you want or two 2pc bonuses. So maybe fit BSW on rings+2body, 3 body + staff for Mara, then is one fire staff willpower for the extra max mag on offense and use whatever 2pc helm set you want?
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Moglijuana
    Moglijuana
    ✭✭✭✭✭
    Minno wrote: »
    DDuke wrote: »
    Now that Staves are going to count as 2 pieces- are you going to revisit your build?

    Yep, got some ideas I want to try out next update.

    Might have to drop Mara resto bar due to the changes though, or use 5p on body & slot something like Maelstrom resto for some extra sustain - we'll see.

    Can do 3 piece Mara, let the staff carry the next 2. Then use a 4pc of any set you want or two 2pc bonuses. So maybe fit BSW on rings+2body, 3 body + staff for Mara, then is one fire staff willpower for the extra max mag on offense and use whatever 2pc helm set you want?

    Why not just use 2 willpower rings instead? That way you get the max mag bonus on both bars.
    Ps4 - PSN:jdmaya
    Dårth Måul (AD- Dunmer Mag DK) Legate
    Latest Vid:https://youtu.be/WZp_IdyrL6Q
  • Waffennacht
    Waffennacht
    ✭✭✭✭✭
    ✭✭✭✭✭
    Moglijuana wrote: »
    Minno wrote: »
    DDuke wrote: »
    Now that Staves are going to count as 2 pieces- are you going to revisit your build?

    Yep, got some ideas I want to try out next update.

    Might have to drop Mara resto bar due to the changes though, or use 5p on body & slot something like Maelstrom resto for some extra sustain - we'll see.

    Can do 3 piece Mara, let the staff carry the next 2. Then use a 4pc of any set you want or two 2pc bonuses. So maybe fit BSW on rings+2body, 3 body + staff for Mara, then is one fire staff willpower for the extra max mag on offense and use whatever 2pc helm set you want?

    Why not just use 2 willpower rings instead? That way you get the max mag bonus on both bars.

    Because he is using jewelry for another set.

    it's:
    x3 jewelry Set A
    x2 monster
    x3 body Mara (set B)
    x2 Body Set A

    Backbar is Mara staff (will now count for 2 so full Mara back bar)

    Leaving front Staff to be anything, such as Will power (because staff will count as 2) it's gonna give a damage boost
    Gamer tag: DasPanzerKat NA Xbox One
    1300+ CP
    Battleground PvP'er

    Waffennacht' Builds
  • DDuke
    DDuke
    ✭✭✭✭✭
    ✭✭✭✭
    Minno wrote: »
    DDuke wrote: »
    Now that Staves are going to count as 2 pieces- are you going to revisit your build?

    Yep, got some ideas I want to try out next update.

    Might have to drop Mara resto bar due to the changes though, or use 5p on body & slot something like Maelstrom resto for some extra sustain - we'll see.

    Can do 3 piece Mara, let the staff carry the next 2. Then use a 4pc of any set you want or two 2pc bonuses. So maybe fit BSW on rings+2body, 3 body + staff for Mara, then is one fire staff willpower for the extra max mag on offense and use whatever 2pc helm set you want?

    Yeah, but that setup is basically just trading the Mara 4p 129 spell damage for Willpower 1451 magicka.

    It is an improvement of course, but not really as impactful as I'd like.


    What I'm leaning towards atm is 2x Skoria 5x BSW (main bar, 3x off bar) 5x Sun & Maelstrom Resto off bar for sustain (and possibly changing one jewelry to regen or cost reduction if that+elem drain aren't enough), but gotta wait & see what new sets there are.
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