Inner Light is not used. It's there only for the passive bonuses. High max magicka increases damage.
Survival and damage both rely on max magicka and crit chance.
Pre-fight: Elemental Drain and Channeled Focus.
Fight: Unstable Wall of Elements > Blazing Spear > Degeneration > Barbed Trap > Puncturing Sweeps > Radiant Glory > light attack weaving with Puncturing Sweeps until Radiant Glory does its thing.
If you timed it correctly Unstable Wall of Elements blows up before Radiant Glory → More copied damage for Radiant Glory.
That is also the reason why there's one Puncturing Sweeps before Radiant Glory. Unstable Wall is up for 10 seconds, Radiant Glory only 6 seconds, so there is a need for spending just over 4 seconds between placing Unstable Wall and Radiant Glory. If there is a 1+ second delay between Unstable blowing up and Radiant Glory smashing the enemy, consider dropping the Puncturing Sweeps before Radiant Glory. It's there basically just to fill the time.
Barbed Trap and Flawless Dawnbreaker are on the front bar for the Fighters Guild passives. Dawnbreaker is not that much used. For actually using an ultimate I prefer either Destruction Staff or Mages Guild ultimates.
Solo DPS still has Iceheart for damage shield, so as long as you crit you have a shield.
With the Ring of the Pale Order there is no damage shield and health being less than 18k there are a couple of changes: Barbed Trap is changed to shield to get out of a sticky situation. Food is changed to Witchmother's Potent Brew for the extra health with the cost of some magicka recovery. Iceheart is changed to one piece Slimecraw for the extra crit (doesn't matter which piece, the other piece should be Deadly Strike) and as Deadly Strike body pieces are medium armour, also the Medium Armor passives are used.
Build will be updated once I accumulate more CP and perhaps get a Maelstrom staff.