Welcome to my magknight DPS build! It's a work in progress, but I hope you find it helpful. Enjoy!
Gear:
No complete monster set due to the use of the Kilt. Use one piece Slimecraw for the critical bonus. If you have sustain issues, you could try one piece Chokethorn.
Mantle of Siroria: Currently, this is the strongest of the three big magicka trial sets. It is tricky to use for melee-based classes like the Dragonknight, since the AOE doesn't move with you.
Whorl of the Depths: This is the magicka set from the new trial. It's considered the magicka version of Relequen. Personally, I find it the easiest trial magicka DPS set to run and like it best.
Tzogvin: This does strong critical damage and frees us from having to run Trap. If you want to substitute another set, like Kinras', make sure to slot Barbed Trap or Channeled Acceleration into the Backbar flex slot.
Beginner gear:
Mother's Sorrow is an overland set, and all the basic armor pieces can be farmed, in addition to being cheaply available on most guild stores. Law of Julianos is a craftable set, just farm some materials and get cracking! Slimecraw is an easy to get monster helm, but you can run Maw of the Infernal if you can run vBC2. If you don't have the Maelstrom inferno staff, just run whichever you have. If you don't have any of them, then run a Julianos flame staff.
With the way the skills on this build are set up, you can get major prophecy and sorcery with good uptimes without running spell power potions. I would still recommend running them for harder content, however. The uptimes are not perfect, and the potions are not that expensive to make.
Skills
Frontbar
- Molten Whip: This is your primary spammable. Open with Burning Embers, Engulfing Flames, and Flames of Oblivion to reach three stacks. Whip, and then spam it until you need to reapply your DOTs.
- Burning Embers: This is a strong DOT with a nice heal built in. Avoid the temptation to reapply it more often that you need to to get MW stacks. You're just burning magicka for little benefit.
- Engulfing Flames: This is a good opener, as it increases the fire damage your enemy takes. Get it on as many enemies as you can.
- Deadly Cloak: Previously, we used Stone Giant here for stagger. With the changes to whip cost, this is very hard on stamina sustain. Thus, the swap to Blade Cloak. Alternately, you can run blade cloak, but you will lose stagger.
- Flames of Oblivion: This does some nice damage and gives you major prophecy passively.
Ultimate: Flawless Dawnbreaker. This is slotted for the Fighter's Guild passives to buff our weapon damage. Generally, Standard of Might will be better, but Dawnbreaker can be useful in boss fights where the boss teleports around and an AOE isn't as usable.
Backbar
- Mystic Orb: This does good damage on all enemies in range and gives a synergy that does even more damage and helps your sustain.
- Unstable Wall of Elements: The damage from this AOE is strong, but it comes into it's own with Crushing Wall. With the maelstrom staff all enemies in this AOE take bonus damage from light and heavy attacks.
- Eruption: Strong fire AOE
- Degeneration: This is a very strong DOT and it procs major sorcery. A great addition to your skillbar.
- Scalding Rune: This is a nice DOT that does good flame damage. It's also a bit of a flex spot, you can slot: Coagulating Blood here if you need a heal; Volatile Armor if you need more armor; Soul Trap if you don't want to level Mage's Guild anymore (can't say I blame you); Empowering Chains if you want more mobility; Burning Talons is an interesting option, but the root might interfere with your tank's crowd control; Elemental Ring or Pulsar for an execute bonus plus more AOE damage;
Ultimate: Standard of Might: This is one of the strongest ultimates in the game. It does great AOE damage, restores your resources with the Battle Roar passive, and standing in the AOE gives you a reduction to damage taken and a buff to damage done.
Alternately, you can put the DK standard on the frontbar and run Eye of the Storm for those fights where the boss likes to teleport around the place.