Tamriel Foundry

1.6 [PTS] DK Double Fire Destro (PvE ONLY)

dps

Race

There's 2 really good races for the magicka Dragonknight. But I'm going to include a third so there's at least one race in each alliance.

  1. Dunmer: Most of your damage will be fire so Flame Talent is the best passive for this build and for any DK DPS.
  2. Altmer: You will have more maximum Magicka and Magicka recovery but less fire damage. Still 4% extra.
  3. Breton: The Magicka cost reduction is so small it's not worth picking.

 

Gear

The best setup at the moment is 2-piece heavy and 5 piece light. Unlike 7 medium pieces, people with wearing cloth can really use the extra armor from 1 or 2 pieces of heavy. Preferably the chest plus legs, shoulder or head to maximize the armor rating. All light armor should be fine for normal trials and veteran dungeons but not for Serpent or veteran DSA. The best possible sets are the Valkyn Skoria set (2) + the Aether set (4) + 2 pieces of Torug's Pact for extra spell damage and Soulshine jewelry. If you don't have the Valkyn Skoria pieces like most people, you can replace it with Warlock pieces if you have the rings as well. If you don't, you can change the pieces around and pick something like Willow's Path or Magnus. Try to reach 1600 Spell Damage.

Armor Item Trait Glyph
Head Valkyn Skoria’s > Warlock Infused > Divines Magicka
Shoulders Valkyn Skoria > Warlock Divines > Infused Magicka
Chest Torug's Pact Infused > Divines Magicka > Health
Hands Aether Divines > Infused Magicka
Waist Aether Divines > Infused Magicka
Legs Aether Infused > Divines Magicka > Health
Feet Aether Divines > Infused Magicka
Accessory Item Trait Glyph
Amulet Soulshine > Warlock Arcane Spell Damage> Spell Cost Reduction
Ring 1 Soulshine > Warlock Arcane Spell Damage> Spell Cost Reduction
Ring 2 Soulshine > Warlock Arcane Spell Damage> Spell Cost Reduction
Weapon Item Trait Glyph
Fire Destro Staff  Torug's Pact Precise Absorb Magicka > Fire Damage
Fire Destro Staff  Torug's Pact Precise Absorb Magicka > Fire Damage

 

Attributes

I've put 43 into Health and 19 into Magicka. This really depends on the armor enchants you use. The objective is to reach 25k Magicka and at least 20k Health in order to survive end-game PvE content. The best thing you can do is to use your VR5 blue food (+Health & + Magicka) and put on Inner Light to see where you're resources are at without attribute points. Then, respec accordingly.

 

SKILLS

This is basically the 1.5 Magicka DK build but without Crushing Shock and Flawless Dawnbreaker. They both became pretty useless because weapon damage isn't important for this build.

Primary – Destro Staff (Fire) Description
Inner Light Inner Light A passive buff (Major Prophecy) that increases your Spell Critical by 10%. When toggled it also increased your Max Magicka by 5%. The extra Magicka stacks with the Mages Guild passive giving you an extra 2% Magicka and Magicka recovery.
Molten Whip Molten Whip A skill that will act as a passive DPS increase. It increases the Ardent Flame abilities damage by a little. I suggest swapping this out for something like Extended Chains or Elemental Drain for trials.
Burning Embers Burning Embers The main damage output instead of Crushing Shock. Before 1.6 this was mostly used for tanks as an extra DoT and heal. In 1.6 (PTS) it acts as the Magicka morph of Searing Strikes. The other being a Stamina morph.
Engulfing Flames Engulfing Flames This ability pretty much stays the same. It an extra ignite that should be applied every 8-10s inbetween your Burning Embers and Light Attack weaves.
Spell Symmetry Spell Symmetry Just incase you run out of Magicka. It's not a big damage increase but it does give you extra Max Magicka and Magicka recovery like any Mages Guild ability.
Standard of Might Standard of Might I'm still convinced Standard of Might is the better morph. The extra 25% ult cost over Shifting Standard isn't worth the extra damage in my opinion. Flawless Dawnbreaker's extra weapon damage has no effect on this build.

 

Primary – Destro Staff (Fire) Description
Inner Light Inner Light Inner light should also be put on the second bar. The passive benefits are just too important. (See above)
Draw Essence Draw Essence Deals AoE damage, restores Magicka, steals Health, increases Health Recovery and Healing Received. You should use them after you've spammed some Elemental Rings.
Elemental Ring Elemental Ring The main AoE output. Elemental Ring is still a pretty good AoE in 1.6. It doesn't build ultimate like it did before so you're required to weave in some light attacks to gain ult during thrash pulls.
Green Dragon Blood Green Dragon Blood Acts as an emergency heal. It's a incredibly powerful self heal, restoring 33% of your missing health which means it heals more to lower health you are. The extra Health and Stamina recovery is also pretty handy for healing and blocking.
Extended Chains Extended Chains" If you haven't put it on your first bar, put it on your second. Chains are important in DSA and Trials to pull extra mobs outside of the AoE.
Standard of Might Standard of Might (See above)

 

Rotation

Primary bar: Initiate with a Heavy Attack > Burning Embers > Light Attack > Engulfing Flames > Light Attack > Burning Embers > Light Attack > ... (8-10s Engulfing Flames runes out) ...> Burning Embers > Light Attack > REPEAT

Secondary bar: Spam Elemental Ring, weave in a light attack every few seconds to gain ultimate and use draw essence when you're low on Magicka.

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11 Replies
  1. #1

    CasNation

    Member977 Posts

    Okay, I have to ask: what is the logic behind not weaving with Flame Lash instead of Burning Embers? I haven't checked the numbers, but does Burning Embers now deal more damage on the initial hit than Flame Lash? Especially since Flame Lash now scales from spell damage and spell crit.

    Thanks for posting the build :)

  2. #2

    chaomera888

    Member121 Posts

    Looks awesome to me :D but i have the same question as Cas; I was thinking of apply DOT's -> molten whip weave for single target on my build. But if Burning Embers now deals more base damage than Molten Whip I see why you did it. Either that or weaving Burning Embers is more cost-effective?

  3. #3

    Vixx

    Contributor68 Posts
    CasNation wrote on February 1, 2015

    logic behind not weaving

    Woops forgot to include light attacks thank you for that. Yes so weaving is still 100% a thing, look at the dps screenshot it's 17% of the damage.

    chaomera888 wrote on February 1, 2015

    more cost-effective?

    The Whip is too high a cost and is less damage overall. It's true that it does more base damage but Burning Embers does way more damage with its DoT and is only half the cost. Pic related

     

     

     

  4. #4

    CasNation

    Member977 Posts

    Huh, interesting. I just figured that you could apply the dot from Burning Embers, and keep that up, but weave with Molten Whip instead. Do you see a DPS drop from that, or is it just really not sustainable in long fights? Thanks.

  5. #5

    Raphayel

    Member1099 Posts

    IMHO: Right now there is absolutely no place for Standard of Might as the Ultimate. Meteor has got an incredible hard hitting initial hit and even the DoT ticks from the underground are higher than the DoT from the Standard. And it only costs 200 instead of 250 ultimate. Okay, the Meteor ground only lasts 10 seconds, but it's compensated by the initial hit and the reduced costs.

  6. #6

    Nybling

    Contributor2079 Posts
    Raphayel wrote on February 1, 2015

    IMHO: Right now there is absolutely no place for Standard of Might as the Ultimate. Meteor has got an incredible hard hitting initial hit and even the DoT ticks from the underground are higher than the DoT from the Standard. And it only costs 200 instead of 250 ultimate. Okay, the Meteor ground only lasts 10 seconds, but it’s compensated by the initial hit and the reduced costs.

    Meteor lasts longer with the Mage's Guild passives, which you should have if you have meteor :P

  7. #7

    Dyaus

    Member202 Posts

    Try replacing Spell Symmetry with Molten Armaments.  Magika dump should be Molten Whip or Crushing Shock depending on the encounter.

    Primarily use heavy attacks, but still use light attack weave when refreshing DoTs/Molten Armaments.  Heavy Attack weave is higher DPS with molten armaments and allows you to sustain Molten Whip spam which does 50% more damage than Burning Ember spam.

    When boss is sub 30%, molten armaments+heavy attack become even higher priority.

     

    For max single target DPS, also keep Destructive Touch DoT and Ash Cloud DoT up.  (You can put Destructive Touch on Bar 1, and Enfulfing Flames on bar 2)

     

    Edit: Heavy attacks with Molten Armaments do about 10x more damage than light attacks against sub 25% targets

  8. #8

    Latin

    Member1308 Posts

    Build looks good; a lot of the skill choices make sense. In terms of ult choice, the utility value of Standard of Might is something to consider as well as its damage output.

    I agree with @Dyaus, heavy with molten armaments weave during execute is immense enough not to utilise.

    Also, Soulshine x3 seems lacklustre for me on the PTS thus far. I'm personally looking at a healer x4 (neck, ring, ring, x), taking out an Aether (though I am a bit cautious over having just Aether x3 for 4% crit and no other meaningful contribution to stats; going through a few alternatives for some significant test results).

    e pluribus unum

  9. #9

    halfbadger

    Banned64 Posts

    What is warmth and why is it doing 431dps?

  10. #10

    ururu

    Member139 Posts

    Flame talent is so good!! ... on paper.  It actually doesn't work at all in 1.5.  Probably doesn't in 1.6 either...

    DK / Templar

  11. #11

    Raphayel

    Member1099 Posts
    Nybling wrote on February 1, 2015

    Raphayel said on February 1, 2015 :

    IMHO: Right now there is absolutely no place for Standard of Might as the Ultimate. Meteor has got an incredible hard hitting initial hit and even the DoT ticks from the underground are higher than the DoT from the Standard. And it only costs 200 instead of 250 ultimate. Okay, the Meteor ground only lasts 10 seconds, but it’s compensated by the initial hit and the reduced costs.

    Meteor lasts longer with the Mage’s Guild passives, which you should have if you have meteor

    Oh, totally forgot the passive - the new Meteor DoT is just too new, lol.

    So the ground lasts 12 seconds? That's two more ticks - even better now. But I doubt the current Meteor will hit live servers, it's just too powerful in every component - burst too high, dot too high and it's AoE ... LOL.

     

    halfbadger wrote on February 2, 2015

    What is warmth and why is it doing 431dps?

    It's the second passive talent in the Ardent Flame line but I don't know why it's dealing damage...

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