Tamriel Foundry

[PvE] MagDK REBORN - Summerset Update - Raid Build

Hey everyone Boone here. Summerset is finally here and MagDK is a very strong contender for the best damage dealer. That's the catch, we don't really bring anything buff-wise to the group, but we have top tier damage now so we are a perfect "leech" class. Lets get started.

Right. There are two main setups and they both deal pretty much identical damage but thankfully whip is slightly better in terms of effectiveness in-raid. Asylum is still similar damage but requires a clean rotation for the whole fight, which is definitely doable on most fights but everyone has had to adapt in certain situations. One thing that needs to be factored in is the amount of minor vulnerability providers are in your raid, if it's low asylum will be the best option to use.

We still keep this controversial skill but in my opinion is completely viable if you know your trial mechanics. It's learn to play entirely. The skill is Balance (equilibrium). A mages guild skill. The combustion sustain change just isn't enough to make up for our expensive rotation. We have changed to Clockwork Citrus Filet so we won't need to spam this but we will keep it slotted as a precaution as it still gives us 2% more max magicka, and now it will empower our next light attack by 40% so it's definitely worth keeping.Yes you lose health when cast but you should be instantly healed anyways in most groups and if not, to be extra safe I usually only use it right before burning embers, which heals us to full no matter what. Just don't cast this if a oneshot mechanic is coming up. This build requires knowledge of how fights develop in raids. The actual health lost is more around the region of 5K damage, the tool-tip doesn't account for passives here.

GEAR SETUP 1 (WHIP):

Note: We use the Thief Mundus here!

For the gear we are using 5x Perfected Siroria on the body. Even disregarding the stacking spell damage, the set is just extremely strong and you can regard any of those stacks you get as a bonus, obviously you want to get the max stacks possible but realistically it will reset a few times on most fights. Point being, it's the best set to use on body. Burning spellweave is used on our front bar only now that staves count as 2 pieces, it's a proc so we can achieve similar uptimes as to having it on body, they are less but siroria on body is just worth it.

For our monster helm we use Zaan. Zaan can be 3k single target in raid so it's well worth using on boss fights. Just make sure you don't break Zaan's 10 metre range and you'll have great DPS.

In most fights we will use a flame glyph. However on some special bosses such as Rakkhat, first two bosses on vAA and Ra Kotu we can use a prismatic enchant! Massive deeps.

Regarding the switch to the thief mundus. With this much spell damage, the Apprentice is just not as big of an increase to our base stats. Think of it as our Crit is bottlenecking the spell damage from being used if we went with the apprentice. The apprentice is still good don't get me wrong, but the thief just wins out. Especially these days where major force usually has higher uptime with jorvulds guidance being used by most groups on 2 or 3 of the supports. If anyone has seen the recent hysteria about mother's sorrow, it's the same reason but the thief is just more optimal for us. Even in our asylum setup, the thief is also a good mundus to use because of these major force uptimes, but without BSW there the apprentice is just nice to have for more consistency in spell damage!

Regarding the bloodthirsty trait. MagDK doesn't have any execute damage which means we wouldn't be getting as much use out of the ring trait as the magblades/sorcerers or any stam in our group. This means that the effectiveness of bloodthirsty for us is really diminished compared to a dummy, the DPS in execute phase really favours nightblades. The exception to this is of course when we drop standard of might, at that point we will hold our own with that trait of course, but it's just a matter of knowing will you have a standard ready for execute phase. In the end it depends on each fight.

GEAR SETUP 2 (Asylum Staff):

Note: We use the Apprentice Mundus here!

Static boss skill setup:

Boss with movement skill setup:

Front bar:

Skill 1: Burning embers. Melee DoT insanely strong.

Skill 2: Molten whip. Our main spammable.

Skill 3: Engulfing Flames. An AOE DoT that increases everyone in your raids flame damage by 10%.

Skill 4:  Balance. Our means of sustaining in a longer fight. Also provides nice tanky Major ward and resolve resistances. if you cast this ability correctly you will actually find yourself surviving more in raids rather than what you think it will do - kill you. Use it in place of your 5th or 7th whip in the upcoming rotation when required (we only use it if we feel like it's needed). The reason for that is it is right before the burning embers heal and also it's when your berserker enchant has downtime. Rotation explanation is below this.

Skill 5:  Magelight. Gives us more max Magicka and a constant crit bonus.

Ult: Elemental Rage (Destro ult). Nice for trash fights and it provides you with the much needed ancient knowledge destruction staff passive.

Back Bar:

Skill 1: Eruption. An 18 seconds AOE Ground based DoT. Provides the group with minor brutality if you don't have any DK tanks in the group. The damage isn't brilliant but if a boss is guaranteed to stay in the AOE for the full duration it's worth placing.

Skill 2: Rearming trap. A skill that gives us minor force, 10% more crit damage done. Very Good. Explanation on Channeled Acceleration (Psijic skill) will be below this.

Skill 3: Flames of Oblivion. An amazing skill. DoT that does single target damage. 

Skill 4: Blockade of Fire. Great AoE ground based DoT. Combined with vMA inferno it makes a strong combination.

Skill 5: Harness Magicka  (or Mages Light for fights that aren't too damage heavy). With good healers it's okay to not bring a shield to certain fights, however don't be an idiot, bring one in a fight that isn't easily healed. Do you trust your healers on easier fights? Then bring magelight. If you decide to not bring one and end up dying, it's your fault, don't blame them.

Ult: Standard of Might. In our rotation this ult buffs our damage done by a crazy amount. You can expect to see a huge surge of your DPS after casting this.

Explanation on channeled acceleration

We will be using channeled acceleration on any fight that requires you to move. Trap is a better skill in terms of DPS and sustain, however the "rearming" trap requires the boss to be in the same place as it was when the first trap was placed. This can cause issues in movement heavy fights resulting in lower minor force uptime. Feel free to use power lash over molten whip when using channeled acceleration, the DPS difference is not much lower. The reason channeled acceleration is on our front bar is due to us wanting our fire glyph to keep hitting whilst channeling the skill.

Rotation:

The rotation for MagDK is a longer rotation. It can be hard to learn mobile fights but once you do there should be no problems dealing some nice DPS.

The rotation is as follows. ( > = Light attack. // = bar swap)

PART 1:

Eruption > Rearming trap > Flames of Oblivion //

> Burning embers > Engulfing Flames //

> Wall of elements//

> Whip x5

PART 2:

> burning embers > engulfing flames //

> Wall of elements > eruption > rearming trap > Flames of Oblivion//

> Whip x2 > burning embers > Engulfing Flames//

> Wall of elements//

> Whip x5

You repeat Part 2 until the fight is over. Use standard of might after wall of elements when it's up. Don't use balance when you are standing in your standard of might if possible to maximize the DPS burst.

Here is an example video of me doing a 6M dummy with ele drain and orbs support. Your sustain should be even better in trial.

Champion Points: BLUE Cps

56 Elemental expert

48 Elfborn

16 Spell erosion

44 Master at arms

5 Staff Expert ( you can put these spell erosion in situations you wont have perfect group debuffs)

81 Thaumaturge.

Green Cps

37 Warlord

100 Arcanist

64 Tenacity

40 Shadow Ward

9 Tumbling

For red CPs, change based on your trial.

Food: Clockwork Citrus Filet.

Potions: Essence of Spell power.

note: with the spell power potions you can make 2 trait pots with just major sorcery and restore magicka to save a little bit of money as our skills on both bars already provide the crit bonus.

Race: Dark Elf

You should be a vampire. Stage 2 for any fights with high fire damage.

If you have any questions and are on the PC-EU server, message me in-game: @HamburglarJones. I'm also available on discord at: Boone#2391 

Special thanks to @curry-noodle for his help! I wouldn't have been able to determine what was BiS without him.

About Boonr:

Boone

Dunmer Magicka DragonKnight

Redguard Stamina Templar

World's 3rd vHoF clear & 3rd vHoF HM clear - Dragon's Crest Guild

Currently raiding with Call of the Undaunted - Leader: @LiofaTR

12 Replies
  1. #1

    Atropos

    Administrator3184 Posts

    Nice build, @Boonr, thank you for sharing!

    Creator of Ashen Foundry and Tamriel Foundry. Former guildmaster of Entropy Rising. Economist and MMO enthusiast.

  2. #2

    InfiniteXavier

    Member61 Posts

    Thank You!

  3. #3

    karios525

    Member8 Posts

    Am curious to see how this build will adapt with summerset isles as combustion becomes next to useless as it instead gives back magicka/stamina from poisoned and burning status effects so again dps dks are getting screwed over badly. With staffs counting as two slots from the next patch my mag dk is running 3 pieces silk jewelry 2 pieces armor so 400 extra damage for all flame abilities and 3 pieces acuity armor and 1 staff so could run the asylum on backbar as acuity is a proc set only needs to be slotted on one bar

  4. #4

    karios525

    Member8 Posts

    Oh and almost forgot for monster set I run zaan.

  5. #5

    Boonr

    Member14 Posts
    karios525 wrote on April 11, 2018

    Am curious to see how this build will adapt with summerset isles as combustion becomes next to useless as it instead gives back magicka/stamina from poisoned and burning status effects so again dps dks are getting screwed over badly. With staffs counting as two slots from the next patch my mag dk is running 3 pieces silk jewelry 2 pieces armor so 400 extra damage for all flame abilities and 3 pieces acuity armor and 1 staff so could run the asylum on backbar as acuity is a proc set only needs to be slotted on one bar

     Hey, yeah it depends on how they go about changing the passive, we'll have to see. Either way I'll be updating it with the best in slot gear even if asylum isn't needed. Can't really tell what is BiS until I get into PTS tomorrow. There are many options that seem quite close in theory... Just need to be tested.

  6. #6

    Boonr

    Member14 Posts

    After a testing for quite a bit on PTS with the first week of changes it seems that not much will change with my build. The 36 seconds minor force skill will most likely replace trap and that's about it. Bloodthirsty jewelry is interesting but I think arcane is still bis for raids, will have to be tested in raid situation I guess. I will still keep balance slotted but more so as a dynamic skill to use in our rotation. Even on live I don't need to use it that often but it's nice to have there as a precaution (it's not really bad either as you get 2% more max magicka, it'll also empower your light attacks so that's a win-win).

    Whip builds are viable as well however they just hit a small amount lower which is nice as you don't NEED an asylum staff to do raid dps anymore. If you're looking for a whip setup for next patch, you'll want Acuity, BSW and Zaan/Grothdaar with a vMA staff and an acuity staff front barred. I'll update the build once all changes are confirmed and hit live server. I'll also be testing the changes each week for the inevitable nerfs and keep it updated in the comments here. Right now in the current PTS week I see magDK as a viable dd in a meta setup raid. It looks like: 2/3 melee magblades, 1/2 magDK - 4 Range players, mix of sorc/nb/warden. (assuming people are abandoning stam)

  7. #7

    Boonr

    Member14 Posts

    Build updated for Summerset patch!

  8. #8

    Thefenix1983

    Member1 Posts

    Hey Boonr, was wondering if it would be more beneficial to utilize Cauterize in the place of Magelight, I believe the spell crit bonus is the same for both abilities, with the added bonus of healing yourself and one Ally over time. I don't often run into enemies I cannot see so this is why I've pondered this question. Is there something more beneficial about Magelight that I might be missing that cause so many people to recommend it? 

  9. #9

    Latin

    Moderator1302 Posts
    Thefenix1983 wrote on May 23, 2018

    Hey Boonr, was wondering if it would be more beneficial to utilize Cauterize in the place of Magelight, I believe the spell crit bonus is the same for both abilities, with the added bonus of healing yourself and one Ally over time. I don't often run into enemies I cannot see so this is why I've pondered this question. Is there something more beneficial about Magelight that I might be missing that cause so many people to recommend it? 

    You are forgetting that Inner Light grants 5% increased max magicka, on top of the 2% increased max magicka and magicka recovery from Magicka Controller. 

    e pluribus unum

  10. #10

    Boonr

    Member14 Posts
    Thefenix1983 wrote on May 23, 2018

    Hey Boonr, was wondering if it would be more beneficial to utilize Cauterize in the place of Magelight, I believe the spell crit bonus is the same for both abilities, with the added bonus of healing yourself and one Ally over time. I don't often run into enemies I cannot see so this is why I've pondered this question. Is there something more beneficial about Magelight that I might be missing that cause so many people to recommend it? 

     Latin is right. I also have flames of oblivion slotted on the back bar for the crit bonus in times where we replace magelight with a shield so we wont lose that buff, letting us use 2-trait potions.

  11. #11

    jamesmarston

    Member5 Posts

    if you dont have the perfected versions can you still use the non perfected sets or should you just use other sets instead

  12. #12

    Boonr

    Member14 Posts
    jamesmarston wrote on May 24, 2018

    if you dont have the perfected versions can you still use the non perfected sets or should you just use other sets instead

     Non perfected sets are pretty solid also, i would say yeah they are the runner up setup.

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