Uploaded September 2018 | Updated September 2026, 3 weeks ago
Edit 22nd October - This is a showcase of my Magicka Dragonknight Rotation, fully updated for the Murkmire DLC. (Recorded during PTS 4.2.1).
Which buffs/debuffs am I including and why? - In this parse I have Minor Vulnerability, Minor Berserk, Elemental Drain, Orbs and Off-balanced present. Please see this text for
the reasoning behind the buffs that are used here: textuploader.com/dv8g2
This parse is part of a collection where I am to compare the damage of Magicka Classes, making the buffs neccesary for fair testing.
Thanks @stileanima once again for the de/buff support. Do check out her youtube for the Magicka Sorcerer (Pet and Non-Pet tests - done in the same style as this) - youtube.com/channel/UC0ZrF6282tJGZboWa2IwCHg.
Sustain as a Magicka Dragonknight is sometimes a struggle but not so bad compared to some other magicka classes mainly because of Balance or Spell Symmetry (more in the rotation section).
Build (as seen and used in the Video) -- https://i.imgur.com/ozgrBTd.png
Combat Metrics Parse from Video (0.98 LA ratio) -- https://i.imgur.com/Ry8yolL.png
--- Rotation
This is my first Magicka Dragonknight rotation to be shown on video. In some little ways, it is unlike other MagDK rotations I have seen performed elsewhere in recent times so I will do my best to describe it here below.
The Magicka Dragonknight has DOT abilities of varying lengths: 8, 10, 10, 14, 15, 17 and 18 seconds long. Attempting some kind of dynamic rotation with this sounds like a nightmare, but with a few patterns to help form some kind of backbone, it suddenly doesn't become so bad. As you can see, some of these abilities are rather long, which potentially means a lot of time can be spent using your spammable ability.
Note: if you are trying to follow along with the video, track the dots via Srendarr, rather than Action Duration Reminder, since it seems to bug out a lot with certain abilities.
Blockade of Fire, Burning Embers and Engulfing Flames are the three most prioritized dots. I treat Burning Embers and Engulfing Flames as a combined entity - to be always cast one after another because they are both 10-seconds long (order of these doesn't really matter). Wall of Elements is treated as a separate component. At times, you will see that the Blockade will expire at the same time as either Embers or Engulfing. In this case, recast blockade early, and always allow Embers and Engulfing to see their full duration before recasting. (At 0:40, you will see an example of this). This is an efficient way to deal with recasting these three dots, thus allowing more time for your spammable. If these three dots do not clash at certain phases, then simply reapply them on cooldown.
Next, we can deal with Eruption, Flames of Oblivion and Rearming Trap. These should simply be cast on cooldown whenever the three dots above have been handled for the time being. If there are any clashes, it's fine to recast Eruption or Trap a little early, or any three of them a little late. Flames of Oblivion is interesting in some ways, because since it only ticks every 5s, if you reapply it as soon as it runs out, you can get 2 ticks in one or two seconds (see 0:19).
For the rest of the time, use your spammable. If you let all your dots run and reapply when needed, you should be able to spam for over 50% of your ability casts, which is a very large proportion considering how many dots are to be managed. (I used Whip for 52% of my casts in the video).
Spell Symmetry/Balance can help with sustain. If you do not wish to use this, then you will probably need to spec more into recovery or heavy attack once in a while.
When dropping your Standard of Might, it is better to drop it when as many of your dots are freshly down to enable you to use your spammable for a higher proportion of the Standard's existence for more efficient utilisation. You can see at the beginning of the rotation how I approach it. Again at 1:24, you can see again that this is my general approach, for when I drop my second Standard.
---
Here are the proposed changes to the Dragonknight Class in Patch 4.2.0 which may affect the rotation:
- Lava Whip: Decreased the range of this ability and its morphs to 5 meters from 8 meters.
- Flame Lash (morph): Removed the stun from the Power Lash special attack.
- Power Lash (morph): The Power Lash special attack is no longer free, and now costs half the amount of a regular Flame Lash.
- Elder Dragon: This passive ability now also increases the range of all instant-cast melee abilities 1 meter per rank, in addition to granting Health Recovery for each Draconic Power ability slotted.
- Eruption (morph): Increased the initial damage done by approximately 15%, and the damage over time by approximately 70%.
---
Music No Copyright by KUDOBEAT
youtube.com/watch?v=Sc90uerkxOA
Edit 22nd October - This is a showcase of my Magicka Dragonknight Rotation, fully updated for the Murkmire DLC. (Recorded during PTS 4.2.1).
Which buffs/debuffs am I including and why? - In this parse I have Minor Vulnerability, Minor Berserk, Elemental Drain, Orbs and Off-balanced present. Please see this text for
the reasoning behind the buffs that are used here: textuploader.com/dv8g2
This parse is part of a collection where I am to compare the damage of Magicka Classes, making the buffs neccesary for fair testing.
Thanks @stileanima once again for the de/buff support. Do check out her youtube for the Magicka Sorcerer (Pet and Non-Pet tests - done in the same style as this) - youtube.com/channel/UC0ZrF6282tJGZboWa2IwCHg.
Sustain as a Magicka Dragonknight is sometimes a struggle but not so bad compared to some other magicka classes mainly because of Balance or Spell Symmetry (more in the rotation section).
Build (as seen and used in the Video) -- https://i.imgur.com/ozgrBTd.png
Combat Metrics Parse from Video (0.98 LA ratio) -- https://i.imgur.com/Ry8yolL.png
--- Rotation
This is my first Magicka Dragonknight rotation to be shown on video. In some little ways, it is unlike other MagDK rotations I have seen performed elsewhere in recent times so I will do my best to describe it here below.
The Magicka Dragonknight has DOT abilities of varying lengths: 8, 10, 10, 14, 15, 17 and 18 seconds long. Attempting some kind of dynamic rotation with this sounds like a nightmare, but with a few patterns to help form some kind of backbone, it suddenly doesn't become so bad. As you can see, some of these abilities are rather long, which potentially means a lot of time can be spent using your spammable ability.
Note: if you are trying to follow along with the video, track the dots via Srendarr, rather than Action Duration Reminder, since it seems to bug out a lot with certain abilities.
Blockade of Fire, Burning Embers and Engulfing Flames are the three most prioritized dots. I treat Burning Embers and Engulfing Flames as a combined entity - to be always cast one after another because they are both 10-seconds long (order of these doesn't really matter). Wall of Elements is treated as a separate component. At times, you will see that the Blockade will expire at the same time as either Embers or Engulfing. In this case, recast blockade early, and always allow Embers and Engulfing to see their full duration before recasting. (At 0:40, you will see an example of this). This is an efficient way to deal with recasting these three dots, thus allowing more time for your spammable. If these three dots do not clash at certain phases, then simply reapply them on cooldown.
Next, we can deal with Eruption, Flames of Oblivion and Rearming Trap. These should simply be cast on cooldown whenever the three dots above have been handled for the time being. If there are any clashes, it's fine to recast Eruption or Trap a little early, or any three of them a little late. Flames of Oblivion is interesting in some ways, because since it only ticks every 5s, if you reapply it as soon as it runs out, you can get 2 ticks in one or two seconds (see 0:19).
For the rest of the time, use your spammable. If you let all your dots run and reapply when needed, you should be able to spam for over 50% of your ability casts, which is a very large proportion considering how many dots are to be managed. (I used Whip for 52% of my casts in the video).
Spell Symmetry/Balance can help with sustain. If you do not wish to use this, then you will probably need to spec more into recovery or heavy attack once in a while.
When dropping your Standard of Might, it is better to drop it when as many of your dots are freshly down to enable you to use your spammable for a higher proportion of the Standard's existence for more efficient utilisation. You can see at the beginning of the rotation how I approach it. Again at 1:24, you can see again that this is my general approach, for when I drop my second Standard.
---
Here are the proposed changes to the Dragonknight Class in Patch 4.2.0 which may affect the rotation:
- Lava Whip: Decreased the range of this ability and its morphs to 5 meters from 8 meters.
- Flame Lash (morph): Removed the stun from the Power Lash special attack.
- Power Lash (morph): The Power Lash special attack is no longer free, and now costs half the amount of a regular Flame Lash.
- Elder Dragon: This passive ability now also increases the range of all instant-cast melee abilities 1 meter per rank, in addition to granting Health Recovery for each Draconic Power ability slotted.
- Eruption (morph): Increased the initial damage done by approximately 15%, and the damage over time by approximately 70%.
---
Music No Copyright by KUDOBEAT
youtube.com/watch?v=Sc90uerkxOA


![ESO - [Hodor] - vAS HM - Stamblade Bow/Bow Practice 2 - Full Run - 4:33 Fight Time - Wrathstone
Here is a video of the only good clear of Hodors first 7 DD Bow/Bow raid last night. Still more than half of the team are new to the setup, so lets see what happens next.
My gameplay was a bit loose in the first half of the fight, but execute felt decent with things to happily improve upon. 55k+ ST and 65k+ Total DPS is a reasonable target when things are more consistent. I am sure someone in this group will achieve this in the next week or so.
Combat Metrics Parse (63.8k/51.8k) https://i.imgur.com/wsXp0Ea.png
Build used in this run https://i.imgur.com/ocOrxjO.png
Track: Simbai - In The Dark (feat. Tim Moyo & Ëlliz)
Music provided by Ninety9Lives.
Watch: https://youtu.be/bOltU9nAzdE
Free Download / Stream: https://99l.tv/inthedarkYU
♫Music By♫
●Ritorikal - Eclipse [Bass Rebels Release]
●Song - https://youtu.be/fece9RZpJxU
●Download/Stream - https://www.bassrebels.co.uk/EclipseEP ESO - [Hodor] - vAS HM - Stamblade Bow/Bow Practice 2 - Full Run - 4:33 Fight Time - Wrathstone](https://i.ytimg.com/vi/OlkfR4M4Z9w/mqdefault.jpg)


![ESO - [Hodor] - vMOL Twins (85.5k/83.6k) - Likoji - Stamblade - Murkmire
Twins fights over the Years:
vMOL Release: 7 Colour Changes, 7 Prayer Phases
One Tamriel: 3 Colour Changes, 2 Prayer Phases
Homestead: 2 Colour Changes, 2 Prayer Phases
Dragon Bones: 2 Colour Changes, 1 Prayer Phase
Summerset: 1 Colour Change, 1 Prayer Phase
Murkmire: Trying not kill a boss before 1st Prayer Phase
Truth be told, the damage is skewed towards Skinrai, but I couldnt have imagined this one year ago.
Combat Metrics Parse https://i.imgur.com/Ww0UtGK.png
Build https://i.imgur.com/gm6vcce.png
Skinrai (1:33.4) - Total DPS (+2): 85,554 (7,990,234 Damage), Boss DPS (+1): 83,627 (7,810,314 Damage)
Hodor achieved a World Record in vMOL last night; a 169,969 score in 15:09 mins. Yes - I was the only one to die again.
♫Music By♫
●MGR 7TH - Over It [Bass Rebels Release]
●Song - https://youtu.be/C3EDT0tsH2Y
●Download/Stream - https://fanlink.to/OverIt-br ESO - [Hodor] - vMOL Twins (85.5k/83.6k) - Likoji - Stamblade - Murkmire](https://i.ytimg.com/vi/PWg_hP8gED0/mqdefault.jpg)




