Uploaded August 2019 | Updated September 2026, 3 weeks ago
This is a Magicka Warden PVE build and Iron Atronach Parse for the Scalebreaker patch.
There have been loads of changes across the board for combat in ESO. I would recommend you to read the relevant patch notes.
Skills that are useful for Magicka DPS that previously were not:
- Degeneration
- Destructive Reach
- Scalding Rune
- Consuming Trap (Single Target) or Soul Splitting Trap (Cleave)
- Mystic Orb
I am using the Max Magicka/Magicka Regen food, with 64 points into Magicka for all Magicka Setups in these rotations. This is simply for comparison purposes in this test environment.
Gear used here:
5x Mother's Sorrow Body, 5x Siroria front-barred, 2x Zaan. (See build screenshot for full details).
Other gear that is perfectly suitable for different situations include:
False God, Spell Strategist, Burning Spellweave, Necropotence
CMX Parse - https://i.imgur.com/ihjkUTB.png
CMX Build Screenshot (Skillsbars, Gear, CPs) - https://i.imgur.com/QtJuVwb.png
---
Rotation
The rotation shown here is dynamic. There is a good static rotation outlined further below, which if you do well, you can actually pull the same DPS as the dynamic rotation. In Scalebreaker, the Magicka Warden has several DOTs to manage. Soul Trap, Destructive Reach, Degeneration, Fetcher Infection, Winter's Revenge, Barbed Trap and Unstable Wall all need to be juggled, whilst trying to keep high uptimes and casting Deep Fissure as much as possible. To get the best of both worlds, aim to cast Deep Fissure roughly 1-in-4 skills whilst trying reapplying all other DOTs, though don't get hung up on this 1-in-4 approximation. If you have several DOTs about to fall off, then prioritize those first. You shouldn't have to reapply DOTs early too often, but if so, then you can recast Unstable Wall or Scalding Rune early since they have decent direct damage portions.
In terms of priorities, Unstable Wall is the most important to keep up for the vMA Staff bonus, and as mentioned earlier, not such a big deal if you recast this skill slightly early since you will get the explosion part of the damage anyway if you do cast it early. Fetcher Infection is the strongest DOT in the Warden toolkit, so do try and keep this up. The priorities of the other DOTs do not really matter so much, so long as you don't let them drop off too much. I'd say Winter's Revenge is probably the weakest DOT, so I'd set this one at the bottom of the priority. If you need a shield, then I would choose this skill, though if the cleave is important, then maybe it's worth dropping a different one. In fights where you do not have sustain issues, you could try and drop the Betty Netch. Mystic Orb would certainly be a good choice to replace either of these skills if you want the added synergy for the group, and it does pretty good damage too. If you want to include a proper spammable, such as the Cliffracer, you can simply replace Scalding Rune.
You may have noticed that I have made use of Bash weaving on many of my skills. Since 5.0.10, bashes also scale with Max Magicka and Spell Damage on Magicka characters, so it is well worth it if you're comfortable adding the extra layer of complexity and resource management. It is also now more relevant because if you were to use the new Martial Knowledge Set, then having less than 50% Stamina is a requirement for activating that set.
Proposed Static Rotation:
Start :
Netch - Fissure - Trap - Ultimate
Fissure - Wall - Fetcher - Entropy - Rune
Fissure - Soul Trap - Flame Reach - Winter's Revenge - Netch/Barbed Trap (Alternate them)
Use the Bear Ultimate whenever it's ready.
Thanks for reading. Let me know in the comments if you have something to say!
---
FIFO - FREE TRAP BEAT
youtu.be/On8i9S-oze0
This is a Magicka Warden PVE build and Iron Atronach Parse for the Scalebreaker patch.
There have been loads of changes across the board for combat in ESO. I would recommend you to read the relevant patch notes.
Skills that are useful for Magicka DPS that previously were not:
- Degeneration
- Destructive Reach
- Scalding Rune
- Consuming Trap (Single Target) or Soul Splitting Trap (Cleave)
- Mystic Orb
I am using the Max Magicka/Magicka Regen food, with 64 points into Magicka for all Magicka Setups in these rotations. This is simply for comparison purposes in this test environment.
Gear used here:
5x Mother's Sorrow Body, 5x Siroria front-barred, 2x Zaan. (See build screenshot for full details).
Other gear that is perfectly suitable for different situations include:
False God, Spell Strategist, Burning Spellweave, Necropotence
CMX Parse - https://i.imgur.com/ihjkUTB.png
CMX Build Screenshot (Skillsbars, Gear, CPs) - https://i.imgur.com/QtJuVwb.png
---
Rotation
The rotation shown here is dynamic. There is a good static rotation outlined further below, which if you do well, you can actually pull the same DPS as the dynamic rotation. In Scalebreaker, the Magicka Warden has several DOTs to manage. Soul Trap, Destructive Reach, Degeneration, Fetcher Infection, Winter's Revenge, Barbed Trap and Unstable Wall all need to be juggled, whilst trying to keep high uptimes and casting Deep Fissure as much as possible. To get the best of both worlds, aim to cast Deep Fissure roughly 1-in-4 skills whilst trying reapplying all other DOTs, though don't get hung up on this 1-in-4 approximation. If you have several DOTs about to fall off, then prioritize those first. You shouldn't have to reapply DOTs early too often, but if so, then you can recast Unstable Wall or Scalding Rune early since they have decent direct damage portions.
In terms of priorities, Unstable Wall is the most important to keep up for the vMA Staff bonus, and as mentioned earlier, not such a big deal if you recast this skill slightly early since you will get the explosion part of the damage anyway if you do cast it early. Fetcher Infection is the strongest DOT in the Warden toolkit, so do try and keep this up. The priorities of the other DOTs do not really matter so much, so long as you don't let them drop off too much. I'd say Winter's Revenge is probably the weakest DOT, so I'd set this one at the bottom of the priority. If you need a shield, then I would choose this skill, though if the cleave is important, then maybe it's worth dropping a different one. In fights where you do not have sustain issues, you could try and drop the Betty Netch. Mystic Orb would certainly be a good choice to replace either of these skills if you want the added synergy for the group, and it does pretty good damage too. If you want to include a proper spammable, such as the Cliffracer, you can simply replace Scalding Rune.
You may have noticed that I have made use of Bash weaving on many of my skills. Since 5.0.10, bashes also scale with Max Magicka and Spell Damage on Magicka characters, so it is well worth it if you're comfortable adding the extra layer of complexity and resource management. It is also now more relevant because if you were to use the new Martial Knowledge Set, then having less than 50% Stamina is a requirement for activating that set.
Proposed Static Rotation:
Start :
Netch - Fissure - Trap - Ultimate
Fissure - Wall - Fetcher - Entropy - Rune
Fissure - Soul Trap - Flame Reach - Winter's Revenge - Netch/Barbed Trap (Alternate them)
Use the Bear Ultimate whenever it's ready.
Thanks for reading. Let me know in the comments if you have something to say!
---
FIFO - FREE TRAP BEAT
youtu.be/On8i9S-oze0





![ESO - [Hodor] - Likorya - Magicka Templar - vCR HM 131,996 Score - Murkmire
For some reason, I thought this would just become another reset after someone entered the trial prematurely. To my surprise, The Great Lord Karma did not call a reset.
I used Balorgh, since I often held onto my destro ultimate for big burns; and it becomes less of a big deal when I hold 300+ ultimate for the perfect opportunity. I cant tell if its any better though, possibly not.
No major slayer at all in this run, we were trying some different compositions throughout, but it should be still worth having.
We had 4 magicka templar DDs, again just trying stuff and Im quite happy to play something thats not nightblade once in a while.
Well done to the team, reaching our target for this trial within 3 raids, it is a pleasure to play with you all.
Build for this particular run https://i.imgur.com/pJEp1v9.png
Parse (58.1k / 26.0k) https://i.imgur.com/aSokJ1T.png ESO - [Hodor] - Likorya - Magicka Templar - vCR HM 131,996 Score - Murkmire](https://i.ytimg.com/vi/YGYBhMIKzX4/mqdefault.jpg)

![ESO - Magicka Sorcerer Rotation (59k+ on 6mil) - See Description - Murkmire
Edit 22nd October - This is a showcase of a Magicka Sorcerer rotation, up to date for the Murkmire patch. This was recorded during PTS 4.2.2.
Which buffs/debuffs am I including and why? - In this parse I have Minor Vulnerability, Combat Prayer, Elemental Drain and Orbs present. As a Magicka Sorcerer, I have my own source of Minor Prophecy. This is to enable me to compare as fairly possible with other Magicka classes. Please see this text for the reasoning behind the buffs that are used here: https://textuploader.com/dv8g2
The DPS of this class should only be compared to other Magicka classes in my recent videos - and NOT the Stamina classes.
Thanks to @stileanima for the millionth time. Her youtube channel: https://www.youtube.com/channel/UC0ZrF6282tJGZboWa2IwCHg
Sustain on a Magicka Sorcerer is generally suspect without the use of Spell Symmetry (SS)/Balance or Dark Conversion (DC). In shorter fights, I do not need to, but in longer fights, I would be looking to use one of these skills, or heavy attack once in a while. I still prefer SS over the improved DC. Time-wise, one cast of DC is worth roughly 2 casts of SS. Both can restore 6k Magicka (DC over 20 seconds). However with SS, you can restore the Magicka instantly, you get two empowered procs, buffing your light attacks (and one extra light attack), you can reduce the cost of your next ability (save around 750 Magicka on a liquid lightning cast) so its better for your regen and you sacrifice health (instead of stamina), which is much easier to regain in a group setting when you have a healer.
Also, sustain is quite heavily linked to how often you can use a procced frag (~1700 Magicka cost vs 2200 cost of Elemental Weapon), so like other classes, youd want to limit the time spent on your backbar to increase the chances of the procs.
Combat Metrics Parse from Video https://imgur.com/uBFpA2d
Build (as seen in Video) https://i.imgur.com/QwyK4yf.png
Rotation
There isnt really too much to it. Keep up Liquid Lightning and Blockade as much as possible, refresh Curse as soon as possible when it has run out. Use a procced frag when its up (prioritize this over recasting curse, since you have a chance of getting another proc this way). If there are clashes between Wall, Liquid and Curse, better to recast dots early than let them run out for a bit too long.
In execute, you can continue to use curse if you know you will get both curses off (12 seconds needed). Otherwise, keep up Liquid Lightning and Wall. Frag Procs are fairly similar in strength to Endless Fury. If you need to keep up Minor Prophecy or sustain better, use Frags here once in a while when you can (~300 Magicka cheaper than Endless Fury). Otherwise, you can just spam Endless Fury and hope you get lucky too with bonus implosion procs.
Proposed Changes from 4.2.0:
- Crystal Fragments:
- Increased the damage of the proc from this ability to 20% from 10%.
- This ability’s proc now has a very brief minimum travel time before it hits your target.
- You can no longer get a Crystal Fragment proc while you are not actively engaged in combat.
- Combat pets will now take 0 damage while in a Dungeon, Trial, or Group Arena.
From 4.2.1:
- Dark Exchange: Increased the initial resources restored by this ability and its morphs by 50%.
From 4.2.0 which may affect this:
- Crystal Fragments (morph):
- The icon on your action bar now changes when you have an instant-cast proc.
- Fixed an issue where using the instant-cast proc would cause you to stop blocking, and would prevent you from taking other actions for 0.2 seconds.
- Dark Exchange: This ability and its morphs now restore half their resources immediately, and the other half over 20 seconds. Total resources restored has been increased by approximately 2%. The Health restored remains unchanged.
- Dark Deal (morph): This morph now also has a cost reduction bonus as its morph effect.
- Bound Armor: Increased the bonus to block mitigation granted by this ability and its morphs to 36% from 20%.
- Mages’ Fury: Fixed an issue where using this ability was not counting towards the Expert Mage passive.
(For Pet-Sorcs):
- Daedric Curse
- Daedric Prey (morph): Decreased the cost of this morph by approximately 20%.
- Summon Unstable Familiar: Decreased the cost of the special attack from this ability and the Volatile Familiar morph by approximately 15%.
- Summon Unstable Clannfear (morph): Decreased the cost of the special attack from this morph by approximately 33%.
- Summon Winged Twilight - Summon Twilight Tormentor (morph): Decreased the cost of the special attack from this morph by approximately 15%.
Track: Acejax feat. Danilyon - By My Side [NCS Release]
Music provided by NoCopyrightSounds.
Watch: https://youtu.be/SE_8DxZLmLk
Free Download / Stream: http://ncs.io/ByMySideYO ESO - Magicka Sorcerer Rotation (59k+ on 6mil) - See Description - Murkmire](https://i.ytimg.com/vi/ZiMqWVnLhdU/mqdefault.jpg)


