Uploaded April 2019 | Updated September 2026, 3 weeks ago
This is a video showcasing a dynamic rotation for the Stamina Dragonknight. As always, since this is a video made on the PTS, things are subject to change before the Elsweyr patch hits the live servers. This is probably one of the most fun dynamic rotations that I have come up with, and it has a lot to do with the new Dragonknight passive, Seething Fury.
From the 5.0.0 patch notes: Molten Whip (morph): Reworked this ability so it no longer grants a passive bonus to Weapon and Spell Damage while slotted. Instead, this passive grants access to Seething Fury, a 33% damage bonus to your next Molten Whip cast and increase of 125 Weapon and Spell Damage every time you activate an Ardent Flame ability that isn't Molten Whip. This bonus can stack up to 3 times, lasts 5 seconds, and will refresh in duration every time it is applied to you.
This means if I have Molten Whip slotted, I can maintain a bonus of 375 Weapon/Spell damage, which also scale with modifiers. This beats slotting a Fighters Guild ability for the passive, like how we've been doing for the past few patches. With my current bar setup, the Seething Fury is kept up when I use Noxious Breath or Venomous Claw. Although Flames of Oblivion is from the same skill line, it resides on my back bar, where I do NOT have Molten Whip slotted, so casting this does not count towards the buff in my setup.
The emergence of Whirling Blades as an easily accessible spammable AND execute makes it interesting for all without a class execute. This means everyone except Stamblades when it comes to dual wield setups.
From the 5.0.0 patch notes:
Whirlwind:
- Increased the base damage of this ability and morphs by 50%, but removed the execute bonus.
- Reduced the base cost to 3510 from 3780.
- Increased the radius of this ability and the Whirling Death morph to 6 meters from 5 meters.
Whirling Blades (morph): Removed the reduced cost and Major Endurance on hit, and reintroduced the execute bonus to this morph.
Whirling Blades gets stronger as the fight goes on. It overtakes the direct damage portion of Noxious Breath once ~95% boss HP is reached, Crushing Weapon damage at ~80% and Flying Blade at ~75%. The downside to Whirling Blades is the high cost. On this StamDK setup, it costs 2493 Stamina. Compare this to 2109 for Flying Blade, 1928 for Crushing Weapon and 1400 for Noxious Breath. With these factors considered, it pretty much makes sense to use Whirling Blades as much as possible below 95% boss HP, and just use Noxious Breath as a semi-spammable from this point onwards as a method of keeping up the Seething Fury passive.
I used Velidreth, Relequen and Perfected Lokkestiiz in this setup. It does seem to perform slightly better than Advancing Yokeda, although the real difference depends on the quality of synergies in your group. I have made the decision to use the Lava Foot Soup & Saltrice food for all of my Stamina setups. Yes, it means I'm running around with 12-13k HP on the dummy, however, the important thing here is to simulate raid sustain. In my raids, I usually have at least 2 sources of Sentinel of Rkugamz, which is a huge source of Stamina regen; otherwise absent when I test. I am also missing a number of Synergies that would be available in my raid, which means I do not benefit from the Undaunted Command passive in the same way. So I use this food for the testing to be useful to me personally.
Combat Metrics Parse from Video (88.8k)- https://i.imgur.com/8A4y4SN.png
Build as seen in Video - https://i.imgur.com/8EXx9E5.png
--- Rotation
Prebuff - Before I enter a fight, I would spam Noxious Breath on my front bar. This allows me to start the fight with the max stacks of Seething Fury active.
To keep up Seething Fury comfortably when I am doing my back bar rotation, you'll generally see me doing this:
Noxious Breath - Barswap - Endless Hail - Rearming Trap - Barswap - Noxious Breath - Barswap - Caltrops - Poison Injection
For the front bar portion of the rotation, I will generally refresh Venomous Claw and Rending Slashes naturally. Quick barswaps to refresh Flames of Oblivion too. The only rule otherwise is to try and use Noxious Breath to keep up Seething Fury at least once every four skills. In between, it is the perfect opportunity to use Whirling Blades. If sustain is tight, then Noxious Breath can just be used more frequently earlier on in the fight, whilst conserving the Stamina for more Whirling Blades spam in the latter parts, where it is more potent.
In the execute phase, and especially in the last 10% or so, it's probably not worth overcasting Noxious Breath anymore for the passive, but to full out Whirling Blades spam instead. It seems like not a big deal to let it drop off at this point considering how strong the execute gets.
---
Music provided by HearWeGo (goo.gl/nDS3zR)
Artist: VonnBoyd
Title: Tonic
Listen on YouTube: youtu.be/qp20cK88U7c
This is a video showcasing a dynamic rotation for the Stamina Dragonknight. As always, since this is a video made on the PTS, things are subject to change before the Elsweyr patch hits the live servers. This is probably one of the most fun dynamic rotations that I have come up with, and it has a lot to do with the new Dragonknight passive, Seething Fury.
From the 5.0.0 patch notes: Molten Whip (morph): Reworked this ability so it no longer grants a passive bonus to Weapon and Spell Damage while slotted. Instead, this passive grants access to Seething Fury, a 33% damage bonus to your next Molten Whip cast and increase of 125 Weapon and Spell Damage every time you activate an Ardent Flame ability that isn't Molten Whip. This bonus can stack up to 3 times, lasts 5 seconds, and will refresh in duration every time it is applied to you.
This means if I have Molten Whip slotted, I can maintain a bonus of 375 Weapon/Spell damage, which also scale with modifiers. This beats slotting a Fighters Guild ability for the passive, like how we've been doing for the past few patches. With my current bar setup, the Seething Fury is kept up when I use Noxious Breath or Venomous Claw. Although Flames of Oblivion is from the same skill line, it resides on my back bar, where I do NOT have Molten Whip slotted, so casting this does not count towards the buff in my setup.
The emergence of Whirling Blades as an easily accessible spammable AND execute makes it interesting for all without a class execute. This means everyone except Stamblades when it comes to dual wield setups.
From the 5.0.0 patch notes:
Whirlwind:
- Increased the base damage of this ability and morphs by 50%, but removed the execute bonus.
- Reduced the base cost to 3510 from 3780.
- Increased the radius of this ability and the Whirling Death morph to 6 meters from 5 meters.
Whirling Blades (morph): Removed the reduced cost and Major Endurance on hit, and reintroduced the execute bonus to this morph.
Whirling Blades gets stronger as the fight goes on. It overtakes the direct damage portion of Noxious Breath once ~95% boss HP is reached, Crushing Weapon damage at ~80% and Flying Blade at ~75%. The downside to Whirling Blades is the high cost. On this StamDK setup, it costs 2493 Stamina. Compare this to 2109 for Flying Blade, 1928 for Crushing Weapon and 1400 for Noxious Breath. With these factors considered, it pretty much makes sense to use Whirling Blades as much as possible below 95% boss HP, and just use Noxious Breath as a semi-spammable from this point onwards as a method of keeping up the Seething Fury passive.
I used Velidreth, Relequen and Perfected Lokkestiiz in this setup. It does seem to perform slightly better than Advancing Yokeda, although the real difference depends on the quality of synergies in your group. I have made the decision to use the Lava Foot Soup & Saltrice food for all of my Stamina setups. Yes, it means I'm running around with 12-13k HP on the dummy, however, the important thing here is to simulate raid sustain. In my raids, I usually have at least 2 sources of Sentinel of Rkugamz, which is a huge source of Stamina regen; otherwise absent when I test. I am also missing a number of Synergies that would be available in my raid, which means I do not benefit from the Undaunted Command passive in the same way. So I use this food for the testing to be useful to me personally.
Combat Metrics Parse from Video (88.8k)- https://i.imgur.com/8A4y4SN.png
Build as seen in Video - https://i.imgur.com/8EXx9E5.png
--- Rotation
Prebuff - Before I enter a fight, I would spam Noxious Breath on my front bar. This allows me to start the fight with the max stacks of Seething Fury active.
To keep up Seething Fury comfortably when I am doing my back bar rotation, you'll generally see me doing this:
Noxious Breath - Barswap - Endless Hail - Rearming Trap - Barswap - Noxious Breath - Barswap - Caltrops - Poison Injection
For the front bar portion of the rotation, I will generally refresh Venomous Claw and Rending Slashes naturally. Quick barswaps to refresh Flames of Oblivion too. The only rule otherwise is to try and use Noxious Breath to keep up Seething Fury at least once every four skills. In between, it is the perfect opportunity to use Whirling Blades. If sustain is tight, then Noxious Breath can just be used more frequently earlier on in the fight, whilst conserving the Stamina for more Whirling Blades spam in the latter parts, where it is more potent.
In the execute phase, and especially in the last 10% or so, it's probably not worth overcasting Noxious Breath anymore for the passive, but to full out Whirling Blades spam instead. It seems like not a big deal to let it drop off at this point considering how strong the execute gets.
---
Music provided by HearWeGo (goo.gl/nDS3zR)
Artist: VonnBoyd
Title: Tonic
Listen on YouTube: youtu.be/qp20cK88U7c







![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 abilityβs 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%.
- Magesβ 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)
