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Blood Mage

Author: Mr Illusionz

Class: DRAGONKNIGHT

Race: Dunmer (Dark Elf)Dunmer (Dark Elf)

Main Role: Damage

Health, Magicka, Stamina

HEALTH MAGICKA STAMINA
18,000-20,000 (Desirable at VR16) 25,000-30,000 (Desirable at VR16) 8,000-10,000 (Desirable at VR16)

 

Skills

 

Bar 1

Weapon 1: Destruction Staff

Dragon Fire Scale

Dragonknight Skill

Dragon Fire Scale

Reflective Scale

 

Coagulating Blood

Dragonknight Skill

Coagulating Blood

Dragon Blood

 

Volatile Armor

Dragonknight Skill

Volatile Armor

Spiked Armor

 

Force Pulse

Destruction Staff Skill

Force Pulse

Force Shock

 

Elemental Susceptibility

Destruction Staff Skill

Elemental Susceptibility

Weakness to Elements

 

Devouring Swarm

Vampire Skill

Devouring Swarm

Bat Swarm

 

Bar 2

Weapon 2: Dual Wield

Burning Embers

Dragonknight Skill

Burning Embers

Searing Strike

 

Inner Light

Mages Guild Skill

Inner Light

Magelight

 

Proximity Detonation

Assault Skill

Proximity Detonation

Magicka Detonation

 

Unrelenting Grip

Dragonknight Skill

Unrelenting Grip

Fiery Grip

 

Molten Whip

Dragonknight Skill

Molten Whip

Lava Whip

 

Shooting Star

Mages Guild Skill

Shooting Star

Meteor

 

Armor Types

Light Armor Medium Armor Heavy Armor
5 1 1

 

Gear and Item Set Info

 

Set Apparel: Overwhelming Surge: Overwhelming Jerkin, Overwhelming Sash, Overwhelming Gloves, & Overwhelming Breeches Adroitness: Necklace of Adroitness, & Shoes of Adroitness Willpower: Two Rings of Willpower, & Inferno Staff of Willpower Valkyn Skoria: Valkyn Skoria Helm (Heavy),Valkyn Skoria Arm Cop (Medium) Torug's Pact Gift: 2 Swords (One-Handed)

 

General Info

 

General Info: Form: Vampire Magicka Enchant: Helmet (Heavy), Jerkin (Light), Pants (Light), Arm Cops (Medium), Gloves (Light), Sash (Light), & Shoes (Light) Increase Magical Enchant: Necklace, Ring & Band Absorb Magicka Enchant: Swords (One-Handed) Mundus Stone: The Atronach

 

 

 

 

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4 Comments

  • Josh
    Sep 23, 2015

    How many attribute points into each skill?

    Reply
    • Mr Illusionz
      Sep 24, 2015

      I would recommend any when allocating attribute points to invest none into Stamina. This is because none of the damage scaling based abilities used in the build do not require Stamina to scale damage. With Health points you have the option of allocating 0-20 skill points into Health, this is depending upon the level of which how much survivability you like to have in your build. When doing this, you can also apply Health enchants to the head, chest, and legs for a more survivable build. More Health equates to more capability to play aggressively and in the open. I would not recommend going below 44 attribute points (With Veteran Rank 16) into Magicka. This is needed to maintain the integrity of the Magicka damage based build. I would personally recommend investing all 64 attribute points into Magicka in order to acquire the maximum damage output. This allows you to reach the main goal of the build.

      Reply
  • Cesar
    Sep 29, 2015

    How does this build work in pvp? Meaning when you engage how would you start?

    Reply
    • Mr Illusionz
      Sep 30, 2015

      You would start by using your armor ability, then cast Magicka Detonation, Extended Chains to close the gap, the use Elemental Susceptibility, Force Pulse for range or Burning Embers for close range. Remember to keep up on Magicka Detonation, and Shooting Star as well.

      Reply

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