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The Immolator

Author: Cody5Cents

Class: DRAGONKNIGHT

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

Main Role: Damage

Health, Magicka, Stamina

HEALTH MAGICKA STAMINA
0 64 0

 

Skills

 

Bar 1

Weapon 1: Destruction Staff

Inner Light

Mages Guild Skill

Inner Light

Magelight

 

Eruption

Dragonknight Skill

Eruption

Ash Cloud

 

Burning Embers

Dragonknight Skill

Burning Embers

Searing Strike

 

Elemental Blockade

Destruction Staff Skill

Elemental Blockade

Wall of Elements

 

Flames of Oblivion

Dragonknight Skill

Flames of Oblivion

Inferno

 

Shooting Star

Mages Guild Skill

Shooting Star

Meteor

 

Bar 2

Weapon 2: Destruction Staff

Inner Light

Mages Guild Skill

Inner Light

Magelight

 

Engulfing Flames

Dragonknight Skill

Engulfing Flames

Fiery Breath

 

Molten Armaments

Dragonknight Skill

Molten Armaments

Molten Weapons

 

Dampen Magic

Light Armor Skill

Dampen Magic

Annulment

 

Elemental Drain

Destruction Staff Skill

Elemental Drain

Weakness to Elements

 

Devouring Swarm

Vampire Skill

Devouring Swarm

Bat Swarm

 

Armor Types

Light Armor Medium Armor Heavy Armor
5 1 1

 

Gear and Item Set Info

 

5 Piece Elegant Set:

  • Infused jerkin/robe and breeches
  • Divines gloves, shoes, and sash
  • All enchanted for magicka
  • Provides decent spell damage, and adds to your pool of magicka
  • Adds 20% to light and heavy attacks, which will greatly add to damage with the way this build is played

3 Piece Willpower:

  • All arcane
  • All enchanted for spell damage (won't need the regen/cost reduction)

2 Piece Torug's Pact:

  • Heavy head infused (magicka enchant)
  • Inferno staff for the front bar
  • Lightning staff for the back bar
  • Staves can be precise, sharpened, or nirnhoned.
  • 2 Piece gives extra spell damage bonus

Molag Kena Arm Cops:

  • Medium, preferably divines
  • Magicka enchant
  • Gives extra spell damage with the 1-piece set bonus

 

General Info

 

This build is set up in a very common style with the back bar being the "buff bar", and the front bar being the "kill bar".  

Rotation goes as follows:

Back Bar:

  • Molten Armaments > Dampen Magic > Elemental Drain (priority goes to the "tankiest" mob if you're fighting a group, i.e. miniboss, atronachs, etc.) > Engulfing Flames > Switch Bars

Front Bar:

  • Elemental Blockade > Eruption > Flames of Oblivion > Burning Embers (if fighting a group, try to target this on the same target you used Elemental Drain on)

After this it becomes situational.  If you are fighting a group, switch bars back to the lightning staff and use your heavy attack.  Otherwise stay with the inferno staff and use its heavy attack.

I'm really bad at remembering to refresh back bar abilities, so the way I visualize it is as follows

  • Molten Armaments - Well MA is pretty obvious. If your weapon isn't on fire, make it so.
  • Elemental Drain - You'll need to refresh when you need to refresh Eruption
  • Engulfing Flames - You'll need to refresh the debuff from Engulfing flames when you refresh Elemental Blockade
  • Dampen Magic - Whenever you need a shield

The whole point of this is to use the Dark Elf and Dragon Knight passives, as well as Elemental Drain and Engulfing Flames to maximize the flame damage.  As well as using the Elegant 5-piece and Molten Armaments to maximize heavy attack damage, and stacking that with the fire DoT's you stack.

 

Champion Point Tips

 

Green:

  • 100 into Magician
  • 67 into Arcanist

Blue:

  • 50 Elemental Expert
  • 12 Elfborn
  • 75 Staff Expert
  • 30 Thaumaturge

Red:

  • 56 Elemental Defender
  • 56 Hardy
  • 55 Thick Skinned

 

I'm still a little iffy about Blue, but most of the damage is going to come from Elemental Expert, but 75 points into "The Atronach" tree gives increased damage to low health opponents.

 

 

 

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One Comment

  • Travis
    Aug 14, 2016

    Two major prophecy buffs on the same bar wastes a skill slot. Inner light/flames of oblivion.

    Reply

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