One Bar Breath Dragonknight DPS Build - ESO Guide
One Bar Magicka Dragonknight DPS Build built around the reworked
Engulfing Dragonfire ability, a channeled fire breath attack that ramps up in damage over 4.8 seconds and synergizes with the
Take Flight ultimate. Same core as the full Breath Dragonknight build, just condensed to one bar.
Obviously weaker than the two bar version, but still competitive for a One Bar build in ESO Update 49. This is the version you should use if you hate bar swapping.
This build parses 125k DPS with Medium Armor and 121k with Light Armor on the Iron Atronach dummy.
Looking for more damage? Check out the two bar Breath Dragonknight DPS Build which parses 148k DPS.
Skill Setups
Base Setup
A base setup that will work for most situations and which should be your starting point when making situational setups
| Front Bar | Back Bar |
|---|---|
| Slot 1: Engulfing Dragonfire | Slot 1: Molten Whip |
| Slot 2: Searing Claw | |
| Slot 3: Shatterspike Mantle | |
| Slot 4: Incinerate | |
| Slot 5: Banner Bearer | |
| Ultimate: Take Flight |
Engulfing Dragonfire - the main ability of this build, a 4.8 second channeled attack which causes you to breathe fire in front of you (0.3 second windup and then deals damage every 0.5 seconds, 10 ticks in total). Its damage ramps up by 5% each tick up to 50% on the last tick, but it always deals maximum damage while
Take Flight's bonus is active. Unlike other channeled abilities, this one doesn't go on cooldown when you get interrupted.
Searing Claw - deals direct damage and applies a 10 second DoT which deals 10% more damage every 2 seconds. The initial hit is guaranteed to proc Burning status effect.
Shatterspike Mantle - your source of Major Resolve which also applies a 20 second DoT to enemies around you and grants you a buff which adds 100 damage to all of your damage ticks.
Incinerate - an ability which releases a fiery wave around you on cast and then every 5 seconds for 15 seconds. It has increased base chance to proc Burning status effect. Having it slotted passively grants you Major Savagery and Prophecy.
Banner Bearer (
Magic,
Cavalier's Charge,
Heroism) - a toggle which will drain your Stamina and Magicka. The Focus script will grant you a 6% bonus to Magical Damage. The Signature script will grant you 6 Weapon and Spell Damage per 1% of bonus movement speed you have, which will always grant you at least 60 thanks to
Celerity, and 180 briefly after casting
Quick Cloak (situational skill), with possibly more if your teammates provide other movement speed bonuses. The Affix script will grant you Minor Heroism which will increase your Ultimate generation allowing you to keep up better uptime on
Take Flight.
Take Flight - a cheap ultimate which gives you a 20% Damage Done against Monsters buff for 15 seconds. Your
Engulfing Dragonfire always deals maximum damage while
Take Flight's buff is active.
Molten Whip - a spammable which we'll slot on back-bar only for its passive effect.
Molten Whip gains up to 3 stacks whenever you use a Dragonknight ability which grant you 15% damage done at maximum stacks. They last 10 seconds and with this many Dragonknight abilities in your rotation you'll never have to pay attention to this timer.
If you need to slot something situational, replace
Searing Claw.
Barbed Trap - a very strong DoT which procs the
Slayer passive and grants Minor Force. It should be part of your base setup before you obtain
Velothi Ur-Mage's Amulet.
Quick Cloak - an ability that causes AoE explosions around you every 2 seconds for 30 seconds. It will also grant you Major Evasion for the duration, reducing your AoE damage taken by 20%. It will also grant you Major Expedition for 4 seconds after casting, increasing your Movement Speed by 30%. It's a perfect skill for trash packs, because it can be pre-cast before engaging them, giving you more time to channel
Engulfing Dragonfire. It's also a good situational skill for boss fights that have a lot of mechanics dealing AoE damage.
Soul of Flame - an ability which restores resources based on your missing resources. Use it if you can't sustain.
Igneous Weapons - a support ability which provides your entire team with Major Brutality and Sorcery and isn't that big of a DPS loss for you to run. Getting Major Brutality through this will also allow you to use different potions.
Resolving Vigor - a self-heal you'll need for some fights.
Chains of Devastation - a gap closer which can be useful in fights where you have to move around a lot.
Burning Embers - the other morph of
Searing Claw. It deals less damage but heals you for a decent amount on cast and then continues to heal you whenever it ticks. Use it if you need more healing.
Banner Bearer (
Magic,
Cavalier's Charge, other script) - when using Heroism potions you can change the
Heroism script to something else. Usually it would have to be
Brutality and Sorcery, but if you're already getting it from
Igneous Weapons or from a group member you could instead use
Berserk or
Courage scripts, depending on what other buffs your team is providing.
Priority List
This is just a list of priorities. Simply recast abilities when they run out and follow this list of priorities when there are multiple things to refresh.
Inside of your
Take Flight window you can freely cancel
Engulfing Dragonfire to refresh DoTs. Outside of
Take Flight, you want to finish
Engulfing Dragonfire and refresh DoTs after it ends.
You ideally want to start a cast of
Engulfing Dragonfire when
Take Flight has 2-3 seconds left, so that the initial weak phase of
Engulfing Dragonfire gets bypassed by
Take Flight's buff, because the later phase deals high damage regardless.
- 1.
Take Flight - 2.
Searing Claw - 3.
Incinerate - 4.
Shatterspike Mantle - 5.
Engulfing Dragonfire
Pre-buff
These abilities can be pre-cast before entering combat
Final Setups
A few examples of final setups you could end up with after applying the situational skills to the base setup
A setup for trash packs
| Front Bar | Back Bar |
|---|---|
| Slot 1: Engulfing Dragonfire | Slot 1: Molten Whip |
| Slot 2: Quick Cloak | |
| Slot 3: Shatterspike Mantle | |
| Slot 4: Incinerate | |
| Slot 5: Banner Bearer | |
| Ultimate: Take Flight |
What Changes
Quick Cloak replaces
Searing Claw.
Passives
Some trees are only needed when using situational skills, for example Fighters Guild provides nothing without
Barbed Trap
Class - Ardent Flame
Combustion - High Priority
Traumatic Burns - High Priority
Fan the Flames - High Priority
A Soul Ablaze - High Priority
Class - Draconic Power
Burnished Scales - High Priority
World in Ruin - High Priority
Elder Dragon - High Priority
The Storm Voice - High Priority
Class - Earthen Heart
Heart of Stone - High Priority
Landslide - High Priority
Blessing at the Peak - High Priority
Mountain Giant - High Priority
Weapon - Dual Wield
Slaughter - High Priority
Dual Wield Expert - High Priority
Controlled Fury - High Priority
Ruffian - Medium Priority
Twin Blade and Blunt - High Priority
Armor - Light Armor
Grace - Low Priority
Evocation - High Priority
Spell Warding - High Priority
Prodigy - High Priority
Concentration - High Priority
Armor - Medium Armor
Dexterity - High Priority
Wind Walker - High Priority
Improved Sneak - Not needed
Agility - High Priority
Athletics - High Priority
Guild - Fighters Guild
Intimidating Presence - High Priority
Slayer - High Priority
Banish the Wicked - High Priority
Skilled Tracker - High Priority
Bounty Hunter - Not needed
Alliance War - Support
Magicka Aid - Medium Priority
Combat Medic - Not needed
Battle Resurrection - Not needed
Race - Your Race
Get all of your racials, no matter which race you are
Craft - Alchemy
Solvent Proficiency - Not needed
Keen Eye: Reagents - Not needed
Medicinal Use - High Priority
Chemistry - Not needed
Laboratory Use - Not needed
Snakeblood - Not needed
Gear
Base Setup
A base setup that will work for most situations and which should be your starting point when making situational setups. It assumes your group provides Major Breach, Minor Breach, Infused Crusher and nothing more
Switching gear for trash packs isn't worth it unless you're using gear-swap addons
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
Head |
Medium | |||
Shoulders |
Light | |||
Chest |
Medium | |||
Hands |
Light | |||
Belt |
Light | |||
Legs |
Light | |||
Boots |
Light | |||
Necklace |
Jewelry | |||
Ring |
Jewelry | |||
Ring |
Jewelry | |||
Frontbar Main Hand |
Dagger | |||
Frontbar Off Hand |
Dagger |
This setup parsed 121,119 DPS
Gear that is easier to obtain and can be used while you work towards the best gear
Crafted
All of these are tradable and can be bought from other players
No Overland, Dungeon or Trial gear is listed as the Crafted options are superior.
Final Setups
A few examples of final setups you could end up with after applying situational rules to the base setup
This is the crafted gear setup you can start with
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
Head |
Light | |||
Shoulders |
Light | |||
Chest |
Medium | |||
Hands |
Light | |||
Belt |
Light | |||
Legs |
Medium | |||
Boots |
Light | |||
Necklace |
Jewelry | |||
Ring |
Jewelry | |||
Ring |
Jewelry | |||
Frontbar Main Hand |
Dagger | |||
Frontbar Off Hand |
Dagger |
The crafted setup parses 103,496 DPS
When using it, replace
Searing Claw with
Barbed Trap since this setup doesn't get Minor Force from
Velothi Ur-Mage's Amulet.
| Front Bar | Back Bar |
|---|---|
| Slot 1: Engulfing Dragonfire | Slot 1: Molten Whip |
| Slot 2: Barbed Trap | |
| Slot 3: Shatterspike Mantle | |
| Slot 4: Incinerate | |
| Slot 5: Banner Bearer | |
| Ultimate: Take Flight |
Barbed Trap replaces
Searing Claw, because you aren't getting Minor Force from
Velothi Ur-Mage's Amulet yet
This is a setup you should use if you don't have access to any Trial gear
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
Head |
Medium | |||
Shoulders |
Light | |||
Chest |
Medium | |||
Hands |
Light | |||
Belt |
Light | |||
Legs |
Medium | |||
Boots |
Light | |||
Necklace |
Jewelry | |||
Ring |
Jewelry | |||
Ring |
Jewelry | |||
Frontbar Main Hand |
Dagger | |||
Frontbar Off Hand |
Dagger |
This setup parsed 115,264 DPS
This is a setup you should use in trash packs
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
Head |
Medium | |||
Shoulders |
Light | |||
Chest |
Medium | |||
Hands |
Light | |||
Belt |
Light | |||
Legs |
Medium | |||
Boots |
Light | |||
Necklace |
Jewelry | |||
Ring |
Jewelry | |||
Ring |
Jewelry | |||
Frontbar Main Hand |
Dagger | |||
Frontbar Off Hand |
Dagger |
This is a setup you can use if your team provides additional penetration
| Gear Slot | Set | Weight/Type | Trait | Enchantment |
|---|---|---|---|---|
Head |
Light | |||
Shoulders |
Medium | |||
Chest |
Medium | |||
Hands |
Medium | |||
Belt |
Medium | |||
Legs |
Medium | |||
Boots |
Medium | |||
Necklace |
Jewelry | |||
Ring |
Jewelry | |||
Ring |
Jewelry | |||
Frontbar Main Hand |
Dagger | |||
Frontbar Off Hand |
Dagger |
This setup parsed 124,988 DPS
This setup can only be used if your team provides additional penetration, for example through
Roar of Alkosh.
Champion Points
Race
The difference between best and worst race is about 5% of DPS and there is no content in the entire game that you'd be blocked from completing because of choosing a bad race.
Other decent options
Mundus
Attributes
You should always put all 64 attribute points into Magicka.
Food
Your sustain can vary greatly because it's impacted by your race, the amount of synergies provided by your teammates, and by your armor type. Choose the food with more Magicka Recovery if you can't sustain.
Potions
Most of the time you should use the Weapon Power potions. They'll improve your Stamina sustain and provide Major Brutality which is crucial.
Spell Power potions are very similar to Weapon Power potions, except they improve your Magicka sustain instead of Stamina sustain. The drawback is that the Major Sorcery they provide doesn't stack with your Minor Brutality from
Elder Dragon passive, so they're only equivalent to Weapon Power potions if there's someone in your team using the Dawn's Wrath skill line and providing Minor Sorcery with
Illuminate passive.
Heroism potions restore both Stamina and Magicka and can provide 100% uptime on Minor Heroism, allowing you to use a different Affix script on your
Banner Bearer, however you'll need another source of Major Brutality or Sorcery, like for example yours or a groupmate's
Igneous Weapons. You could also put Brutality and Sorcery on your own
Banner Bearer, in which case we're back to square one in terms of buffs, but now our potions restore both Stamina and Magicka. This approach is straight up stronger but isn't recommended as part of regular setup because of how expensive Heroism potions are.
Tri-Stat potions are basically Heroism potions without the Minor Heroism, and they're much cheaper. You can use them if you want potions which restore both Stamina and Magicka and you're already getting Major Brutality/Sorcery from somewhere else.
If you want to greatly improve your survivability you can instead use Armor Potions. You'll need another source of Major Brutality/Sorcery and most likely you'll also have to slot
Soul of Flame, or get more sustain in other ways.
Parses
All parses are recorded on the 21 million Target Dummy
Medium Armor setup
Regular (Whorl) gear with standard skill setup
No Trial Gear using Tide-Born setup
Crafted gear only setup
Gameplay
Here you can see this build in action
FAQ
If you hate bar swapping. The one bar version parses 125k DPS which is still competitive, and is built around the same
Engulfing Dragonfire gameplay. If you want more damage, check out the two bar Breath Dragonknight DPS Build which parses 148k.
Yes, you can replace the Dual Wield Daggers with other weapons. Lightning Staff, Greatsword and Bow will cause the smallest DPS loss (≈2%), then Inferno Staff (≈4%), and then support-oriented weapons (Ice Staff, One Handed and Shield) will cause a bigger DPS loss (≈7%). The regular setup doesn't use any Dual Wield skills, but the trash setup uses
Quick Cloak which you'd need to replace - for example with
Carve when switching to Greatsword, or
Soul of Flame with any weapon.
THANKS FOR READING
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Head
Shoulders
Chest
Hands
Belt
Legs
Boots
Necklace
Ring
Frontbar Main Hand
Frontbar Off Hand