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.
Base Setup
A base setup that will work for most situations and which should be your starting point when making situational setups
Final Setups
A few examples of final setups you could end up with after applying the situational skills to the base setup
| 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
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
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
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.
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.
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
You should always put all 64 attribute points into Magicka.
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.
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.
All parses are recorded on the 21 million Target Dummy
Single Target, Medium Armor setup
Regular (Whorl) gear with standard skill setup
No Trial Gear using Tide-Born setup
Crafted gear only setup
Here you can see this build in action
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