Master Guide – Magicka Dragonknight [Inferno]

Master Guide – Magicka Dragonknight [Inferno]

FeaR Turbo’s Inferno build for the Wolfhunter patch for PvE Trials and Dungeons. This build is for end game players and focuses on Melee attacks with multiple damage over time abilities.


Dragonknight Open in build planner »

64M / 0H / 0S




Gear Set Weight Trait Enchantment
Head Zaan Heavy Infused Magicka
Shoulders Zaan Medium Divines Magicka
Chest Perfect Siroria Light Infused Magicka
Pants Perfect Siroria Light Infused Magicka
Belt Mothers Sorrow Light Divines Magicka
Gloves Mothers Sorrow Light Divines Magicka
Shoes Mothers Sorrow Light Divines Magicka
Necklace Perfect Siroria Jewelry Arcane Spell Damage
Ring 1 Perfect Siroria Jewelry Arcane Spell Damage
Ring 2 Perfect Siroria Jewelry Arcane Spell Damage
Main Hand Mothers Sorrow Inferno Infused Fire
Weapon 2 Maelstrom Inferno Infused Charged/Prismatic


If you can not be in range of  Zaan then you can swap out for Valkyn Skoria.

You want Flame enchant on front bar because you want that target to be burning (Fire blockade does 20% vs burning Targets) and the enchant will be procing off your Light attacks so you can focus this effect and damage. Also Swapping out back bar enchant to prismatic from charged is easier than swapping fire to front and prismatic to back causing you to have 1 more staff than normal.

*Blockade procs enchants on closest targets. Prismatic fights in trials usually only have 1 boss that can be affected. Having the prismatic on back bar will only procc on the target that can be affected rather than having fire back and prismatic front which would mean fire enchant could procc on an add in the fight (from blockade) causing less single target damage.

If you find yourself running low on Magicka Switch out the Charged enchant to Absorb Magicka for better sustain.

** Bloodthirsty: You will gain a lot of damage from 1-3 bloodthirsty over arcane depending on the fight. Generally 1 Bloodthirsty will be good for all fights.




Dark Elf



Potions & Food:


Dark Elf



Potions & Food:




Champion Points:

The Apprentice

  • 61 Elemental Expert
  • 61 Elfborn
  • 22 Spell Erosion

The Atronach

  • 56 Master at Arms
  • 16 Staff Expert

The Ritual

  • 44 Thaumaturge

The Tower

  • 51 Warlord

The Lover

  • 75 Arcanist
  • 64 Tenacity

The Shadow

  • 19 Tumbling
  • 51 Shadow Ward

The Lady

  • 64 Elemental Defender
  • 64 Hardy
  • 66 Thick Skin

The Steed

  • 66 Iron Clad







Pre Fight:

Potion and Flames of Oblivion

Starting Fight:

Trap > Light Attack > Eruption > Bar Swap > Burning Embers > Light Attack >Engulfing Flames > Bar Swap > Light Attack > Blockade > Light Attack > Standard of Might > Bar Swap >

Molten Whip x4 > Light Attack > Burning Embers > Light Attack >Engulfing Flames > Bar Swap > Blockade > Light Attack > Eruption > Light Attack >Trap > Light Attack > Flames of Oblivion >Bar Swap



General Idea:

You will be Light weaving Molten Whip when your Damage over time abilities are going.

You will be going to back bar for Blockade on different timers (than your other DoTs) since all the other abilities are much longer duration and you want to keep wall up for the maelstrom buff and the enchant procs.

The number of Molten Whips you can do on front bar is determined by how many skills you are recasting on back bar. Ranging from 2-5 Whips.


About Fear Turbo

The Last Proud Stamina Player.

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