[MORROWIND] Invellous's Mageblade Tank Guide!

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    Invellous

    Adept

    Total Posts: 179

    Khajiit Nightblade

    Invellous’s Mageblade Tank Guide

    Updated For Morrowind 

     

    INTRODUCTION

    Warm sands, friends! Welcome to my magicka nightblade tanking guide! Through this guide I aim to you teach not only how to build an effective magicka nightblade tank but how to find great success in playing this unique and rewarding approach to tanking in the Elder Scrolls Online. Please, follow this one, Walker, and take a look!

     

     

    Table of Contents

    1. Updates(s)
    2. Overview
    3. Race
    4. Vampire
    5. Attributes 
    6. Champion Points
    7. Mundus Stone
    8. Gear(Enchantments, Block Cost, Sets)
    9. Skills
    10. Rotation
    11. Video(s)
    12. Shoutouts

     

    Update – 07/22/2017

    Updated for the current Morrowind expansion. Most sections have been redone and updated. Videos and Add-Ons to be updated later. Gear Section to expected and redone in the future.

    Due to a number of changes introduced during and after the launch of the Morrowind expansion Nightblades’ resource sustainability has been dramatically reduced, these include the changes to Champion Points and most notably Siphoning Attacks. These changes have not only limited the number of set combinations that are viable but also reduced the pace of the build forcing players to pace themselves due to the class’s sustainability being a shadow of it’s former self. No longer can a Nightblade tank cast Sap Essence with impunity.

    With the removal of Magician and the change made to Warlord in the Champion Point trees you can no longer reduce the cost of your magicka and stamina abilities thus making each cast more costly and mis-casts more so.

    Siphoning Attacks no longer restores both magicka and stamina per light and heavy attack nor does it have a 10% to restore a larger sum when you use any other damaging skill. Instead the skill Siphoning Strikes and it’s morphs have been reworked almost entirely. The base skill now is trigger by a light or heavy attack that restores a set amount of Health over 20 seconds. Leeching Strikes now restore health and stamina over 20 seconds and an additional sum based on remaining duration when it ends or is recast. Siphoning Attacks does this as well but in place of stamina it restores magicka in a similar fashion.

    Despite all of these negative changes can a Nightblade still tank effectively? Yes, yes they can, however, they will no longer be able to heal themselves as well when facing large trash pulls numbering twenty or more enemy NPCs nor can they block cast near indefinitely as they once could. Awareness, patience, and timing will be key to avoid running out of either magicka and stamina, more so in higher tier content.

     

     

    OVERVIEW

    Like all classes in the Elder Scrolls Online the Nightblade class possesses a number of distinct advantages and disadvantages when it comes to tanking as described below.

     Pros:

    • Access to Major Evasion via the class skill Blur and it’s morphs.
    • Both group and self healing.
    • Easy if not tedious rotation.
    • Superb Ultimate generation.

    Cons:

    • Lacks both accessible and reliable crowd-control skills.
    • Lacks damage shield skills
    • Lacks strong direct healing skills.

    Bearing in mind both the advantages and disadvantages of a Magicka Nightblade or ‘Mageblade’ as described above I have chosen to focus my attention on enhancing the defining elements that make a Mageblade an effective tanking option. To accomplish this I have chosen sets that offer bonuses to Maximum Magicka, Magicka Recovery, and utility that compliments both the skills used, proposed rotation and the overall ‘rhythm’ of the build without sacrificing essential tanking stats.

    Such stats are acquired through both the chosen sets and skills used in the rotation such as Mirage, a morph of the Assassination skill Blur that grants Major Evasion and when morphed to Mirage grants both Minor Resolve and Minor Ward. When used with the skill Refreshing Path, a morph of the skill Path of Darkness to activate the Shadow passive Shadow Barrier which grants both Major Resolve and Ward a Mageblade gains a sizable amount of Physical and Spell Resistance that us very easy to maintain with a proper rotation.

    What a Mageblade lacks in damage mitigation and crowd-control they make up for in self and group healing that helps buffer damage taken. Their superb Ultimate generation during trash pulls insures that an Ultimate it always ready prior to a boss encounter thanks to the Ultimate Soul Harvest which grants 7 Ultimate per enemy killed. During boss encounters a Mageblade can push out more than one Ultimate per fight thanks to the Siphoning passives Catalyst which grants 10/20 Ultimate when you use a potion and Transfer which generates 1/2 Ultimate once every 4 seconds when you activate a Siphoning skill such as Swallow Soul, Leeching Strikes and or Sap Essence. This can be further enhanced by frequent use of Heroic Slash and by certain gear sets.

    This combination of rapid Ultimate generation and self healing can allow a Mageblade to become extremely hard to kill and able to hold their own against a boss by themselves, even on higher difficulties and or allow them support their party with frequent use of the Ultimate Aggressive Horn.

    Race

    Due to the changes made in Morrowind the ideal races have changed slightly. Here are my top three picks as of the moment.

    Argonian is currently the ‘meta race’ for this build and many other tank builds, here is why. Resourcefulness increases Maximum Magicka by 1/2/3%, a minor bonus but also restores 4/8/12% of your Maximum Health, Magicka, and Stamina when you drink a potion which is huge! (Note in the upcoming patch this will be changed to a flat value). Argonian Resistance increases Maximum Health by 3/6/9% and adds 495/990/1485 Disease Resistance a rather irrelevant addition when compared to the health bonus. Finally Quick to Mend increases healing done and received by 1/3/5% which plays perfectly into the build’s play style.

    Imperial is another strong secondary choice for their raw resource bonuses. Tough increases Maximum Health by 4/8/12% while Conditioning increases Maximum Stamina by 4/7/10%. Finally Red Diamond gives your melee attacks a 10% chance to restore 2/4/6% of your Maximum Health.

    Dark Elf is the perfect choice for those wanting to swap between a damage dealer and tank role. Their Dynamic passive increases Maximum Magicka by 2/4/6% and Maximum Stamina by 2/4/6%. Resist Flame further increases Maximum Magicka by 1/2/3% and adds 693/1386/2079 Fire Resistance which will help soften the blow taken from playing as a Stage 4 Vampire. Finally Destructive Ancestry increases Flame Damage by 5/7% and both Frost and Lightning by 1/2%.

    Keep in mind that these are just my top three picks, you can play this build with any race and be successful. I currently play as a Khajiit the absolute worst possible race for this build and have completed veteran dungeons and trials, even veteran Dragonstar Arena and Veteran Maelstrom Arena as a damage dealer role. If you play as literally any other race then your Nightblade will have an advantage over mine.

     

     

     

    Vampire

    Prior to the release of Morrowind I never suggested that players should become a vampire but with the current state of the class and the PvE environment I will say that it is quite beneficial, namely the passives are rather than the skills unlocked. Lets review the relevant ones.

    • Supernatural Recovery - Stage 2 Vampirism – Increase Magicka and Stamina recovery by 5/10%.
    • UndeathStage 3 Vampirism – Reduces damage dealt to when you fall below 30/50% Health. Lower Health increases the effect up to 33%. This passive makes you extremely hard to kill and with all of the healing this build is capable of you will not stay below 50% for very long.
    • Unnatural Recovery – Reduces the severity of the Health Recovery determent in Vampirism stages 2 through 4. The finally relevant passive that you will need. This will buffer the negative affects of playing as a vampire.

    With these three passives you gain a respectable amount of resource sustain and a massive durability buff that is too good to pass up. Thankfully you only need to remain at Stage 3 Vampirism in order to benefit from Undeath as the final passive Dark Stalker offers nothing to a tank build allowing you to avoid a heavier penalty. The penalty for Stage 3 without Unnatural Recovery is the following. 20% Flame Damage taken, 14% Vampire Ability cost reduction, 50% Health Recovery reduction. The extra Flame Damage taken outside of a boss encounter where Fire Damage is extremely prevalent is an irrelevant negative and as a Nightblade tank you have more then enough healing to make up for the reduction in Health Recovery. With such strong passives it is worth trading in those good looks to become an unstoppable life draining beast, right?

     

    Attributes

    Attribute allocation will be influenced by character’s race, your Champion Rank, and your currently equipped gear and skills. As with both damage dealers and healers you will want to aim for a certain amount of Health before investing attribute points into either Magicka or Stamina. Each milestone is shown here assumes you are using 150cp tri-stat food.

    Health: X(+/-) - In my opinion 30,000+ Health is the ideal number to aim for when focusing on veteran dungeons with 35,000 to 40,000+ being ideal for trials and veteran trials

    Magicka: X(+/-) - 25,000+ Magicka is roughly what I have with buff food and it seems to be enough so that is the minimum I would suggest.

    Stamina: X(+/-) – 15,000 – 20,000+ Stamina is in my opinion, depending on the encounter and setting you can get pass with less.

     

     

    CHAMPION POINTS

    The below allocation has been adjusted to assume that readers possess the maximum number of Champion Points in each category, 210 points.

     The Warrior:

    • 56 Ironclad – 20.15%
    • 43 Hardy – 10.5%
    • 43 Elemental Defender – 10.15%
    • 43 Quick Recovery – 10.15%
    • 25 Thick Skinned – 10.98%

    My slight deviation from what appears to be the norm for most players to squeeze out a few extra points to further increase healing via Quick Recovery.

     

    The Thief:

    • 81 Shadow Ward – 24.06%
    • 75 Arcanist – 14%
    • X Tenacity
    • X Tumbling
    • X Warlord

    The focus here is to reduce block cost and increase magicka recovery first and foremost. Tenacity, Tumbling and Warlord can be increased as desired for personal preference. Currently, I have not found myself needing to use heavy attacks in normal or veteran dungeon so split points evenly between Tumbling and Warlord.

     

    The Mage

    • 75 Blessed – 14%
    • 56 Elfborn – 20.15%
    • 43 Elemental Expert – 10.15%
    • 36 Master-At-Arms – 14.79%

    Disclaimer: I readily admit this may not be the best or most effective allocation but seems to work.

    Focus here is to increase overall healing done and any critical healing. Elemental Expert and Master-At-Arms both increase the damage of Swallow Soul thus increasing it’s healing over time effect as well that of Bahraha’s Curse when equipped. E

     

     

    MUNDUS STONE

    The Atronach, is by far the best choice in my opinion. Offering 210 Magicka Recovery, which boosts sustain.

    The Ritual is another valid option as it boosts healing by 10%, though I would only use it if you are comfortable with your magicka recovery and or using buff food / drink that boosts magicka recovery such as Witch Mother’s Potent Brew; increases maximum health and magicka and magicka recovery or Orzorga’s Red Frothgar; increases magicka, health and magicka recovery.

     

     

    Gear

    In this section of the guide readers will find several sub-sections that include a brief list of universal traits used across all proposed sets, a Beginner’s Sets section listing gear combinations that do not include a Monster Set or dropped set from overland zones and or dungeons. A Veteran Sets section that lists ‘advanced’ sets intended for players more familiar with the game with 300 or more Champion Points. Sets include both Monster Set options and may contain a overland and or dungeon dropped set. The Monster Sets sections lists the various Monster Sets deemed worthy of use and explains in which circumstance a Mageblade Tank should use them.

     

    Enchantments

    ‘Big Pieces’ (Helmet, Chest, Legs) - Maximum Health / Prismatic

    ‘Small Pieces’ (Belt, Boots, Gloves, Shoulders) - Maximum Health / Prismatic 

    Jewelry - 3 Legendary(Gold) Shield-Play Enchantments (Reduce Block Cost)

    One-Hand Weapon(s) - Crusher

    Shield(s)Maximum Health / Prismatic 

     

    Traits

    ‘Big Pieces’  (Helmet, Chest, Legs) - Infused / Sturdy

    ‘Small Pieces’ (Belt, Boots, Gloves, Shoulders) Strudy

    Jewelry – Healthy*

    One-Hand Weapon(s) – Defending

    Shield(s) - Reinforced

    * Some overland and dungeon drop sets listed in the Veteran Sets may only drop in jewelry with the Arcane or Robust trait. In such cases and or in the case of the Healthy trait being abnormally rare then using jewelry with Arcane is acceptable. Attributes and or enchantments may need to be altered in such circumstances to insure Maximum Health stays above 28,000.

     

    Block Cost

    With the changes to Siphoning Attacks it is more important now than ever to reduce the cost of blocking as Sap Essence can not longer be used with impunity, furthermore, as a Magicka focused tank rather than Stamina it becomes even more important to get the cost of blocking as low as possible. Here is a break down of what the ideal cost of block should be and how to achieve it.

    • Base cost per block = 2,160
    • 81 Shadow Ward (-24.04%)
    • 7x purple(epic) Sturdy traits (-24.50%)
    • 3x gold (legendary) Shield-Play Enchantments -603 Stamina per block. 
    • Fortress passive (-36%)
    • Defensive Posture + Morphs (-8%)
    • Final cost per block = 174

    Calculations were made using the Youtuber Woeler’s Block Cost Calculator found on his website. (https://woeler.eu/index.php) and used his Block Cost Calculator (https://woeler.eu/index.php?p=blockcost) to determine where our cost of block should be with the combined enchantments, gear traits, champion point investments and passives. I have tested the results using AUI’s Combat Message text option and the results seem to be fairly close.

     

     

    Beginners’ Sets

    For aspiring Mageblade Tanks

    Spoiler: Beginners' Sets

    5 Seducer – 4 Magnus’ Gift – 3 Willpower

    Intended Content: Normal Dungeons – Non DLC Veteran Dungeons

    Tri-Stat Food

    This starting set is intended to give new players all the magicka sustain they will need to learn and practice the rotation by offering a balance of maximum magicka, magicka recovery and spell damage bonuses.

     

    5 Kagrenac’s Hope – 4 Magnus’ Gift – 3 Willpower

    Intended Content: Normal Dungeons – Non DLC Veteran Dungeons

    Tri-Stat Food

    This combination offers a balance of bonuses that bolsters maximum magicka, magicka recovery and spell damage. The 25% reduction to resurrection speed can be help in clutch moments when a boss encounter has taken a turn for the worse.

     

    5 Tava’s Favor – 4 Seducer – 3 Trinimac’s Valor

    Intended Content: Normal Dungeons – Non DLC Veteran Dungeons

    Tri-Stat Food

    This set takes advantage of the increase to ultimate generation from Tava’s Favor while insuring the player has plenty of magicka with four bonuses to magicka recovery to keep it up! A perfect combination for starting players looking to take off the Seducer training wheels while becoming familiar with a set that has served the tanking community well.

     

    Veteran Sets

    For experienced Mageblade Tanks.

    Spoiler: Veteran Sets

    Relentless Knight – All Purpose(Updated)

    • Intended Content – Normal Dungeons – Veteran Dungeons – Normal Trials
    • Tested – Normal Dungeons – Veteran Dungeons
    • Tri-Stat Food
    • 5 Plague Doctor / Ebon Armory / Warrior-Poet – 5 Bloodthorn’s Touch / Armor of the Seducer / Alteration Mastery – 2 Monster Set

    The Relentless Knight no longer focuses exclusively on resource sustainability but rather on the two core needs of a tank; durability and resource sustainability. There are several options here that will achieve roughly the same results. While some may disagree with some of the options such as Warrior-Poet and Armor of the Seducer one must remember that this guide is meant for new and old players as well as the casual and the more dedicated meaning not everyone has time to farm Ebon Armory in ideal traits or the coin to buy Plague Doctor or Alteration Mastery, a set where shields are currently selling for over 200,000g a piece on the open market, yikes!

    For the new and or casual player Armor of the Seducer and Warrior-Poet will be the easiest combination to make. Naturally, you’ll want your belt, boots, chest, gloves, and legs to be Sturdy Armor of the Seducer while using Warrior-Poet jewelry and double one-hand and shields. Armor of the Seducer will reduce the cost of Magicka abilities by 8% as well as increase Magicka sustain. Warrior-Poet offers bonuses to Physical and Spell Resistance on top of Maximum Health and Minor Toughness (+10% Maximum Health) at all times. “But Invellous, Aggressive Horn, and or Warden passives!” Yes, yes… I know, both give Minor Toughness but keep in mind that most groups will not have Aggressive Horn up consistently much less all the time and not every group will have a Warden healer. Using Warrior-Poet still will boost your Health more than Ebon Armory by itself and slightly less than Plague Doctor while not negating the additional effects of Aggressive Horn. It is without question the best bang for your buck if you are a fresh 160cp or just now trying to pickup tanking, a set jewelry with weapons and shields will cost you less than a single Ebon Armory/Plague Doctor/Alteration Mastery shield.

    Older and or rich players can more easily buy Plague Doctor armor pieces with the Sturdy trait or farm Ebon Armory armor pieces and pickup either Bloodthorn’s Touch which till not only increase Magicka sustain but restore Magicka and Stamina when you deal direct damage once every five seconds or Alteration Mastery offering twice the Magicka Recovery and reducing the cost of all of your abilities by 6%. According to the Youtuber and guide writer Gilliam the Rogue the cost reduction affects everything you do down to blocking, bashing, and dodging which is huge and it is only because of his updated video for his Bloodletter build that I suggest it here. Sadly the set is outside of my humble price range but if you can afford it I would pick it up.

    Check out his channel and videos! https://www.youtube.com/user/Scrubmydinner

     

    Ultimate Generator – Maximum Ultimate Generation

    • Intended Content – Normal Dungeons – Veteran Dungeons – Normal Trials
    • Tested – Normal Dungeons – Veteran Dungeons
    • Tri-Stat Food
    • 5 Tava’s Favor – 5 Akaviri Dragonguard – 2 Bloodspawn / 2 Monster Set

    Despite the changes to sustain and Major Evasion the Ultimate Generator set is still a viable opinion. The aim of the set is to further enhance the Nightblade’s ability to generate ultimate. An ideal set for coordinated groups that can make effective use of additional Aggressive Horns during boss encounters and allowing more liberal use of Bolstering Darkness or Shield Discipline if either is needed.

    When you dodge Tava’s Favor will generate 9 Ultimate over 3 seconds. With the Major Evasion’s dodge chance having been reduce to 15% down from 20% this will be triggered less often but enough to not make the set useless. The Akaviri Dragonguard set reduces the cost of your Ultimate skills by 15% as well.

     

    The Original – All Purpose

    • Intended Content – Normal Dungeons, Veteran Dungeons, Normal Trials.
    • Tested – Normal Dungeons – Veteran Dungeons
    • Tri-Stat Food
    • 5 Armor of the Seducer – 5 Bahraha’s Curse – 2 Monster Set

    Even in Morrowind The Original set continues to serves me well as it has since the release of the Thieves Guild DLC pack. Prior to the release of Morrowind this combination saw me through every dungeon on Veteran Mode and every trial on Normal Mode. It even held it’s own in Veteran Dragonstar Arena, Hel Ra Citadel, and Aetherian Archive. A perfect blend of sustain and utility that compliments that play style of a ‘Sap Tank’.

    Bahraha’s Curse, a superb set, simple as that. When you deal damage, you have a 25% chance to create desecrated ground for 5 seconds, which reduces the Movement Speed of enemies within by 70%, damages them for X Magic Damage every 1 second and heals you for 100% of the damage done. This five-bonus has one of the best and most reliable uptimes of any set and can out perform Refreshing Path easily in healing done. While the area-of-effect is small when you position a boss or a trash pack over it you are not dying, simple as that. The one down side is that the set is hard to come by with jewelry now only coming in Arcane and heavy armor pieces coming only from the Thieves Guild main quest rewards. I opt to use double one-hand and shields and three jewelry pieces over the heavy armor as it only comes in Divines, Infused, and Reinforced.

    The Armor of the Seducer, a three trait crafted set that is overlooked by a lot of folks not playing a Magicka damage dealer or healer role. The five-piece reduces the cost your Magicka skills by 8%, a boon during a time such as now where resource sustainability has been drastically reduced, more so now that Leeching Strikes is being taken over Siphoning Attacks. In addition to the cost reduction is comes with two Magicka Recovery bonuses and one Maximum Magicka Recovery bonus which further bolsters Magicka sustain.

     

     

     

    MONSTER SETS

    Spoiler: Monster Sets

    One of the boons of playing a Nightblade tank is that you can swap Monster Sets freely without suffering for it as others might. Each listed set serves a specific purpose and can and should be used as the situation demands.

     

    • Engine Guardian – General Use: Good ol’ reliable Engine Guardian. For many tanks this is the ‘go to’ set. This one is great for sustainability and useful in all situations whether it be a boss fight, trash pull, or simply questing. An all around great choice.
    • Blood Spawn – Ultimate Generation: Another familiar set best used during trash pulls where you will see a major increase in ultimate generation. I find this to be marginally useful in single target fights. Compliments the Ultimate Generator’s Theme.
    • Swarm Mother – Area-of-Effect Crowd-Control: When you block an attack from an enemy that is further than 5 meters from you, you spin strands of spider silk to pull the enemy to you. This effect can occur once every 2 seconds. (Soon to be 1 second in the next update) This set is amazing for any non Dragoknight tank. Combine with Volcanic Rune to help gather and control trash pulls.
    • Pirate Skeleton + Mighty Chudan – Resistance Boost: Both sets come with a one-piece bonus to both Physical and Spell Resistance, a valid option for those seeking to reach the resistance cap; 33,000.
    • 1x Shadowrend / Chokethorn + 1x Pirate Skeleton / Mighty Chudan – Minor Sustain and Resistance Boost: With the change coming to the Defending trait this combination may become a more viable option as it will make up for the nerf to the Defending trait and boost Magica Recovery.
    • Sentinel of Rkugamz – Group Healing and Utility: Another set that compliments the Nightblade tank play style. The one-piece bonus is only a meager 2% Healing Done but the two-piece is quite good. “When you heal a friendly target, you have a 10% chance to summon a dwemer spider that heals for X Health and restores X Stamina to you and your allies within 5 meters every 1 second for 8 seconds. This effect can occur once every 8 seconds.” The only down side is the small area-of-effect and that the spider spawns on the player it triggers off of which can make it a little unreliable if you are trying to get it spawn under you.

     

     

     

    SKILLS

    Bar One: Main Bar

    • Refreshing Path - Damages enemies and heals the player and their group. The skill used to trigger Shadow Barrier. Keep it up at all times.
      Swallow Soul / Funnel Health – Heals for 26% of the damage dealt over 10 seconds. I prefer Swallow Soul because it passively gives Minor Vitality, increasing your healing received by 8%.
    • Puncture – Our main taunt, applies Major Breach and Fracture.
    • Sap Essence – The skill by which ‘Sap Tanks’ took their name. Main source of damage and healing during trash pulls and source of Major Brutality and Sorcery. Should be used sparingly.
    • Absorb Magicka - Slotted primarily for the 8% reduction to block cost. Can be used on boss encounters and or trash pulls where spell projectiles are prevalent.
    • Ultimate: Shield Discipline / Bolstering Darkness / Soul HarvestI prefer to use Shield Discipline as a buffer for my stamina. Blocks automatically at no cost for 6.7 seconds and all One-Hand and Shields skills cost 100% less. A low cost Ultimate. Bolstering Darkness can be used instead as a party wide mitigation tool, useful for when you are the last man standing and need to pick group off of the ground or during a boss encounter where group wide damage is frequent and deadly. Soul Harvest can be used to rapidly generate ultimate during trash pulls and or on boss encounters that spawn enemies throughout the encounter.

     

    Bar Two: Buff / Area-of-Effect Bar

    • Leeching Strikes – Our main source of stamina recovery.
    • Mirage – Grants Major Evasion and Minor Resolve and Ward. Long duration.
    • Inner Rage - Ranged taunt. Compliments the Swarm Mother set.
    • Flex Slot - For this slot there are three options I would suggest. Heroic Slash, a tanking staple that applies Minor Maim to the target and grants Minor Heroism. Requires frequent reapplication due to the short duration but the ultimate generation is worth the extra maintenance. Dark Shades / Shadow Image, both skills will deal more damage than Heroic Slash and will keep Minor Maim up longer, however, it costs magicka. Dark Shades will deal more damage and keep Minor Maim applied more reliably while Shadow Image offers some utility through the teleport ability. Finally, Volcanic Rune, a crowd-control skill best used during trash pulls. While it is not the best crowd-control skill in the game it is a valid option and is amusing to boot. I like to run Heroic Slash for boss encounters and Volcanic Rune on trash pulls.
    • Absorb Magicka Slotted primarily for the 8% reduction to block cost. Can be used on boss encounters and or trash pulls where spell projectiles are prevalent.
    • Ultimate: Aggressive Horn – Provides you and the party with a 10% increase to health, magicka, and stamina and Major Force. The go to ultimate at the start of any boss encounter.

     

     

     

    ROTATION

    A tank’s first and foremost responsibility is to establish ‘aggro’ also known as ‘threat’ in other games on enemies, especially bosses(duh!) and keep it. That is the purpose of the role and the only reason you are there. Dealing damage and healing is secondary. With that in mind it is important to keep all buffs and debuffs refreshed at all times while avoiding hazardous mechanics. This is not always easy to manage. There will be times when a buff or debuff must be forgotten if only momentarily to taunt an enemy to avoid losing aggro. That said, a solid rotation can make the difference and minimize that down time.

     

    Single Target 

    Pre-cast Mirage and Leeching Strikes > Aggressive Horn > Pierce Armor > Refreshing Path > Swallow Soul / Funnel Health > Bar Swap > Heroic Slash(if slotted) > Sap Essence > Swap > Pierce Armor > Refreshing Path > Swallow Soul / Funnel Health > Bar Swap > Mirage > Leeching Strikes > Heroic Slash > Repeat. 

    Pre-cast Mirage and Leeching Strikes before moving in to engage then hit Aggressive Horn if available. Once in range use Pierce Armor and begin the rotation as shown above while light attack weaving each skill. Use Aggressive Horn as it recharges, ideally when the group will have the greatest window of opportunity to deal as much damage as possible without interruption by mechanics.

    If you need a mitigation is needed then defer to over Aggressive Horn. If you are running low on stamina and a potion is not available do not be afraid to use Shield Discipline, a dead tank is more damaging to the group and to trial times then the loss of a Aggressive Horn.

     

    Area-of-Effect

    Pre-cast Mirage and Leeching Strikes > Refreshing Path > Pierce Armor / Inner Rage > Swallow Soul / Funnel Health > Sap Essence* > Volcanic Rune as desired. 

    Unfortunately Zenimax Online Studios has decided not to introduce a taunt skill that targets more than one enemy. What this means is that target prioritization is key, specifically in harder content. Melee target are the most apparent threat and should be taunted as quickly as possible. Archers and casters can be taunted with Inner Rage if equipped. Inner Rage becomes especially valuable in content such as veteran Imperial City where there are multiple dangerous enemies that are easier to control if taunted with Inner Rage before engaging them at melee range. If you have Swarm Mother equipped you can block ranged targets’ attacks to pull them to you

    Make sure to keep Refreshing Path and Swallow Soul / Funnel Health active at all times as well as Leeching Strikes and Mirage. Sap Essence should be use sparingly due to the cost of the spell, over using this spell can quickly drain all of your magicka. Volcanic Rune if equipped compliments Swarm Mother and can be used to keep enemies from rushing group members and or to buy you time to taunt specific enemies.

     

     

    Videos

    Below are various videos I have upload to Youtube displaying various feats. This section will gradually see updates by way of additional videos.

     

     

     

     

    Addons

    Below is a list of addons that I find to be very useful for not just tanking but playing in general in a PvE setting.

     

     

     

    Shoutout(s)

     

    @mrowmrif2, for all of your advise thorough out all these long months. Without your help this could never have been accomplished.

    Zatani, Jade Drakkan, and K’tea of Ebonheart Pact, for you three letting me tank our khajiit all star team runs which has helped me further test my build to improve it!

    Quiz of Aldermi Dominion and all of the members of Kings and Thieves, you guys have helped me stress test it in veteran Imperial City Prison and White-Gold Tower and I have had a blast doing so! Looking forward to tanking in trials ones day with you and new content.

     

     

    Critiques and feedback are both appreciated and welcomed!

    Thank you for dropping by and happy tanking!

    • This topic was modified 1 month ago by Profile photo of Invellous Invellous.
  2. Profile Photo
    liv3mind

    Expert

    Total Posts: 337

    Altmer Sorcerer

    cool build

    ****Memento Casorum****

     

     

  3. Profile Photo
    Invellous

    Adept

    Total Posts: 179

    Khajiit Nightblade

    liv3mind said on April 6, 2016 :

    cool build

     

    Thank you Liv3mind! Funny, my phone notification shows you asked about the build’s application but the message here is much shorter. To answer the question if only for reference is tanking of daily normal and veteran dungeons including White-Gold Tower and Imperial City Prison, and I have recently gotten a chance to test it in normal Maw of Lorkhaj with the more offensive set and it did fine, no difficulty surviving.

     

    As the opening statement says a lot of credit goes to @Mrowmrif2.

  4. Profile Photo
    liv3mind

    Expert

    Total Posts: 337

    Altmer Sorcerer

    @invellous yeah i edited it out because i realized i had already read that it was applicable to most content. i like the idea behind it, and see the connections to @firmwo…..errrr @mrowmrif2 ‘s build.

    This is in regards to the defensive build:

    would there be a reason not to run block reduction on the jewelry instead of spell power? this would likely allow you to free up ever needing posture and allow one of your flex skills to possibly become full time.

    This is a general question:

    also does spell damage as tank (especially in harder content where your not able to dps most of the time) make a difference? i see where it would for daily pledges and the offensive set looks really good for dsa as well. an addition to that comment would be mundus, i would think running atronach/serpent, or even ritual would be better (more beneficial) than theif? what does your crit sit at with the theif?

    ****Memento Casorum****

     

     

  5. Profile Photo
    Invellous

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    Khajiit Nightblade

    liv3mind said on April 6, 2016 :

    @invellous yeah i edited it out because i realized i had already read that it was applicable to most content. i like the idea behind it, and see the connections to @firmwo…..errrr @mrowmrif2 ‘s build.

    This is in regards to the defensive build:

    would there be a reason not to run block reduction on the jewelry instead of spell power? this would likely allow you to free up ever needing posture and allow one of your flex skills to possibly become full time.

    This is a general question:

    also does spell damage as tank (especially in harder content where your not able to dps most of the time) make a difference? i see where it would for daily pledges and the offensive set looks really good for dsa as well. an addition to that comment would be mundus, i would think running atronach/serpent, or even ritual would be better (more beneficial) than theif? what does your crit sit at with the theif?

     

    I have considered using block reduction glyphs and as @Mrowmrif2 suggested to another player reduced spell cost glyphs, however, I only have the one set of Willpower rings which is also used for my DPS set so I use spell power. Spell power does translate into more damage and more healing which is benefitical and to be honest I can not remember a time where I have died with my block up except against enraged atronachs in veteran Imperial City. I think they are a perfectly valid option especially if you going to full resistance route for trials and aiming to do Maw of Lorkhaj as enemies do reduce your resistances there. I personally do not run Defensive Posture or Stance as I find it too situational, and again have not encountered many instances where it would have saved me.

     

    With Inner Light it sit around 43.00% with no Divines pieces, again this is a choice made with my DPS set in mind. As I mentioned in the Mundus section Atronach is a good choice for the recovery. The main benefit of the nightblade is resource sustainability and that stone fits in nicely with it especially for those with a lower Champion Point total and using the defensive set without Trinimac to bolster their recovery. That said, I do plan to look at other Mundus stones more closely and test them out now with the guide up and rolling.

     

    In regards to options I looking at maybe picking up a set of Pariah(SP?) jewelry to use in the offensive set, at least to have for swapping when needed as that set with 27 points in Spell Shield should reach the resistance cap in both categories in full heavy armor with buffs.

     

     

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    mrowmrif2

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    Khajiit Nightblade

    Good stuff buddy :)

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    Duke-of-Daggerfall

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    Breton Nightblade

    Im running an offensive tank build.  4 piece bulwark, 5 piece Clever Alchemist the 5th on my resto bar.  Im saving a flex spot for either a kena helm or a DSA masters sword.  Whichever comes first.

     

    With tri stat glyphs on the 4 bigs, reinforced shoulders and feet and infused on the rest spell damage on willpower, defending sword I sit at; 31000 magicka, 30000 HP and 12000 stamina.  With blue magicka and HP food.  As a Breton I naturally have 4000 spell resist so I dont have to work as hard hit that cap.  Fully buffed resistance is over 30 000 for each.  Will be more once all my gear is yellow.  I have 2150 spell power before alchemist.

    My swallow souls hit like a truck fully buffed and the heal returns are quite large as a result.  This build works great as a zerg gank tank in pvp.  Pop your potion, hit proxy lotus fan in and soul tether/sap away.  I need to swap out 3 piece trinimac jewelry for willpower for more sustain

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    Invellous

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    Khajiit Nightblade

    Duke-of-Daggerfall said on April 6, 2016 :

    Im running an offensive tank build. 4 piece bulwark, 5 piece Clever Alchemist the 5th on my resto bar. Im saving a flex spot for either a kena helm or a DSA masters sword. Whichever comes first.

    With tri stat glyphs on the 4 bigs, reinforced shoulders and feet and infused on the rest spell damage on willpower, defending sword I sit at; 31000 magicka, 30000 HP and 12000 stamina. With blue magicka and HP food. As a Breton I naturally have 4000 spell resist so I dont have to work as hard hit that cap. Fully buffed resistance is over 30 000 for each. Will be more once all my gear is yellow. I have 2150 spell power before alchemist.

    My swallow souls hit like a truck fully buffed and the heal returns are quite large as a result. This build works great as a zerg gank tank in pvp. Pop your potion, hit proxy lotus fan in and soul tether/sap away. I need to swap out 3 piece trinimac jewelry for willpower for more sustain

     

    Sounds like a solid build that takes advantage of your character’s racial resistance passive. Imagine with a higher base spell power and a healthy investment in both Hardy and Elemental Defender you can hold your own. My only concern is I do not see any recovery, which would not improve if you trade out Trinimac for Willpower. That said, again I imagine being a Breton helps.

     

    Not sure how I feel about Master Sword, if I was to any one of the two it would be the Kena piece which can just as elusive. One thing to avoid is the Molag Kena two-piece as it is easy to proc by mistake and the increase cost can hurt.

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    Duke-of-Daggerfall

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    Breton Nightblade

    I might get some willpower cost reduction jewlery if I see issues.  I tanked vet city of ash for the first time with this build and we only had one wipe.  The only dungeon Ive had trouble with was kena since I hadn’t run it before and I was unfamiliar with the mechanics.  Normally we just burn everything to the ground.  I pull almost 3000 spell damage when Clever Alchemist is up.  It will be more once I get a kena helm.  I light attack weave my swallow souls, pretty much weave everything so my resource management isnt too much of an issue. Its not the same as the good Ol’ twisting path proc days but you have to evolve with every patch.

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    Invellous

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    Khajiit Nightblade

    Duke-of-Daggerfall said on April 6, 2016 :

    I might get some willpower cost reduction jewlery if I see issues. I tanked vet city of ash for the first time with this build and we only had one wipe. The only dungeon Ive had trouble with was kena since I hadn’t run it before and I was unfamiliar with the mechanics. Normally we just burn everything to the ground. I pull almost 3000 spell damage when Clever Alchemist is up. It will be more once I get a kena helm. I light attack weave my swallow souls, pretty much weave everything so my resource management isnt too much of an issue. Its not the same as the good Ol’ twisting path proc days but you have to evolve with every patch.

     

    That you do, which is why originally when Thieve’s Guild was announced I was bouncing ideas off of @Mrowrif2 and settled on 5x Seducer – 4x Magnus and 3x Willpower or Trinimac with 4x Song of Lamae and some Champion Point alternatives. The idea as we reasoned was to ensure sustain was never an issue in the magicka department.

     

    Veteran white-Gold Tower and Imperial City Prison are a whole new ball game from the other dungeons; demanding more coordination, better damage and healing output and a good tank. Imperial City Prison is more difficult on the way in than towards the end I feel whereas White-Gold Tower becomes more challenging the farther you go in. Both require more thoughtful play styles.

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    Duke-of-Daggerfall

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    Breton Nightblade

    My first tank set was 5 piece seducers and 4 bulwark.  I had much lower resources and next to nothing for spell damage.  I found myself good at PVE but hitting like a wet noodle in PVP.   My goal was to build a set of gear that could fit both play styles.  I love being right in the middle of the action in pvp and pve and with the burst and survival of this build im more than just a distraction in PvP.  I kill people, groups of people and I am tough to bring down.

    I watched a few videos of Nightblades tanking Kena and I picked up a few ideas.  I like to try dungeons first before reading the guide or watching videos.  Back in my day you had to buy Nintendo Power to figure things out.

     

    Cheers to your build and good luck with your guide!

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    mrowmrif2

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    Duke-of-Daggerfall said on April 6, 2016 :

    My first tank set was 5 piece seducers and 4 bulwark. I had much lower resources and next to nothing for spell damage. I found myself good at PVE but hitting like a wet noodle in PVP. My goal was to build a set of gear that could fit both play styles. I love being right in the middle of the action in pvp and pve and with the burst and survival of this build im more than just a distraction in PvP. I kill people, groups of people and I am tough to bring down.

    I watched a few videos of Nightblades tanking Kena and I picked up a few ideas. I like to try dungeons first before reading the guide or watching videos. Back in my day you had to buy Nintendo Power to figure things out.

    Cheers to your build and good luck with your guide!

    Haha nintendo power…  Thats awesome.  I was helping my mom prep for moving out of her house and in the basement found my old rubbermaid tub full of nintendo powers… Final fantasy 1 guide…  Double dragon 2.  Yeeeah incoming 80s nostalgia burst gooooo!

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    Duke-of-Daggerfall

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    Double dragon 2 is still one of my all time favorite games.  I played the origional in the Arcade.  Before Nintendo you had to go to the arcades to play the best games.  While I loved my Intellevision it couldn’t compare to DD 1 and 1943.  I even played the origional Street Fighter 1 in arcade, X men arcade, Gauntlet, Golden Ax, Teenage Mutant Ninja Turtles, Final Fight.  Too many to name really.

    Sorry for taking your thread off topic.

     

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    CasNation

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    Haven’t actually finished reading the build guide but lol at Morrowind  reference. The choice is mine dammit! And I choose to name myself Nerevar and play a class named ‘Incarnate’ every time!

    I love the times in game when characters are like “Nerevar’ this may be hard to believe, but you might be…the Nerevarine…” XD

    Sorry, carry on. I’ll post my real thoughts later. They will likely involve being jealous of your outlaw heavy armor.

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    sAnn

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    Redguard Nightblade

    Daggerfall Covenant

    I’ve been considering nightblade tank for a quiet some time now, but I’ve never give it a fair shot yet. Thus, I really appreciate this guide.

    My first issue is regarding itemization. I had no idea how to balance proper mitigation with enough sustain and some damage. I always thought Leeching plate would be an interesting set for sap tanks. But would need sustain or dmge somewhere and then you would loose mitigation. Everything reinforced looks to be a good answer for it.

    My second issue is about mass cc, I feel like talons / encase are super important for proper dps. You haven’t an answer for that either, so I guess we just need to suck it up.

    Thanks for the guide again! Very informative.

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    Invellous

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    sAnn said on April 7, 2016 :

    I’ve been considering nightblade tank for a quiet some time now, but I’ve never give it a fair shot yet. Thus, I really appreciate this guide.

    My first issue is regarding itemization. I had no idea how to balance proper mitigation with enough sustain and some damage. I always thought Leeching plate would be an interesting set for sap tanks. But would need sustain or dmge somewhere and then you would loose mitigation. Everything reinforced looks to be a good answer for it.

    My second issue is about mass cc, I feel like talons / encase are super important for proper dps. You haven’t an answer for that either, so I guess we just need to suck it up.

    Thanks for the guide again! Very informative.

    I am currently on break at work so I will quickly respond to this and others after my shift. The ‘offensive’ set with the suggested Champion Point allocation allows you to find that balance of sustain, damage, and mitigation. In that set I sit deathly close to 30,000 resistances buffed with 1,900 spell damage and 40%+ spell crit chance and 1,000+ magicka recovery while having my spells’ cost  reduced by 24% thanks to the Seducer set’s five-pierce bonus and 100 Champion Points in Magician. I run veteran White-Gold Tower and Imperial City Prison scaled to v.16 easily… With a decent group of course. Kind in mind no setup can save you from a bad pickup group.

     

    Also you can use Volcanic Rune or Soul Tether for group CC but that is about it, crowd-control is one of the core themes and benefits Dragonknight’s enjoy as tanks.

    • This reply was modified 1 year, 4 months ago by Profile photo of Invellous Invellous.
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    fatgrimreaper

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    Orc Dragonknight

    Looks really cool!! I can’t wait to try it out on my Khajiit NB.

     

    I do have one question though…. Being a Magicka based tank, could you replace the Major Fracture/Breach from Pierce armor with Reaper’s Mark and just use Inner Rage as your taunt?

    The debuff from Mark(20 seconds) is longer than Pierce Armor(12 seconds).

    Confirmed Noob

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    mrowmrif2

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    fatgrimreaper said on April 7, 2016 :

    Looks really cool!! I can’t wait to try it out on my Khajiit NB.

    I do have one question though…. Being a Magicka based tank, could you replace the Major Fracture/Breach from Pierce armor with Reaper’s Mark and just use Inner Rage as your taunt?

    The debuff from Mark(20 seconds) is longer than Pierce Armor(12 seconds).

    You COULD but a couple things…  Inner rage has a very large magicka cost compared to the lower stamina cost of oierce… Inner rage animation is pretty terrible, and as a ranged taunt it can be difficult to aim and be sure you actually hit.  It is less difficult to sustain stamina than magicka (believe it or not), so using stamina as your taunt is nice.  Plus you will be taunting more than once every 12 seconds anyway, so it isnt like the debuff will ever be down.

  19. Member Avatar
    fatgrimreaper

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    Orc Dragonknight

    mrowmrif2 said on April 7, 2016 :

    fatgrimreaper said on April 7, 2016 :

    Looks really cool!! I can’t wait to try it out on my Khajiit NB.

    I do have one question though…. Being a Magicka based tank, could you replace the Major Fracture/Breach from Pierce armor with Reaper’s Mark and just use Inner Rage as your taunt?

    The debuff from Mark(20 seconds) is longer than Pierce Armor(12 seconds).

    You COULD but a couple things… Inner rage has a very large magicka cost compared to the lower stamina cost of oierce… Inner rage animation is pretty terrible, and as a ranged taunt it can be difficult to aim and be sure you actually hit. It is less difficult to sustain stamina than magicka (believe it or not), so using stamina as your taunt is nice. Plus you will be taunting more than once every 12 seconds anyway, so it isnt like the debuff will ever be down.

    Makes sense, thanks

    Confirmed Noob

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    Invellous

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    Duke-of-Daggerfall said on April 7, 2016 :

    Double dragon 2 is still one of my all time favorite games. I played the origional in the Arcade. Before Nintendo you had to go to the arcades to play the best games. While I loved my Intellevision it couldn’t compare to DD 1 and 1943. I even played the origional Street Fighter 1 in arcade, X men arcade, Gauntlet, Golden Ax, Teenage Mutant Ninja Turtles, Final Fight. Too many to name really.

    Sorry for taking your thread off topic.

     

    No worries! I remember those days as well.

     

     

    CasNation said on April 7, 2016 :

    Haven’t actually finished reading the build guide but lol at Morrowind reference. The choice is mine dammit! And I choose to name myself Nerevar and play a class named ‘Incarnate’ every time!

    I love the times in game when characters are like “Nerevar’ this may be hard to believe, but you might be…the Nerevarine…” XD

    Sorry, carry on. I’ll post my real thoughts later. They will likely involve being jealous of your outlaw heavy armor.

     

    I look forward to it! I could make a set of Outlaw gear for you with the above traits and set bonuses provided you have the materials and are on the North American server.

     

     

    mrowmrif2 said on April 6, 2016 :

    Good stuff buddy

     

    Thank you my friend! And for answering @fatgrimreaper‘s question. :)

     

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