[2.6] Invellous's Mageblade Tank Guide – Update In Progress

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    Invellous

    Adept

    Total Posts: 145

    Khajiit Nightblade

    Invellous’s Mageblade Tank Guide

    One Tamriel Ready!

     

    Changelog 

    10/23/2016: Updated for One Tamriel! Adjusted Champion Point section to reflect new cap. Edited Mundus Stone section. Edited Beginner’s Set, All-Purpose, and Ultimate GeneratorAll-Purpose now offers additional options. New Monster Sets section added. Skills have been adjusted slightly. New Videos section added.

    9/18/2016: Big update finally finished! A near complete re-write of the original. Format changes. Additional information added! Multiple sets added including a potential Update 12 set.

     

     

    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 khajiit and take a look!

     

     

    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 resource sustainability.
    • Superb Ultimate generation.

    Cons:

    • Lacks both accessible and reliable crowd-control skills.
    • Lacks damage shield skills
    • Lacks strong direct healing skills.
    • Less viable before 300 Champion Points.

    Bearing in mind both the advantages and disadvantages of the nightblade class as described above I have chosen to focus my attention on enhancing the defining elements that make a magicka nightblade not only an effective but competitive tanking class. To accomplish this I have chosen sets that offer bonuses to Maximum Magicka, Magicka Recovery, Spell Damage and utility that compliments both the skills used, proposed rotation and the overall ‘rhythm’ of the play-style 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 the two work together to increase both Physical and Spell Resistance by 6,270 at max level!

     

     

    Race

    There are several strong options for this build that compliments any number of the propose set combinations. Three of which are ideal for playing both a damage dealer and tank while the last is more ideal for a strict tank setup.

    Argoni offers bonuses to Maximum Health(3/6/9%), Maximum Magicka(1/2/3%), and both healing done and received(1/3/5%) you will be hard pressed to find a better choice , especially when you take into consideration the bonus they receive when drinking resource restoring potions such as tri-stat potions, restoring upwards to 12% more resources! Altmer and Breton are tied for second.

    Altmer offers greater resource management and total with a bonus to Maximum Magicka(4/7/10%) and Magicka Recovery(3/6/9%). The bonus damage to Flame, Frost, and Shock Damage(2/3/4%) is appreciated but underwhelming.

    Breton stands side by side the ‘superior’ *cough* elf with a bonus to Maximum Magicka(4/7/10%), and Spell Resistance(1,320/2,640/3,960) which would bring your Spell Resistance closer to the cap(33,000) when you have the following buffs active; Minor Resolve, Minor Ward, Major Resolve, and Major Ward. They also offer a minor reduction to the Magicka cost of abilities, upwards to 3%.

    Imperial is another strong choice with a massive bonus to Maximum Health(4/8/12%) and a strong bonus to Maximum Stamina(4/7/10%) giving them some of the biggest boosts to much needed resources. The Red Diamond passive also serves as another source of healing if not unreliable.

    Currently I play a Khajiit, which is the absolute worst race for this build. I chose the race because I love the race and their lore, and I role-play one as well. Despite not having any bonuses to essential stats I have had great success in playing this build and have used it in all of the Trials on normal, the newest dungeons on both veteran and hard mode and even veteran Dragonstar Arena. So if you did not pick one of the above ‘superior’ races then do not fret, you will still be able to play as a magicka nightblade tank and be successful!

     

     

    Attributes

    Your attribute allocation may vary from my own depending on the race you chose for your nightblade and the number of Champion Points you have access to. Currently my magicka nightblade tank is a Khajiit and I possess roughly 540 Champion Points at the time of this writing. With the sets that I use and the number of Champion Points that I have invested I am able to reach the Health milestone of 28,000+ Maximum Health with food buffs without investing a single point into the Health attribute. I currently use epic 160cp tri-stat food.

    Health: 0(+/-) - Invest here if your character’s Maximum Health is below 28,000+ with their Champion Points spent, food buff applied, and gear and skills equipped on their main bar.

    Magicka: 64(+/-) - Once you can achieved a minimum of 30,000 Health with food buffs then you should invest any remaining attributes here.

    Stamina: 0 - You will generate enough Stamina via Siphoning Attacks that you will not need to invest a single point into Stamina to maintain a healthy level throughout encounters.

     

     

    CHAMPION POINTS

    The below allocation has been adjusted to assume that readers possess the maximum number of Champion Points in each category, 187 points. Keep in mind this allocation can change based upon your character’s race, the gear you are wearing and the content you are facing. They are placed assuming you have four pieces of epic 160cp gear with the Sturdy trait.

    The Warrior:

    • 73* Elemental Defender(20.1%).
    • 73* Hardy(20.1%).
    • 41 Quick Recovery(9.6%).

    The above allocation offers a balance of mitigation and a modest bonus to healing received. This is my go to for nearly all content with the exception of a veteran Trials.

    * I would highly recommend when going into a veteran Trial that you boost either Elemental Defender or Hardy to 100. Which one will be determined based upon the primary source of damage in the Trial. For the Craglorn Trials I would advise 100 into Hardy, especially in Hel Ra Citadel where you will be taking a LOT of physical damage. Once I have experienced other veteran Trials as a tank I will be able to recommend other allocation options.

     

    The Thief:

    • 62 – 90* Magician(12 – 15%).
    • 62* – 73 Arcanist(17.9% – 20.1%).
    • 35 Shadow Ward(12%).
    • 17 Flex Points. Can be placed anywhere. Worthy spots are Arcanist, Tumbling, and Warlord.

    The above allocation assumes you are using a set that incorporates five-piece Seducer. Fairly standard to most caster builds with points drawn from Magician and placed into Shadow Ward. The remaining points may be placed as you desire. As I play a Khajiit I put enough excess points into Arcanist to reach over 1,300 Magicka Recovery and place remaining points into Warlord. A Altmer may do so as well. A Breton could place them into Magician to reduce to cost of their spells by 24.9%!

    * Indicates allocation options meant for a set that DOES NOT incorporates the five-piece Seducer set.

     

    The Mage

    • 73 Elemental Expert(20.1%).
    • 73 Blessed(20.1%).
    • 14 Spell Erosion(879)
    • 27* Thaumaturge(10%)

    The above allocation aims to increase your raw damage and healing with points invested into both Blessed and Elemental Expert. I am currently trying out different allocation setups for the remaining 41 points you see in Spell Erosion. I placed them there as I feel Elfborn may contribute less due to the build possessing such a low Spell Critical but the bonus to spell critical strikes may be better, still testing it out. Part of the reason I placed them there is because the Build Editor found on UESP showed that Spell Erosion yielded higher Effective Spell Power. Now, I will state  I am not math guru, and never will I claim to be. If someone out there finds a better allocation then please feel free to share it in the comments. Credit will of course be given.

    * Indicates a allocation aimed to achieve a more balanced setup that is easier to change and redistribute when swapping from a tank build to a damage dealer build.

     

     

    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. I have also used The Thief and often do outside of Trials and veteran Dragonstar Arena as it makes it easier to swap from tank to damage dealer.

     

     

    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 detailed break down of Block Cost and the math behind it, 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 ‘advance’ sets intended for players more familiar with the game with 300 or more Champion Points. Setst 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 - 1 Reduce Block Cost – 2 Reduce Spell Cost

    One-Hand Weapon(s) - Crusher

    Shield(s)Maximum Health / Prismatic 

     

    Traits

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

    ‘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 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.

     

     

    Sturdy Explained

    As stated above I have chosen Sturdy to help reduce the cost of blocking and to help increase stamina sustainability. But you might be asking, “how do I determine how much is enough and the exact cost?” Well, first off let me direct you to the link below. After a quick look at that you can start to do your own ‘napkin math’ to figure out where your character is. Thankfully I have done that already. Below you will see the results of my own ‘napkin math.’

    https://forums.elderscrollsonline.com/en/discussion/265399/detailed-explanation-of-block-cost-changes/p1

    Spoiler: Napkin Math

    Block Cost ‘Napkin Math’

    • Base Block Cost = 2,160 Stamina
    • Fortress Passive(-36%) + 4x epic 160cp Sturdy(-14%) = (50%) 1,080 Stamina
    • Fortress Passive(-36%) + 4x epic 160cp Sturdy(-14%) + Defensive Posture(-8%) + 2.2% Shadow Ward; 3 CPs = (60%) 864 Stamina
    • Fortress Passive(-36%) + 4x epic 160cp Sturdy(-14%) + Defensive Posture(-8%) + 12% Shadow Ward; 35 CPs = (70%) 648 Stamina
    • Fortress Passive(-36%) + 4x epic 160cp Sturdy(-14%) + Defensive Posture(-8%) + 17.1% Shadow Ward; 58CPs = (75%) 540 Stamina
    • Epic 160cp Shielding Enchantment, reduce block cost by 191(roughly -11.3%)

     

    Now if you read the thread in the link you know that the cost of blocking can only be reduced so far. As you can see above the cost of block reduction from Shadow Ward starts to become quite expensive. 58 Champion Points to reach close to the cap on block cost, yikes! This is why I have chosen to use at least four pieces of Sturdy gear as the value it gives is in my opinion the best you can get.

    Now you might be thinking, “okay, this is great! But what am I aiming for here Invellous?” Well that all depends on the content you are aiming for. In my opinion 50% is more than enough for normal dungeons with 60% being more ideal as you are likely going to be using Defense Posture or any of it’s morphs anyways regardless if you are following this guide to the letter. I would also suggest placing one Shielding enchantment on your necklace to bring the cost down from 864 to 673. This will allow you to invest more Champion Points into Arcanist and Tumbling for most content, however, if you are going to do harder content like veteran Dragonstar Arena, or veteran Trials then I would suggest aiming for 70% with the one enchantment which will bring the cost down from 648 to 457, closer to the cap without investing all of those Champion Points! 70% is also a good choice if you tend to panic when trying to handle a lot of enemy NPCs in trash packs. I am looking at you Hel Ra Citadel!

    Now, if you are not wholly convinced that this is an effective means in which to increase stamina sustainability then let me remind you that our lord and savior Siphoning Attacks restores 1,090 Magicka AND Stamina on each Light and Heavy Attack. Let us say you decided to go with the 50% milestone or even 60% and weave in Light Attacks, each one in essence buys and or pays for two blocks. If you go the 70% route each one buys and or pays for four blocks. Now consider the different costs and divide it out of your Maximum Stamina and consider how many blocks you will end up spending in a trash pull, one where the enemies hit hard! Once you start to do the math it starts to make sense, yes? This is of course not factoring in the proc chance on Siphoning Attacks for the extra 2,181 Magicka and Stamina.

     

     

    Beginners’ Sets

    For aspiring Mageblade Tanks

    Spoiler: Beginners' Sets

    5 Seducer – 4 Magnus’ Gift – 3 Willpower

    Tested – Normal Dungeons – Veteran Dungeons – Normal Trials

    Tri-Stat Food

    This combination takes advantage of Seducer’s five-piece bonus to make up for a lower Champion Point total and or allow greater flexibility. While not the most interesting of combinations players will enjoy superior resource sustainability thanks the Seducer’s five-piece, Block Cost reduction and Tri-State food.

     

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

    Tested – Normal Dungeons – Veteran Dungeons – Veteran DSA

    Tri-Stat Food

    This combination offers a balance of bonuses that bolsters Maximum Magicka, Magicka Recovery and Spell Damage. The 25% reduction in resurrection speed helps players in clutch situations that can save a group from a total wipe!

     

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

    Tested – Normal Dungeons – 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 serves as a staple for main tanks in harder content!

     

    Veteran Sets

    For experienced Mageblade Tanks.

    Spoiler: Veteran Sets

    Relentless Knight – Maximum Resource Sustain

    • Tested – Normal Dungeons – Veteran Dungeons – Normal Trials – Veteran Trials – Veteran DSA.
    • Tri-Stat Food
    • 5 Seducer – 5 Bahraha’s Curse – 2 Monster Set

    The Relentless Knight set is design with maximum resource sustainability in mind. This is achieved by using the Seducer set to further reduce the cost of spells and allow a greater flexibility in Champion Point allocation. This when combined with Bahraha’s Curse in ideal traits alongside Tri-Stat food nets both healthy resource pools and an additional strong reliable personal heal. This set is capable of dropping The Atronach mundus stone in favor of The Ritual and still maintain sustain magicka without fail.

     

     

    Night Cleric – Group Support

    • Tested – Normal Dungeons – Veteran Dungeons
    • Tri-Stat Food
    • 5 Bahraha’s Curse / 5 Tava’s Favor – 5 Spell Power Cure – 2 Sentinel of Rkugamz 

    The Night Cleric set focuses on group support and healing by taking advantage of a popular set among healers; Spell Power Cure, boosting both the Night-Cleric’s and the groups Weapon and Spell Damage by using several skills and sets to trigger it as often as possible.

    Bahraha’s Curse while difficult to obtain in ideal traits will increase self-healing substantially while increasing Spell Power Cure’s up-time, insuring it stays on the Night-Cleric more often increasing damage and healing output. This set can be exchanged for the far easier to acquire set Tava’s Favor to push out more Aggresive Warhorns.

    Sentinel of Rkugamz is ideal for this set and will not only increase stamina sustain but that of damage dealers well. The lock-out period is short enough to not outright break the set. Swarm Mother can be used in place of this set to make trash pulls more manageable. For boss fights Chokethorn is a viable option as is Engine Guardian to a far lesser extent.

    Swallow Soul can be changed over to Funnel Health to increase the up-time of Spell Power Cure on group members but will reduce personal healing in take and thus up-time on Spell Power Cure.

     

    Credit is owed to the renown player and build creator, Deltia for the inspiration to use Tava’s Favor with Spell Power Cure. His build ‘The Catalyst’ is a fun alternative to the Night Cleric set and is worth looking into!

    http://deltiasgaming.com/eso-nightblade-tank-build-2/

     

     

    Ultimate Generator – Maximum Ultimate Generation

    Tested – Normal Dungeons – Veteran Dungeons

    Tri-Stat Food

    5 Tava’s Favor – 5 Akaviri Dragonguard – 2 Bloodspawn / 2 Monster Set

    The Ultimate Generator aims to increase a Mageblade tank’s ability to generate Ultimate as quickly as possible to push out more Aggresive Warhorns and or Veil of Blades. The base set, Tava’s Favor is a well known set used by a lot of tanks. It offers a bonus to Maximum Health, Magicka Recovery and Stamina Recovery. Decent bonuses but the five-piece is what makes it, when you dodge an attack you generate 9 Ultimate over 3 seconds. This when combined with proper Mirage upkeep will keep the Ultimate coming in steadily!
    Akaviri Dragonguard is now much easier to acquire and much cheaper to buy! This set has some great bonuses; 4% Healing Taken, Maximum Health, and Magicka Recovery AND reduces Ultimate cost by 15%! There is a lot of value there and now with it being so easy to pickup it makes Blessing of Potentates a thing of the past.

    Also, if you wish to use Decisive on your one-hand weapons over Defending that is perfectly acceptable, however, for harder content such as Trials I would stick with Defending for the bonus to your Resistances.

    For single target Blood Spawn is perfectly acceptable to use, however, for trash packs put on Swarm Mother as you will be on your back bar and generating more than enough Ultimate with Soul Harvest. Engine Guardian is another option for single target as it will help bolster sustainability in place of Seducer.

     

    TrialBlade – Trial Set

    • Tested – Normal Dungeons – Veteran Dungeons – Normal Trials – Veteran Trials – Veteran DSA
    • Witchmother’s Potent Brew Orzorga’s Red Frothgar Tri-Stat Food
    • 5 Tava’s Favor – 5 Vampire Cloak – 2 Monster Set
    • 5 Tava’s Favor – 5 Bahraha’s Curse – 2 Monster Set

    The TrialBlade set has two available combinations.

    The first aims to make up for the lack of a damage shield by opting for Vampire Cloak, a set that offers a bonus to Spell Damage, two bonuses to Maximum Health and Minor Protection at all times, reducing damage by 8%. This set is ideal for fights where the boss deals a LOT of damage in one blow or in several rapid blows such as the Warrior rather than aiming to heal through with Bahraha’s Curse. Witchmother’s Potent Brew can be used to make up for magicka sustain if it becomes a problem, or Tri-Stat food if it is not.

    The second is to opt for Bahraha’s Curse over Vampire Cloak. Rather than aim to reduce damage in take this combination uses Barhaha’s Curse to deal additional damage and healing, an ideal set to use when using Sentinel of Rkugamz on boss fights to increase the up-time, giving both the tank and damage dealers in melee range an additional source of healing and stamina sustain.

     

     

     

     

    MONSTER SETS

    Spoiler: Monster Sets

    One of the boons of playing a MageBlade 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

    Let me start by saying I LOVE this set, truly. This is Zenimax Online Studio’s greatest gift to the MageBlade Tank in a long time. 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. With this set you basically have chains! The only enemy type I have noticed that it will not pull are bosses. This is my go to between boss fights. Get it, use it, love it!

    Grothdarr – Damage / Solo content

    Finally a use for all of those Grothdarr pieces you got that were not Divines! This set is amazing in area-of-effect pulls for damage. I have hit over 30,000 DPS with this set on my tank. By and large less useful than Swarm Mother for trash pulls. It is a decent set to use during a boss fight in a dungeon that is a cake walk for you and your group.

    Pirate Skeleton + Mighty Chudan – Resistance Boost

    By far the least interesting of the sets but if you want to increase your resistances so that they are closer to the cap then this is the combination for you. If you do not need the damage from Grothdarr, the sustain from Engine Guardian or Ultimate from Blood Spawn than using one piece from each of these sets is perfectly acceptable. If you do use this do yourself a favor and use the Pirate Skeleton helmet for some extra style points, like me!

     

     

     

     

    SKILLS

    Bar One: Main Bar

    Puncture – Our main taunt, applies Major Breach and Fracture.
    Siphoning Attacks – Our lord and savior, and the reason that nightblades possess superb resource sustainability.
    Refreshing Path - Damages enemies and heals the player. The skilled use to proc Shadow Barrier. Keep it up at all times.
    Swallow Soul / Funnel Health – Spammable skill. Applies a heal over time buff. Use with Light Attack weaving.
    Defensive Posture / Absorb Magic – There for the 8% reduction in block cost. I rarely use it myself. Can be swapped for Inner Light in easier content. Stalwart Guard is another viable option.
    Ultimate: Veil of Blades / Aggressive Horn or Shield Discipline* – Both are perfectly acceptable options. In Trials always differ to Aggressive Warhorn unless mitigation is demanded.

     

    Bar Two: Buff / Area-of-Effect Bar

    Mirage – Source of Major Evasion, Minor Resolve and Ward.
    Heroic Slash – Source of Minor Heroism and Minor Maim. I no longer recommend Dark Shadows as they can still steal Spell Power Cure procs.
    Inner Rage - Ranged taunt. Compliments the Swarm Mother set.
    Sap Essence – The skill by which a Sap Tank took it’s name. Main source of damage and healing during trash pulls, and source of Major Brutality and Sorcery. Can be used repeatedly to heal.
    Defesive Posture / Absorb Magic – See Above
    Ultimate: Soul Harvest – The only Ultimate that should be on your back bar. The Ultimate generation from this skill is insane, 10 per kill!

     

    * In boss fights your main Ultimate; Aggressive Warhorn or Veil of Blades, can be moved to the back bar and Shield Discipline put on the front bar. The reason for this change it allow you to have a way to recover safety if and when your find your magicka and or stamina at critical levels. Use Shield Disciple to Light Attack during times where you usually could not, specifically in Veteran Trials to trigger Siphoning Attacks without losing block. During the duration you can weave Light Attacks and reapply Pierce Armor for free and or use Absorb Magic for to heal during the duration.

    Some might argue that the Ultimate is better spent on Warhorn or Veil of Blades, but remember a tank that dies can easily have the rest of the group follow him / her to the grave. Better to use it before you take a Power Attack from a boss and recover than to die hoping to live through it.

     

    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 make sure it does not run off after the healer. That said, a solid rotation can make the difference and minimize that down time.

     

    Single Target 

    Pre-cast Siphoning Attacks and Mirage > Aggressive Warhorn > Pierce Armor > Refreshing Path > Swallow Soul / Funnel Health > Swap Bar > Heroic Slash > Sap Essence > Swap > Swallow Soul / Funnel Health spam > Siphoning Attacks > Pierce Armor > Refreshing Path > Swap > Reapply Mirage and Sap Essence if needed > Heroich Slash > Swap > Swallow Soul / Funnel Health Spam > Repeat.

    Pre-cast Siphoning Attacks and Mirage before moving in to engage then hit Aggressive Warhorn if available. Once in range use Pierce Armor and begin the rotation as shown above while Light Attack weaving each skill. Use Aggressive Warhorn 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 chose Veil of Blades save it for situations that require mitigation such as when a party member has gone down. Drop it then with a Refreshing Path on top of whomever is attempting the resurrection.

     

    Area-of-Effect

    Pre-cast Mirage and Siphoning Attacks > Refreshing Path > Pierce Armor / Inner Rage > Sap Essence.

    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.

    Prioritize Siphoning Attacks, Refreshing Path, Mirage, and Sap Essence in that order. Failure to keep Siphoning Attacks up while spamming Sap Essence will drain Magicka rapidly regardless of Magicka Recovery if not restored via a potion or other means. Refreshing Path is essential in keeping Shadow Barrier activated and offers healing. Mirage is perhaps the least important of the set but should not be neglected if possible.

     

     

    Videos

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

     

     

     

     

    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 2 months 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: 145

    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

    Adept

    Total Posts: 145

    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.

     

     

  6. Profile Photo
    mrowmrif2

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    Khajiit Nightblade

    Good stuff buddy :)

  7. Member Avatar
    Duke-of-Daggerfall

    Novice

    Total Posts: 18

    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

    Adept

    Total Posts: 145

    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.

  9. Member Avatar
    Duke-of-Daggerfall

    Novice

    Total Posts: 18

    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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    Khajiit Nightblade

    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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    Breton Nightblade

    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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    Dunmer Sorcerer

    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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    Total Posts: 92

    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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    Khajiit Nightblade

    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 9 months, 3 weeks 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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    Khajiit Nightblade

    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

    Adept

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    Khajiit Nightblade

    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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