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Invellous’s Mageblade Tank Guide
Update Pending!
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Changelog
02/26/2017: Updated for Hamestead DLC. Made adjustments to sets, added Original Set. Deleted Sturdy Explain section and replaced it with Block Cost sub section. Adding Addon section soon.
A brief apology to everyone who has followed this guide for any length of time. Previously my Sturdy explained section was incorrect regarding how block cost reductions were calculated. I have moved to correct this thanks to a heads up from user nox-uk. Users who followed this guide previously were spending nearly twice what I claimed they would be on blocking. That should be resolved now. Thank you all for your support and my deepest apologies for not double checking my information!
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 Generator. All-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.
Table of Contents
- Introduction
- Overview
- Race
- Attributes
- Champion Points
- Mundus Stone
- Gear(Enchantments, Block Cost, Sets)
- Skills
- Rotation
- Video(s)
- Shoutouts
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.
Argonian 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 592 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: 17(+/-) - 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: 47(+/-) - 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, 200 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%).
- 46 Quick Recovery(10%).**
- 8 Bastion(4.3%)**
Elemental defender and Hardy are given a balance allocation that fits most content outside of Veteran Trials. An investment in Quick Recovery is made to compliment the healing nature of nightblade tanks’ skills. Bastion receives a minor investment to boost the shield on Harness Magicka.
* 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.
** If you do not intend to use Bastion or Quick Recovery points can be moved from one to the other or invested elsewhere as you see fit. I find this to be an effective allocation but others may not.
The Thief:
- 90 Magician(15%).
- 73 Arcanist(20.1%).
- 37 Shadow Ward(12.5%).*
Due to the Champion Point increase we are able to achieve a good balance of resource sustainability while still having room to invest into Shadow Ward without sacrificing much. The investment there allows us to drop Defensive Posture without missing the additional cost to block thus offering skill flexibility.
The Mage
- 73 Elemental Expert(20.1%).
- 73 Blessed(20.1%).
- 48 Elfborn(15%)*
- 6 Spell Erosion(406)
Disclaimer: I readily admit this may not be the best or most effective allocation but seems to work.
This has always been the area in which I am uncertain that my choice is most optimal but it seems to work fine. A balance between damage and healing with some investment in critical to boost both damage and healing criticals with a very minor investment in Spell Erosion because… not much else you can do with 6 points. It may be better to drop points from Elfborn and Spell Erosion and max out out Blessed for the sake of maximizing your healing over time spells and Sap Essence.
*If you are using Bahraha’s Curse it may be worth while to investment at least 27 points into Thaumaturge as it will boost the damage of area of effect field thus increasing the healing received from it. Elfborn is the best place to draw points out of as item based skills can not longer result in critical hits.
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 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
‘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
In previous versions of the guide I had a break down of what I had thought to be a correct means of calculating block reduction. Thanks to nox-uk I learned that I was incorrect. I have gone to the Youtuber Woeler’s website (https://woeler.eu/index.php) and used his Block Cost Calculator (https://woeler.eu/blockcost.php) 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 options and the results seem to be fairly close.
- Base cost per block = 2,160
- 37 Shadow Ward (-12.5%)
- 4x purple(epic) Sturdy traits (-14%)
- 3x gold (legendary) Shield-Play Enchantments -603 Stamina per block.
- Fortress passive (-36%)
- Final cost per block = 437
Those familiar with his video might be asking, why are you using both Sturdy and Shadow Ward? They suffer from diminishing returns. This is true, however, with the increase to the Champion Point cap and the nightblade’s natural resource sustainability I find that the investment is far from a waste. It allows us to invest in the Infused trait on our chest, helmet, and legs slot and to drop Defensive Posture and it’s morphs at a minimal cost to sustainability. This ‘loss’ is made less apparent with the use of Seducer or a Ice Staff, if you so choose to use one alongside controlled use of Swallow Soul rather than spamming it to conserve magicka.
Previously I was blocking at twice the amount I thought I was and still was capable of tackling Veteran DSA and Hel Ra Citadel with no magicka sustain issues, going into this patch with minor adjustments I can not see this allocation into Shadow Ward possibly harming the build in anyway, in fact, I see it being much more effective than before.
Beginners’ Sets
For aspiring Mageblade Tanks
[spoiler title="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!
[/spoiler]
Veteran Sets
For experienced Mageblade Tanks.
[spoiler title="Veteran Sets"]
Relentless Knight – Maximum Resource Sustain(Updated)
- Tested – Normal Dungeons – Veteran Dungeons – Normal Trials – Veteran Trials – Veteran DSA.
- Tri-Stat Food
- 5 Seducer – 5 Bloodthorn’s Touch – 2 Monster Set
The Relentless Knight set is designed 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. Bloodthorn’s Touch further bolsters the rate of recovery with a bonus to Maximum Magicka and Magicka Recovery. The five-piece bonus nets an additional 636 Magicka and Stamina per Light Attack once per 5 seconds thus increasing the value of each Light Attack while Siphoning Attacks is active and softening the blow taken when forgetting to reapply Siphoning Attacks. Tri-Stat food offers a much needed bonus to Maximum Health and Maximum Stamina. Blue Bi-Stat food can be used in place of Tri-Stat for a slightly higher bonus to Maximum Health and Maximum Stamina.
Night Cleric – Group Support(Updated)
- Tested – Normal Dungeons – Veteran Dungeons
- Tri-Stat Food
- 5 Bahraha’s Curse – 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.
Sentinel of Rkugamz is ideal for this set and will not only increase your stamina sustainability but that of your party as well, manly melee damage dealer 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 Spell Power Cure as a part of a group support focused build. His build ‘The Catalyst’ is a fun alternative to the Night Cleric set and is worth looking into!
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 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 it 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.
The Original – All Purpose
- Test – Normal Dungeons – Veteran Dungeons – Normal Trials – Veteran Trials – Veteran DSA
- Tri-Stat Food
- 5 Seducer – 5 Bahraha’s Curse – 2 Monster Set
No other name really suits The Original as it is just that, my original gear set. Most guides focus on one set in particular and while I offer several alternatives this one is my favorite and has served me the most loyally.
This makes use of Bahraha’s Curse to add another source of damage and healing while enjoying a bonus to Maximum Health, Magicka, and Stamina. Due to the recent Homestead patch Bahraha’s Curse now can trigger more reliably as it is trigger by not only damaging abilities but Light and Heavy Attacks as well.
Seducer now becomes more valuable as we have removed our Reduce Spell Cost Enchantments to block more efficiently. Double Magicka Recovery offers enough passive regeneration to allow the use of Tri-Stat food for a larger stat pool. The 8% reduction in spell cost makes using spells less costly as well.
This build can and has done it all and while hard to put together due to the nature of Baraha’s Curse, specifically jewelry, it is my personal favorite. Blue(uncommon) jewelry from before the Dark Brotherhood patch can still before found that possess the Healthy trait otherwise purple(epic) Arcane jewlery will be needed thus increasing the chance of you needing to move attribute points from Magicka into Health or swapping Prismatic enchants to Maximum Health.
[/spoiler]
MONSTER SETS
[spoiler title="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!
[img]http://i219.photobucket.com/albums/cc37/Invellous/Pirate-jhiit_zpszgkhqlhb.png[/img]
[/spoiler]
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.
Harness Magicka / Flex – Thanks to a change in how we reduce the cost of block we can now opt out of Defensive Posture to slot Harness Magicka instead, a more effective means of reducing damage. This is particularly useful in Trials. Outside of Trials Inner Light can be placed on both bars instead or Stalwart Guard instead to increase the damage of a damage dealer or boost a healers critical heals while redirecting damage to you instead. Credit to LoterkESO for inspiration to use this skill in place of Defensive Posture and it’s morphs
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.
Harness Magicka / Flex - This is to be considered a Flex Slot if you chose Harness Magicka on the front bar. Naturally, if you chose Inner Light or Stalwart Guard you should slot it here as well. You could alternatively keep Harness Magicka on the bar back as well if only for the Mages Guild passives. Volcanic Rune and Necrotic Orb and it’s morphs are ideal alternatives as well.
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 Horn 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 Aggressive Horn 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 killing blow 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 Horn > Pierce Armor > Refreshing Path > Swallow Soul / Funnel Health > Swap Bar > Heroic Slash > Sap Essence > Swap > Swallow Soul / Funnel Health > Harness Magicka as needed > Siphoning Attacks > Pierce Armor > Refreshing Path > Swap > Reapply Mirage and Sap Essence if needed > Heroich Slash > Swap > Repeat.
Pre-cast Siphoning Attacks and Mirage 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 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. If you have Swarm Mother equipped you can block ranged targets’ attacks to pull them to you
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.
*Harness Magicka should be used as needed if you slot it on the back bar or when you bar swap to help mitigate unblocked damage during the swap. If you slot Volcanic Rune try and drop it as often as possible to disrupt trash packs.
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!
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This topic was modified 6 hours, 53 minutes ago by
Invellous.