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[2.6] Invellous's Mageblade Tank Guide – One Tamriel Ready!

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Invellous’s Mageblade Tank Guide

One Tamriel Ready!

 

[img]http://i219.photobucket.com/albums/cc37/Invellous/a217fc7a-fb9f-40ca-9707-754cf95eed69_zpsjbbzypzk.png[/img]

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

The best race currently for a magicka nightblade tank is without question, Argonian. With 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 30,000 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 30,000 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%).
  • 41 Spell Erosion(2,342)
  • 14* Elborn
  • 27* Thaumaturge

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

Below you will find several sets, a ‘Beginners’ set, my current ‘All-Purpose’ set, and a ‘Ultimate Generator’ set. Each plays and feels the same with differences that set them apart from one another while still achieving the goal I set out to meet as mentioned in the Overview section. Readers will note similarities shared among them, such as enchantments, traits, and weight configuration. I will explain why that is. A new ‘Monster Set’ section has been added below.

For enchantments I chose Maximum Health enchantments primarily to allow for a greater investment of attribute points into Magicka which in turns allows you to swap from a tank to a damage dealer setup without having to spend an excessive amount of gold. Prismatic enchantments can be put in place of Maximum Health but are more expensive. For traits I have chosen to use Infused on the ‘big pieces'; chests, helmets, and legs to increase the value of the enchantments. Sturdy on ‘small pieces'; belts, boots, gloves, and shoulders to reduce block cost to meet desired milestones and to further enhance stamina sustainability, explained further below. Defending on main-hands and Reinforced on the shields to increase both Physical and Spell Resistance and the value of the Champion Point passive Shield Expert. For weight configuration I chose to go seven heavy rather than a five-one-one configuration. The reason being is that each heavy armor pieces increases the duration of Shadow Barrier from 5 to 11 seconds, effectively doubling the time that Major Resolve and Ward are up, which is quite substantial. Refreshing Path’s duration is 11.5 seconds which makes it much easier to maintain both and gives players more time to stay on their main bar.

 

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 title="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.[/spoiler]

 

 

Beginners’ Set 

[img]http://i219.photobucket.com/albums/cc37/Invellous/Beginner%20Set%20OT_zps2sk0uvdc.png[/img]

[spoiler title="Beginners' Set"]

One of the original sets I made when I first set out to tank. This set saw me through all of the Lower Craglorn delves back when Veteran Rank 14 was still a thing. That was a long time ago but I believe that for aspiring mageblade tanks just starting out with a low Champion Point total that this set will serve them well until they reach at least 300 Champion Points.

Song of Lamae is a great set as it gives a balance of tank minded bonuses that are much needed in the lower Champion Point ranks. Once 160cp is reached the Song of Lamae pieces make be dropped for Magnus’ Gift to further increase Maximum Magicka, Magicka Recovery and Spell Damage. Magnus’ Gift should be used until other sets can be acquired.

[/spoiler]

 

All-Purpose Set

 [img]http://i219.photobucket.com/albums/cc37/Invellous/Seducer%20amp%20Curse%20OT_zpslxopsxhd.png[/img]

[spoiler title="All-Purpose"]

I have dubbed this my ‘All-Purpose’ set as it has served me well since I put it together during the course of the Thieves Guild DLC release. It has seen me through veteran Imperial City Prison, White-Gold Tower, Cradle of Shadows, Ruins of Mazzatun, all of the current Trials on normal, veteran Dragonstar Arena and even veteran Hel Ra Citadel!

The base of this set is Seducer which when combined with only 62 Champion Points into Magician results in a 20% reduction to the cost of Magicka abilities, which is more than most casters builds at a fraction of the cost! This allows us to gain more Magicka sustain and invest points into Shadow Ward up to 35 which when combined with our four Strudy traits, skills, and passives leads to an impressive reduction in Stamina cost when blocking, making this build one of the most resource sustainable builds possible without even factoring in Siphoning Attacks! Seducer makes up the base of the build, for the secondary set there are several options available that have caught my eyes. Some I have tested, others I have not but plan to!

 

Bahraha’s Curse – Tested, Loved!

Bahraha’s Curse is an excellent five-piece set if not difficult to acquire, specifically shields with the Reinforced trait which are often times elusive or overpriced. That said it is a set worth the time it takes to acquire. The bonuses to Maximum Health, Magicka, and Stamina help increase resources but are not the reason I strongly recommend the set, the five-piece is. Your damaging abilities have a 25% chance to proc it, 25% without a posted ICD(internal cool-down)! The AoE field it creates is small but does significant damage and healing and procs often enough that it makes up for it’s short comings. Of course this means in trash pulls it is easier for enemies to miss it and it spawns under the enemy is procs on which can make it unreliable at times. But on a boss fight it can be quite helpful.

 

Screenshot taken from a sustain test on the spawns prior to summoning Mantikora in vSO.

[img]http://i219.photobucket.com/albums/cc37/Invellous/Curse%20Damage%20and%20Heal_zpsdqarhuii.png[/img]

 

Spell Power Cure – Untested

Spell Power Cure, this set came to mind when I managed to pickup a Defending sword of the set and thought, “wait, I could buff the party and myself?” In theory the up time would be fairly moderate as a Mageblade Tank can heal themselves and others with Funnel Health, Refreshing Path and Sap Essence. Something I look forward to trying out once I manage to pickup a shield.

 

Vampire Cloak – Untested

This is a set I really want to try for Trials, specifically veteran. My first attempt in veteran Hel Ra Citadel was rough, primarily during the Warrior boss fight. It was later that I realized that I would have survived better if I had boosted Hardy to 100 up from 63, that said we still beat him. This set instantly caught my eye with it’s two bonuses to Maximum Health which would make swapping buff food easier and less costly. The single Spell Damage bonus is a modest boon but the five-piece is what really peaked my interest; Minor Protection at all times! Nightblades do not have access to that buff outside of their classes skills and the few sources come from skills or potions best not used. A set of this with Seducer I believe would make a Mageblade Tank more Trial viable. We shall see!

 

Worm’s Raiment – Untested

Okay, now you may be thinking, “Invellous, what are you thinking?!” I am thinking 25% reduction to spell cost, some extra Maximum Magicka, Magicka Recovery and a bit of Spell Damage while helping out the group. This may very well be weaker than Bahraha’s Curse but only testing will tell the tale. I am not sure if there is a bug with the five-piece set bonus where swapping bars breaks the bonus. If someone could confirm this that would be great, if not then I will let people know!

 

[/spoiler]

 

 

 

Ultimate Generator 

 

[img]http://i219.photobucket.com/albums/cc37/Invellous/Tava%20amp%20Dragon%20OT_zps4sq3yajq.png[/img]

[spoiler title="Ultimate Generator"]

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. No more settling for undesirable traits! 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.

 

[/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.
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 – 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!

 

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 6 days, 7 hours ago by Profile photo of Invellous Invellous.

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