The_Brosteen wrote: »1. You would want to use warhorn over bolstering darkness on a tank in basically every scenario.
The_Brosteen wrote: »1. You would want to use warhorn over bolstering darkness on a tank in basically every scenario. Your emergency ult would be the healing morph of soul shred because its such a powerful heal. Or the 1h shield ult.
2. Shadow barrior would be better procd off of refreshing path. Your other hot would be soul strife, whatever morph gives you minor vitality.
3. Tanking on a nightblade is much less viable now. They used to be great off tanks because of the ult generation, you could get 2 warhorns for the dk tanks 1. Siphoning strikes changes as well as changes to shards and orbs made resource management on a nb tank more difficult as well.
4. Good theory crafting. Help bring the nb tank back!
It's a huge difference.
Lightspeedflashb14_ESO wrote: »It's a huge difference.
And it is hugely unnecessary. You just don't need that much mitigation. You don't even need to run the major buffs in 90% of the game. So you are left with buffing the dps and there is no better ultimate then warhorn.
Even in that last scenario, warhorn is better. Because it increases the dps even more. You really don't need that much mitigation as a tank. It is very easy not to die without it anf you are better of boosting dps. More dps makes everything in this game that much easier.RiskyChalice863 wrote: »Lightspeedflashb14_ESO wrote: »It's a huge difference.
And it is hugely unnecessary. You just don't need that much mitigation. You don't even need to run the major buffs in 90% of the game. So you are left with buffing the dps and there is no better ultimate then warhorn.
Perhaps. But, of course, it's that last 10% of actually difficult stuff that determines what is a good strategy and what isn't. But yeah, I get your point. However, having such massive damage mitigation on your tank can likely open your healer up to focus much more on DPS than would otherwise be possible, which would increase the team's DPS in its own way.
Silver_Strider wrote: »The reason Bolstering Darkness falls flat is because the game is designed to be that any class can clear any content as any role. As such, they cannot design content that would require the mitigation that Bolstering grants as it wouldn't be fair to the other classes that lack a similar skill to match it. Mechanics are either designed to be survivable for all classes or a OHKO with no real middle ground that would allow BD to ever get a chance to shine.The only time Bolstering is ever useful is when you're trying to revive someone and need the extra mitigation to survive because the healer is either incompetent, dead, or is dealing with their own issues and can't keep you up.
Unless Warhorn is nerfed to a point of complete redundancy, there is never going to be any Ultimate ability that the group wants from their tank other than Warhorn, unless they're bad in which case, f*** them and use whatever else you have available.
Bolstering comes under the heading of 'it's not group support so isn't wanted'. These days the group want support skills from tanks, which is one of the bigger reasons why NB (tanks) are very under represented.
Change the mechanics to 'require tanks to tank and not support' and you'll see tanks tanking. Warhorn is such a required ultimate these days as it helps/supports 10 people. I would not be suprised to see it 'tweaked' at some point to try to bring a little flavour.
You also need to block (mostly to avoid being slapped down on your back) and NB have no 'tank friendly' stamina resource regen. Leeching takes 9 seconds to break even when you light attack, or 20 seconds for the most efficient return, and executioner requires a skill slot, a well timed cast, and something to die. Immovable could work, but it doesn't work for everything...
but yes, i've looked at trying similar, but no warhorn pretty much means no trial tanking these days. And we don't get chains/comparable without loosing a monster set.
RiskyChalice863 wrote: »Bolstering comes under the heading of 'it's not group support so isn't wanted'. These days the group want support skills from tanks, which is one of the bigger reasons why NB (tanks) are very under represented.
Change the mechanics to 'require tanks to tank and not support' and you'll see tanks tanking. Warhorn is such a required ultimate these days as it helps/supports 10 people. I would not be suprised to see it 'tweaked' at some point to try to bring a little flavour.
You also need to block (mostly to avoid being slapped down on your back) and NB have no 'tank friendly' stamina resource regen. Leeching takes 9 seconds to break even when you light attack, or 20 seconds for the most efficient return, and executioner requires a skill slot, a well timed cast, and something to die. Immovable could work, but it doesn't work for everything...
but yes, i've looked at trying similar, but no warhorn pretty much means no trial tanking these days. And we don't get chains/comparable without loosing a monster set.
This is a very insightful post (as have other peoples’ posts on this thread been). One thing I’m curious about is whether you think the build’s viability changes when doing dungeons as opposed to trials. As I see it, Warhorn is gets a lot of added value out of being in a trial, because it can actually support basically everyone. In other words, it buffs 10 people instead of 4. Other abilities don’t scale as much by size of the group. Bolstering Darkness could hypothetically scale that much since it could give the damage protection to everyone, but realistically there’s very little chance the group will be clumped up in such a small area in a trial. So realistically it’s doesnt really lose any utility in a trial, while Warhorn loses a lot. Do you think Warhorn is less necessary in 4-man groups?
RiskyChalice863 wrote: »Bolstering comes under the heading of 'it's not group support so isn't wanted'. These days the group want support skills from tanks, which is one of the bigger reasons why NB (tanks) are very under represented.
Change the mechanics to 'require tanks to tank and not support' and you'll see tanks tanking. Warhorn is such a required ultimate these days as it helps/supports 10 people. I would not be suprised to see it 'tweaked' at some point to try to bring a little flavour.
You also need to block (mostly to avoid being slapped down on your back) and NB have no 'tank friendly' stamina resource regen. Leeching takes 9 seconds to break even when you light attack, or 20 seconds for the most efficient return, and executioner requires a skill slot, a well timed cast, and something to die. Immovable could work, but it doesn't work for everything...
but yes, i've looked at trying similar, but no warhorn pretty much means no trial tanking these days. And we don't get chains/comparable without loosing a monster set.
This is a very insightful post (as have other peoples’ posts on this thread been). One thing I’m curious about is whether you think the build’s viability changes when doing dungeons as opposed to trials. As I see it, Warhorn is gets a lot of added value out of being in a trial, because it can actually support basically everyone. In other words, it buffs 10 people instead of 4. Other abilities don’t scale as much by size of the group. Bolstering Darkness could hypothetically scale that much since it could give the damage protection to everyone, but realistically there’s very little chance the group will be clumped up in such a small area in a trial. So realistically it’s doesnt really lose any utility in a trial, while Warhorn loses a lot. Do you think Warhorn is less necessary in 4-man groups?
RiskyChalice863 wrote: »Bolstering comes under the heading of 'it's not group support so isn't wanted'. These days the group want support skills from tanks, which is one of the bigger reasons why NB (tanks) are very under represented.
Change the mechanics to 'require tanks to tank and not support' and you'll see tanks tanking. Warhorn is such a required ultimate these days as it helps/supports 10 people. I would not be suprised to see it 'tweaked' at some point to try to bring a little flavour.
You also need to block (mostly to avoid being slapped down on your back) and NB have no 'tank friendly' stamina resource regen. Leeching takes 9 seconds to break even when you light attack, or 20 seconds for the most efficient return, and executioner requires a skill slot, a well timed cast, and something to die. Immovable could work, but it doesn't work for everything...
but yes, i've looked at trying similar, but no warhorn pretty much means no trial tanking these days. And we don't get chains/comparable without loosing a monster set.
This is a very insightful post (as have other peoples’ posts on this thread been). One thing I’m curious about is whether you think the build’s viability changes when doing dungeons as opposed to trials. As I see it, Warhorn is gets a lot of added value out of being in a trial, because it can actually support basically everyone. In other words, it buffs 10 people instead of 4. Other abilities don’t scale as much by size of the group. Bolstering Darkness could hypothetically scale that much since it could give the damage protection to everyone, but realistically there’s very little chance the group will be clumped up in such a small area in a trial. So realistically it’s doesnt really lose any utility in a trial, while Warhorn loses a lot. Do you think Warhorn is less necessary in 4-man groups?
RiskyChalice863 wrote: »Bolstering comes under the heading of 'it's not group support so isn't wanted'. These days the group want support skills from tanks, which is one of the bigger reasons why NB (tanks) are very under represented.
Change the mechanics to 'require tanks to tank and not support' and you'll see tanks tanking. Warhorn is such a required ultimate these days as it helps/supports 10 people. I would not be suprised to see it 'tweaked' at some point to try to bring a little flavour.
You also need to block (mostly to avoid being slapped down on your back) and NB have no 'tank friendly' stamina resource regen. Leeching takes 9 seconds to break even when you light attack, or 20 seconds for the most efficient return, and executioner requires a skill slot, a well timed cast, and something to die. Immovable could work, but it doesn't work for everything...
but yes, i've looked at trying similar, but no warhorn pretty much means no trial tanking these days. And we don't get chains/comparable without loosing a monster set.
This is a very insightful post (as have other peoples’ posts on this thread been). One thing I’m curious about is whether you think the build’s viability changes when doing dungeons as opposed to trials. As I see it, Warhorn is gets a lot of added value out of being in a trial, because it can actually support basically everyone. In other words, it buffs 10 people instead of 4. Other abilities don’t scale as much by size of the group. Bolstering Darkness could hypothetically scale that much since it could give the damage protection to everyone, but realistically there’s very little chance the group will be clumped up in such a small area in a trial. So realistically it’s doesnt really lose any utility in a trial, while Warhorn loses a lot. Do you think Warhorn is less necessary in 4-man groups?
RiskyChalice863 wrote: »Bolstering comes under the heading of 'it's not group support so isn't wanted'. These days the group want support skills from tanks, which is one of the bigger reasons why NB (tanks) are very under represented.
Change the mechanics to 'require tanks to tank and not support' and you'll see tanks tanking. Warhorn is such a required ultimate these days as it helps/supports 10 people. I would not be suprised to see it 'tweaked' at some point to try to bring a little flavour.
You also need to block (mostly to avoid being slapped down on your back) and NB have no 'tank friendly' stamina resource regen. Leeching takes 9 seconds to break even when you light attack, or 20 seconds for the most efficient return, and executioner requires a skill slot, a well timed cast, and something to die. Immovable could work, but it doesn't work for everything...
but yes, i've looked at trying similar, but no warhorn pretty much means no trial tanking these days. And we don't get chains/comparable without loosing a monster set.
This is a very insightful post (as have other peoples’ posts on this thread been). One thing I’m curious about is whether you think the build’s viability changes when doing dungeons as opposed to trials. As I see it, Warhorn is gets a lot of added value out of being in a trial, because it can actually support basically everyone. In other words, it buffs 10 people instead of 4. Other abilities don’t scale as much by size of the group. Bolstering Darkness could hypothetically scale that much since it could give the damage protection to everyone, but realistically there’s very little chance the group will be clumped up in such a small area in a trial. So realistically it’s doesnt really lose any utility in a trial, while Warhorn loses a lot. Do you think Warhorn is less necessary in 4-man groups?
crobarXIII wrote: »I still tank dungeons & normal trials on my nb tank. I use bahara's curse, torug's & swap monster sets around between swarm mother's, lord warden & malubeth. I've been thinking of trying out rkugamz & bogdan in place of malubeth. As for a form of cc I use volcanic rune, personally I would like to see the diameter of volcanic rune increased so that templar & nb tanks have better add control. Volcanic rune's current diameter is to small & I may have to use it 3 times on a large add pull just to get the same level of control as 1 dark talon on my dk or 1 gripping shards on my warden. Also, I still would like to see a magicka morph of bone shield.
RiskyChalice863 wrote: »The_Brosteen wrote: »1. You would want to use warhorn over bolstering darkness on a tank in basically every scenario. Your emergency ult would be the healing morph of soul shred because its such a powerful heal. Or the 1h shield ult.
2. Shadow barrior would be better procd off of refreshing path. Your other hot would be soul strife, whatever morph gives you minor vitality.
3. Tanking on a nightblade is much less viable now. They used to be great off tanks because of the ult generation, you could get 2 warhorns for the dk tanks 1. Siphoning strikes changes as well as changes to shards and orbs made resource management on a nb tank more difficult as well.
4. Good theory crafting. Help bring the nb tank back!
I don't quite understand the logic behind Warhorn being so important. I'm not saying you're wrong; as I said in my original post, I'm relatively new to the game, and you're not the first person I've seen touting Warhorn. And it's undoubtedly a really good ability.
But I think you're underestimating the huge effect Bolstering Darkness has.
As far as I am aware, there are very few ways to get major protection in this game. And Bolstering Darkness is basically double major protection. It's a huge difference.
So, for instance, let's assume you had a tank with all the damage resistance I mentioned earlier (including Maim on the enemies, and Evasion), but no Bolstering Darkness or other form of major protection. Your tank would take 2.5 times more damage than the tank with Bolstering Darkness. And even if you managed to find some temporary source of major protection (maybe from Permafrost, for instance), you'd still take 1.75 times more damage during that time than the NB tank with Bolstering Darkness would.
So I understand that Warhorn is a fantastic buff for the team. But surely having your tank actually typically be 2.5 times harder to kill is competitive with that? Especially when the ultimate also gives massive boosts to your teammates as well (The synergy allows them to go invisible to refocus aggro on you, heals them up a massive amount, and makes them 70% faster, which all combines to basically save anyone in trouble. Meanwhile they'll have 30% damage resistance inside of the ultimate's radius)
RiskyChalice863 wrote: »This is just theorycrafting (I'm new enough to the game that I don't have the items to quite do this), but it seems to me that you could make an extremely tanky Nightblade by pumping up your ult recharge rate such that you can use Bolstering Darkness (60% protection) all the time.
So here's the basic outline of what I'm thinking (which is mostly a PvE build, I think). The idea is to stack as much damage resistance as possible. To do this, you will want to have Bolstering Darkness up basically 100% of the time. And you do that by pumping up ult regen. On top of this, you will provide a lot of debuffs to your enemies.
I don't think of this as a completely rigid build, so I won't give a complete rundown of everything, but here are some important elements:
Skills
- You run Bolstering Darkness, which not only gives you massive damage reduction, but redirects aggro towards you by allowing teammates to go invisible with a synergy.
- You run Soul Harvest to get 10 ult per kill.
- You go with Absorb Magic for some extra damage resistance.
- You go with Mirage to give you miss chance, which is great for a tank AND will proc ult gain from Tava's Favor, which will be great. This will also be your source of minor resolve and minor ward.
- You probably go with Surprise Attack mostly to have a cheap ability you can use to proc Shadow Barrier, in order to keep major resolve and major ward up permanently. You want all heavy armor in order to make keeping this up as easy as possible.
- You go with Leeching Strikes or Swallow Soul to give some sustain and to have a cheap ability to proc Transfer with.
- You go with either Heroic Slash or Carve to keep Minor Heroism up.
Beyond that, it's really up to you. I think Reaping Mark would be good as a debuff and massive self-heal. Dark Shades would be good to keep Minor Main on the enemies (which is a big help for tanking). Rally or Vigor would be nice as a self-heal. You could also run Forward Momentum to avoid snares and immobilizes. Sap Essence would help keep you up and also very efficiently draw group aggro for you. Mass Hysteria would be good for CC. And if you're having trouble drawing aggro, you could go with one of the Puncture morphs. You could also go with Heroic Slash for the minor heroism and use Brawler for the shields. Going dual wield for Blade Cloak could work if you're going up against AOE damage. There's a lot of options, and you can put plenty of different weapons on your back bar.
Important Passives
- You want to level up Dark Veil so that your Bolstering Darkness lasts as long as possible.
- You want Catalyst to get free ultimate charge from potions.
- You want all the One-Handed passive, to help with damage resistance and blocking.
- As noted above, you want Shadow Barrier.
- You also want Transfer for the extra ult charge.
Important Equipment
- You go with the Tava's Favor set, which will give you a bunch of ultimate anytime you dodge an attack or evade it through Mirage.
- You also go with Akaviri Dragonguard or maybe Blessing of Potantes set in order to lower the cost of Bolstering Darkness.
- You have a lot of sources of ultimate, so Decisive weapons could be good, though probably not necessary if you prefer something else.
The Result
Between all your sources of ult, you can basically keep Bolstering Darkness up virtually constantly.
This makes your damage resistance insane. You get 60% damage resistance from Bolstering Darkness. Let's assume 50% damage resistance from having 33,000 physical and spell resistance (you do have permanent major and minor resolve/ward, after all). You get 8% damage resistance from Absorb Magic when blocking. And you get 50% resistance from blocking and another 20% from the one-handed passive. The end result of that is that you will have 92.64% damage resistance. But that's not all. Assuming you're maiming your enemies with Shades and/or Heroic Slash, and you keep Mirage up, you actually are only going to be taking 5.32% of the damage that gets thrown at you. Of course, that's when you're blocking. But even if you don't block, you still will only take 14.45% of the damage thrown at you.
I don't think there's any build in the game that can stack this much damage resistance. And you still have a couple equipment slots open, as well as some skill slots that you can easily play around with to allow the build to do other things.