So, I have a magicka nightblade (Altmer) I'd like to turn into a tank, but I have absolutely zero experience with this playstyle. Ever since day one I have been focusing entirely on dps. I think I could easily figure out skills, rotation and stuff. What I need help with is gear. Can you guys suggest something that might start me off? Possibly something that would work decently both in PVE and PVP, something easily accessible since I am experimenting. I was thinking of maybe starting with a 5 piece Black Rose. Any wisdom from you expert tankers?
So, I have a magicka nightblade (Altmer) I'd like to turn into a tank, but I have absolutely zero experience with this playstyle. Ever since day one I have been focusing entirely on dps. I think I could easily figure out skills, rotation and stuff. What I need help with is gear. Can you guys suggest something that might start me off? Possibly something that would work decently both in PVE and PVP, something easily accessible since I am experimenting. I was thinking of maybe starting with a 5 piece Black Rose. Any wisdom from you expert tankers?
Black Rose is more commonly used in pvp by semi tanks. You should definitely use Hist Bark for the five piece bonus, it is great in pvp and pve.
Thing to remember about a Tank, in PvE anyway, is your not there for Damage, your there for drawing aggro and surviving that, crowd control and group buffs. In other words, your loading up Health rather than Magic and Stamina. Although you might want some of those to have a large enough resource pool to fire off your taunts and other utility skills as needed, but the more Health you have, the better off you will be.
5 Piece Hist Bark
4 Piece Allesias or other similar set (as your going to be One Hand Shield for Tanking)
Endurance or Footmans or other Jewelry set to further buff your survivability.
Thing to remember about a Tank, in PvE anyway, is your not there for Damage, your there for drawing aggro and surviving that, crowd control and group buffs. In other words, your loading up Health rather than Magic and Stamina. Although you might want some of those to have a large enough resource pool to fire off your taunts and other utility skills as needed, but the more Health you have, the better off you will be.
5 Piece Hist Bark
4 Piece Allesias or other similar set (as your going to be One Hand Shield for Tanking)
Endurance or Footmans or other Jewelry set to further buff your survivability.
Not with a saptank. You can deal a lot of damage as well as keep aggro on everything. It's far better for dungeons than my Dk tank. I have over 2.5k spell damage, 32% crit and like 34k magica. My Swallow souls crit for 8k and I'm spamming it. Trials I prefer my Dk tank though because of chains and talons, the two things a saptank lacks.
Even on any tank, histbark and resistance sets are bad. Tava's and bloodspawn is amazing for getting warhorn even 45 or so seconds. Big resource kickback on a DK and a lot of extra crit damage for your group.
Plus you have blur on a nb, which either gives speed or extra resistances depending on what morph you choose.
Thing to remember about a Tank, in PvE anyway, is your not there for Damage, your there for drawing aggro and surviving that, crowd control and group buffs. In other words, your loading up Health rather than Magic and Stamina. Although you might want some of those to have a large enough resource pool to fire off your taunts and other utility skills as needed, but the more Health you have, the better off you will be.
5 Piece Hist Bark
4 Piece Allesias or other similar set (as your going to be One Hand Shield for Tanking)
Endurance or Footmans or other Jewelry set to further buff your survivability.
Not with a saptank. You can deal a lot of damage as well as keep aggro on everything. It's far better for dungeons than my Dk tank. I have over 2.5k spell damage, 32% crit and like 34k magica. My Swallow souls crit for 8k and I'm spamming it. Trials I prefer my Dk tank though because of chains and talons, the two things a saptank lacks.
Even on any tank, histbark and resistance sets are bad. Tava's and bloodspawn is amazing for getting warhorn even 45 or so seconds. Big resource kickback on a DK and a lot of extra crit damage for your group.
Plus you have blur on a nb, which either gives speed or extra resistances depending on what morph you choose.
That's the thing, being a NB it will be a sap-tank. I think you nailed it on the head mate. What would work best on a NB sap-tank? Bloodspawn and Tava's blessings are on my list already. What about Jewellery though? Willpower? Cause the more I do damage, the more I heal myself...
magnusthorek wrote: »I'm in the same situation, but I'm a Dunmer Templar. Still looking for gear info, but seems that tanks are very much versatile to reach a consensus.
It depends on the content you do.
Nightblade tanks don't have a lot of traditional tanking utility. But we do have a ton of damage and healing potential. For dungeons, I tank in Kagrenac + Bahraha (any 2p monster set would do, though once Update 12 hits, try to get Swarm Mother), and as a tank, I have 36K magicka and 2K spell damage. Esp. in AoE, I can contribute a fair amount of DPS. (I recommend Kag over Juli--for a tank, Kag provides much more useful stats.)
For trials, though, you'll want a more traditional tank build. E.g., Tava, Ebon, Blood Spawn. The damage from the tank can be significant in small 4-man groups, but is inconsequential in a trial. Likewise with the healing that you can do. Instead, in trials, you want to maximize group support, so increasing ulti gen to get more frequent War Horns.
Personally, I'd go with a DK tank in a trial because the things that make saptanks unique (damage and healing) don't really matter in a trial. But for 4-man dungeons, saptanks are great, and I much rather tank a dungeon with my saptank than with my DK tank.
The concept of DK tanks being superior to NB tanks in a trial setting is a myth.
DocFrost72 wrote: »
New monster helm makes chains less of a defining skill. Look at the new strangler set. Very excited to try some templar tanking, myself.
Mostly, no chains and no prevent-the-ranged-dude-from-backing-out-of-the-AoEs-of-death CC. Of the 2 CCs nightblades have, one breaks the instant the target takes damage (at least make it a threshold like the DK one, but that's another topic) and the other disperses crowds when tanks generally want to consolidate crowds.
Mostly, no chains and no prevent-the-ranged-dude-from-backing-out-of-the-AoEs-of-death CC. Of the 2 CCs nightblades have, one breaks the instant the target takes damage (at least make it a threshold like the DK one, but that's another topic) and the other disperses crowds when tanks generally want to consolidate crowds.
This isn't an issue if you have any mag DK dps or healers. I heal vMoL on my mag DK sometimes and this is what I do, and that's when we have DK tanks in the party even. Mag DK dps does crazy damage with Burning Talons, so it makes more sense for them to do it anyway. Aside from a handful of encounters, chains and talons are entirely ineffective due to CC immunity.
Even in fights like the Stone Atronach in vet AA when the Chainspinners and Nullifiers are easily collected in the AoEs of death with minimal knowledge of the mobs' maximum attack range. It's really as simple as moving a little further away - which is virtually riskless for a NB's unlimited access to Major Expedition and a plethora of self-healing.
Mostly, no chains and no prevent-the-ranged-dude-from-backing-out-of-the-AoEs-of-death CC. Of the 2 CCs nightblades have, one breaks the instant the target takes damage (at least make it a threshold like the DK one, but that's another topic) and the other disperses crowds when tanks generally want to consolidate crowds.
This isn't an issue if you have any mag DK dps or healers. I heal vMoL on my mag DK sometimes and this is what I do, and that's when we have DK tanks in the party even. Mag DK dps does crazy damage with Burning Talons, so it makes more sense for them to do it anyway. Aside from a handful of encounters, chains and talons are entirely ineffective due to CC immunity.
Even in fights like the Stone Atronach in vet AA when the Chainspinners and Nullifiers are easily collected in the AoEs of death with minimal knowledge of the mobs' maximum attack range. It's really as simple as moving a little further away - which is virtually riskless for a NB's unlimited access to Major Expedition and a plethora of self-healing.
I was speaking mostly about dungeons. In trials, my DK usually doesn't even slot chains and talons except for specific encounters.
The lack of chains is particularly annoying in the SotH dungeons. All those spiders that range you from the safety of darkness? Bleh
For endgame tanking, Tava killed Hist for everone, including DKs. Evasion is actually pretty cheap, if you divide the cost over the fairly long duration of the ability; even on a magdk tank, the stamina cost of Evasion doesn't even cause me to hesitate about using it.BlazingDynamo wrote: »Hist is a huge waste of a 5 piece. DK tanks are using it cause they have to cast a high costing stam ability for the dodge chance. As a NB you have a cheap magic skill that also grants you the minor resistance buffs.