In dungeons I can only recommend vicious ophidian on a tank.
Despite the tooltip saying that it restores stamina when you kill something, it also restores it when a group member kills something, making it give basically infinite stamina as long as something dies every once in a while...
nightblade tanks are completely fine, it just seems you arent too creative, thats ok though, not everyone is
alright, i had my opinion, you have your opinion now, i'm fine with that, my nightblade tank works great, sorry you dont believe me
its just a shame that to you i'm completely un trustworthy because my opinion was and is different than yours
alright, i had my opinion, you have your opinion now, i'm fine with that, my nightblade tank works great, sorry you dont believe me
its just a shame that to you i'm completely un trustworthy because my opinion was and is different than yours
alright, i had my opinion, you have your opinion now, i'm fine with that, my nightblade tank works great, sorry you dont believe me
its just a shame that to you i'm completely un trustworthy because my opinion was and is different than yours
my nightblade tank isn't finished, but i will share what i have when i get home later today, it would also be fair to mention, that i chose for this character to not be a full tank, but a tank/dps, so it isnt going to be able to tank everything that a true tank could, but based on my testing so far, it seems to work great for what its made to do, which would be: PvP and 1v1 fights in general, its not the as good as it can be because it isnt finished, but i'll share what i have later
but considering how nightblades have the most different way of tanking compared to every other class, with bolstering darkness you can decrease damage taken by 60% for like 15 seconds in an area, with your shades you can apply minor maim, and in pvp these can help by obscuring the view of your enemy, especially at ranged enemies, because the shades ( if you choose the double option ) get right in their face. i also really like the nightblades easy ability to get the dodge chance, and the minor resistance buffs, as well as the passive way of getting the major resistance buffs by just casting a shadow ability, on top of that, nightblades have very good self healing capabilities ( if mag )
i feel a big reason people may feel that nightblades may not be good tanks is because you have to tank differently somewhat, on a nightblade compared to the other classes, and a mag nightblade tank is much more favored based on abilities and passives, than a stam nightblade tank
my nightblade tank isn't finished, but i will share what i have when i get home later today, it would also be fair to mention, that i chose for this character to not be a full tank, but a tank/dps, so it isnt going to be able to tank everything that a true tank could, but based on my testing so far, it seems to work great for what its made to do, which would be: PvP and 1v1 fights in general, its not the as good as it can be because it isnt finished, but i'll share what i have later
but considering how nightblades have the most different way of tanking compared to every other class, with bolstering darkness you can decrease damage taken by 60% for like 15 seconds in an area, with your shades you can apply minor maim, and in pvp these can help by obscuring the view of your enemy, especially at ranged enemies, because the shades ( if you choose the double option ) get right in their face. i also really like the nightblades easy ability to get the dodge chance, and the minor resistance buffs, as well as the passive way of getting the major resistance buffs by just casting a shadow ability, on top of that, nightblades have very good self healing capabilities ( if mag )
i feel a big reason people may feel that nightblades may not be good tanks is because you have to tank differently somewhat, on a nightblade compared to the other classes, and a mag nightblade tank is much more favored based on abilities and passives, than a stam nightblade tank
Giving opinions on a class based on theory crafting?
Innate Axiom
Daedric Trickery
Twice-Born Star
Pelinal's Aptitude
Aspect of Mazzatun
Tava's Favor
Hunt Leader
Leeching Plate
Desert Rose
Infallible Mage
Necropotence
Shroud of the Lich
Shadow Walker
Vicious Serpent
Armor of the Trainee
Defending Warrior
Ebon Armory
Eternal Warrior
Plague Doctor
All monster sets
Vdsa and Vma weapons
In the past 6 months, i spent a lot time a lot golds to test different sets above, skills , CP combination to utilize my NB tank, most of my friends asked me better change to dk and i rejected, i would like to prove the diversity of eso. This is the cored content I believe.
But he is still bad in hard contents, quiet bad.
I Didn't login for few days, i lost all my passion.
I've tried my best at least
To the rest of u, don't give up
We will be strong one day
NB tanks don't have any class-based ways to:
- convert mag to stam (as OP has already detailed);
- burst self-heal (HoTs are not going to save you on execute phase for 4th boss of vHoF, backroom tanking Mantikora in the last vSO fight, against vAA axes, or the Olms fight in vAS, especially with any pluses)
- shield (Blur doesn't count; it absorbs 0 damage)
We have in fact never had class shields or burst heals, but we did have SA, which was arguably the cornerstone of NB tanking, which was what enabled those of us who ventured there to succeed in vet trials.
Life hacks like using Absorb Magicka for shields (gone now unless you're an SPC "tank" running ice/lightning), running Rkugamz, using Bone Shield, Vigor, etc are not class abilities and so don't belong in a discussion that compares NBs as a class to the other classes in a particular role.
Yes, NB tanks are in a bad place. If you think otherwise and believe your NB tank is doing just fine, you've never tanked anything that requires you to survive without a healer babysitting you. That is not to say NB tanking is "dead" or "impossible" -- of course not. You can tank on a NB now and in the coming update, obviously, a lot -- nearly everything -- in this game is accessible to a group with an experienced NB tank (unless going for leaderboard scores), but there's no good reason besides friendship to bring a NB tank to anything when DKs and wardens are in abundance.
NB tanks are not "strong". We were strong when Siphoning Attacks returned both stam and mag and procced off every tick of Caltrops. We're barely adequate. So yeah, NB tanks do in fact need help, not that I'm holding my breath for the devs to do anything about it. That would require imagination.
just a note - doesn't siphoning strikes also deliver a large stamina "heal" (i.e. restores a large chunk of stamina) when the effect ends? I'm pretty sure it does, as that's part of my build...
RavenSworn wrote: »I'm guessing we need another slight rework of the passives, especially in the shadow tree as you had pointed out @Lynx7386.
The more I think about it, the more I'm sure it has to be tied to dodge. The night blade, by design is based on quick hits ( merciless resolve), resource return (original siphoning strikes), dodging (mirage) and harassment (shades, path, crippling grasp, etc).
We already have stamina recovery under relentless focus and the new siphoning strikes give resource returns based on its stamina / magicka morph. Now the other class that has an internal dodging mechanic is the warden (deceptive predator) but the warden also has a very good resource return (Netch).
I propose 4 changes:
1) to swap the cost of leeching strikes and siphoning attacks ie leeching strikes now cost magicka, and siphoning to cost stamina.
2) to add a "each time you successfully dodge an attack, gain x stamina or magicka, whichever is higher" to the Dark vigor passive. Swap its position with Dark Veil passive, so it's a 'high end' passive in conjunction with its utility.
3) add an extra mechanic to the dark shades ability, much like its shadow image counterpart. 'Once activated, press dark shades again to have the shades deal a spinning attack, dealing damage to all enemies around them and dealing minor maim'. This will allow nightblades to choose whether a) to have an escape mechanic b) to have an aoe minor maim (much like how beetles or talons work, albeit differently)
4) Path of Darkness to gain a synergy. The synergy will be about dealing magic damage for twisting path and healing x damage for refreshing path.
I have thought about the shades getting the stamina return each time they attack, but I think it's much more useful for a night blade to provide that extra minor maim utility.
What are your thoughts on this?
Silver_Strider wrote: »RavenSworn wrote: »I'm guessing we need another slight rework of the passives, especially in the shadow tree as you had pointed out @Lynx7386.
The more I think about it, the more I'm sure it has to be tied to dodge. The night blade, by design is based on quick hits ( merciless resolve), resource return (original siphoning strikes), dodging (mirage) and harassment (shades, path, crippling grasp, etc).
We already have stamina recovery under relentless focus and the new siphoning strikes give resource returns based on its stamina / magicka morph. Now the other class that has an internal dodging mechanic is the warden (deceptive predator) but the warden also has a very good resource return (Netch).
I propose 4 changes:
1) to swap the cost of leeching strikes and siphoning attacks ie leeching strikes now cost magicka, and siphoning to cost stamina.
2) to add a "each time you successfully dodge an attack, gain x stamina or magicka, whichever is higher" to the Dark vigor passive. Swap its position with Dark Veil passive, so it's a 'high end' passive in conjunction with its utility.
3) add an extra mechanic to the dark shades ability, much like its shadow image counterpart. 'Once activated, press dark shades again to have the shades deal a spinning attack, dealing damage to all enemies around them and dealing minor maim'. This will allow nightblades to choose whether a) to have an escape mechanic b) to have an aoe minor maim (much like how beetles or talons work, albeit differently)
4) Path of Darkness to gain a synergy. The synergy will be about dealing magic damage for twisting path and healing x damage for refreshing path.
I have thought about the shades getting the stamina return each time they attack, but I think it's much more useful for a night blade to provide that extra minor maim utility.
What are your thoughts on this?
1) Would be useful
2) Would be useful
3) Prefer the Stamina Steal effect personally. An AoE Minor Maim, while useful for trash pulls or add phases in boss fights, isn't why NB tanks are currently struggling. It's a lack of sustain in long boss fights, in which case, Heroic Slash covers Minor Maim in those instances well enough as is.
4) Not against it. It isn't the worst suggestion obviously but I worry how this will effect the current rendition of these skills. Would the skills be nerfed to compensate for the synergy? Are there better alternative buffs to these skills that can be added in their place? I'd personally would prefer Minor Breech or a Snare be added to Twisting Path while Refreshing gets a cheap health regen effect thrown on top of the heal but again, your suggestions are viable as well
Overall, not bad suggestions. 8/10.
RavenSworn wrote: »Silver_Strider wrote: »RavenSworn wrote: »I'm guessing we need another slight rework of the passives, especially in the shadow tree as you had pointed out @Lynx7386.
The more I think about it, the more I'm sure it has to be tied to dodge. The night blade, by design is based on quick hits ( merciless resolve), resource return (original siphoning strikes), dodging (mirage) and harassment (shades, path, crippling grasp, etc).
We already have stamina recovery under relentless focus and the new siphoning strikes give resource returns based on its stamina / magicka morph. Now the other class that has an internal dodging mechanic is the warden (deceptive predator) but the warden also has a very good resource return (Netch).
I propose 4 changes:
1) to swap the cost of leeching strikes and siphoning attacks ie leeching strikes now cost magicka, and siphoning to cost stamina.
2) to add a "each time you successfully dodge an attack, gain x stamina or magicka, whichever is higher" to the Dark vigor passive. Swap its position with Dark Veil passive, so it's a 'high end' passive in conjunction with its utility.
3) add an extra mechanic to the dark shades ability, much like its shadow image counterpart. 'Once activated, press dark shades again to have the shades deal a spinning attack, dealing damage to all enemies around them and dealing minor maim'. This will allow nightblades to choose whether a) to have an escape mechanic b) to have an aoe minor maim (much like how beetles or talons work, albeit differently)
4) Path of Darkness to gain a synergy. The synergy will be about dealing magic damage for twisting path and healing x damage for refreshing path.
I have thought about the shades getting the stamina return each time they attack, but I think it's much more useful for a night blade to provide that extra minor maim utility.
What are your thoughts on this?
1) Would be useful
2) Would be useful
3) Prefer the Stamina Steal effect personally. An AoE Minor Maim, while useful for trash pulls or add phases in boss fights, isn't why NB tanks are currently struggling. It's a lack of sustain in long boss fights, in which case, Heroic Slash covers Minor Maim in those instances well enough as is.
4) Not against it. It isn't the worst suggestion obviously but I worry how this will effect the current rendition of these skills. Would the skills be nerfed to compensate for the synergy? Are there better alternative buffs to these skills that can be added in their place? I'd personally would prefer Minor Breech or a Snare be added to Twisting Path while Refreshing gets a cheap health regen effect thrown on top of the heal but again, your suggestions are viable as well
Overall, not bad suggestions. 8/10.
Thank you, appreciate it. I knew that nbs problem are stamina sustain, especially for fights such as the axes. I thought about how it might work together with (2). Also, for tanks that uses hist bark or tava, this would be powerful and for shades to have stamina steal... I worry about the implications it would have in pvp, even if it wasn't implied in the topic.
I had to include shades as an alternative to some of the tools given to us, as such an aoe minor maim seems good. Wardens get it via a delayed mechanic, dks get it via a synergistic ability, we get it via our own flavour skill (namely shadow image).
With (4) as nb we have less than stellar synergy choices. Adding a straight up damage to twisting path, without any frills seems the best option for me, given how its similar to liquid lightning. Snares would just not be feasible, it would add too much balancing in pvp.