First things first: you'll never find one ability setup or build that works for everything you want to do without changes or substitutions. There is absolutely no place on your bar for rapid maneuver or shadow cloak.
I've spent more time tanking on my nightblade than any other class, even since morrowinds siphoning nerf, but I don't claim to be an expert so take this as personal opinion/experience only:
You want to build towards high magicka recovery and balance out your magicka and stamina to some degree. Ideally you want your max stamina to be just slightly higher than your max magicka so that using resource synergies restores stamina for blocking. Other than blocking and taunting, all of your utility and strength comes from magicka based abilities, hence the moderately high mag pool and maxed magicka recovery. Stamina recovery is nearly useless as it gets turned off while blocking and for 2 seconds after letting your block down.
You dont need to run shielded assault at all. The damage shield is negligible and in most cases you really don't need a charge/gap closer. For those situations where you do need it, use lotus fan instead, it will seal aoe damage and uses magicka instead of the more precious stamina pool.
I recommend having am alternate set of gear for "when you venture into pvp", as impen does absolutely nothing in pve and you'll beginning yourself having that trait on your gear. Same deals with champion points.
When you want to do overland stuff, or pvp, you can slot them on your back bar.
I do not recommend barrier or pack leader. As a nightblade you should not be focusing at all on damage shields or the champion point passives to boost them, we have none available with class skills and as mentioned above there's no reason to run shielded assault. Werewolf provides no benefit unless active, and leaves you with no taunt or buffs while transformed. Its terrible in all ways, especially for tanks.
For ultimate choice, you want warhorn no questions asked for trials. In dungeons I tend to run veil of blades for the damage reduction boost and aoe damage. You can run soul harvest on your main bar to build ultimate faster and put the ultimate you're actually going to use on the back bar.
Ice staff isn't a bad choice for magicka nb since it lets you utilise magicka for blocking if your stam runs low and gives you a reliable aoe snare and root. That said, I tend to run resto staff back bar because it makes 3dps pledge runs much easier. I act as both a healer and tank in those cases. For trials though the ice staff is better.
As for armor sets, I usually run bahraha's curse and livewire or leeching plate for dungeons as they give a massive self healing and damage boost. For trials those get swapped for ebon and powerful assault or alkosh or other support sets to boost the team.
For monster set I run grothdar for easier dungeons to add damage and aoe aggro. For any serious content that gets swapped to either sentinel of rkugamz for stamina sustain or 1 chudan and 1 pirate skeleton for max resists.
My usual dungeon ability bar setup is
Front bar:
Pierce armor
Refreshing path
Sap essence or heroic slash
Mirage
Shadow image or structured entropy
Soul harvest or veil of blades
Back bar:
Funnel health
Healing springs or elemental blockade
Mutagen or crippling grasp
Siphon spirit or elemental drain
Impale or structured entropy
Lights champion or aggressive warhorn
Most of the "or x" options are based on whether I have a resto or ice staff on the back bar, and whether it's a dungeon, dlc dungeon, or trial.
First things first: you'll never find one ability setup or build that works for everything you want to do without changes or substitutions. There is absolutely no place on your bar for rapid maneuver or shadow cloak.
I've spent more time tanking on my nightblade than any other class, even since morrowinds siphoning nerf, but I don't claim to be an expert so take this as personal opinion/experience only:
You want to build towards high magicka recovery and balance out your magicka and stamina to some degree. Ideally you want your max stamina to be just slightly higher than your max magicka so that using resource synergies restores stamina for blocking. Other than blocking and taunting, all of your utility and strength comes from magicka based abilities, hence the moderately high mag pool and maxed magicka recovery. Stamina recovery is nearly useless as it gets turned off while blocking and for 2 seconds after letting your block down.
You dont need to run shielded assault at all. The damage shield is negligible and in most cases you really don't need a charge/gap closer. For those situations where you do need it, use lotus fan instead, it will seal aoe damage and uses magicka instead of the more precious stamina pool.
I recommend having am alternate set of gear for "when you venture into pvp", as impen does absolutely nothing in pve and you'll beginning yourself having that trait on your gear. Same deals with champion points.
When you want to do overland stuff, or pvp, you can slot them on your back bar.
I do not recommend barrier or pack leader. As a nightblade you should not be focusing at all on damage shields or the champion point passives to boost them, we have none available with class skills and as mentioned above there's no reason to run shielded assault. Werewolf provides no benefit unless active, and leaves you with no taunt or buffs while transformed. Its terrible in all ways, especially for tanks.
For ultimate choice, you want warhorn no questions asked for trials. In dungeons I tend to run veil of blades for the damage reduction boost and aoe damage. You can run soul harvest on your main bar to build ultimate faster and put the ultimate you're actually going to use on the back bar.
Ice staff isn't a bad choice for magicka nb since it lets you utilise magicka for blocking if your stam runs low and gives you a reliable aoe snare and root. That said, I tend to run resto staff back bar because it makes 3dps pledge runs much easier. I act as both a healer and tank in those cases. For trials though the ice staff is better.
As for armor sets, I usually run bahraha's curse and livewire or leeching plate for dungeons as they give a massive self healing and damage boost. For trials those get swapped for ebon and powerful assault or alkosh or other support sets to boost the team.
For monster set I run grothdar for easier dungeons to add damage and aoe aggro. For any serious content that gets swapped to either sentinel of rkugamz for stamina sustain or 1 chudan and 1 pirate skeleton for max resists.
My usual dungeon ability bar setup is
Front bar:
Pierce armor
Refreshing path
Sap essence or heroic slash
Mirage
Shadow image or structured entropy
Soul harvest or veil of blades
Back bar:
Funnel health
Healing springs or elemental blockade
Mutagen or crippling grasp
Siphon spirit or elemental drain
Impale or structured entropy
Lights champion or aggressive warhorn
Most of the "or x" options are based on whether I have a resto or ice staff on the back bar, and whether it's a dungeon, dlc dungeon, or trial.
Wouldn't it be better to slot funnel health as swallow soul (for minor vitality) on front bar to help with tanking, and move sap essence to back since major sorcery helps your heals, and you already have an aoe with refreshing path?
First things first: you'll never find one ability setup or build that works for everything you want to do without changes or substitutions. There is absolutely no place on your bar for rapid maneuver or shadow cloak.
I've spent more time tanking on my nightblade than any other class, even since morrowinds siphoning nerf, but I don't claim to be an expert so take this as personal opinion/experience only:
You want to build towards high magicka recovery and balance out your magicka and stamina to some degree. Ideally you want your max stamina to be just slightly higher than your max magicka so that using resource synergies restores stamina for blocking. Other than blocking and taunting, all of your utility and strength comes from magicka based abilities, hence the moderately high mag pool and maxed magicka recovery. Stamina recovery is nearly useless as it gets turned off while blocking and for 2 seconds after letting your block down.
You dont need to run shielded assault at all. The damage shield is negligible and in most cases you really don't need a charge/gap closer. For those situations where you do need it, use lotus fan instead, it will seal aoe damage and uses magicka instead of the more precious stamina pool.
I recommend having am alternate set of gear for "when you venture into pvp", as impen does absolutely nothing in pve and you'll beginning yourself having that trait on your gear. Same deals with champion points.
When you want to do overland stuff, or pvp, you can slot them on your back bar.
I do not recommend barrier or pack leader. As a nightblade you should not be focusing at all on damage shields or the champion point passives to boost them, we have none available with class skills and as mentioned above there's no reason to run shielded assault. Werewolf provides no benefit unless active, and leaves you with no taunt or buffs while transformed. Its terrible in all ways, especially for tanks.
For ultimate choice, you want warhorn no questions asked for trials. In dungeons I tend to run veil of blades for the damage reduction boost and aoe damage. You can run soul harvest on your main bar to build ultimate faster and put the ultimate you're actually going to use on the back bar.
Ice staff isn't a bad choice for magicka nb since it lets you utilise magicka for blocking if your stam runs low and gives you a reliable aoe snare and root. That said, I tend to run resto staff back bar because it makes 3dps pledge runs much easier. I act as both a healer and tank in those cases. For trials though the ice staff is better.
As for armor sets, I usually run bahraha's curse and livewire or leeching plate for dungeons as they give a massive self healing and damage boost. For trials those get swapped for ebon and powerful assault or alkosh or other support sets to boost the team.
For monster set I run grothdar for easier dungeons to add damage and aoe aggro. For any serious content that gets swapped to either sentinel of rkugamz for stamina sustain or 1 chudan and 1 pirate skeleton for max resists.
My usual dungeon ability bar setup is
Front bar:
Pierce armor
Refreshing path
Sap essence or heroic slash
Mirage
Shadow image or structured entropy
Soul harvest or veil of blades
Back bar:
Funnel health
Healing springs or elemental blockade
Mutagen or crippling grasp
Siphon spirit or elemental drain
Impale or structured entropy
Lights champion or aggressive warhorn
Most of the "or x" options are based on whether I have a resto or ice staff on the back bar, and whether it's a dungeon, dlc dungeon, or trial.
Wouldn't it be better to slot funnel health as swallow soul (for minor vitality) on front bar to help with tanking, and move sap essence to back since major sorcery helps your heals, and you already have an aoe with refreshing path?
I prefer funnel for the group heals (as I mentioned I often run this setup in vet dungeons with 3 dps, no healer, so I cover both healing and tanking at the same time). Sap essence helps with aoe threat and also is an aoe heal, so in packs of enemies I can spam that after putting down path and keep most, if not all, enemies attacking me while I heal myself and my group.
The whole idea with a nightblade magicka tank is to heal and keep threat and soak up damage all at the same time so your other 3 group members can focus entirely on burning down the enemies.