Psijic Pages

Mirage Nightblade

A pure Nightblade that swaps Trample for Mirage's Major Evasion and Minor Resolve, credits Elemental Blockade's Minor Breach, and wears Turning Tide for a second Major Vulnerability source. Class Mastery stays.

Update 51ExperimentalPvE · TankPure classAdvancedAssassination · Shadow · Siphoning

Theorycrafted, not tested in game yet

This build comes from a research pass over Update 51 tooltips and passives, scored with the tier list model. It replaces nothing: the Nightblade tank build is still the main page for the class. It drops Trample and the War Machine set.

Overview

The current Nightblade scores lowest of the pure tanks because it brings few debuffs and its defence leans on scribing. This version stays pure, so Cutthroat's Focus and Share the Spoils stay, and spends its slots on the Shadow line instead.

Mirage gives you Major Evasion (20% less area damage) and Minor Resolve for 20 seconds, and as a Shadow cast it refreshes Shadow Barrier's Major Resolve. That frees Ulfsild's Contingency to take the Intellect and Endurance affix for sustain. Dark Cloak and Blinding Flare keep Minor and Major Protection on you just by being slotted, and Siphoning Attacks heals you and refunds resources every second you deal damage.

On the boss, Elemental Blockade already puts Minor Breach on Chilled targets, and Turning Tide with Archdruid Devyric keeps Major Vulnerability up most of the fight.

Strengths

  • Major Evasion, Major and Minor Resolve, Major and Minor Protection all from your own kit.
  • The best sustain of the pure tanks: Siphoning Attacks, Refreshing Shadows and Ulfsild's Intellect and Endurance.
  • Two Major Vulnerability sources keep it on the boss most of the fight, plus Cutthroat's Focus.

Weaknesses

  • No Trample, so no Major Heroism for faster Ultimates.
  • No War Machine Major Slayer for the group.
  • Mirage only lasts 20 seconds and Shadow Barrier needs a Shadow cast every 22, so it's a busy rotation.

Buffs and debuffs you bring on bosses

Class Mastery

This build stays pure-class, so it keeps two Class Mastery passives.

  • Dodge attacks while blocking; dodged attackers take 5% more damage.

  • Siphoning casts send Ultimate and resources to your group through Transfer.

Tip

For progression, swap Share the Spoils for An Eye for Exploitation for more survivability.

Research notes

Why it's worth trying, in the order the research ranked things: survival and sustain, debuffs, then buffs.

  • Survival: Mirage adds Major Evasion (20% less area damage) and Minor Resolve on top of Shadow Barrier, Dark Cloak and Blinding Flare. Every defensive buff comes from your own kit, not scribing.
  • Sustain: Siphoning Attacks, Refreshing Shadows and Ulfsild's Contingency with the Intellect and Endurance affix, since Mirage covers Minor Resolve.
  • Debuffs: Elemental Blockade's Minor Breach counts here (the current build slots it too but doesn't list it), and Turning Tide adds a second Major Vulnerability source next to Cutthroat's Focus.
  • Buffs: unchanged: Aggressive Horn, Refreshing Path and Share the Spoils. War Machine's Major Slayer goes.

What to test

  • Whether you can keep Mirage, Dark Cloak and Refreshing Path rolling so Shadow Barrier never drops.
  • How much losing Trample's Major Heroism slows your Ultimates.

Score

This build against the current Nightblade build and the best tank overall, on the experimental scoring. The full table is on the Experimental overview.

Skill Setups

Every tank build has a Boss and a Trash setup. On bosses you taunt with the scribed Shield Throw (Goading Throw) for its heal and Major Maim; on trash you keep Inner Rage and its Radiate synergy.

Taunt with Shield Throw scribed as Goading Throw instead of Inner Rage. It heals you each time the shield comes back and keeps Major Maim on the boss, so the boss hits 10% softer. Inner Rage's Radiate synergy is lost, which matters less on one target.

What this setup brings

Front bar

One hand & shield · Turning Tide

Siphoning Attacks1
Shield Throw2
Dark Cloak3
Ulfsild's Contingency4
Blinding Flare5
Reviving BarrierR

Back bar

Ice staff · Turning Tide

Elemental Susceptibility1
Elemental Blockade2
Mirage3
Wield Soul4
Refreshing Path5
Aggressive HornR
SlotSkill
Front 1Siphoning Attacks

Siphoning

Cast time: InstantCost: 4,000 Health

While slotted, every second you deal damage heals you and restores Magicka and Stamina. Each cast also feeds Transfer and Share the Spoils.

Front 2Shield Throw

Scribed as Goading Throw

Cast time: InstantRange: 28 metresCost: 2,538 Stamina

Scribed as Goading Throw: your boss taunt. It heals you on return and keeps Major Maim on the boss. Recast it every 10 seconds.

Front 3Dark Cloak

Shadow

Cast time: InstantDuration: 3 secondsCost: 4,050 Magicka

Your heal over time, much stronger while blocking, and Minor Protection while slotted. A Shadow cast for Shadow Barrier.

Front 4Ulfsild's Contingency

Scribed as Warding Contingency

Cast time: InstantDuration: 22 secondsCost: 2,808 Magicka

Scribed with the Intellect and Endurance affix: a shield for you and nearby allies, 8% less damage taken, and Minor Intellect and Endurance.

Front 5Blinding Flare

Support

Cast time: InstantRange: 28 metresDuration: 5 secondsCost: 5,130 Magicka

Major Protection while slotted on the front bar, and a 4 second stun on what it hits.

Front RReviving Barrier

Support

Cast time: InstantDuration: 30 secondsCost: 250 Ultimate

Shields and heals you and nearby group members for raid-wide damage.

Back 1Elemental Susceptibility

Destruction Staff

Cast time: InstantRange: 35 metresDuration: 30 secondsCost: 3,240 Magicka

Boss Major Breach; its Chilled and Concussion add Minor Maim, Brittle and Vulnerability.

Back 2Elemental Blockade

Destruction Staff

Cast time: InstantDuration: 15 secondsCost: 2,970 Magicka

Area Chilled for Minor Maim and Brittle, and Minor Breach on Chilled targets.

Back 3Mirage

Shadow

Cast time: InstantDuration: 20 secondsCost: 3,510 Magicka

Major Evasion (20% less area damage) and Minor Resolve for 20 seconds. A Shadow cast, so it also refreshes Shadow Barrier's Major Resolve.

Back 4Wield Soul

Scribed as Leashing Soul

Cast time: InstantRange: 22 metresCost: 4,234 Magicka

Scribed as Leashing Soul with the Cowardice affix: the pull, and Major Cowardice on what you pull.

Back 5Refreshing Path

Shadow

Cast time: InstantDuration: 10 secondsCost: 3,510 Magicka

Major Expedition and Minor Intellect and Endurance for allies who walk through it. A Shadow cast for Shadow Barrier.

Back RAggressive Horn

Assault

Cast time: InstantDuration: 30 secondsCost: 250 Ultimate

Group Major Force and more Max Magicka and Stamina.

Scribing

Scribed skill

Goading Throw

Shield Throw · Taunt / Sage's Remedy / Maim

Cast time
Instant
Target
Enemy
Range
28 metres
Cost
2,538 Stamina
Taunt

Focus script: Deals 2,145 Physical Damage to an enemy and taunts them for 15 seconds.

Sage's Remedy

Signature script: Heals you for 2,591 Health on return, scaling off your Max Health.

Maim

Affix script: Afflicts the enemy with Major Maim for 10 seconds, reducing damage done by 10%.

Goading Throw: a 28m taunt that heals you when the shield comes back and puts Major Maim on the boss for 10 seconds, so the boss deals 10% less damage.

Scribed skill

Warding Contingency

Ulfsild's Contingency · Damage Shield / Gladiator's Tenacity / Intellect and Endurance

Cast time
Instant
Target
Self
Duration
22 seconds
Cost
2,808 Magicka
Damage Shield

Focus script: Grants a damage shield to you and your allies that absorbs 5,622 damage for 8 seconds, scaling off the higher of your Max Health or Magicka and capped at 55% of your Max Health.

Gladiator's Tenacity

Signature script: Reduces damage taken by 8% for 8 seconds.

Intellect and Endurance

Affix script: Grants Minor Intellect and Minor Endurance for 22 seconds, increasing Magicka and Stamina Recovery by 15%.

A shield on your next cast for you and nearby allies, 8% less damage taken while it holds, and Minor Intellect and Endurance. Mirage already gives Minor Resolve, so the affix goes on sustain.

Scribed skill

Leashing Soul

Wield Soul · Pull / Druid's Resurgence / Cowardice

Cast time
Instant
Target
Enemy
Range
22 metres
Cost
4,234 Magicka
Pull

Focus script: Deals 2,803 Magic Damage to an enemy, pulls them to you, and taunts them for 16 seconds if they are not already taunted.

Druid's Resurgence

Signature script: Restores 600 Magicka and 600 Stamina.

Cowardice

Affix script: Afflicts the enemy with Major Cowardice for 10 seconds, reducing Weapon and Spell Damage by 430.

Leashing Soul: pulls and taunts an add, refunds 600 Magicka and Stamina, and gives the target Major Cowardice.

Open the Boss setup in the Build Editor to change skills, gear and stats.

Taunt with Inner Rage; up to three allies can use its Radiate synergy. Pulsar takes Elemental Susceptibility's slot and spreads Chilled over the whole pack. Razor Caltrops replaces Mirage for AoE Major Breach. Reverberating Bash replaces Blinding Flare to trigger Void Bash and stack the pack.

What this setup brings

Front bar

One hand & shield · Void Bash

Siphoning Attacks1
Inner Rage2
Dark Cloak3
Ulfsild's Contingency4
Reverberating Bash5
Reviving BarrierR

Back bar

Ice staff · Powerful Assault

Pulsar1
Elemental Blockade2
Razor Caltrops3
Wield Soul4
Refreshing Path5
Aggressive HornR
SlotSkill
Front 1Siphoning Attacks

Siphoning

Cast time: InstantCost: 4,000 Health

While slotted, every second you deal damage heals you and restores Magicka and Stamina. Each cast also feeds Transfer and Share the Spoils.

Front 2Inner Rage

Undaunted

Cast time: InstantRange: 28 metresCost: 1,620 Magicka

Trash taunt: 28m range, and up to 3 allies can use its Radiate synergy.

Front 3Dark Cloak

Shadow

Cast time: InstantDuration: 3 secondsCost: 4,050 Magicka

Your heal over time, much stronger while blocking, and Minor Protection while slotted. A Shadow cast for Shadow Barrier.

Front 4Ulfsild's Contingency

Scribed as Warding Contingency

Cast time: InstantDuration: 22 secondsCost: 2,808 Magicka

Scribed with the Intellect and Endurance affix: a shield for you and nearby allies, 8% less damage taken, and Minor Intellect and Endurance.

Front 5Reverberating Bash

One Hand and Shield

Cast time: InstantRange: 7 metresCost: 2,700 Stamina

Trash: a stun on the target, and the bash that triggers Void Bash to pull the pack into one stack.

Front RReviving Barrier

Support

Cast time: InstantDuration: 30 secondsCost: 250 Ultimate

Shields and heals you and nearby group members for raid-wide damage.

Back 1Pulsar

Destruction Staff

Cast time: InstantCost: 3,780 Magicka

Trash: Chilled on the whole pack for Minor Brittle and Minor Maim, Minor Mangle, and Minor Protection for you.

Back 2Elemental Blockade

Destruction Staff

Cast time: InstantDuration: 15 secondsCost: 2,970 Magicka

Area Chilled for Minor Maim and Brittle, and Minor Breach on Chilled targets.

Back 3Razor Caltrops

Assault

Cast time: InstantRange: 28 metresDuration: 10 secondsCost: 2,295 Stamina

Trash: AoE Major Breach and a snare on the pack, and a Powerful Assault trigger.

Back 4Wield Soul

Scribed as Leashing Soul

Cast time: InstantRange: 22 metresCost: 4,234 Magicka

Scribed as Leashing Soul with the Cowardice affix: the pull, and Major Cowardice on what you pull.

Back 5Refreshing Path

Shadow

Cast time: InstantDuration: 10 secondsCost: 3,510 Magicka

Major Expedition and Minor Intellect and Endurance for allies who walk through it. A Shadow cast for Shadow Barrier.

Back RAggressive Horn

Assault

Cast time: InstantDuration: 30 secondsCost: 250 Ultimate

Group Major Force and more Max Magicka and Stamina.

Scribing

Scribed skill

Warding Contingency

Ulfsild's Contingency · Damage Shield / Gladiator's Tenacity / Intellect and Endurance

Cast time
Instant
Target
Self
Duration
22 seconds
Cost
2,808 Magicka
Damage Shield

Focus script: Grants a damage shield to you and your allies that absorbs 5,622 damage for 8 seconds, scaling off the higher of your Max Health or Magicka and capped at 55% of your Max Health.

Gladiator's Tenacity

Signature script: Reduces damage taken by 8% for 8 seconds.

Intellect and Endurance

Affix script: Grants Minor Intellect and Minor Endurance for 22 seconds, increasing Magicka and Stamina Recovery by 15%.

A shield on your next cast for you and nearby allies, 8% less damage taken while it holds, and Minor Intellect and Endurance. Mirage already gives Minor Resolve, so the affix goes on sustain.

Scribed skill

Leashing Soul

Wield Soul · Pull / Druid's Resurgence / Cowardice

Cast time
Instant
Target
Enemy
Range
22 metres
Cost
4,234 Magicka
Pull

Focus script: Deals 2,803 Magic Damage to an enemy, pulls them to you, and taunts them for 16 seconds if they are not already taunted.

Druid's Resurgence

Signature script: Restores 600 Magicka and 600 Stamina.

Cowardice

Affix script: Afflicts the enemy with Major Cowardice for 10 seconds, reducing Weapon and Spell Damage by 430.

Leashing Soul: pulls and taunts an add, refunds 600 Magicka and Stamina, and gives the target Major Cowardice.

Open the Trash setup in the Build Editor to change skills, gear and stats.

Flex skills

Swap these in when the fight or your group calls for it.

  • Back in for Mirage on fights with little area damage, for Major Heroism.

  • An Ultimate that gives you and the group Major Protection for 10 seconds, in place of Aggressive Horn if a support already brings Major Force.

  • A heal over time that scales with the damage it deals, if Dark Cloak isn't enough.

Passives

The passives that shape this build. They come with the skill lines, so there's nothing to slot.

  • Every Shadow cast gives you Major Resolve; with five heavy pieces it lasts 22 seconds.

  • 15% more Health, Magicka and Stamina Recovery, always on.

  • Ultimate from every Siphoning cast.

  • 20% more damage blocked with your shield on the front bar.

  • 6% Max Health, Magicka and Stamina, since your gear has all three armour weights.

  • Health Recovery and a little Magicka and Stamina from each Heavy Armor piece when you take damage.

Gear

The front bar swaps Void Bash for Turning Tide. Goading Throw already keeps Major Maim on the boss, and a single target has nothing to gather, so the extra pieces let Turning Tide work from both bars.

Pick a set for each block. The build's recommended gear is selected to start with.

Body

Body

Chest, hands, waist, legs and feet

Jewellery & back bar

Jewellery & back bar

Neck, both rings and the ice staff

Front-bar weapons

Front-bar weapons

One-handed sword and shield

Monster set

Monster set

Head and shoulders

Slots

SlotSetTrait
HeadArchdruid Devyric

Medium (monster)

Sturdy
ShouldersArchdruid Devyric

Light (monster)

Sturdy
ChestLucent Echoes

Heavy

Sturdy / Reinforced
HandsLucent Echoes

Heavy

Sturdy
WaistLucent Echoes

Heavy

Sturdy
LegsLucent Echoes

Heavy

Sturdy / Reinforced
FeetLucent Echoes

Heavy

Sturdy / Reinforced
NeckTurning Tide

Jewellery

Infused
Ring 1Turning Tide

Jewellery

Infused
Ring 2Turning Tide

Jewellery

Infused
Front: main handTurning Tide

One-handed sword

Infused
Front: off handTurning Tide

Shield

Sturdy
Back barTurning Tide

Ice staff (two-handed)

Infused

Sturdy and Divines are interchangeable on armour. Tri-Stat glyphs on jewellery are a fine swap if you need more resources.

What the sets do

2 pieces · Earthen Root Enclave (veteran) + Undaunted chest

  • (1 item)Adds 1487 Offensive Penetration.
  • (2 items)When you deal damage with a Heavy Attack, after 1.2 seconds deal 650 Shock damage to up to 6 enemies in a 7 by 5 meter line on your target, applying Major Vulnerability to them for 7 seconds. Once every 15 seconds.

5 pieces · Lucent Citadel (Gold Road); perfected on veteran

  • (2 items)Adds 4% Healing Taken.
  • (3 items)Gain Minor Aegis, reducing damage taken from monsters by 5%.
  • (4 items)Adds 1206 Max Health.
  • (5 perfected)Adds 1206 Max Health.
  • (5 items)While you are above 50% Health, group members within 28m who aren't wearing Lucent Echoes gain 11% Critical Damage and Critical Healing. At 50% Health or below, you take 20% less damage from monsters.

5 pieces · Shipwright's Regret (Ascending Tide)

  • (2 items)Adds 1206 Max Health.
  • (3 items)Adds 1096 Max Stamina.
  • (4 items)Adds 1206 Max Health.
  • (5 items)When you Block, your next Bash within 10 seconds deals 2223 Magic damage to up to 6 enemies in a 5 by 10 meter line and applies Major Vulnerability for 10 seconds. Scales off Max Health. Once every 15 seconds.

Archdruid Devyric often misses moving packs, so the helm becomes a one-piece Magma Incarnate for recovery and the shoulders Spaulder of Ruin: crouch to give up to 6 allies 260 Weapon and Spell Damage. Lucent Echoes becomes Turning Tide for short pulls: block, then bash, to cleave the pack and give it Major Vulnerability. Turning Tide becomes Powerful Assault: you don't want to spend Ultimates on trash, and Razor Caltrops triggers it. Void Bash on the front bar pulls the pack together when you bash with Reverberating Bash, then puts Major Maim on all of it. That's for dungeons: trial adds can't be crowd controlled, so in trials keep the Boss front bar on trash too. The back-bar ice staff takes the Charged trait so Pulsar almost always applies Chilled, and the jewellery goes Swift for running between packs.

Pick a set for each block. The build's recommended gear is selected to start with.

Body

Body

Chest, hands, waist, legs and feet

Jewellery & back bar

Jewellery & back bar

Neck, both rings and the ice staff

Front-bar weapons

Front-bar weapons

One-handed sword and shield

Slots

SlotSetTrait
HeadMagma Incarnate

Medium (monster)

Sturdy
ShouldersSpaulder of Ruin

Light (mythic)

Sturdy
ChestTurning Tide

Heavy

Sturdy / Reinforced
HandsTurning Tide

Heavy

Sturdy
WaistTurning Tide

Heavy

Sturdy
LegsTurning Tide

Heavy

Sturdy / Reinforced
FeetTurning Tide

Heavy

Sturdy / Reinforced
NeckPowerful Assault

Jewellery

Swift
Ring 1Powerful Assault

Jewellery

Swift
Ring 2Powerful Assault

Jewellery

Swift
Front: main handVoid Bash

One-handed sword

Infused
Front: off handVoid Bash

Shield

Sturdy
Back barPowerful Assault

Ice staff (two-handed)

Charged

Sturdy and Divines are interchangeable on armour. Tri-Stat glyphs on jewellery are a fine swap if you need more resources.

What the sets do

1 piece · The Dread Cellar (veteran) + Undaunted chest

Only 1 of 2 pieces, so the top bonus is off.

  • (1 item)Adds 129 Magicka Recovery and 129 Stamina Recovery.
  • (2 items)When you heal yourself or a group member with a single target heal ability, grant the lowest Health group member within 28 meters Minor Courage and Minor Resolve for 10 seconds. The effect then bounces to a nearby group member within 8 meters, up to 3 times. Once every 15 seconds.

1 piece · Antiquities (The Deadlands)

  • (1 item)Crouch to toggle Aura of Pride: up to 6 group members within 12m gain 260 Weapon and Spell Damage, and you lose some Health, Magicka and Stamina Recovery per ally affected.

5 pieces · Shipwright's Regret (Ascending Tide)

  • (2 items)Adds 1206 Max Health.
  • (3 items)Adds 1096 Max Stamina.
  • (4 items)Adds 1206 Max Health.
  • (5 items)When you Block, your next Bash within 10 seconds deals 2223 Magic damage to up to 6 enemies in a 5 by 10 meter line and applies Major Vulnerability for 10 seconds. Scales off Max Health. Once every 15 seconds.

3 front / 5 back · Imperial City Tel Var merchants

Full bonus on the back bar only.

  • (2 items)Adds 1206 Max Health.
  • (3 items)Adds 1096 Max Stamina.
  • (4 items)Adds 129 Weapon and Spell Damage.
  • (5 items)When you cast an Assault ability in combat, you and up to 5 group members within 12m gain 307 Weapon and Spell Damage for 15 seconds.

2 pieces · front bar · Vateshran Hollows (Markarth); perfected on veteran

  • (2 perfected)Adds 965 Max Health.
  • (2 items)When you deal damage with Power Bash, you gain Call of the Void for 2 seconds, pulling enemies within 12m to you. When it ends, enemies in the area get Major Maim for 10 seconds. Once every 13 seconds.

Alternative sets

  • Back to the current Nightblade's set if Major Vulnerability is already covered.

  • Body swap for progression trials.

  • Monster swap if you still run dry: stacking Health, Magicka and Stamina Recovery.

Champion Points

Slottable stars only. Spend passive points in each tree along the path to these stars.

Warfare cuts single-target and direct damage, and Fitness adds Max Health, Armor and stronger shields.

Warfare
  1. Ironclad

    Less damage from direct attacks, which covers most boss mechanics.

  2. Duelist's Rebuff

    Less damage from single-target hits.

  3. Bulwark

    Free Armor with a shield or frost staff. Swap for Enduring Resolve at the armour cap.

  4. Focused Mending

    Stronger single-target heals, which boosts your own self-heals and Goading Throw's heal.

Fitness
  1. Boundless Vitality

    Max Health is the base of every heal and shield you have.

  2. Fortified

    Armor until you hit the cap.

  3. Rejuvenation

    Recovery for all three resources.

  4. Bastion

    Stronger shields from skills and sets.

Craft
  1. Steed's Blessing

    Run between pulls faster.

  2. Gifted Rider

    Faster mount.

Celerity replaces Rejuvenation so you get between packs faster.

Warfare
  1. Ironclad

    Less damage from direct attacks, which covers most boss mechanics.

  2. Duelist's Rebuff

    Less damage from single-target hits.

  3. Bulwark

    Free Armor with a shield or frost staff. Swap for Enduring Resolve at the armour cap.

  4. Focused Mending

    Stronger single-target heals, which boosts your own self-heals and Goading Throw's heal.

Fitness
  1. Boundless Vitality

    Max Health is the base of every heal and shield you have.

  2. Fortified

    Armor until you hit the cap.

  3. Celerity

    Trash: movement speed for running between packs.

  4. Bastion

    Stronger shields from skills and sets.

Craft
  1. Steed's Blessing

    Run between pulls faster.

  2. Gifted Rider

    Faster mount.

Good swaps

  • Less AoE damage taken. Swap it in for Focused Mending on fights where the damage is mostly area attacks.

  • Less damage over time. Swap it in for Bulwark once you're at the armour cap, or for fights that are mostly damage over time.

Race

  • Max Health, Armor and Ultimate whenever you take damage.

Mundus

  • Magicka Recovery, since most of a tank's casts cost Magicka.

  • below the armour capThe Lady

    Adds Armor. Take it over The Atronach while your gear and CP leave you short of the armour cap.

Attributes

64 Health

Max Health is what every heal and shield you cast scales from. Food, mundus and Reduce Spell Cost jewellery cover your Magicka and Stamina. Keep Max Stamina above Max Magicka, though: the Combustion synergy restores whichever is higher, and you want it to be Stamina. If passives or sets push your Magicka up, put just enough points into Stamina to stay ahead and the rest into Health.

Food

Potions

  • Tri-stat: restores Health, Magicka and Stamina at once.

  • situationalHeroism potion

    Minor Heroism for more Ultimate, when your resources hold up without tri-stats.

Gameplay

  1. 1Taunt bosses with Shield Throw (Goading Throw) and trash with Inner Rage.
  2. 2Keep a Shadow cast at least every 20 seconds: Mirage, Dark Cloak or Refreshing Path. Mirage first, since it also holds your Major Evasion.
  3. 3Cast Dark Cloak while blocking so it heals harder and Cutthroat's Focus fires.
  4. 4Keep hitting something so Siphoning Attacks keeps refunding resources.
  5. 5Block the boss's heavy attacks and bash right after for Turning Tide, and Heavy Attack every 15 seconds for Archdruid Devyric.

FAQ

What does the Nightblade tank bring to the group?

On bosses it gives the group 5 buffs, including Major Force and Major Expedition, and puts 9 debuffs, including Major Breach, Major Vulnerability, Major Cowardice and Major Maim on the boss. The full list is under Overview.

What's the difference between the Boss and Trash setups?

Bosses taunt with the scribed Shield Throw (Goading Throw) for its heal and Major Maim. Trash keeps Inner Rage for its Radiate synergy and swaps in skills and gear for packs of adds.

Should I play this instead of the Nightblade tank build?

Not yet without trying it. It does better on paper (see Score), but it hasn't been tested in trials. Check the points under Research notes first, and keep the Nightblade tank build if your group relies on what it drops (Trample and the War Machine set).