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.
Theorycrafted, not tested in game yet
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
Keeps you alive
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
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.
| # | Build | Overall | Self | Enemy | Group |
|---|---|---|---|---|---|
| 1 | Tidebreaker DragonknightExperimentalArdent Flame · Draconic Power · Earthen Heart | A83 | A85 | S94 | C59 |
| 14 | Mirage NightbladeExperimentalAssassination · Shadow · Siphoning | B69 | B70 | S100 | C21 |
| 19 | NightbladeAssassination · Shadow · Siphoning | B60 | B60 | A83 | C26 |
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
Keeps you alive
| Slot | Skill |
|---|---|
| Front 1 | Siphoning 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 2 | Shield 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 3 | Dark 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 4 | Ulfsild'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 5 | Blinding 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 R | Reviving Barrier Support Cast time: InstantDuration: 30 secondsCost: 250 Ultimate Shields and heals you and nearby group members for raid-wide damage. |
| Back 1 | Elemental 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 2 | Elemental 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 3 | Mirage 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 4 | Wield 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 5 | Refreshing 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 R | Aggressive 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
Focus script: Deals 2,145 Physical Damage to an enemy and taunts them for 15 seconds.
Signature script: Heals you for 2,591 Health on return, scaling off your Max Health.
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
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.
Signature script: Reduces damage taken by 8% for 8 seconds.
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
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.
Signature script: Restores 600 Magicka and 600 Stamina.
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
Keeps you alive
Your group gets
| Slot | Skill |
|---|---|
| Front 1 | Siphoning 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 2 | Inner 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 3 | Dark 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 4 | Ulfsild'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 5 | Reverberating 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 R | Reviving Barrier Support Cast time: InstantDuration: 30 secondsCost: 250 Ultimate Shields and heals you and nearby group members for raid-wide damage. |
| Back 1 | Pulsar 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 2 | Elemental 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 3 | Razor 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 4 | Wield 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 5 | Refreshing 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 R | Aggressive 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
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.
Signature script: Reduces damage taken by 8% for 8 seconds.
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
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.
Signature script: Restores 600 Magicka and 600 Stamina.
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.
Buffs and debuffs with this gear
Gold entries come from your gear; the rest come from your skills and passives.
Keeps you alive
Your group gets
Slots
| Slot | Set | Trait |
|---|---|---|
| Head | Archdruid Devyric Medium (monster) | Sturdy |
| Shoulders | Archdruid Devyric Light (monster) | Sturdy |
| Chest | Lucent Echoes Heavy | Sturdy / Reinforced |
| Hands | Lucent Echoes Heavy | Sturdy |
| Waist | Lucent Echoes Heavy | Sturdy |
| Legs | Lucent Echoes Heavy | Sturdy / Reinforced |
| Feet | Lucent Echoes Heavy | Sturdy / Reinforced |
| Neck | Turning Tide Jewellery | Infused |
| Ring 1 | Turning Tide Jewellery | Infused |
| Ring 2 | Turning Tide Jewellery | Infused |
| Front: main hand | Turning Tide One-handed sword | Infused |
| Front: off hand | Turning Tide Shield | Sturdy |
| Back bar | Turning 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.
Buffs and debuffs with this gear
Gold entries come from your gear; the rest come from your skills and passives.
Keeps you alive
Your group gets
Slots
| Slot | Set | Trait |
|---|---|---|
| Head | Magma Incarnate Medium (monster) | Sturdy |
| Shoulders | Spaulder of Ruin Light (mythic) | Sturdy |
| Chest | Turning Tide Heavy | Sturdy / Reinforced |
| Hands | Turning Tide Heavy | Sturdy |
| Waist | Turning Tide Heavy | Sturdy |
| Legs | Turning Tide Heavy | Sturdy / Reinforced |
| Feet | Turning Tide Heavy | Sturdy / Reinforced |
| Neck | Powerful Assault Jewellery | Swift |
| Ring 1 | Powerful Assault Jewellery | Swift |
| Ring 2 | Powerful Assault Jewellery | Swift |
| Front: main hand | Void Bash One-handed sword | Infused |
| Front: off hand | Void Bash Shield | Sturdy |
| Back bar | Powerful 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.
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.
- Ironclad
Less damage from direct attacks, which covers most boss mechanics.
- Duelist's Rebuff
Less damage from single-target hits.
- Bulwark
Free Armor with a shield or frost staff. Swap for Enduring Resolve at the armour cap.
- Focused Mending
Stronger single-target heals, which boosts your own self-heals and Goading Throw's heal.
- Boundless Vitality
Max Health is the base of every heal and shield you have.
- Fortified
Armor until you hit the cap.
- Rejuvenation
Recovery for all three resources.
- Bastion
Stronger shields from skills and sets.
- Steed's Blessing
Run between pulls faster.
- Gifted Rider
Faster mount.
Celerity replaces Rejuvenation so you get between packs faster.
- Ironclad
Less damage from direct attacks, which covers most boss mechanics.
- Duelist's Rebuff
Less damage from single-target hits.
- Bulwark
Free Armor with a shield or frost staff. Swap for Enduring Resolve at the armour cap.
- Focused Mending
Stronger single-target heals, which boosts your own self-heals and Goading Throw's heal.
- Boundless Vitality
Max Health is the base of every heal and shield you have.
- Fortified
Armor until you hit the cap.
- Celerity
Trash: movement speed for running between packs.
- Bastion
Stronger shields from skills and sets.
- Steed's Blessing
Run between pulls faster.
- 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
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
- defaultJewels of Misrule
Max Health with Magicka and Stamina Recovery, at a fraction of the price of Bear Haunch.
Adds Health Recovery on top, so it's slightly better, but it costs much more.
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
- 1Taunt bosses with Shield Throw (Goading Throw) and trash with Inner Rage.
- 2Keep a Shadow cast at least every 20 seconds: Mirage, Dark Cloak or Refreshing Path. Mirage first, since it also holds your Major Evasion.
- 3Cast Dark Cloak while blocking so it heals harder and Cutthroat's Focus fires.
- 4Keep hitting something so Siphoning Attacks keeps refunding resources.
- 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).