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The Black Swordsman – Redguard NB 2-Hand buil

Author: Blitz

The Black Swordsman – Redguard NB 2-Hand buil

Class: NIGHTBLADE

Race: Redguard

Main Role: Damage

Health, Magicka, Stamina

HEALTH MAGICKA STAMINA
5 0 59

 

Skills

 

Bar 1

Weapon 1: Two Handed

Killer's Blade

Nightblade Skill

Killer's Blade

Assassin's Blade

 

Surprise Attack

Nightblade Skill

Surprise Attack

Veiled Strike

 

Brawler

Two Handed Skill

Brawler

Cleave

 

Evil Hunter

Fighters Guild Skill

Evil Hunter

Expert Hunter

 

Relentless Focus

Nightblade Skill

Relentless Focus

Grim Focus

 

Pack Leader

Werewolf Skill

Pack Leader

Werewolf Transformation

 

Bar 2

Weapon 2: Two Handed

Rally

Two Handed Skill

Rally

Momentum

 

Reaper's Mark

Nightblade Skill

Reaper's Mark

Mark Target

 

Resolving Vigor

Assault Skill

Resolving Vigor

Vigor

 

Elude

Medium Armor Skill

Elude

Evasion

 

Refreshing Path

Nightblade Skill

Refreshing Path

Path of Darkness

 

Berserker Rage

Two Handed Skill

Berserker Rage

Berserker Strike

 

Armor Types

Light Armor Medium Armor Heavy Armor
7 0 0

 

Gear and Item Set Info

 

Gear is negotiable, but Vicious Ophidian and Twice-Born are recommended. Lots of good DPS options. This build assumes a Two-Hand sword for max damage output. It performs well in both AvA and PvE. Our Bar 2 (back bar) is for buffs and debuffs. Particularly Rally, Reaper's Mark and so forth. 

Abilities:


Why do I not use Executioner and Wrecking Blow? A few reasons, if you'll hear me out. They cost more, and they tend to stagnate the stamina cycle. The stamina cycle is our regeneration. We get our regeneration from a few places, which I'll talk about later in the build. The NB abilities Surprise Attack is our spammable, and it performs better than Wrecking Blow or Reverse Slice in terms of damage-per-stamina. Our executioner, Killer's Blade, is dirt cheap in cost and does more damage. Wrecking Blow is omitted from this build due to its casting time and its sheer cost. But if you need it, I'd take out Brawler for it. 

For buffs, keep up Relentless Focus and Rally at all times. Reaper's mark is a great debuff for certain situations such as bosses, also great in solo.It costs magicka, so its good to refresh. You want Savagery, Brutality and ideally Berserk at most times running. Use potions to bridge the gaps in the late game.

Passives:

Redguard - Lots of overwhelming win here for resource management, max stam and so forth.

Medium Armor  - Grab them all. Literally all of them.

Two Hand: heavy weapons. battle rush. Forceful is alright too, its free AoE splash. All of them are decent enough

Shadow: Lots of win here. 15% resource regen. Free resistance. Take it all if you want, its all decent
Siphoning: Nothing mandatory.


Assassination: This. This is why we played a Nightblade, boys.Pressure Points gives free crits. Crits beget more crits, and add on DPS for your party. This is what makes NB stand out in the late game, adding to a trial groups DPS.


Fighter's guild: Lots of win here. I'd consider taking them all, but if we slot 2-3 abilities, then at least Slayer makes it worth being in this tree. Also out Ultimate is here, and the coveted Savagery slot bonus from Evil Hunter or Camouflaged Hunter. 

Assault: Only if you're PvP. This line does have Vigor however, a great source of a HoT for healing yourself.

Werewolf: Again we're here for the ultimate. But the abilities aren't bad. I'd recommend not transforming as it actually can decrease your DPS in most situations due to weapon abilities not carrying over. Great for flavor. The passives are sort of meh and mostly require you to be in WW form to see benefit. They are not a priority. Level WW abilities and sink points here in late game, if you're bored.

Undaunted: We're here for the passives, and that's all folks.

 

General Info

 

This build is about good old fashioned berserker rage. It plays by starting on Bar 2, throwing down debuffs and self buffs, and heals as needed (self-heal). Bar 1 has our Single-target and multi target DPS abilities. It's strength is in burst damage and in big numbers. It falls behind DW in terms of sheer output, but it makes up for it in how fun it is to play and the big #s. This build shines on boss fights. 

Weaknesses are its squishy, though not as squishy with Elude (dodge) and Resolving Vigor (self heals) as many DPS builds are. It isn't as good at AoE as a DW or Bow build, by game design mechanics in 2.6 

Possible skill alternatives: What comes to mind is Brawler adds little to this build. We could switch it out for a Fighter's Guild ability such as Rearming Trap if you have the STA to support it. It adds another 3-4% DPS as well from the Fighter's Guild passive. Alternatively you could just add in Wrecking Blow or a utility damage ability, or any slot-bonus you care for. Lots of options here. Brawler is here for an AoE option and for its shield. For trash clearing in dungeon runs.

We spend 80% of our time on Bar 1, and only go to Bar 2 for buffs. This all said, while leveling this author suggests you use Pack Leader over Flawless Dawnbreaker. The NB ultimates are sort of "meh" other than Death Blow for our buil. The regeneration is so amazing that even Dawnbreaker might not be "worth it". If you go this route, dump Rearming Trap and keep brawler. The Bererker's Rage ultimate costs a lot and ultimately needs to be reworked IMNSHO. It's simply not worth using for anything other than fluff. It's a good backbar option though if WW isn't your thing! Flawless Dawnbreaker is by no means a bad choice for this build, if you have FG rank 10. I merely opted to not have it.

 

Champion Point Tips

 

We aim for resource generation. So prioritize that Green. Reduce costs, then add to regen. Rest is optional.

 

Blue

  • Mighty – 100
  • Precise Strikes – 33
  • Piercing – 10
  • Thaumaturge – 44

Green

  • Warlord– 100
  • Mooncalf– 87

Red

  • Elemental Defender – 86
  • Hardy – 84
  • Thick Skinned – 7
  • Quick Recovery – 10

 

 

 

 

Build Rating

Rating: 3.9/5. From 7 votes.
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3 Comments

  • Will
    Jan 19, 2017

    Author here, section I forgot…

    Notes on Regen:

    We get this from a few places, notably from our Werewolf ultimate’s slottable passive, Pack Leader. Relentles Focus gives us Minor Endurance. We want it running always. Redguard racial passives also come in, as does the Shadow passive Refreshing Shadows. Finally from Champion Points we get Mooncalf to repair our regeneration further.

    Keep in mind, more stamina means more damage. It means more Killer’s Blade, more surprise attack. You should spend your stamina like a madman. Also, make sure your food is always buffing your base stamina regeneration rate. If you can’t make it, buy it. It’s worth it, for leveling or in general. Even the dirty cheap level 5 foods is worth its cost.

    Reply
  • Kawall
    Jan 21, 2017

    Can you tell me why almost every build put so much cp into thaumaturge? I don’t see it’s effect unless you are magicka dps (due to elemental blockade) or dk ( well, almost their every ability is dot)

    Reply
  • Kavdar
    Apr 2, 2017

    Got to say loved this build when I saw it, tweaked it myself as I was running a Nord and decided to play off the tanky nature and go heavy armor. Works well as a front line DPS with a fair amount of shields and self heals to last until back up arrives or Werewolf pops. Been finding good use for it and am continuing to play with it. Great build and great source of inspiration.

    Reply

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