Nightblade talent calculator, you can find bellow, will help you find the best build to match your playstyle as this, mostly, DPS class. Nightblade is the only class that has a vanish skill that lets you get out of sticky situation or prepare your most devastating attacks. Assassination Nightblades will be all about dealing damage (or buffing themselves to do the most damage). Shadow is the skill line you want to follow if you want to get utility abilities that will make you vanish and do the most damage while surprising your enemies. Siphoning is more about DOTs and leaching health. Great for weakening mobs while staying alive. Whether you use a bow, daggers or other means of dealing damage to your enemies, Nightblade’s skill will help you dispose of them the fastest. Pick and choose skills bellow and save them so others can see your preferred playstyle.
ESO Nightblade Skill Calculator has been updated with ESO: Morrowind PTS 3.0 data. We will be update it with new data DLC release draws closer. Be warned that this data is from the beta server and may differ from the live version. We will update it with new data at that time.
ESO Morrowind update: Nightblade Skill Calculator has been updated with 3.0.5 live server data introducing all the changes that the expansion brought. Make sure you update your builds accordingly.
Shadow/Assassin Poison Bosmer Archer
This is a long Build Description. If you do not wish to read for a long amount of time, I advise moving onto another guide.
Also for those who wish to read this guide and/or plan to use it. I will try to dissuade you from using it. Not because it is not possibly a good build, but because most builds glorify their build like Julius Caesar's birth. Yes, I will try to appeal and glorify my build also, but I plan to show you some of the flaws on the diamond. Because as good as a build is on paper, you will find kinks in the armor when using it yourself. I don't want you to pick this build up thinking its god send or perfect, or will guarantee PvP havoc, or make you a shining star on the battlefield like most wish to be.
This is also meant for a more developed character based on the number of skill points used up in passives and will only get better as your Bow gets better through Veteran Ranks. Indeed this takes some time to reach if your starting fresh and is ideal when it is "Maxed" but what isn't ideal when conditions are perfect? But this is achievable at a level 50 or V1 rank and still be used efficiently with plenty of room to improve the build's efficiency with Time, Rank, and Gear.
Now that I have placed those disclaimers and you are still reading I will start to jump into my build. I originally made this build to be Anti Mage. To just pin those spellcasters right into the wall and as I played ESO, my original design morphed. Still bent on killing those Thrice damned spellslingers but bringing in the use of the Shadow Class Tree and Assault Alliance War Skill Tree to give my original Assassination based poison archer abilities to escape, survive, and support allies instead of focusing all on myself. PvP is strongly centered around group team work. Don't expect to break off from the group and be able to get a "triple kill" by yourself. It doesn't work like that. To tackle their array of Healers, Casters, Tanks, and Dps' you will want to work with and rely on your array of team mates to defeat them. The Shadow and Assault skills used in this build will allow you to lend some support.
This Build focuses on a few core aspects and tries to maximize them. Poison Dots (aka. Damage Over Time), Stealth, Movement Speed, Max Stamina, Stamina Recovery, and Bow Ability Damage. This build achieves this through everything from the choice of Mundus Stone to Weapon Trait to Gear Set bonuses to passives and actives skills to tactics on the use of the skills and much more.
So to lay the foundation for the build regarding: What Mundus Stone? Which Gear Set? and such. I will tell you want I recommend and give you alternatives to give you some flexibility with this build to bend to your liking. But I will use my recommended foundation for the entirety of this build description.
Mundus Stone? I suggest the use of The Tower, which increases Max Stamina.
Why? No sources tell how much the Tower "Increases Max Stamina" but I personally believe The Tower increases your max stamina by a percentage. Possibly 20% (so if you have 600 stamina, The Tower takes your base stamina and and adds 20% which would be 120 additional stamina for a total of 720.) This increased stamina pool from The Tower benefits you in multiple ways.
First, your Bow and Assault Skills cost Stamina to use and the more stamina you have, the more times you can use your skills. Sprint, Dodge and Sneak all consume stamina as well, The Stamina Pool is the harshest of the three attribute pools since you double dip with both abilities and movement maneuvers. So you need more stamina for those as well. But not to fear too much, You have plenty of Passives in this build that reduce the stamina cost of Bow Abilities, Sneaking, and Dodging
Second, If you read the description on the Active Abilities, in Orange Text you will notice that the abilities damage value is based on your Weapon's Damage and Stamina. The more stamina you have, the more damage your Stamina based abilities do. For example take the Lethal Arrow Active Skill. Skill rank 4, character level 50, Weapon damage 30 (our constants). With a Stamina pool of 400, the Ability Damage of Lethal Arrow is 123 Poison Damage. At 1,000 Stamina the Ability Damage of Lethal Arrow becomes 225 Poison Damage.
This may not seem like a whole lot of damage increase. Double Ability Damage for Two and a Half times the Stamina Increase? But this amount of Stamina is easy to achieve and not only that but if you keep the 1,000 Stamina constant with the Skill Rank and Character Level and then double the Weapon damage from 30 to 60. The Ability damage only goes up from 225 to 279. So your weapon base damage doesn't increase it nearly as much as your Max Stamina will. So if you want Stronger Ability hits, the more stamina, the better
A similar output applies to normal or light/heavy attack, your left click shot. When you are setting your attribute points to either Magicka, Health or Stamina/ If you hover over Stamina in game, it will give you a tool tip thats reads "Determines weapon damage and weapon ability damage"
Third, As you level, the cost to cast your abilities rise. This is the game's way of scaling the ability cost of skills from level 1 to level 50. The Tower helps counter this ability cost scaling by scaling your max stamina as well. At Character level 1 the Poison Arrow Active Skill costs 32 stamina. At Character level 50, Poison Arrow costs 252 stamina. The Game scales it like this so by level 50 your not using 32 stamina to use the skill when you have a stamina pool of over 1.500.
Fourth, If, of course The Tower increases Max Stamina percentage wise like I theorize it does. Then as your Stamina increases through leveling, assigning attribute points, possible armor enchantments and gear set bonuses. By late game it will scale better then other Mundus Stones which are static or may not scale as well, like The Steed which "Increases Run Speed". This is because each Attribute, Magicka, Health, and Stamina increase by 20 per level whether you put a point into it or not. So you could be gaining 30 Stamina per level for 49 level ups for 1,470 Stamina. This is raw Attribute point Stamina also, This isn't with The Tower Mundus Stone effect and Resist Affliction Wood Elf Passive +3% Max Stamina either. Not to mention the Armor Trait Gem: Sapphire (Divines) that increases Mundus Stone Effects. You can place enchantments on your armor that increase Max Stamina as well if you wished which once they got added to your Base Stamina, the +3% from Resist Affliction and The Tower would bring that up more with their percent bonuses.
Alternatives? The Shadow, for increased Critical Strike Damage. The Thief, for increased Critical Strike Chance. But the former relies on the latter to proc, while when the latter does proc it won't be as strong without the former. To tie it up those two rely more on probability while The Tower's Max Stamina Increase will give you solid base Ability and Weapon Output Damage.
Gear Set? I suggest Night's Silence
Why? Night's Silence adds 78 Max Stamina at 2 Set Pieces, 10 Stamina Recovery Boost at 3 Set Pieces, Adds 4%Weapon Critical at 4 Set Pieces and lastly, Night's Silence set will increase speed while sneaking once you reach 5 Set Pieces.
I do not need to stress the Max Stamina any more for a bit so I will move onto Night's Silence Stamina Recovery.
Stamina Recovery is another Core Mechanic in this Build. Each Attribute point put into Stamina also gives Stamina Regeneration. Stamina Regeneration is helpful because when in combat, you regenerate (x) Stamina every 2 seconds. You want to keep your Stamina pool up when your fighting. No Stamina = no abilities. 49 Attribute Points into Stamina grants 49 Stamina Regen + Night's Silence +10 Stamina Regen = 59 Stamina Regen every 2 seconds but we have a pile of Passives that boost that even higher. The Shadow Passive called Refreshing Shadows Increases Stamina Regen by 30%, The Wood Elf Passive called Vigor gives an additional 9% Stamina Regen in combat, A Medium Armor Passive called Wind Walker gives 4% Stamina Regen Per piece of Medium armor (and if your wearing full Medium Armor, Helm, Shoulders, Chest, Legs, Hands, Feet, and Waist. Then you have 7 pieces of Medium Armor for a total of 28% Stamina Regen from this Passive), and with Assault's Passive (more like a buff) called Continuous Attack, you gain 20% Stamina Recovery for 600 seconds (10 minutes) after capturing a Lumber Mill, Farm, Mine, or Keep. Thats 67%, or 87% with Continuous Attack, extra Stamina Regen. At 67% on 59 Base Stamina Regen, that is 98 Regen rounded down. 110 at 87% rounded down. The faster your Regenerating your Stamina the longer your Max Stamina bar will last before depleting. You will have a huge Max Stamina pool anyways and other Passives in this build reduce the cost of Abilities and Maneuvers so with that Regen you should be well off.
For those who do not know what a Gear Set is or how to make it. There are Crafting Stations found out in the Wilderness of ESO that when you craft on them, give you the ability to craft a Set based on the title of the Station. So you must find the Night's Silence Crafting Station and only that Station will Craft Items from the Night's Silence set and will not craft for any other set. But you must also have a certain number of traits researched into the piece of gear you want to craft in that Set. It does not matter which ones just as long as they meet the number requirement. Night's Silence Requires two traits to be researched into a piece to be able to craft it in that Set. For example, your Chest piece must have any two traits researched on it to make a Chest piece in the Night's Silence Set but you need to get your Leg piece up to two researched traits as well to be able to craft your leg piece as Night's Silence as well to reach the tiered set bonuses of 2, 3, 4, and 5 pieces. A link for Set Bonuses, Their locations in each Faction, how may traits required to build in that set, and Bonuses that correspond with them will be provided at the end of the build.
Alternative Gear Sets? WIllow's Path for increased Regeneration across all three attributes. Hunding's Rage which gives Weapon Critical, Max Stamina, and increased weapon power. I don't really recommend these due to time, they take 6 traits researched to make a piece under the set and research times get longer with every additional trait on the same item type, starting at 6 hours for the first trait and ending at 32 days for the 8th trait. interesting tidbit. All 8 traits for 1 item takes over 60 days, two months. It is far faster to reach Night's Silence at 2 traits (18 hours per piece) then the alternatives for 6 traits a piece.
The last foundation section I want to add covers Weapon and Armor Trait choices and Glyph Choices along with Jewelry Options and benefits.
For Armor Traits I suggest the use of Sapphire (Divines) which Increase Mundus stone effects by 4% for normal gear with 1% additional increase for each level of quality the item is so Fine is 5%, Superior is 6% and Epic is 7%. This causes the effect from The Tower to give more Max Stamina. Across 7 pieces of gear. Having them all be Epic (purple color quality) will give your Mundus Stone Effect a 49% boost. If The Tower does give 20% Max Stamina for examaple then it would be increased to a rounded 30% Max Stamina.
Armor Trait Alternative? Bloodstone (Infused) increases your Armor Enchantment by 8% for normal gear and +3% per quality. 17% at Epic. This is good if you stick a health Enchantment or especially a Stamina enchantment. Since I have made this build very Stamina Heavy. But The reason I picked Mundus Stone Effect Increase over Armor Enchantment increase is because that 17% increase for enchantment will only affect the Glyph's stamina while the Mundus Stone Trait will boost The Tower's effect which in turn will boost All your Stamina.
Weapon Trait
This one was quite tough to choose from but there are some really good synergies once mixed with Enchantments. One Trait/Glyph Synergy I consider as my recommended choice would be as follows. The Glyph of Absorb Stamina which deals Magic Damage and recovers Stamina with the Jade (Infused) Trait that Increases Weapon Enchantment effect by 13% at normal quality with +3% per quality for 22% at Epic. The Glyph is only as good as the materials it was made with. But synergized with the weapon trait you can get amazing stamina absorb through this. Helping to replenish your Stamina Pool.
Great Alternatives include:
Sharpened (Fire Opal) which Increase Armor Penetration by 6% at normal with +2% per quality, 12% at Epic with the Glyph of Crushing which reduces target’s Armor by ‘x’ for ‘y’ seconds (based on potency and aspect) This synergy allows for better damage vs heavy armored units like enemy Tanks.
Weighted (Citrine) which increases Attack speed by 4% base with +2% per quality, 10% at Epic with the Glyph of Decrease Health that deals unresistable damage (meaning damage unaffected by resistances like armor or spell resistance) So your Weapon deals an additional amount of raw damage on top of its base damage (this does not turn your entire weapon's damage to unresistable) but with more attack speed and a portion of raw damage based on the quality of the runes used. you can quickly amass a sizable amount of damage.
The Jewelry Option!
You've probably read tomes of this analytical foundation drool and probably sighed when you saw I added a final piece on Jewelry. Maybe you skipped over all my previous text and said to yourself. "With the Skills already!" In which case you won't read this and it honestly doesn't bother me. I made this build for myself and wished to give the most thorough guide I could for anyone else wishing to want to use it themselves and know why I picked what I did and with recommendations for changes that could suit them. So if you skipped my "foundation" section then the loss is on you. You will most likely take the skill set use it and return to complain on my guide without ever using my recommended Trait/Glyph synergy for weapons and armor. In return I will point you to this exact section. My prewritten response for future complaints. If you have constructive Criticism on the Guide and did read the Entire Guide. Feel free to let me know about any holes that need patched or improvements that could be made. If you have read all of this guide up to this point then thank you for your Time and Patience and I thank you for reading it. Please continue reading and finish the guide (There actually is a Jewelry section just in case you were curious) Additionally, I am interested in what people might have taken from my guide. Whether it is just some game mechanics to improve their build, maybe an alternative style to my build or the complete guide itself. Whatever it might be, leave a comment below telling me what you took from it. Now onto Jewelry!
Jewelry Enchantments:
There are three Jewelry slots on your character, Two rings and One Necklace. Not to be taken lightly. There are tons of Jewelry Glyphs ranging from Attribute cost reduction to weapon damage and even element resistance. Three useful Jewelry Glyphs that tie in with our overly focused sections of Stamina, Stamina Regen, Ability/Weapon Damage are: Glyph of Increase Physical Harm that adds Weapon Damage, Glyph of Stamina Regen that adds Stamina Recovery, and Glyph of Reduce Feat Cost that reduces Stamina cost of abilities. Each benefits a stamina based NightBlade Archer. Allowing you to Mix and Match as you desire.
Onto the Good Stuff!
Now for this Build I pick Bosmer aka. Wood Elf because their Racial Passives are the well suited for this. But this can be replaced with some other good alternatives. Khajit share similar skills concerning stealth but lack stamina passives, Redguard is another good one with more stamina passives then Bosmer but lack in stealth passives. Dark Elf and Argonian holds some stamina passives but are more tailored towards casting and magicka. Whatever you may pick for whatever faction you root for. I don't care, be an Orc archer for all I care but I am using Wood Elf in this guide because of their passives.
Now, You have probably already taken a look at my skill set. If not feel free to give it a look over before I continue. Will let you see what I am explaining here in the rest of guide.
So you may notice that both of my Skill sets are set to Bow. (If not and just realized, Surprise!) Most builds tend to have Bow combined with Dual Wield for builds of this stature and nature. But why have a secondary weapon slot that you have under developed and will probably only use 10% of the time while in combat when instead, you could use your main weapon 100% of the time with an extended weapon slots? Ever feel like you cant fit all your Weapon Abilities, Class Abilities, maybe Vampire or Werewolf Abilities, especially Alliance War or Guild Abilities on only 5 slots and an Ultimate slot? Well this here could be your answer. Having both Weapon Slots set to your primary, in this case, Bow. you can easily turn your second weapon slot into a new array of skills to stick any extra abilities you were dying to put on but never had the room to. By switching between the exact same weapon, there is no bad character weapon change delay, only a quick skill change, basically just shifting your 6, 7, 8, 9 and 0 hot keys where your fingers can easily reach them for swift use.
Moving onto the Abilities, we will take this one Skill row at a time. But we will actually start with the Second, bottom, row first. So lets say you are with your groupies and you are about to assault the enemy. As you are preparing to do this you would switch to your Second Skill Row. The Reason Behind this focuses on another Core Aspect we have yet to cover. Movement Speed. As well as giving you support skills for your group.
So the first Ability slotted in the Second Skill Row is Concealed Weapon, and I added it solely for the Passive stealth movement speed it gives you if you have it slotted. As a full Bow archer I never expect you to use the Active portion of this ability ever, nor do I advise you ever to use it, and if you do use it with just a Bow then I am afraid that no matter how complex or descriptive my guide could be, there is no hope for you my friend. You do not use the Active portion of this Ability because the Range is 5 meters while the rest over your Abilities will be over 20 meters. If your an Archer getting that close just to use this Ability's 4 second Stun then your going to get ripped apart once he breaks free from the Stun Effect. When applying Crowd Control Effects to players you want effects like Snare that will slow them or immobilize that will stop them in their tracks. Not Stun which they can break out of before the timer runs out.
Concealed Weapon grants you 25% stealthed movement speed for having it slotted. So you want your Ability bar set to this Skill row when your sneaking in for a surprise attack. If you use your third ability on the row, Retreating Maneuver in conjunction with the Concealed Weapon Passive then you will give 33% movement speed to all allies around you in a 20 meter radius while increasing your stealthed movement by an additional 33% on top of the 25% for 20 seconds. (If you have the Vampire's Sneak Speed Passive, this will boost your speed as well.) Don't forget the Night's Silence Gear Set Bonus that grants sneak speed to boot.
This will make you sneak like your running, and with the stealth passives in this build, you will be harder to detect then a grasshopper on radar. The Improved Sneak Passive from your Medium Armor skills reduces the stamina cost to sneak by 7% per piece. With 7 pieces of Medium Armor, that will reduce the cost to sneak by 49%, to put it plainly, it cuts the stamina used to sneak in half. The Improved Sneak Passive also decreases detection area size by 5% per piece of Medium Armor equipped. at 7 pieces this is a 35% reduction in detection area. This reduction makes it so the invisible circle around you that triggers a player seeing you crouching, smaller. This allows you to get closer without being spotted. Useful when you need to slip past someone. The Stealthy Passive from your Wood Elf skills decreases your detection radius by 3 (your radius to get spotted, not spot others. its a bonus not a loss). This lets you get real close if you have to and lets you escape of the battlefield easier. You will be like the wind, unknown till felt.
The feeling they receive though will hopefully be nice and painful and thats where we ill go into next. The Damage dealing Abilities of the Second Row with how best to apply them on the battlefield. Thats where your Active Bow skills come in, while in your stealth. Target in and use your Lethal Arrow since it needs 2 seconds to cast. with 40 meters range (+5 extra meters range when near a Keep with your Reach passive for Assault) you will be plenty far back as the next two seconds your melee allies will attempt to rush in stealthed for as long as they can before being detected. Dealing 139+ (based on weapon damage and your stamina) with all your passives:
Master Assassin Passive (+10% weapon damage when stealthed or invisible and stunning for 100% longer)
Long Shots Passive (+12% bonus damage to distant enemies)
Stealthy Passive (+10% damage when stealthed)
You have your Lethal Arrow unleashed, dealing 139+ base damage with 32% extra damage on top of that. Your Lethal arrow continues to work 10 seconds after it hits. Reducing the healing they receive by 50% and giving a 100% chance to poison them. Now you want to close in to apply your trio of poison and duo of snares. You move in promptly to apply two aoes skills, Acid Spray and Razor Caltrops. At 28 meters you toss the Razor Caltrops, this deals an aoe Dots of 14+ physical damage every second (0.95 seconds but rounding) for 30 seconds to any enemy is inside. (once they leave the radius they will cease to take damage) but it will continue to snare (slow) them by 30%. For the enemies that you manage to hit upon deployment of the Caltrops, they will receive an additional 28+ damage and a 70% snare for 3 seconds. This slows the enemy for enough time for your team mate to throw an aoe dps move of their into that pile of slug paced enemies or for you to close a 8 meter gap and shoot your Acid Spray
You can either switch to your First Skill Row at this point and use the Acid Spray or Use Acid Spray from your Second Skill Row then switch. I prefer to switch it during that 8 meter breather period so I can use my other skills right after I use my Acid Spray. The reason I have Acid Spray placed in the Second Skill row if for an instant aoe damage ability when needed if you found yourself in a tight spot while sneaking and you don't have time to switch skill rows.
So you shoot and hopefully you have good aim and you hit a player with Acid Spray. This will deal 57+ poison damage and snare them for 40% for 5 seconds, dealing additional poison damage for those 5 seconds. If you are fast, you can hit the players you snared with the Caltrops. Snaring them more and causing them to take two damage per second effects.
But Debuffs work and stack different then poison or passives. Any Debuff on a player are applied but not always in use. What happens is the highest value Debuff of that type takes priority over the others. So the Caltrops' 30% snare does not stack with the Acid Spray's 40% snare to produce a 70% snare effect. Instead The Acid Spray's 40% will be marked highest value snare and mask the Caltrops' lower value, 30% snare. So the target is only snared for 40% and the Caltrops continue to run in the background hidden. But once the Acid Spray's 40% snare wears off in 5 seconds then the Caltrops' 30% snare will become unmasked and immediately snare the player for 30%. Debuffs take this hierarchy over each other when being applied on a player on which is currently affecting him or her. But snare debuffs do not mask stun debuffs. Only debuffs of the same type can mask each other.
Now the last thing I will get to on the Second Skill Row before we move on, is the Ultimate. Soul Harvest. I did not add that Ultimate on there with the intention of it to be Actively used. Just like Concealed Weapon, It is slotted for its Passive bonuses. Just having it Slotted, you gain more Ultimate from Kills. This stacks with the Assault Passive, Combat Frenzy, which bestows an additional 25 Ultimate when killing an enemy player. Together any early kill you land during the "shock and awe" with a platter of bloodshed. Will grant you a large chunk of Ultimate towards the First Skill Row Ultimate that costs 200 Ultimate to Cast. You can also switch to the second skill row to gain more ultimate off NPC kills that guard the area.
Your First Skill Row consists of your Dps set up. Using Poison based Bow skills to interrupt casters, increase attack speed and stack 3 damage over time effects. Useful in killing players weak to poison attacks such as Werewolves which take 50% more poison damage. But also, deals a damage type that only Argonians and Wood Elves have resistance to. Poison. The 7 other Races don't have racial passive resistance to poison and this give you a good edge. While Spells have to factor in spell penetration and Spell resistance to calculate final damage same with physical damage using armor and armor penetration to determine final damage. Poison damage and Poison Dots do not have that. Of course when you hit an Argonian with a 800 poison based Ability though for example and their resistance is just as high through their racial passive. Your Poison damage wont dent them. Might as well flick popcorn at their faces for all the good it will do for you. But luckily Argonians are easy to spot, just pick your targets. Scales and Tails? Avoid dismay by not firing your Poison Spray.
I did read a source that claims initial Poison Damage (not poison dots) is affected by armor but I am not on the enemies side to see if he or she takes my pure poison damage or not so I can neither prove or disprove this.
So in your First Skill Row you have Focused Attacks. Activating this costs a small amount of Magicka and provides you with a 40% Stamina Regen buff for 20 seconds that pairs perfectly with all the Stamina Regen mentioned in the "Foundation" and we know how important it is to keep our Stamina pool up. Additionally, Focused Attacks increases attack speed with light and heavy attacks by 30%. You also have an +10% attack speed from your Medium Armor, Agility Passive that adds 10% attack speed when you wear a set of 5 or more medium armor pieces. Good thing you have that Night's Silence already right? This totals for a outstanding 40% attack speed increase. Allowing you to unleash your arrows faster and do more damage, also if you use Venom Arrow between light attack shots, you are essentially doubling your speed. The Venom Arrow is an instant cast meant to interrupt people who need a few seconds to cast a skill. Well if you shoot a light attack arrow then immediately follow up with the Venom arrow, it will instantly cast the Ability even when your character is recovering to shoot the next arrow. Fitting your Venom Arrow right between light attack shots will help turn your Bow into a rapid firing device especially when using Focused Attacks. With the Ability's 40% Stamina Regen easily covering for Venom Arrow's low cast cost.
Your Second Skill in the First Skill Row is Shadowy Disguise, which doubles as an escape/survival tool and an instant one hit Crit buff. About to die or in a tight situation? Use Shadowy Disguise to escape, granting you Two and a Half Seconds of Invisibility. Unable to be seen. You can pull back and/or break the invisibility to grant you shot with a 100% critical strike. Now if you want a nice challenge. Use Shadowy Disguise and within the Two and a Half seconds it take to wear off, use your Two second Cast time Lethal arrow for a Nice Critical bonus on the Ability to maximize damage output. Last thing for Shadowy Disguise, with the Shadow Barrier Passive, you gain armor and spell resistance boost for 4 seconds after coming out of stealth and invisibility. So now you can worry less about getting your head blown off if you decide to come out and fight.
Lastly your First Skill Row Ultimate, Bolstering Darkness. It is a great Support Ultimate that allows you and your nearby allies to heal and/or escape. for 15 seconds, Enemies in a 5 Meter radius are snared by 70% (good for privacy invading melee dps'), Nearby Allies takes 30% less damage (They will like that), and you gain an additional 100% of this value. Talk about Saving your own Hide and possibly someone else's. It also grants your allies the ability to synergize, which will grant them Invisibility and healing over 4 seconds. Allowing nearly dead allies a breather, some protection and much needed health.
That is the last of the Active Abilities. Of course you can slip in your favored Ability over the Bow Abilities in the Second Skill Row if you wish. I try to give you, the reader, flexibility with this build and I'm giving you tips on how best to use this set up. Not a rulebook that defines exactly how these skills must be played in combat.
Almost can't believe I am done writing, This took me a lot longer for me to research and write then it did for you to read this. Hopefully... I know this is a long Guide but if it takes that long then I suggest avoiding NPC storyline text or you will be stuck on level 1 for weeks.
But to finish this all off I want to cover one last thing I left out. Hoping I didn't leave anything else out. But if you have any questions on something I did not explain enough. please ask and I will try to answer. My final wrapping lecture is on Lethal Arrow's Poison Status Effect described in the Ability Description. To most, including me, you look at that and you can only speculate what it means. Poison Status Effect.... The other two poison skills have their poison damage over time marked as, so much damage over so many seconds. Lethal Arrow's Poison Status Effect does not and many have given their theories on this. I will give you a few of theirs and my own. You pick which one you like or think is true.
One Theory is that it is a bad description. This Theory implies that the Poison Status Effect causes Healing Taken to be reduced by 50% and the chance for this to occur is 100%.
Another Theory, or more like counter theory to the first Theory is that the Diseased Status Effect Causes Healing to be halved, not Poison. That it was either a mistype, if that was what the Ability suggests, or that the Poison Status Effect once again is unknown.
My theory is that the Poison Status Effect is percentage based poison damage dots. To me, it would seem easier to make a Status Effect called Poisoned that would tick off 1% total Health per second for the duration of the effect. This way, Zenimax could give creatures like Spiders the ability to Poison and have the ability scale through the different levels and ranks. But the Spiders for example would only have a 20% chance to afflict the Poison Effect. So the Spiders aren't eating away at your health at every hit. But Lethal Arrow is a morphed Snipe for a Ability that has a Two Second cast time and high damage and range. Giving it 100% chance to apply a Poisoned Effect seems fair. for 10 seconds the Effect would eat 1% health per second for a total of 10%. (Mix this with the 50% less heals received, makes for quite the batch of slow decay right there if you can keep the Lethal Arrow Effect on a singe target)
Alright! that is it hopefully. The last of this is links containing some of the data I based this build off of from the sources Elder Scrolls Online Wiki, Tamriel Journal, ESOHead, and of course TESOlife
Armor, Weapon and Jewelry Glyphs!
http://tamrieljournal.com/crafting-and-professions/enchanting/
Gear Set Crafting locations, bonuses, and descriptions!
http://elderscrollsonline.wiki.fextralife.com/Set+Bonus+Crafting+Locations
Armor and Weapon Traits!
http://elderscrollsonline.wiki.fextralife.com/Traits
Ability Damage/Cost calculator!
http://www.esohead.com/skills/38685-lethal-arrow
Werewolf Pros/Cons section!
http://teso.mmorpg-life.com/become-werewolf-eso/