The Hero
During this age of war, the people of Skyrim have lost their peaceful jobs and house due to the constant raid and conscription by the brigands or armies for their ‘causes’, leading to them to turn into cutpurse, thievery, highway robbery, and some even turn into banditry and cutthroats. Yet there are still people trying to stand up for the sake of people of Skyrim and Tamriel by extent, although some were once arms for hire and few still is, they are welcomed by the people and nobles alike, in Ancient Nordic era they would’ve been named Shield Maiden or Shield Thane but one thing that everyone is certain about, is that they are always hailed as a HERO
Hello again, people of Tamriel! This is the first non-event build I’ve made, and this one is more practical and ‘easy’ since you’re just a mortal trying to strive for the best of people and to put an end to the conflict that have been brewed in Skyrim once and for all, well that last part is kinda slipped away from the whole ‘mortal trying to strive for the best of people’, but still, you’re a mortal! For those that didn’t know, this build is also inspired by Fire Emblem franchise’s class like my re-built version of Swordmaster (Can’t help it, I adore this franchise’s choice for both armour, weapon style, AND gameplay). So, here is:
Race: Any races can become a Hero with each of their own advantages and quirks. I personally choose Nords since they have all of the starting advantages for this build, with Imperious, they are blessed with Warrior’s Heart that will boost their attacks based on how much health they’ve lost, their Avatar can also apply to this but it’ll increase your Stamina regen (well, Magicka too, but Hero in Fire Emblem never uses magic) instead and it doubles when you got less than 50% of your health, while their History of War lets you choose which races will you have advantage with which fits this build’s playstyle and lore-wise from both worlds perception, besides, it is very thematic for Skyrim to have a new folk hero.
For other suitable races, you can pick either Redguards, Orsimer/Orcs, Imperials, or Bretons (Bretons and Imperials are a good choice if you wish for a more Elder Scroll lore-wise heroes, especially since Bretons are known for their quest-seeking obsession while with Imperials, you can roleplay as a sympathizer to the people Skyrim or become a Legate, while the rest are more lenient towards pariah or wanderer-turned hero) those four have their own specialities too, with Redguards getting a more specific boost similar to Nords except their One-Handed skills are far better than them, making them the second best candidate for a Hero alongside their Dust Storm and even their Tenacity, Orsimers are more lenient towards their arms and armours’ strength making them a more robust option for a Hero, they also offers a more diverse offensive options thanks to their racial abilities especially Berserk, making them an even deadlier adversaries. Imperials are more lenient towards their Blocks and One Handed, while having The Human Spirit abilities and Colovian Star for stamina regen, and Bretons that are more lenient towards their magical resistance and their One Handed, also their Shared Ancestry makes them more versatile in some situations, you can also pick the unexpected ones such as the rest of the elves or beast races too. Heroes are not limited to races or genders anyway, everyone can be a Hero, so does Gusteau said.
Stats Spread: 0/1/2 This is for boosting your stamina so that you can dash and bash more (let’s say… 300-ish), but you can also stop levelling it when you reached the prerequisites to upgrade to Hero, then focus on your health.
Standing Stones: I also have Andromeda installed as my default go-to for Enairim mods because IMO, Standing Stones in vanilla is kinda lacking on something, mind you, I didn't call the vanilla's Standing Stones' bad, it's just that there's something missing while I'm playing in vanilla, it's like a feeling of "It could've been better" if you catch my drift. Anyway, in this build, I personally would go for Warrior first for obvious reason, then after upgrading to Hero, I'll switch it up to either Lord or Tower. Lord for the more combat oriented, Lord Stone is because our Hero relies on power attack later on to burst every enemy they encounter, which of course requires a lotsa stamina, so, I picked it more for a convenience. Tower however, is more of a luck oriented, I usually saw Hero class on a Fire Emblem game to have a weird kind of luck, almost as if a hand of destiny guided them to a fortunate situation, so I picked Tower Stone for the treasure hunting (just be sure to steer clear from any onlookers).
Mods
I'm still getting used to using mods in my playthrough (yeah, it's been months, but there are still so many things to learn) and also trying to tweak it a bit just in case it's too OP or even too challenging in one way or another. Welp, without further ado, here's the whole mods that I used in this build (starting from essentials to recommend in order):
Advanced Adversary Encounters (AAE)
Book One: Mercenary (O Fortuna)
Sometimes, Heroes are just decorated arms for hire that are always hired by everyone with lotsa coins. Mercenary in Fire Emblem universe are sometimes depicted as a mere footman or bodyguards for a certain noble or two, in gameplay, they’re robust and can dish out big damage after getting attacked, making them a more flexible class to use whether offensively or defensively, however they’re rather slow and clunky, making them vulnerable against a fast-hitting class like their counterpart Myrmidons, Thieves, or those with a crazy one-shot potentials like Snipers or Dark Knights. But here in Skyrim, I envision them as a more opportunistic fighters that are able to soften their enemies with their axe and even able to finish them off easily by taking advantage of a well-timed guard.
Equipments: An obvious choice for our Merc will be Mercenary Armour set from Immersive Armor, aside from its obvious name, it’s stats are pretty good and it doesn’t weight that much compared to Dawnguard set. If you’re in vanilla however, try picking Scaled Armor set (I advise you go through Whiterun’s plains, IIRC, there is a dead mercenary near a mudcrab den that would have said armour). Also, you’ll want a jewellery enchanted with either fortify health, block, or stamina (I advise getting Fortify Health or Stamina Regen if possible)
For your axe, it is up to you, as long as you have the required perk to temper it, I personally choose either an Iron, Steel, or Skyforge Steel war axe for vanilla or if you have Sons of Skyrim mod installed, buy or craft Fine Norse Axe, or if you got Reforging - To the Masses mod installed, you can get any axe from there, some of them have a nice stats and kinda fitting for some beginner mercenary. For the first two, it’s pretty easy to achieve the required perk to temper them, for the last one, you may want to try finishing Blood Horkers or Thirsk Mead Hall to open it in the crafting table (for Thirsk Mead Hall, you can only craft it in Solstheim, so stay there for a while before returning to Skyrim). Again, it is up to you to pick which axe you prefer.
Nothing beats good ol' humble ginnings for a new start
Quests: The Companions, Jarl Bounties, Bittercup (CC Content), Hendraheim (CC Content for house), OBIS Bounty Bandits (if you got OBIS installed). Choose between Waking Nightmares, Wolf Queen Questline, Forsworn Conspiracy, Laid to Rest, Rise in the East, Blood on the Ice
Skill Trees
I’ve been using Ordinator ever since I installed the Anniversary version and it actually became a permanent addition to my every gameplay, but even though this build focuses more on using Ordinator and any other Enairim mods, you can still play this on vanilla Skyrim. I do wish that I could help a lot with vanilla Skyrim because that original skill tree is by far the one that I’m used to see before actually trying to get into mods. Well, without further ado, here’s the perks and skills a Hero would initially take:
One-Handed: In Fire Emblem, Hero is a class that used sword as their main weapon similar to Swordsmaster, however they’re much slower and hits harder than them (especially after parrying their opponents), but sometimes, there are Hero that used axe as their main weapon (like those of older games, IIRC, Ike used an Axe, alongside his late merc. leader), so, I’m using axe in Skyrim as an attempt to mimic their decent speed and also making Hero as a slow, yet more robust compared to the faster Swordmaster.
Block: As I mentioned from before, Hero is a more counter-oriented class compared Swordsmaster that never blocks except when the enemy somehow managed to match their speed. Heroes however, will block the said attack with their shield at the right time and then strike back with a thousand-fold power.
Light Armor: Again, Hero is a robust class. They are able to tank more damage than Swordmaster but at the cost of being a bit slower, but not as slow as the hulking General or any tank class in Fire Emblem.
Smithing: Before being called a Hero, the people recognize them as a Mercenary and sometimes, Mercenaries (especially those in medieval fantasies trope) are always equipped with custom gears that made them a sought-to arms for hire, ‘nuff said. This skill also mimics one of their skills that I will explain later on, but for crafting, it’s all up to you whether you want to pick the Elven Smithing for that Merc. Armour or just go straight towards the right-hand perk.
Skills:
Patience (Timed Block + Power Bash + Skull Rattler + Dragon Tail perk (optional))
Mercenaries are known to counter their enemies’ blows with a well-timed block, then stagger them for a moment with a power bash to both soften them and follow-up with a Strong Riposte. I picked Dragon Tail early on because the extra bashing damage is just too hard to pass up and also, that extra damage could spell early grave if combined with the next skill.
Strong Riposte (Patience + Bleed like a Lamb + Power Attack)
After Patience, Mercenaries will then deliver a strike that’ll open the enemies’ wound then finish it with a devastating power attack to finally wake them up in wherever afterlife realm they ended up in.
Armsthrift (Advanced Workbench + Sandstone Sheath perk)
A bit of backstory of this perk, I was planning to make it as a more flexible playstyle for Mercenaries by letting them equip a bow and just bait the enemy to them (akin to throwing rocks for distraction), however, after testing it and much consideration, I decided to turn it into Merc’s resourcefulness in Smithing, giving them a slight edge in combat. For Advanced Workbench, I’ll pick the Workbench instead of Grindstone because Sandstone Sheath got that covered up and we’ll defo need those armours in tip top conditions (plus it mimics their Fire Emblem’s robustness while not hindering them), Sandstone Sheath is more of a brief attack boost whenever you’re in a combat (those that played with OBIS and have their patrols on knows too well about getting ambushed… Including me)
Sol (Bleed like a Dog perk 2/3)
This is one of the skills that I’m struggling to name and envision, especially since in Fire Emblem franchise this skill allows you to heal up if activated. But, since Skyrim is currently in a Civil War and some enemies even developed a crazy amount of health later on, I’ve decided to reverse its effect to reducing the enemies’ life expectancy. Also, you DID live longer once your enemies running out of their tomato juice, no?
Stubborn (Initiative + Unhindered perk)
After encountering a lot of enemies of different size, behaviour, and attack patterns, our Merc here begin to understand that stamina means everything in a fight, so they learnt how to conserve their stamina while wearing full set of armour for a long fight ahead.
Here are some tips and tricks (plus some explanations) while you’re in this phase:
- While in this phase, you need to whittle the enemy numbers one by one, even though you got a better physical defence compared to Myrmidons, you are NOT as fast as them and you can still got overwhelmed by the enemies should they fall upon you en masse, pick them off carefully by baiting them by simply walking close enough for them to hear your footstep, then fall back to your hiding spot, wait for one to get towards you (preferably the one with melee weapons), and start killing them with Strong Riposte, rinse and repeat until they’re reduced to manageable numbers to take on openly.
- When fighting multiple enemies (let’s say, three bandits), focus on getting Patience and active while dodging any possible ranged attacks, then activate Strong Riposte once there’s an opening, if done correctly, you can actually turn the tables and your enemies won’t realize it until it’s too late.
- Your one-two combo (Strong Riposte) is one easy way to make your enemies topple down, try practicing it until you’re used to setting it up, but if you’re facing against a full-fledged mage, just rush them with a power attack, followed by a power bash, and then Sol for bleed damage, this combo should be enough to kill the mages early on, but keep in mind that you’re not strong enough to withstand magical assaults, so fall back and get out of their sight momentarily if things goes awry, then finish them off.
- Pick Blood Money perk. This perk may not as suitable as the rest of Merc’s kit, but it’s fitting for their roleplay as getting blood money from their bounties, especially since the Jarls and Stewards are rather ‘generous’ in their spending.
- Since you’re bound to finish the Companions questline, you can choose to either keep or deny the curse. I personally won’t keep it just because it’s a not so heroic boon IMO, but should you wish to keep the curse AND you happen to have Growl installed, I advise you to pick only the perks with ‘-in mortal form’ written in it or the regen boost ones, those will absolutely increase your survivability in every situation, just try not to play with fire.
Trials of a Fledgling Hero
You’ll start by wandering around Skyrim, searching for quests and bounties for fortune and glory, like what Mercenaries should do. You'll definitely hang out near the tavern more often if you got Notice Board and OBIS Notice Board or the Jarl's palace, whichever it is, you'll strive for more septim and recognitions around Skyrim, this also means you'll follow 'fortune first, fame will follow' motto to your heart.
Here are your trials (and some tips and tricks) to obtain the mantle of Hero:
- Finish the Companion questline, compared to my Swordmaster, this is a mandatory questline to complete for Mercenary, you will also increase your Merc’s damage output and turning your defensive tools as an equally deadly offense as your axe’s bleed.
- Obtain all axe specialization skill tree except the final Wandering Warrior one, your damage is already enough to make them shout “Uncle” right before waking up in the afterlife.
- After you become a Harbinger, you may try picking any side quest around Skyrim or even Solstheim if you’re crazy or brave enough, I advise you get Missing in Action to help Eorlund’s family or even try getting a favour from one of the nine Holds, go for Laid to Rest, Forsworn Conspiracy (you need to choose whether to let the Forsworn rampaging through Markarth, or try killing them while you’re escaping with them. I personally choose the former out of spite), Waking Nightmares (don’t kill the priest, besides, you don’t need the staff anyway), Wolf Queen questline, Blood on the Ice and any other quest that’ll make you earn a recognition by the people and the Jarls.
- Obtain or craft ‘the gears’
- Finish Bittercup questline, I advise you choose Fortune because money. If you don’t have CC, skip it.
- If you really wanted a good axe upgrade (design-wise), I advise you install a mod called Reforging to the Masses and go for Solstheim, there you can finish the Thirsk Mead Hall quests to unlock its crafting, but you can only craft it while in Solstheim so bring your irons and steels (or buy it) before finishing the questline. If not, try finishing Rise in the East, they also offer a simple, yet beautifully designed axe once you annihilate the whole pirate crew.
- Choose your side! This one is flexible, so you can finish this at any time you want, I personally choose to finish this one once I’ve completed the rest of the prerequisites, like some sort of coronation after the trials you’ve been through. You’ll need to choose whether it’s money or freedom that you wish for in the end.
Book Two: Hero (Gloria et Victoria)
Today's forecast: Cold, with the hint of steel and blood (plus rot)
People have recognized your deeds, guards will not simply nod towards you, but salute and even treat you for a drink thanks to your help and effort in protecting the people, and you got the attention from both Legions and Stormcloaks supporter alike, it’s time for you to take your seat among your predecessors as a Hero. Heroes are an even more powerful version of Mercenaries (obviously), they have a slightly better speed, but they’re far more robust and efficient, not relying much on counter-attacks and bleeds and would definitely able to take on a bunch of enemies while cornered and still victorious. Appearance-wise, they only got an upgrade of their armour from having a rugged mercenary looks to an even more decorated armours fit for a hero.
‘The Gears’: For this, you need to craft your gear or obtain it. I personally choose Black Bear Ancient Nord Armor set with shield from Talos Housecarl for Norman-Nord aesthetic (or the ones from Unplayable Faction Armour, specifically the Vigilant of Stendarr’s shield) or Nord Steelheart Armor mod if you didn’t want to invest in smithing even further (it’s also looked very similar to Heroes in Fire Emblem Fates, the wing helmet/circlet looking thingy and all that), if you have Immersive Armor, try picking the Einherjar Brigandine set.
For shield, pick either Jorrvaskr’s Light Shield or Nordic Light Shields (preferably the strongest shield they offer, but again, it’s up to you) if you got Immersive Armor, I advise you pick Keen Sense perk should you choose Einherjar Brigandine set because their helmet is a hood which IMO, are not very Hero looking. If you’re in vanilla, get Dawnguard’s set, alongside their Rune Shield or Auriel’s Shield for the most good-looking and valuable enchantment it offers (do NOT disenchant it). If you haven’t yet to obtain any trinkets, get Ring of Remedy/Health/Block/Squire/Stamina/Rejuvenation (try Radiant Raiment, they got a chance of having that in the shop) alongside their necklaces.
For the axe, I keep the ones from Reforging – To the Masses, specifically Hrothmund’s War Axe or Blood Horkers War Axe. If you want, Raider’s Axe from Artifact of Might mod may strike your fancy, it’s faster, but weaker compared to normal war axes, you need to fight Haknir himself to get your hands on that axe though, so better get your supplies up and running before going for treasure hunting. If you have Legacy of Ysgramor installed, get the Ebony Skyforge War Axe, this also means that you’ll need to invest more time in smithing perk, but hey, this axe is the prettiest design-wise compared to the rest that I’ve mentioned. For Vanilla, get Dawnguard Axe or their artifact variants if you want some big oomph towards the bloodsuckers and undead (Reforging – To the Masses also offers a Hatchet version of this axe!)
I wanna be the STRONGEST Hero!
Path of Heroes:
Congratulations! You are now a Hero! While you’re beefier than your Swordmaster counterpart, enemies could still finish you off if you lower your guard, so don’t let overconfidence become a slow and insidious killer… Anyway, you can practically turn the tides of battle while your health is low compared to Swordmaster that must either kite the enemies or strike first before getting decimated by a one-shot, hell, you can even survive an onslaught but only and ONLY if you are watchful of your surroundings. In Fire Emblem, Heroes are pretty much a more robust and faster Mercenaries, some even calling them the most ‘balanced’ class due to their evenly spread stats physical wise, similar to their predecessors, they’re the counterpart of Swordmaster thanks to their big Strength and Defence, they’re also known to have an excellent amount of Constitution that enables them to equip Axes and a decent amount of Skill that enables them to hit more often with Axe (hence why I picked Axe as their weapon in this build :D). In Skyrim however, I envision them as a more proficient axe fighters that can strike with such vigour their enemies’ armours proof to be naught with their Pursue and their own variation of Aether and Great Aether.
Here's what you have to do while following this path:
- Finish the Civil War ASAP! Skyrim is in danger from either the rebels or the Empire and it’s up to you to choose which side will be victorious (Personally, I choose the Empire for a more profitable conclusions, and also since I got Second Great War installed, I can finally slaughter the Aldmeri Dominions and the Thalmors after punishing the killer of king).
- Since you’re also participating in Civil War, might as well finish the Main Questline too, but Civil War will be your top priority at this moment, so let’s focus on getting the opposite side off of Skyrim (for Shouts, since I got Thunderchild installed too, I personally choose Become Ethereal, Earthquake, Unrelenting Force, Shor’s Wrath, Warcry and Thunder Shield for the whole ‘Chosen of the Sky’ aesthetic shout). Picking all of those shouts are optional, I picked those because I got both OBIS Bandits and their Patrols’ patch, AAE, Civil War Overhaul, Lore-Accurate Pistols in Skyrim and Second Great War installed, I got both bandits and soldiers beefed up and also armed with a variety of firearms that can stagger, stun and even kills my Hero rather quickly.
- If you wish to get into Dawnguard, I advise you pick the vampire hunters’ side, especially since you may or may not have the werebeast’s curse running through your veins. Volkihar might gave you power, but it also means that you’ll bring the Tyranny of the Sun to Skyrim and that’s not very heroic… Or if you want to play the role of a Dark Hero (or Dread Fighters IIRC) by killing Harkon and personally control the vampires, be my guest.
- Try participating in every kind of small Civil War’s skirmish if you encounter it in the wilderness, just be sure not to swing your weapon towards your allies.
Quests: Jarl and/or Notice Board Bounties (Electric Boogaloo), Civil War, Main Questline, Dawnguard, Dragonborn (Optional), Civil War Champions (CC content), The Final Descent (more MONEY), Lights Out! (if possible, try pick this quest after you have all the Hero title prerequisites and start a fight in that bloody wreck), Wyrmstooth (Optional, mods), Second Great War (Optional, mods)
Skill Trees:
As I mentioned before, Hero is a more proficient axe fighter that can deal a lot of damage whether from their riposte or even their Wolfstooth - Go for the Throat combo which will be explained later on. However, Hero is also known for lotsa things too, especially their tankiness and how they maintain their stamina reserve and seemingly never got tired during a fight. So, without further ado, here's the complete Hero skill tree:
Skills:
Pursuit (Shieldbiter + Sol + Apex Predator perk)
Thanks to your times and experiences against the toughest shields or any defensive methods around Skyrim (and maybe even in Solstheim), you are now able to break through their defences, following up with a bleed damage or two to ensure their demise.
Compared to my version of Swordmaster, Hero’s Aether have a more different way to activate, first you’ll need to activate Patience, but instead of power bashing, you switch it with Wolfstooth (sideways power attack), you’re not only dealing extra damage towards staggered unit and applies bleed, but you also gain a boost towards your attack power. Mind you, this skill can actually hit other enemies, if that happens, power bash the one you accidentally hit to stagger them then hit your intended target with Wolfstooth once again, this will boost your attack even more, you can also activate this skill instantly simply by running towards them, then use your sideways power attack without any shield bash, albeit it’s a bit weaker (if this happens to your ally, then just apologize to them :D)
Great Aether (Aether 2-5 times + Timed Block (Optional) + Go for the Throat perk)
A follow up for the already deadly Aether especially against the ‘big honchos’ or you just mis-fire your strikes but needs to finish off any possible threat ASAP. You need to activate Aether for at least 2-5 times, then block the enemy’s attack with Timed Block and finish them off with Go for the Throat (standing power attack), this will actually finish off almost every enemy you’re facing if done correctly.
Despoil (Great Aether + Blood Money)
Never trust anyone, including your employer. That was the motto that you may or may not follow for the rest of your life, sometimes your employers are rather stingy in terms of giving you reward, especially those stewards and jarls with their whole “Our money will be used for the greater cause” until you noticed their children got new clothes from Bruma and they themselves with new jewelleries from Hammerfell, so of course you’ll took the matter to your own hands by hitting the enemies (most likely their head honchos) way too hard that their hidden pockets just pop-off their hidden stash or something similar to that situation. This passive skill is optional mind you, so you don’t need to prioritize it if you’re fine without it.
Fiery Heart (Stubborn + Into the Maelstrom + Fight or Flight + Survival Instinct + Avatar or Warcry shout+ Timing Streak (optional))
Being called a Hero means nothing if you’re easily disheartened by the sheer number of your enemies, this skill will allow you to obtain more stamina and make you slightly more resilient against a number of enemies, Avatar would give you a boost towards stamina regenerations (doubles with the more health you lost during the fight). I personally have Timing Streak because I got the aforementioned mods that basically empowers both bandits, reavers, and Civil War’s soldiers of both sides, plus the Lore Accurate Rifle mod from my last build (so they both have a literal ‘sidearm’ in case I’m far away from their melee range, or one-shot potentials and kiting if they’re the ranged enemies)
Pavise (Apocalypse Proof 1/2 perk)
Heroes are known for being beefy, but some spells will still cook them alive, they can mitigate this by timing their blocks and break through their spells’ barrage until they’re in range of power attack power bash for stagger, and finally cut them down with either Great Aether or just normally spam Sol till they’re dead.
A bit of tips for your Hero to dominate the battlefield:
- Apocalypse Proof is your only defence against mages, be sure to time it correctly so that you won’t be fried, iced, or shocked by them, it’ll also block you from any of their accomplices’ or summoned minions’ physical attacks.
- If you’re able to catch those mages by surprise (by somehow running towards the mages and realized that they’re one of the bandit gangs trying to ambush you… I’m not speaking from my experiences), quickly activate Aether (without shield bash) and then Great Aether to end them quickly. Kill the rest of them by activating Aether (with shield bash now) and Great Aether yet again.
- Despoil is a high-risk high-reward skill, especially since this also means you’re getting more reckless by abandoning your defence more often, but the rewards are very good and it’s also easy to activate.
- For survivability, you will pretty much rely on healing and stamina potions coupled with health and stamina regen potions to get a breather, your jewelleries will also increase your survivability chances alongside your Fiery Heart passive skill. Your shouts may not be a part of your skill set, but it’s more of a bail out button for you just in case you got yourself in a very sticky situation (Again, those mods I’ve mentioned literally buff my gameplays’ bandits, reavers, soldiers, and even Thalmors).
- Since you're bound to finish Companion's questline, this also means you'll get to turn yourself into Werewolf, if you got Growl installed, pick only the ones that'll affect your combat as a human such as increased stamina and health regen, plus increased movement speed too if you want to turn Moon-Moon to Zoom-Zoom.
- Against dragons, you will definitely want to use Pavise to close your distance, and then Aether + Great Aether combo, but remember it’s better to fully avoid a dragon’s breath rather than blocking it. If they land somewhere further from you, find some cover from their breath attacks, then rush towards them, bash/power bash them, then use the aforementioned combo, stick close to them and keep shield bashing through their breath attack, keep collecting those stacks of Wolfstooth too until you’re confident enough to finally use Great Aether to finish them off quickly (personally, I need either 9 - 12 stacks to bring this giant lizard’s health down).
- That tactic with dragons’ also viable against dragon priests and any undead boss alike, so don’t be shy to ‘share the pain’.
Conclusion
This build is always in my brain alongside the others, both this and Swordmaster are like my favourite type of class to pick in Fire Emblem-like game, especially since both are like a two-side of the same coin. This build is heavily inspired by Saronis’ Lion of Bangkorai skill tree-wise, but gameplay wise, my build is more oriented towards giving burst damage to enemies and also riposte, with a bit of agility sprinkled in it, I do hope this build and playstyle is up to your liking. As always, your critiques and advices are very valuable to me, so feel free to drop a comment down there. This is Agni, and I hope you have a great time!
Replies
Awesome work Agni
Thank you, Chris! Man, it's so good to be back making builds once more
No prob, keep up the great work