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Replies
I’ll bite first. I had an idea for a pure mage build that would support allies by debilitating enemies wth various spells, shouts and powers.
I encountered many problems with the concept. Vanilla skyrim doesn’t offer many options to debilitate enemies via magic and j wanted something similar to the hex blade but of course with vanilla magic etc.
marked for death was a powerful debuff effect that I found Risky to use because I’d often end up hitting my allies with it.
i tried using stages but I couldn’t nail down whcibone I wanted. I was leaning most towards the staff of Magnus but found it ran out of charges much too quickly to be of much use.
My biggest issue was finding combinations of debilitating effects that really synergize with each other to greater effect. The “special moves” I’ve seen in other builds are nothing short of genius, and I wanted to apply that to this build, but to no avail.
Ah yes, you're refering to the abilities system?
Curse introduced me to that. It's a fabulous idea and I've tried to get better at incorporating them myself. My upcoming build (the Dark Druid) hase some really great abilities, I think. Very fun I recommend you return to the idea if you haven't already. Not necessarily this particular build, but the abilities system in general.
A defense first mage built around the idea of inner peace and survival. The gameplay portion is a 1h mage who ALWAYS had a shield equipped in his off hand. Use of alteration, resto, illusion, alchemy, and some conjuration to battle, alongside a mix of any armor and loot that one found. No destruction, and no necromancy were the rules.
From an RP stand the idea was the character (Male argonian known as Sees-the-Quiet) was a self made survival expert who was basically a monk. He meditated and unlocked his magical prowess through hours of honing and nailing down his inner energy and finding an inner balance. As such, the lack of destruction is because the aggressive energy needed to cast it would throw off his calm and focused mental state. The survival expert side is that he raised himself froma youngling and never had friends nor society for help. As such, no companions until later in the run when he finally made an actual friend, i had no plans to buy property, and the character is typically of the good moral side when it comes to allegiences and quests/loot (no necromancy, not an assassin or thief by trade, etc.) All that said, SURVIVAL is tantamount to his life, and when push comes to shove nothing was off the table.
The idea of a defence first mage just does not work well with the skills available, ESPECIALLY early game before you get any good spells or skills. i gave up around lvl 20 becasue i was annoyed with how hard shit was to kill (play on expert just to keep the game engaging, been at this too long...) and because it boiled down to just long drawn out battles of me waiting for magicka and stamina to recharge while kiting and blocking any attacks. Felt it had potential and i got way too into the RP side, but gameplay wasnt enough to keep me hooked and flesh out the character through a full game. Played on Survival mode for added RP and challenge, can confirm argonians do not fare well near winterhold, which sucked becasue, ya know, the college.
It’s a shame this idea never really took off for you. It looks like it has a lot of potential and you clearly put a lot of thought into it.
And before I forget welcome to the Skyforge!
This is an interesting thought.
Also, this can totally work as it is and even better with shouts.
Alteration's 3/3 mage armor + Shield Wall (5/5) = Defense armor cap.
Guardian circle + respite = Never ending stamina pool
Poison Rune from restoration + Slow time perk in block = Damage and weave in between heavy attacks
Replace normal shield with Targe of blooded for DPS.
Replace normal shield with Aetherium shield for crowd control.
Replace normal shield with Dawnguard Rune Shield for Undead and Stendaar's aura from restro tree.
Illusion can be maxed to master of the mind perk to buff conjured dremora, in addition to crowd control.
Against Humans and dragons, you should be good.
Against Undead and bosses, should be able to ease through as well
Should you be able to defeat Miraak, his robes proc like crazy for the tentacle explosion as a shield mage.
Totally doable.
Think i've posted this in chat.
Re-posting this here for someone to pick up and make it into a build:
Build WIP Title: Oni - Demon of the Shadows
Gear: Heavy Armor - Blades full set minus head. Sub with Clavicus mask or Ebony mail with Blades armor for the rest of pieces
Weapon: Katana type or 2 hander: - Ebony Blade / Skall Blade
Magic: Illusion - Frenzy & Fear type spells, Muffle and Invisibility
Perks trees: 2 handed, heavy armor, Block, Illusion Silent casting
Shouts: Become Ethereal, Marked for Death
Game Play: Sneak up, Frenzy targets, get into midst, start cutting them down Alternative method: Sneak up, Frenzy, Become Ethereal, Skaal Blade power attack.
RP: Demonic Samurai "Oni", with a shadowy shrouded, ethereal appearance.
Confuses targets, vanishes only to re-appear and cut them down.
Alright, time to unload some ideas. I'll put them in different replies.
Build Idea/Abandoned WiP: The Welkynar
Race: High Elf
Stone: Steed
Skills: Smithing, Light Armor, One Handed, Block, Archery
Apparel:
-Glass Armor Set/Elven (full set + Shield)
-Elven/Glass War Axe (really just preference)
Based on from ESO - there's a quest where you can/must aid her against Z'Maja, a Sea Sload who had escaped using Shadow Magic and a Daedric amulet in her/it's possession. Also was able to enslave 3 of the 4 Welkynars - the last one - with the help of the Lost Vestige/Player, was able to defeat the Sea Sload. Whether the survivor had to put down her comrades or they were 'released' is unknown - at least in the lore, ESO you can release them or fight them (somehow).
As for who/what are/were the Welkynar's:
The Welkynars consists of only four members at any one time—a representation of each of the cardinal directions. Typically, each Welkynar takes on an apprentice before they retire. When the Welkynar eventually does either retire or die in the line of duty, their apprentice replaces them. Joining the ranks of the Welkynars was a long and arduous process. Initiates were first required to prove themselves highly capable in battle in order to be eligible. Although the order was well known for producing the finest battlemages within Summerset, magical ability was not necessarily a requirement to join
RP: Possible wandering Survivor - the same one from ESO, perhaps the effects of Shadow Magic had affected her some how. As well as having to put down her own comrades - food for thought.
Welkynars - Lore, UESP
RoTA: Sheogorath (RoTA - revenge of the aylieds, was just a place holder)
Note: This one was made years ago, not tested so I cannot speak for it's viability/potential issues - if it makes no sense, I'll explain
Race: Imperial
Stone: Advanced Atronach
Stats: 1/1/1 - 0/1/0, once Magicka hits 250-300 and Stamina hits 150 (with enchantments)
Shouts: Marked for Death
Quests: Sheogorath, From the Ashes, Alteration Ritual Quest, Conjuration Ritual Quest, College of Winterhold
Equipment:
-Circlet of the Isles
-Unsure of enchantment
-Fine Clothes
-Fortify Alteration
-Gloves
-Fortify One Handed
-Fur Lined Boots
-Fortify Carry Weight
-Necklace of Mania
-Fortify Illusion
-Ring of Dementia
-Fortify Alteration
-Wabbajack
-Sword of Madness (Daedric Sword - Dagger works as well)
-Absorb Health
-Soul Trap
-Axe of Mania (Glass War Axe)
-Chaos Damage
-Damage Stamina
-Mace of Dementia (Ebony Mace)
-Chaos Damage
-Damage Magicka
-Bound Dagger
Major Skills: Pickpocket, Enchanting, Sneak, Illusion, Alteration, One Handed
Pickpocket: Used for the placement of the Mace of Dementia and Axe of Mania while enabling the usage of free training and removal of any weapons
Sneak: Used for Backstabs, while enabling us to remain undetected as we initiate combat with Illusion and/or Wabbajack
Enchanting: Used for the creation of our Equipment while also enabling easier recharge of our Weapons and used from an RP stand point of our Equipment containing the Souls of the Mad (Mania) and Depraved (Dementia)
Illusion: Used to create absolute Madness upon the battlefield and enable us to give our opponents a taste of either the Land of Mania or Land of Dementia while enabling us to make our opponents become delusional and fight in an everlasting battle while we can disappear and reappear instantly also at the same time, letting us stop a battle with the click of our fingers only for it to be started up again just as fast.
Spells: Calm, Courage, Frenzy, Fear, Invisbility
Alteration: Used to create much needed AR in the early and late stages of the game while also enabling us to locate the mortals with insane or sane minds either dead or alive while we can also make them drop 'dead' in a near death experience of pure Madness.
Spells Used: Detect Life/Dead, Flesh Spells/Dragonhide, Paralysis/Mass Paralysis, Equilbrium
One Handed: Used to increase the damage dealt by the Bound Dagger and Sword of Madness
Abandoned WiP Build
KoTN: The Ranger
Kynareth says: Use Nature's gifts wisely. Respect her power, and fear her fury.
Race: Bosmer/Wood Elf
Stats: 0/2/1
Stone: Thief -> Shadow/Serpent OR None
Shouts: Animal Allegiance, Aura Whisper, Kyne's Peace
Quests:
-Forelhorst (for Stormcloak Helmet)
-Main Quest
-Dawnguard
-Composure, Speed, Precision
-Kynes' Sacred Trails (start ASAP)
-No One Escapes From Cindha Mine (start ASAP)
-Destroy the Dark Brotherhood/Thieves Guild - optional
Skills: Archery, Alchemy, Light Armor, Lockpicking, Pickpocket, Sneak.
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Apparel
Male Bosmer - Early Game (Lvl 1 - 25)
Forsworn Headdress
Armor of the Old Gods - Full set minus Helmet
Kyne's Token
Bow of the Hunt
Forsworn Bow
Female Bosmer - Early Game (Lvl 1 - 25)
Forsworn Headress
Armor of the Old Gods - Full set minus helmet
Kyne's Token
Forsworn Bow
Bow of the Hunt
Male Bosmer - Late Game (Lvl 25 +)
Stormcloak Officer Helmet
Fur Armor (Full Caped Variant)
Leather Gauntlets
Predator's Grace
Bow of the Hunt
Kyne's Bow
Forsworn Bow
Female Bosmer - Late Game (Lvl 25 +)
Forsworn Headdress
Scaled Armor
Predators Grace
Hide Gauntlets
Bow of the Hunt
Forsworn Bow
Kyne's Token
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Possible Potions
Cure Disease
-Mudcrab Chitin. Charred Skeever Hide/Hawk Feather
Resist Magicka
-Hagraven Claw, Chicken Egg/Bleeding Crown
Regenerate Health, Fortify Light Armor
-Luna Moth Wing, Skeever Tail/Hawk Feather/Honeycomb, Nordic Barnacle
Possible Poisons
Damage Stamina, Damage Stamina Regen, Slow
-Large Antlers, River Betty/Salt Pile, Giant's Toe
Damage Magicka, Damage Magicka Regen, Frenzy
-Glow Dust, Hagraven's Feathers, Blue Butterfly Wings
Damage Health, Ravage Health, Damage Stamina Regen
-River Betty, Silverside Perch, Skeever Tail
Lingering Damage Health, Ravage Magicka
-Orange Dartwing, White Cap, Imp Stool
Weakness to Poison, Ravage Magicka
-Abacean Longfin, Charuas Eggs, Namira's Rot
Frenzy, Damage Health
-Falmer Ear, Small Antlers, Fly Amantia/Blisterwort\
Fear, Ravage Health
-Cyrodilic Spadetail, Blue Dartwing, Giant Lichen/Eye of the Sabre Cat
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-Character (Ranger) maybe not used to large cities and large groups of people, as normally barters with Khajiit Trading Caravans and sometimes sells fresh meat to Butchers and Leather/Hide to Blacksmiths
-Helps Forsworn, in No One Escapes Cindha Mine, as was arrested for doing what seemed like the right thing
-Get non-respawning location (Druadach Redoubt) can be used as home. (Check if has Alchemy Table) -> (No Alchemy Table, but will use till lvl 25, when Player leaves Forsworn and moves into Cracked Tusk Keep)
-Also gets Armor of the Old Gods which can help early on due to enchabtnebts AND looks perfect for a Ranger whom lives in the wild.
-However, leaves Forsworn and attacks them on sight when the Ranger realises two things, a) Hagravens whom kill and sacrifice Nature's protectors, Spriggans, work with the Forsworn and b) Forsworn use seeds from Nature (Briarheart) herself combined with dark magic to create Forsworn Briarhearts. But keeps home (Druadach - optional - and armor), once cleans out Druadach of course.
-Moves into Cracked Tusk Keep afterwards
-Lives in the wild, follwoing the Green Pact - no Ring of Namira - and kills any animals that are either a danger to the surronding wildlife if left unchecked or dangerous to travellers - e.g Sabre Cats). Hunts and kills Elk and Deer for hide and meat which is cooked and eaten. Doesn't attack or aggravate Spriggans.
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Combat
Opponents greatest strength is also their greatest weakness
Forsworn Briarhearts
-Strengths
-High HP, Stamina and Magicka
-Can Dual Wield or act as a Mage due to power granted by Briarheart (RP)
-Weakness
-Ability to Pickpocket the Briarheart killing them instantly
Two Handed Warriors
-Strengths
-Two Handed weapons, normally wielders have high Stamina equaling more power attacks
-Weakness
-Greatly weakened without weapon
-Usage of Damage Stamina Regen + Damage Stamina and Slow Poisons
One Handed Warriors with/without Shields
-Strengths
-Ability to block up to 85% of Damage before even touching AR
-Advances like a moving wall/Shield - Shield raised
-Uses bashes and/or Power Attacks when in Melee range
-Weaknesses
-Usage of Slow Poisons, as well as Damge Stamina + Damage Stamina + Slow Poison
Mages
-Strengths,
Not slowed by Armor or Weapons
Ranged Spells and Summon Spells
-Weaknesses
Relies heavily on Magicka, uae Damge Magicka + Damage Magicka Regen Poison OR Damage Health, Damage Magicka, Frenzy Poison
Dragons
-Strengths
High Health and Magicka
Ranged and Melee
Uses Shouts to cause massive Damage (Fire and Frost Breath + Drain Vitality)
-Weaknesses
Can't Shout if no MP
Can fly giving Poisons and Potions (more) time to be effective in Combat
Abandoned WiP Build
The Dread Pirate (Possible Ordinator Build)
(Originally was for Pirate Contest but chose to do the Cutthroat)
Inspiration for it came from DnD 5th Edition Pirate Class, as well as based on Davy Jones
Imposing Figure
(Aura of Fear as well)
(Speech - Intimidation)
Words of Terror
(Shout - Dismay)
Captain's Help
(Shouts - Battle Fury)
Horrifying Figure
(Apparel - Miraaks Armor and Sword)
Dead Men Tell No Tales
(Conjuration - Dead Thralls)
Crippling Words
(Shout - Marked For Death)
Dreadful Aura
(Aura of Fear basically)
(Illusion - Rout/Frenzy + Imposing Presence)
Davy Jones' Locker
(Serpent Stone)
Race: Any
Stats: 1/2/0
Stone: Mage -> Serpent
Skills: Illusion, Speech, One Handed, Conjuration, Enchanting
Apparel:
-Miraak's Armor Set + Sword
Mods:
-Ordinator (Optional)
-Zim's Immersive Artifacts (Recommended but also optional)