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ESO Build: The Bosmer Heretic

  • Member
    May 1, 2017

    The Bosmer Heretic

     

     

    Overview: A renegade Bosmer, who has forsaken the foolish and antiquated Green Pact. He has walked dark paths, and combines a mastery of bow and dual weapons with Daedric armor and thunderous magics. But will he fight for the Dominion, and the people that has shunned him? Or will he succumb to the temptations of Oblivion? ((OOC: A Stamina Sorceror DPS, this mer may not be the best at healing himself or taking hits, but he undeniably kills stuff well! Perfect for solo play or PvE dungeons))

     

    Race: Bosmer For good or for ill, the Heretic's life has been shaped by his Bosmeri heritage. Also, his natural gifts of endurance and archery are a great boon. ((OOC: Bosmer is the obvious choice for backstory reasons, and their passives will help out the build.))

     

     

    Class: Sorcerer The Heretic has delved far deeper into the dark arts than most even think of, even among the races of mer. ((OOC: Though, as a StamSorc, we won't be dipping too much into the Sorceror's class abilities, the passives are great, and the skills we do use greatly benefit the build.))

     

     

    End Goal Skills:

     

     

    Skillbar A: Tormentuous Fury ((OOC: For killing things up close, and the 'main' bar))

     

     

    Skill A1: Rapid Strikes (Flurry morph, Dual Wield skill) Tapping into his inner fury, the Heretic unleashes a frenzy of stabbing steel, dealing good damage to his foes. He has trained so that each strike deals more damage than the last((OOC: The DW spammable, pop this when you want quick and effective pain.))

     

    Skill A2: Hurricane (Lightning Form morph, Storm Calling skill) Recalling his Sorcerer training, the Heretic channels storm magic through his body, dealing continuous damage. He has trained so that the spell calls on his Stamina rather than Magicka, and quickens his step. ((OOC: The staple of any StamSorc, Hurricane causes constant damage and makes you faster. Don't leave home without it!))

     

    Skill A3: Steel Tornado (Whirlwind morph, Dual Wield skill) The Heretic performs a dizzying spin of lethal steel, hacking apart and finishing wounded foes. He has trained so that it has more range. ((OOC: The 'Finish Him!' skill. Use this on weakened foes to kill them off. For bonus points, you can hit multiple foes at once!))

     

    Skill A4: Bound Armaments (Bound Armor morph, Daedric Summoning skill) Calling on a dark pact, the Heretic wards himself with Daedric armor to soften blows. He has trained to call on his Stamina for the spell, and so that it enhances his strikes. ((OOC: A bit of extra protection never hurts, but the real sell-point here is the added Weapon Damage. More damage=more killing!))

     

    Skill A5: Flying Blade (Hidden Blade morph, Dual Wield skill) The Heretic expertly throws a wamasu-tooth dagger, whose electrical shocks slow enemies and makes them more vulnerable to attack. He has trained to throw it farther and stronger. ((OOC: Useful against enemies that are too far for your weapons, but you don't want to switch to Skillbar B. Also slows the enemy down and adds more Weapon Damage, so hooray!))

     

    Skill AUltimate: Rend (Lacerate morph, Dual Wield skill) Channeling the power of Hircine, the Heretic unleashes a mighty slash to fell any unfortunate enough to be in his path. He has trained so that the strike makes them bleed for longer. ((OOC: The Dual Wield Ult. is amazing. Good damage, hits lots of foes at once, and it heals you! The Rend morph makes it last longer, so that's great.))

     

    Skillbar B: Huntsmer of Darkness ((OOC: For long-range killing, and/or weakening while you close in.))

     

     

    Skill B1: Endless Hail (Volley morph, Bow Skill) The Heretic bombards an area with arrows, causing damage to anyone there. He has trained so that it costs him less Stamina. ((OOC: Have a group of enemies you want dead? Or is there a caster who you've noticed won't budge? This skill is an AoE, so pop this and anything in the area takes damage. Very cool!))

     

    Skill B2: Magnum Shot (Scatter Shot morph, Bow skill) The Heretic fires an explosive arrow to disorient and push back foes. He has made special arrows that cause more damage upon detonation. ((OOC: If some melee attacker gets too close, fire a Magnum Shot! It deals good damage, and stuns them, so you can fill them up with more arrows.))

     

    Skill B3: Poison Injection (Poison Arrow morph, Bow skill) The Heretic fires an arrow coated in scorpion venom to poison his foes. The special venom causes more damage to the wounded. ((OOC: Kind of like Steel Tornado on Skillbar A, this is a finisher. Overall, this'll do more damage because of the poison, but only works on one foe at a time. So, use this on bosses and such.))

     

    Skill B4: Bound Armaments (Bound Armor morph, Daedric Summoning skill) Same as with melee, this spell offers dark protection and more damage against enemies. ((OOC: Same as above. More Weapon Damage and protection=they die, you don't.))

     

    Skill B5: Lightweight Beast Trap (Trap Beast morph, Fighters Guild skill) The Heretic, recalling his brief time and training with the Guild, throws a trap that immobilizes and bleeds his enemies. He has modified his traps to be lighter, allowing them to be thrown farther. ((

    only is this a good damgae-dealer over time, but it immobilizes the enemy, so you can pop an Endless Hail at them, and it increases your Critical Strike damage.))

     

    Skill BUltimate: Toxic Barrage (Rapid Fire morph, Bow skill) The Heretic unleashes a rapid storm of continuous arrows, dealing high damage to his target. The poison on the arrows continues to hurt after the onslaught ends. ((OOC: The death of bosses! This deals tremendous damage to a single foe, so pop this against particularly troublesome bosses to deal major pain.))

     

    Important Passives:

     

     

    Y'ffre's Endurance (Bosmer passive) Though he has forsaken the teachings of Y'ffre, some power remains from the Heretic's childhood under his Spinner parents, increasing the rate his Stamina recovers. ((OOC: More Stamina Recovery))

     

    Resist Affliction (Bosmer passive) The Heretic has been hardened by his experiences, and combined with his Bosmeri blood, this manifests in increased Stamina and resistance to poison and disease. ((OOC: Poison and Disease Resistance+Increased Max Stamina))

     

    Unholy Knowledge (Dark Magic passive) The Heretic's time learning dread secrets has changed him. His spells and skills now cost him less Stamina than before. ((OOC: Reduces Stamina costs for all skills))

     

    Power Stone (Daedric Summoning passive) The Heretic's pact with Hircine makes his power grow, decreasing the cost of his Ultimate techniques. ((OOC: Reduces cost for Ultimate abilities))

     

    Daedric Protection (Daedric Summoning passive) The pact with Hircine does not only manifest in the Heretic's armor spell. It also makes his Health and Stamina recover faster. ((OOC: Increased Health and Stamina recovery))

     

    Energized (Storm Calling passive) The Heretic's time with his insane master taught him much of Storm Magic. In addition to his Hurricane power, this manifests in more powerful strikes from his weapons, augmented by a slight, omnipresent wind. ((OOC: Increased Weapon Damage))

     

    Implosion (Storm Calling passive) The Heretic offers no mercy to wounded foes. His physical attacks can pulverise weakened foes, while his storm magic can disintegrate the wounded. ((OOC: Chance to perfom extra damage to wounded foes with Physical and Shock damage))

     

    Expert Mage (Storm Calling passive) The Heretic has learned much of magic. For every spell he has ready, his weapons do more damage. ((OOC: For each Sorceror skill slotted, Weapon Damage is increased))

     

    Slaughter (Dual Wield passive) The Heretic's power grows the more his enemies are wounded, due to Hircine' blessings. ((

    Damage against low Health enemies with Dual Wield weapons))

     

    Controlled Fury (Dual Wield passive) The Heretic has learned to channel his anger. His feats with dual weapons cost him less due to the adrenaline. ((OOC: Reduced cost for Dual Wield skills))

     

    Twin Blade and Blunt (Dual Wield passive) The Heretic's life of weapons training has payed off. Swords are more powerful, axes cause bleed, maces ignore some armor, and daggers Critical Strike harder. ((OOC: Unique effects for all weapon types))

     

    Accuracy (Bow passive) The Heretic knows where to fire his arrows, and how to make them hurt. This manifests in more powerful Critical Strikes. ((OOC: Increased Critical Damage with Bow))

     

    Ranger (Bow passive) With his experience both in archery and dark magic, the Heretic can do more than most archers. His Bow skills cost less Stamina. ((OOC: Reduced cost for Bow skills))

     

    Dexterity (Medium Armor passive) The Heretic has grown used to Medium Armor, making his Critical Strikes hit harder. ((OOC: Increased Critical Damage))

     

    Wind Walker (Medium Armor passive) The Heretic knows the value of a light step. His Stamina recovers faster, and his skills cost him less. ((OOC: Increased Stamina Recovery and reduced Stamina skill cost))

     

    Agility (Medium Armor passive) With his wind magic, the Heretic can increase the power of his weapons by making his arms faster. ((OOC: Increased Weapon Damage))

     

    Leveling Skills:

     

    Skill C1: Crystal Shard (unmorphed, Dark Magic skill) The Heretic channels his fury into a crystalline spell, knocking down weak enemies. ((OOC: The only Dark Magic skill we'll use, and only while leveling the skill line. That said, it's useful in a pinch against susceptible enemies.))

     

    Skill C2: Summon Unstable Familiar (unmorphed, Daedric Summoning skill) The Heretic calls on Hircine to send a familiar to assist him in combat. ((OOC: We only have this skill to level Daedric Summoning. I myself never used this.))

     

    Skill C3: Summon Winged Twilight (unmorphed, Daedric Summoning skill) The Heretic calls on a Daedra from Oblivion to assist him. ((OOC: Again, only for leveling.))

     

    Stat Distribution: 0/0/3 The Heretic trains for Stamina, and Stamina only. He does not need more Magicka, and his enchanted armor offers him enough Health to survive.

     

    Gear Style: Medium Armor (7 slots) The Heretic garbs himself in the finest hides and leathers. Plate armor is too heavy, too cumbersome, whilst light clothing does not offer sufficient protection. He has enchanted it to augment his health. ((OOC: All Medium Armor, enchanted for Health.))

     

    Gear Set Option 1: Vampire's Kiss ((craftable with 5 traits researched in Malabal Tor, Alik'r Desert or Eastmarch, any style)) The magic of the vampires is not only in their blood, but in their special crafting stations as well. Wearing this special armor makes the Heretic have more Health, recover it faster, recieve more healing, and eventually makes him able to absorb the essences of fallen foes to revitalize himself.

     

     

    Gear Set Option 2: Sword Dancer ((found in the Blessed Crucible in The Rift, Redguard style)) The Redguards are masters of close combat. Within the arena of the Blessed Crucible, one Redguard left a legacy of special armor that imbues others with a Redguard's battle-spirit. Wearing this special armor makes the Heretic have more Health, more Stamina, hit harder, and eventually empowers his Dual Wield skills.

     

     

    Gear Set Option 3: Night Mother's Gaze ((craftable with 6 traits researched in Reaper's March, Bangkorai or The Rift, any style)) The Night Mother, though elusive and mysterious, undeniably has great power. With special crafting sites attuned to the Void, the Heretic can make armor that makes his weapons hit harder, increases the damage of his Critical Strikes, and makes those Strikes reduce the enemy's protection as well.

     

     

    Gear Set Option 4: Wilderqueen's Arch ((found throughout Greenshade, Bosmer style)) The strange goddess known as the Wilderqueen commands the forest around her. With armor given her special blessing, the Heretic's Critical Strikes hit harder, he has more Stamina and recovers it faster, and eventually his Bow skills slow enemies.

     

     

    Gear Set Option 5: Maw of the Infernal ((Monster Mask, found in the Banished Cells II in Auridon, Daedroth style)) The disgraced High Kinlord Rilis has many servants among the Daedra. Among these is the Maw of the Infernal, a foul, fire-breathing Daedroth. With armor crafted from its' remains, the Heretic has more Stamina, and can summon a vestige of the Maw to attack foes.

     

     

    Mundus Stone: The Thief ((found in Malabal Tor, Alik'r Desert, Eastmarch or Cyrodiil)) The blessings of the Thief increase the power of his Critical Strikes.

     

     

    Backstory: This Bosmer was not always a Heretic. Born to a Spinner, he spent his childhood following the Green Pact. But when a childhood friend fell ill, and the only cure was a special flower, he began to question Y'ffre's teachings. When his friend passed away, the Heretic realized the foolishness of this mandate, and was therefore banished from his home town. He wandered aimlessly for a while, taking odd jobs, learning how to fight. And then, the wizard. This insane mage served as a mentor of sorts for the Heretic, teaching him arcane secrets and Daedric powers. It was through this that the Heretic came to follow Hircine, believing him a better god for his people than Y'ffre. However, his master was always hungering for more power, and when Mannimarco offered him more secrets in exchange for his apprentice, he complied. The Heretic was sacrificed to Molag Bal, losing his soul. But, he escaped...

     

    Roleplay: There are many paths that the Bosmer Heretic can take. Here are but two:

     

     

    Radiant Path: The Exile Champion Though he still uses dark magics and primal fury, the Heretic has turned these to a better purpose. He now fights for the Dominion, and his people the Bosmer, having forgived them for exiling him. He fights so that all races, men and mer and beastfolk alike, can practice and believe any faith they like, as long as they do not impact others. He himself still follows Hircine, though he restricts his killing unless it is necessary. ((OOC Information: The Radiant path, although a Daedra cultist, is actually a pretty swell guy. He only likes to hunt animals, and tries not to kill unless necessary. And he wants everyone to be able to follow whatever faith they want, which is what drives him to quest and help people out. Still, he probably wouldn't get along with, say, a Spinner.))

     

    Stygian Path: Hircine's Merhunter The pact with Hircine still stands strong within the Heretic. He revels in the hunt, both of animals and the sentient races, and kills without remorse. But there is a purpose to the Heretic. He wishes to bring others to Hircine, to become lycanthropes or cultists like him. Eventually, he hopes that the faith of the Hunstman Prince overtakes the foolish Green Pact that ruined his life among the Bosmer people. ((OOC Information: The Stygian path doesn't care about killing; hell, he loves it. Therefore, act as bloodthirsty as possible, and feel free to stab a few commoners every now and then, especially in the Valenwood to send a message to those Green Pact idiots.))

     

    Conclusion: The Bosmer Heretic is a capable fighter, and a skilled huntsmer. Woe be to any that dare stand against him and his allies, for they will fall to blade, or arrow, or spell. ((OOC: Thanks for reading! Though this is a great build for most content, the Heretic truly shines in a group. Try it out; you won't regret it!))