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WIP Build: The Sunder Mage (Ordinator) - Part 1

Tags: #Vampire  #Blood Mage  #Force Mage  #Frost Runes 
  • Member
    July 1, 2019

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    Foreword:  Continuing on with my theme of Dragon Age Builds, I have decided to explore the classes of the Blood Mage, Force Mage with a sprinkling of the Entropy school as seen in Dragon Age 2.

    The word "Sunder" means to rend, rip, sever, divide; Basically, to tear something to pieces in a very violent manner that is not necessarily limited to the physical sense. And that is exactly what this build excels at. If rending your foes apart body and soul, effortlessly tossing them around the battlefield, and opening up gravatic maelstroms to group them all together for devastating combos all without ever drawing a weapon sounds like your cup of tea then read on as I present to you... The Sunder Mage.


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    3505215497?profile=RESIZE_710xAppologies:

    I have hit a few rough patches recently and due to several difficult events and family commitments I have had to put the story on hold for the time being. Rest assured I'll get it done as soon as I can, and will have it added into this section of the build. You can expect a thrilling and engaging story which will delve into Imperial politics, The Cyrodiilic Vampyrum Orders heriachy, lots of deceit seduction and manipulation and all the other bells and whistles you might expect from the dark temptress this build revolves around. 

    There is still much to enjoy within and I appreciate your patience. I've worked painstakingly hard at the concept around this character and it was hard to come to the decision of postponing the story. I however wanted to give you something spooky to look at this Halloween, and The Sunder Mage fitted the bill perfectly.  So, sit back relax grab some whiskey, wine or a soda and enjoy the ride dear reader.

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    All of these mods are available on PC and Xbox One

    3499010482?profile=RESIZE_710xEssential Mods:

    Reccomended Mods:

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    Imperial Vampire: As an Imperial Ceryse will gain several passive abilities, some of which she has melded greatly to her advantage to empower her already terrifying grasp of Blood Magic even further.

    • Discipline: In combat, nearby allies gain bonus armor and attack damage
    • Imperial Virtues: Randomly gain bonus Health, Magicka or Stamina regeneration when entering combat.
    • The Human Spirit: At levels 10/20/30, you may change your Attributes (Health +100, Stamina -50)/Resistances (Fire +50%, Poison -25%)/Skills (Restoration +20 and Conjuration - 20, Warrior skills do not matter, Speech +20 and Light Armor -20).
    • Colovian Star (Power): Unlocked by completing 20 quests around Skyrim. Ceryse can use this to regain lost magicka and stamina and fortify them by the amount restored.
    • Cult of Shadows (Vampire): Praying at a shrine will increase magicka and Stamina by 25 points, but the normal shrine effect is reversed.

    Standing Stone: The Mage - The disciplined nature of this stone make it a great choice for Ceryse. The stone boasts a trio of magic focused effects.

    • Power of the Arcane: Spells are 10% more effective. Scrolls are 20% more effective.
    • Mage's Path: Learn all Mage skills 10% faster.
    • Ultimate Power (Unlockable): After finding all 13 standing stones gain this once a day power. It will allow Ceryse to choose one of three random schools of magic. Spells are twice as effective and cost half as much for 60 seconds.

    Name: Ceryse

    Gender: Female

    Age: 427

    Religious Views: As a member of the Cyrodiilic Vampyrum Order, Ceryse worships both the Daedric Prince's Molag Bal and Clavicus Vile, as well as holding Lamae Bal in high esteem. 

    Affiliations: Cyrodiilic Vampyrum Order

    Morality/Personality: Lawful Evil. Ceryse is a calculated, manipulative socialite and provocateur. What others observe as a “warm and playful" personality is but a façade to hide her true self.Those she can’t manipulate through her allure or Illusions are met with the torturous and crushing pain of telekinetic and Blood magics.

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    Attributes: 1:4:0 (Perk magicka until you reach around 220 points then focus solely on health)

    3176214525?profile=RESIZE_710xMajor:

    Alteration - Through the use of Alteration and ancient rituals Ceryse has learned to alter her physiolgy to better accomodate her use of Blood Magic and Telekinetic abilities.

    Perks of Note:

    • Geomancer - If wearing robes and no armor, you take 30% less damage from attacks while charging or concentrating on a spell.
    • Alteration Dual Casting - Dual casting an Alteration spell empowers it, increasing effectivness and cost. (Used for equilibrium).
    • Mage Armor - Protection Spells like Stoneflesh are up to 200% stronger if wearing only robes.

    Restoration -  Restoration can harm as well as heal. Ceryse has learned how to corrupt this noble school of magic and use it to stricken her enemies with potent curses and boil the blood within their veins.

    Perks of Note:

    • Edge Walker - Restoration spells are up to 30% more powerful if the recipient is bellow half health. The bonus increases as health decreases.
    • Chalice of Tears - If you are diseased or undead, your Restoration spells are 15% stronger and last 50% longer.
    • Restoration Dual Casting - Dual casting a Restoration spel empowers it, increasing effectivness and cost.

    Illusion - Years upon years of making mortals her play things has given Ceryse an uncanny grasp of Illusion, that is only amplified by her vampiric blood. She can easily enthral or bend the will of even the most resilient of minds.

    Perks of Note:

    • Soulcrusher - Feast upon the minds of those affected by a Fear spell or effect within the radius of imposing presence, absorbing 25 points of magicka per second.
    • Nightfall - Those affected by a Frenzy spell or effect within he radius of imposing presence are consumed by battle a hunger when there are no other enemies remainin taking 40 points of damage per second.
    • Dream Geas - Activate sleeping victims to send a "dream" that compels them to fight at your side until released or they are slain. You can only have one dream thrall at a time. Chance to fail and wake up the victim based on Illusion skill.

    Destruction - With a keen understanding of Frost and Blood Magic Ceryse can freeze the blood of her victims where they stand, or just as effortlessly rend them from the inside out, sometimes so violently they are torn asunder.

    Perks of Note:

    • Robe of the Magi - If wearing robes and no light or heavy armor, Destruction spells are 30% more powerful.
    • Elemental Specialization - (Frost) You may choose one element. Spells and effects of that element are 15% more powerful, while spells and effects of the other two elements are 15% weaker.
    • Hypothermia - Frost spells paralyze living targets below 25% health if they are not frost resistant.

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    Enchanting - Ceryse has a more than capable grasp in the art of enchanting. Easily able to imbue magical effects of her desire onto gear as she pleases.

    Perks of Note:

    • Regalia - New enchantments placed upon robes, circlets, hoods and necklaces are 30% more powerful.
    • Attunement - All enchantments on equipped weapons and armor are 10% more powerful and last 10% longer.
    • Twin Enchantment - Can place two enchantments upon the same item.

    Speech Ceryse’s provocative charm and allure has granted her a very persuasive and alluring presence, not only that but she has learnt how to use the Th’um to great effect.

    Perks of Note:

    • And the Universe Listens - Shouting restores points of Health, Magicka and Stamina equal to your shout cooldown in seconds. You gain Speech experience when shouting based on your shout cooldown.
    • Force Redoubled 2/2 - 50% chance to reduce the cooldown of any shout to 3 seconds.
    • Th'um of War - Your shouts stagger nearby enemies within 25 feet, reducing armor rating by 300 points for 10 seconds and knocking enemies below 25% Health to the ground.

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    Spells: (Modded and CC content are marked with a *, note that vampiric related spells and powers will be covered in the vampirism section).

    Restoration:

    • Welling Blood* 
    • Blood Boil*
    • Close Wounds
    • Resurgence*
    • Natures Balance*

    Alteratio3499026310?profile=RESIZE_710xn:

    • Flesh Spells
    • Equilibrium
    • Paralyze
    • Ocato’s Recital*
    • Spell Twine*
    • Knowledge is Power*
    • Paralysis Rune*
    • Tumble Magnet*
    • Mage Grip*
    • Malviser’s Gauntlet*

    Illusion:

    • Frenzy
    • Fear
    • Calm
    • Compelling Whispers*
    • Blood for Blood*
    • Shared Trauma*
    • Empathic Agony*
    • Enslave the Weak*

    Destruction:

    • Frost Rune
    • Wall of Frost
    • Whirlwind Cloak

    Conjuration: (Conjuration is neither perked or trained)

    • Soul Trap
    • Conjure Dremora Lord (Acquired from Soul Cairn merchant)
    • Conjure Wrathman

    Shouts:

    • Unrelenting Force
    • Cyclone
    • King’s Bane*
    • Slow Time
    • Bend Will
    • become Ethereal
    • Dismay

    Special Magical Effects, Spells, Powers and Perks:

    Knowledge is Power -  This is a unique spell in that it allows any spell to be stored as a once a day power. For Ceryse this means she is able to "make a pact" to gain high level summons to use as fodder once a day.With the use of this power no time training Conjuration is needed. Both the Wrathman and Dremora Lord spell tomes can be acquired whilst in the Soul Cairn.

    Spell Twine - Spell Twine allows Ceryse to link certain effects to her spells when she casts them. Blood Boil should be linked with; Crystal: Magic Resist + 15% for 10 seconds. This will help mitigate the self inflicted damage that this spell incurrs. Equilibrium should be linked with; Rock: Weapon Damage taken - 15% for 5 seconds. This allows for safer casting reducing the chance of being felled by a stray arrow when Ceryse is low on health. Empathic Agony should be linked with Flow: Spells are 20% cheaper for 5 seconds. This makes any spells cast imediately after Empathic Agony such as Blood Boil to be cheaper to use.

    O3540584889?profile=RESIZE_710xcatos Recital - An extremely useful spell that allows 3 self cast spells to be linked and trigger when combat initates. Whirlwind Cloak, Ebonyflesh and Resurgence should all be selected as spells of choice. Being under the effect of a flesh spell not only will trigger Mage Armor but also any effects chosen from Welloc's Dormant Arcana and the Distorted Shape perk. Whirlwind Cloak will ensure enemies are kept at bay by routinely sending them reeling. Resurgence will trigger whenever Ceryse's health drops below 50% while it is active. When it triggers it will provide a surge of healing for the remainder of it's duration. Ceryse's fervent use of Equilibrium, Blood Boil and Blood Revel ensures that this effect triggers offten.

    Wellcoc's Dormant Arcana - With Welloc's Dormant Arcana linked to a Flesh Spell, Ceryse gains a significant buff to her Restoration and Destuction magic power (+10 %) and to her magicka pool (+ 50) whenever she is effected by said spell.

    Wild Shrines - There are several Wild Shrines scattered around Skyrim. Each provides Ceryse a particular buff to a school of magic. Alteration + 30% duration, Destruction + 15% Magnitude, Illusion + 15% Magnitude, Restoration + 15% Magnitude and Conjuration +30% Duration. 

    Spirit Tutors - Two Spirit Tutors roam Skyrim. When found they will each confer one blessing that will increaase the power of Ceryse's Restoration spells by 1% per 20 points of base magicka.

    Arcane Thesis - Obtaining this perk will allow Ceryse to push the power of her Blood Boil Spell even further. Obtaining a 20 % outgoing damage boost.

    Alter Self Attribute/Resistances - Ceryse is able to alter her biolgy through her understanding of Blood Magic. This will allow her to gain a 25% Boost to both Fire and Shock Resistance as well as a permenant 50 point boost to health.

    Wheel of Life - A useful abillity that allows Ceryse to be healed once every 30 seconds as long as she has not used a healing spell within those 30 seconds. Now this spell has saved my life a fair few times but it has one significant drawback you should be aware of before perking it. It very Ironicaly clasess Equilibrium as a healing spell. Which means if Ceryse has used Equilibrium in the last 30 seconds she will not be getting healed.

    Ethereal Spirit - Meditating on Feim (Become Ethereal) with Paarthurnax grants Ceryse a 25% bonus in health regeneration. The regeneration becomes particularly potent when coupled with her Fortify Health Regeneration enchantments, making it a very good option to use when she is running low on both health and magicka.

    The Human Spirit - This is arguably one of the most essential passives in this build. At levels 10, 20 and 30 Ceryse is able to select several game changing buffs. At level 10 you should choose +100 Health and - 50 Stamina. At level 20 you should choose + 50% Fire Resist and - 25% Poison Resist. At level 30 - You should choose the following, Mage Skills: Restoration + 20 Conjuration - 20, Warrior skills are Irrelevent, Thief Skills: Speech + 20 Light Armor - 20. 

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    - Manifesto Cyrodiil Vampyrum Order -

    To you whom We have seen
    Stalking at night by eyes keen
    Transcendant of savages
    Sating thirst sans avarice
    Your coffers stay stuffed
    By social graces robust
    None know your nature;
    save Us
    None share your fate;
    save Us
    None welcome you as kin;
    save Us

    Below you will find all of the essential Sacrosanct perks you will need to play this build

    Vampire:

    Wasail - Lose humanity below 25% Health in combat, draining Health, Magicka and Stamina until combat ends. Also reduces them by 10 points until you feed.

    Blood Revel -  (Power) In combat, gain 25% bonus attack damage and spell effectiveness for 120 seconds or until combat ends, but activate Wassail. (Only when not sated, unless you have King among Kine).

    Blood Cauldron - (Power)  Expend some of your Vampiric blood to replenish Health, Magicka and Stamina, becoming thirstier. (Only when sated).

    Flaywind - (Greater Power) Target person within 10 feet flees while vampire bats absorb 25 Health per second for 30 seconds. If the target dies, counts as feeding. (Only while blood starved, unless you have King among Kine).

    Vampires Seduction - (Greater Power)  Silently bewitches a person up to level 10 for 30 seconds, calming them and allowing you to feed. (Can be used in combat).

    3175630055?profile=RESIZE_710xVampiric Age: 

    King Among Kine - You no longer lose any powers when feeding. 

    Oberon's Grail: Reduces the chance to fall victim to Wassail in combat by 75%.

    Vicissitude: Hemomancy spells other than Blood Seed do 25% more damage to targets affected by Blood Seed.

    Blue Blood Quest:

    Potence - Vampiric strength grants 15% more attack damage, increased to 30% when Sated.

    Vampire Lord Form:

    Starving Artist - In mortal form, Hemomancy spells used against people absorb Health equal to 25% of their base damage (dealing that much extra damage and healing the caster for the same amount). Killing people with Hemomancy spells advances your Vampire Lord perks. 

    Make Them Beautiful - In mortal form, Hemomancy spells used against people have 25% chance to tear apart victims below 25% Health, instantly killing them.

    Blood From a Stone - Blood Magic, the Raze spell in your right hand and Hemomancy in mortal form can now damage Daedra and automatons.

    Curtain Call - Hemomancy: Briefly pacifies people affected by a different Hemomancy spell before decapitating them, killing them instantly

    White Wolf - Your Vampire's Seduction power now works on targets 15 levels higher and you may Drain people under its effect regardless of how thirsty you are. Additionally, Draining a sleeping or seduced victim advances Vampire Lord perks.

    Dragon at midnight - You gain 4 perk points to spend in your other perk trees. However, when you are Blood Starved, contact with Sunlight will instantly destroy you!

    Hemomancy Spells:

    Blood Seed: (Apprentice) Jagged bone shards grow in a living or undead target, dealing 6 magic damage for 10 seconds. (1 draining)

    Blood Brand: (Adept) Living or undead target takes 5 magic damage per second. After 10 seconds, detonates for 100 damage. (3 drainings) 

    Blood Garden: (Adept) Casts Blood Seed on all targets (AOE), inflicting 10 magic damage for 10 seconds. (6 drainings)

    Blood Scourge: (Expert) Living or undead target takes 20 magic damage for 15 seconds. On death, spreads to all nearby targets. (10 drainings)

    Blood Ankh: (Expert) Hexes the corpse of a living or undead being, causing it to levitate and explode for 200 magic damage. (15 drainings).

    Profaned Sun: (Master) Flaming star that follows the target for 20 seconds, dealing 25 magic and fire damage to living targets near it. (21 drainings)

     

     

  • July 1, 2019

    Oh no, you have to find Morrigan art for this build, however will you manage that. I really feel bad for you that a challenge like that is a part of your design :P 

    Jokes aside, I'm already interested in the idea based on what you've discussed on the Discord and the presentation of the build looks visually great anyway. I would consider at the moment is the possibility of seeing if the section titles look better without the black background. I just think they look a teeny bit blocky at the moment, but might be better with text anyway. Eh, something to consider but very interested in what you end up doing with the build :D

  • Member
    July 2, 2019

    "Shrugs" - What can I say my character has Black hair, pale skin and is a Blood Mage. When you search For Blood mage art a lot of it is Morrigian, Grey Wardens or Hawke. It'd be harder to find somthing that is not Dragon age related lol. But hey since my build is based on Classes from Dragon age 2 I thought it seemed pretty fitting. 

    As for the banners I'll probably be keeping them as they are, as they will be matching the BM Icons I will be using in my Abilities section, and I quite like em myself. But we shall see, it's still pretty early on, so I may change them if they don't go with the Icons as well as I think they will.

  • Member
    July 5, 2019

    Perk Spreads up. And I'm going to bed

  • Member
    August 23, 2019

    Ive added a few minor addiitins including the abilities

  • August 23, 2019

    Chill as fuck mate, think the build is really coming together visually now that there's text there (:P) and always a fan of the DA ability pictures. The new content is good, honestly not a whole lot to say about it other than a few minor tweaks that I think will help the build. Always seems like I'm being super negative when my suggestions end up being the main thrust of my comment, but the build is coming together really well mate. 

     

    So, I will say that I think maybe changing the key for the Spells section so it denotes what mod it's from as well could be useful (like, * is Mod A, ** is Mod B, etc.) could be a bit useful just so we know which mods work with which spells if we don't use them. Doesn't change the build much but provides a bit of extra simple clarification. 

    Uh, second thing is that I do think maybe you need to cut down on some of these abilities. Like they're cool but I think they make the build a teeny bit bloated by having 11 different abilities is a bit much, at least with the way you've presented it. I mean, I can really picture this character having a DA2 Companions style page for the abilities, but I think listing them out with flavour text and an image might inflate the build a little. I'll try and think of something, because, I understand the point of having so many abilities but I think a different presentation style might help the build out a bit. 

    Oh and the Perk Spread doesn't really work at the moment, it's a little blurry for me and I can't read it cleanly, looks awesome other then that but should be able to fix it up so it looks even better. What size did you upload it at?

  • Member
    September 1, 2019

    Dragonborn2121 said:

    Chill as fuck mate, think the build is really coming together visually now that there's text there (:P) and always a fan of the DA ability pictures. The new content is good, honestly not a whole lot to say about it other than a few minor tweaks that I think will help the build. Always seems like I'm being super negative when my suggestions end up being the main thrust of my comment, but the build is coming together really well mate. 

     

    So, I will say that I think maybe changing the key for the Spells section so it denotes what mod it's from as well could be useful (like, * is Mod A, ** is Mod B, etc.) could be a bit useful just so we know which mods work with which spells if we don't use them. Doesn't change the build much but provides a bit of extra simple clarification. 

    Uh, second thing is that I do think maybe you need to cut down on some of these abilities. Like they're cool but I think they make the build a teeny bit bloated by having 11 different abilities is a bit much, at least with the way you've presented it. I mean, I can really picture this character having a DA2 Companions style page for the abilities, but I think listing them out with flavour text and an image might inflate the build a little. I'll try and think of something, because, I understand the point of having so many abilities but I think a different presentation style might help the build out a bit. 

    Oh and the Perk Spread doesn't really work at the moment, it's a little blurry for me and I can't read it cleanly, looks awesome other then that but should be able to fix it up so it looks even better. What size did you upload it at?

    Hey mate sorry for the late reply. Been flat tack with work and other suff lately. Thanks for dropping by though appreciate.

    I've edited spells to have different amount of * depending on what the mod is now. And you were quite right it did appear somthing was up with how that perk spread loaded, no matter I decided to change it anyway. Has a much more gothic vibe to it now, what do you think of this one?

    And as far as the abilities go, will see if I can narrow the list down. There's just a lot of nice combos that this build can do that I used a lot. And yea it does suit the amount spells and stuff you can get as a mage in DA. spose that was what i was going for though :D But I get ya mate there are a lot. Also uploaded a few new pictures nothing major though.

  • Member
    September 3, 2019

    Some pictures that will be accompanying the story when it is done.

  • September 3, 2019

    Just to sorta preface this, it's super long but that's just because I have...probably too much fun thinking about and debating presentation styles for builds. It's like, the one thing I really enjoy so this is my longest comment when it can really boil down to the smallest pointer. So, yeah just didn't want it to seem like I'm shitting on the build or anything because I have a lot to say. 

    Do I say that less is more or more is more??? I'm just wondering if the build would work slightly better if you took out some of the images in some of the smaller sections. I mean, what I tend to think of with a build is that images are primarily used to break the 'Wall of Text' up a bit and showcase the visual design of the character, and honestly the first chunk is what most of them are for. You can show off the visual design of the character in an image or two, but you use your other images to break the build into smaller to read texts (that are prettier as well). So, I have to think on sections like Mods if the image just bloats the build and makes it look longer/feel weightier to the point where it might be detrimental. Like if I were to just slightlly edit the opening chunk of your build, it'd look something like this which makes me wonder if the build needs as many images as it has. I've added in some notes at the end of this section to explain some of my changes, they're pretty minor other than images but yeah. 

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    Foreword:  Continuing on with my theme of Dragon Age Builds, I have decided to explore the classes of the Blood Mage and Force Mage as seen in Dragon Age 2.

    The word "Sunder" means to rend, rip, sever, divide; Basically, to tear something to pieces in a very violent manner that is not necessarily limited to the physical sense. And that is exactly what this build excels at. If rending your foes apart body and soul, effortlessly tossing them around the battlefield, and opening up gravatic maelstroms to group them all together for devastating combos all without ever drawing a weapon sounds like your cup of tea then read on as I present to you... The Sunder Mage.

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    Essential Mods:

    SacrosanctOrdinator (with 20% More Perk Points), SummermystAndromeda Standing StonesImperious Races, Apocalyspe Magic of Skyrim, Mage Grip and Thunderchild

    Reccomended Mods:

    Wildcat/Smilodon, Mortal Enemies and Reblanced Encounter Zones - Random text, random text

    Sacrosanct completely overhauls vampirism in Skyrim, adding in many different passive and active abilities as well as a few race specific traits and even a couple of small quests. Ordinator does a total revamp of the Perk tree adding dozens of new skills to learn and the 20% extra perk points is a well-balanced option in my opinion when used with Ordinator installed. Andromeda overhauls vanilla Standing Stones allowing for all-new roleplaying options. Each stone feels truly unique and can't be replicated like the most vanilla stones could. Imperious breathes new life into the racial system, including new racial attributes, passives and unlockable abilities via a race specific quest.

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    Imperial Vampire: As an Imperial Ceryse will gain several passive abilities, some of which she has melded greatly to her advantage to empower her already terrifying grasp of Blood Magic even further.

    Discipline - In combat, nearby allies gain bonus armor and attack damage

    Imperial Virtues - Randomly gain bonus Health, Magicka or Stamina when entering combat. 

    The Human Spirit - At levels 10/20/30, you may change your Attributes (Health +100, Stamina -50)/Resistances (Fire +50%, Poison -25%)/Skills (Restoration +20 and Conjuration - 20, Warrior skills do not matter, Speech +20 and Light Armor -20).

    Colovian Star (Power) - Unlocked by finding all of the Standing Stones, Ceryse can use this to regain lost magicka and stamina and fortify them y the amount restored.

    Cult of Shadows (Vampire) - Praying at a shrine will increase magicka and Stamina by 25 points, but the normal shrine effect is reversed. 

    Age: 427

    Standing Stone: The Mage

    Power of the Arcane: Spells are 10% more effective. Scrolls are 20% more effective.

    Mage's Path: Learn all Mage skills 10% faster.

    Unlockable by finding all 13 Standing Stones...

    Ultimate Power: 1/day - Choose one of three random schools of magic. Spells are twice as effective and cost half as much for 60 seconds.

    Religious Views: As a member of the Cyrodiil Vampyrum Order, Ceryse worships both the Daedric Prince's Molag Bal and Clavicus Vile, as well as holding Lamae Bal in high esteem.

    Morality/Personality: Lawful Evil

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    [I half debated the idea on whether the descriptions for each mod were entirely needed...then thought maybe something like this might be a pretty solid halfway point. You list out the mods and describe them in a single paragraph which saves a fair bit of visual space and allows you to sort of bunch a few together. Like, the idea behind Andromeda and Imperious is essentially the same so you could combine their sentence a little you know. Just a thought but I think it's worth considering]

    [I took out her name and gender from 'The Character' just because I think your more than likely to go over them in the Backstory so it ends up being superflous information at this point you know? Might even be worth removing the Age, RV and Morality because you'd be aiming to tell us that information in a more...narrative sense up above rather than just saying "She's evil". Get why you've got it, makes perfect sense but saw it and wanted to throw the idea around]

    [Your next section after 'The Character' would be the logical place to add your next picture, if you didn't it would start to feel bloated but the section itself looks and feels fine without the image. I mean, it's all personal preference to some extent, and I'm not saying don't add images if you want to, just trying to throw out a few different ideas really.]

  • Member
    September 8, 2019

    I get where your coming from man. And it does look nice the way you have presented it there. But I like to have plenty of pictures and art. To me the art is just as integral to the build as the text. What's the saying "A good picture tells a thousand tales" Somthing like that any way. It's just the way I do my stuff. If I changed it up it just wouldn't feel like it was me if ya get that. All of my builds are picture and banner heavy and thats become somewhat my identity as builder. I like to keep a uniform identity to my work. A lot of that white text will be filled in in time and the build will start to take shape. I anticipate the over all style will come out looking quite similar to The Witch Arrow and The Reaver. I very much appreciate the feedback and it is always a welcome challange to see someones differing perspective. Cheers for dropping by again mate. Also I've added more detail to several sections since you were here last including a gameplay Video :)