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WiP Character Build: Something Something Cleric (On Hold)

  • February 25, 2018

    ---------- Introduction ----------

    So what is a Cleric to me? Well I grew up with Dungeons and Dragons being my main source of RPG (mostly various PC games but also P&P), so to me, their example of a Cleric is always going to be what I'm aiming for. And I think the 5th Edition Class Description is just about perfect. 

    Clerics combine the helpful magic of healing and inspiring their allies with spells that harm and hinder foes. They can provoke awe and dread, lay curses of plague or poison, and even call down flames from heaven to consume their enemies. For those evildoers who will benefit most from a mace to the head, clerics depend on their combat training to let them wade into melee with the power of the gods on their side.

    Someone who combines the ideals of a Tank, Healer, Party Buffer, Enemy Debuffer (which is now...officially a word) and all around badass. They have spells designed to cause lasting harm to enemies, are capable of keeping their allies good and strong but can also jump into combat and start smacking a few heads around. That to me is a Cleric and what I'm aiming to replicate here using a combination of mods, normal gameplay, and general badassery. 

    ---------- The Basics ----------

    Race: Breton 

    Standing Stone: Atronach

    Stats: 0 Magicka, 3 Health, and 1 Stamina

    Skills: Restoration, Alteration, Heavy Armour and One-Handed (possibly more to come). 

    So I know what your thinking. A character that you've clearly stated to be heavily involved in casting spells, takes the Atronach and still doesn't bother with investing a single point into Magicka. And that's absolutely correct, I've created this character to function so you never need to put a single point into Magicka, and you can safely run around without boosting it by any other means. That's correct, we're playing the whole game with a mere 105 Magicka, and yet spending at least 30 levels casting spells constantly. 

    Restoration, Alteration and Heavy Armour form the core defense of the build, while Restoration essentially forms the core offense (with support from One-Handed) and by around Level 20 I'd say you could probably call Restoration the only Major Skill for the build while the others are all more just support skills that add some extra utility. We're going to be able to use Restoration Spells, Perks and Effect to dish out multiple types of damage to different opponents, buff ourselves and heal ourselves. Which honestly, is kind of just about everything you need to do with a character. 

    ---------- Mods ----------

    Andromeda - Unique Standing Stones, when combined with the Atronach is simply a fascinating mod. Basically what it does is give the Atronach two effects. The first is that you can't regenerate Magicka, but each death within 50 feet restores Magicka by 4 times the level of the enemies killed. The second effect is that as long as you have Magicka your spells are 50% cheaper and 25% more effective. 

    Ordinator - Perks of Skyrim. What can I say, this build is arguably possible without it, but it would be pretty damn boring and rather difficult to put together. Ordinator just adds so much utility to a character that uses Restoration (or any skill, but they aren't important here) by adding in over a dozen unique effects that just can't easily be replicated with Vanilla.

    Imperious - Races of Skyrim, is pretty fun to play as a Breton in. Now understand, that I'm not really a fan of Bretons usually, but a single power they have put them over Imperials (which would've arguably been a better start). With Imperious, Bretons gain an ability called 'Stones of Galen' that adds another power to any Standing Stone you take. It just so happens, that the Atronach power is a 30% reduction in spell costs at the expense of taking 20% more damage from attacks while casting.

    Apocalypse - Magic of Skyrim is the final 'required' perk for this character. Just some key spells this adds are Tree Rings, Ocato's Recital and a few other defensive Restoration and Alteration spells. It may be the least impactful (or each of the other mods adds 'more') but it's still just as crucial as the others to making this character work.

    Divine ForestsDivine Cities - Premier City OverhaulDivine Cities: VillagesDivine Texture Pack - TreesDivine Texture Pack - Flowers and RocksForgotten DungeonsDivine Textures Creatures Pack 1 and Divine Textures: Dragons are all considered recommended, but not required. I believe that the Divine Cities mods add in new quests, I know that Villages does add new locations that come with a few small scale quests. Forgotten Dungeons also adds around 30 more dungeons to Skyrim that usually hold Draugr, meaning you've got a few more non-quest related areas to fight in.

     

    ---------- Closing Notes ----------

    First Picture - Chuby MI, who's got a range of pictures in the same style that you should definitely check out.

  • February 25, 2018

    Bloody hell, obvious sign I'm getting too tired because I just deleted about...500 words (Give or take) so I'mma update this in the morning. Tonnes of fun stuff coming here, with plenty of explaining and most importantly GAMEPLAY. 

  • Member
    February 25, 2018
    That's one fine looking cleric. I bet she's very holey. So, one handed... Are you playing with Alteration's spellsword-specialised perks too?