The Workshop » Discussions


WiP Character Build: the War Bear (On Hold)

  • July 13, 2018

    Note: I used the No Starting Spells mod to begin with no spells.

     . [ | Introduction | ] . 

    Sor Grey-Bear is my attempt at a melee-focused Dragonborn. One who does not rely on magic or trickery to complete his goals, and acts as the warrior to my trifecta of builds alongside the Arcane Eye and the Night Prowler.

     . [ | Backstory | ] . 

    My name is Sor Grey-Bear, but my story starts with my father, Haakon. He was born and raised in the nordic homeland of Skyrim. He left his home to fight under the banner of the Empire and, during the Great War, died under it, but not before he had met my mother and sired a child whose face he had never seen.

    I was raised by my mother in Cyrodil as a proud nord. I grew up on tales of my father’s homeland; of Ysgramor of the Companions; of the dragons and the Dragonborn; and of my father’s wish to one day return to familiar soils with my mother and I. My mother made a living as an apothecary, transforming common ingredients into powerful draughts for whatever may ail you. I spent my days learning to hunt, smith, fight, and whatever skills I could to get by.

    In my heart I felt a pull. A force calling me back to my father’s homeland that only grew stronger with each passing year. My mother, frail from her years, could not make the journey with me. I kissed her goodbye and made my journey north to a land I did not know. The days grew cold and the nights colder as I grew closer to the border, but nothing could have prepared me for the coldness I would face as I crossed it.

    I was met with shouting. Imperial soldiers accusing me of being a traitor; a member of a group whose name I had never even heard. I fought, claiming my innocence, but my words fell on deaf ears. All i remembered was the ground racing to meet me as the world faded to black.

     . [ | Gameplay | ] . 

    Basics

    NameSor Grey-Bear

    Race: Nord

    SexMale

    Level: 60—Perk Calculator

    Stat Spread: 0/4/1

    Standing StoneWarrior to Lord

    Skills

    Two-Handed: A battleaxe—Sor's weapon of choice. To be able to wield his weapon with the deadly might he needs to fufill the quests that lie before him, the various perks allow him to become more devastating in battle with each attack holding enough power to rend flesh and crush bone and maybe even immobilize his foes before they can cause him any harm.

    Perks: Barbarian 5/5; Champion's Stance; Limbsplitter 3/3; Devastating Blow; Sweep; Warmaster

    Archery: While he does no use his bow to hunt man, his quiver has delivered many meals to his table and has felled many a great beast. As the creatures of Skyrim's wild grow stronger, Sor's archery improves and allows him to take on everything from the weakest skeever to the mightiest frost trolls.

    Perks: Overdraw 5/5; Eagle Eye; Critical Shot 1/3; Power Shot; Hunter's Discipline; Ranger; Quick Shot; Bullseye

    Light Armor: While he is strong, no warrior is invincible. Heavy armor is too loud and restricting to allow Sor to engage in combat the way he wishes. Light armor is his protection of choice, and with the ability to custom-make armor to fit himself, he can take on any foe relatively unhindered by the layers that protect him from his enemies' attacks.

    PerksAgile Defender 5/5; Custom Fit; Unhindered; Wind Walker; Matching Set; Deft Movement

    Alchemy: His mother being an apothecary, Sor picked up on the use of alchemical compounds fairly early onto his life. He uses the various plants, fungus, insects, and animal products found in Skyrim to brew powerful potions to augment his abilites in combat and allow him to overcome foes he otherwise could not.

    PerksAlchemist 5/5; Physician; Benefactor; Experimenter 3/3

    Block: Those who can deal mighty blows must also be ready to take them. Investment in the block skill allows Sor to prevent serious injury to himself by blocking, parrying, and deflecting the attacks of his opponents while also making bashes with his battleaxe—and how bow—deadlier than they would be otherwise, even with a chance to disarm his opponent and leave them defenseless.

    PerksShield Wall 5/5; Quick Reflexes; Power Bash; Deadly Bash; Disarming Bash

    Smithing: Sor is a skilled blacksmith from his years of apprenticeship in Cyrodiil. He puts this skill to use forging his own weapons and armor to use in combat, as well as valuable jewelry to sell to help fund his adventures across Skyrim. Dwarven and arcane smithing are skills he learns to develop during his time with the Dawnguard.

    PerksSteel Smithing; Elven Smithing; Advanced Armors; Glass Smithing; Dwarven Smithing; Dragon Armor

    Equipment

    Weapons: Sor's weapons of choice are a battleaxe—while he uses as his primary weapon in combat—and a dagger. After leaving Helgen, he carries iron weapons, but as his smithing skill improves so does the material of his weapons. His first upgrade is steel weaponry before eventually progressing onto nordic weaponry and later dragonbone when he is able to take their respective perks. Once he claims the title of the Harbinger of the Companions, he also claims wuuthrad as a sign of office and his signature weapon for the majority of the game.

    He also carries a long bow and a maximum of 24 iron arrows with him at all times, which he uses solely for hunting (see "Hunting" in the Roleplay section). Once the Dawnguard's questline progresses far enough, he also claims auriel's bow, which he wields against Harkon as well as other powerful foes who reside outside of the reach of his blade.

    When he joins the Dawnguard, he begins carrying a crossbow which be enchances as the upgrades become available. Once he gets his hands on the schematics for a dwarven crossbow, he forges one for himself and carries no more than 20 bolts and 10 exploding bolts of each kind, if he acquires the materials to make them.

    Armor: Similarly to his iron weaponry, he leaves Helgen with nothing but some Stormcloak rags. As soon as he can get his hands on enough hide and iron, he forges hide armor with a studded cuirass to protect himself further, only wearing his Stormcloak armor when charging into battle alongside other Stormcloak soldiers. As his smithing skill allows, he tempers stronger hide armor before eventually progressing to scaled and later dragonscale armor. Like with his crossbow(s), Sor also carries a set of light dawnguard armor which he wears on his missions related to the Volkihar vampires.

    Potions: As his alchemical might improves, Sor begins to brew more powerful—and useful—potions that he uses in various circumstances. He also carries hawk feathers to aid in the cleansing of diseases he may contract.

    Restore X potions are vital potions that Sor carries on his person at all times in case a long-fought battle leaves him weary before the fight is over.
        Ingredients (Health): blue mountain flower + butterfly wing
        Ingredients (Stamina): purple mountain flower + torchbug thorax

    Resist X potions that allow him to stand in the face of burning fire, freezing frost, and electrifying shock are another key brew in Sor's arsenal, and he often keeps a variety of each on hand for when he faces dragons or spellcasters.
        Ingredients (Fire): dragon's tongue + snowberries
        Ingredients (Frost): thistle branches + snowberries
        Ingredients (Shock): swamp fungal pods + snowberries

    Berserker's Draught (Fortify Two-Handed + Regenerate Stamina + Frenzy) puts Sor into a beast-like frenzy that turn the swings of his battleaxe into even more deadly attacks while bolstering his stamina to keep him from tiring too easy while in that state.
        Ingredients: fly amanita + troll fat + bees.

    Troll's Blood (Fortify Light Armor + Regenerate Health) hardens Sor's skin and gives him the regenerative abilites that Skyrim's trolls possess.
        Ingredients: juniper berries + luna moth wings + honeycomb

    Food: While potions can provide one with great power, Sor also knows that a good, homecooked meal can provide a warrior with the energy they would need to face the challenges that face them. He prefers to cook a hearty venison stew (venison, a salt pile, a potato, and a leek) that restores 15 stamina and regenerates 1 health and 1 stamina per second for 720 seconds.

    Spells & Shouts

    Alteration: The only spell Sor casts is transmute mineral ore. After going mining, Sor converts any excess iron into more precious metals which he then smiths into more valuable jewelry to sell for extra septims to aid in his travels across Skyrim.

    Shouts: Become Ethereal, Bend Will, Call Dragon, Call of Valor, Clear Skies, Dragon Aspect, Dragonrend, Elemental Fury, Fire Breath, Frost Breath, Storm Call, Unrelenting Force, and Whirlwind Sprint

     . [ | Combat | ] . 

    Berserker: In most situations—be it bandit or mage—Sor rushes into battle with his axe's blade primed for slaughter. The Berserker's Draught puts him into a bloody frenzy while his other potions of choice depend on his opponents—Kyne's Kiss for spellcasters and Troll's Blood for melee and ranged combatants. The Call of Valor shout exemplifies his status as a proud warrior, summoning spectral allies of heroes passed to fight alongside him while the Elemental Fury shout turns his normally slow swings into whirlwind-like strikes. The Unrelenting Force shout is used to stagger enemies at range as he makes his approach.

    Requires: Battleaxe (any); Berserker's Draught, Kyne's Kiss, Troll's Blood; Call of Valor, Elemental Fury, Unrelenting Force; Blessing of Mara

    Hunter: When it comes to his prowess with a bow, Sor uses it exclusively for hunting. While some may see it as a waste of potentinal, Sor sees it as a preservation of dignity. No man shall fall at the point of his arrows, and no deer shall fall to the blade of his axe.

    Requires: Longbow or Bow of the Hunt, Iron Arrows; Kyne's Blessing

    Dawnguard: When the threat of vampires rears its ugly head across Skyrim, Sor takes up arms with the crossbow(s) he has acquired during his time with the Dawnguard combined with exploding bolts that burn his quarry alive. In combination with his Fire Breath and Unrelenting Force shouts, vampires can rarely get close enough to him to cause him harm as they are assailed with the purging fire.

    Requires: Crossbow (any), Bolts (any), Exploding Bolts of Fire (any); Fire Breath, Unrelenting Force

    Dragonslayer: Tasked with protecting Skryim from dragons, Sor has become an incredibly effective dragonslayer. Esbern's concotion has allowed him to stand toe-to-toe with the might of dragons, and his various alchemical creations have only bolstered his resilience. When faced with the breath of dragons, Sor uses the Become Ethereal shout to completely nullify it while then returning the favor with his own Fire/Frost Breath shout—dependant on the dragon he faces. The Dragonrend shout allows him to take away the dragon's ability to avoid his martial prowess, and the elemental fury shout combined with his battleaxe makes short work of their scaley hide.

    Requires: Battleaxe (any); Berserker's Draught, Kyne's Kiss, Troll's Blood; Become Ethereal, Dragonrend, Elemental Fury, Fire/Frost Breath; Dragon Infusion

     . [ | Roleplay | ] . 

    No Fast Travel: Sor wishes to witness the entirety of his father's homeland with whatever wonders—and horrors—it may bring, and so will you! Unless travelling between hold capitals by cart, Sor does not fast travel.

    Food & Drink: Besides the adventure-related food listed in the Gameplay section, Sor always carries:

     •  Bread
     •  Goat Cheese Wedges
     •  Red Apples or Green Apples
     •  Nord Mead or Honningbrew Mead where available

    Sor eats two pieces of bread, one cheese wedge, one apple, and drinks one bottle of mead per day, and restocks on supplies whenever he stops in a town while travelling.

    Hunting: Sor hunts his own game for meat and hides, and always carries a Long Bow with no more than 24 Iron Arrows with him at all times. He uses this bow ONLY for hunting, never choosing to disgrace Kyne by using it to take the life of another man.

    Crafting: After escaping Helgen, Sor makes all of his own equipment, and does not steal from others or loot slain enemies for anything other than gold, gems, or other valuables—because a dead bandit won't be needing them anymore. He mines his own ores for metal, chops his own fire wood for arrows, gathers his own ingredients for alchemy, and hunts his own game for food and hide. He does not buy materials from vendors unless they cannot be obtained otherwise.

    Ingredients: Sor tastes all of his ingredients to learn what properties they have. Sor does not use an ingredient in alchemy unless he has eaten one beforehand, and only uses that ingredient if the desired effect of the potion is the same as the properties he knows (this gives incentive to invest in the Experimenter perk and not rely on googling ingredients).

    Enchanted Items: While he does not spend the time to enchant his own equipment—and would not give up his own handiwork for a piece of armor or a weapon scavenged from a ruin or looted from a slain foe—he does make use of any enchanted rings he finds, but always wears his Amulet of Talos.

    Transmuting: Growing up in Cyrodiil, Sor is no stranger to magic and does not share the native Nords' fear of it. By personal preference alone, magic does not interest him and he chooses not to use it—with one exception. While clearing Halted Stream Camp of bandits, be it by bounty hunting or some other quest, he is intrigued by the spell tome that he finds there, Transmute Mineral Ore. He learns to use the spell and uses it to convert excess iron or silver ore he mines into gold to forge into jewelry and sell to help fund his endeavors across Skyrim. It is the ONLY spell he learns.

    Note: Users playing Special Edition will play in Survival Mode.

     . [ | Quests | ] . 

    Questlines

    Civil War (Stormcloaks): After escaping from Helgen with Ralof, but before travelling to Whiterun to deliver Gerdur's message, Sor travels to Windhelm to question Jarl Ulfric about joining the Stormcloaks. The injustice the Empire has brought upon Skyrim is more than he can handle, and he is more than ready to fight for its independence. The Civil War questline should be completed before he makes the pilgrimage to High Hrothgar or travelling to the Dustman's Cairn to aid the Companions.

    Main: After delivering Ulfric's axe to Balgruuf, Sor discovers he Dragonborn. While he readily accepts his role in defeating the dragon threat, he knows he has another duty to attend to before he can face his fate. Sor will finish the fight against the Imperials before he makes his journey to High Hrothgar.

    Dragon Research: Before the path of fate leads him away from the blades, Sor helps Esbern with his research into the dragons, earning him a new ability to be able to better face the dragons of Skyrim in combat.

    Paarthurnax: When the members of the newly-reformed Blades give Sor the ultimatum to kill Paarthurnax or lose their alliance, Sor forsakes the Blades without a second thought. Delphine is too near-sighted, overlooking the deeds Paarthurnax has done simply because he is a dragon.

    Companions: After removing Balgruuf from his position as Jarl, Sor seeks to make a name for himself by joining the Companions of Jorrvaskr. Before he travels to the Dustman's Cairn with Farkas, however, he completes his current commitment to freeing Skyrim from Imperial hold. When he is given the choice to accept the beast's blood and join the Circle, he accepts without hesitation. As the conflict with the Silver Hand grows, he begins to question his so-called "gift," and after a discussion with Kodlak, chooses to cure himself as well as the other member of the Circle who wish for be cured. The Companions questlines should be completed before he meets Delphine in Riverwood.

    Dawnguard: After witnessing the growing vampire attack on the settlements of Skyrim, Sor is approached by a hold guard/Durak about joining the Dawnguard, a group of vampire hunters. After reclaiming Sky Haven Temple for the Blades, but before making his return to High Hrothgar to meet their leader, Sor investigates the Dawnguard further, learning of the Volkahir Clan and their plans for Tamriel. He sides with the Dawnguard in their efforts, and the Dawnguard questline should be completed before he meets with Paarthurnax for the first time.

    Ancient Technology: When Sorine tells Sor of the schematics that could teach them to create more powerful crossbows and bolts, he jumps at the opportunity, and takes the Dwarven Smithing perk to be able to forge a Dwarven Crossbow of his own.

    Dragonborn: After defeating Alduin and returning from Sovngarde, Sor is attacked by mysterious cultists with commands to assassinate him. He follows the clues they leave behind to the island of Solstheim where Miraak, the first Dragonborn, lies in wait for his arrival.

    Misc. Quests

    Bounties: Wherever bandits or dragons lurk, Sor is there to lend a hand and earn his pay. Whenever he enters a new town or hold, one of his first tasks is to visit the local inn to look for any bounties the Jarls have put out.

    The Golden Claw: After hearing from Orgnar that the Riverwood Trader was broken into, Sor offers to help Lucan by recovering the claw, and collects the Dragonstone once he reaches the end of the barrow.

    Missing Action: The way the Battle-Borns treated Fralia in the marketplace left a sour taste in Sor's mouth, and it took all of his willpower not to loosen a few of their teeth. After talking to Fralia, he is on a mission to prove that her son is alive and stick it to the Empire, the Thalmor, and the Battle-Borns all at once.

    The Blessings of Nature: The plight of the temple in Whiterun, whether they worship Kynareth or Kyne, strikes a chord with Sor. As his travels take him across Skyrim, he offers to collect Nettlebane and help restore the Gildergreen to its former glory.

    Thane of Whiterun: When Sor is first offered the title of thane by Jarl Balgruuf, he refuses him and drops the gifted axe on the floor before him before walking out, brushing off Lydia as she approaches. After claiming Whiterun for the Stormcloaks, he reinstates himself as thane when the option presents itself to him once again.

    Thane of Falkreath: Falkreath Hold, its abundant wild game, and relative privacy amongst the hold's wilderness are all appealing to Sor. After the Stormcloaks capture the hold from the Imperials, he works towards becoming the thane as to purchase a plot of land to build a home for himself.

    Loss of Innocence & Destroy the Dark Brotherhood!: While in Windhelm to join the Stormcloaks, Sor looks into the rumors of Aventus Aretino, and is enraged to find out about the conditions he lived in at Honorhall. After the Stormcloaks retake the Rift, his first order of business is to dish out the punishment that Grelod the Kind deserves. After waking up in an abandoned cabin, being forced by a mysterious figure to kill three other hostages, he takes matters into his own hands and slays his capturer, which leads to the downfall of the Dark Brotherhood in Skyrim.

    Book of Love: Despite his rough personality and imposing presence, Sor is a kind-hearted man. Since he is headed to Ivarstead soon anyway, he offers to assist the priestess in helping the girl there with her love problem.

    Kyne's Sacred Trials & Composure, Speed, and Precision: During his travels across Skyrim, word of a pair of bowmen—Froki and Angi—reach his ears. One offering to train those who seek her out in archery, and the ohter a mentor in proving themselves a true hunter of Kyne. During his travels, Sor seeks them out and accepts their quests to improve himself.

    A Return to your Roots: As Sor's quest takes him deep into the reaches of Blackreach, he discovers the remains of a man by the name of Sinderion, a master alchemist. Hoping to uncover whatever alchemical skill he may have had, he delivers the nirnroot to Sarethi Farm once he makes his way out of Blackreach with the Elder Scroll in hand.

     . [ | Conclusion | ] . 

    I have worked on this build bit-by-bit to completion, and I am incredibly proud with how it, the Arcane Eye, and the Night Prowler have turned out thus far. I hope that Sor turns out to be as much fun to play for all of you as he is to me!

    Note: See Sor's Roleplaying Profile for more information about him.

  • July 13, 2018

    Hmm, what stage are you up to with the build? A lot of the advice I'd give depends on whether this is the sort of, framework or close to completion in your eyes (because if it's the former it's in an awesome state, if it's the latter there's more stuff to work in). On a basic level I like the way you've written the build together, it all flows quite nicely and makes sense for the most part, in particular I was quite fond of the Roleplaying section and how you showed his character by mentioning things like dropping the Axe of Whiterun, adds a bit of flavor that's really nice to see.

    Other parts that I wanted to briefly metnion. I'm not sure is his mother would actually go to Sovengarde, it's pretty well established (I thought) that the only way to get there was to die in glorius battle so, from the description of her death, she'd just be dead I guess. I'm only 80% sure on that logic so don't quote me on it or anything, would look into it a bit more if I were you.

    The other thing that confuses me a bit is the use of Alchemy, I feel like it just doesn't really fit in with the rest of the character. I mean, he's a top tier Blacksmith, an excellent Hunter and a Soldier, but then also has time to devote himself to Alchemy? Just doesn't really fit, and with the current heavy RP focus of the build, it stands out a bit more. Wouldn't mention it if the build was mostly Combat based you know, then I'd understand that the idea is min-maxing but that doesn't seem to be the case.

    Let me know if I'm wrong there, it's not something huge to be honest, wouldn't tell you to drop it from the build if you don't want to but I thought I'd point out that idea.

    But you've got some really solid stuff here, nice build so far and I'm hoping to see a bit more of it (mostly I'd like to see the artwork and some more gameplay really). 

  • Member
    July 13, 2018

    As far as roleplay goes, I assume it's decent (I am absolutely not the person to talk to about working on RP for character builds, even more so if you're a filthy Stormcloak) (I do love the Berserker's Draught thing, though). Unfortunately, skipping over that leaves very little to talk about. I'm making an effort anyway because this is pretty well put-together.

    Normally, a build with no images isn't a good thing - pictures help to break up walls of text and make a build more pleasant to read. As such, I am glad to inform you that this is not the case here. Clever use of colours, bolded text and section headings make this quite easy on the eye. I still recommend pictures, but no pictures is probably better than bad pictures, and small pictures are probably better than large pictures for your purposes. You already have a pretty good thing going on here presentation-wise, so go easy on it and use a light touch, so as not to take away too much from what you already have.

    As far as equipment goes, you can say "Leveled Battleaxe" and then specify the exact grade. I think "Tier" is a bit awkward phrasing and "Leveled" is already a term we use.

    You're also investing three perks up to get to Ebony Smithing which is frankly kind of a waste mechanically. Heavy investment into Smithing (I see you're going up to Smithing 100) and Block (I see five perks in Shield Wall), plus a full armor set means you're probably fine on the defensive front. Stahlrim access is nice, but I really don't think it's enough of a mechanical benefit to justify three perks. That makes it a pure RP choice, so I suppose your mileage may vary on this one, and I suppose Dwarven Bows do give you fast Smithing EXP.

    As long as we're talking about crafting - two crafting skills can be a bit of a drag to level. Up to you on this one, but if it were me I'd definitely try very hard to drop Smithing, since Alchemy is (frankly) more important a skill. The loss in armor rating can be compensated for by picking up Matching Set, though it does mean you're probably stuck in Scaled armor for most of the game. As above, this is a pure Gameplay suggestion. I'm not good at RP.

    As long as you're limiting yourself to unenchanted equipment, consider the Elemental Fury shout, it's very potent.

    Notably, the character is likely also going to struggle against strong magic users, since you don't have that much antimagic (Alteration investment for Magic Resistance perks, Resist Magic enchantments, Atronach or Lord Stone). That's a very, very good reason to have Resist Elemental potions on hand, which is why I mention earlier that Alchemy is an important pick. I would mention this and draw attention to it, since without it you'll probably die the moment you're dropped into a mage dungeon. I don't know about whether it fits the build's RP, but Alchemy is an excellent Gameplay option for this reason alone (also, healing potions help when you're not carrying Restoration). To me, it does make some kind of sense that a hunter would know how to get useful effects out of field-obtained items.

    Your Gameplay section is nonexistent. You can spare a few lines to talk about how you approach combat, at least. Information on how you approach different enemy types might be appreciated.

    I would strongly consider setting up an RP Profile. It might be more up your alley, since this is 99% roleplay already.

  • July 13, 2018

    Dragonborn2021 said:

    Hmm, what stage are you up to with the build? A lot of the advice I'd give depends on whether this is the sort of, framework or close to completion in your eyes (because if it's the former it's in an awesome state, if it's the latter there's more stuff to work in). On a basic level I like the way you've written the build together, it all flows quite nicely and makes sense for the most part, in particular I was quite fond of the Roleplaying section and how you showed his character by mentioning things like dropping the Axe of Whiterun, adds a bit of flavor that's really nice to see.

    Other parts that I wanted to briefly metnion. I'm not sure is his mother would actually go to Sovengarde, it's pretty well established (I thought) that the only way to get there was to die in glorius battle so, from the description of her death, she'd just be dead I guess. I'm only 80% sure on that logic so don't quote me on it or anything, would look into it a bit more if I were you.

    The other thing that confuses me a bit is the use of Alchemy, I feel like it just doesn't really fit in with the rest of the character. I mean, he's a top tier Blacksmith, an excellent Hunter and a Soldier, but then also has time to devote himself to Alchemy? Just doesn't really fit, and with the current heavy RP focus of the build, it stands out a bit more. Wouldn't mention it if the build was mostly Combat based you know, then I'd understand that the idea is min-maxing but that doesn't seem to be the case.

    Let me know if I'm wrong there, it's not something huge to be honest, wouldn't tell you to drop it from the build if you don't want to but I thought I'd point out that idea.

    But you've got some really solid stuff here, nice build so far and I'm hoping to see a bit more of it (mostly I'd like to see the artwork and some more gameplay really). 

    I can say that this build is sitting between framework and close to completion, the main focus being a heavy workshop on his backstory and some roleplaying aspects, especially the wording on things to make it seem more "complete" and less like the jumble of points I am trying to tie together as it is currently sitting. I loved the small detail of dropping the axe, and would like to think of more things like that, and I have no personal experience in the Dragonborn, Dawnguard, and any of the Blades or Main storylines beyond the first few encounters with Delphine to draw inspiration from.

    As for the Sovngarde aspect, I'd imagine the wife of a warrior who made it to Sovngarde (assumedly) would be allowed to stay at his side? It would be rather heartbreaking to me if a married couple would have to be separated like that after death. It does mention that there are exceptions to the "honorable battle" clause into Sovngarde, and that is potentially one.

    As for the Alchemy investment, Argis and his family has been collecting herbal remedies for everything from injuries to disease, and he more or less adapts that to his needs—as he is well-versed in the flora and fauna of Skyrim—and he starts with simple health and stamina potions and eventually works his way up to the mixed-effect potions I listed above. Nature offers him many gifts, and who is he to deny them when they prove so useful? The main RP-focus is the Berserker's Drought which—roleplaying the useless Frenzy poisonof the mix—sends him into a berserker's rage as he throws himself into combat.

    Honestly, you have far more experience in this than I will ever have, and any suggestions for improvements to content, formatting, etc. is incredibly appreciated. I also added the beginnings of the Equipment section if you want to take a look at that too! I tried to think about using mixed sets since I didn't take Matching Set, but after the starting equipment I didn't find many good combos (so suggestions there are, again, appreciated).

    Also, his distaste for magic extends to enchanting, so he avoids (or sells) enchanted gear he comes across. This is me preventing myself from min-maxing this build, and is a fun roleplay opportunity.

    soly said:

    As far as roleplay goes, I assume it's decent (I am absolutely not the person to talk to about working on RP for character builds, even more so if you're a filthy Stormcloak) (I do love the Berserker's Draught thing, though). Unfortunately, skipping over that leaves very little to talk about. I'm making an effort anyway because this is pretty well put-together.

    Normally, a build with no images isn't a good thing - pictures help to break up walls of text and make a build more pleasant to read. As such, I am glad to inform you that this is not the case here. Clever use of colours, bolded text and section headings make this quite easy on the eye. I still recommend pictures, but no pictures is probably better than bad pictures, and small pictures are probably better than large pictures for your purposes. You already have a pretty good thing going on here presentation-wise, so go easy on it and use a light touch, so as not to take away too much from what you already have.

    As far as equipment goes, you can say "Leveled Battleaxe" and then specify the exact grade. I think "Tier" is a bit awkward phrasing and "Leveled" is already a term we use.

    You're also investing three perks up to get to Ebony Smithing which is frankly kind of a waste mechanically. Heavy investment into Smithing (I see you're going up to Smithing 100) and Block (I see five perks in Shield Wall), plus a full armor set means you're probably fine on the defensive front. Stahlrim access is nice, but I really don't think it's enough of a mechanical benefit to justify three perks. That makes it a pure RP choice, so I suppose your mileage may vary on this one, and I suppose Dwarven Bows do give you fast Smithing EXP.

    As long as we're talking about crafting - two crafting skills can be a bit of a drag to level. Up to you on this one, but if it were me I'd definitely try very hard to drop Smithing, since Alchemy is (frankly) more important a skill. The loss in armor rating can be compensated for by picking up Matching Set, though it does mean you're probably stuck in Scaled armor for most of the game. As above, this is a pure Gameplay suggestion. I'm not good at RP.

    As long as you're limiting yourself to unenchanted equipment, consider the Elemental Fury shout, it's very potent.

    Notably, the character is likely also going to struggle against strong magic users, since you don't have that much antimagic (Alteration investment for Magic Resistance perks, Resist Magic enchantments, Atronach or Lord Stone). That's a very, very good reason to have Resist Elemental potions on hand, which is why I mention earlier that Alchemy is an important pick. I would mention this and draw attention to it, since without it you'll probably die the moment you're dropped into a mage dungeon. I don't know about whether it fits the build's RP, but Alchemy is an excellent Gameplay option for this reason alone (also, healing potions help when you're not carrying Restoration). To me, it does make some kind of sense that a hunter would know how to get useful effects out of field-obtained items.

    Your Gameplay section is nonexistent. You can spare a few lines to talk about how you approach combat, at least. Information on how you approach different enemy types might be appreciated.

    I would strongly consider setting up an RP Profile. It might be more up your alley, since this is 99% roleplay already.

     

    Thank you for the comment on the formatting! I tried to focus on just what you pointed out; being appealing to the eye without needing to rely on images (since that area isn't my expertise and would probably turn out rather poorly).

    The "Leveled Battleaxe/Dagger" thing is something I was considering, and with your input will definitely be making it into my next edit of the post.

    Also, as you said, the heavy armor side of the smithing tree is more-or-less unnecessary as Wuuthrad and a Dragonbone Battleaxe both outclass Stahlrim, and I can survive fairly easily with Scaled Armor until I work my way to Dragonscale. RP-wise it doesn't make sense either since, in the end, Argis doesn't actually carry any weapons that require those smithing perks to benefit from upgrades (Skyforge Steel and before is Steel Smithing; Everything after and before Dragonbone is Advanced Armors). And with that it takes a bit of pressure off of the "A New Source of Stahlrim" quest as a requisite for the build (IE: Remove from list of quests). 

    As for RP-reasons, I cannot drop Smithing as a whole, but I can remove Dwarven, Orcish, and Ebony Smithing from the perks listing.

    As for Elemental Fury, it's 100% on the list of Shouts Argis would carry, but I now realize I didn't actually put it on the list. A mistake on my part.

    The Kiss of Kyne was more-or-less my answer to the magic-user issue, but I have been debating whether recommending the Lady or Lord Stones for the later-game, as I know his weakness will be magic users eventually, and the Atronach Stone doesn't seem fitting thematically for who he is, but the Lord Stone does. I think in the end, I'll replace Lady with Lord just to cover as many bases as possible. His distaste for magic keeps him from using Alteration or Restoration spells or using Enchanting to bolster his abilities beyond what his potions can provide.

    As for the Gameplay Section, it was just a poor naming-convention I used. The true "Gameplay" section (As currently labeled section will be aptly renamed "Statistics") will come as I work more on this build and develop my formatting so I can use it in my future builds I hope to post here soon (I have a 5 more concepts in wait once I get this one hashed out use as an acceptable baseline).

    As for the roleplaying sheet, where would I start with that?

    Thank you so much for the feedback, and I look forward to your suggestions in the future!

    Edit: I have edited the document heavily, taking your and Dragonborn's suggestions into acccount. I have simplified his backstory and roleplaying to bullet-points for now, have added the Gameplay section (to-be-filled) and edited his equipment to fit the changes made.

  • July 26, 2018

    I am really sorry that I haven't dropped by since I first commented, been sorta busy IRL and just haven't been around half as much as I wanted :(

    So, considering your at the point that your saying it's nearly complete I wanted to break downa  few things and... well share some opinions on it based on it being a complete build. Kind of a top to bottom sweep.

    --------------------------------------------------

    First I would recommend adding more 'section titles' to break the build up into sections that are a bit more obvious. Think of it from the perspective of someone playing your build and wanting to just check out a single part of the build, at the moment it's a bit of a hassle because you've got everything just lined up without making any real distinction between each section. Actually you've done it well with the 'Quests' sections but I really would recommend seperating your Perks, Equipment, Magic and then what I call 'The Basics' which is Race, Standing Stone, Stats, etc. 

    It just makes the build a bit easier to read. 

    --------------------------------------------------

    The next recommendation I have is to create a dedicated 'Combat' secton that accurately breaks down how this character fights. At the moment I've got a vague idea from peircing together stuff while reading but what I really think helps is to have a dedicated section for it. Just explain how this character fights against a few key enemy types and maybe (if you consider it important) how the character fights against groups, single enemies and 'bosses'. An example of how I usually break things down is to talk about fighting Archers, Warriors, Mages and Dragons (with the final category being exchanged for anything that the build focuses on more like Undead, Vampires, Animals, Giants, etc.)

    --------------------------------------------------

    The build really needs some pictures mate. I've got this one written last but it's the best way to add a bit of extra flair to your build and...honestly most people just aren't going to read the build if it's just text. You've got a really nice formatting style with the text which doesn't make it painful to read, but at the moment adding some pictures will just make it easier to break the build up and make it look a lot nicer. 

    --------------------------------------------------

     

    I think that was pretty much it but if you had any questions or wanted me to break some of my suggestions down a bit more then just let me do. To be honest I think there still needs to be a fair bit of work on this before it's complete, but it's not major stuff...or well actually it's pretty much the most important parts of the build but it's not difficcult to add to the build.

  • July 29, 2018

    Dragonborn2021 said:

    First I would recommend adding more 'section titles' to break the build up into sections that are a bit more obvious. Think of it from the perspective of someone playing your build and wanting to just check out a single part of the build, at the moment it's a bit of a hassle because you've got everything just lined up without making any real distinction between each section. Actually, you've done it well with the 'Quests' sections but I really would recommend separating your Perks, Equipment, Magic and then what I call 'The Basics' which is Race, Standing Stone, Stats, etc. 

    It just makes the build a bit easier to read. 

    --------------------------------------------------

    The next recommendation I have is to create a dedicated 'Combat' section that accurately breaks down how this character fights. At the moment I've got a vague idea from piecing together stuff while reading but what I really think helps is to have a dedicated section for it. Just explain how this character fights against a few key enemy types and maybe (if you consider it important) how the character fights against groups, single enemies and 'bosses'. An example of how I usually break things down is to talk about fighting Archers, Warriors, Mages and Dragons (with the final category being exchanged for anything that the build focuses on more like Undead, Vampires, Animals, Giants, etc.)

    I took your advice here. I knew the build needed a combat section and have been working on how I would compose that section and how I would split up his different approaches to different enemies. As for the sections, I realized the Gameplay section did need a bit of splitting up as you pointed out and I decided to do to it what I did to the Questlines section with the subsections.

    The build really needs some pictures mate. I've got this one written last but it's the best way to add a bit of extra flair to your build and... honestly, most people just aren't going to read the build if it's just text. You've got a really nice formatting style with the text which doesn't make it painful to read, but at the moment adding some pictures will just make it easier to break the build up and make it look a lot nicer. 

    As for pictures, that's going to be a while before I can provide any good pictures. As I told you before, I don't have many options to image editing and a general lacking in the skill needed to make ones that would be appealing and relevant to the build without making the build more confusing to work with, especially with the layout and how I would include the images in the post, to begin with.

    Thank you for the feedback and I'm glad to see you're back!

  • Member
    July 30, 2018

    Much tighter than it used to be, and rather a pleasure to read (as long as I close one eye to the fact that he's still a filthy Stormcloak). Combat as this character seems pretty straightforwards, so that's probably a good thing - it means you can have a pretty simple combat section without losing much depth. I do still have a few points to make, though they are rather minor ones.

    To start - you've provided a list of perks (and at level 60), but you've given us no sense of which perks you prioritise as important or essential to gameplay or roleplay. For the most part the build's perks setup looks relatively straightforwards, so it's probably not necessary to provide a full perk screenshot at a mid-level range (in my build I provided perk spreads for levels 25 and 50), but a few lines under your Skills section may be a good idea. Don't consider this strictly necessary (it is not necessary), but think about it.

    Secondly - Smithing is a lot easier to level with Dwarven Bows, so congratulations on justifying its inclusion via Dawnguard. That's smart. If you want to be a muggle purist, having the Dwarven Smithing perk and Dwarven Bows to level with lets you forego the Transmute Mineral Ore spell. Your choice. (It's worth noting that if you pick up the Dwarven perk only when the Dwarven Crossbow comes into play, it might delay your Smithing progression). In either case, you might want to consider dropping the Arcane Blacksmith perk if you don't use magic weapons or armor. If you do keep it, it's only one perk, so you're still fine. (Also, I personally don't like going all the way up to Smithing 100 for Dragon Smithing because I think it's annoying and the returns are very low for the massive effort - I'll usually settle for 50 or 60 to grab Advanced or the Arcane Blacksmith perk. But there is very strong roleplay here in using Dragonscale armor. If it were me, I'd just settle for Scaled. But it's up to you.)

    Third - with the Alchemy perk Experimenter 3/3, you get Resist Fire/Resist Frost/Resist Shock from eating a Snowberry, period, no potions needed. Check out the magnitude of the effect in your Active Effects before recommending it, though. Also, Hawk Beaks are pretty rare, so while the Kyne's Kiss brew is incredibly potent, I'd also consider carrying "lesser" brews imbued with only one or two Resist Elemental effects, instead of all three, for situations when you don't need all three. Against Dragons, Resist Fire/Resist Frost is probably sufficient. This is a pretty minor and commonsense thing, so while it's something that most players will do, it's up to you if you want to include it in the build proper.

    Lastly - yes, you're at the point where pictures will do you a lot of good. Again, you have a fantastic thing going on presentation-wise here, so you want to be a little light-handed with pictures - you definitely don't need that many, and you can afford to pick small ones. The Warmaiden is the sort of build imaging that I think of when I look at your presentation. You could do a lot worse than taking a couple of pages from that book (though obviously this is personal preference as to how you want to incorporate your images)

    What I've done in the past (and will probably continue to do) is use screenshots from Skyrim itself using a PC. It takes a little practice and a lot of time to get good ones, but you don't need any particular skill (it helps if you have ENBs or HD graphics or something, I think? which I don't have myself...). If you're not on a PC you can ask the screenshots thread or something (I can probably provide, if you have some idea of what you want). As far as image editing goes, I use paint.NET and have a few tutorials (1 2 3, the important ones here are 1 and 2) in the Art Group. It's a relatively simple program, not the most powerful, but ease of use is a big selling point and it's free.

  • July 30, 2018

    soly said:

    To start - you've provided a list of perks (and at level 60), but you've given us no sense of which perks you prioritize as important or essential to gameplay or roleplay. For the most part, the build's perks setup looks relatively straightforward, so it's probably not necessary to provide a full perk screenshot at a mid-level range (in my build I provided perk spreads for levels 25 and 50), but a few lines under your Skills section may be a good idea. Don't consider this strictly necessary (it is not necessary), but think about it.

    In all honesty, I usually don't look at my perks in order of priority overall, but more or less priority as I see/need them in-game. Say I level up in a dungeon—I might level two-handed, light armor, or block. Or say I'm just out wandering and hunting—I level archery to down game a bit quicker. In my opinion, the speed you level your perks are relative and there's not much priority at any given time.

    Secondly - Smithing is a lot easier to level with Dwarven Bows, so congratulations on justifying its inclusion via Dawnguard. That's smart. If you want to be a muggle purist, having the Dwarven Smithing perk and Dwarven Bows to level with lets you forego the Transmute Mineral Ore spell. Your choice. (It's worth noting that if you pick up the Dwarven perk only when the Dwarven Crossbow comes into play, it might delay your Smithing progression). In either case, you might want to consider dropping the Arcane Blacksmith perk if you don't use magic weapons or armor. If you do keep it, it's only one perk, so you're still fine. (Also, I personally don't like going all the way up to Smithing 100 for Dragon Smithing because I think it's annoying and the returns are very low for the massive effort - I'll usually settle for 50 or 60 to grab Advanced or the Arcane Blacksmith perk. But there is very strong roleplay herein using Dragonscale armor. If it were me, I'd just settle for Scaled. But it's up to you.)

    I took your advice on the dwarven bows "exploit" and I also thought of a good roleplay-friendly reason to have it. I also included the transmuting option as an alternative AND just because I thought it was an interesting thing to look into. As for when you take the dwarven or arcane blacksmithing perks: By the time I would usually start Dawnguard I wouldn't be too far into things that the progression would be set back extremely far to begin with, and for arcane blacksmith I included it for IF you decide to use weapons like the Bow of the Hunt or Auriel's Bow regularly and want to improve it, though it's more of an optional perk to be frank.

    Third - with the Alchemy perk Experimenter 3/3, you get Resist Fire/Resist Frost/Resist Shock from eating a Snowberry, period, no potions needed. Check out the magnitude of the effect in your Active Effects before recommending it, though. Also, Hawk Beaks are pretty rare, so while the Kyne's Kiss brew is incredibly potent, I'd also consider carrying "lesser" brews imbued with only one or two Resist Elemental effects, instead of all three, for situations when you don't need all three. Against Dragons, Resist Fire/Resist Frost is probably sufficient. This is a pretty minor and commonsense thing, so while it's something that most players will do, it's up to you if you want to include it in the build proper.

    As for the magnitude of Snowberries, it's normal for the effect BUT it doesn't last for any significant amount of time, so using them to make potions would be far more effective, and what you said about situational resistance potions is true; I need to focus more on variety instead of trying to slam all three into one potion to potentially waste in a fight without 1 or 2 of the elements involved. I'll work on adjusting that as soon as possible.

    Lastly - yes, you're at the point where pictures will do you a lot of good. Again, you have a fantastic thing going on presentation-wise here, so you want to be a little light-handed with pictures - you definitely don't need that many, and you can afford to pick small ones. The Warmaiden is the sort of build imaging that I think of when I look at your presentation. You could do a lot worse than taking a couple of pages from that book (though obviously, this is personal preference as to how you want to incorporate your images)

    What I've done in the past (and will probably continue to do) is use screenshots from Skyrim itself using a PC. It takes a little practice and a lot of time to get good ones, but you don't need any particular skill (it helps if you have ENBs or HD graphics or something, I think? which I don't have myself...). If you're not on a PC you can ask the screenshots thread or something (I can probably provide, if you have some idea of what you want). As far as image editing goes, I use paint.NET and have a few tutorials (1 2 3, the important ones here are 1 and 2) in the Art Group. It's a relatively simple program, not the most powerful, but the ease of use is a big selling point and it's free.

    I really appreciate the pointers on making images for my builds, and I'll try my hand at some soon, but it will be slow going as I don't have much time to dedicate solely to making images for these builds. Hopefully I'll have something to show soon!