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Character Build: Rogue of Wind

Tags: #Character Build Archer  #Character Build Mage  #Character Build Witchhunter  #SE Rank:Apprentice 
  • Member
    April 21, 2017

    Greetings, adventurers. After I finished my first build The Arcane Rogue I took a break in order to come up with something else interesting to play. Due to some art I came across and a concept I had in mind for quite some time I ended up making another arcane rogue-archer type of build and to be honest I found this even more enjoyable than my previous arcane rogue.

     

     In my Way I walk like a moth to flames

    My Way is unique, one of a kind

    Even if the masses err my Way is true.

    Refine the exterior to claim the power of Mortality

    Refine the interior to achieve Immortality

    Fuse them together to reveal the boundless Way of Heaven

    My Will is eternal.

     

     

    The Class

    The Rogue of Wind has elements of the following classes Rogue, Archer and Wind - Mage. The profile of the character I wanted to create was a deadly Rogue-ish Wind Mage Archer. So I roleplayed it and combined a few spells from different schools of magic to create the glorious Art of Wind magic. Certain "Wind-type" spells, Bound Bow, Daggers, Poisons and Shouts are the tools used by the Rogue of Wind.

     

     

     

    Backstory

     

    Here is the link to the Roleplay Profile for the Rogue of Wind which also includes his backstory: Click Here

     

     

    Character Profile

     

     

    Race: 1) Altmer, 2) Dunmer,  3) Any race you like.

    Magicka / Health / Stamina: 6 / 4 / 1. I chose Altmer so I had an advantage regarding magicka. For other races you can go for a bit more magicka in the beginning and balance it later.Truth be told I also didn't keep a strict placement and just balanced it as I progressed during the playthrough. According to my calculations the end result was pretty much the one mentioned - 6/4/1. I ended up with a pretty big magicka pool.

    Stone: Mage, Apprentice, Atronach -> (main). I went for Atronach since the beginning but if you have problems with magicka Apprentice is not a bad choise just be extra careful against mages. For late game Atronach is the best choice.

    Major Skills: Archery, Alteration, Enchanting.

    Minor Skills: Destruction, Conjuration, Alchemy, One Handed (unperked used only to apply poisons).

    Shouts: Cyclone (main), Unrelenting Force, Become Ethereal, Whirlwind Sprint, Storm Call, Frost Breath, Clear Skies.

    Weapons: Bound Bow, Bound Dagger or any other dagger. (I used Tantos from the immersive weapons mod)

    Armor: College Robes, any self enchanted clothing you like. (I used the Black Mage Armor mod and the cloth variant of the Hunting Grounds Outfit which was the armor I used for the most part of my playthrough. Mods will be listed in the mod section).

    Companions: None.

    Factions: College of Winterhorld (main), Dawnguard, Telvanni (backstory), Bards College, High Hrothgar, Blades (minor).

    Skills: Summon Arniel's Shade, Summon Karstaag, Summon Werebear, Racial Skills, Agent of Dibella, Agent of Mara, Dragon Infusion, Sailor's Repose, Sinderion's Serendipity, Gift of the Gab, Snakeblood, Atronach, Magic Resistance, Secret of Arcana, Mora's Boon, Seeker of Sorcery, Lover's Insight, Bardic Knowledge, Dragonborn Force or Frost (main shout is cyclone depending on what you might use as a secondary shout pick one of the two).

     

     

     

    Perks

     

     

    Level 60 Perks: Click Here

     

    Notes: The reason I picked the perks magic resistance in Alteration even though the build already has 80% magic absorption with the Atronach Stone and Atronach perk was because the character's aim is to constantly improve himself. One of the reasons I also used alchemy was the snakeblood perk and because I felt it would fit with the character's profile even though this build could certainly stand without the use of alchemy it just would not feel right to me. I mention this because I would like the people reading this build to know that when I make a character even if some skills might end up being unnecessary I will still pick them up if they fit in with the character's profile or roleplay, that is how I always make my characters.

     

     

    Enchanted Gear

     

     

    Rogue of Wind starter pack: Apprentice Hood, Apprentice Robes of Conjuration is what I used until I started enchanting my own gear.

     

    Self Enchanted Gear:

    Dagger: Absorb Magicka, Frost Damage (optional)

    Armor: Fortify Conjuration, Fortify Magicka Regen

    Boots: Resist Fire, Resist Shock

    Gloves: Fortify Archery, Fortify Magicka

    Hood: Fortify Alteration, Fortify Archery

    Necklace: Fortify Destruction, Fortify Alteration 

    Ring: Fortify Destruction, Fortify Archery

    Circlet*: Fortify Magicka, Fortify Magicka Regen

     

    Notes:

    1) Necklace: Regarding the Necklace enchantment Fortify Alteration it was chosen because I have a mod that allows me to cast Dragonhide with one hand like all the other flesh spells. If you don't want to use this mod or you can't or you just don't need the second fortify alteration enchantment you can change it and enchant it for Fortify Destruction / Fortify Archery or something else of your liking.

    2) Circlet: I use a modded skyrim so naturally I 'm using USLEEP which is giving the ability to wear circlets and hoods together. My circlet had Fortify magicka, Fortify Magicka Regen. If you can't or for some reason you don't want to use USLEEP you can put a Fortify Destruction and Fortify Magicka Regen enchantment on the necklace and use some magicka potions when you have mana issues.

     

     

    Wind Arts Spell List

     

    There was something undifferentiated and yet complete,

    which existed before Heaven and Earth.

    Soundless and Formless,

    it depends on nothing and does not change.

    It operates everywhere and is free from danger.

    It may be considered the mother of the universe.

    I do not know its name; I call it Tao.

    (Tao or Dao = Way or Path)

     

     

    The Power of  Wind annihilates everything.

    Wind type Attack Arts:

    Frostbite, Frost Rune, Frost Cloak, Ice Storm, Blizzard, Cyclone - shout (optional: wind type spells mod)

     

     

    The Power of Wind surrounds and protects from any physical harm.

    Wind type Protection Arts:

    Oakflesh - Dragonhide, Whirlwind Cloak

     

     

    The Power of Wind locks away any adversary.

    Wind type Sealing Arts:

    Ash Shell, Ash Rune

    Dark Art Variation: Soul Trap

     

     

    The Power of Wind pervades the world.

    Wind type Utility Arts:

    Detect Life, Detect Dead, Telekinesis, Waterbreathing, Whirlwind Sprint- shout, Waterwalking - (optional: mod spell or Ahzidal's Boots),

    optional: Blink / Teleport mod spells

     

     

    The Magicka will obey and give form to nothingness.

    Summoning Arts:

    Bound Bow, Bound Dagger, Bound Sword, Candlelight, Magelight

     

     

    Limitations & Alchemy 

    Note: For those who do not like the use of more than one crafting skill this build can be 100% effective with only the use of Enchanting and you could skip Alchemy entirely. I just picked it because I thought it would fit my character's profile not because it was necessary for the build in order to function.

     

    1) Alchemy, Potions and Poisons: Potions and Poisons are something like one of the Rogue's "tools / tricks" and they are meant to be used moderately.

    Perking both Enchanting and Alchemy can result in creating an overpowered character but I managed to find a balance and I was able to use Alchemy alongisde Enchanting without being overpowered.

    Potions: For potions with beneficial health/magicka/stamina effects I used the magicka based ones mostly for early - mid game and the occasional health or stamina.

    For ones that fortify skills like Fortify Archery use them only in desperate situations and only against very strong enemies at boss / mini boss level or when you are up against a huge number of enemies. They are something like an ace in the hole. They will be needed mostly in early and mid game. After that Enchanting comes into play but there were still some cases they will be needed.The same applies on the fortify elemental resistances potions.

    Poisons: Regarding poisons I always used them with my dagger + magic mode and used  them with bows as well but not as often. I used poisons only on opponents that were on the stronger side, I would not use them on a simple bandit for example.

    Also no use of the Fortify enchanting potions - fortify alchemy gear cycle. Fortify alchemy enchanted gear is allowed to be used only for poisons if they stop being effective in late game at high difficulties like Master or Legendary and again no use of fortify enchanting potions.

    1) Useful Potions and Poisons effects: Fortify / Restore / Regenerate Magica, Fortify / Restore Health, Fortify / Restore Stamina, Elemental Resistances.

    Damage / Ravage / Lingering Damage Health, Slow, Weakness to Frost, Weakness to poison.

    Link for useful potions and poisons: Click Here

     

    2) The Spells listed in the "Wind Arts Spell List" are the only spells the Rogue of Wind will use!

    3) No Sneaking - Sneaking breaks the whole playstyle for the Rogue of Wind. 

    4) No Companions: They will just make the game too easy and take away the one - man - army feeling I wanted to have with the build.

     

     

     

    Gameplay

     

     

    The Rogue of Wind is a versatile and deadly combatant. He can fight effectively in any situation and excels in close combat, mid range combat and long range combat.

     

    Early Game:

    Main Weapons: Dagger, Bow

    Main Spells: Flesh spell, Frostbite

    In the beginning the battle style is to use a flesh spell and  a normal bow to open combat, after a few shots change to Dagger + Frostbite + Poison if available and when low or out of magicka go back to the bow. Also the use of soul trap is advised to level up Enchanting and Conjuration.

    Magicka potions will be useful at this stage.

    - Bow usage: 40% , Dagger + Magic ussage: 60%.

     

    Mid Game

    Main Weapons: Bound Bow, Dagger

    Main Spells: Bound Bow, Flesh Spell, Whirlwind Cloak, Ice Storm, Ash Shell

    This is where the main playstyle of the Rogue is starting to come together. At this point there are a few key elements that every Rogue of Wind should have. These are the Adept perk for Conjuration to use the Bound Bow and the Adept perk for Destruction to use the spell Whirlwind Cloak, after these two the Cyclone shout and the Alteration Adept perk for the occasional use of Ash Shell should be the next targets.

    In these levels cast a Flesh Spell (I still used the apprentice for less mana consumption and because I wasn't geting hit often), then cast Whirlwind Cloak and Bound Bow. After that the fun begins, close range archery while tossing enemies all over the place.

    When facing more than 2 enemies open combat with one or two bow shots and then run on them or wait for them to come closer and start tossing them around with the Whirlwing cloak and keep shooting them. Also use poisons when available as mentioned in the Limitations & Alchemy section.

    If I were against 1 to 2 maybe 3 enemies or after I had cleared most of the enemies and 1 or 2 were left I would use my dagger + poison + Ice Storm. A good thing with this is that combat will not get repetitive because there are more than one combat styles to use.

    Also if the need arises for some more CC  the Ash Shell spell and Unrelenting Force shout (until the Cyclone shout which is the main shout of the build is available) should be used.

    - Bow usage: 70% , Dagger + Magic usage: 30%.

     

    Late Game:

    Main Weapons: Bound Bow, Dagger

    Main Spells: Bound Bow, Flesh Spell, Whirlwind Cloak, Ice Storm, Ash Shell, Ash Rune

    Late game is pretty much the same with the mid game but at this point it is much easier to use the spells and also to dual cast the Whirlwind cloak because of a big magicka pool and the Enchantments.

    Against many enemies I would cast an ash rune somewhere beforehand in case some additional CC was needed to lure enemies there and then proceed with Flesh spell, dual cast whirlwind cloak and Bound bow, also use poisons when needed.

    Whenever I felt like it or when I had to 1 vs 1 opponents I used Dagger + Poison + Ice Storm or if you decide to perk up to master destruction Blizzard (or modded wind spells) can also be used.

    - Bow usage: 80% , Dagger + Magic usage: 20%

     

    Notes:

    1) I play on Master and with mods that increase difficulty and spawns - enemies so anything written in the gameplay section comes from this type of gameplay.

    2) The Dagger is used mostly to apply poisons and absorb magicka if an enchanted dagger is used. After the early game its damage won't do much to enemies. Because I invested quite a bit of time in this build and also did some quest mods (some were DLC size like Falskaar) I had extra perks and put a few into Armsman. If you like the Dagger + Magic mode you could invest a few perks into it but that 's up to you and your perk management.

    3) Be sure to buy training whenever you can for Destruction from Faralda because Destruction is a skill that will level up slowly.

    4) Early on you could buy soul gems and go get the Fiery Soul Trap enchantment from Ironbind Barrow to help you level up Enchanting and enchant gear to earn some gold for the destruction training.

    5) Early on don't be afraid to spend some money and get Enchanted robes and even enchanted rings / necks / circlets from merchants to help with your magicka needs.

    6) You can grab the Bound Bow spell tome from Fort Amol.

     

     

    Roleplay

     

     

    As it is mentioned in the backstory the Rogue of Wind is a decisive individual that will never stop trying to improve and strengthen himself in every aspect. He doesn't mind to face any kind of danger and test himself in order to become stronger.

    Also because of what happened to him in the past he took a few decisions and among them were the following. Anything that would wish to do harm to him or the ones close to him and anything he came across which would prey on the powerless innocent people be it Living, Undead, Monster or any other entity all will be annihilated without mercy or remorse.

    So the Rogue of Wind in order to train himself and because he always wanted to see what was the kind of lifestyle his parents had when they were young and adventured with their mercenary group he will take on bounties and other missions from people or other types of groups and will also go on his personal adventures. It is a pretty good deal for him since he is training, he is making the world a better place and he also can make some coin for it, what else could he ask for. Also through his adventures he will seek to acquire more knowledge and anything that could help him with his purpose to obtain even more power although he will not harm innocent people in his persuits.

     

     

    Quests

     

     

    The Sage does not hoard.

    The more he helps others, the more he benefits himself.

    The more he gives to others, the more he gets himself.

    The Way of Heaven does one good but never does one harm

    The Way of the Sage is to act but not to compete.

     

    Main Quest, Dawnguard, Dragonborn, College of Winterhold, The Book of Love, The Heart of Dibella, Bards College, Gauldur Legend, Azura's Star, Dragon Research, Tending the Flames, Frostflow Lighthouse, The White Phial, A return to your Roots, Blood on the Ice,Destroy the Dark Brotherhood, Bounty Quests, Arniel's Endeavor (optional), Summoning Karstaag, Drowned Sorrows and any other quest you might come across and fits in with the disposition of the character as it is described above and in his backstory a bit.

     

     

    Mods

    Elemental Destruction Magic An amazing mod for this build which adds destruction spells for other elements and among them it adds Wind Element spells which is what this build needs.

    Apocalypse - Magic of Skyrim & More Apocalypse These two add one or two wind type spells and some blink/teleportation spells.

    Phenderix Magic Evolved : It adds many types of spells. I think the blink/teleport and some other utility spells I used were from this one it also adds a few wind type spells.

    Alteration - Instantly Cast Dragonhide --- 1H and 2H version : This will allow to cast dragonhide with one hand like any other flesh spell. I used it because I play with mods that increase difficulty and spawns - enemies.

    Black Mage Armor : The armor mod I used

    Hunting Grounds Outfit : The armor mod I used for the most part of my playthrough, it has a cloth variant.

     

     

     

    The text bellow some of the images are quotes taken from the book Tao Te Ching and one of them was inspired from the chinese novel I shall Seal the Heavens.

    I really had a lot of fun playing and writing this build, hope the readers will like it as well and thanks for your time.

    Happy Adventures!

  • Member
    April 21, 2017

    I really enjoy the elements that you tie together for this build: Archery, wind/weather spells and shouts, and unperked One-handed dagger. Since I usually play on Adept, I'd probably stick with college robes (or some other type of clothing) because this character looks like it would make for some amazing unarmored combat :D

    Also really loving the art for this (particularly the perkspread: simple and clean, almost like reading a graphic novel)... masterfully done.

  • April 21, 2017

    Duvain, great to see another build from you. I always like me my archers. :D The art is lovely and the concept is cool. I'm not a huge crafty, so two crafting skills is a hard sell for me, unless I really see them fitting in well. You play on Master though, so I understand the needed boost and it fits well with your build. I play on Expert with a difficulty mod or two, so I probably wouldn't need so much crafting. 

    What really calls to me is how you take time to explain things with regard to both modded and unmodded games. You don't exclude anybody, which is awesome and it allows for more flexibility. 

    All in all, a great job. 

  • Member
    April 22, 2017

    ShinJin said:

    I really enjoy the elements that you tie together for this build: Archery, wind/weather spells and shouts, and unperked One-handed dagger. Since I usually play on Adept, I'd probably stick with college robes (or some other type of clothing) because this character looks like it would make for some amazing unarmored combat :D

    Also really loving the art for this (particularly the perkspread: simple and clean, almost like reading a graphic novel)... masterfully done.

     

    Thanks Shinjin!

    Yes this build can definitely go unarmored you have a lot of CC so you don't get hit often.

  • Member
    April 22, 2017

    Lissette Long-Chapper said:

    Duvain, great to see another build from you. I always like me my archers. :D The art is lovely and the concept is cool. I'm not a huge crafty, so two crafting skills is a hard sell for me, unless I really see them fitting in well. You play on Master though, so I understand the needed boost and it fits well with your build. I play on Expert with a difficulty mod or two, so I probably wouldn't need so much crafting. 

    What really calls to me is how you take time to explain things with regard to both modded and unmodded games. You don't exclude anybody, which is awesome and it allows for more flexibility. 

    All in all, a great job. 

    Thanks Lissette!

    Indeed two crafting skills can be too many even I rarely if ever have used two of them in any of my playthroughs. This build though can certainly be played with just Enchanting. Alchemy was a skill I picked on a whim because I thought it might fit the character and ended up keeping it in the end during the whole playthrough but to be honest it can be listed as an optional skill in the build.

  • Member
    April 22, 2017

    Ah - Shin's comment about it feeling like a Graphic Novel is perfect. really cool style in this huge build!

  • Member
    April 22, 2017

    Mottyskills said:

    Ah - Shin's comment about it feeling like a Graphic Novel is perfect. really cool style in this huge build!

     

    Thanks Motty!  I really wanted to make the build as pleasing to the eye as possible.

     

  • April 24, 2017

    Nice Aeromancer build Duvain (see what I did there ;P) I've always liked the idea of wind magic in Skyrim and you've done a pretty good job of emulating it without mods which is appreciated.  One tiny thing for me is that it seems you went a little over board on the magicka.  Considering the run and gun style of this build and how he relies more and more on his bow I would almost flip that stat allocation to 1/4/6.  You'd still have enough magicka to cast the important spells (flesh/whirlwind/bow) considering enchantments, highborn, and atronach stone. 

  • Member
    April 24, 2017

    Vargr White-Tree said:

    Nice Aeromancer build Duvain (see what I did there ;P) I've always liked the idea of wind magic in Skyrim and you've done a pretty good job of emulating it without mods which is appreciated.  One tiny thing for me is that it seems you went a little over board on the magicka.  Considering the run and gun style of this build and how he relies more and more on his bow I would almost flip that stat allocation to 1/4/6.  You'd still have enough magicka to cast the important spells (flesh/whirlwind/bow) considering enchantments, highborn, and atronach stone. 

    Haha thanks Vargr!

    Yes you 're right about the magicka I did end up with a pretty big magicka pool and it was also bugging me while I was making the build. I remember while playing the build at some point I had some fun with some modded Master wind destruction spells and also dragonhide was one of my main spells since I used a mod to make it one handed so my need in magicka was kinda balanced (I play a hardcore skyrim :P). But certainly some points could go to the other two stats rather than magicka, I also realized that when it was a bit too late :P. I might go back to it and make some adjustments to put a better stat allocation in the build.