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Character Build: The Aspirant

Tags: #Character Build Spellsword  #Character Build Summoner  #Character Build Alchemist  #Rank:Exemplar  #Phil 
  • Member
    August 10, 2017

    This was my first ever build, Wayback Machine tells me it was February 25th 2013 when this was posted. Recently given a quick shine, decided to change nothing else.

    "Come closer. Bask in my presence."

    The concept for this build started after finishing the Dragonborn main quest, examining the Dovahkiin's relationship with Hermaeus Mora and asking myself what sort of person would respond "I am your servant, my lord" back when it all started during Discerning the Transmundane. I wanted a charcater who would put not just Miraak's Staff to use as primary means of offence but all staves I came across. So my answer was:

    At remote shrines in the wilds of the world the Daedric Princes, anathema in the empire, are venerated by seekers of occult power. The Aspirant is such a one - always hungering for ancient secrets, arcane knowledge and forbidden lore, believing whatever sacrifices one must pay to obtain them is a price worth paying.

    Refused entry to both elitist institutions the College of Whispers and the Synod, the Aspirant was close to despair until a seemingly chance encounter in the Imperial City with a mysterious hooded man. Possessing knowledge about the Aspirant's secret dreams, this strange guide gave directions to a hidden alter. Making a pilgrimage to the remote shrine high in the the lofty Jeralls was worth the hardships endured along the way. For it was before that strangely misshapen statue that Hermaeus Mora, Prince of Knowledge, memory and master of the tides of fate rewarded the Aspirant with a vision; soaring mountains, grey-bearded men, and a golden mask. Trusting his future to the Scrying Prince, the Aspirant's steps turned north toward Skyrim and destiny...

    The Aspirant uses summoned creatures, cunning poisons and tactical shouts to dominate the battlefield, slicing debilitated foes to pieces in energetic sword and staff melee, always seeking to control the flow of battle and create interesting set piece combat.

    Race: I played with both a Breton and a Dunmer. The Dunmer's fire resistance and starting bonuses to four core skills are very helpful. Their daily power grants early access to a Flame Cloak substitute. The Breton's magic resistance and bonuses to four core skills make this race equally suited, while their daily power compliments Miraak's apparel nicely.

    Stone: The Atronach is both a blessing and a curse as the 50% spell failure can make for very exciting gameplay; trying and failing to summon an ally as a Frost Troll charges in on you is an experience you won't soon forget. The purpose this Stone serves is to force you to rely on your staves for destruction spells because of its slower magicka regneration. Once Miraak's apparel is in your possession I'd advise switching to The Lord Stone because the extra spell absorption from the robes will further impede conjuring. The Lord will somewhat offset that absorbtion loss by providing extra magic resistance and provide an additional damage reduction. 

    Major Skills: Alchemy, Alteration, Conjuration, One Handed.

    Minor Skills: Destruction, Light Armour, Restoration.

    Stats: 3-2-1  Ensuring you have just enough magicka for conjuration, mage armour and destruction cloaks each level is the idea here. Keep an eye on health and make that attribute a priority if you're struggling in melee. Stamina is important to begin with as your one handed power attacks will eat up your reserves quickly, but once Miraak's Sword is in your possesion putting more points into this stat will be a waste thanks to it's absorb stamina enchantment.

    Equipment: A light armour set with a Dragon Priest Mask such as Krosis are good until Miraak's apparal is acquired. Even though Miraak's Robes are not armour, the Tentacle Explosion power they provide make them ideal for melee. If caught without a Flesh Spell the Lord stone and Agile Defender perks will ensure that even when wearing only boots, guantlets and mask your AR won't leave you vulnerable.

    A poisoned blade in one hand and a staff of your choice in the other. A Bound Sword is very useful throughout the game for extra damage at lower levels, banishing enemy summons and capturing souls to recharge staves. A crowd controlling sword like The Pale Blade is helpful until you get Miraak's Sword.

    Shouts: Ice Form, Frost Breath, Fire Breath, Disarm, Marked For Death, Dragon Aspect and Bend Will. If you do the Dawnguard questline the Drain Vitality shout works beautifully for this build.

     

    Alchemy:  Alchemist 4/5, Physician, Benefactor, Poisoner and Concentrated Poison

    Poisons of paralysis are ideal for crowd control, while lingering damage health and weakness to elemental damage are great for stacking combo effects. 

    Buffing potions such as fortify health and one handed are useful just before combat.

     

    Alteration:  Novice to Expert, Stability

    Unless you choose to use an un-enchanted staff you won't have a hand free for blocking so this skill's line of Flesh Spells is needed to help you tank at melee range. Because you'll be wearing armour you won't be able to take advantage of the Mage Armour perk, grab Stability at higher levels to keep that protection lasting longer. Paralysis and Mass Paralysis are great crowd control spells later in the game.

     

     

    Conjuration:  Novice to Expert, Summoner, Mystic Binding, Soul Stealer, Oblivion Binding and Atromancy

    Tactically there are many uses to this skill; you can let your summoned ally deal the bulk of damage by casting it far ahead or you can leave it behind you as fire support. But nothing beats those moments when you have conjured an atronach at the sweet spot and all your enemies' attention turns to it, freeing you up for to dish out poisons.

     

     

    Destruction:  Novice to Adept, Augmented Flames

    The augmented level of perks work with destruction staves and effect your elemantal shouts. I advice choosing the one you must prefer to use in combo attacks, such as Augmented Flames to compliment a combo of Fire Breath, a Staff of Firebolts, a Flame Cloak and a Fire Atronach to take advantage of a weakness to fire poison.

     

     

    Light Armour:  Agile Defender 3/5

    Light Armour weighs much less than Heavy and you'll want to be able to get the most from Miraak's Mask, Gloves and Boots later on. No perk points are put into smithing so you'll be relying on fortify potions and flesh spells to absorb punishment. A word of caution here: whenever a new Agile Defender perk becomes available I advise getting it as soon as possible because you don't want Alchemy and Conjuration to run away from you leaving melee defence sparse. End game AR should be a fairly respectable 150 before Flesh Spells.

     

    One Handed:  Armsman 3/5, Fighting Stance, Bladesman 1/3 and Savage Strike

    Your primary means of melee damage and poison aplication. The Pale Blade is a great crowd controlling sword thanks to its fear enchantment. Coat the blade in a weakness to frost poison and use with a frost damage staff, finishing your enemy with a Frost Breath shout for a nice combo kill. Later, Miraak's Sword will allow you to spam saggering power attacks thanks to its absorb stamina enchantment.

     

    Restoration:  Novice to Adept, Regeneration

    Turn Undead spells are great for zombie crowd control and when used with a Bound Sword, killing Draugr became my primary means of soul farming. I personally like using healing spells when in combat provided I have enough magicka left as it feels more honest than the instant healing that potions provide. Although they should always be available and are great as "oh crap" solutions, I prefer not to use them as my primary means of healing.

     

     

    Almost resigned to the cruel trick fate has played, and convinced his lord Hermaeus Mora has abandoned him, the Aspirant bravely faces certain death from the merciless axe of a faceless headsman. Oblivious to the strange bestial call echoing around the mountains and the shouts of alarm from prisoners and soldiers alike, the Aspirant is forced onto the block , whispersing a final, desperate plea to his Prince.

    With a thunderous roar accomponied by a staggering shockwave from its landing appears a bristling black beast from stories of legend. The gathererd crowd cries out in fear before fleeing im terror. The executioner, who's deadly weapon was poised for descent, is sent realing from the dragon's bellow at a sky turned tumultuous and red.

    The Aspirant, who realises his prayer has been answered in the strangest way, silently praises Lord Mora before joining a prisoner he has only just met in a flight to freedom...

    The idea with this build is to rely on staves to support you in melee once your magicka has run out. The stat spread carefully balances Health and Magicka so that while you'll have a decent mana pool, eventually you'll need to equip a staff.

    I liked to enter combat by casting a Flesh Spell, followed by a Destruction Cloak and a Conjured Atronach. I always ensured my elemental spells and shouts matched whatever Weakness poison I had applied to my sword. After all those spells are cast and I'm ready to enter the fray, I'd use up my remaining magicka with destruction spells before equipping a staff.

    Useful staves for melee depend on your preferences. I liked The Staff of Hag's Wrath as it's a great way of getting access to Wall spells at a low level. The Staff of Paralysis is always helpful, as are staves of Charming to deal with low level swarms.

    Don't be concerned that your destruction skill will be slow to level - the speed at which Alchemy, Alteration and Conjuration will increase will compensate and allow for regular Destruction training should you need it.

    Your extensive training in Alchemy gives you many advantages. Plan your potions and poison making so that you are prepared for emergencies.

    Boneless Limbs

    Imp Stool + Canis Root + River Betty = Damage Health and Paralyze

     Trollkin Ichor

    Bleeding Crown + Juniper Berries + Wheat = Damage Stamina Regen and   Weakness to Fire

    Don't neglect the restore health and magicka potions. Your Atronach Stone during the early game means you won't be regenerating magicka as fast and you don't want to be caught off guard when your conjured ally gets overwhelmed - trying to summon another in the heat of battle will invariably fail because of the Stone's 50% spell failure rate. The plus side is that enemy mages and failed summons will replenish your magicka.

    Don't forget your Fortify potions either; a well brewed tonic swigged right before a battle can buff your abilities beyond the mortal norm.

    The Warrior's Way

    Bear Claws + Hawk Feathers + Wheat = Fortify Health and Fortify One Hand

    Essence of the Atronach

    Beehive Husk + Honeycombe + Nightshade = Fortify Light Armour and Fortify Destruction

    The Dueler's Draught

    Chicken's Egg + Red Mountain Flower + Tundra Cotton =  Fortify Magicka, Resist Magic

    You Shall Not Pass!

    Bleeding Crown + Tundra Cotton = Fortify Block and Resist Magic

    The alchemy skill is this build's secret weapon in that it'll allow you access to playstyles you don't have formal training in. Want to get up close to the dragon to administer a poison? Gulp down a Fortify Block potion and equip an unenchanted staff purchased from Neloth in Solstheim and you'll be able to block while still keeping the sword and staff aesthetic. With a fortified Block skill at 25 and no perks invested, you'll be able to reduce incoming damage by 46.5%.

     


    Icy Offering:

    A power attack with a sword laced with a weakness to frost poison followed by Ice Form leaves your enemy paralyzed and taking extra damage per second, slowly freezing to death. Your strategically placed Frost Rune sits between you, just in case he survives. Best used against a single poweful warrior but if weaker enemies get finished off by the blast all the better.

     

    Apocrypha's Aid:

    Used against Draugr for revenge for all the times you've been disarmed, you summon a Flame Atronach beyond your foes, yell Zun Haal to Disarm and stagger the shambling rotters as you cast Fire Rune at their feet.

     

    Electric Enervation:

    Your attacker falls at your feet, overcome by your paralysis poiosn. Standing over the prone figure, you let your Lightning Cloak and nearby Atronach do their jobs. Surely adding a Lightning Rune would be overkill?

     

     Main Quest up until Elder Knowledge to access Discerning the Transmundane and the Fre Within meditation power from Paarthurnax.

    College of Winterhold: I suggest getting as far as the second word for Ice Form during Under Saarthal but getting the Staff of Magnus should also be a goal.

    The Companions Quest Proving Honour

    The Black Star

    The Pale Lady

    Repentance (for The Staff of Hag's Wrath)

    The Mind of Madness (for Wabbajack)

    A Night to Remember (for Sanguine Rose)

    The Final Descent

    Tel Mithryn: From the Ashes

    And, of course, Dragonborn!

     The Aspirant reflected on all the coincidences and strange twists of fate that had led to this moment. From the chance encounter with the mysterious man leading to Hermaeus Mora's mountain shrine, to the dramatic attack of Alduin the World-Eater at Helgen, each instilled in the Aspirant a sense of being chosen and guided by the Prince of Destiny.

    Exalting and devoted to this mysterious patron, the Aspirant had started down the path which clearly led to power. The dramatic death of Murmulnir revealing the Aspirant as Dragonborn only confirmed long held suspicions that great deeds lay ahead.

    With the legendary tome penned by Xarxes scribe of the gods safely in posession, the Aspirant idly brushed aside the still smoking ashes of Septimus Signus with a booted foot. Looking at at the patchwork cover of the Oghma Infinium, the Aspirant was finally ready to work wonders...

    Miraak's Robes appear designed specifcally for melee combat thanks to the occasional chance of a Tentacle Explosion happening on hit. This serves as a form of crowd control in it's own right as the damage dealt by the explosion will instanty kill lesser enemies like regular draugr, wolves and skeevers. Although that might not sound impressive, Hermaeus Mora looks after his own and his intervention will allow you to concentrate on the harder targets in a group, kowing that when an explosion occurs, all surrounding attackers will be hurt at the same time. Having a decent AR from your equipment also means you aren't totally vulnerable should your Flesh Spell run out.


    Miraak's Staff now in your possession will allow you to truly dominate a crowd by creating a writhing wall that will lockdown most humonoid opponents (and others such Netches). Although the damage dealt by the tentacles isn't massive when used against powerful enemies, the staff's strength lies in it's ability to stagger-lock attackers. Factoring in poisons and lasting shout effects means keeping opponents tentacle-tied fulfills this build's potential. It also frees up any need for using Become Ethereal to cast Master Level spells, leading to fun and interesting set-pieces.

     A writhing mass of heaped appendage

    Slipping grasp the squirming slick

    Extend the reach to touch the face

    Burn the mind, reveal the quick

     

    Fury of the Fire Wyrm

    You use your Dragonborm Flames to gain an extra ally in combat. Target the weakest combatant locked down with a tentacle from Miraak's Staff and use Fire Breath to spawn a Fire Wyrm from his ashes. This drake will harass and distract assailants, giving your shout time to recharge.

    Icy Tendrils

    Your Dragonborn Frost Breath freeezes all your enemies in it's wake in a cold shell. Unlike Ice Form, you know your attacks won't break the ice so you hack away. Encircle them in a ring of tentacles so that when they thaw they will be locked down again. By this time your shout has recharged meaning you own the field.

     
    Hopefully this build can stand on its own with the player's own personal character ideas. But for those like me who enjoy roleplay elements in a build consider the following.

    Although the goal is to get Miraak's gear to play around with, try and enjoy the journey too. This character is a seeker of knowledge and as such shouldn't shy away from any quest which will grant power. While not necessarily cruel, this character doesn't feel bound by society's rules and values.

    Try to use the map as little as possible, instead rely on the Prince of Knowledge (the Clairvoyance spell) to show you the way. Obviously, don't let this bog you down.

    Although you are a skilled conjuror, try and restrict yourself from any necromancy spells. I liked my character to believe his summoned allies were brought to Tamriel from Apocrypha. This belief can get reinforced later in the game when you find the Summon Seeker spell.

    Collect staves and use them, swapping out to suit the situation. If you've never experienced the wild and unpredictable joy of using the Wabbajack in melee combat then now's the time to treat yourself. Go on, I'm sure Hermaeus Mora would understand - Sheogorath is practically family after all!

    The battle over, the Aspirant reached down and took the mask from Miraak's corpse. Although victory was complete, the final words of the First Dragonborn had sent a chill of fear through the survivor. Was the unknowable entity, the Wretched Abyss Hermaeus Mora, using its new champion as it had used Miraak, Septimus and untold others? Was the price of power worth a similar fate to those two beings; betrayal at the end or madness?

    Such were thoughts for the future, the Champion decided, there were still many secrets to be learned from those Black Books...

     

    Thanks to Nikolaj Poulsen who encouraged me to go ahead with my first ever build and offered valuable advice. Thanks to Ben C for his advice, support and reminders to pay attention to the details. Thank you Dragonborn1921 for finding the oldest version of this build and for feedback in the Workshop. Thank you Edana for the encouragment during its time there. Thank you Relycs for the pictures, help and advice. Thanks to Lis and Zonnonn for their kindness.

    And thank you for reading.

     

  • August 10, 2017

    Glad to see the build out know Phil, it really does look quite stunning (especially the header text/banners/whatever, they're just awesome if I didn't say it in the Shop). Can't think of anything else to say that I didn't say in the Workshop but what a cool build :D

  • Member
    August 10, 2017

    I appreciate all your support and help, Deebs :) My presentation and art skills have come a long way since '13. A long way to go before I can be happy, but your kindness means a lot.

  • August 11, 2017

    No, I really like the overall color scheme that you've gone for here. Looks really good. Very Mora. :D

  • Member
    August 11, 2017

    Yes, you're too kind :)

  • August 12, 2017

    Yo Phil, just noticed a quick thing that might be beneficial here. In your little special combos you've got an explanation for the power/combo but not the actual build-up of it (so just directly saying that Miraak's Staff + Fire Breath + (Whatever the Black Book Power is that gives you Fire Wyrms) creates Fury of the Fire Wyrm).

    Just a thought I had quickly, more of an excuse to just drop another comment if I'll be honest. 

  • Member
    August 13, 2017

    Huh, I guess I felt it was self-explanatory...? Funny, these were the days when special moves were must-have things in a build. Does that still happen? Anyway, I added something to clear it up a bit, thanks for pointing it out :)

    On a semi-related matter, been playing around with a mod or two for a pilgrim style playthrough inspired by your Ordinator tips that might have made the cut here had I done a complete overhaul: HighRes Colored Magechainmail Armor. It looks alright, and comes in pink. Below is not the pink version:

  • August 13, 2017

    Huh, I guess I felt it was self-explanatory...? Funny, these were the days when special moves were must-have things in a build. Does that still happen? Anyway, I added something to clear it up a bit, thanks for pointing it out :)

    On a semi-related matter, been playing around with a mod or two for a pilgrim style playthrough inspired by your Ordinator tips that might have made the cut here had I done a complete overhaul: HighRes Colored Magechainmail Armor. It looks alright, and comes in pink. Below is not the pink version:

    Hmm, I don't think it is something that's considered crucial anymore. We kind of hit that point where they were starting to feel un-original beause [Insert Builder] did it a year ago. I know that whenever someone finds a tip they'd make sure to highlight it with a special move or two but generally, not so much. I don't know, I'm still a dedicated Special Combo guy but I'm focused on finding an RP reason for it to be there rather than...just using the skills which was a common thing when I first started building.

    Hah good to hear those Tips are helping out (I'm just starting to get to the point where I can start really testing how useful Warrior's Flame is on a character) but damn I might have to download that mod. Are they classified as armour sets or just the robes? Ah well, they look awesome, I'm looking for one of my future characters to be fully geared out with modded armour (right now I'm running around using the Dwemer Ceremonial Cloak from Cloaks of Skyrim, bloody brilliant one if you've never run across it).

  • August 14, 2017

    So glad you reposted this Paws otherwise I would have missed it since 2013 was before I even owned the game!  Joy to read!

  • Member
    August 14, 2017

    Vargr White-Tree said:

    So glad you reposted this Paws otherwise I would have missed it since 2013 was before I even owned the game!  Joy to read!

    Haha, thanks Vargr. Very kind :)

    Dragonborn1921 said:

    Huh, I guess I felt it was self-explanatory...? Funny, these were the days when special moves were must-have things in a build. Does that still happen? Anyway, I added something to clear it up a bit, thanks for pointing it out :)

    On a semi-related matter, been playing around with a mod or two for a pilgrim style playthrough inspired by your Ordinator tips that might have made the cut here had I done a complete overhaul: HighRes Colored Magechainmail Armor. It looks alright, and comes in pink. Below is not the pink version:

    Hmm, I don't think it is something that's considered crucial anymore. We kind of hit that point where they were starting to feel un-original beause [Insert Builder] did it a year ago. I know that whenever someone finds a tip they'd make sure to highlight it with a special move or two but generally, not so much. I don't know, I'm still a dedicated Special Combo guy but I'm focused on finding an RP reason for it to be there rather than...just using the skills which was a common thing when I first started building.

    Hah good to hear those Tips are helping out (I'm just starting to get to the point where I can start really testing how useful Warrior's Flame is on a character) but damn I might have to download that mod. Are they classified as armour sets or just the robes? Ah well, they look awesome, I'm looking for one of my future characters to be fully geared out with modded armour (right now I'm running around using the Dwemer Ceremonial Cloak from Cloaks of Skyrim, bloody brilliant one if you've never run across it).

    Ugh, sorry DB. Yeah, those chainmail robes are light armour. Cool for a Vigilant type, mebbe, or the pilgrim. And yeah, I know that dwemer cloak, it is a beauty:D