Skyrim builds - the shaman mod download






















Frea makes for a nice lore-friendly companion, and the idea of a hound like Meeko running in the snow with a shaman is so picturesque it belongs on a Hallmark card.

Until Frea can be gotten, I chose Vilkas from the Companions, just make sure to cure his lycanthropy. Part of the fun of the Skaal is putting together a really kickass team. You can equip your Thralls with Summoning Staffs and have quite the large horde for really tough fights.

Solstheim blacksmiths will also begin to stock Stalhrim around level 30, so I started punch-reloading until they spawned a Stalhrim Mace. Feel free to do Daedric Quests if you want to in this stage, or even some darker quests before the shaman realises there are more important things than earthly power and wealth. Once he is accepted by his ancestral people, he grows up substantially and shows more respect towards the world and even his enemies.

His purpose for staying in the back while his team does the work even changes. Early on, it was because he was scared, but later he becomes a heroic commander and Tongue. The shamans of old guide your hand, granting you knowledge to cast powerful spells and to bring one of their own into a corpse of the fallen.

Together, you heal the wounds your ice caused. Save the Thrall spells for important enemies who are worthy of being a vessel for a noble Skaal dead. As you summon protection of the beasts, the power your blood used to have calls to you and you become a fierce beast of the wild, your maces tearing through your enemies at breakneck speeds as you carelessly throw enemies away from you while they flee in terror.

Race : Breton, with noticeable warpaint. A gift from one of them, the Staff of Melka, is one of her most treasured possessions. One day, her matron had received a series of visions from the Lord of the Hunt and the Golden Eyed One, ordering the trainee to participate in a Blood Hunt and assist a scholar in the north. Eventually, her hot-headedness calms down and she realises the power of politics. She wins over the court of Markarth with her honest and heart-wrenching tales of life in the wild, and is awarded with a manor and thaneship.

She even joins the fight against the Stormcloaks, representing the people Ulfric slaughtered, but before she could advance with the Imperial Army, the Golden Eyed One called her to the frozen land north of Skyrim, calling to her with forbidden knowledge and magic. He teaches her to call upon him in fights and offers up his most precious Black Books, even teaching the young shaman the ancient art of the Voice to battle the Nords of Skyrim with, and she eventually becomes his champion in the Forest of Knowledge.

She is much more devious than the Skaal, and enjoys the cover of darkness. Summoned atronachs can act as wonderful distractions while you slide up behind someone to plant your axe in their back or lure them into a fresh poison rune after nicking them with daggers tinged with Weakness to Poison. She is not above playing dirty and will use everything in her arsenal to win, including bugging out the AI.

CQ primarily consists of getting your enemies the hell away , using wind magic and DOT damage over time to bleed, poison, paralyze or stagger them until they die under a rain of dual-wielded blows or your sparky cloak. A Bound Dagger is excellent for this in early-mid levels, until enchanted ones begin to surpass it.

Followers and Frost Atronachs can help you in melee, but the Forsworn shaman also has a solid armor rating, along with potions of Fortify Light Armor and Restore Health, and can take a lot of abuse. Even though the Hagravens and Forsworn typically use fire or ice magic, I went with shock because of its connection to the sky and imminent danger.

In terms of Conjuration, she uses atronachs of all kinds and recognises that each has their use in combat. Later on, the Seeker is a fairly impressive summon, and RP friendly.

Fire Atronachs are very agile and good at giving cover fire, while a Frost Atronach can tank damage and draw enemies away from you, or a Storm Atronach is a useful all-arounder and is immune to Shock, allowing us to use Chain Lightning with impunity.

Also, match the element of a mage to your atronach to render their magic useless. Facing a cave of vampire spellswords who like frost? Summon a Frost Atronach and ruin their day. You see a lair of fire mages? Fire Atronach is the only summon you want in there. Restoration is used primarily with Poison Runes, but Turn Undead is so satisfying, and a healthy potion of Fortify Restoration can really buff up those anti-vampire spells or make Poison Rune really devastating, especially if mixed with Weakness to Poison.

Alchemy fits in with the whole wildling theme of living off the land, while Enchanting feels too sophisticated for the Forsworn. You can include others, if you wish a very savage version of Dibella would be my next choice , but the main ones are Hircine and Mora.

Take time to wander the forests of Falkreath and the highlands of the Reach until you can find your way around without a compass or a map, hunt the wild beasts and practice your sneaking. To our shaman, he was simply a blank slate to fill in with her propaganda of glory and war. I gave all the standard potions I found or looted to my follower, so he could use them and I had a good reason to make my own Restore potions.

Black Books. The shaman would want to explore all possibilities. The Voice. Hermaeus Mora gives her the knowledge of the Voice, and she quests for all the words of power she can find, trying to expand her gift. Is it her fault of the Nords believe her to be the true Dragonborn? How quaint. I made her particularly ruthless and cunning.

Even though I made her quite evil, she still loves her people and is very patriotic to the Reach and the Forsworn. Her story is more about her changing from the angry dreamer who wishes for the Reach to a crafty champion of their Old Gods and how she is put into a place to actually make a difference for her people.

Unlike the weak priests of the city, the shaman of the Reach charge into battle, summoning devastating aid and eventually joining the fray themselves, swinging their dual weapons with only their passion and hate to guide them.

This was my standard way of taking on a fort in the Civil War. Basically, I wanted a combat style that was very different from the organization of the Imperial Legion. This is one of the most powerful combinations any character is Skyrim can pull off.

I saved this for the Battle of Windhelm. Storm Call is very indiscriminate with who it kills, taking friendlies, Stormcloaks and Imperials with it. This is the warning that the King in Rags is rising and the Forsworn will take back what is rightfully theirs. Race : Orc, elderly with grey-white hair.

Being the forgewife of her chief, the shaman has always enjoyed a high status in the tribe. After a long deliberation, the Orsimer shaman decided to leave the tribe and use her powerful magic to stop the dragons. For a long time, tribal Orsimer have been prized members of the Legion, for their berserker combat and smithing prowess. Old and brittle, but not broken, she joined the army and used the Imperial Legion to travel Skyrim, unravelling the mysteries of the dragons and the Blades.

She was rewarded for her efforts with Volendrung and Scourge, both powerful artifacts of Malacath. She took it upon herself to become more powerful and expand her magics before facing the ancient Nord, Miraak. Exploring the land as part of the College, an independent financer, and a helping hand, she made up for all the years she spent in the stronghold.

But make the mistake. Of fighting one, and you will soon be fighting the elements themselves! Races: Orc is my preferred race both because I love Thrall, and because I love their racial ability. I would stay away from elves and the beast races. Make sure you focus on your Magic Schools first, and keep in mind that your One Handed perks are only meant to be used as a last resort back up should you need them for whatever reason. Later in the game you can enchant your own.

Weapons: Dual wielding maces or axes. Again for RP purposes I would suggest two forsworn war axes, or maybe even the Dawnguard war axes would work, otherwise whatever you want and think looks cool to fit the part and fit your character based on the armor you chose. Chain Lightning: Use against small groups of targets. Wall of Flames: Use as a barrier between you and your enemies. Lightning Cloak: Use to add a little offense to your defense should you need it!

Restoration Spells: For RP purposes, the only restoration magic you should be using are healson yourself and others. You're not a paladin or holy priest, so no turning undead.

Special Abilities. Blazing Speed: You simultaneously call upon the elements of Air and Fire to gain an immense burst of speed, and leave a trail of flames behind you. Use to quickly escape enemies and then set them ablaze. Shockwave: You call forth a powerful sonic wave followed by a blast of wind that can paralyze your enemies, and sends all enemies in front of you flying backwards.

Unrelenting Force Shout. Fire Nova: Erupt with the fury of a volcano, stunning enemies around you and causing a massive explosion around you and setting everything within range on fire. Fulmination: Call lightning down as rain from the sky to obliterate your enemies.

Rebirth: It is not yet your time. Once a day, when death would otherwise be the outcome, you may call upon the element of Water to instantly restore a large portion of your health and temporarily remove yourself from battle. Thanks a ton for reading this, guys!

Those of you that are interested or have suggestions, let me know what you think! I'm fairly new to this stuff and planning out builds, and I haven't actually explored every skill tree in the game for myself yet, so I'll gladly take all advice! A lot of your special moves are just regular moves that you just call something else. I suggest removing those or editing them to add more things to them. Yea, I know, but that's just for more of an RP purpose, I don't really know what to add with them, but they are the most powerful spells at your disposal, so I feel they should be considered "special" and to fit the role of the Shaman, I chose to re name them and give them some descriptions that made them more "Shamany".

Thanks for the suggestions! Fulmination I'll keep as it is because I want it to be more of an RP thing, like how I have it said up and maybe I should explain this more is that you can't use the lightning storm spell master level shock spell UNLESS you have storm call active, so it's like you're using the storm to channel the spell if that makes sense.

But these are all pretty solid and good ideas. Thanks again! Thanks a ton! Glad you like it. And yea I know how they use shields in the game, but I figured making em dual wield similar to enhancement shamans makes for 1 less keybinds, and 2 less required perk points as it's already stretched pretty thin. But if you want to give block a shot, go for it and tell me how it goes! Good Job on re-creating the shaman archtype on Skyrim mate! I was planning to do a shaman build after my next build that I am working on, but it would seem that you had beaten me to it :.

No worries, it saves me the headache of actually having to decide if I should be doing an ele build or a enhancement build This build is mainly meant to be played like an ele shaman, a caster, and you should focus on your destruction, alteration, restoration, and conjuration magic first.

But, I figured that after all that is said and done I didn't want the build to end there, so I put points into One Handed so that while casting is your main focus, you have atleast some strength in melee should you need it. You're correct in that this is mostly to be played as an ele shaman, and your magic schools should be your main focus, but I didn't want the build to be completely helpless in melee combat, when you're in tight spaces or if you somehow get cornered, and that's why I put some points in One Handed.



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