The Workshop » Discussions


WIP: The Storm of Judgment

Tags: #Mage  #WIP  #Crossworlds3  #Shock Mage 
  • Member
    December 10, 2017

    The Storm Justiciar


     

    Howdy all. As a longtime lurker and offerer of unsolicited advice, I figured it was officially time to let everyone rip one of my builds apart.

     

    My Crossworlds Event submission is named The Storm Justiciar, a lightning throwing, wind blasting sage who harnesses the powers of Aetherius and his own arcane Presence for healing, protection, and control. As a Magne Ge incorrectly summoned to Nirn, his physical vessel is ill-equipped for the duties he was called to this plan to fulfill. Only by reclaiming his missing magics and meting out judgment to the unworthy will he eventually ascend back to his lofty seat. This is most decidedly a build which finds its feet in battle.

     

     Stats

     

     Race: Altmer

     

     Stone: The Atronach

     

     M/H/S: 3/2/0
     Shouts: Storm Call, Become Ethereal, Unrelenting Force, Cyclone, Whirlwind Sprint, Clear Skies, Dragon Aspect, Slow Time, Dismay.

     Weapons: Staff of the Storm Atronach, Miraak’s Staff, Dragon Priest Staff, Staff of Lighting Bolts. Choose one at a time.

     Clothing: Archmage Robes, Archmage’s Boots, Enchanted Gloves/Ring/Circlet/Amulet.

     
     
    Skills
     
    Destruction
    Novice-Master, Dual-Casting, Impact, Rune Master, Augmented Shock 2/2, Disintegration.
     
    Our friend the Justicar is, before all else, a battery of elemental force capable of discharging ferocious bolts of lighting at his foes. As such, Augmented Shock and Disintegrate are chosen alongside perks enabling him to cast spells up to Master level. Disintegration is a massive boost to damage, allowing our friend to effectively kill most enemies once they reach 15% health and leave them a pile of ash. Cloak Spells are helpful as well, allowing nearby low-health enemies to fall to ash from the Disinegration perk or be knocked away by Whirlwind Cloak.
     
    Alteration
    Novice-Master, Dual-Casting, Mage Armor 1/3, Stability, Atronach.
     
    As one of the Magna Ge, even one with only a sliver of his true strength, the Justicar is able to alter his physical form and impose his willpower upon Nirn. He is able to conjure unearthly stormlights, harden his flesh to resemble armor, sense the living and the dead around him, and even move objects with his thoughts.
     
    Illusion
    Novice-Expert, Dual-Casting, Hypnotic Gaze, Aspect of Terror, Animage, Kindred Mage.
     
    The Justicar's very Presence is a tangible thing which can affect a person's senses. By sheer force of will, the Justicar can send people fleeing or leave them as at-ease in his company as if they'd known him for years. His Presence also bolsters the strength of his allies, granting them fighting strength and purpose beyond normal.
     
    Restoration
    Novice-Adept, Regeneration, Respite, Recovery 2/2.
     
    While not as powerful in the healing arts as some, the Justicar's magics are more than adequate to sustain his mortal vessel as well as the vessels of his chosen followers. 
     
    Enchanting
    Enchanter 5/5, Insightful Enchanter, Corpus Enchanter, Extra Effect.
     
    Utilizing purchased soul gems or those filled by his followers, clothing becomes a source of aetheric energy.
     
    Spells

     

     

     
    Destruction: All Shock spells, Whirlwind Cloak.

    Restoration: All Healing/Ward spells up to Adept, Poison Rune, Stendarr’s Aura.

    Alteration: All spells.

    Illusion: All Rally, Fear, Calm spells. No Frenzy.

     

     

     
    Roleplay

     

     
    In Mundus, he struggled, dreams restless. (something something summoned incorrectly and funneled into the shape of a mer while the corresponding flash of lightning sent his incorrect summoner running. Confused and mortal, he ranted and raved for weeks before came down from the mountain, tried to
     fry a certain Imperial Legion Captaim when she barred his way, found his sparks gone, and was locked in with the prisoners of the night's ambush after a vicious exchange of words. Then thurr be dargunz, and running through Helgen, finding his summoner laying dead with a sliver of his power laying in a tome next to the body. Defeating dargunz begins to slowly return his higher magics, and while he replenishes his higher magics spellbook, he attempts to get back the thunder and the lighting by joining the mortal mages' college and learning like mortals do. Boop boop shoop da whoop and that's a draft so rough you can use it for sandpaper)
     
    Gameplay
     
    In practice, the Justiciar utilizes three separate categories of spellcraft over four schools of magic:
     
    Judgment: The fury of wind and lightning, used for damage and area control. The build's Destruction skills fall into this category, as do many of its shouts. A favorite tactic using only this category was to Shout enemies into a corner, then light them up with Chain Lightning Spells in order to turn them into ash before they finish standing.
     
    Aetherius: The source of all magic, the lights behind the tattered veil of the sky. These are the build's transformative and restorative spells, those which affect the environment by sheer force of will. By tapping into Aetherius, the Justiciar's flesh becomes unyielding obsidion, wounds may be mended, and the aetherlights of souls be seen through mere physical obstructions.
     
    Presence: For a grizzled old hermit without social skills, the bushy-browed glare of the Storm Justiciar in his full glory is a disquieting sight. Spells which inspire fear, courage, and even a feeling of reassuring calmness allow the Justiciar to perform his self-proclaimed duties without causing loss of innocent life. In its most extreme form, the old man's presence can render entire groups of people temporarily senseless. Spells which incite violence or rage are avoided. The last thing he needs is innocents tearing one another to pieces.
     
     
     

    (Last edited on 12/13/17).

  • Member
    December 10, 2017

    Lightning magic for the twin

  • Member
    December 10, 2017

    Chris said:

    Lightning magic for the twin

    Twinsies~!

  • Member
    December 14, 2017

    Build updated with further formatting. Gameplay-wise, I've got Illusion, Alteration, and Destruction all at adept level with Restoration in the 40s. Enchanting I plan on saving for last. 

  • December 14, 2017

    Yeah, save it for when you gots the soul gems. :D Enjoy the grinding. I hate enchanting. LOL, could never get into it. 

    Cool concept Mercurias. Look forward to seeing what you do with it. 

  • December 14, 2017

    PS: First image is ultimate sickness. 

  • Member
    December 14, 2017

    Oh my gosh yeah. I saw that image and nabbed immediately.

    As for Enchant grinding, typically I just disenchant everything I hands on. That gets me close to 40 on its own. After that I just save up my Septims and BUY five rounds of training in it at a time, and all the while I’m accumulating materials. By the time I buy my way up to 90, my home has a war chest full to bursting with materials and heart stones, and I rip right through all of them to hit Enchanting 100 in a hurry with enough leftover materials to start playing with endgame gear.

    It also gives me plenty of staves to distribute among my helpers. I’m plottin for them to have an electrical theme this time around. :3

  • Member
    December 14, 2017

    Oh? This sounds like a heap of fun, and I like the direction it's going. 

    Keep up the good work Merc and I'll be sure to come check it out again later on :D

    PS: I love the whole "God" into puny mortal feeling as that is similar to what I'm attempting to procure with my own build.

  • Member
    December 16, 2017

    Looks like a full fledged lightning type wizard. The use of slow time shout while casting chain lightnings is a strong combo. To be honest I love storm wizards and played something like that once but went with the concept of being a storm atronach taking over my summoner's body for fun. :D

  • Member
    December 16, 2017

    Duvain said:

    Looks like a full fledged lightning type wizard. The use of slow time shout while casting chain lightnings is a strong combo. To be honest I love storm wizards and played something like that once but went with the concept of being a storm atronach taking over my summoner's body for fun. :D

     

    Slow Time and Lightning Spells are a very strong combo, possibly among the best in the game since Lightning Spells are Point and Click with no travel time. I typically use it sparingly, with Whirlwind Sprint or Cyclone being my default shouts for crowd control. 

     

    I like the idea of a Conjurer trying to summon something beyond his league only to end up possessed by his own minion, but it didn't fit the theme. In the FFXIV games, Ramuh is typically depicted as an old man who shares the protagonist's views, often guiding them along their path before lending them his power. In this case I just cut out the middle man and let you play as a bristly old hermit with justice on the brace.