Skyrim Character Building » Discussions


Character Build: The Arisen

Tags: #Character Build Archer  #Character Build Knight  #Character Build Elementalist 
  • October 26, 2018

    "Newly Arisen, walker of the path...take up arms. To me...come to me..."

     

    Concept

    The idea of this build is to adapt as much of the Gameplay mechanics and abilities that I could from Dragon's Dogma into Skyrim. The core of this concept was using the mod Know Your Enemy to diversify the weaknesses and resistances of everything in the game, while Witchhunter Spells and Prayers would provide the player with weapon enchantment spells that they could use to exploit these new weaknesses. I've also found a way to give the Dragonborn something similar to the Mystic Knight's Shield Ripostes+Stone Grove skill as well as the Magic Archer's Seeker Bolt+Dodge Roll abilities. Finally, the combination of Darkness Falls and Wearable Lanterns really helps make Skyrim's nights as terrifying and dangerous as Gransys'.

    Fair warning: If you haven't figured it out by now, this turned out to be my most mod heavy build to date. Combat and actual gameplay is still extremely accessible and intuitive, but first you have to navigate a few different menus to set everything up to play as intended. I'll be walking you though it later in the build, but for anyone that has ever configured the settings of a new mod, it should be a pretty familiar process. Plus, I put a lot of effort into making it feel as much as possible like playing Dragon's Dogma in first person...which, to me at least, is super fun and extremely worth it.

     

    Required Mods

    Know Your Enemy - This is an amazing mod that takes every enemy and armor in the game and gives them unique traits that affect their weaknesses and resistances. With this mod installed you'll really have put some thought into how you approach each new enemy.

    Diverse Dragons - This takes KYE's idea of having to learn your foes unique weaknesses and resistances and extends it to include dragons. In doing so it also adds plenty new types of dragons all with a whole host of unique shouts and abilities.

    Witchhunter Spells and Prayers - This is the perfect counterpart to KYE since it provides the player with different weapon enchantment spells to use based on enemy resistances. KYE is great, but without Witchhunter Spells it kind of leaves you carrying around three different enchanted versions each of several different weapon types...

    Phenderix Magic Evolved - Phenderix spells add several new elements to the game, some of which reflect the Archmagics of Dragons Dogma. They also aren't subject to resistances added by other mods so they can act as a safety net if you run into an enemy you haven't figured out yet.

    Ordinator - Quintessential for modded builds. It also allows for perfect blocking which is a very important aspect of this build.

    Imperious - This gives us Contingency which is once again an important aspect of one of my builds... I hope you guys like playing as an Altmer!


    Recommended Mods

    Fatality - Similar to a lot of other combat mods, with injuries, attacks of opportunity, ect...except that it also removes health regen and adds a fun little mechanic where a lot of wild animals will be afraid of you if you're carrying a torch.

    Revenge of the Enemies - As much as I love the attention to detail in Fatality, enemy AI doesn't seem to pose as much of a challenge as some other difficulty mods. RotE, on the other hand, is one of the best and should provide quite the challenge.

    Darkness Falls - This basically makes it to where the nights of Skyrim are actually dark. So, much like Dragon's Dogma, venturing out at night can be a terrifying experience and requires you to carry a light source to navigate. This also helps increase difficulty.

    Wearable Lanterns - This provides a great alternative to carrying a torch, because it produces light without occupying one of your hands. It works well with Darkness Falls by giving you a small radius of visibility. Allowing you to navigate at night but making it to where creatures can still jump out at you from the darkness.

    Andromeda - This mod changes the powers and abilities granted by standing stones. The Lord Stone, used by this build isn't required, but it gives many of your attacks added utility while also making stamina management more challenging, so it's a fun and well balanced addition.

    Mihail Monsters Overhaul - There are some really great creatures that Mihail has brought into Skyrim, and this is a collection of some of the best. You'll recognize many of the creatures from lore or previous ES games, but even the ones that draw inspiration from other sources are designed to feel completely cannon. Some of the bigger beasts really add to the Dragon's Dogma vibe without betraying emersion.

    Elysees Collection - These add some cool lesser powers that are similar to some of the moves you can perform in Dragon's Dogma. Combat in no way relies on these abilities and they aren't necessary to play the build, but if you played DD you'll probably get a kick out of using them.

    Become a Divine - This fits the story of Dragon's Dogma and also helps tie it into Elder Scrolls lore. It's not required to play the character, but if you plan to roleplay the main quest as the Arisen it really helps the build the narrative into a satisfying climax.

     


    Build

    Race - Altmer
    Yes, I'm a little obsessed with contingency. It allows you to choose two spells and a trigger action that you can perform to autocast them. The Special Tactics section will explain how we can use this to recreate Dragon's Dogma's Magic Shield Ripostes.

    Standing Stone - The Lord
    This stone gives power attacks 20% more damage and stagger while you still have stamina and let's you use them at -30% damage and stagger when out of stamina. Any 1H perk effects will still apply, so this can be an extremely powerful ability. However, it also removes stamina regen during combat, so managing it properly becomes that much more important.

    Magic/Health/Stamina - 0/1/2
    With Fatality installed, Stamina management becomes an essential aspect of survival. The importance of Health depends on your play style. Timed blocking is the only defense you'll have after your stamina is depleted, but it won't mitigate all damage until you get the Dragon Scales perk. So if you plan to utilize timed blocks a lot before maxing the skill, then you may want to pad your health a bit. If you rely more on dodge rolls and bashing then you'll need all the stamina you can get and health won't be as crucial.

    Skills - Block, Destruction, One-Handed, Archery
    This just about covers all KYE's damage types, so you'll be equipped for anything...once you learn what to use on which enemies.

    Powers - Hell Buster, Hydra Shot
    These two little gems are from the Elysees Collection. Some of his mods can be a little bombastic, but are balanced well by combat mods like Fatality that put an emphasis on stamina management. These two also work nicely to recreate some of the skills from Dragons Dogma.

    Spells - Fire Enchantment, Frost Enchantment, Shock Enchantment, Divine Blast, Wind Blast
    The Divine element heals the caster for a portion of it's damage while Wind is rather weak but causes a knockdown. Neither are factored into KYE so they'll be your only unresisted spells. Together, they make quite the powerful utility for most any situation...but casting them will be a challenge (see Special Tactics).

    Weapons - Nordic Mace, Nordic Bow, Nordic Arrows
    With the ability to mix and match elemental Enchantments, this is a very versatile setup for KYE. You can carry a sword and an axe (or give them to followers) if you really want to cover all your bases, but piercing damage (arrows) and fire damage are so strategically similar to slicing (sword) and chopping (axe) damage that it renders them almost entirely redundant.

    Armor - Imperial Shield
    This is the most Mystic Knight looking shield in the game unless you have Old Kingdom Armors installed. Then you can use the Shield of Markarth. Both provide you with a large area of protection for blocking projectiles, which can be really useful for a build with no other armor to fall back on.

    Clothing - Clothes, Gloves, Boots
    Wear whatever is fashionable, or looks most like your DD character. Even armor would be acceptable, if you're not looking to be completely reliant on block for defense. You might have to respec a little from the perkspread I provided though.

     


    Perks

    Block - Block is an essential asset to this build. Sure, this character can dodge roll for guaranteed evasion, but only basing and perfect blocks will keep enemies off balance long enough for you to launch a counter attack. Also, Break Their Teeth facilitates one of this builds most powerful abilities so work towards that perk as soon as you can.

    One-Handed - Many of the higher tier Mace perks fit this builds theme of stamina management quite well. Toll the Bell in particular is a great sub for Hell Buster if you've chosen not to use Elysees mods. Plus, with The Lord Stone allowing you to perform power attacks even once you're out of stamina, any perk that gives them added effects will be extremely useful.

    Archery - Distance is your best friend when using a bow. Unfortunately, neither bashing nor dodge rolling gives you enough space to fully draw another arrow before enemies are on top of you again. Combining them can be effective against a single enemy but it also burns through stamina. Instead, focus your perk investment in abilities that will allow you to stagger or knockdown from a distance.

    Destruction - Many of Ordinator's unique effects don't apply to spells that cast indirectly (like those that provide an enchantment), so Deduction's only useful perks will be the damage increasing ones. This works to our advantage though since this build requires investment in all three elements. Maxing your Destruction tree will require the least perks and provide the most coverage, so it would be smart to prioritize it.


    Special Tactics

    Elemental Invocation - The Witchhunter mod gives this build the ability to mix and match elemental enchantments with weapon type. This is important because nearly every enemy will have their own unique weaknesses and resistances that you'll learn as you play. It also sets these spells to the powers button, so not only can you access all three elements by carrying a single unenchanted weapon, you can use a shield as well.
    Requires: Witchhunter Enchanting Spells, Atonement, Resolve, Meditate

     

    Blessed Riposte - If you chose "When I Cast a Spell" as a condition, Contingency will trigger whenever you activate Break Their Teeth. Meaning that you can set it up to where completing a Timing Streak (three consecutive perfect blocks) will automatically cast both Wind Blast and Holy Blast on an attacking enemy. This launches them backwards and causes unresisted Holy damage that also heals the player. It's a difficult tactic to pull off but it's a strong asset in any situation and will be your only means of health restoration, so it's worth the practice.
    Requires: Break Their Teeth, Contingency, Eject Player Push, Holy Blast

     

    Seeker Bolt - Hydra Shot applies an elemental lock-on mechanic to a fully drawn bow, but it takes a second to activate and most enemies will rush you during this time. So, while powerful, it can leave you wide open... and with Fatality draining your stamina when you hold a bow, you might not be able to dodge roll out of danger. If you're using followers they can serve as a distraction, but they will get caught in the blast as well. It is, however, great against dragons. They're extremely durable, so the extra damage is warranted and they tend to fly around instead of rushing you or followers, so it's much safer to use. Plus, the explosions interrupt dragon shouts so you can use them to protect followers.
    Requires: Hydra Shot, Solace

     

    Stone Grove - This move has you plunge your Mace into the ground causing the earth to explode up from under any surrounding enemies. It does decent damage and is pretty much guaranteed to knockdown. However, it uses all your stamina and the casting animation is similar in length to Ritual Spells so you have to be smart about when you use it. The Lord Stone keeps stamina from regenerating in battle, so either save it for when you think it'll finish off all your enemies, or think you can survive by perfect blocking because you won't be able to bash or dodge roll afterwards. Unlike Seeker Bolt, Stone Grove won't hit allies so Pawns can be used as a distraction while you cast it.
    Requires: Hell Buster (Launcher), Absolution

     

     

    Roleplay/Restrictions

    Fast Travel - Fast travel is restricted to anything that makes sense within the world of Skyrim. You can pay to ride a carriage or ferry to your destination, but this business about teleporting to a location just by pointing to it on a map is out. This means you'll have to plan long trips accordingly if you don't want to get caught in the middle of nowhere when the sun sets.

    Waiting - No waiting under any circumstances. If you have somewhere to be and it's nightfall, then throw on a lantern and cross your fingers. If this seems a little much for you then you can always sleep through the night at a house or an Inn. This way can be less dangerous than heading out at night, but makes you think twice about wandering the wilderness unprepared. Sunset is just that much more terrifying when you're no where near civilization and haven't the preparation nor experience to battle your way through the darkness.


    Pawns

    The mods recommended for this build provide a nice challenge that isn't entirely defeated by having followers. Know Your Enemy complicates offense in ways that followers don't know how to exploit, and Revenge of the Enemies gives foes the AI to switch targets. This means that DPS followers are no longer an unstoppable force and tanks aren't exactly an immovable object. So you can play with or without a "pawn" and it won't change the difficulty an excessive amount. Here are some examples of useful DD themed followers:

    Strider - A bow/dual wield class has pretty good coverage if you give them blunt weapons. This kind of follower may require some protection from the player though, and to get the most out of them you'll have to learn to orchestrate the battle in such a way that they choose the weapon you want them to use. This makes striders the most efficient pawns at dealing damage, but also the class that requires the most babysitting.

    Fighter - One thing that remains consistently useful regardless of enemy resistances is stagger. A sword 'n board or 2h Fighter can be an asset without even attacking if they keep enemies at bay with frequent bashing. You can also equip them with an axe to extend your coverage. The Arisen is set up to be able to have access to unresisted damage across the board, but axes will let your pawn exploit weaknesses in certain situations that you may have only caused neutral damage.

    Sorcerer - A Sorcerer is an interesting option for a pawn. The more elements they have access to, the better their coverage (far better than even a Strider) but the harder it becomes to get them to use the damage type you want. It can be fun to roll the dice, but if you want a more straight forward approach then focus on shock. It has the least weaknesses and resistances so you can count on it inflicting neutral damage a majority of the time. You can even give them a Staff of Chain Lightning for added utility, but I personally find that a little broken.

     

    Magic Utility

    Shouts - Magic Utility allows you to assign spells or powers to it's various shouts. This is useful in this build for two reasons. First, it keeps several important abilities from registering as "Casting a spell" which would set off Contingency at inopportune times. Second, it lets us set things like Enchantment spells to become more powerful the longer you "charge" them (i.e. use more words of the shout), much like they function in Dragon's Dogma.

    To assign the following Shouts simply activate the Magic Utility power, choose "Active", then choose "Shout", select the name of the shout you want to assign, select which word you're assigning, then select "All". It will then ask you to cast the spell you want to use for that word, all you have to do is cast it and it'll be stored for future use as that shout. The following is the list of spells and powers that this build needs to have assigned to these shouts.

     

    Absolution
    First Word - Hell Buster
    Second Word - Hell Buster
    Third Word - Hell Buster Launcher

    Solace
    First Word - Hydra Shot

    Atonement
    First Word - Apprentice Fire Enactment
    Second Word - Adept Fire Enchantment
    Third Word - Expert Fire Enchantment

    Resolve
    First Word - Apprentice Frost Enactment
    Second Word - Adept Frost Enchantment
    Third Word - Expert Frost Enchantment

    Meditate
    First Word - Apprentice Shock Enactment
    Second Word - Adept Shock Enchantment
    Third Word - Expert Shock Enchantment

     


    Hotkeys - Another useful mechanic provided by Magic Utility is the hotkey potions. Selecting them from your inventory will allow you to save your current weapon, shield, spell, and/or power combination. You can then assign them to a hotkey to switch between loadouts. This is taken one step further for console players (who only have two hotkey buttons), because now you can set them to "cycle" through multiple loadouts when you press the button several times in a row.

     

    PC Setup
    Hotkey 1 - Mace/Shield/Absolution
    Hotkey 2 - Bow/Solace
    Hotkey 3 - Atonement
    Hotkey 4 - Resolve
    Hotkey 5 - Meditate

    Console Setup
    Hotkey 1 (Cycle 1) - Mace/Shield/Absolution
    Hotkey 1 (Cycle 2) - Bow/Solace
    Hotkey 2 (Cycle 1) - Atonement
    Hotkey 2 (Cycle 2) - Resolve
    Hotkey 2 (Cycle 3) - Meditate

     


    Know Your Enemy

    There's a lot of resources provided by KYE (both in-game and not), and therefore many ways to use it. I've categorized the different possibilities by difficulty to help you decide what approach might be the most fun for you:

     

    Master

    The system behind KYE is actually rather intuitive if you take the time to guess and check. Many of the traits are easy to figure out and the effects aren't very complicated (for instance, animals with thick fur are resistant to the cold, but catch fire more easily). This extends to Diverse Dragons as well since they only have elemental weaknesses and they're based off their own, often rather obvious element. It's because of this that I would strongly suggest a trial and error approach to using these mods for the first time as it's definitely the most rewarding approach.

     

    Expert

    Of coarse, if you're getting frustrated or just don't want to go in blind in the first place, there's another approach I'd suggest before looking up a difficult enemies exact weakness. Try to learn the different traits and what they do so that you can discern for yourself how your attacks might affect an enemy. For instance, since we know what weaknesses/resistances thick fur provides, we might not know explicitly that wolves are weak to fire, but because they're such furry animals we can guess they'd be affected by the thick fur trait. Again, this can be done with Diverse Dragons as well by learning the names and weakness of the various dragons, but not looking up what they look like so that you have to identify them when you see them in game.

     

    Adept

    For those who like the idea of having resources, but don't want to break immersion by going to look traits up on their phone/computer, there is a third option. KYE places several bestiaries throughout Skyrim for you to find. Each one not only explains the weaknesses and resistances of various creatures, but acquiring this knowledge amplifies your effectiveness in exploiting these traits. This can be a fun addition to roleplay as many creatures will be extremely difficult to defeat until you study them in-game. There are no books about armor types or Dragons though, so while neither of those are nearly as complex as creature traits can be, you still have the challenge of figuring them out on your own.

     

    Apprentice

    This is simply a combination of Expert and Adept. You'll start with an understanding of creature/armor traits and Dragon types, but you'll have to try to identify them yourself until you find the appropriate bestiary. Of coarse, that means you'll also be seeking out and utilizing bestiaries. Studying up on your foe might not be as enlightening as when you don't already know about traits, but it still grants you bonuses against enemies that'll make battling them even easier.

     

    Novice

    Finally, if you aren't into the trial and error approach to combat, but still like the idea of having to use different weapons and elements to fight different enemies, you can always just look up exactly what the strongest combination would be against each foe, and just have fun making sure you use it. However, I don't really recommend this approach since I think it takes away some of the charm of KYE. Plus, this build is designed specifically to make trying different weapon/element combinations quick and easy.

     

    Traits

    This is a list of traits for those who'd like hints as to what weaknesses an enemy might have, but don't want to spoil it completely. I've removed any mention of which armors/creatures have which traits. So while this will tell you exactly what each trait does, you will still have to analyze new enemies and discern for yourself which traits you think might apply to them.

     

    Creatures:

    Fat - Fat insulates creatures against fire and frost, it also dissipates blunt impacts.
    Resistant to fire (-50%).
    Resistant to frost (-50%).
    Resistant to axe (x0.75).
    Resistant to blunt (x0.5).

    Big - Being big gives creatures thermal inertia, providing weak protection against fire and frost. It also reduces damage taken from blunt weapons, axes and arrows.
    Resistant to fire (-25%).
    Resistant to frost (-25%).
    Resistant to axe (x0.75).
    Resistant to blunt (x0.5).
    Resistant to arrows (x0.75).

    Small - Small creatures are vulnerable to extreme temperatures, making them weak to fire and frost. Arrows are particularly effective against the the delicate frames of small creatures.
    Weak to fire (+25%).
    Weak to frost (+25%).
    Weak to arrows (x1.5).

    Armored - Armor protects against physical damage, particularly arrows. Axes are the best weapon to defeat an armored foe.
    Resistant to blade (x0.5).
    Resistant to blunt (x0.75).
    Resistant to arrows (x0.25).

    Machine - Frost interferes with the steam engines that power Automata, but fire supercharges them while they are immune to shock. The sturdy metal frame of machines deflects arrows and bladed weapons, but it can be bent out of shape by blunt blows.
    Resistant to fire (-50%).
    Weak to frost (+25%).
    Immune to shock (-1000%).
    Resistant to blade (x0.25).
    Resistant to axe (x0.5).
    Resistant to arrows (x0.25).
    Immune to poison (-1000%).
    Immune to disease (-1000%).

    Undead - The undead are immune to disease and poison, and without a functioning nervous system they are resistant to shock too.
    Blunt weapons and arrows do little damage to undead creatures like Draugr, they must be hacked apart ideally with an axe.
    Resistant to shock (-50%).
    Resistant to blade (x0.75).
    Weak to axe (x1.25).
    Resistant to blunt (x0.25).
    Resistant to arrows (x0.25).
    Immune to poison (-1000%).
    Immune to disease (-1000%). 

    Venomous - Venomous creatures like the Chaurus are immune to poison.
    Immune to poison (-1000%).

    Ice elemental - Creatures with a magical affinity for ice are immune to frost, but weak to fire.
    Weak to fire (+25%).
    Immune to frost (-1000%).

    Fire elemental - Creatures with a magical affinity for fire are immune to fire based magic, but weak to frost.
    Immune to fire (-1000%).
    Weak to frost (+25%).

    Shock elemental - Creatures with a magical affinity for electricity are resistant to shock damage.
    Immune to shock (-1000%).

     

     

    Plant - Living plants fear the woodsman's axe above all else. They are also weak to fire and disease, but their wooden bodies can easily withstand blunt blows.
    Weak to fire (+50%).
    Resistant to shock (-50%).
    Weak to axe (x1.5).
    Resistant to blunt (x0.5).
    Weak to disease (+50%).

    Vile - The vile inhabitants of Skyrim's dankest depths are resistant to disease.
    Resistant to disease (-50%).

    Skeletal - Animated skeletons are hard to hit with arrows, and without flesh they are resistant to bladed weapons, fire and shock too.
    Resistant to fire (-75%).
    Resistant to shock (-75%).
    Resistant to blade (x0.5).
    Resistant to axe (x0.75).
    Resistant to arrows (x0.1).
    Immune to poison (-1000%).
    Immune to disease (-1000%).

    Troll Kin - Troll blood brings with it a crippling weakness to fire.
    Weak to fire (+50%).

    Weak Willed - Subservient creatures like the undead and animated minions are weak to all kinds of magic. By domesticating them, humans tamed the wild spirits of animals, rendering them docile and weak.

    Strong Willed - The commanding power of certain magical creatures makes them resist all kinds of magic.
    Resistant to fire (-25%).
    Resistant to frost (-25%).
    Resistant to shock (-50%).

    Cave Dwelling - Creatures that dwell in underground caves like the cold, being resistant to frost, but weak to fire. Living underground makes creatures vulnerable to diseases found on the surface, but feeding on mushrooms often found in caves gives poison resistance.
    Resistant to poison (-50%).
    Weak to disease (+50%).

    Vascular - The powerful hearts of ferocious beasts makes them fearsome predators, but weak to poisons.
    Weak to poison (+100%).

    Aquatic - Aquatic creatures are resistant to fire, weak to frost, and devastated by shock.
    Resistant to fire (-50%).
    Weak to shock (+100%).

    Brittle - Brittle creatures will shatter when struck with blunt weapons, though arrows are also effective.
    Weak to blunt (x1.5).
    Weak to arrows (x1.25).

    Supernatural - Some creatures are not of this plane and are immune to all worldly poisons and disease.
    Immune to poison (-1000%).
    Immune to disease (-1000%). 

    Rocky - Creatures made from living rock are highly resistant to physical damage.
    Resistant to fire (-50%).
    Resistant to shock (-50%).
    Resistant to blade (x0.25).
    Resistant to axe (x0.5).
    Resistant to blunt (x0.75).
    Resistant to arrows (x0.25).

    Ghostly - Ghosts are immune to all physical attacks, except silver, daedric, dragonbone, stahlrim, dawnguard, bound and ghostly weapons. They are still affected by magic and weapon enchantments.
    Immune to physical.

     


    Armor Traits:
    Full body - Full coverage provides the best protection from the elements.
    Resistant to fire (x0.8).
    Resistant to frost (x0.8).

    Warm - The materials used to insulate armor for cold climates is also highly flammable.
    Resistant to frost (x0.5).
    Weak to fire (x1.25)

    Leathery - Leathery armor is easily penetrated, but provides cushion for blunt impact.
    Weak to blade (x1.25).
    Resistant to blunt (x0.8).
    Weak to arrows (x1.25).

    Brittle - Armor made of brittle material can be cracked and broken be impact.
    Weak to axe (x1.25).
    Weak to blunt (x1.5).

    Nonconductive - Insultive materials don't conduct temperature or electricity well. Making them resistant to most magic.
    Resistant to fire (x0.8).
    Resistant to frost (x0.8).
    Resistant to shock (x0.5).

    Thick - Thick armor is difficult to penetrate with sharp instruments.
    Resistant to blade (x0.5).
    Resistant to arrows (x0.5).

    Metal - Hard metals easily deflect physical damage but are great conductors, making them week to temperature and electricity.
    Weak to fire (x1.25).
    Weak to frost (x1.25).
    Weak to shock (x1.5).
    Resistant to blade (x0.5).
    Resistant to arrows (x0.5).

    Layered - Layered sheets of softer, more flexible material placed on top of one another are hard to penetrate, but provide little protection from impact.
    Resistant to blade (x0.75).
    Weak to blunt (x1.25).

    Deep - Maces and Axes can lock up on the intricate designs and deep crevasses of certain armors, displacing the inertia required for effective use of such weapons.
    Resistant to axe (x0.75).
    Resistant to blunt (x0.5).


    Dragons:
    Diverse Dragons doesn't use traits, it just gives each type of dragon their own weaknesses and resistances. So I can't really give hints on fighting dragons, only blatant answers. However, it's a simple system that only uses elemental weaknesses, and most of them are rather obvious (i.e. every fiery looking dragon will be weak to frost). So I think figuring them out for yourself is appropriate for all but the lowest difficulties. I did include them in the Cheat Sheet though if you just get completely stumped.

     

     

    Cheat Sheet

    By Cheat Sheet I mean exactly that. Clicking the spoiler will give you a list of exactly what weapon/element combo does the most damage to each enemy. It's streamlined on propose with post-bestiary and neural damage taken into consideration. So when an enemy had no weaknesses, the least resisted weapon and element will be listed. Likewise, when an enemy is equally weak to two different kinds of damage, only the one that may eventually get buffed by bestiary knowledge will be suggested.

     

    Creature Strategy:
    A
    Ash Creature - Frost Mace
    B
    Bear - Shock Arrows
    Burnt Spriggan - Frost Arrows
    C
    Chaurus - Fire Mace
    D
    Death Hound - Fire Mace
    Dragon Priest - Frost Arrows
    Draugr - Fire Mace
    Dremora - Frost Maace
    Dwarven Automaton - Frost Mace
    F
    Falmer - Fire Mace
    Flame Atronach - Frost Arrows
    Frost Atronach - Fire Mace
    Frost Giant - Fire Arrows
    Frost Troll - Fire Arrows
    G
    Gargole - Shock Arrows
    Giant - Shock Arrows
    H
    Hagraven - Frost Mace
    Horker - Shock Arrows
    I
    Ice Wraith - Fire Mace
    L
    Lurker - Shock Arrows
    Lycan - Shock Arrows
    N
    Netch - Shock Arrows
    R
    Riekling - Fire Arrow
    S
    Sabrecat - Shock Arrows
    Seeker - Fire Mace
    Skeleton - Frost Mace
    Spider - Fost Mace
    Spriggan - Fire Arrows
    Storm Atronach - Frost Mace
    T
    Troll - Fire Mace
    V
    Vampire - Frost Mace
    Vampire Best - Fire Arrows
    W
    Wispmother - Frost Arrows
    Wolf - Fire Arrows

     


    Armor Strategy:
    A
    Ancient Nord - Shock Mace
    B
    Blades - Shock Mace
    Bonemold - Frost Mace
    C
    Chitin - Shock Mace
    D
    Daedric - Frost Mace
    Dawnguard - Shock Arrows
    Dragonplate - Fire/Frost Mace
    Dragonscale - Fire/Frost Mace
    Dwarven - Shock Mace
    E
    Ebony - Frost Arrows
    Ebony Mail - Fire Mace
    Elven - Frost Mace
    F
    Falmer - Fire Mace
    Forsworn - Fire Arrows
    Fur - Fire Arrows
    G
    Glass - Frost Mace
    Guard - Shock Arrows
    H
    Hide - Fire Arrows
    I
    Imperial - Shock Mace
    Imperial Light - Shock Arrows
    Iron - Shock Mace
    L
    Leather - Shock Arrows
    N
    Nightingale - Shock Arrows
    Nordic Carved - Shock Mace
    O
    Orcish - Shock Mace
    P
    Penitus Oculatus - Shock Mace
    S
    Scaled - Frost Arrows
    Shrouded - Shock Arrows
    Stalhrim - Fire Mace
    Steel - Shock Mace
    Stormcloack - Shock Arrows
    Stormcloack Officer - Fire Arrows
    Studded - Shock Arrows
    T
    Thieves Guild - Shock Arrows
    W
    Wolves Armor - Fire Mace

     


    Dragon Strategy:
    A
    Aether - Shock Weapon
    Akaviri - Frost Weapon
    Arcane - Shock Weapon
    Ash - Frost Weapon
    Azure - Shock Weapon
    C
    Combustion - Frost Weapon
    Crystal - Fire/Frost Weapon
    D
    Dark - Fire/Frost Weapon
    E
    Earth - Frost Weapon
    Eldergleam - Fire Weapon
    F
    Forest - Fire Weapon
    G
    Glacial - Fire Weapon
    H
    Hallowed - Fire/Shock Weapon
    L
    Lava - Frost Weapon
    Lunar - Frost Weapon
    Luster - Fire/Shock Weapon
    N
    Necromantic - Fire/Frost Weapon
    Needlehide - Fire/Frost/Shock Weapon
    O
    Otherworld - Fire/Frost/Shock Weapon
    P
    Plague - Fire/Frost/Shock Weapon
    Primal - Frost Weapon
    T
    Thorntail - Fire/Frost/Shock Weapon
    S
    Sanguine - Fire Weapon
    Silverfang - Shock Weapon
    Swamp - Shock Weapon
    V
    Vile - Fire Weapon
    W
    Woodscale - Fire Weapon
    Z
    Zephyr - Frost Weapon

     

  • October 26, 2018

    Damn  Tyso, when I first heard about this build from you (can't remember how long ago it was now, but I remember the brief discussion we had) I really wasn't expecting something like this. First off, it's an absolutely wonderfully detailed build that uses mods to perfection and (in my opinion) works them into the build in a way that both allows newer users to understand the general ideas, while also not being too detailed for those that might've used them before. It's essentially the perfect way to showcase mods in a build with just a single flaw. LINK YOUR MODS :P

    I love the combos that you've created and the unique and interesting ways you brought Contingency into play here. It's just, a really awesome build with some awesome mods...Shame a lot of them are PC only because I would love to play this build. 

    If there was a flaw I wanted to point out, it's that the presentation can get a bit sloppy at times, especially towards the end. The Special Tactics and Paws sections are really just...well they didn't turn out well which cuts into the overall look of the build (I think it'd work better to have a few smaller centralized images for each section, maybe even just one or two rather than a unique image for each Pawn/Tactic), but yeah other then that the build is great.

  • October 27, 2018

    Dragonborn2021 said:

    Damn  Tyso, when I first heard about this build from you (can't remember how long ago it was now, but I remember the brief discussion we had) I really wasn't expecting something like this. First off, it's an absolutely wonderfully detailed build that uses mods to perfection and (in my opinion) works them into the build in a way that both allows newer users to understand the general ideas, while also not being too detailed for those that might've used them before. It's essentially the perfect way to showcase mods in a build with just a single flaw. LINK YOUR MODS :P

    I love the combos that you've created and the unique and interesting ways you brought Contingency into play here. It's just, a really awesome build with some awesome mods...Shame a lot of them are PC only because I would love to play this build. 

    If there was a flaw I wanted to point out, it's that the presentation can get a bit sloppy at times, especially towards the end. The Special Tactics and Paws sections are really just...well they didn't turn out well which cuts into the overall look of the build (I think it'd work better to have a few smaller centralized images for each section, maybe even just one or two rather than a unique image for each Pawn/Tactic), but yeah other then that the build is great.

     

    Yea, the presentation looks completely different than when I posted it. Things are cutting into each other and the gifs around fucking huge. I'll try to fix it in the morning. To tired now.

     

  • October 27, 2018
    Badass. Just...badass.
  • October 27, 2018

    ilanisilver said: Badass. Just...badass.

    Lol. Thanks!

     

  • November 11, 2018

    This is awesome! You put in a lot of work here and really shows thru