The Monk - Yismir, Dragon of the North
About the Build
After seeing multiple versions of Monk based builds both in this site and others across the net, I have finally decided to create a build that holds true to the Monk class of TES Oblivion, without any usage of exploits and/or other such means to make an effective build.
During my search for Skyrim based monk builds, I have not come across a single build that holds true to the monk class of both Oblivion and Skyrim. It would seem that to most, a monk simply has to be a khajit and rushes into the fray with fists raised with no consideration to the finer aspects of tactics and environmental gameplay
There are even some variations that take into account various glitches (yes restoration loop, looking at you), to completely destroy the fun. In addition, the thing that most people tend forget is that, there are monks in Skyrim, most notably the Greybeards, who are masters in the way of the voice.
However, before we get into the rest of the build, we must forst ask ourselves… what is a monk, as per Elder Scrolls Definition? Is he “good” thief, like the Friar in Robin Hood, Robbing the Rich and Giving to the Poor? Or Is he a warrior, as defined by the Shaolin Monks of China, physically honed for weaponless (or weaponed) combat? Or perhaps he is a healer and medicine man, using his knowledge of herbs and internal energies to heal other via medicines and “Reiki”, a Japanese art form of internal healing using the transfer of Metaphysical energies, otherwise known as “chi” or “Ki” ?
When you think of it deeper, the Monk, is all of these and none of these. He is neither good nor bad, neither of light or Dark. He walks the fine balance between life and death through self sacrifice and discipline, uncovering secret techniques and a unique set of skills that enhance the gameplay of you, the player.
The precise use of the Thu’um, Archery, tactical gameplay and reliance on the quasi skill unarmed… these are what make up the monk. As a lvl 50 build, this set up delves into that archetype, proving that regardless of race or glitches, this is a build is viable in any situation.
The following section deals a fair bit into lore and are quite lengthy in each section, as it tries to cover all aspects of monk play style from oblivion and skyrim. You have been forewarned. If while reading patience wanes, I would suggest skipping to the perks section and reading from there.
Lore
As a young Nord, brought up in poverty in the village of Ivarstead, for all of its fame as a resting point for pilgrims on the way up to the Throat of the World, the Monk never really got to enjoy any of life’s luxuries. Indeed, his life, though not by choice, was that of one in constant discipline and hard work, tending the crops of the local farmers by day as a farm hand, whilst taking on any jobs he might have in his spare time, be it from hunting Trolls to exploring caves filled with Dragurs and Bears, to retrieve ingredients or materials needed by the local craftsmen, allowing them to ply their trade in the various holds.
It was on one such occasion, whilst hunting for a bear that the young Thonronr was felled by the beast. With stealth failing conceal him from the acute senses of the bear, he fought hard with Arrow and Fist, though the bear eventually got the better and seized him, throwing him across the cliff and into the body of water below.
Floating down the river, covered in wounds and rags, he was eventually picked up by a group of stormcloak soldiers. Though most nords despise the civil war going on within Skyrim, it is well known that the stormcloaks have somewhat of a soft spot for most nords, they being nords themselves.
This act of racial kindness, however, took a turn for the worse when these same Stormcloaks were captured in an imperial ambush…only to have Thonronr be suspected as one of the stormcloak soldiers. Now for those who don’t really know, the civil war that raged on in skyrim were between the imperials, the military arm of the ruling government of Tamriel and the Stormcloaks, who aside from being self-proclaimed freedom fighters, were just overall busybodies and possessing all of the negative qualities of the imperials, with either side retaining qualities that were neither good in a common sense nor beneficial to tamriel as a whole.
Anyways, moving on, Thonronr, having escaped the chopping block thanks to Alduin the Word Eater, A dragon of Old come back to bring about the prophecy of the end of the world, made his way to whiterun for asylum and to warn the Jarl of the Dragon attack at helgen, fearing Helgen will be next.
This led to his first fight with a dragon and a strange occurrence…. An absorption of sorts upon the death of the dragon. Another occurrence of important upon his return to whiterun, was the calling of the greybears, beckoning for the “Dovakhiin” to return to High Hrothgar.
Advised by the jarl and under orders to go investigate this phenomenon, Thonronr, went to high Hrothgar seeking answers from the Greybeards. Tried and tested in the demonstration of his Thu’um, he was greeted in the traditional Tongue of the Dov:
“Lingrah krosis saraan Strundu'ul, voth nid balaan klov praan nau.
Naal Thu'umu, mu ofan nii nu, Dovahkiin, naal suleyk do Kaan, naal suleyk do Shor, ahrk naal suleyk do Atmorasewuth. Meyz nu Ysmir, Dovahsebrom. Dahmaan daar rok.”
“Long has the Stormcrown languished, with no worthy brow to sit upon. By our breath we bestow it now to you in the name of Kyne, in the name of Shor, and in the name of Atmora of Old. You are Ysmir now, the Dragon of the North, hearken to it”
It was then that Thonronr, having realised that he was Dragonborn, was bestowed the title of Ysmir, Dragon of the North and bearer of the Stromcrown. Counsel was sought of the greybeards on the meaning of this new found power and he was informed of the legacy of the dragonborns, the eventual return of the dragon’s and the exsistence of the blades. Realizing the importance of the role he has to fulfil, it was then that Young Thonronr decided to further his study in the way of voice, becoming a monk himself living with the greybeards and learning their ways, seeking words of power.
And so it was that the young Orphan from Ivastead was indoctrinated into the order of the Greybeards. He travelled far and wide all over Skyrim, preparing himself for the destiny brought about by the awakening of his latent powers and to leverage of his position as the last dragonborn in settling the civil war. He gained new knowledge and skills that would help him face any, be it man or dragon, with the power of his thu’um and his Arrows & Fists.
Perks & Stats:
To understand the selection of this build, we need to look at the build of Monk based of Oblivion and Skyrim.
Attributes: Agility & Willpower,
Skills: Acrobatics, Hand to Hand, Athletics, Security, Sneak
Reference: http://www.uesp.net/wiki/Oblivion:Classes
Attributes: Stamina, Health & Magicka
Skills: Archery, One handed, Alteration, Restoration, Light Armor, Sneak
Reference: http://www.uesp.net/wiki/Skyrim:Classes
Given the understanding of the above for both games, here is the spread for this build, incorporating the best of both worlds:
Gear & Enchants and Crafting.
This class, being the hybrid class that it is, relies on a unique balance of Enchanted and pre-enchanted Items, as akin to the playstyle in the lore section of this build.
That said, it is up to the individual to determine how he wants to go about building up his gear. Full armored? Cloth + Heavy Armored?
I had personally went with the Adept Robe of Restoration + Adept Hood and Nordic Carved gauntlets + boots for this setup.
An alternate route to smithing would be the investment of an extra perl point on the right side till Ebony, which would allow the crafting of Stahlrim equipment, putting it on par with Dragonbone items.
Roleplay & Race Selection
Race: Nord – Makes sense right? Story line, trainable thu’um, racial frost resist 50%. Or you can Play a breton, since they would make the best option for magic resist.
Gameplay: Both as a Monk and Ysmir, you lead a life of discipline, training, self-sacrifice and oppurtunity.... even if it means aligning yourself with evil to achieve the your goal.
What is your goal? Well, it's the elimination of evil within and without men and mer of course! Observing the following will help immerse in the roleplay of the Monk:
Whilst playing this character, it is important to keep in mind that he's conflicted and struggling against his inner demon, born as a result of self-sacrifice while trying to uphold his duty.
Stats & Combat Stats
Character Stats: 5 magicka / 5 health / 0 Stamina for every 10 levels after an initial investments of 6 points in Stamina. These 6 points are important in maintaining the timeframe needed when utilizing the zoom based perks from Archery.
Combat Stats:
Unarmed Damage – Your choice of fighting when dealing with enemies up close and personal
Ranged Damage: With Quick Shot perk and Vampirism, Arrows on Auriel’s bow can be knocked within a Second, making it the ideal choice for switching in between combat. The opening stealth shot is best done with the crossbow.
Defence: This is Provided Via mixture of Flesh Spells and Heavy Armor
Spell Damage: Whilst not many, these spells provide the extra edge when facing enemies in melee battle.
Shouts - Usually used in combo’s allowing the monk to take down even the largest opponent with a single punch.
Stone: Used for it’s Passive and Active effects
Combat
The combat section of this build will include the only tools that the monk will ever need! His fists, Arrows and some spells in the form of Poisons and a basic Fire spell. Oh, and did I menttion this really powerful bow?
Sun Fire Strike- Snipe enemies from the Shadows, causing 6x normal damage and Sun Damage to targets
Sneak + Deadly Aim perk + Auriel’s Bow +Sunhallowed Elven Arrows
Double Layered Punch– Discipline and Training, allows your thu’um to stagger all enemies, creating openings for your attack:
Soul Tear (First Word Only) + Fists of Steel Perk + Unarmed Dual Strikes
Triple Layered Punch - Your Thu’um Disintergrates armor, leaving most opponents exposed to powerful unarmed power strikes.
Marked for Death (First Word Only) + Fists of Steel Perk + Flames + Unarmed Power Strikes
Distant Hit – Unleash the Thu’um at full power, flinging your opponent, allowing use of ranged attacks until recovery.
Unrelenting Force Shout + Auriel’s Bow + Quick Shot Perk + Poison Rune
Auriel's Vengeance – Invoke the fury the Sun, Raining Righteous Vengeance upon enemies with it's cleansing light.
Auriel’s Bow + Sun Hallowed Arrows + Enviromental Factor: Sun
Defence:
Kiwami Hazushi (Extremity Release) – Combine your Discipline and Training with knowledge in the arcane arts to mitigate most incoming Melee and spell Damage.
Ebony Flesh (100 AR) + Dragonhide (80% melee resist) + Juggernaut Perk (100% Heavy Armor Passive) + Magic Resistance Perk (30% Alteration Passive) + Magic Resistance (25% Lord Stone Passive) + Magic Resistance (15% Agent of Mara Passive) + Fire and Shock Resist Enchants (37.5% resist each) + Nord Racial (50% resist frost)
Paralyzing Strike / Mass Paralyzing Strike - A single strike focusing inner strength and arcane knowledge to knock a single or many opponents to the ground, paralyzing opponents
Paralyze / Mass Paralysis
Auxiliary Spell
Kuji-In Kai (Premonition of Danger) – Channel your Chi to Detect all Life forms, Dead or Undead
Detect Life + Detect Dead Spells
Open Lock – A spell brought over from oblivion. Opens any and all lock below master difficulty.
Tower Stone + Aetherial Crown
Notes about combat: It is important to realise that when engaging in combat, fighting with the monk is akin to fighting in real life… Observances need to be paid to Ma’ai (the reach of the opponents weapon when attacking and at ready), environment (Enclosed vs open area combat), dodging of enemy attacks & directional power punches and the constant switching of weapons and techniques that best fit the situation.
Whilst this is something I cannot or do not know how to best describe, the there is a book in Oblivion titled “The Way of the Exposed Palm”(the reference test can be found on UESP or other TES Wikia) which does some justice to what I experience on a personal level when playing this build.
Sometimes, the winning trait of most battles isn't even the techniques listed above but the smart application of ranged and melee combat. This is very important, so keep this in mind when playing this build.
Reference: http://www.uesp.net/wiki/Lore:Way_of_the_Exposed_Palm
Followers:
To my knowledge of the play through so far, on master difficulty, with mods that increase the difficulty of the mobs in game, I have not used a single follower thus far. If however, you require use of a follower, I would suggest using a ranged follower or mage… don’t really know, and quite frankly, for a monk who alternates between melee and range during combat, I didn’t really care.
The Monk - Yismir, Dragon of the North
About the Build
After seeing multiple versions of Monk based builds both in this site and others across the net, I have finally decided to create a build that holds true to the Monk class of TES Oblivion, without any usage of exploits and/or other such means to make an effective build.
During my search for Skyrim based monk builds, I have not come across a single build that holds true to the monk class of both Oblivion and Skyrim. It would seem that to most, a monk simply has to be a khajit and rushes into the fray with fists raised with no consideration to the finer aspects of tactics and environmental gameplay
There are even some variations that take into account various glitches (yes restoration loop, looking at you), to completely destroy the fun. In addition, the thing that most people tend forget is that, there are monks in Skyrim, most notably the Greybeards, who are masters in the way of the voice.
However, before we get into the rest of the build, we must forst ask ourselves… what is a monk, as per Elder Scrolls Definition? Is he “good” thief, like the Friar in Robin Hood, Robbing the Rich and Giving to the Poor? Or Is he a warrior, as defined by the Shaolin Monks of China, physically honed for weaponless (or weaponed) combat? Or perhaps he is a healer and medicine man, using his knowledge of herbs and internal energies to heal other via medicines and “Reiki”, a Japanese art form of internal healing using the transfer of Metaphysical energies, otherwise known as “chi” or “Ki” ?
When you think of it deeper, the Monk, is all of these and none of these. He is neither good nor bad, neither of light or Dark. He walks the fine balance between life and death through self sacrifice and discipline, uncovering secret techniques and a unique set of skills that enhance the gameplay of you, the player.
The precise use of the Thu’um, Archery, tactical gameplay and reliance on the quasi skill unarmed… these are what make up the monk. As a lvl 50 build, this set up delves into that archetype, proving that regardless of race or glitches, this is a build is viable in any situation.
The following section deals a fair bit into lore and are quite lengthy in each section, as it tries to cover all aspects of monk play style from oblivion and skyrim. You have been forewarned. If while reading patience wanes, I would suggest skipping to the perks section and reading from there.
Lore
As a young Nord, brought up in poverty in the village of Ivarstead, for all of its fame as a resting point for pilgrims on the way up to the Throat of the World, the Monk never really got to enjoy any of life’s luxuries. Indeed, his life, though not by choice, was that of one in constant discipline and hard work, tending the crops of the local farmers by day as a farm hand, whilst taking on any jobs he might have in his spare time, be it from hunting Trolls to exploring caves filled with Dragurs and Bears, to retrieve ingredients or materials needed by the local craftsmen, allowing them to ply their trade in the various holds.
It was on one such occasion, whilst hunting for a bear that the young Thonronr was felled by the beast. With stealth failing conceal him from the acute senses of the bear, he fought hard with Arrow and Fist, though the bear eventually got the better and seized him, throwing him across the cliff and into the body of water below.
Floating down the river, covered in wounds and rags, he was eventually picked up by a group of stormcloak soldiers. Though most nords despise the civil war going on within Skyrim, it is well known that the stormcloaks have somewhat of a soft spot for most nords, they being nords themselves.
This act of racial kindness, however, took a turn for the worse when these same Stormcloaks were captured in an imperial ambush…only to have Thonronr be suspected as one of the stormcloak soldiers. Now for those who don’t really know, the civil war that raged on in skyrim were between the imperials, the military arm of the ruling government of Tamriel and the Stormcloaks, who aside from being self-proclaimed freedom fighters, were just overall busybodies and possessing all of the negative qualities of the imperials, with either side retaining qualities that were neither good in a common sense nor beneficial to tamriel as a whole.
Anyways, moving on, Thonronr, having escaped the chopping block thanks to Alduin the Word Eater, A dragon of Old come back to bring about the prophecy of the end of the world, made his way to whiterun for asylum and to warn the Jarl of the Dragon attack at helgen, fearing Helgen will be next.
This led to his first fight with a dragon and a strange occurrence…. An absorption of sorts upon the death of the dragon. Another occurrence of important upon his return to whiterun, was the calling of the greybears, beckoning for the “Dovakhiin” to return to High Hrothgar.
Advised by the jarl and under orders to go investigate this phenomenon, Thonronr, went to high Hrothgar seeking answers from the Greybeards. Tried and tested in the demonstration of his Thu’um, he was greeted in the traditional Tongue of the Dov:
“Lingrah krosis saraan Strundu'ul, voth nid balaan klov praan nau.
Naal Thu'umu, mu ofan nii nu, Dovahkiin, naal suleyk do Kaan, naal suleyk do Shor, ahrk naal suleyk do Atmorasewuth. Meyz nu Ysmir, Dovahsebrom. Dahmaan daar rok.”
“Long has the Stormcrown languished, with no worthy brow to sit upon. By our breath we bestow it now to you in the name of Kyne, in the name of Shor, and in the name of Atmora of Old. You are Ysmir now, the Dragon of the North, hearken to it”
It was then that Thonronr, having realised that he was Dragonborn, was bestowed the title of Ysmir, Dragon of the North and bearer of the Stromcrown. Counsel was sought of the greybeards on the meaning of this new found power and he was informed of the legacy of the dragonborns, the eventual return of the dragon’s and the exsistence of the blades. Realizing the importance of the role he has to fulfil, it was then that Young Thonronr decided to further his study in the way of voice, becoming a monk himself living with the greybeards and learning their ways, seeking words of power.
And so it was that the young Orphan from Ivastead was indoctrinated into the order of the Greybeards. He travelled far and wide all over Skyrim, preparing himself for the destiny brought about by the awakening of his latent powers and to leverage of his position as the last dragonborn in settling the civil war. He gained new knowledge and skills that would help him face any, be it man or dragon, with the power of his thu’um and his Arrows & Fists.
Perks & Stats:
To understand the selection of this build, we need to look at the build of Monk based of Oblivion and Skyrim.
Attributes: Agility & Willpower,
Skills: Acrobatics, Hand to Hand, Athletics, Security, Sneak
Reference: http://www.uesp.net/wiki/Oblivion:Classes
Attributes: Stamina, Health & Magicka
Skills: Archery, One handed, Alteration, Restoration, Light Armor, Sneak
Reference: http://www.uesp.net/wiki/Skyrim:Classes
Given the understanding of the above for both games, here is the spread for this build, incorporating the best of both worlds:
Gear & Enchants and Crafting.
This class, being the hybrid class that it is, relies on a unique balance of Enchanted and pre-enchanted Items, as akin to the playstyle in the lore section of this build.
That said, it is up to the individual to determine how he wants to go about building up his gear. Full armored? Cloth + Heavy Armored?
I had personally went with the Adept Robe of Restoration + Adept Hood and Nordic Carved gauntlets + boots for this setup.
An alternate route to smithing would be the investment of an extra perl point on the right side till Ebony, which would allow the crafting of Stahlrim equipment, putting it on par with Dragonbone items.
Roleplay & Race Selection
Race: Nord – Makes sense right? Story line, trainable thu’um, racial frost resist 50%. Or you can Play a breton, since they would make the best option for magic resist.
Gameplay: Both as a Monk and Ysmir, you lead a life of discipline, training, self-sacrifice and oppurtunity.... even if it means aligning yourself with evil to achieve the your goal.
What is your goal? Well, it's the elimination of evil within and without men and mer of course! Observing the following will help immerse in the roleplay of the Monk:
Whilst playing this character, it is important to keep in mind that he's conflicted and struggling against his inner demon, born as a result of self-sacrifice while trying to uphold his duty.
Stats & Combat Stats
Character Stats: 5 magicka / 5 health / 0 Stamina for every 10 levels after an initial investments of 6 points in Stamina. These 6 points are important in maintaining the timeframe needed when utilizing the zoom based perks from Archery.
Combat Stats:
Unarmed Damage – Your choice of fighting when dealing with enemies up close and personal
Ranged Damage: With Quick Shot perk and Vampirism, Arrows on Auriel’s bow can be knocked within a Second, making it the ideal choice for switching in between combat. The opening stealth shot is best done with the crossbow.
Defence: This is Provided Via mixture of Flesh Spells and Heavy Armor
Spell Damage: Whilst not many, these spells provide the extra edge when facing enemies in melee battle.
Shouts - Usually used in combo’s allowing the monk to take down even the largest opponent with a single punch.
Stone: Used for it’s Passive and Active effects
Combat
The combat section of this build will include the only tools that the monk will ever need! His fists, Arrows and some spells in the form of Poisons and a basic Fire spell. Oh, and did I menttion this really powerful bow?
Sun Fire Strike- Snipe enemies from the Shadows, causing 6x normal damage and Sun Damage to targets
Sneak + Deadly Aim perk + Auriel’s Bow +Sunhallowed Elven Arrows
Double Layered Punch– Discipline and Training, allows your thu’um to stagger all enemies, creating openings for your attack:
Soul Tear (First Word Only) + Fists of Steel Perk + Unarmed Dual Strikes
Triple Layered Punch - Your Thu’um Disintergrates armor, leaving most opponents exposed to powerful unarmed power strikes.
Marked for Death (First Word Only) + Fists of Steel Perk + Flames + Unarmed Power Strikes
Distant Hit – Unleash the Thu’um at full power, flinging your opponent, allowing use of ranged attacks until recovery.
Unrelenting Force Shout + Auriel’s Bow + Quick Shot Perk + Poison Rune
Auriel's Vengeance – Invoke the fury the Sun, Raining Righteous Vengeance upon enemies with it's cleansing light.
Auriel’s Bow + Sun Hallowed Arrows + Enviromental Factor: Sun
Defence:
Kiwami Hazushi (Extremity Release) – Combine your Discipline and Training with knowledge in the arcane arts to mitigate most incoming Melee and spell Damage.
Ebony Flesh (100 AR) + Dragonhide (80% melee resist) + Juggernaut Perk (100% Heavy Armor Passive) + Magic Resistance Perk (30% Alteration Passive) + Magic Resistance (25% Lord Stone Passive) + Magic Resistance (15% Agent of Mara Passive) + Fire and Shock Resist Enchants (37.5% resist each) + Nord Racial (50% resist frost)
Paralyzing Strike / Mass Paralyzing Strike - A single strike focusing inner strength and arcane knowledge to knock a single or many opponents to the ground, paralyzing opponents
Paralyze / Mass Paralysis
Auxiliary Spell
Kuji-In Kai (Premonition of Danger) – Channel your Chi to Detect all Life forms, Dead or Undead
Detect Life + Detect Dead Spells
Open Lock – A spell brought over from oblivion. Opens any and all lock below master difficulty.
Tower Stone + Aetherial Crown
Notes about combat: It is important to realise that when engaging in combat, fighting with the monk is akin to fighting in real life… Observances need to be paid to Ma’ai (the reach of the opponents weapon when attacking and at ready), environment (Enclosed vs open area combat), dodging of enemy attacks & directional power punches and the constant switching of weapons and techniques that best fit the situation.
Whilst this is something I cannot or do not know how to best describe, the there is a book in Oblivion titled “The Way of the Exposed Palm”(the reference test can be found on UESP or other TES Wikia) which does some justice to what I experience on a personal level when playing this build.
Sometimes, the winning trait of most battles isn't even the techniques listed above but the smart application of ranged and melee combat. This is very important, so keep this in mind when playing this build.
Reference: http://www.uesp.net/wiki/Lore:Way_of_the_Exposed_Palm
Followers:
To my knowledge of the play through so far, on master difficulty, with mods that increase the difficulty of the mobs in game, I have not used a single follower thus far. If however, you require use of a follower, I would suggest using a ranged follower or mage… don’t really know, and quite frankly, for a monk who alternates between melee and range during combat, I didn’t really care.
It is a good in-depth build, but some things can be dropped. For one, a lot of your combat moves are just a certain shout + punching someone kinda thing. You could simply list your shouts, it is mostly self explanatory. Also you don't really have to you could move your "lore" (more of a character backstory) section into the story section of the site and leave a link. It would help with some clutter.
Another thing on clutter is describing all the Oblivion skills (master, how they relate to skyrim, etc.). Sometimes more is less, seeing such a listy wall of text could turn a lot of people off from your build.
+1
It is a good in-depth build, but some things can be dropped. For one, a lot of your combat moves are just a certain shout + punching someone kinda thing. You could simply list your shouts, it is mostly self explanatory. Also you don't really have to you could move your "lore" (more of a character backstory) section into the story section of the site and leave a link. It would help with some clutter.
Another thing on clutter is describing all the Oblivion skills (master, how they relate to skyrim, etc.). Sometimes more is less, seeing such a listy wall of text could turn a lot of people off from your build.
+1
Poison Talons does not increase unarmed damage in human form. I've tried and there is no increase in damage. Do you have a mod which changes this?
Poison Talons does not increase unarmed damage in human form. I've tried and there is no increase in damage. Do you have a mod which changes this?
Great concept, but too much explanation going on. The Obliion portion is hard to read, and I agree with Zach on eliminating that and the special moves. A very nice build though as I've always believed that monks are hand to hand fighters, and shouldn't use weapons. Like from me.
Great concept, but too much explanation going on. The Obliion portion is hard to read, and I agree with Zach on eliminating that and the special moves. A very nice build though as I've always believed that monks are hand to hand fighters, and shouldn't use weapons. Like from me.
Hi Zach,
hey, thanks for the like. So, to address some of the points you have put across, I've done some clean up and I think it should be just nice now... less explanation indepth and more reference result in a tidy apprearence. Should be much more legible now.
Though I would agree with the Lore section, I think it;'s essential that the player gets aqquinted with the background of this build, so I am keeping that in.
Aside from Bow attacks (which is only used long ranged), the crux of this build focuses on the specifics of the Unrelenting force and marked for death shouts. As such, to dismiss them as "Some shouts followed by attacks" is not really apt... allow me to explain:
With "Fus" on a 9 sec CD (with amulet and blessing), it proves to be a wonderful opener for most unarmed attacks and is the most dependent shout for providing openings within melee range.
"Fus Ro" allows for mid range weaponary switch before going unarmed or sometime needed for healing, due to the increased stagger timing. Needless to say, "Fus Ro Dah" gives us more than enough time to heal and land a few ranged attacks as well.
The Marked for Death Shout does not stagger, so it's usage is sparing at most, meant only to give the stacking ability against trolls and/or dragons as they enter combat for the reduced armor. That said, once 3 stacks of the first word of this shout has landed (usually a 12 sec cd) with the stagger effect from bows, unarmed is naturally switched over to with the unrelenting force sout to finish off with unarmed combat.
So as you can see, the shouts in the combat section are essential.... they form the very crux of the playstyle.
Thanks.
Hi Zach,
hey, thanks for the like. So, to address some of the points you have put across, I've done some clean up and I think it should be just nice now... less explanation indepth and more reference result in a tidy apprearence. Should be much more legible now.
Though I would agree with the Lore section, I think it;'s essential that the player gets aqquinted with the background of this build, so I am keeping that in.
Aside from Bow attacks (which is only used long ranged), the crux of this build focuses on the specifics of the Unrelenting force and marked for death shouts. As such, to dismiss them as "Some shouts followed by attacks" is not really apt... allow me to explain:
With "Fus" on a 9 sec CD (with amulet and blessing), it proves to be a wonderful opener for most unarmed attacks and is the most dependent shout for providing openings within melee range.
"Fus Ro" allows for mid range weaponary switch before going unarmed or sometime needed for healing, due to the increased stagger timing. Needless to say, "Fus Ro Dah" gives us more than enough time to heal and land a few ranged attacks as well.
The Marked for Death Shout does not stagger, so it's usage is sparing at most, meant only to give the stacking ability against trolls and/or dragons as they enter combat for the reduced armor. That said, once 3 stacks of the first word of this shout has landed (usually a 12 sec cd) with the stagger effect from bows, unarmed is naturally switched over to with the unrelenting force sout to finish off with unarmed combat.
So as you can see, the shouts in the combat section are essential.... they form the very crux of the playstyle.
Thanks.
Hi Nikolaj,
For this build. no mods... however, I have noticed some increase in the unarmed damage on my toon, though i am unsure if it's due to the necromage bonus or the increased enchants. However, the wiki link i have says it does... not really sure if this is tested.
Can someone confirm this fact? I can amend my build once we get the proper sources in.
Thanks.
Hi Nikolaj,
For this build. no mods... however, I have noticed some increase in the unarmed damage on my toon, though i am unsure if it's due to the necromage bonus or the increased enchants. However, the wiki link i have says it does... not really sure if this is tested.
Can someone confirm this fact? I can amend my build once we get the proper sources in.
Thanks.
Since you are on PC you can test this yourself. Find your culprit to attack and do the following. Starting off without a perk.
There should be a very noticeable difference anyway before and after taking the perk.
Since you are on PC you can test this yourself. Find your culprit to attack and do the following. Starting off without a perk.
There should be a very noticeable difference anyway before and after taking the perk.
The build itself is great, but there is a lot of fat here that can be trimmed. Also your character has a robin-hood/dracula/pope character, which isn't that characteristic of a monk. +1 either way though
The build itself is great, but there is a lot of fat here that can be trimmed. Also your character has a robin-hood/dracula/pope character, which isn't that characteristic of a monk. +1 either way though