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Character Build: The Battlemage Sellsword

Tags: #Character Build Spellsword  #Character Build Battlemage  #Rank:Exemplar 
  • Member
    May 4, 2013

     

    About the Build

     

    The inspiration for this build comes from a combination of a few things:

    The Imperial Destruction Mage Mercenary Marcurio

    The surprising fact that there is no pure battlemage focused build here

    The absence of a Sellsword RPG in most builds (they all seem to have some purpose)

    The general unclear definition that most have on the difference between Battlemage and Spellsword.

    Therefore, the combination of these concerns have resulted in this build, in which the character in question is a battlemage, living the life of a sellsword. Fast paced elemental spell switching with various melee combo’s ensure that The Battlemage Sellsword is the pinnacle of what it hopes to achieve… a scholar that ends problems with either spell or sword!

     

     

     

    Lore (Well, Not Really…)

    So, this is the portion of my build where I usually give some sort of background story on who the character is what’s his story.However, for this build, this section will focus on the lore proper and an analysis of the makeup of a Battlemage against that of a spellsword, from Morrowind till Oblivion:

     

     

    Now, from what I can see, here’s where the confusion lies. Players who have played morrowind and are playing skyrim or those who have no idea  think it’s fine to equip heavy armor, max out that skill, wield a spell in one hand, a sword in another and simply rush headlong into a battle, tank damage, hit the enemy with  destruction spells and call themselves Battlemages… sigh. There’s a lot more finesse to this build than that.

    On the other hand, Oblivion came by and changed the concept of utilizing heavy armour for a battlemage, retaining the heavy armor skill only for sorcerer and spellsword, with battlemages now relying solely on cloth and flesh spells. Skyrim took it further and re-screwed it up by providing an unclear definition of the battlemage archetype + a Sandbox approach, which is at best, very vague, leaving to many different definitions on what a battlemage is (there are various blogs and entities like IGN proclaiming what their version of a battlemage is to be)

    So we must first ask ourselves, given the sandbox nature of Skyrim , how can we go about emulating and further improving this constantly changing class? Luckily though, there are a few criteria that have been retained throughout the TES series for this class:

     

    A Symphony of Magic and Melee – A core concept in most battlemage builds have a consistency of being a perfect arcane soldier. Seamless combat at any time and in any situation, A battlemage dispatches most foes with a fluid combination of Arcane spells and Acane Augmented melee strikes. Don’t be afraid to switch between pure spellcasting, pure melee and a combination of the both (Spell in one hand and weapon in other)

    Armor is open to interpretation – Most builds of Battlemages out there come in both variants  Armored and Unarmored. Whilst it doesn't really mater, you'd probably be able to take a hit or 2 on legendary and then you need to back off, else you’d be dead. Period.

    Conjuration Tanking Preferred –  Another core component in most battlemage builds, both in game builds and in the official build from Bethesda, most battlemages rely on their conjurations to distract foes whilst they attacks. It has however, evolved since it's morrowind concept to include various other daedra / dremora for adapting playstyles. Feel free to utilize them, depending on the situation.

    Poisons and potions are essential! – Aside from you hybrid gameplay of Mage and warrior, using poisons is forms another core aspect of the battlemage gameplay. In skyrim, aside from their restorative effects, potions can be used to augment spells and poisons can be used to debuff enemies to increase damage taken. With the Dragonborn DLC, the focus can be mostly placed on the debuff concept as opposed to the direct poisons damage, with the introduction of the poison rune spell.

    Melee and Magical Weapons – Most Battlemages NPC’s of lore have been known to utilize enchanted weaponry or carry a staff or 2 used in combat.. How and what kind of staves is utilized is up to the individual player, though enchanting your weapon for augmented melee damage is a must! 

    Therefore, taking the core gameplay of the battlemage, I have combined what i consider the best of both morrowind and Oblivion battlemage playstyle into this skyrim build.  

    This build includes content from Skyrim and its expansions, so Dragonborn DLC spoilers ahead! Ok, so now that we’re clear on the definition of a Battlemage, let’s move on the to the build proper

     

     

    Perks:

     

    The following perks for this build have been chosen:

     

    Click here for the Perk Calculator version of it:http://skyrimcalculator.com/290670

     

    With the breakdown below:

     

    Major Skills: Destruction, Alteration, Conjuration

    Destruction:Thunderbolt, Lightning Cloak, Ignite (DB) & Wall of Frost.
    No brainer on this one! Forms the basis of most of your magic damage spells both far and at touch range

     

    Alteration: Ebonyflesh, Dragonhide, Ash Shell, Detect Life / Dead (Situational)
    This tree provides the much needed protecting to your cloth covered ass and also has core spells from the mysticism tree in Oblivions with Ash shell providing the perfect Crowd control for any situation.

     

    Conjuration: Conjure Frost Atronach, Summon Ash Spawn
    A very important component of this build, the spells used in this tree focus on the summoning branch of this build.

     

     

    Minor Skills: Enchanting, One Handed, Restoration

    Restoration: Poison Rune (DB), Close Wound
    With Dragonborn DLC, Poison spells have been added this tree, making it a much desired spell to utilize. With Necromage perk added into the mix, close wounds is an added plus!

     

    One HandedSide Step Power Attacks, Standing Power Attacks and Dual Wield Power Attacks

    Your warrior mode! Power Attacks and Dual Weild situation provide the perfect opputunity to apply poisons and stagger.

     

    EnchantingCost reduction, Fortify One Handed, Resist Fire / Shock, Fortify Alchemy, Absorb Health / Stamina / Magicka & Fiery Soul Trap

    Ahh, Enchanting. My Favourite profession skill. Used to reduce magicka cost on your own clothes and enchant normal items to sell it to vendors for high prices! However, there is also a use that though known, not many people seem to utilize… I will cover that in a bit.

    On a separate note, having enchanted everything that you need to, it is advisable to refund your points by making this tree legendary (available only with DB) and slot those perk points into other areas, once you have the necessary gear enchanted.

     

     

    Gear

    As you can see, the asthetic of the gear synergizes really well, providing his earth and gold mixed colour, from the weapons used right down to the clothes worn. Non Dragonborn DLC users can still utilize such gear, perhaps at the cost of aesthetics I suppose.

    For PC players, you can utilize a mod that allows you to wear a hood and circlet together, to roleplay the travelling sellsword. I’ve included a screenshot of that below to give you the general idea:

     Either way, with hood or without, the aesthetics of this gear looks, imho, absolutely fantastic and one of the best looking combinations in this game in a long time.

     

    Roleplay & Stats

    Here are the stats to go along with when playing this build:

    Race: Breton for their racial abilities
    Stone: Levelling: Mage Stone / End Game: Lord's Stone
    Stats: 5 Magicka / 5 Health / 0 Stamina for every 10 levels
    Recommended Quests: Main Questline, College of Winterhold Questline, Dawnguard Questline, Book of Love, From the Ashes (DB), Unearthed, Dragonborn DLC main questline.

     

    Roleplay wise, It’s fairly straightforward. You’re a battlemage turned Sellsword…An adventurer and if the price is right, a mercenary for hire.

    Whilst how you treat the character’s history is completely up to you, my personal favourite is the Breton Adventurer who wandered and spent some time with the redguards in the mountains training in battle tactics and made his way to the college of winterhold to seek further knowledge in wielding the Arcane, just before getting ambushed at Skyrim’s border.

    He then escapes and continue to search for work, laying low and seeking work where possible. Along the way, he finally reaches his destination, spends some time in college, gets mixed up in the college affairs, dealing with a power hungry thalmor mage, this nonsense of Dragons, vampires and a daedric princes who quite seem not to know what they really want.

    Needless to say, he pick up a good amount of coin along the way and contracted Sanguinare vampiris, which he didn’t really want to cure due to the benefits of abilities and spells being augmented.

     

    In Addition the following, although it may help greatly with what i consider with the immersion of the RP of this character as SellSword, it is solely optional:

     

    Complete all Recommended quests – They’re part of your adventuring life. Go ahead, explore.

    Always Look for work– Head down to tavern, ask around for rumours and work, hit up Jarl’s right hand guys and just generally help people, just cause you’re bored and looking for work.

    Live a nomad’s life – Sleep in taverns until you have built enough gold to purchase a home. Then, purchase a home of your choice or if you have hearthfire, build it wherever you like. Take some time though in between jobs to sit down in the nearest taverns, eat & drink… if you’re in a city at night and have to wait for seeking audience with the Jarl, just “stoke the warm fire” at your local inn.

    Owe No Allegiance: Aside from being the Archmage of the college of winterhold (really, you didn’t have any choice on that one..), Do not become the head of any other guild nor thane of any hold, though you can choose to join guilds for the occasional jobs, when the jobs given by the holds begin to bore.

    You’re not a Bloodsucker: Seriously… you’re not. You’ve contracted Sanguinare vampiris and it’s a good thing for you… So stave off that urge to feed! You only want the perks of the disease not turn into a blood hungry monster!

     

     

    Potions & Poisons

    Remember I said that we will still be utilizing poisons & potions, though we lack the perks in alchemy? This is how this works:

    By utilizing the cost reduction aspect of enchants, we can apply fortify alchemy on a separate set of clothing (remember to down an enchanter’s elixir located in the archmage quarters! I would highly suggest utilizing them before attempting any enchantment!) and utilize a bug with the Pentius Oculatus Helmet to provide a 5 slot Fortify Alchemy boost, amounting to 125%.

    This means that essentially all potions and poisons will be 125% stronger and complete negation of the Alchemy tree can be achieved and still be able to create these powerful Potions and Poisons!

    Below are the concoctions used in this build. Do note that it is highly advisable that greenhouses and hatcheries available with the hearthfire plug in is used, though these ingredients can be found in your adventures as well.

     

     

    Combat 

    Though the combat for this build is fast paced and dynamic, due to the multiple flavours in which this build can be played, not all spells can be hotkeyed for PC users (you know, someone needs to really come out with a macro system for this game) and might be require some switching, depending on the situation (Ie: Usage of single target or AOE frost spells when dealing with Ash Spawn).

    Therefore, unlike traditional mage gameplay, my variation of playing this build will focus on a combination of Melee, Fire, Frost, Shock, Ash and Poison spells and crowd control when faced with multiple mobs.

    Needless to say, given the general strategies and gear employed in this build, this gameplay is best suited for legendary mode (About time… I was growing tired of master anyways… not challenging enough, even with mods to enhance combat and higher NPC difficulty).

     

     

     

    Arcane / Melee Offense

     

    Elemental BlastA Strong Single target elemental attack that ravages your target!

    Ignite (x5)  + Thunderbolt + Ice Spear (Cast till exhaustion)

     

     

    Vampiric Whirlwind – Melee strikes stagger foes, siphoning their vitality and trapping their soul

    Lightning Cloak + Ignite + Wall of Frost + Poison of Weakness to Poison + Poison of Weakness to Magic + Poison Rune (DB) + Dual Wield Power Strikes

     

     

     

    Razing Strike – Finish off foes with Blade and Magic!

    Lesser Power: Bardic Knowledge +  Lightning Cloak + Frost Atronach + Wall of Frost + Ignite + Thunderbolt + One Handed Power Strikes

     

     

     

    Wyrm Ender – Your ultimate dragon Combo! Saps energy and strength, leaving them weak.

    Ignite + Thunderbolt + Staff of Magnus + Drain Vitality Shout (All 3 words)

     

     

     

     

    Arcane / Melee Defense

     

    Archaic Knowledge – Arcane knowledge imbibes a strong resistance to all manner of attacks

    Ebony Flesh + Dragonhide + Enchant: Fire Resist (37.5%) + Enchant: Shock Resist (37.5%) + Stage 4 Vampirism: Frost Resist (50%) + Racial: Magic Resist (25%) + Book of Love (15%)

     

     

    Frost Shell – Encase you enemies in Ice and Ash to even the odds!

    Dragonborn frost + Ice Shout + Ash Shell + Dual Cast Perk

     

     

    Followers:


    There are no followers for this build. You will need total reliance on your summons and skills to survive and take down foes.

     

    Video:

    Coming soon!

     

     

     

     

  • May 4, 2013

    All the preamble rambling debate about what, exactly a Battlemage is would make an excellent topic for a blog post.  It really detracts from the actual build by overshadowing it, especially by coming before you actually come down to any specifics.  There is no "Official" Battlemage.  never really has been, if you go back through all the games.  You can try to define it here, but you invite a flamewar with all the competing definitions...

  • Member
    May 4, 2013

    I could care less what a real battlemage is. This is a well-made build, and deserves a like. 

  • May 4, 2013
  • Member
    May 4, 2013

    Don't take my comment the wrong way Psi. It wasn't directed toward you at all. I simply was responding to Warlock's defining of the Battlemage.

  • Member
    May 4, 2013

    Hi Psi, 

    OK, so first, thanks for your feedback. Now let me try to address some of your concerns here, so that we can put to rest the rather aggressive stance you have to my build here:

    • Am I trying to tell you how to play your build?

    NO. I have never believed in telling people how to play their builds. If you feel offended by this build, no one is stopping you from playing it your way... it's a mater of opinion

    • Am I trying to convey what, in IMHO is a proper Battlemage Build?

    Yes! Having played morrowind, oblivion and skyrim, I have been following this character Archtype closely, so I actually know what I am talking about.

    As more and more people come up with their own variations of a battlemage, the true definition without proper analysis, gets lost. Did you know that the battlemage of morrowind actually had archery in it and I almost included it in my build, thought it was a minor skill?

    I actually decided not to go ahead with it, since the enchantments on the weapons (Which were simulating the absorb effects found in morrowind and oblivion)  actually helped me regain my Magicka in the melee phase of battle, allowing me to switch back to a more arcane phase, leaving archery redundant.

    • Why do I include the core essential factors?

    If you view these points as anything other than what are the core elements that need to be retained to not lose sight of a batlemage playstyle, i really don't know what to say.... It's as plain as day!

    The core elements are meant to keep in check the essence of a battlemage, cause it is really easy to slip into any other playstyle from the battlemage playstyle:

    • If you're taking damage constantly and find yourself dying more than often on any game difficulty setting, the temptation to buff your armor via perks might be there and you will end up relying on conjuration less or maybe just to add on DPS, making you a tank and this will result in the Spellsword playstyle. 
    • You may concentrate too much on ranged attack and stack up on magicka regen or downing more magicka potions than necessary, ending up in a Pure Mage or if wearing heavy armor, a lesser Sorceror playstyle of sorts
    • You may concentrate on melee combat too much, resulting in a bezerker type playstyle (dual wielding type) with your weapons. This is especially true if you decide to go with axes (hack and slash perks), since the absorb stamina enchant will pull you into a never ending chain of dual flurry attacks.

    The Sabercat Scenario - Perhaps you might not be aware, but I am actually playing this build on legendary, with mods that increase game difficulty in term of additional NPCs and combat to make it as difficult as Dark Souls.

    So in response to your proposed example  yes, a proper battlemage, though being equipped for all scenarios, will have to let his Atronach tank first, Mana dump on spells and then switch to melee... and Rinse and repeat.

    On legendary mode, you can even be armor capped, but more than 2 hits and you're done for. Sometimes, against scenarios with more than one mob, a stray arrow from an enemy archer can take you out! So it's good to start of magey, before going all melee.

    I would like to state that if you find something worth improving constructive feedback is welcome.  "Good character, bad presentation, and the attitude is downright infuriating" is rather vague and honestly lame if you don't specify what is wrong with the build before outright accusing it of being lackluster.

    Also, whilst my view on flame war's are rather immature, i never start one though i don't back down from one directed at me. Rant or flame, challenge me with facts that can be debated after reading through the build proper, not presumptions or aggressive behavior (btw, i saw that response that ended in a vulgarity, which you have removed). Just shows the depth (or rather lack of) maturity in your thought process.

  • May 4, 2013

    I'm responsible for the moderation earlier, his comment was unprovoked and completely out of order. Telling someone to (I quote) 'fuck off' simply for posting a build they don't agree with will not be tolerated and is firm grounds for being banned from the group with no notice...

    Not impressed at all and I'll be discussing this with the other group hosts.

  • Member
    May 4, 2013

    To jump into the discussion of Battlemage and Sellsword, I think the Elder Scrolls never really gave you the chance to be a sellsword or battlemage. The classes were there, the skills were there, but the mechanics were and are still not there. There are a lot of spells that could be implemented in Skyrim to give just that much of diversity that mods do now (Mighty Magic is an example). 

    The Battlemage concept: 
    Just looking at the battlemage avatar I picture a accomplished warrior. He/She uses an axe that can be imbued with magic on the go. The magic the battlemage imbues is restricted to elemental damage, and the temporary "enchantment" reduces your maximum magicka with a fixed percentage as a cost to keep the spell up (lets call it a concentration penalty).

    In the other hand the battlemage uses spells for summoning and attacking at close range. The battlemage uses a somewhat direct approach to enemies with the agility to evade and to parry attacks. He/She can't get hit a lot because he wears robes to fully utilize his magic and fighting capabilities. 

    To bring his fighting ability to his maximum he uses Alchemy to brew special concoctions to enhance his magic and fighting abilities to a higher level and he/she uses poisons to inflict even more damage.

    The battlemage is entirely built to deal as much damage as possible without getting hit. 

    The Spellsword concept:
    The spellsword is on a whole different level. He/She uses his sword as an instrument to guide his magic to the enemy. The sword is literally a gun for his magic, launching fireballs and thunderstrikes to attack his enemy at long range with AoE damage. 

    Wearing heavy armor, the spelsword is able to get hit a lot and doesn't even try to evade the blows. His/her sword is bound to the elemants and by filling it with magic at a special resonance it bounds to certain elements. By stabbing the ground the spellsword is able to rupture the earth and in combination with fire, the rupture can spit out lava. The spellsword doesn't wear a shield, he/she can just summon one when the need is high, as the same with the battlemage, the upkeep of the spell reduces your maximum magicka pool. 

    The spellsword focusses on supportive fire and is the punching bag compared to the Battlemage. I think the spellsword could be compared with the Mystic Knight of Dragon's Dogma (awesome game by the way). 

    In my vision, this mod is the one that gets the closest to the concept of spellsword I picture in my head. 

    <iframe width="560" height="315" src="http://www.youtube.com/embed/jxJMvPLE7Lc" frameborder="0" allowfullscreen></iframe>

    This is just how I see the two different classes. To say it short, I picture the battlemage as a barbaric fighter and the spellsword as a noble templarish guy.

  • Member
    May 4, 2013

    Hi Mason,

    thanks for that and the update. Much appreciated. Don't really know which raw nerve i touched with this build, but he seemed pissed....

  • Member
    May 4, 2013

    If someone could fix the embedding for me, I thank you.

    The build is awesome in its own right! Staying true to the name of the class, although a little bit generic and the backstory is somewhat "meh", the mechanics are pretty well thought out. Fast and versatile combat makes this build really challenging, especially on legendary. +1