Foreword
The Oblivion Vessel is an unarmed conjurer that makes use of shouts and followers as well as Lycanthropy and Vampirism. This build utilizes fortify restoration potion stacking in order to bypass certain obstacles such as and not limited to not being able to acquire Ebony or Daedric armor early on, being limited by default enchantment values.
For the purpose of fairness, after acquiring your Ebony or Daedric armors, I strongly recommend you not use any alchemy gear when making potions; this will cap your fortify restoration stacking modifier to 150%. That 150% will multiply your affected positive values by 2.5. For more information on stacking read this information in regards to fortify potions.
Heavy Armor: Heavy armor allows you to sustain physical blows and is pretty important to have when you aren't relying on flesh spells. Later on it'll be used as a source of Unarmed damage.
Juggernaut 5/5, Well FittedAlchemy: Alchemy allows you to take advantage of all of your gear, it also allows you to make potions for your followers on the off chance that they start feeling suicidal.
Alchemist 5/5, Physician, BenefactorRestoration: Restoration helps to keep you alive and on your feet. Combined with your heavy armor and alchemy you shouldn't have any problems in regards to survival.
Apprentice Restoration, Regeneration, Respite, NecromageEnchanting: Enchanting gives you more freedom in your gear selection. More importantly it combined with Alchemy will be your main source of unarmed damage.
Enchanter 3/5, Insightful EnchanterConjuration: Conjuration allows you to summon or raise things and as an acolyte you're able to call forth lesser entities to fight for you.
Apprentice ConjurationVessel of Hircine (Level 50)
The Vessel of Hircine is blessed with the added ability to call forth and raise various entities from the Planes of Oblivion. This variant is capable of sending his or her allies into a state of frenzy allowing them to attack with great vigor and through the grace of Hiricine, is also gifted with the ability to turn into a werewolf.
Heavy Armor: By investing further into Heavy Armor you'll be staggered 50% less and more importantly you will no longer be burdened by your armor.
Juggernaut 5/5, Well Fitted, Tower of Strength, Fist of Steel, Cushioned, ConditionedAlchemy: Alchemy allows you to take advantage of all of your gear, it also allows you to make potions for your followers on the off chance that they start feeling suicidal.
Alchemist 5/5, Physician, BenefactorRestoration: By investing further into Restoration you'll be able to access more potent healing spells and more importantly be able to regenerate Magicka at a faster rate.
Adept Restoration, Regeneration, Respite, Necromage, Recovery 2/2Enchanting: Pretty straightforward, by investing further into Enchanting you'll be able to fully take advantage of your enchantments.
Enchanter 5/5, Insightful Enchanter, Corpus Enchanter, Extra Effect, Soul SqueezerConjuration: By investing further into Conjuration you'll be able to access more potent raising spells and more importantly be able to strengthen and raise additional things.
Expert Conjuration, Necromancy, Dark Souls, Twin SoulsAlteration: Alteration grants you added protection from both physical damage and magical damage, through the use of flesh spells and Magic Resistance. More importantly it gives you a wide assortment of miscellaneous spells.
Expert Alteration, Stability, Magic Resistance 3/3Vessel of Molag Bal (Level 50)
The Vessel of Molag Bal is gifted the ability to bind Dremora Lords from the Deadlands and by the will of Molag Bal, he or she is able to bend the will of others. And through the graces of Molag Bal is capable of turning into a Vampire Lord.
Heavy Armor: By investing further into Heavy Armor you'll be staggered 50% less and more importantly you will no longer be burdened by your armor.
Juggernaut 5/5, Well Fitted, Tower of Strength, Fist of Steel, Cushioned, ConditionedAlchemy: Alchemy allows you to take advantage of all of your gear, it also allows you to make potions for your followers on the off chance that they start feeling suicidal.
Alchemist 5/5, Physician, BenefactorRestoration: By investing further into Restoration you'll be able to access more potent healing spells and more importantly be able to regenerate Magicka at a faster rate.
Adept Restoration, Regeneration, Respite, Necromage, Recovery 2/2Enchanting: Pretty straightforward, by investing further into Enchanting you'll be able to fully take advantage of your enchantments.
Enchanter 5/5, Insightful Enchanter, Corpus Enchanter, Extra EffectConjuration: By investing further into Conjuration you'll be able to access more potent summoning spells and more importantly be able to strengthen and summon additional things.
Expert Conjuration, Summoner 1/2, Atromancy, Elemental Potency, Twin SoulsAlteration: Alteration grants you added protection from both physical damage and magical damage, through the use of flesh spells and Magic Resistance. More importantly it gives you a wide assortment of miscellaneous spells.
Expert Alteration, Stability, Magic Resistance 3/3Foreword
The Oblivion Vessel is an unarmed conjurer that makes use of shouts and followers as well as Lycanthropy and Vampirism. This build utilizes fortify restoration potion stacking in order to bypass certain obstacles such as and not limited to not being able to acquire Ebony or Daedric armor early on, being limited by default enchantment values.
For the purpose of fairness, after acquiring your Ebony or Daedric armors, I strongly recommend you not use any alchemy gear when making potions; this will cap your fortify restoration stacking modifier to 150%. That 150% will multiply your affected positive values by 2.5. For more information on stacking read this information in regards to fortify potions.
Heavy Armor: Heavy armor allows you to sustain physical blows and is pretty important to have when you aren't relying on flesh spells. Later on it'll be used as a source of Unarmed damage.
Juggernaut 5/5, Well FittedAlchemy: Alchemy allows you to take advantage of all of your gear, it also allows you to make potions for your followers on the off chance that they start feeling suicidal.
Alchemist 5/5, Physician, BenefactorRestoration: Restoration helps to keep you alive and on your feet. Combined with your heavy armor and alchemy you shouldn't have any problems in regards to survival.
Apprentice Restoration, Regeneration, Respite, NecromageEnchanting: Enchanting gives you more freedom in your gear selection. More importantly it combined with Alchemy will be your main source of unarmed damage.
Enchanter 3/5, Insightful EnchanterConjuration: Conjuration allows you to summon or raise things and as an acolyte you're able to call forth lesser entities to fight for you.
Apprentice ConjurationVessel of Hircine (Level 50)
The Vessel of Hircine is blessed with the added ability to call forth and raise various entities from the Planes of Oblivion. This variant is capable of sending his or her allies into a state of frenzy allowing them to attack with great vigor and through the grace of Hiricine, is also gifted with the ability to turn into a werewolf.
Heavy Armor: By investing further into Heavy Armor you'll be staggered 50% less and more importantly you will no longer be burdened by your armor.
Juggernaut 5/5, Well Fitted, Tower of Strength, Fist of Steel, Cushioned, ConditionedAlchemy: Alchemy allows you to take advantage of all of your gear, it also allows you to make potions for your followers on the off chance that they start feeling suicidal.
Alchemist 5/5, Physician, BenefactorRestoration: By investing further into Restoration you'll be able to access more potent healing spells and more importantly be able to regenerate Magicka at a faster rate.
Adept Restoration, Regeneration, Respite, Necromage, Recovery 2/2Enchanting: Pretty straightforward, by investing further into Enchanting you'll be able to fully take advantage of your enchantments.
Enchanter 5/5, Insightful Enchanter, Corpus Enchanter, Extra Effect, Soul SqueezerConjuration: By investing further into Conjuration you'll be able to access more potent raising spells and more importantly be able to strengthen and raise additional things.
Expert Conjuration, Necromancy, Dark Souls, Twin SoulsAlteration: Alteration grants you added protection from both physical damage and magical damage, through the use of flesh spells and Magic Resistance. More importantly it gives you a wide assortment of miscellaneous spells.
Expert Alteration, Stability, Magic Resistance 3/3Vessel of Molag Bal (Level 50)
The Vessel of Molag Bal is gifted the ability to bind Dremora Lords from the Deadlands and by the will of Molag Bal, he or she is able to bend the will of others. And through the graces of Molag Bal is capable of turning into a Vampire Lord.
Heavy Armor: By investing further into Heavy Armor you'll be staggered 50% less and more importantly you will no longer be burdened by your armor.
Juggernaut 5/5, Well Fitted, Tower of Strength, Fist of Steel, Cushioned, ConditionedAlchemy: Alchemy allows you to take advantage of all of your gear, it also allows you to make potions for your followers on the off chance that they start feeling suicidal.
Alchemist 5/5, Physician, BenefactorRestoration: By investing further into Restoration you'll be able to access more potent healing spells and more importantly be able to regenerate Magicka at a faster rate.
Adept Restoration, Regeneration, Respite, Necromage, Recovery 2/2Enchanting: Pretty straightforward, by investing further into Enchanting you'll be able to fully take advantage of your enchantments.
Enchanter 5/5, Insightful Enchanter, Corpus Enchanter, Extra EffectConjuration: By investing further into Conjuration you'll be able to access more potent summoning spells and more importantly be able to strengthen and summon additional things.
Expert Conjuration, Summoner 1/2, Atromancy, Elemental Potency, Twin SoulsAlteration: Alteration grants you added protection from both physical damage and magical damage, through the use of flesh spells and Magic Resistance. More importantly it gives you a wide assortment of miscellaneous spells.
Expert Alteration, Stability, Magic Resistance 3/3Really, what more do you want me to write? Roleplay is pretty straightforward, gear as I mentioned in the write up is purely for aesthetic purposes, the various unique/artifact is due to their relationship to the the Daedric princes. As far as gameplay is concerned, it's pretty much explained in the Foreword. The build is an unarmed conjurer that uses shouts.. You summon things, punch things to death, and on occasions shout every now and then. It's pretty hard getting in-depth about things that doesn't require it to be in-depth...
As for your alignment question, I made my bases of alignment off of this,
Really, what more do you want me to write? Roleplay is pretty straightforward, gear as I mentioned in the write up is purely for aesthetic purposes, the various unique/artifact is due to their relationship to the the Daedric princes. As far as gameplay is concerned, it's pretty much explained in the Foreword. The build is an unarmed conjurer that uses shouts.. You summon things, punch things to death, and on occasions shout every now and then. It's pretty hard getting in-depth about things that doesn't require it to be in-depth...
As for your alignment question, I made my bases of alignment off of this,
This isn't bad but i have to agree with Mora's Champion on the fact it seems all squished together.
The concept is neat just needs cleaned up I think,regardless you have my like.
This isn't bad but i have to agree with Mora's Champion on the fact it seems all squished together.
The concept is neat just needs cleaned up I think,regardless you have my like.
I like them together as a single build, FWIW. They're two variations on the same theme. And despite my own inclination for very detailed in-depth role-play, I also agree with Jake that the role-play for characters like these should be pretty straightforward - do what Hircine/Molag Bal would want you to do. End of story.
I like them together as a single build, FWIW. They're two variations on the same theme. And despite my own inclination for very detailed in-depth role-play, I also agree with Jake that the role-play for characters like these should be pretty straightforward - do what Hircine/Molag Bal would want you to do. End of story.
Aye, I understood where they were coming from, but as Drifa kindly mentioned it's two variations following the same theme, and I'm not one for beating a dead horse. I would also like to clarify that I am not a writer, if I was I'd be off at the story corner or at a different type of blog/forums.
Unfortunately you'll have to use potion stacking if you want to get your ebony/daedric armor as early as possible. Also without potion stacking your unarmed damage would be too meager to be considered viable for combat.
I've not given up on the HTML, in fact there are a variety of subtle uses of HTML in this build (the audio player at the very top is just one of them). I'm just using different layout is all, I mean I could give the section color but it would make it look very scrunched up.
Aye, I understood where they were coming from, but as Drifa kindly mentioned it's two variations following the same theme, and I'm not one for beating a dead horse. I would also like to clarify that I am not a writer, if I was I'd be off at the story corner or at a different type of blog/forums.
Unfortunately you'll have to use potion stacking if you want to get your ebony/daedric armor as early as possible. Also without potion stacking your unarmed damage would be too meager to be considered viable for combat.
I've not given up on the HTML, in fact there are a variety of subtle uses of HTML in this build (the audio player at the very top is just one of them). I'm just using different layout is all, I mean I could give the section color but it would make it look very scrunched up.
I by no means meant to come off as saying it was a bad build or pesentation. I feel like the rp elements are there for sure. It just felt like there needed to be more space between the two paths.
I by no means meant to come off as saying it was a bad build or pesentation. I feel like the rp elements are there for sure. It just felt like there needed to be more space between the two paths.
No offense taken. In regards to unique builds and what not; I'm merely sharing with the blog my take on my character build. Not every character build needs move combinations or in-depth roleplaying to make it unique, what makes builds unique are the mechanics involved with the build, which is pretty much stated in this build in question. Being able to amass forth an army (undead or Dremora) as well as doing reasonable damage with the ability to transform into a greater being without doing anything ludicrously insane (ie grind for hours on end, etc.)
No offense taken. In regards to unique builds and what not; I'm merely sharing with the blog my take on my character build. Not every character build needs move combinations or in-depth roleplaying to make it unique, what makes builds unique are the mechanics involved with the build, which is pretty much stated in this build in question. Being able to amass forth an army (undead or Dremora) as well as doing reasonable damage with the ability to transform into a greater being without doing anything ludicrously insane (ie grind for hours on end, etc.)