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Character Build: Auri-El's Champion

Tags: #Battlemage  #Crusader  #Rank:Recognized  #Race:Altmer 
  • March 15, 2014

    Character Build: Auri-El’s Champion

    The Leader or the 9 divines finally chooses his servant on earth to dole out his righteous bidding.

    When the cursed child returned from a time outside of time Auri-El finally thought it time to act, he decided he could no longer allow the destroyer Alduin to terrorise the mortal plane that he created. He could not abandon his direct descendants the Aldmeri to face him alone. So from birth he chooses you, a Altmer (high elf) and gifts you with great power and makes you Dragonborn so that the prophecy may be fore filled and Alduin finally vanquished.

    Race: Altmer (high elf)

    Gender: Either

    Major skills: Destruction, one handed, restoration, light Armour, Enchanting.

    Minor skills: Smithing, Alteration and Block.

    Weapons: Elven sword

    Armour: Ancient Falmer Armour, Moroki

    Shouts: Become Ethereal , Time stop, Fire breath.

    Stone(s): The lord stone

    The build

    If you get down to the bare bones of it this build is a take on the spell sword with a themed twist from head on the nine divines. I put my hands up right now and Admit you will have seen similar builds before, the fact is almost all builds have been done these days, none unique builds are very often heavily focused on exploiting glitches (something which I don’t have a problem), however this is not my strong point. So honestly the uniqueness of this build will not be some insane exploit but rather the roleplay this character will allow you access to.

    Right as far as the stone goes, we pick the Lord because it amplifies our Defences which we need, this character is heavily focuses on Elemental resistances over absorption, mainly because obvious methods of absorption mean lower Magiack regen and being immune to magic is rather godlike, not to mention resistance works just fine.  

    Your damage per second is comes from two sources, both might and magic, this character is a bit bursty, in the first 5-10 seconds of a battle a lot of your resources will be gone, but you will always have your shield to fall back on so no need to worry, not to mention if you do it right after those first 5 seconds you will be a walking talking ball of fire with skin as hard as Ebony (theoretically)

     

    Game play

     

    This build functions in three ways depending on its enemy, against humanoids and animals, it takes the role of a spell sword, you set up a flesh spell and a cloak and fire off some fireball staggering anyone who gets close with your sword, that’s its main function and for finishing moves reverting back to a shield when you out of Magicka and just using restoration for healing when your health is low. 

    Against undead we go heavily into restoration, instead of setting up a cloak we turn to Stendarr’s aura for it’s increased range. At higher levels we also use both the ring of protection and the guardian ring in tandem, catching enemies burning them (this benefits from augmented flames) with Necromage added when these spells are dual cast you will have every draugh in the game running for cover to be hacked down at your leisure.  

    Finally against Dragons this Is where the shield finally comes into play, with the help of a single elemental resistance perk from the alteration tree and the elemental resistance perk which adds 50% when your shield is up and with the help of the lord stone you reach the cap of 85% with this even on master you will be able to whether the attacks of dragons and mages alike and snipe them with your fireball or pick away with your sword, not to mention being able to interrupt their bite attacks with a shield.

    Roleplay

    Okay what is important about this character to remember from a roleplay perspective is you are not a god, you’re not all powerful, you were chosen and given power. You are also therefore not some devout follower of Auri-El who knows all his philosophies forward and backward, back to front.

    With this in mind certain things a god would find petty you do not if you see someone dishonour Auri-El the guy that gave you power, you can turn nasty you’re not some forgiving being if something annoys you do something about it.

    Of course certain things you’re not cool with, you were sent down to deal with Alduin, as such the dragon priests and Draugh who worshipped them are a big no-no for you as are vampires, any chance you have to rain your righteous sun light down upon them take it with both hands.

    Finally, you are loyal to the nine divines, some would think therefore you should stay away from the Deadra at all costs. This is not the case, you were chosen by Auri-El the Deadra aint gonna corrupt you, so with that in mind do every Deadric princes’s quest that you come across, that way no-one else can do them and skyrim is purged of some powerful deadric artefacts. Just once you get hold of them, don’t use them.

     

    Recommended quests

    • Obviously the main quest line this is made apparent in introduction paragraph
    • All the deadric artefacts as shown in the roleplay section
    • There is no need to have any interactions with the dark brother hood, but there is no problem with doing the, Destroy the dark brotherhood quest to get a bit of extra cash
    • The companions all the way to the end and then cure yourself and anyone else who is willing thus helping to rid skyrim of the deadra’s influence
    • The dawngaurd and turn Serana into a human
    • The dragonborn quest line for much the same reason as the main quest line, protect skyrim from a great evil

     

    Shouts

    A very basic section of this build, but hey you have shouts, you may as well use them, with that in mind I chose ones that are lore friendly.

    Fire breath:
    Obvious how this relates to the law, also the characters focus’ on fire synergises well here.  A great source of damage for when you’re running low on magic or that great moment when 7 people line up nicely for you and you kill me all at once, it’s also an effective stagger method against enemies when your stamina is gone.
    Slow time: A great shout for when you want to go ham in melee range, or you know want to run away. Fits nicely with the lore as well since well, Auri-El kind of is Akatosh and Akatosh is the lord of time
    Become Ethereal: need a break from the battle to clear your head? Pray to your lord to bring your body out of harm’s way momentarily so you may collect yourself before returning to the fray.

     

    The Perks

    Stats spread, use an 1-2-0 spread until you reach until you reach 200 Magicka and Health then go 1-2-1 until you’re satisfied with Stamina and back to 1-2-0

    (the Brackets beneath each skill indicate what perks to get by level 50)

    Alteration: the only real use of this until expert will be to use the flesh spells at the start of a battle once you reach expert you get to use paralyse, so have fun with that.  It also gives you access to magicka damage reduction, although you will only be taking one perk in this for reasons explained later. (Novice Alteration 1/1, Apprentice Alteration 1/1, Adept Alteration 1/1, Expert Alteration 1/1, Magic Resistance 1/3)

     

    Blocking: the most common use of this skill will simply be to whether the storm when your Magicka runs dry, this is when you’re most vulnerable as you can’t heal, can’t recast the Flesh spells and your DPS is down, the shield is used to boost defence until you have enough Magicka to carry on.  There is one very important perk in this tree the one that gives you 50% defence against the elements, this will be essential in fights with Dragons so that you don’t melt. (Shield wall 1/5, Deflect Arrows 1/1, Elemental protection 1/1)

     

    Smithing: this will be used in tandem with enchanting, so make a set of fortify smithing gear and with the Elven armour perk you will have legendary ancient falmer armour by level 50 smithing. Arcane blacksmith get it when you want, it’s only used to improve Auri-el’s shield and Moroki, as far as your own gear goes, just improve it prior to enchanting it and you should be fine. (Steel Smithing 1/1, Elven Smithing 1/1, Arcane Blacksmith 1/1)

     

    Light Armour: This will help you to back off quickly as mobility is important to this build but will still provide a damage cushion; this will be amplified by Alteration. (Agile Defender 5/5, Custom fit 1/1)

     

    Enchanting: This will be used to give your gear some needed potency especially on the master difficulties; it will also help with Magicka. The regeneration fortification shouldn’t be used much, as Moroki already brings plenty of this to the build, however you will need a minimum of around 450 Magicka to cast the master destruction spells even once one has reached 100 destruction and have the Master destruction perk so fortify Magicka Enchants are highly recommended.  There are two reasons why I recommend no more than one piece of Fortify destruction and fortify Restoration gear. Firstly as far as gameplay goes with free spells you risk falling into the trap of just becoming a broken mage, which is boring. From a lore perspective, you’re are a chosen of Auri-El not a god and if you ask me having limitless power seems rather a god like trait. (Enchanter 5/5, Fire Enchanter 1/1, Insightful enchanter 1/1, Corpus Enchanter 1/1, Extra Effect 1/1)

    One Handed: Okay now we’re onto the fun part, DPS, this will be your most reliable form of offence, often just used to stagger those who approach you so that you may melt them when they get close to avoid heavy damage, remember you’re not a tank. It will also be your main stay offence when Magicka runs dry. I recommend and burn Enchant as enemies on fire take more damage from fire spells so it should boost your destruction, for you second enchant I would go Magicka drain, to give you more blowing people up time.  (5/5 Arms Man)

     

    Destruction:  This will be your favoured form of attack against anything that isn’t dead, Okay so you’re investing heavily into the fire side of things and going all the way up to master for some fancy finishing moves. This tree will be used to kill things before they get close to you, you don’t want to be taking heavy hits, you sword is just to stagger and finish people off. Not to mention the endless frustration of your sword enchant being depleted by random wolves and frost bite spiders that decide to launch a pointless ambush, destruction saves you this frustration. (Novice Destruction 1/1, apprentice Destruction 1/1, Adept Destruction 1/1, Expert Destruction1/1, Master Destruction 1/1, Augmented flames 2/2, Intense flames 1/1)

    Restoration: Most of the time this will just be used to heal, but when you see undead, this is when you can finally bring your lords holy light to bear.  Okay so you see a heap of undead, swap to the Vampire’s Ban spell, for all intense and purpose it’s fireball but to use it just fits the lore so well, we swap to Stendarr’s Aura for the boosted range over a fire cloak and then we have the expert and master spells. With both rings active you will have constant healings all the undead will be running in fear of your holy light and stuck in the corners or trapped in your rings, and then it’s like killing the cattle. (Novice Restoration 1/1, Apprentice Restoration 1/1, Adept Restoration 1/1, Expert Restoration 1/1, Master Restoration 1/1, Regeneration 1/1, Necromage, 1/1, Recovery 2/2, Avoid Death1/1)

    End game fear (With recommended Enchantments)

    Head: Morokei (Flawless - legendary) - 100% Magicka regen
    Gloves: Ancient Falmer (Legendary) - Fortify Magicka, Fortify One Handed
    Boots: Ancient Falmer (Legendary) - Fortify Carry weight, Fortify One Handed
    Chest: Ancient Falmer (Legendary) - Fortify Health Regen, fortify Magicka
    Elven Sword (legendary) – Fire damage, Absorb Magicka
    Ring: - Fortify Health, Fortify Restoration
    Necklace: - Fortify destruction. Fortify Health

    Special moves

    Burning spirit: your blessed spirit burns even when your body leaves the realm of the living (Stendarr’s Aura or Flame cloak, Become Ethereal,)

    Eruption: You leave the realm of the living for a moment to collect you powers before you release an explosion of flames from your body, you then pray to your lord to replenish your energies to remove any foes mighty enough to survive the original blast (Become Ethereal, Fire Storm, Highborn, Fire balls)

    Supernova: You leave the realm of the living for a moment to collect your energies before becoming the sun it-self and Charge all those that flee your Holiness (Become Ethereal, Bane of the Undead, sword and Shield)

     

    Rings of fire: You create various rings of holy fire to burn your enemies and slow time as they run, tearing them asunder before they can ever escape you (Guardian circle, Circle of protection, slow time, sword and shield) I am aware this is used in other builds but this Character is capable of it too and it made no sense to leave it out, not to mention I had the idea before reading the other builds)

    Shield of god: When your magicka runs dry Auri-El lends you the power of his shield and slows down time to allow you to tear all your foes to pieces (Auri-El’s shield pulse, Slow time, Sword and shield)

     

    Helpful tips

    This section is just to tell you what Skills are easy to power level and how if you find yourself in need of perks at any one time

    Shield: likely the skill which will level the slowest, once your are happy with your Armour go to a Giant camp Kill all but one Giant and just block his Attacks and heal when you need to

    Restoration: You shouldn’t have much issue levelling this but if you do the above method will help.

    Light Armour: The above method helps with this too

    Alteration: (Requires the telekinesis spell) this should level extremely easily in the game but if you struggle after you have done the college of Winterhold quest do a quest for the Illusion teacher about tuning magic or some such, it will give you insane regen enough that you can cast telekinesis almost indefinitely but only for 2 hours.

    Smithing: Make gold rings by transforming Iron ore into gold Ore with the Transmutation ore spell found in a bandit camp just above Dragons reach on the map, google it if you are struggling. Once your Enchanting is strong enough create a set of fortify Smithing 100% and then make and improve any gear you can before selling it all back

    Enchanting: Disenchant everything you ever find and enchant every gold ring you ever make with petty, lesser and common soul gems, Greater are for refilling things and Grand are for Enchanting things you actually wanna use.

    Illusion: Okay this is only for when you’re really struggling but spam muffle your levels with Rocket

    Conjuration: Same situation as Illusion but cast Soul trap on dead bodies.

    (Author's note, this is my first build here so constructive criticism is welcome, but please be gentle xD)

  • March 15, 2014

    You got it up! Nice job Albert!

  • March 15, 2014

    thankyou is that right now?

  • March 15, 2014

    Thanks :)

  • March 15, 2014

    #Idiot who can't read or spell, I'll go change ti xD 

  • March 15, 2014

    Good build, noticed one small thing. In the gear section, you mentioned "Moroki" when I think you meant "Morokei". But I may be mistaken.

  • March 15, 2014

    Thats a typo xD thanks for pointing it out since it comes up as miss spelled on spell check anyway I guess I over looked it 

  • March 15, 2014

    No problem, Dragon Priest names are hard. I had to google it first to be sure.

  • March 15, 2014

    lol if thats the biggest problem with the build then I'm happy xD