"I feel it... the blood of a great dragon coursing through my veins... but what does that make me? I must find my purpose, discover the true meaning behind my existence, and destroy all those who would deny me that truth..."
THE STORY
The World-Eater, First Born of Akatosh, Alduin. The great dragon who for so long had reigned over the world at the head of an army of dragons, had been defeated by those who he'd considered mere morsels. Despite his grand power and influence, Alduin was unable to prevent his existence from being cast through time... and as a result, had many years to ponder his loss against mortal-kind. Once proud, he now wandered, humiliated and alone, along the sands of time, until the day he would return and seek his revenge upon Mundus.
However proud he was, he was no fool. Upon his decent to Tamriel, he created a minion, a mortal borne of his own flesh and blood, to act as his envoy. This emissary would act as Alduin's vanguard, a powerful warrior with no purpose but to hunt down those that would seek to deny the Son of Akatosh his rightful place above all. Unfortunately, as the Vanguard was brought to life, it was caught in the midst of an Imperial ambush, and Alduin was unable to bestow his mission. Alduin's attempt to retrieve his creation from Imperial clutches failed, as the confused prisoner fled into Helgen keep, unaware that the dragon had given him life...
Once more, the World-Eater had been bested by mortal-kind.
THE BUILD
Alduin's Vanguard is a powerful close combat attacker, taking melee fighting to new levels with destructive magic enhanced attacks. As a combination of Berserker and Tank, the Vanguard charges ahead of the front lines, wreaking havoc on both the bodies and the minds of his enemies, assuring victory before the battle has even ended. Supported with powerful shouts and a plethora of other powers to supplement a devastating repertoire of strikes, the Vanguard is a genuine slaughterhouse upon legs.
Race
Argonian (While none of the racial skill-boosts of the Argonian match this play-style, the Histskin ability is very useful in a pinch, and they can be given the appearance of a dragon, which is great for flavor purposes~)
Stats
1 Magicka/3 Health/1 Stamina
Standing Stone
Atronach (While the loss to Magicka regeneration may not seem like a good thing, the use of spells in this build is almost primarily limited to before combat starts, on buffs to armor and destruction cloaks or runes, so it's not much of a problem. The real gold is being able to absorb the spells of enemy casters that might try to pick you off as you annihilate close range foes, and use that mana to restore your buffs. The Lord Stone can also function in a similar manner at early levels.)
Primary Skills
Two-Handed: A vanguard is most focused on rushing in and dealing heavy damage as early in the battle as possible. The most effective vanguards basically function as bombs, lunging into the fray and scattering enemies with devastating strikes. For this build, I selected a two-handed sword or axe, both of which have ideal damage output with the relevant perks (and just look plain badass.)
Perk Stretch: Barbarian 5/5, Limbsplitter/Deep Wounds, Champion's Stance, Great Critical Charge, Devastating Blow, Sweep, Warmaster
Heavy Armor: As a close-combat dominator, having the protection necessary to soak up all the damage you'll be dealt is crucial, especially on higher difficulties. Thankfully, all that damage will help you level up this skill at the same time.
Perk Stretch: Juggernaut 5/5, Well-Fitted, Tower of Strength, Matching Set, Reflect Blows.
Alteration: You have the ability to mimic the scaly and armored hide of your creator using the alteration skill, as well as paralyze your enemies with fear. This is a boon when dealing with a great number of enemies where that extra combat edge is critical to survival.
Perk Stretch: Novice-Master Alteration, Dual Casting, Magic Resistance, Stability, Atronach
Ideal Spells: Flesh Spells, Paralyze Spells, Dragonhide
Destruction: As Alduin's progeny, you have inherited his fiery nature, and thus have the power to call flames under your command in a variety of ways. However, suiting your combat style, certain spells are more effective than others.
Perk Stretch: Novice-Master Destruction, Dual Casting, Impact, Rune Master, Augmented Flames, Intense Flames.
Ideal Spells: Fireball, Fire-Rune, Flame Cloak, Wall of Flames, Whirlwind Cloak, Firestorm
Secondary Skills
Smithing: For a heavy melee build such as this, I prefer to rely on smithing rather than enchanting, at least in the beginning, since you need that additional defense to soak up more damage. Improving the damage of your weapons is also vital.
Perk Stretch: All Perks except Glass and Dragon.
Shouts
Bend Will, Cyclone, Dragon Aspect, Elemental Fury, Fire Breath, Slow Time, Whirlwind Sprint, and Become Ethereal
Signature Moves
Basic Combos:
Dragon’s Descent – Flame Cloak + Flesh Spell/Dragonhide + Great Critical Charge
Dragon Fury – Whirlwind Cloak + Vegetable Soup + Elemental Fury
Scorched Earth – Fireball x2 + Fire Breath
Advanced Combos:
Dragonsteel Form – Dragon Aspect + Dragonhide + Secret of Protection
Dragon Impact – Flame Cloak + Fireball x2 + Whirlwind Sprint + Sun Flare
Alduin's Judgement – Flame Cloak + Become Ethereal + Mass Paralysis + Firestorm + Sun Flare
Combat
The vanguard’s bread and butter intro combo is Dragon’s Descent, a simple mix of Destruction, Alteration, and a Two-Handed power attack, an ideal way to start off any close combat battle with heavy damage and consistent DOT (Damage over Time) to supplement consecutive attacks.
Rushing into battle is only the first part however, especially if you are surrounded by many enemies. At this point you want to activate Dragon Fury, wailing on your enemies with unlimited power attacks and sending others flying with whirlwind cloak.
A good finisher for single, powerful enemies (especially undead and the like) is Scorched Earth, an easy one two punch using a pair of fireballs and a full burst of Fire Breath.
The advanced combos are best used in boss fights, or when in dire need of some extra oomph.
Dragonsteel form is like donning several extra layers of armor, and is perfect to use just before a dangerous fight that you think might go the wrong way quickly.
As an alternative to your Dragon’s Descent attack, use Dragon Impact, a once daily attack that can dish out major fire damage on enemies. Become a living fireball by activating your flame cloak, then launching a pair of fireballs at your enemies. Just after you shoot them, whirlwind sprint at your foe while switching your power to Sun flare mid-sprint, then as you finish the sprint, activate the Sun flare, unleashing a massive explosion in combination with your fireballs.
If you’re already in combat and surrounded by enemies, unleash Alduin's Judgement! Activate your Flame Cloak and Become Ethereal shout, then use Mass Paralysis to freeze up your enemies. Finally, finish them off with a simultaneous Fire Storm and Sunflare for big time damage!
Role Playing
Alduin's Vanguard is borne from the body of a deceased argonian and Alduin's own blood, thus you possess powers inherited from both. However, you have no memories from your previous life, and due to unfortunate circumstances, Alduin was unable to instill you with his purpose. You wander Skyrim alone, unaware of your destiny, and seeking answers. Despite your amnesia, dislike for mortals is burned into your blood, so you don't trust anyone you meet early on in your journey. Eventually as you begin to unlock the secrets of the returning dragons, your ties to the World Eater become more apparent, until you finally learn the truth. You are Alduin's envoy. Several roads diverge before you, so which will you chose?
The Path of Insight: Your journey through Skyrim has shown you the worst in mortals, but you have also seen the good. By walking among the citizens of this cold world, sharing in their toils and triumphs, and outlasting the overwhelming forces set against you, you have gained an insight into the lives of Mortals that Alduin will never understand, and thus have sided with them in their fight against the dragons.
The Path of Vengeance: Alone you've had to suffer, and this loneliness has made you bitter toward the one who created you and left you behind. Alduin must pay for his treachery, and you will provide him with a fitting execution. Grow your powers, so that you may one day inflict misery tenfold upon the arrogant dragon that abandoned you to the icy claws of Skyrim.
The Path of Domination: The World Eater has proven his weakness, and it is up to you, his sole progeny, to relieve him of duty. Slay Alduin, and take up his mantle as the most powerful among the Dov and all other beings in Tamriel!
Recommended Major Questlines:
College of Winterhold
A wellspring of magical power draws your attention to the north. What secrets lie in the college, and can they help you in destroying your creator?
Dawnguard: Siding with the Vampire Hunters
The vampires are gaining power in Skyrim, most notably, a vampire noble named Harkon. As a proud Dovah, it is your duty to demonstrate your might and put the arrogant fool in his place.
Dragonborn: The Return of the Dovahkiin
Far off on the island of Solstheim, strange energies are brewing, as the cult of Miraak makes its presence known, can you unveil the history behind the mysterious Dovahkiin, who threatens your ascent to power?
Main Quest: The Hunt for Alduin
Finally you are ready. After months of training and honing of your combat skills and thu'um, the time has come to seek out the mighty World Eater, and put an end to his reign over Tamriel. As his progeny, it falls to you to settle the score...
"I feel it... the blood of a great dragon coursing through my veins... but what does that make me? I must find my purpose, discover the true meaning behind my existence, and destroy all those who would deny me that truth..."
THE STORY
The World-Eater, First Born of Akatosh, Alduin. The great dragon who for so long had reigned over the world at the head of an army of dragons, had been defeated by those who he'd considered mere morsels. Despite his grand power and influence, Alduin was unable to prevent his existence from being cast through time... and as a result, had many years to ponder his loss against mortal-kind. Once proud, he now wandered, humiliated and alone, along the sands of time, until the day he would return and seek his revenge upon Mundus.
However proud he was, he was no fool. Upon his decent to Tamriel, he created a minion, a mortal borne of his own flesh and blood, to act as his envoy. This emissary would act as Alduin's vanguard, a powerful warrior with no purpose but to hunt down those that would seek to deny the Son of Akatosh his rightful place above all. Unfortunately, as the Vanguard was brought to life, it was caught in the midst of an Imperial ambush, and Alduin was unable to bestow his mission. Alduin's attempt to retrieve his creation from Imperial clutches failed, as the confused prisoner fled into Helgen keep, unaware that the dragon had given him life...
Once more, the World-Eater had been bested by mortal-kind.
THE BUILD
Alduin's Vanguard is a powerful close combat attacker, taking melee fighting to new levels with destructive magic enhanced attacks. As a combination of Berserker and Tank, the Vanguard charges ahead of the front lines, wreaking havoc on both the bodies and the minds of his enemies, assuring victory before the battle has even ended. Supported with powerful shouts and a plethora of other powers to supplement a devastating repertoire of strikes, the Vanguard is a genuine slaughterhouse upon legs.
Race
Argonian (While none of the racial skill-boosts of the Argonian match this play-style, the Histskin ability is very useful in a pinch, and they can be given the appearance of a dragon, which is great for flavor purposes~)
Stats
1 Magicka/3 Health/1 Stamina
Standing Stone
Atronach (While the loss to Magicka regeneration may not seem like a good thing, the use of spells in this build is almost primarily limited to before combat starts, on buffs to armor and destruction cloaks or runes, so it's not much of a problem. The real gold is being able to absorb the spells of enemy casters that might try to pick you off as you annihilate close range foes, and use that mana to restore your buffs. The Lord Stone can also function in a similar manner at early levels.)
Primary Skills
Two-Handed: A vanguard is most focused on rushing in and dealing heavy damage as early in the battle as possible. The most effective vanguards basically function as bombs, lunging into the fray and scattering enemies with devastating strikes. For this build, I selected a two-handed sword or axe, both of which have ideal damage output with the relevant perks (and just look plain badass.)
Perk Stretch: Barbarian 5/5, Limbsplitter/Deep Wounds, Champion's Stance, Great Critical Charge, Devastating Blow, Sweep, Warmaster
Heavy Armor: As a close-combat dominator, having the protection necessary to soak up all the damage you'll be dealt is crucial, especially on higher difficulties. Thankfully, all that damage will help you level up this skill at the same time.
Perk Stretch: Juggernaut 5/5, Well-Fitted, Tower of Strength, Matching Set, Reflect Blows.
Alteration: You have the ability to mimic the scaly and armored hide of your creator using the alteration skill, as well as paralyze your enemies with fear. This is a boon when dealing with a great number of enemies where that extra combat edge is critical to survival.
Perk Stretch: Novice-Master Alteration, Dual Casting, Magic Resistance, Stability, Atronach
Ideal Spells: Flesh Spells, Paralyze Spells, Dragonhide
Destruction: As Alduin's progeny, you have inherited his fiery nature, and thus have the power to call flames under your command in a variety of ways. However, suiting your combat style, certain spells are more effective than others.
Perk Stretch: Novice-Master Destruction, Dual Casting, Impact, Rune Master, Augmented Flames, Intense Flames.
Ideal Spells: Fireball, Fire-Rune, Flame Cloak, Wall of Flames, Whirlwind Cloak, Firestorm
Secondary Skills
Smithing: For a heavy melee build such as this, I prefer to rely on smithing rather than enchanting, at least in the beginning, since you need that additional defense to soak up more damage. Improving the damage of your weapons is also vital.
Perk Stretch: All Perks except Glass and Dragon.
Shouts
Bend Will, Cyclone, Dragon Aspect, Elemental Fury, Fire Breath, Slow Time, Whirlwind Sprint, and Become Ethereal
Signature Moves
Basic Combos:
Dragon’s Descent – Flame Cloak + Flesh Spell/Dragonhide + Great Critical Charge
Dragon Fury – Whirlwind Cloak + Vegetable Soup + Elemental Fury
Scorched Earth – Fireball x2 + Fire Breath
Advanced Combos:
Dragonsteel Form – Dragon Aspect + Dragonhide + Secret of Protection
Dragon Impact – Flame Cloak + Fireball x2 + Whirlwind Sprint + Sun Flare
Alduin's Judgement – Flame Cloak + Become Ethereal + Mass Paralysis + Firestorm + Sun Flare
Combat
The vanguard’s bread and butter intro combo is Dragon’s Descent, a simple mix of Destruction, Alteration, and a Two-Handed power attack, an ideal way to start off any close combat battle with heavy damage and consistent DOT (Damage over Time) to supplement consecutive attacks.
Rushing into battle is only the first part however, especially if you are surrounded by many enemies. At this point you want to activate Dragon Fury, wailing on your enemies with unlimited power attacks and sending others flying with whirlwind cloak.
A good finisher for single, powerful enemies (especially undead and the like) is Scorched Earth, an easy one two punch using a pair of fireballs and a full burst of Fire Breath.
The advanced combos are best used in boss fights, or when in dire need of some extra oomph.
Dragonsteel form is like donning several extra layers of armor, and is perfect to use just before a dangerous fight that you think might go the wrong way quickly.
As an alternative to your Dragon’s Descent attack, use Dragon Impact, a once daily attack that can dish out major fire damage on enemies. Become a living fireball by activating your flame cloak, then launching a pair of fireballs at your enemies. Just after you shoot them, whirlwind sprint at your foe while switching your power to Sun flare mid-sprint, then as you finish the sprint, activate the Sun flare, unleashing a massive explosion in combination with your fireballs.
If you’re already in combat and surrounded by enemies, unleash Alduin's Judgement! Activate your Flame Cloak and Become Ethereal shout, then use Mass Paralysis to freeze up your enemies. Finally, finish them off with a simultaneous Fire Storm and Sunflare for big time damage!
Role Playing
Alduin's Vanguard is borne from the body of a deceased argonian and Alduin's own blood, thus you possess powers inherited from both. However, you have no memories from your previous life, and due to unfortunate circumstances, Alduin was unable to instill you with his purpose. You wander Skyrim alone, unaware of your destiny, and seeking answers. Despite your amnesia, dislike for mortals is burned into your blood, so you don't trust anyone you meet early on in your journey. Eventually as you begin to unlock the secrets of the returning dragons, your ties to the World Eater become more apparent, until you finally learn the truth. You are Alduin's envoy. Several roads diverge before you, so which will you chose?
The Path of Insight: Your journey through Skyrim has shown you the worst in mortals, but you have also seen the good. By walking among the citizens of this cold world, sharing in their toils and triumphs, and outlasting the overwhelming forces set against you, you have gained an insight into the lives of Mortals that Alduin will never understand, and thus have sided with them in their fight against the dragons.
The Path of Vengeance: Alone you've had to suffer, and this loneliness has made you bitter toward the one who created you and left you behind. Alduin must pay for his treachery, and you will provide him with a fitting execution. Grow your powers, so that you may one day inflict misery tenfold upon the arrogant dragon that abandoned you to the icy claws of Skyrim.
The Path of Domination: The World Eater has proven his weakness, and it is up to you, his sole progeny, to relieve him of duty. Slay Alduin, and take up his mantle as the most powerful among the Dov and all other beings in Tamriel!
Recommended Major Questlines:
College of Winterhold
A wellspring of magical power draws your attention to the north. What secrets lie in the college, and can they help you in destroying your creator?
Dawnguard: Siding with the Vampire Hunters
The vampires are gaining power in Skyrim, most notably, a vampire noble named Harkon. As a proud Dovah, it is your duty to demonstrate your might and put the arrogant fool in his place.
Dragonborn: The Return of the Dovahkiin
Far off on the island of Solstheim, strange energies are brewing, as the cult of Miraak makes its presence known, can you unveil the history behind the mysterious Dovahkiin, who threatens your ascent to power?
Main Quest: The Hunt for Alduin
Finally you are ready. After months of training and honing of your combat skills and thu'um, the time has come to seek out the mighty World Eater, and put an end to his reign over Tamriel. As his progeny, it falls to you to settle the score...
It's not a bad build. A few grammer errors here and there, but apart from that, it's quite good. Just add an equipment list of the armour and weapons you used with enchantments(if any), and also add tags. All builds atleast need a rank tag.
It's not a bad build. A few grammer errors here and there, but apart from that, it's quite good. Just add an equipment list of the armour and weapons you used with enchantments(if any), and also add tags. All builds atleast need a rank tag.
Hey there! Thanks for the response, I really appreciate the feedback. As to answer your question, yes, this build is the first one I've posted here on the blog. I can understand your tips about the perks and colored text, so I'll be sure to change those as soon as I have a free moment. Because there's a lot of text I'm thinking about a small glossary or something to guide people to specific sections, and make things easier. Again, thanks a lot for the tips, and I'll definitely be posting other builds in the future!
Hey there! Thanks for the response, I really appreciate the feedback. As to answer your question, yes, this build is the first one I've posted here on the blog. I can understand your tips about the perks and colored text, so I'll be sure to change those as soon as I have a free moment. Because there's a lot of text I'm thinking about a small glossary or something to guide people to specific sections, and make things easier. Again, thanks a lot for the tips, and I'll definitely be posting other builds in the future!
Hey, appreciate the feedback! And thanks for reminding me about the equipment, I totally spaced it when I posted this late last night haha... I'll be sure to add this asap, hopefully with a visual screenshot or something to give everyone an idea of how it looks. Thanks again!
Hey, appreciate the feedback! And thanks for reminding me about the equipment, I totally spaced it when I posted this late last night haha... I'll be sure to add this asap, hopefully with a visual screenshot or something to give everyone an idea of how it looks. Thanks again!
Heya Max, thank you for responding!
I can see what you mean about the special moves. They aren't necessarily infeasiblethough, so long as they're used as a first shot. Using Sun Flare is a bit rough since you have to go back to the Sun Stone to get it again every time you use it, but the results are just so entertaining!
I'll definitely check out SkyrimCalculator as you suggest, I'm sure it willr make character building so much easier in the future~
I'm still working on the armor and other gear for the build, so everyone can see how it's pulled off, but the Atronach stone, and relevant magic perks all make casting those master spells much more possible. Like I said above. A lot of the moves are intro attacks to start a battle, so little to no magic is actually used during combat unless you need to escape and recast your flesh spells...
...which leads me to my next point. Yeah I can see where you would find this as a tanky build. I kind of included both because I play on Master-Legendary almost exclusively (I don't know what most other people play), and for a build that focuses so heavily on drawing aggro and wrecking several enemies at once, I had a habit of stacking my heavy armor, smithing, and alteration. This was even more true when I got the Dragonhide spell, since that one actually DOES stack, even with max armor. On lower difficulties though, I guess all that isn't really necessary, so I should have probably considered it in my build =x
Thanks for the feedback though! And I definitely am going to work on it a bit more.
Heya Max, thank you for responding!
I can see what you mean about the special moves. They aren't necessarily infeasiblethough, so long as they're used as a first shot. Using Sun Flare is a bit rough since you have to go back to the Sun Stone to get it again every time you use it, but the results are just so entertaining!
I'll definitely check out SkyrimCalculator as you suggest, I'm sure it willr make character building so much easier in the future~
I'm still working on the armor and other gear for the build, so everyone can see how it's pulled off, but the Atronach stone, and relevant magic perks all make casting those master spells much more possible. Like I said above. A lot of the moves are intro attacks to start a battle, so little to no magic is actually used during combat unless you need to escape and recast your flesh spells...
...which leads me to my next point. Yeah I can see where you would find this as a tanky build. I kind of included both because I play on Master-Legendary almost exclusively (I don't know what most other people play), and for a build that focuses so heavily on drawing aggro and wrecking several enemies at once, I had a habit of stacking my heavy armor, smithing, and alteration. This was even more true when I got the Dragonhide spell, since that one actually DOES stack, even with max armor. On lower difficulties though, I guess all that isn't really necessary, so I should have probably considered it in my build =x
Thanks for the feedback though! And I definitely am going to work on it a bit more.