Skyrim Character Building » Discussions


Character Build: The White Walker

Tags: #Character Build Elementalist  #Character Build Battlemage  #Character Build Vampire  #Race:Orsimer  #Rank:Legendary  #Hall of Fame Build  #Raidriar 
  • Member
    January 17, 2015

    Wouldn't Fortify Destruction be needed for enhancing Blizzard instead of Fortify Restoration?

  • Member
    January 18, 2015
    Yes, but I found Weakness to Magic/Frost Poisons much easier to make in bulk and stack because of the Fortify Restoration effect. Like I've said in the ability, it's the Weakness that affects how much damage it can do. And with each of these potions, you'll double the effectiveness of the next (Enhancer 1 will give 60% Frost Resistance, Enhancer 2 will now give 80%, next Enhancer 1 will give something like 240% Weakness to Frost), which makes them much more viable in my opinion.
  • Member
    January 18, 2015
    It worked very well, stopping that annoying glow. The only time I couldn't stand it was when I used it in broad daylight, had to turn it off because I just couldn't see. I was considering Dual-Casting, but decided against it if it only adds Duration. Necromage and Stability will have it lasting the over 60 seconds, which is easily long enough to take out a group of enemies. Secret of Protection runs out first, lasting only 45 seconds (typo in the discussion, need to fix that), then Dragonhide at 60-something, then Berserker Rage/Vampire's Sight.
  • Member
    January 18, 2015
    Thanks Riggzon! Hope you have fun, please let me know how it goes!
  • Member
    January 18, 2015

    So Fortify Restoration increases the effect of poison on you? Never knew that.

  • Member
    January 18, 2015

    I got burned by this. My Frost Nymph uses the same potions to enhance Blizzard and I noticed something that was an instant turn off. I stacked potions which reduce Magic/Frost Resistance and Fortify Restoration. The effects of the potions were seemingly amplified judging from the given numbers, but when I cast Blizzard, the damage was not amplified by how much it should. So far, without a fortify destruction potion, I haven't been able to boost the damage past 53. The thing is it should be a lot more because of the numbers given by the potion effects. I'm not saying this does not work. I'm saying that you might have done something else that bugged the game even more. 

  • Member
    January 18, 2015
    I'm on xbox, so I have no idea whether I've done something. Maybe the Fortify Restoration effect doesn't actually apply? I know it's listed in active effects, but maybe it isn't the case in reality. I should be getting something like 45 I think by just stacking one of each: 15 x 1.6 (Enhancer 1) x 1.8 (Enhancer 2 doubled) = 43.2 However, I have no way of testing this exactly. Was yours 53 DPS?
  • Member
    January 18, 2015

    Alrighty Raidriar, Serious question here;

    I'm thinking of making an Alternate Version of this build for myself and giving it a lot more of a "Freezing Kick" to it. So I was wondering if I would be able to post my version of the build onto the Skyrim Blog. All credits go to you of course.

    It will include a bunch of different things like

    Ritual Stone -> Aetherial Crown (Ritual Stone) and Mason's "Ultimate Atronach (Obsidian Sentinel Version)." Reason why: More Magicka in the long run and makes it more challenging to fire off deadly spells that consume too much magicka, but allowing you to absorb all magic and creates a shield so you can fight while standing inside your "Winter is Coming", ability.

    Two-handed -> One-handed and Block, Reason why: Makes better use of alchemy and the ability called "Immortality." A potion that fortifies "One-handed and Marksman" will potentially double your damage output and Immortality will add even more damage too that. Block is also used to change "Icy Dive" into "Icebane Charge," (Basically Shield Charge instead of Great Critical Charge/Critical Charge), which knocks enemies into the air, then, when the Ice Storm barrages them, it sends them flying and could possibly kill them

    Shout, ring, power, and passive additions -> Ethereal Spirit, Ring of Namira, North Wind and Become Ethereal. Reason Why: Creates another ability which I happily called "Freezing Ignition." After feasting on an enemies corpse, use Become Ethereal and begin shield charging. That swarm of enemies will now be knocked down and you won't have even used a single stamina point. After that is done, Start a critical charge at the closest enemy and use "North Wind" upon impact, creating a free Blizzard that decimates your enemies when you come out of what I liked to call "Corpus Form". Also, while in the "Corpus Form", because you feasted on a corpse, combined with Necromage, 31.25 (Necromage + Ethereal Spirit) + 62.5 (Necromage + Blessing of Namira) = 93.75% more health regeneration.

    Weapon added -> Pale Bladed (Some perk points were transferred to "Illusion" for this. Reason why: The Pale Blade is capable of a fierce amount of damage to both health and stamina, Augmented Frost 2/2 boosts it's damage, Kindred Mage and Animage boost it's fear effect and Master of the Mind makes the fear effect take action against all other creatures. Necromage of course will then boost the entire weapons effects against undead.

    Those are what I've changed for my playthrough, and a bunch of others that I feel like posting instead.

  • Member
    January 18, 2015
    Sounds really cool mate, great additions! Sure thing, what you've got here is original enough. Just don't go calling it White Walker or anything like that (we've already got two, which can be confusing enough). If I were you, I'd go for a more vampire focused build (you will be using stuff from your Alternate Vampirism, right?). That way it'll be unique in its own right, combining some stuff from this and the Obsidian Sentinel. Maybe an ultimate hybrid type of thing?
  • Member
    January 18, 2015
    Yeah, it would be like if we have ten Sorceror builds, we've got the Sorceror, the Transient Sorceror, the Sorceress, etc