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Character Build: The Warden

Tags: #Character Build Crusader  #Character Build Healer  #Character Build Scout  #Race:Bosmer  #Rank:Recognized 
  • March 19, 2012

    The Warden

    Wardens are all-balanced, powerful druidic warrior that is completely tied to nature and animals. Unlike druids, Wardens do not stay isolated or solitude, instead preferably to go out on the front lines to help an elven brethren or confront a wild spirit or animal that has wrecked havoc in a distant village. And yet unlike druids, they do not shape-shift into werewolves, werebears, or even a horse. Wardens do summon spirits of nature, however. They are adventurers by nature, pioneering to tend other elves and woodlands that need mending, and gain knowledge in the preservation of all that is green and beautiful. And unlike druids or shamans, they are not as profound in herbalism or alchemy, though it is optional knowledge. Bosmers are used to the idea of not taking greens due to the Green Pact anyway. Instead, they rely on spiritual and magical healing, for the combat they have endured more than the druidic brethren. Taking the role of a skirmisher and tank, they wield bows and arrows for long-range combat and when confronted up close, they quickly switch to one-handed weapon and a shield to ward off attackers. They are both a paladin with archery and a ranger with shield, but excelling in neither. Most Bosmers, or Wood Elves, usually take up this class hailing from their home of Valenwood to protect their home and enforce the Green Pact religion and code. While not uncommon, other races that have a love for woodlands, forest, and animals will take up this role to protect them, especially the outcast High Elves from Aldemi Dominion that has resided previously in Valenwood and elsewhere alongside the Bosmers.

     

    The Build

    Race: Bosmers and Altmers, others are warmly acceptable

    Star Sign: The Warrior, The Thief, or The Shadow

     

    Major skills

    Wardens take 6 Major Skills, with few optional Minor skills listed below.

    Archery – The most important skill for stealthy, long-ranged attacks, Wardens will snipe from afar to save time when taking down important targets. It also provides the best cover and defense before taking up the energy to skirmish up close. Invest all of the perks in this for maximum effect. I personally do not use Steady Hands 2/2 since it feels too slow, so instead, I use either Steady Hands 0/1 or 1/1. 

    One-Handed – Swords and Axes are usually preferred, though Maces are not uncommon for close-range combat. Daggers are also a must backup for cutthroat and backstab action for when infiltrating dangerous places of note and for last resort when disarmed with the main weapon. Though Wardens are not assassins nor are they killers, they are still stealthy and will do whatever they can to get through to preserve innocent lives. The use of dual weapons are strongly discouraged since they rely on the use of shields and healing magic.

    Light Armor – Wardens travel light, especially in fur, hide, and leather armors for quick get-away or stealth for blending in with the forest and woodlands. High Elves will generally prefer to wear the optional shining Elven Armors for their bold, paladinic warding in the style of hawks to proudly fight alongside the Bosmers. If playing Dunmers, the optional Glass Armor is perfect for reflection of the green woodlands to represent this. I personally use Hood such as Novice or Apprentice Hood for role-playing, cosmetic purpose that provides no armor rating. Invest fully all the perks in this if you wish unless you prefer to wear hoods or some clothings.

    Block – While the Wardens wear light armors or clothing that leave little to no defense and for light travels, carrying a shield will greatly help make up for defense, even heavy ones. Any shields will do. Like Paladins and Crusaders, the Wardens greatly use the shield as their symbol and pride to preserve nature and people on protecting them. Unlike Paladins and Crusaders, however, they do not wear full heavy armor suits, which makes Wardens mobile and move quicker in combat. Invest all the perks in this.

    Sneak – Naturally, Wardens have learned to traverse through the woods undetected without needing the use of roads, thus making them proficient in sneaking. Shadow is their preferred defense next to shields, though they are not thieves or assassins. They sneak to get around, to escape, and to remain hidden out of trouble. Occasionally they will slice throats or backstab enemies to reach their goals. Invest all the perks in this.

    Restoration – Wardens have relied on the power of healing, for surviving in combats and for aiding the fallen. Many Wardens have relied on this method frequently and quickly when they cannot even think to touch greens or pick a potion or two up, so healing magic is as natural to them as breathing. Invest everything in this branch.

     

    Minor Skills

    Two to three minor skills are optional, within reason. Here are a few ideas.

    Conjuration – Though it should be a major skill, it is not advised to invest perks in all of Conjuration. If you're already playing a Bosmer, this can be a great addition to the racial ability, “Command Animal.” Invest 1 to 2 perks solely for conjuring Familiars. They become great companions when the racial ability can only be used once per day.

    Alchemy – Though not recommended for Bosmers, this will be very helpful even as a major skill for most other races that rely on the greens of woodlands for healing and survival in addition to Restoration.

    Alternation – You could invest a few perks in it for Magelight, Mage Armor, and some kind of protection or resistance to make up for the loss of heavy armors.

    Illusion – Though this could become a major skill, it is completely optional to reach 75 for Invisibility in addition to Sneak and use Calm and Fear to sooth or intimidate others. However, it IS illusion and Wardens generally do not give the time to fiddle with such thing as they are merely “images” to them, but few do find them useful in some situations.

    Heavy Armor – Though it should have been reasonable Wardens should wear heavy armors, it would not define what Wardens are, thus making them Paladins or Crusaders instead. This would also make sneaking pointless unless if you really go far in perking Conditioning and use Muffle magic or enchanted the armors with Muffle or even use Steed Stone. However, it DOES work since Paladins and Crusaders do not use Archery, which makes this unique class. You can also mix light and heavy armors for role-playing, cosmetic purpose or fairly half the armor rating to keep in role being the Warden. For example, mix Hide or Studded with Heavy Gauntlets and Heavy Leggings.

    You could come up with your own reason(s) for choosing a different minor skill that would fit for Warden, though those above are the most recommended. What's discouraged is the use of Two-Handed since it would lose the shield and not define what a Warden truly is.

     

    Attributes

    Invest in a ratio of 30/50/40 for Magicka, Health, and Stamina respectively. Health is #1, Stamina is #2, and Magicka should be last, but not least solely for healing. Health is the primary concern to make up for the loss of armor (if you're not using Heavy Armor skill and high Light Armor gears.) Stamina is to keep up with the use of combat using Archery and One-Handed weapons and for running and fleeing. Magicka should be invested occasionally to keep up with healing, though the perks in Restoration will not need much Magicka points in the early stages unless if you plan on adding a minor skill in one of the magic branches.

     

    General Note

    Generally, Wardens will consider themselves attuned to the wild woods and usually residents of Valenwood or other wood homes, thus making them foreigners of Skyrim or the surrounding towns in Skyrim. Falkreath or the surrounding areas near it are the ideal homes for the Wardens, making them instantly comfortable there. If you wish to take a home in Falkreath, simply have Faendal become a follower and make the trade to obtain his key in his inventory. He will also teach you Archery too. Though it is discouraged to have him killed off for simply taking his home, it happens and it can become completely your home with safe containers (the latter is unconfirmed, I read this in a forum, so test it out at your own risk.) Breezehome is an alternative good home since it is wooden, cheap, and does not need alchemy lab or enchanting table. It is also right next to the Drunken Huntsmen where the elves gather for archery goods and the occasional drinks. 

    Wardens do not consider themselves Dragonborns after taking down dragons, for they themselves are natural hunters even of dragons and will brush off silly tales. Even they believe that the Shouts they learned belong to the natural world and of the dragons and not from some gods above. Even when the Greybeards bestow the “gift” of Shouts, Wardens will spit on their beliefs, but will use them when necessary for survival situations. Though Wardens prefer to be friends with the dragons since they are still animals to them, it is impossible since the dragons go against them frequently and thus, they must be hunted down for the good of saving innocents and villages. 

  • March 19, 2012

    Wow, that was full of depth, and had tons of lore to back it up as a formidable role-play build. You even left room for growth. It is not underpowered or a power-play build and seems fun to play. If this is your first build, then you came to us a master.

  • March 19, 2012

    I appreciate it! Thanks. This is definitely my first dedicated build with my heart poured into writing it. Before writing out this build, my best friend had fostered my growth during gaming which developed this particular archetype for a few weeks, so the credits go to him as well. This build was strongly inspired by the Warden of Runes of Magic, the first game that has influenced me to play Elves and the class 2-3 years ago. It is definitely a lot of fun to play as it is one of my favorite archetypes. 

  • March 19, 2012

    Thank you! Much appreciated. I would say the character would take neither side as the Imperial Legions and Stormcloaks find disfavor with the elven races even though they would accept you in their ranks (unless if you choose something else.) Both factions have gray shades of morality, so it is in your discernment to decide if you want to join one of them or not. You can still help them in some of their quests without joining one of them, which makes it easier for everyone without one side hating you. 

  • March 19, 2012

    Very nice build, and seems like it will be fun to play. I came into it with the LoTRO mindset (burst damage, shield/spear) and came out with a broader view on the "warden subject." Once again, very nice.

  • March 20, 2012

    Like this Markie, plenty of depth!

    Would be good if you add a more detailed perk layout so we can see the inner workings of the build rather than it just being a concept! Up to you though!

  • March 26, 2012

    playing this as we speak ............... will say great build love it 

  • March 26, 2012

  • March 26, 2012

    Irwoen.....................I finally don't feel weird about a Wood Elf Dragon Born :)

  • March 26, 2012

    Wow, awesome character! Love it! It's a great idea posting a picture of your character. Is the bear fur a mod or where can we find that? I have never seen it before.