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Character Build: The Electromancer

Tags: #Character Build Spellsword  #Vargr Build  #Character Build Elementalist  #Character Build Mage  #Rank:Bloodworks 
  • September 12, 2016

    Today I present the Electromancer, a sister build alongside the Pyromancer and the Cryomancer, meant to round out elemental magic in Skyrim. This build endeavors to create a pure shock mage who utilizes all of the mechanics associated with this potent element.                       

    It is a common misconception that electromancy is “lighting” or “storm” magic, going so far that mages who focus on the shock branch of destructive energies are often called “storm” mages. This however is misleading, as you already know storms involve much more than just lightning, there is wind and rain, hail and snow. Does the common storm mage boast any control over these other elements? No he does not. True masters of shock magic recognize this misnomer and often stop referring to themselves as Storm Mages and instead adopt the more accurate moniker of Electromancer. It should be noted that among the electromancer ranks there are rare and powerful individuals that are true Storm Mages, who have attained mastery of these tempestuous powers.

    Race: Altmer are always my first choice whenever I plan on using magic in a build, 50 extra magicka is hard to say no to. Breton’s are another fantastic choice and fit thematically with the anti-mage effects of shock magic boasting an inherent 25% magic resistance and
    the powerful Dragonskin ability.  However, any race can be made into a viable wizard and therefore a viable electromancer.

    Stone: The Mage Stone is the obvious choice for leveling our key skills in the early game, the Lord Stone for added defense and even more magic resistance is my preferred replacement once my skills are high enough, finally the Atronach Stone which I loaded on the Aetherial Crown for on demand magic absorption.

    Major Skills: Destruction, Conjuration, Enchanting

    Minor Skills: Alteration, Restoration

    Stat Placement: M:3 H:2 S:0 The primary stat is magicka, however I delved a bit more heavily in health than I normally would with a mage character, since the playstyle and shorter range of the Electromancer finds him in the thick of things rather often.

    Weapons: Shock Staves, Staff of Jyrik Gauldurson, Staff of Magnus, Bound Sword, Electromancy.

    Apparel: There are two sets of end game apparel for the Electromancer. The Robes of the Arcane Master and the Armor or the Wild Storm, both are described below.

    Gear: Aetherial Crown, Necromancer’s Amulet, Ring of the Erudite, Zahkriisos, Shock Cloaked Spider Scrolls

    Shouts: Clear Skies, Cyclone, Slow Time, Storm Call, Unrelenting Force, Whirlwind Sprint

    Powers: Dragonborn Force, Force Without Effort, Seeker of Sorcery, Agent of Mara

    Perk Spread: Level 47

    Destruction: The Electromancer is a destruction mage at heart, and it is this skill that will define your play-thru. Key perks are the powerful Impact and Disintegrate. Impact will render duels a forgone conclusion as you stun lock your enemy while Disintegrate acts as a static debuff to all enemies you face.

    Conjuration: The Electromancer is not just adept at slinging lightning bolts he is also able to bind living elementals of aetheric lightning to his will. Furthermore he is able to tap the raw power of aetherius and bind weapons of pure energy to the physical realm. The Electromancer is adept at both creating aetherial bonds and severing them.

    Enchanting: Manipulating pure aetheric energy comes naturally to electromancers. Not only are they able to create fields of charged energy they are also adept at binding said energy to otherwise mundane items.

    Alteration: Electromancers, by nature of their chosen element, already lean toward being powerful mage foils. The Magic Resistance perks will further solidify this role by adding magic defense to the magic targeted offense of shock.

    Restoration: Electromancers dabble in the Restoration school to enhance their casting ability with improved magicka regeneration. The key perks that an Electromancer, and really any mage, wants are the Recovery perks for improved spell casting ability. Regeneration and Respite will improve the usefulness of the lower tier healing spells.

    The School of Electromancy

    At its core electromancy is the manipulation of pure magicka. The other two elements use magicka to manipulate temperature and have weaponized either extreme heat, known as pyromancy, or extreme cold known as cryomancy. The Electromancer instead uses raw magicka itself as a weapon, the appearance of which is sparks or lightning, in fact it is theorized that naturally occurring lightning, like that in a thunder storm, is actually caused by latent aetheric energies in the atmosphere. The most fundamental use of this energy is the shock class of destruction magic which damages both the physical body and burns up the victim’s link to Aetherius, crippling their ability to cast spells, we call this energy shock or electricity hence why mages who specialize in this form of magic call themselves electromancers. Naturally practitioners of this type of magic are most skilled in warfare since the natural release of this electric energy results in destruction. However gifted electromancers are also able to bind this destructive energy into defined fields. For instance they might bind the energies to their physical form creating an elemental cloak or even bind it to their hand and wield the energy as one might wield a sword. Furthermore truly powerful electromancers can construct semi sentient beings with this energy creating powerful elemental servants.

    Electromancy Spells: Below is a list of spells that are encompassed by this school and are available to all electromancers, given they have sufficient skill and knowledge.

    Destruction: Shock, Lightning Bolt, Lightning Rune, Chain Lightning, Lightning Cloak, Thunderbolt, Wall of Storms, and Lightning Storm. These spells primarily represent the offensive capabilities of the Electromancer with a focus on projectile spells. However you start to see the ability to bind electric energies into specified fields of influence specifically a point in space (rune) or the casters own body (cloak).

    Conjuration: Banish Daedra, Command Daedra, Conjure Storm Atronach, Expel Daedra, and Storm Thrall. These spells represent the Electromancers ability to bind aetheric energy into electrical servants. (For role-play purposes I only used the Banish and Control spells on Storm Atronachs.)

    The Arcanists

    There are two schools of thought among electromancers; in essence the divide is intellect versusinstinct. The first group, known as Arcanists, believe that magic is a learned skill, to them aetheric energy is something to be studied and controlled. This belief has led to some innovative uses of electrical energy. Arcane study adds a greater emphasis on the Alteration and Restoration schools since these wizards try to bend electricity to other uses besides destruction.

    Arcane Spells: The following spells are the unique innovations of Arcanist mages obtainable from learned mages of one of the various institutions devoted to magic.

    Conjuration: Bound Dagger, Bound Sword, Soul Trap, Banish Daedra, Command Daedra, and Expel Daedra. The electromancer has learned to bind pure aetheric energy into a specific field and is able to wield it as a corporeal weapon. In addition to this gained insight on how to form aetheric bonds, the electromancer has also gained insight on how to sever them.

    Alteration: Detect Life and Detect Dead. All creatures have a natural link to Aetherius and latent magicka stored within them. The electromancer is able to sense this electric field and with practice will even be able to sense the aetheric energy that surrounds the undead.

    Restoration: Lesser Ward, Steadfast Ward, and Greater Ward. Even novice electromancers are able to disrupt the flow of magicka dispelling a portion of the energy. Skilled practitioners will be able to salvage this dispelled energy and use it to strengthen their own magicka reserves.

    Robes of the Arcane Master: The Arcanists are pure mages, devoted to scholarly pursuits and not physical confrontation. Therefore their preferred attire is the heavy robes of the college mages. The Arcanist will equip himself with the best robes available upgrading his set as he grows in power from novice to master and eventually the potent robes of the archmage.

    • Aetherial Crown: Loaded with the Atronach Stone for +50 magicka/ 50% magic absorption/ 50% slower magicka regen
    • Archmage’s Robes: All spells cost 15% less to cast/ +50 magicka/ 100% faster magicka regen
    • Archmage’s Boots: 40% shock resistance, this item can be found in the Arch-mage’s quarters and is simply called boots. Eventually these will be replaced with more powerful self-enchanted boots of shock resistance.
    • Archmage’s Gloves: Fortify Magicka, any standard pair of gloves self-enchanted with extra magicka.

     

    The Storm Mage

    The second group call themselves Storm Mages, invoking the imagery of the powerful and unpredictable thunderstorm. They believe in a purer form of magic and see themselves as lightning rods of sorts, attracting and channeling aetheric energy. Their approach has produced some very powerful effects, albeit a bit less refined than the spells of an Arcanist. Dragon Shouts make up the bulk of Storm Magic and simulate a natural or instinctual learning and use of magic.

    Storm Magic: The following spells represent instinctual learning of ancient powers. They are a primitive but powerful form of magic.

    Destruction: Whirlwind Cloak. With the aid of an eccentric wizard the electromancer has learned an ancient magic allowing him to wreath himself in the gale winds of a powerful storm.

    Conjuration: Summon Arvak. Traveling in the Soul Cairn and interacting with the entities found there has left the electromancer with the ability to form a servant out of pure aetheric energy with which he can ride the winds of magic.

    Dragon Shouts: Clear Skies, Cyclone, Slow Time, Storm Call, Unrelenting Force, and Whirlwind Sprint. The Electromancer’s dragon blood has unlocked potential beyond anything that could be learned in a guild or college, true storm magic. These abilities represent the control of latent energies found in the natural world resulting in weather manipulation. The Electromancer is also able to bind this charged energy to their own body giving them the supernatural speed of a lightning strike.

    Armor of the Wild Storm: Due to a bug the Falmer Helmet can be stacked with Dragon Priest masks, in this case Zahkriisos, allowing for extra defense and an extra slot for enchanting. This led me to appropriate the rest of the set creating a wild and savage looking sorcerer. This set is primarily used for melee combat boosting both the defense and offense of the Storm Mage. Below I’ve listed the individual pieces. Primary enchantments are listed first. Secondary enchantments will be added once the Extra Effect perk is taken.

    • Zahkriisos: Shock Resistance 50%/ Boosts Shock Spell damage by 25%
    • Crown of Lightning: Falmer Helmet enchanted with Fortify Magicka/ Fortify Destruction
    • Cuirass of Thunder: Falmer Armor enchanted with Fortify Heavy Armor/ Fortify Destruction
    • Bracers of Quickening: Falmer Gauntlets enchanted with Fortify One-Handed/ Fortify Heavy Armor
    • Grieves of Grounding: Falmer Boots enchanted with Fortify One-Handed/ Resist Shock

    Combat

    The shorter range of shock spells will mean that the Electromancer will find himself in close combat more often than other elementalists. This is why he learns how to bind his magic into a weapon and has trained in its use for combat. The Bound Sword is a must have for this character, early game will see the Electromancer rely on his bound weapon often since his magicka pool is still pretty shallow. As he levels he will need this fall back less and less.  Start each confrontation with Bound Sword and, when you learn it, Lightning Cloak.   Then close the distance with your enemy while pelting them with your shock spell of choice. This tactic is especially deadly once you take the Disintegrate perk. Late game will see you stun locking most enemies with the impact perk and twin casted lightning spells but there will still be times when you need to fall back on the Bound Sword and Lightning Cloak combo. The key is to recognize those situations when you initiate combat. The short range and high magicka cost of shock spells mean that drawn out battles, or battles against multiple opponents, can see you run out of magicka or run out of space to cast and force you into melee combat. Whenever you know you will be facing more than two enemies or a particularly resilient enemy it’s a good idea to switch to your melee mode donning the Armor of the Wild Storm and summoning the sword and cloak combo.

    Electromancers of all stripes excel at battling enemy mages and warlocks. The magicka damaging side effect of shock spells give an edge to the Electromancer, an edge that will see him winning most magic based battles of attrition. Magic using opponents will be losing magicka to his shock spells and spending it on their own spells, this combination will force them to resort to melee options. The Electromancer is more prepared for close ranged combat than most other mages, a side effect of specializing in shorter ranged spells. He will make short work of any wizard foolish enough to close the gap. Furthermore, adding in ward spells with the Ward Absorb perk, and the Aetherial Crown with the Atronach Stone will turn the Electromancer into an unstoppable force of nature as he shrugs off powerful magical attacks and uses them to fuel his own electrical onslaught.

    Finally, electromancy is arguably the best form of offensive magic when it comes to battling dragons, so much so that it almost seems tailor made for dragon slaying. First of all the instant travel speed of shock spells makes hitting flying dragons much easier, eliminating the need to lead your target. Second, dragon breath attacks require magicka to use and dragons have a very low magicka stat to begin with, this makes depleting their magicka rather easy which will force them to land. Finally, grounded dragons are significantly easier to battle since they are rather slow and clumsy on the ground.

    Suggested Quests

    College of Winterhold: This faction quest is probably the single most important quest line to complete as an Electromancer. Much of this builds gear and weapons are found while pursuing this series of quests.

    Civil War: At least up to the Jagged Crown for access to Korvanjund and one of the Slow Time word walls. Feel free to choose whichever side appeals to you the most.

    Main Quest: Becoming Dragonborn is necessary to utilize the powerful Storm Magic listed above. Most of which are quest locked at some point during this quest line. Not to mention Dragonbane, a powerful blades sword enchanted with a unique form of lightning magic.

    Tel Mithryn Quests: Master Trainers in Conjuration and Enchanting, unique spells that can’t be found anywhere else, and the ability to create your own staves makes assisting this eccentric wizard highly advisable.

    Dawnguard (Vampire side): The sole purpose of pursuing this quest line is to obtain the powerful Ring of the Erudite. Whether you stay a vampire or not is up to you.

    Lost to the Ages: The reward for completing this quest is the Aetherial Crown which, when loaded with the Atronach Stone, will solidify the Electromancer's superiority in magic based battles.

    Notable Electromancy Locations

    Bloodskal Barrow: This is the location of Zahkriisos’s tomb a powerful dragon priest and electromancer from a forgotten age.

    Inner Sanctum of the Forgotten Vale: The spell tome Detect Dead is held by one of the frozen Falmer.

    Labyrinthian: This ancient ruin is only accessible near the end of the College quest line and contains some useful items for the Electromancer, notably the Staff of Magnus. There is also a Slow Time word wall in this ruin. The other two words can be found in Korvanjund, a quest locked ruin attainable during the Civil War quest line, and Hag’s End.

    Mzinchaleft: A full set of Falmer armor can be found in this Dwarven ruin. This dungeon resets every 10 days if you don’t clear it making it a convenient place to get a full set every time you want to upgrade the enchantments on your Armor of the Wild Storm.

    Ragnvald: This ancient Nordic ruin is the resting place of Otar the Mad an ancient dragon priest whose mask boasts some impressive elemental resistance and who wields the powerful Staff of the Storm Wall.

    Saarthal: Another quest locked dungeon, luckily this dungeon is accessible very early on during the College of Winterhold quest line. It contains some very useful items for any mage; among them is the Staff of Jyrik Gauldurson.

    Skuldafn Temple: One of the word walls for the Storm Call shout is located here. This place is quest locked and only attainable near the end of the main quest. Be sure to get this word while you are here since you will not be able to return. The other two words can be obtained at any time and are found at Forelhost and High Gate Ruins.

    Treva’s Watch: Help Stalleo clear his family home of Bandits. He will reward you with the Detect Life spell tome.

    Valthume: Another ancient Nordic ruin that is home to the powerful dragon priest Hevnoraak. It is Hevnoraak’s Staff that we are most interested in.

    White Ridge Barrow: This is the location of the crafting station for spider scrolls allowing you to make some Shock Cloaked Spiders (albino spider pod, salt pile, amethyst). As well as the location of one of the Cyclone word walls, the other two walls are located in Kolbjorn Barrow and Benkongerike.

    Conclusion

    Thank you all for joining me in my final installment of elementalist builds (the Pyromancer and Cryomancer are the other two). I’ve been working on this build on and off for the last year, ever since I released my début build the Pyromancer. The Electromancer is a fun and varied build that allows you to switch things up and play a different way, seamlessly transitioning between long range wizard and close up spellsword, giving it some real longevity. I hope you enjoyed reading this as much as I’ve enjoyed writing it, and I hope you consider electromancy the next time you roll a wizard in Skyrim.

    -Vargr

  • September 13, 2016

    hey vargr i like the build but i was wondering if u meant ancient falmer gear or the heavy falmer gear?

  • September 14, 2016

    Vargr,

     

    I've glanced at your other two mancy builds before, and they truly are a staple for pure magic users. This one in particular, especially the Storm Mage side, is of special interest to me. Lightning is by far the best, and shouts attributed to mighty Kyne, to the storm, just make it all the better. Thank you for an insightful take on this particular aspect of magic. 

    What difficulty were you playing on? I didn't see that, but perhaps I'm just blind.

  • September 15, 2016

    Liked it very much! What difficulty did you play this build on?

  • September 15, 2016

    Thanks guys i'm glad you liked this build.  This build, like all of my builds, was playtested on Adept.  That's not to say they wouldn't be viable at higher difficulties, this one in particular becomes very powerful in the late game, but I havn't playtested them at anything higher than Adept so some of the tactics may not be suitable at a Master or Legendary difficulty.