Skyrim Character Building » Discussions


Character Build: The Sapiarch

  • Member
    March 25, 2015

    ... And the album is up: http://imgur.com/a/47V3g#0

    Enjoy!

  • Member
    March 25, 2015

    Just for the record, we did use flesh spells. They still don't provide as much protection as armor does in the endgame, and I didn't always have mine active (you can actually see a couple times in the video when I initiate a fight without the cloak). But in most fights, Ebonyflesh was used. You certainly don't need to use it if you run this build though!

    If you don't want to use flesh spells, I'd probably recommend using armored boots and gauntlets to at least give yourself some protection. Maybe elven, or chitin? Pretty much whatever you like the look of should work out well enough.

    Another way to gimp the character would be to stay unarmored, and use Flesh spells, but not pick up all three tiers of Mage Armor. If you do use flesh spells, you can use any unarmored gloves/gauntlets. Or no gloves at all, which may be the better option since there aren't many options on that front. Thalmor gloves might work for you if you want something unarmored and don't want your hands to be bare.

  • Member
    March 25, 2015

    Damn. Solid, solid build. I love it when builders tap into the vast wealth of seemingly pointless TES lore out there and tie it into Skyrim characters, and this is a great example. Fantastic role playing. I'm sure we've all played a renowned scholar character at some point, but playing a character that's Alinor's authoritative voice on not just bookish mage stuff, but on magical combat... just such a thematic and immersive feel. Great job guys 

    One question though: The infinite stamina glitch was a brilliant find, and I can't even begin to list all the applications it could have, but, why this build? It doesn't really seem like it needs it to me.

  • Member
    March 25, 2015
    Stamina is great but in all honesty there aren't that many applications for it. You can run, power attack, bash, and use a couple artifacts. The endless stamina fit this character because the Witchhunter class is supposed to be incredibly mobile. We also got to rock unlimited power attacks in close combat and perhaps one of the most unique uses for unlimited stamina: unlimited steady hand. You can play most of the game in slow motion if you want because of this perk! There's a reason you see steady hand listed in almost every archery build ever.

    Glad you enjoyed the build! (:
  • Member
    March 25, 2015
    Awesome work as ever Tecaiser! Love everything
  • Member
    March 25, 2015

    Lots of stuff I like about this build: the unlimited stamina for an archer is a sweet choice, and it gives off a vibe of an arcane witchhunter that can push himself to supernatural levels in pursuit of the evil he hunts... that's sweet. Keeping that power mainly for Archery rather than spamming power attack after power attack keeps things from getting godly, and I can appreciate that as well.

    I'm assuming that for your One-handed weapon you used the bound sword to complement the bound bow (at least I hope so, because I love builds that rely on bound weapons... no carry weight, powerful in the early game when you are so fragile, but a challenge later when the character develops and has a few more tricks up his sleeve). Also, the Hooded Dunmer clothing is a fantastic look for this build--arcane and witchhunter-ey all at the same time.

    As always, your Alchemy is a huge seller and it really compliments the style of play you two are going for with this build, and your signature tactics are solid and not overly complicated (which helps ensure that they will actually get used somewhat regularly).

    I have to say, this is totally worth the wait: just a super solid, easy to access and unencumbered build that gets right to the point and proves just how awesome it is to play. And I agree with the rest... dat last screenshot--Bees. Knees! Again, great work on this, you two!

  • March 26, 2015

    I'm going to start by praising this build. I can't lie, it has to be one of my favorite builds to date. I'm not exaggerating, this build brings forth such an interesting mechanic with Infinite Stamina. Congratulations to the both of you.

    Now Teccam...that was your video, correct. I must say it was ridiculously awesome.

    Anyway quick question. Does the Infinite Stamina glitch cause you to hit 0 but still not run out or does it just not move.

  • Member
    March 26, 2015

    Thanks, Shinny Shin Shin. Yup, we did use the Bound Sword. Since we've had a couple of spell-related questions, I'm thinking maybe we should add a quick line, like:

    • Spells » Fireball, Bound Bow, Bound Sword, Ebonyflesh

    Just to make things a bit more clear ... Will do that shortly. (The Bound Sword does make a few appearances in the video, btw!)

    We were both instantly sold on the Hooded Dunmer Outfit. And yeah, keeping things from getting overly complicated was important, to keep gameplay streamlined, and minimize menu diving!

  • Member
    March 26, 2015

    Thanks Ben. It's truly incredible being able to sprint everywhere, anytime, non-stop. I may actually go ahead and do a couple of "time trials" tomorrow, that's a cool idea!

    The Archery Ring is definitely not required, for what it's worth. One-handed might be a better option, since the Bound Sword tends to be slightly weaker in the endgame and the Bound Bow continues to dominate. I was actually running with a Destruction ring for most of my playthrough, but it became redundant; this guy has solid Magicka Regen and a high Magicka pool, and the spells are all fairly cost-effective.

    Steady Hand + Ranger + Infinite Stamina was pretty essential in our eyes. You said you would've liked to see more use of that infinite Stamina trick — well, I'd argue that's the single most awesome use it has to offer ... Except perhaps infinite Shield Charge: Now that is overpowered! I definitely accept your perspective on the archery setup being too powerful, but I won't make any apologies for it. It was a riot to play that way and I wouldn't get rid of that without a fight! I suspect Kaiser feels the same way.

    For Restoration, I feel Poison Rune is a lot less viable as a leveling tactic without the Adept perk. Also, as I mentioned to Shin, I think Kaiser and I both preferred to minimize menu diving. We originally were going to pursue the Adept Restoration spells like Stendarr's Aura and Vampire's Bane, but ultimately we needed to conserve a few perks, and it seemed superfluous to invest in both Destruction and Restoration for the same thing (i.e., taper damage). We went with Destruction because it has a higher maximum damage output, and because it's easier to come by the ingredients for +125% potions than for Restoration. And because we went all-in on Destruction, Turn Undead would have felt a bit forced IMO, when you can blow them up with Fire spells.

    Having said all this: You're certainly welcome to avoid training and use those techniques if you ever play this character! And I'd love to hear how it works out if you do. Personally, I think the Florentius angle was a lot cleaner and simpler. Plus it's the perfect way to unload the dozens of spare potions you'll have from training Alchemy, since normally you'd need the Merchant perk and a vendor trainer. In fact, I actually think the Florentius vendor/trainer thing is one of the cooler discoveries this build brings — I know I'll be using it on future Restoration characters!

    One possible alteration to accommodate your ideas: Ditch Destruction, and go all-in on Restoration. Turn Undead, Poison Rune, Stendarr's Aura, Vampire's Ban, anything and everything. Maybe even try out some wards, using Vazgen's treatise. You could even go so far as to make yours the "Sapiarch of Divine Intervention" or something equally cheesy (lol) to evoke a crusader vibe. The character is pretty malleable I think, it would work well with that change! But I still stand by the build we've presented.

    As for the weapon: It's mentioned in the "signature tactics" and I've also added a line for spells that includes the Bound Bow. We never really attempted to build "around" the bow, it was just the best weapon for the build. We have several means of making the bow better, beyond many other archers, but the bow itself is not of particular import to the character, beyond simply fitting the bound weapon theme, and of course its low weight, FREE DAEDRIC ARROWS, high damage, FREE DAEDRIC ARROWS, cool aesthetic, and, oh yeah, FREE DAEDRIC ARROWS!

    The thing is, I feel like most people are already aware of the BB's natural advantages, so is it really necessary to expand on them in the writeup? I'm not sure what else we can really say about it — other than, I suppose, that the bow comes with FREE DAEDRIC ARROWS — but if you have something specific you think we could/should add, we'll be happy to consider it!

    Thanks for some very good feedback and constructive criticism, Ben. I hope my answers have been satisfactory. 

  • Member
    March 26, 2015

    Thanks a lot, DB! Yup, I made the video. You can see how the Stamina behaves toward the end, when I transition from the dragon battle to the sprinting sequence. (You can also see it in the video I posted in a comment on page 1 of this thread.)

    What happens, in case the videos don't display it well enough, is that your Stamina will get down to a tiny sliver, but never be fully empty. You never get that "out of breath" deal where your Stamina doesn't begin to refuel for 3-5 seconds. I didn't actually open my menu to see whether it reads "1" or "0", but it doesn't really matter either way; the result is the same: free Stamina for everyone!