Skyrim Character Building » Discussions


Character Build: The Battlemage Sellsword

Tags: #Character Build Spellsword  #Character Build Battlemage  #Rank:Exemplar 
  • Member
    May 4, 2013

    Nice one Warlocksg, I enjoyed the history of the class at the begining as it is something I'd never followed before. I always felt conflicted in Oblivion about whether or not to create my own class or take a ready made one because I have always liked the avatar and flavour text present in the standard classes. I found they helped me stay in character.

    In fact, that trip down memory lane would have been complete had you to have included the flavour text of both classes along with there pictures.

    That aside, I enjoyed the little descriptions of your enchanted gear; very reminiscent of AD&D magical item descriptions.

    I enjoyed reading and liked the format too!

  • Member
    May 4, 2013

    Psi, you take it way too personal man! You play a battlemage as you like, Warlock plays a battlemage as he likes, and he just shared his opinion and the way how to play it. If you don't like it, say you don't like it, but it's pointless to make a flame wars.

  • Member
    May 4, 2013

    For once, I agree with Psi. People are going to have their own definition of a battlemage, and that will be different with everyone else. Add spellsword in there and you got yourself a massive flamewar just waiting to happen. I would take that out if you don't want to start a flame war. It's a well made build though!

  • Member
    May 4, 2013
    Like if the Bloodskal Blade's energy was classified as destruction and we could pump it with destruction potions!!!
  • May 4, 2013
    Why 3/5 Armsman and 2/3 Bladesman? Hasn't the latter been tested to be complete crap (only adds base damage), and so wouldn't you be better off with just 5/5 in the former?
  • Member
    May 4, 2013

    Hi No Snakes Alive, 

    Yea, it has been tested, though it was actually a personal preference. See, for this toon, I had already enchanted my gloves and slapped on a potion of fortify restoration before i equipped my gear. The result? well... should be kinda obvious... i got over 100% from this trick (it boosts the enchant value on the gloves to 57% or something like that, due to necromage as well).

    Aside from it being over 100% and redundant, since I am doing a non stop dual weild power attack, the chance for it to proc is more that way.

    This combined with the fact that I had wanted to keep this build within level 50, led to the current build up. Of course if you want to bring this to end game (lvl 81), your suggestion, as well as extra skills can be taken into context.

    Hope this helps :) 

  • Member
    May 4, 2013

    Hi Phil, 

    Thanks mate...It has been sometime since my last build and I am still working on some of the other promised commitments to the "warlock path" builds. This one was lying in my inventory for a long time, so I just released it to get it out of the way.

    Glad you liked it 

  • Member
    May 4, 2013

    Hi Nelaf,

    Thank you!  I have seen some of your works as well and I must say, they are fantastic as  well! I am glad you liked it, though if you happen to find anything wrong with this or any other builds of mine, please do let me know.

    Thank you.

  • Member
    May 4, 2013

    Hi Ben,

    As always, thanks for the advise. I will hit up mason's last 2 builds to see the difference and explore the possibility of including that technique in either via re-vamp of this build or include it in the next one.

    However, just to check, in this build, the first (Main picture) and the second (the one where i display the modded pic with gear) are the only ones that... i guess, break the flow? The rest is ok right? The ones with the perks, enchants and poisons seem to be integrated... least from what I can see.

    Let me know your views on this aye? Perhaps i can do something to improve on this area.

    Thanks. 

  • Member
    May 4, 2013

    Yeap, indeed. I would love it if they introduced the older spells into an expansion of Skyrim (if they ever re-take the effort to make the Redguard DLC), cause most of the spells in Morrowind and Oblivion were super awesome!

    Spells like those vampiric in nature, or even utility spells like "open Lock" was super cool and really fits what it means to be a, let's say, mage/thief combo. I mean, even telekinesis had some use back then (open locks and set of traps from afar anyone?)

    It's like skyrim actually forced us to use the lockpicking mini-game, exposing us to the unwanted timeframe and lockpicks mechanic... not to say it's bad, but it just feels unnecessary for players like me, who prefer a more magey approach.