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Character Build: The Second Horseman of the Apocalypse (Modded)

Tags: #Character Build Villain  #Character Build Mods  #Character Build Ordinator 
  • May 16, 2017

    Character Build:

    The Second Horseman of the Apocalypse: War

    (Modded Build)

     

     

    Concept:

     “Then another horse went forth. It was bright red, and its rider was granted permission to take peace from the earth and to make men slay one another. And he was given a great sword.”

     

    The Second Horseman, Harbinger of War and Destroyer of Peace, rides upon their fiery horse and incites violence and chaos wherever they roam. Their lust for bloodshed is raw and poisonous, infecting anyone in their vicinity with savage urges that they cannot control. The Second Horseman is a brutal God of War and will not stop until all of Tamriel is consumed with barbarity and slaughter. 

     

     

    Build:

     The second installment to my Apocalyptic Horsemen series (Pestilence here // WIP Famine here // Death TBA). 

    Note: To play this you will need Ordinator - Perks of Skyrim and The Four Horse of the Apocalypse. Technically also playable in vanilla, but these two mods are absolutely perfect for this build. (See Optional Mods section for more recommendations)

    Race: Orsimer for their racial power, but in the end, it's what you think looks most intimidating.

    (With Imperious installed you get the Shockwave ability to stomp the earth and stagger enemies during combat).

    Sign: The Warrior > The Lord.

    Shout: I don't use shouts, but Elemental Fury, Disarm and Dismay offer themselves nicely. 

    Stats: 1/2/1 > 1/2/2 (M/H/S).

    Major Skills: Heavy Armor, Two Handed, Illusion, One Handed.

    Minor SkillsSmithing, Block, One Handed, Destruction.

    EquipmentAny gear that looks especially intimidating. Personally, I prefer Orcish, Ebony, Falmer heavy/hardened armor. The Jagged Crown looks great too. If you want unique armor, Ebony Mail is a good option.

    WeaponsGreatswords and maces. I prefer Honed Ancient Nord/ebony/daedric/dragonbone greatswords. Bloodskaal looks terrific for a unique weapon.

    Follower: None, unless you need one at the beginning. You need your horse, however.

    QuestsCivil War, The Final Descent. For Civil War, it's best to not finish the entire questline. War creates chaos - they have no intention of uniting Skyrim under one leader.  

      

    Major Skill Perks:

     

    Heavy Armor

    The Second Horseman is the embodiment of war; a berserker with a bloodlust that cannot be satisfied. Being in the center of the battlefield will require mastery over heavy armor. 

    0 - Heavy Armor Mastery (2/2)

    Armor rating of Heavy Armor increased by 20/40%. You gain a small amount of Heavy Armor experience when wearing at least two pieces of Heavy Armor in combat.

    The Horseman of War revels on the battlefield. This perk is a must to keep them well-protected.

    30 - Battle Weary

    Tired enemies have a harder time defeating your armor. You take up to 20% less attack damage from enemies with half or less Stamina, if wearing all Heavy Armor. The lower their Stamina, the less damage you take.

    Mortals can neither strike down War nor can they keep up with his elegance on the battlefield. They will find that fighting the Horseman of War will tire them quickly.

    30 - Heavy Armor Fit

    Armor rating of Heavy Armor increased by 25% if wearing all Heavy Armor.

    War is a master of heavy armor and opponent's blows stand no chance. 

    40 - Defiance and 50 - Revel in Battle

    You are trained to deflect incoming attacks while wearing all Heavy Armor. Whenever an enemy attacks you, you gain 15 points of armor rating for 10 seconds. This effect stacks. // Defiance also increases melee weapon damage by 3% for 10 seconds. This effect stacks.

    The Second Horseman of the Apocalypse is bloodshed incarnate. War feeds off from the blows dealt to them - those foolish enough to fight the Second Horseman will quickly perish in battle. 

    50 - Born to Fight

    Heavy Armor weighs half as much and slows you down half as much when worn.

    The Second Horseman may be a hulking and intimidating warlord, but they are far from slow. War is quick and agile, maneuvering expertly through the battlefield.

    80 - Rise Above and 90 - Primal Fear

    If wearing all Heavy Armor, you intimidate enemies within 15 feet. They lose 5% attack damage and you gain 5% attack damage for each enemy affected. // If wearing all Heavy Armor, walking (but not running) towards living enemies within 30 feet in front of you may break their confidence, causing them to flee for 8 seconds. 

    The sight of the Second Horseman of the Apocalypse is enough to strike raw terror in their hearts. Watch as mortals cower and flee from your approach. Those who dare attempt to strike down the Horseman of war will find their attacks much less effective.

     


      

    Illusion
    Those near War will most definitely feel the effects: people in his vicinity suddenly are infected with a boiling rage and savage urge to slaughter anyone they see.

    0 - Illusion Mastery (2/2)

    llusion spells cost 35/50% less Magicka, and Illusion spells last 0.5/1% longer per level of Illusion.

    The Second Horseman is a master of the mind, able to force savage thoughts into those around them.  

    30 - Commanding Presence and 30 - Imposing Presence

    You radiate an aura of mystical nobility/charisma that touches allied creatures and people/all within 20/40 feet. Those affected gain 20% extra attack damage and have 20% chance of a critical strike. // Any Illusion spell you cast on those affected is 25% more powerful and lasts 30% longer.

    War's aura is striking and impressive. Those around him definitely feel their power.  

    40 - Kindred Mage and 50 - Fickle Fate 

    Mind affecting Illusion spells are 15 points stronger per level of Illusion (or 30 points if you are the same race as the target). // Hostile mind affecting spells and effects (Calm, Fear, Frenzy) cast on others are between 1 and 40 points stronger.

    War inspires bloodlust in all those in his vicinity. The Second Horseman of the Apocalypse is a master of illusion and can easily look into the minds of mortals and inspire madness and slaughter in them. 

    50 - Terror and 60 - Pandemonium

    Those affected by a Fear spell or effect within the radius of Imposing Presence drop their weapon. // Those affected by a Frenzy spell or effect within the radius of Imposing Presence gain 50% extra attack damage. 

    Few foes can withstand War's aura of horror and rage. The second Apocalyptic Horseman is a master of the battlefield and creates chaos and terror in the minds of those he touches.

     

     Two-Handed

    The Second Horseman is a master warrior - a God of War who strikes down their foes in the most brutal way possible.

    20 - Two-Handed Mastery (2/2)

    Two-handed weapons do 25/50% more damage./, and critical strikes with two-handed weapons do 2% more critical damage per level of Two-Handed.

    War's strength knows no limit and they gladly crush anyone foolish enough to stop their plans for Apocalypse.

    20 - Trained Fighter

    Reduces the Stamina cost of power attacks with two-handed weapons by 20 points.

    A God of War does not tire on the battlefield.

    30 - Clash of Heroes (3/3)

    Attacks with greatswords reduce the target's attack damage by 15/20/25% for 3 seconds.

    Going blade-to-blade against the Second Apocalyptic Horseman will leave your courage faltering as you realise you cannot possibly win. 

    40 - Ferocious Strength

    Power attack damage with two-handed weapons increased by 15% plus 0.1% per point of Stamina. Unlocks decapitations.

    War is an unstoppable force that uses the most savage and brutal attacks to incapacitate their foes. 

    50 - Flee Fool and 50 - Trample

    Forwards power attacks with a greatsword intimidate living enemies, causing them to flee for 6 seconds. Fleeing targets take 40% more damage from greatswords and trip after a few seconds. This effect has a 30 second cooldown per target. // Can perform a two-handed sprinting power attack that deals up to 50% more damage and critical damage to a target above half Health. The higher its remaining Health percentage, the more damage and critical damage is dealt.

    The sight of the Second Horseman of the Apocalypse charging towards you with their greatsword raised is enough to send even the most seasoned warriors terrified and fleeing for their lives. The Flee Fool perk is incredibly useful, especially since it works perfectly with the Terror perk from the Illusion tree - essentially casting a free "Fear" spell and disarming the opponent each time you perform a forward greatsword attack.

    100 - Slayer of a Thousand Sons

    In combat, two-handed weapons deal 5% more damage for each humanoid or animal you have slain in the previous battle, up to 40%.

    The Second Horseman of the Apocalypse's power grows the more bloodshed and slaughter in Tamriel they cause. With each and every creature they slaughter, their influence expands - war feeds the Second Horseman, making them a nightmare on the battlefield.

     

     

    Minor Skill Perks:

     

    Block + One Handed

    Though not essential to the build, these skills are practical. War is master over combat and knowsthe art of block and one-handed well. With nothing but a greatsword, block will be especially helpful in keeping the Second Horseman on his feet.

    Smithing

    Depending on which armor and weapons you opt for, you will be wanting to grab a few perks to keep War's weapons and equipment superior to those they fight. 

    Destruction

    The primary goal when practicing the art of destruction should be unlocking the Flame Cloak spell, so that War can bathe themselves in the flames of war during each battle.

     

    Optional Mods:

    Imperious - Races of Skyrimhighly recommended. With the mod installed you get 3 abilities. Shockwave - ability to stomp the earth and stagger enemies during combat. Bloodlust - On entering combat, Orcs move faster and regenerate faster for a small time. Strength of Steel: Weapons and armor are stronger, but enchantments are weaker. Berserk - 1/day power that doubles your damage for a limited time. Chance to randomly activate in battle.

     

    TESV Rewritten - Arvak (Game Jam version): gives you a flaming red Arvak

     

    Heart Breaker - A Kill Move Mod: A mod for extra bloody fun.

     

     

     

    Gameplay and Roleplay

    The Destroyer of Peace has but one goal: to engulf Tamriel into chaos and create pandemonium wherever they go. Naturally, they will want to join the Civil War (what side is up to you) and spread more violence and mayhem throughout Skyrim - thus, you will want to begin the Civil War but never have intentions on ending it. Their sole purpose is to extinguish life on Tamriel - whether that be by walking up to a bandit camp and slaughtering everyone in sight, or entering guarded forts and casting their aura of rage from the shadows, making other tear each other apart with rage.

    The Second Horseman is a cruel warrior, eliminating any who are unlucky enough to cross paths with him while they wander the lands of Skyrim on their flaming mount. They are always thirsty for bloodshed and for finding opponents worthy of battle. As such, there are a variety of ways to roleplay War and an equally large variety of ways War can bring about Tamriel's End. Be creative and extinguish life as you see fit.

     

     

    Combat Style

    As War, Destroyer of Peace, you radiate boiling rage, inciting all this around you to slaughter anything they see. When not fighting from their fiery horse, the Second Horseman engages combat by casting an aura of bloodlust on his opponent and watching as they tear each other apart. Once bored, they calmly stride to the battlefield and strike down those who dare go against them.

     

    Levels 1 - 15 (approx.)

    War’s true strength lies in their end stage. That's not to say that the last phase is the only fun part - far from it. During Combat, cast Fury on the strongest opponent and watch as War's aura of pure rage infects them, before rushing in yourself and tearing apart the weaker foes. Try to unlock the Frenzy spell as soon as possible. 

    With Imperious installed, use Shockwave when surrounded to stagger and throw enemies to the ground before power striking enemies while they get to their feet. Eventually, you will unlock the Berserk power, which doubles your attack damage for a limited time and may activate randomly in combat - if this happens, go wild and slaughter everyone as quickly as you can.

    Stock up on Healing Potions, as you will be needing them, especially against higher level enemies when you're surrounded. Prioritze and upgrade the Heavy Armour perks as soon as possible, since you will be in the middle of the fray quite often and need to be able to withstand hefty blows. 

      

    Levels 20 - 25 (approx.)

    This is where War slowly starts evolving into a terror on the battlefield.

    The essential perk at these levels is Terror combined with Flee Fool. Begin the battle by casting frenzy in the middle of the fray and watching as the rage of War makes your enemies tear each other apart. For those opponents strong enough to resist your aura, teach them their proper place by performing a forward greatsword attack - with Flee Fool and Terror perks, watch as the enemy drops their weapon and retreats from the sight of the Second Horseman, tripping over themselves in fear. Calmly walk up to them and slaughter them before returning to the fray.

     

    Levels 28+ (approx.)

    Once War has the right perks, they will begin to be an intimidating walking nightmare.

    With Primal Fear, simple calmly walk up to any enemy and watch as the confidence of regular mortals falters, with them fleeing from the sight of you. When multiple enemies are grouped together, focus your aura of boiling rage and cast Frenzy at them, watching as fury consumes their minds and they slaughter each other. While they are occupied amongst themselves, stroll over to the fray, laughing at those who flee from your approach due. Use Flame Cloak to engulf yourself in the flames of war, protecting yourself against any who come too close.

    The sight of War will strike such pure terror in the hearts of mortals that they will abandon all hope: cast Fear amongst the crowd or perform a forward greatsword attack, and with the Terror and Flee Fool perks, watch as foes drop their weapons and run for their lives. 

    Once the crowd has thinned themselves down (or your own bloodlust is strong and you're eager to kill), charge (or calmly stroll over) and destroy the remaining survivors, striking them down in the most brutal fashion possible.

     

    Notes: You will need health potions, plenty of them, at the beginning. This build is insanely fun and feels very powerful, especially once you've got the right perks. It takes a while to get there though, and personally I got impatient many times, but if you stick through with it, the end-result is very rewarding.

    Screenshots of my personal playthrough here.

     

    Photo Credits:

    thebastardson/ vitos/ halycon450/ jackeavesart/ daroz/ thedurrrrian

     

    Special notes:

    A big thank you to everyone who helped out in the Workshop, especially Texas Red (The Thief), Lissette Long-Chapper and Dragonborn1721 for their criticisms and words of encouragement!

     

     

     

  • May 16, 2017

    This came out nice and glad to see it out of the workshop. I will give a more detailed read tomorrow morning, but it looks really good. 

  • May 16, 2017

    Thanks Lisette! Don't know if you noticed, but you're credited at the end :D

  • Member
    May 16, 2017

    Very cool. Love the series. I haven't messed with Ordinator, but honestly this is more than playable on Vanilla or minor MODs. Nice and intimidating.

  • May 16, 2017

    Mottyskills said:

    Very cool. Love the series. I haven't messed with Ordinator, but honestly this is more than playable on Vanilla or minor MODs. Nice and intimidating.

    Thank you! 2 down, 2 more to go!

    Definitely playable on Vanilla - but trust me, you will want to use Ordinator for this because it makes things so much more fun :D

    If you were to play on Vanilla, I think you'd need to focus on magicka a bit more and possibly enchant a greatsword with Fear effect to replicate the perks in Ordinator.

  • Member
    May 17, 2017

    This looks amazing and I love the way this turned out, and it so easy to read which is a plus from me. Also, thanks for the shoutout and I can't wait for the other two.

  • May 18, 2017

    Thanks Mad One! 


    The other two may take a while - but I'll get there eventually! Famine is turning out to be trickier than I thought.

  • May 18, 2017

    This is great Pestilence.  I look forward to seeing what you come up with for Famine, I have to agree that is a tricky one.

  • May 18, 2017

    Thanks Vargr! Really glad you enjoyed reading this. Yes, Famine will be a little tricky to emulate in Skyrim. Feel free to post in the WIP thread for any suggestions and ideas you have! :D

  • May 18, 2017

    Bumping this since i just buried it while restoring tags to old builds.