Rate my Build [Combat Necromancer]

Post » Sat Jun 09, 2012 3:02 pm

I'm turning into an altoholic, but oh well. My Cleric's only made it to level 26 or so, but I'm getting the itch to start fresh. Here it is:

The idea is to rely on summoned minions but still be viable as a combatant myself, using a conjured battleaxe (hence the 2h perks) and mage armor perks from Alteration. I'll be playing on Master difficulty (no companions) with a neutral evil alignment. Here's the build: http://skyrimcalculator.com/#77885

Question: Smithing is useless to a character using bound weapons and robes, correct??

EDIT: Also trying to decide between Breton and Altmer. Thoughts?

EDIT 2: I took perks out of sneak. I suppose I can sneak without perking it, I chose the silent spellcasting from Illusion instead
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Lynne Hinton
 
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Post » Sat Jun 09, 2012 2:00 pm

Looks solid.

If you are only using bound weapons, then yeah don't bother to smith.

Altmer have those extra 50 magica.. but since you have all those perks in enchanting... I am going to guess you are going to have 100% cost reduction on your conjuration and/or alteration school... guess how much 50 magica matters now?
So as far as advantages go, breton ftw. But this is really more of a personal/RP choice to be made.

Minor add- I assume you have the half cost master perk for dragonskin, that will make the mage armor redundant- I am pretty sure you know this already, and yeah it doesn't become redundant until late game, and yeah it has a short duration compared to ebonyflesh blah blah, just figured I would let you know since you are already consuming 50 perks.

Maybe 1 perk in limbspitter (that is the one for axes right?) to activate criticals. I know people will say it isn't worth it, but the base damages on 2handers are significantly higher than for say- swords. And you will have no other means of increasing your physical DPS, so criticals may come into play.
I'm superstitious that criticals are often activating my finishing moves.
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xemmybx
 
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Post » Sat Jun 09, 2012 1:11 pm


Minor add- I assume you have the half cost master perk for dragonskin, that will make the mage armor redundant- I am pretty sure you know this already, and yeah it doesn't become redundant until late game, and yeah it has a short duration compared to ebonyflesh blah blah, just figured I would let you know since you are already consuming 50 perks.

Maybe 1 perk in limbspitter (that is the one for axes right?) to activate criticals.

About Dragonskin: No, didn't realize this. Maybe I can switch that one point over to Limbsplitter. I didn't know you needed 1/3 to activate criticals. GOOD to know!
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brian adkins
 
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Post » Sat Jun 09, 2012 3:07 pm

This build is screaming for you to be a necro vamp (25% boost to literally everything, check my sig).

I've changed around a few of the perks, some of the 2handed perks are rather useless. Also I'd consider ditching bound weapons, so you can make use of the enchanting skill you have perked, you don't even need a strong smithing skill if you have mastered enchanting, possibly take the steel and arcane smithing perks though.

As you have started with illusion I suggest going all the way, it's incredibly powerful as a necro vamp, I can mayhem literally everyone as the level it affects is 51 for people and animals when fully perked, ~47 for undead (so draugr deathlords are killing each other before I even turn up). So basically my mayhem affects literally everything I come across.

With necro vamp you will be getting 25% boost to any enchanted items, so you can vary your [fortify magic school] enchantments to affect multiple schools, this way you won't need the illusion and conjuration magicka cost perks.

This is very close to my build, but I used all 6 magic schools from the beginning then picked up two handed at level 50 ish. I had 375 armor rating from ebony flesh and then +62 from the lord stone (necro vamp) giving me ample defence for a mage on master.

http://skyrimcalculator.com/#78039
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Gisela Amaya
 
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