My Witchhunter Build

Post » Thu Jun 07, 2012 11:54 pm

So I am thinking of starting a new character for when Dawnguard comes out. I was always interested in the old Witchhunter builds from Morrowind and Oblivion, but never played them.

So here is what I am thinking as a build not only for playing through the Dawnguard faction, but also something versatile enough for the Main Quest, College of Winterhold, and enough utility for all around play.

Race: Nord (for role playing purposes only - I think Bretons would be a strong choice as well)

Main Skills
One Handed - dual wield perks,
Restoration - turn undead, healing is always useful, necromage perk
Archery - crossbows! Need a ranged option for combat
Smithing - someone has to smith those new dragonbone weapons and my light dragon skin armor.

Minor Skills
Enchanting - for making better weapons and armor
Stealth - sneaking around crypts and stealth attacks
Alchemy - never really used it before, but it seems to fit with the lore of the Witchhunter and allows for a range of buffs and poisons
Light Armor - not too many perks in this, but enough to add to my armor rating and still stay stealthy

Suggestions? Modifications?
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kirsty williams
 
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Post » Fri Jun 08, 2012 2:41 am

I would put a lot into enchanting. The banish and turn enchantments fit your build nicely. I know you can turn undead with restoration but an alternative is great. Magic/Elemental resistance is nice to.
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Claire Mclaughlin
 
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Post » Fri Jun 08, 2012 2:23 am

I just looked up the Morrowind build for the http://www.uesp.net/wiki/Morrowind:Classes, and the first thing I notice is that they lack Restoration as a skill. Then again, Turn Undead was a Conjuration effect back then, so perhaps you have it right (Conjuration was a major in Morrowind). Blades were nonexistant, and blunts were a minor skill, so probably bump the one-handed down, the Enchanting up (which was a Major in Morrowind). If you want to be true to past builds, you'll want to take Smithing out entirely and also bump Alchemy up (also a major in the Morrowind build... but I can understand if you just have to have dragon armor. But were I building it, this is how I would do it (using your conventions):

Major Skills: Archery (focus on the "Eagle Eye" side), Enchanting (grab the soul svcking side first, then maybe head up the weapon enhancements), Restoration (Necromage first), Alchemy ("Benefactor" branch for juicing)
Minor Skills: Sneak (assasin branch), Light Armor ("Unhindered"), One-handed (Maces), and Block ("deflect arrows" tree, since you'll ideally be avoiding going toe-to-toe)
Go without Smithing for a game. You can survive without it, particularly if you've got both Enchanting and Alchemy available.

Looks like a fun build. As if I don't already have enough to play. :P
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SUck MYdIck
 
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Post » Fri Jun 08, 2012 2:58 am

I just looked up the Morrowind build for the http://www.uesp.net/wiki/Morrowind:Classes, and the first thing I notice is that they lack Restoration as a skill. Then again, Turn Undead was a Conjuration effect back then, so perhaps you have it right (Conjuration was a major in Morrowind). Blades were nonexistant, and blunts were a minor skill, so probably bump the one-handed down, the Enchanting up (which was a Major in Morrowind). If you want to be true to past builds, you'll want to take Smithing out entirely and also bump Alchemy up (also a major in the Morrowind build... but I can understand if you just have to have dragon armor. But were I building it, this is how I would do it (using your conventions):

Major Skills: Archery (focus on the "Eagle Eye" side), Enchanting (grab the soul svcking side first, then maybe head up the weapon enhancements), Restoration (Necromage first), Alchemy ("Benefactor" branch for juicing)
Minor Skills: Sneak (assasin branch), Light Armor ("Unhindered"), One-handed (Maces), and Block ("deflect arrows" tree, since you'll ideally be avoiding going toe-to-toe)
Go without Smithing for a game. You can survive without it, particularly if you've got both Enchanting and Alchemy available.

Looks like a fun build. As if I don't already have enough to play. :tongue:
They also lack destruction...what happened to burning witches with fire?
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Steve Bates
 
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Post » Thu Jun 07, 2012 9:51 pm

I thought it redundant to have two options for ranged combat (archery and destruction) so I picked one that seemed truer to the vampire hunter archetype (archery) plus I want to check out these crossbows when they show up.
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matt white
 
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Post » Thu Jun 07, 2012 4:12 pm

And you can always enchant your bows with fire.

Sir Bedevere: What do you do with witches?
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Javaun Thompson
 
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Post » Thu Jun 07, 2012 3:31 pm

http://www.gamesas.com/topic/1370903-the-slayer/page__p__20710845__hl__the%20slayer:%20build__fromsearch__1#entry20710845
Scroll to the top of this thread
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carley moss
 
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Post » Fri Jun 08, 2012 3:20 am

I think I'll re-post my own witch-hunter build, using my new "perks based" build strategy.

Enchantment : Soul Siphon, Fire Enchanter: 4 perks. Minimum value: 40
Soul siphon to keep your enchanged bow charged automatically; fire enchanter to improve your fire enchanted bow.

Restoration: Necromage: Necromage: 3 perks. Minimum value: 60
For obvious reasons

Alchemy: Benefactor: 3 perks. Minimum value: 30
This is primarily for a power boost, and because Morrowind witchhunters were alchemists. I just get this image of the crusty witchhunter constantly "juicing".

Light Armor: Custom Fit: 2 perks. Minimum value: 30
Just for a little extra protection. Ideally, you'll be avoiding close combat.

Stealth: Deadly Aim: 3 Perks Minimum value: 40
For obvious reasons

Archery: Ranger: 4 Perks. Minimum value: 60
I needed to find a "stopping point", since clearly Archery is the "master everything" tree. I "finish" the build at "Ranger" since I see this guy being quick in close combat

One-Handed: Bonebreaker: 3 Perks. Minimum value: 30
Just to make it clear his one-handed is for maces.

Block: Quick Reflexes: 2 Perks. Minimum value: 30
Just to make it clear he "does blocking" and to create opportunities to do awesome "bullet time" type maneuvers in melee.

So this build is "done" at level 24 (wow!), with the following skill values:
Archery: 60
Restoration: 60
Stealth, Enchantment: 40
Alchemy, Light Armor, One-Handed, and Block: 30

Since you'd obviously want to play with him "unfinished", what would you guys regard as early priorities vs. later priorities?
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Wanda Maximoff
 
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Post » Thu Jun 07, 2012 5:59 pm

I think I'll re-post my own witch-hunter build, using my new "perks based" build strategy.

Enchantment : Soul Siphon, Fire Enchanter: 4 perks. Minimum value: 40
Soul siphon to keep your enchanged bow charged automatically; fire enchanter to improve your fire enchanted bow.

Restoration: Necromage: Necromage: 3 perks. Minimum value: 60
For obvious reasons

Alchemy: Benefactor: 3 perks. Minimum value: 30
This is primarily for a power boost, and because Morrowind witchhunters were alchemists. I just get this image of the crusty witchhunter constantly "juicing".

Light Armor: Custom Fit: 2 perks. Minimum value: 30
Just for a little extra protection. Ideally, you'll be avoiding close combat.

Stealth: Deadly Aim: 3 Perks Minimum value: 40
For obvious reasons

Archery: Ranger: 4 Perks. Minimum value: 60
I needed to find a "stopping point", since clearly Archery is the "master everything" tree. I "finish" the build at "Ranger" since I see this guy being quick in close combat

One-Handed: Bonebreaker: 3 Perks. Minimum value: 30
Just to make it clear his one-handed is for maces.

Block: Quick Reflexes: 2 Perks. Minimum value: 30
Just to make it clear he "does blocking" and to create opportunities to do awesome "bullet time" type maneuvers in melee.

So this build is "done" at level 24 (wow!), with the following skill values:
Archery: 60
Restoration: 60
Stealth, Enchantment: 40
Alchemy, Light Armor, One-Handed, and Block: 30

Since you'd obviously want to play with him "unfinished", what would you guys regard as early priorities vs. later priorities?


Looks good. I may borrow some of this build when I start my Witchhunter.

Rather than Block, I may just rely on Wards from the Restoration skill and put more effort into other skills.
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Tinkerbells
 
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