The Elder Scrolls V: Skyrim Special Edition

The Elder Scrolls V: Skyrim Special Edition

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Rufyhaki Apr 19, 2018 @ 5:53am
Spellsword Ordinator/Apocalypse build
Hi guys, basically I need opinions on my spellsword build, I'm using Ordinator and Apocalypse, like I said in the title.

My idea was to raise Alteration for resistances, Destruction for main magic damage and of course, one handed for the sword.
My doubts though are the following: do you suggest me to go Heavy or Light Armor?
Also, what stats do I increase? I'm thinking 4 Magicka, 2 Health and sometimes I'll throw 1 to stamina.
Do I raise ohter stats I haven't fought about?

I really hope someone who already tried this build with this mods can help me 'cause I want this to work, and it seems so hard to manage so many different abilities at the same time, so I really don't have a master plan.

That's it, thank you in advance!
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Showing 1-4 of 4 comments
MysticMalevolence Apr 19, 2018 @ 6:17am 
Vancian Magic, alteration perk.
It may sound like a hinderance at first, but it's really no worse than any needs mod, and it makes your spells quite powerful and allows you infinite duration for concentration spells (I use this to zoom across the map with dual-cast longstride on my mage character). I find the change from magicka to spell slots to be refreshing and fun, and would work perfectly for a spellsword character that doesn't even rely on their spells. It also means you don't need magicka points right away, so you can put a fair few into health at first.

A spellsword might also benefit from doing enchanting, if I recall correctly that is where Ordinator's main spellsword path is, it'll allow you things like power attacks casting spells and lets you magically augment your gear.

I suggest light armor, as many of them look more like what a mage would wear, and it'll help you reduce your weight to make up for not taking many stamina points. If you ever struggle with armor you could always use an armor spell.

As for points, as I said work mainly on health and a bit of magicka when your alteration is high enough.

A good doom stone would be the Lord Stone, as it grants 25% resistance to physical and magical damage.
Rufyhaki Apr 19, 2018 @ 7:57am 
Originally posted by Dylan the Cartographer:
Vancian Magic, alteration perk.
It may sound like a hinderance at first, but it's really no worse than any needs mod, and it makes your spells quite powerful and allows you infinite duration for concentration spells (I use this to zoom across the map with dual-cast longstride on my mage character). I find the change from magicka to spell slots to be refreshing and fun, and would work perfectly for a spellsword character that doesn't even rely on their spells. It also means you don't need magicka points right away, so you can put a fair few into health at first.

A spellsword might also benefit from doing enchanting, if I recall correctly that is where Ordinator's main spellsword path is, it'll allow you things like power attacks casting spells and lets you magically augment your gear.

I suggest light armor, as many of them look more like what a mage would wear, and it'll help you reduce your weight to make up for not taking many stamina points. If you ever struggle with armor you could always use an armor spell.

As for points, as I said work mainly on health and a bit of magicka when your alteration is high enough.

A good doom stone would be the Lord Stone, as it grants 25% resistance to physical and magical damage.

First of all, thank you for your answer. Now to the main thing, you're right, enchanting allows me to benefit from spell and sword, didn't see before, I will surely do it.

So I guess Vancian magic needs you to rest after finishing your spells, similar to D&D, right? If so, doesn't that really breaks the game pacing?

And last question, if you could answer: do you suggest any specific enchanting on my gear (armor and weapon)?
MysticMalevolence Apr 19, 2018 @ 11:30am 
Like D&D, yes. Vancian magic does require you to rest in a bed you own or have rented from an innkeeper, but I personally don't find issue with this; a majority of dungeons you can clear within the 20 spells if you're careful about them, and as a spellsword you'll always have a weapon to fall back on. it also complements mods like iNeed well, if you use it, as you need to sleep regularly anyways.

If you're not using Vancian magic, I'd suggest enchanting your gear to reduce destruction spell costs. Otherwise I'd suggest going for a carry weight enchantment, fortify health or stamina, or resist magic. Weapon shouldn't matter much, though I would suggest having at least one weapon with a one second soul trap enchantment, to gather more souls for enchanting.
Rufyhaki Apr 20, 2018 @ 2:40am 
Ok, guess I'll give it a try, thank you for taking your time helping me :)
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Date Posted: Apr 19, 2018 @ 5:53am
Posts: 4