Hi, I was playing Dead Island earlier with "Who Do You Voodoo" blasting away on my computer, when it got to the part of "I got a zombie army, you can't harm me" I got the idea for a new class:
The Witchdoctor:
This build is pretty much centered off the fact of "Voodoo Zombies" (Which aren't really dead, but close to). The Witchdoctor uses a variety of curses, the power of the elements, necromantic magic, and the power of Illusion to destroy his enemies and to bend them to his/hers will.
)
This build has the Role-playing involved as well (although you can just skip past it). You don't have to Role-play this build at all.
How to Role Play as a Witch Doctor: Witchdoctors live on the outskirts of society, seen as outcasts. You will not go into the bigger cities very often, if at all. You should only do so for quests. Go to one of the smaller towns if you need supplies you can't get off of the land (such as soul gems). Live in one of the various shacks you encounter (such as Anise's Cabin, which comes with an alchemy lab) or if you have Hearthfire build one of those houses. Avoid guilds all together (The College of Winterhold is an exception, just complete the first quest to get access to the vendors). You can join the Dark Brotherhood because they will accept you. Living off to land pretty much gives you access to fur and leather armor (although if you must you can use robes). Do as many Daedric quests as you can, because you won't be smithing you can get access to some pretty great equipment. The Witchdoctor has no morals, feel free to indulge yourself in quests such as Namira, Molag Bol, Boethia, etc. You can marry if you want, but when your trying to go back outside and do some evil deeds hearing ("Hello Love" kind of diminishes the feel of being a merciless Witchdoctor). That's just a little bit on how to role play as a Witchdoctor, make sure to have fun!
Race: Argonian/Dunmer/Redguard
Standing Stone: The Ritual/Serpent/Shadow
Skills:
Primary:
Conjuration
Destruction
Enchanting
Secondary:
Alchemy/Restoration (For RP, go Alchemy)
Illusion
One Handed/Light Armor (For RP I would go light armor since you won't be wearing robes, fur or leather armor would work)
Notes on Skills:
Conjuration: This is a mix of defense and offense. Your defense is going to be your dead thralls (or dead raised temporarily) soaking up damage and dealing it for you. For offense you can conjure up a bound weapon and attack with that.
Destruction: This is your primary source of damage, you can use whatever elemental spell you want. However for RP I would go Fire and Shock spells. Take perks increasing the damage and reducing the cost of them as soon as you can to maximize your damage potential.
Enchanting: You aren't going to be wearing robes except when you start off and need to level your enchanting. You should enchant your zombie's weapons and armor as well as your own.
Alchemy/Restoration: I would go alchemy for the rp feel of crafting poisons, but I prefer restoration since you can heal your zombies, use whatever you prefer.
Illusion: This great for getting out of fights and helps with the "I'm a all powerful being" feel. This should be a primary skill is you plan on playing above adept or expert.
One Handed/Light Armor: If you play on Adept or lower I would go the one handed route because if you run out of magicka you have something to fall back on, armor perks won't be very important either. If you play on expert or higher, light armor allows for extra protection and helps you make greater use of the fur/leather armor. If you are just using the build then use whatever light armor you like.
I've tried this build out recently, and I'm loving it so far. I only have to tune the difficulty down if my zombies are being killed and I get swarmed. (I play on Master, sometimes adept or legendary, it depends on the situation) I the RP expect of it is fun, sometimes a little annoying because of the limited city contact.
Let me know what you think about the build, and if you try it out yourself what you think. I'm open to suggestions on how I can improve it as well.
Note: I feel this build would work better in Oblivion because of the spellcrafting system (For a curse I could create a spell that did say: 20 Fire damage over 5 seconds and Damage Fatigue 15).
The Witchdoctor:
This build is pretty much centered off the fact of "Voodoo Zombies" (Which aren't really dead, but close to). The Witchdoctor uses a variety of curses, the power of the elements, necromantic magic, and the power of Illusion to destroy his enemies and to bend them to his/hers will.
)
This build has the Role-playing involved as well (although you can just skip past it). You don't have to Role-play this build at all.
How to Role Play as a Witch Doctor: Witchdoctors live on the outskirts of society, seen as outcasts. You will not go into the bigger cities very often, if at all. You should only do so for quests. Go to one of the smaller towns if you need supplies you can't get off of the land (such as soul gems). Live in one of the various shacks you encounter (such as Anise's Cabin, which comes with an alchemy lab) or if you have Hearthfire build one of those houses. Avoid guilds all together (The College of Winterhold is an exception, just complete the first quest to get access to the vendors). You can join the Dark Brotherhood because they will accept you. Living off to land pretty much gives you access to fur and leather armor (although if you must you can use robes). Do as many Daedric quests as you can, because you won't be smithing you can get access to some pretty great equipment. The Witchdoctor has no morals, feel free to indulge yourself in quests such as Namira, Molag Bol, Boethia, etc. You can marry if you want, but when your trying to go back outside and do some evil deeds hearing ("Hello Love" kind of diminishes the feel of being a merciless Witchdoctor). That's just a little bit on how to role play as a Witchdoctor, make sure to have fun!
Race: Argonian/Dunmer/Redguard
Standing Stone: The Ritual/Serpent/Shadow
Skills:
Primary:
Conjuration
Destruction
Enchanting
Secondary:
Alchemy/Restoration (For RP, go Alchemy)
Illusion
One Handed/Light Armor (For RP I would go light armor since you won't be wearing robes, fur or leather armor would work)
Notes on Skills:
Conjuration: This is a mix of defense and offense. Your defense is going to be your dead thralls (or dead raised temporarily) soaking up damage and dealing it for you. For offense you can conjure up a bound weapon and attack with that.
Destruction: This is your primary source of damage, you can use whatever elemental spell you want. However for RP I would go Fire and Shock spells. Take perks increasing the damage and reducing the cost of them as soon as you can to maximize your damage potential.
Enchanting: You aren't going to be wearing robes except when you start off and need to level your enchanting. You should enchant your zombie's weapons and armor as well as your own.
Alchemy/Restoration: I would go alchemy for the rp feel of crafting poisons, but I prefer restoration since you can heal your zombies, use whatever you prefer.
Illusion: This great for getting out of fights and helps with the "I'm a all powerful being" feel. This should be a primary skill is you plan on playing above adept or expert.
One Handed/Light Armor: If you play on Adept or lower I would go the one handed route because if you run out of magicka you have something to fall back on, armor perks won't be very important either. If you play on expert or higher, light armor allows for extra protection and helps you make greater use of the fur/leather armor. If you are just using the build then use whatever light armor you like.
I've tried this build out recently, and I'm loving it so far. I only have to tune the difficulty down if my zombies are being killed and I get swarmed. (I play on Master, sometimes adept or legendary, it depends on the situation) I the RP expect of it is fun, sometimes a little annoying because of the limited city contact.
Let me know what you think about the build, and if you try it out yourself what you think. I'm open to suggestions on how I can improve it as well.
Note: I feel this build would work better in Oblivion because of the spellcrafting system (For a curse I could create a spell that did say: 20 Fire damage over 5 seconds and Damage Fatigue 15).