jarif
Well-Known Member
Dragonborn is hours and hours away for Europe.. and i have been thinking i wanted to be a dual wielding paladin badass for my Nord warrior once i beat the MQ of it but lately iv been thinking of adding necromany (conujuration) which i think is ironic for a paladin and i saw there wasnt a ''death knight'' build so figured i make my build and roleplay into a ''Dark Paladin'' which i made up.
The idea is there is holy and unholy elements kinda like a anti-hero. I hope i can get feed back on what have chosen.... (its just basicaly a paladin but with more added to it)
One handed - 5/5 arsman, fighting, stance, critical charge, savage strike and 2/2 dual flurry
Archery because i would like to have a crossbow and auriels bow - 5/5 overdraw, eagle eye, powershot (i might not need this because crossbows have 50% stagger all the time), and 2/2 steady hand
Grab everything for heavy armour except the left route
Shield is optional but if i did it would be - 1/5 block, deflect arrows, elemental protection (possibly unnecessary since i will use alteration) and quick reflexes
Smithing - everything except glass Armour and advanced Armour
Enchanting - everything in middle route
Restoration - everything except dual casting
Conjuration - expert, everything in middle route and 1/2 summoner
Alteration - everything except mage armour and just 1/3 magic resistance
The idea is there is holy and unholy elements kinda like a anti-hero. I hope i can get feed back on what have chosen.... (its just basicaly a paladin but with more added to it)
One handed - 5/5 arsman, fighting, stance, critical charge, savage strike and 2/2 dual flurry
Archery because i would like to have a crossbow and auriels bow - 5/5 overdraw, eagle eye, powershot (i might not need this because crossbows have 50% stagger all the time), and 2/2 steady hand
Grab everything for heavy armour except the left route
Shield is optional but if i did it would be - 1/5 block, deflect arrows, elemental protection (possibly unnecessary since i will use alteration) and quick reflexes
Smithing - everything except glass Armour and advanced Armour
Enchanting - everything in middle route
Restoration - everything except dual casting
Conjuration - expert, everything in middle route and 1/2 summoner
Alteration - everything except mage armour and just 1/3 magic resistance