The Elder Scrolls V: Skyrim Special Edition Character Build for Ordinator: The Bloodsoaked Berserker

The Elder Scrolls V: Skyrim Special Edition Character Build for Ordinator: The Bloodsoaked Berserker 1 - steamsplay.com
The Elder Scrolls V: Skyrim Special Edition Character Build for Ordinator: The Bloodsoaked Berserker 1 - steamsplay.com
“That is one… big… Orc.”

 
 

Created By: Eugenides_of_Attolia

 
I am not the original creator of this build!! I pretty much just migrated the entire page and input of the creator of this build. This is mainly to share this amazing build with steam and reference for myself. 
 
 

Required Mods

 
Ordinator, Apocalypse, More Apocalypse, Thunderchild, Sacrosanct, Imperious, Andromeda, Wintersun, Wintermyst, Patron Gods, Racemenu (optional, but I like to use the height slider to make this character enormous) 
 
 

Race

 
Race: Orc Vampire. It’s true that Altmer and Bretons make incredibly powerful vampire mages, but Orc vampires are unsurpassed in terms of melee combat effectiveness. Their racial abilities and the Vampiric abilities added by Sacrosanct make them into unstoppable war machines. 
 
 

Standing Stone

 
The Warrior at early levels, then The Lord once you’ve gained the Blood Knight ability from Sacrosanct and put enough points into stamina. 
 
 

Patron Deity

 
Malacath. It’s true that vampires are the spawn of Molag Bal, but Malacath is the patron of orcs, the betrayed, and the spurned. And who is more rejected and loathed than a vampire orc? His blessing, worshipper power, and devotee ability all synergize perfectly with this build, and the patron god power is just a little more flavor to add to the OP nature of this build. Omit this mod if you want, but I’ve taken a liking to running this alongside Wintersun. 
 
 

Primary Skills

 

 
 
 

Two-handed

 
The unparalleled champion of power attacks, your choice of weapon is up to you. For sheer destructive power, the warhammer is perfect for smashing your foes to dust. Otherwise, greatswords offer my favorite weapon perks of any weapon that Ordinator supports. I personally like to use the Bloodskal Blade for the endgame weapon of this build, but it’s ultimately up to you. The battle-axe perks are generally specific towards living targets, so I generally don’t use them, but they do look the part of a brutal slayer’s weapon. Take whichever perks you favor. The important perks to take are the mastery perks, Trained Fighter, Ferocious Strength, Trample, Massacre, Bearhide, Enter the Arena, and Voice of Rage and Ruin. For that last, I like to leave Berserker Rage equipped to increase the odds that it will trigger on top of the random procs it already comes with. BLOOD AND DEVASTATION! I would advise that you pick one weapon style to master, as this build is a bit perk heavy. 
 
 

Heavy Armor

 
You’re not some nancy sneak archer or skirmisher, dodging and dancing about like some kind of foolish harlequin. You are a titanic colossus of blood and fire, and your armor is a reflection of this. Literally, the more enemies you have hacking at you, the stronger you become. Take every perk except for Face of Death, (you’re not a supermodel with flowing hair. You are death incarnate, and your terrifying glowing eyes shine with murderous rage from the slits of your helm. Plus extra enchanting slot) Cushioned, (pretty useless perk IMO) Lead the Tempest (up to you, for this build I don’t take followers or use skeletons, so it’s pointless). Everything else is up for grabs, and the farther you perk into this skill, the more unstoppable you become. For Warbringer, I suggest the Dark Brotherhood banner, because it’s the only one with a dark motif that I liked. Ultimately up to you though. 
 
 

Block

 
This skill is stupidly powerful for melee characters, even those that don’t use shields. Bashing isn’t a super important aspect of this build, but feel free to perk into it if you like. Don’t take the shield related perks obviously, but perk into everything else you deem important. This skill adds a lot of survivability to your character in the early and mid game, and remains useful all the way to the end. 
 
 

Destruction

 
“But Eugenides, magic is for the weak. Pick up some steel if you want to fight me.” Shut up for a second and listen. Completely ignoring magic in any build is dumb, because it offers so many dynamic options to augment non-magic characters. In this case, dynamics are being canned in favor of the blazing fury of Pyromancy. Take the mastery perks (these also empower your hemomancy spells, more on that later) all the fire related perks except for Pyromancer Ascension, (you won’t be spamming fireballs with this build) the Elemental Specialization perk for fire spells, Dual Casting, and the big daddy perk of this build: WAR OF THE ELEMENTS. So, now it’s time to address the questions. “Why fire? Aren’t vampires afraid of fire?” Maybe Molag’s squirming little sneak thieves are, but you are a pillar of monstrous rage. You sneer at such pathetic weakness. The boiling rage inside you manifests itself as a literal vortex of fire, and that rage reaches out to burn your enemies to cinders. That’s right, the only fire spell you’ll be using is Flame Cloak. The reason for such a heavy perk investment for one spell? That’s where War of the Elements comes into play. Flame Cloak procs all of the Pyromancy perks that you invest in, leaving your foes burning and screaming in agony in your wake. Attach it to Ocato’s Recital to get a free cast every battle! Additionally, with War of the Elements, you do an extra 40% damage to enemies caught in the flames. In short, enemies foolish enough to stand their ground and duel you will find themselves engulfed in the fires of your rage, and will either flee, be burned alive, or find their death on the end of your massive weapon. The only other destruction you’ll be using is the basic Blood Seed spell from the hemomancy line of spells that come from Sacrosanct. Details further down. 
 
 

Secondary Skills

 

 
 
 

Enchanting

 
Not a whole lot of investment here, just the crafting side of the tree (I suggest saving the preserver perk point investment for something more important, but if you like that extra bit of cash, go for it) and the more important part: Spellscribe! The choice for your stored spell is pretty obvious, and that spell is Blood Seed. The damage the spell causes is minimal, but by feeding on four powerful mortals during the Blue Blood quest, you gain a passive ability called Tooth and Claw. With it, you deal an extra 25% melee damage to enemies affected by a hemomancy spell. Note that it says hemomancy, not blood seed specifically. It’s true, you could use Blood Ankh or Profaned Sun, but those are already stupidly powerful, and they remove the fun part of decapitating your enemies and bathing in their blood. It also lasts for quite awhile, increasing the effectiveness of Tooth and Claw. As a rule, I try to avoid blood magic due to its OP nature once you gain the right Vampire Lord perks, but this one just works so well with Spellscribe. 
 
 

Smithing

 
This is mostly for acquiring Dragonplate armor, (your endgame gear) and for improving said gear. Having high smithing also increases your favor gains with Malacath, so it’s a permanent investment. No gaining OP armor and weapons, then ditching all that investment to put your perks elsewhere. Take the perks required to get Dragonplate, and anything else you like. (No autocannons. You do not build, you smash.) Sandstone sheath is interesting, because it gives you an incentive to strike quickly for some extra damage, and it pairs well with Trample’s sprinting power attack. Smithing Specialization and Iron Lore are neat too, and it’s up to you whether you want to add more damage to your already stupidly powerful attacks, or get some more armor rating to reach the cap. 
 
 

Restoration

 
“Restoration is a perfectly valid school of magic.” There’s more truth to that than you know, lady. You’re not healing yourself with this, by the way, at least not actively. Your main focus is getting the Pilgrim perk and the Gods and Mortals perk to empower your blessings. No, you will not be smiting enemies with holy light, and disease spells make you furious. Why make your foes rot when you can obliterate them with your weapon? No, your focus is improving your connection with your patron deity, and if you have the perks to spare, Warriors Flame adds a neat passive to your character. The only other reasonable perk to take here is Hallowed Burial, for fighting those stubborn undead. I use Bring Your Silver, so undead enemies in my game are very dangerous. If you already mow through those pesky Draugr Deathlords with ease, then save this investment for elsewhere. 
 
 

Vampire Powers and Perks

 
Whew, that’s a lot to take in. Those are your perk choices, now it’s time to discuss Sacrosanct. Being a vampire is central to this build, but vampires are generally evil, and you’re not necessarily that. I would place this character at Chaotic Neutral in terms of alignment, and leave it up to you who to side with and join. I personally use a mod that allows vampires to join the Dawnguard, (they tolerate Serana, why not me) not because I like them, but because I can’t stand the Volkihar. They’re obnoxious, lazy, slovenly, and haughty. I take great pleasure in seeing their terror as I come charging up the drawbridge of their stupid clubhouse, swinging my giant weapon wreathed in fire, and howling for their blood and souls. Brutal. As for the other guilds, I generally join them all because I’m a completionist and can rationalize reasons for becoming a member of all of them. But, I’m getting off track. This paragraph is about being a vampire. Your primary goal is to finish the Blue Blood quest as fast as you can, to gain the Daywalker effect and negate that irritating daylight penalty. All the other abilities are nice, (though Mytherceria becomes annoying once Daywalker is gained. I prefer to remove this one via console because I like to sell things to merchants, and having the doors closed longer just prolongs my wait) but the final ability is the one to rush for. As for the Vampiric Age abilities, my personal preferences are Blood Knight, as it pairs extremely well with the Orc vampire racial for replenishing stamina. Cauldron of Fire for more melee damage, then using Blood Knight to replenish satiation to max. Dance with the Beast to give Wassail a purpose other than an obnoxious detriment. (it’s like a Berserker Rage that hurts you) King Among Kine to retain vampiric abilities after feeding, and Harvest Moon for some free blood potions when you drain people. I usually visit the guard barracks in Markarth whenever I’m in town and drain all the guards for hemomancy progression, blood potions, and Kiss of Death empowerment. It’s fine, they’re all corrupt bastards anyway. I feel no remorse. 
 
But there’s one more aspect to vampirism that hasn’t been covered: vampire lord powers. This build isn’t a Count Vlad Drakul that hovers around striking supernatural fear into the hearts of mortals. No, you just strike regular fear into them, so the only time you’ll be assuming the mantle of vampire lord is to rush up the perk tree to Court’s Chef. This way, you can make blood potions, and consuming them advances vampire lord perks. After that, you’ll only activate your transformation to update your perks, then revert back to using your weapon to kill. No floaty-floaty blood storms. The only vampire lord perks you’ll want are the ones that will empower your mortal form, like Celerity, Starving Artist, Blood From a Stone, etc. Your primary focus is to augment your foe-smashing prowess, not flit around the battlefield and make an a*s of yourself. 
 
So, that’s all she wrote, at least about vampirism. Remember to go into the MCM and toggle the frost affinity option though, otherwise your fire spells will be 20% weaker, and we can’t have that. Other Sacrosanct options are your call. I usually tone down the attribute drain on Wassail so it doesn’t instakill me, but if you want to dance with the beast, go ahead. 
 
 

Notes

 
Those are the main perks to take. Alteration is always useful to invest in, and if you want to take Vancian Mage to further empower your Flame Cloak, then go ahead. Wild Shrines? Yeah, extra free spellpower is nice. Wellocs Dormant Arcana is cool too, as you can attach extra effects to your Flame Cloak. Extra combat damage, magic resistance, and health regen is pretty good. You may not have the perks to do this for awhile, since your martial skill trees are priority, and Destruction follows closely. Conjuration is fun for raising temporary little minions to aid you. Although it’s less powerful, I prefer necromancy over summoning, as my minions s tend to die pretty quickly with this build, and most of the perks for necromancy are short term anyway. You’re not a dread lich with an undead army though, so don’t waste your perks on managing little undead thralls when you could be smashing and burning. Soul trap is useful for all those soul gems you’ll be finding, and being able to fill them will greatly benefit you in the long run. Illusion is also an interesting perk investment, as adding extra chaos to the battlefield can only benefit you. Sneaky illusion is banned though. Only fury and fear effects may be used, unless you feel the need to buff someone with courage. Why waste your time with that though, when your weapon calls for blood? Some other fun choices are Alchemy for weapon poisons and long lasting buffs using Lab Skeever. It’s great fun role-playing a berserker who needs his “special medicine” to become an unstoppable force of chaotic destruction. Speechcraft for shouts can add more interesting dynamics to this build, but your primary purpose is to fight your enemies face to face, not scream at them until they fall off a wall. Remember that. Pickpocket is useless except for the mastery perks for a bit of extra carry weight, and Blood Money because killing=profit. Lockpicking is mostly for convenience anyway. I never saw the need to go farther than the mastery perks, and even then it’s possible to pick master locks with enough patience. Sneak is absolutely forbidden. You stand and fight, not crouch and shiver. Taking the first perk in light armor and the first rank of Iron Fist is okay for brawls, but not necessary. Archery is unreliable and for cowards. One-handed could potentially supplant Two-handed if you wanted, but it’s not my preference for this. 
 
Everything else in this build is flexible, as long as you stick to the core tenets of burn, slash/crush, bite, and destroy. Accepting the trinkets and tokens of other daedra is acceptable, as long as you remember that they are just a means to an end. Namira’s Ring makes you more durable for instance, and the Black Star let’s you capture the souls of your mortal foes to power your weapon. You’ll find even the toughest foes crumbling under the onslaught of your wrath, and the weaker ones fleeing your presence. Killing enemies will restore your lost health and fuel your anger. Just remember to thank Malacath for your burning rage, and slay all that stand in your path. Miraak will pee his pants when you face him at the summit of Apocrypha, Harkon will burst into flames and go back to his rapey uncle Molag, and Alduin will find his match in terms of world destroying power. Cheers, and happy demolition! 
 

Written by Jeremiah

Here we come to an end for The Elder Scrolls V: Skyrim Special Edition Character Build for Ordinator: The Bloodsoaked Berserker hope you enjoy it. If you think we forget something to include or we should make an update to the post let us know via comment, and we will fix it asap! Thanks and have a great day!


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