The ordinator speech tree is also worth perking into as it will allow you to tame a wild predator, and later on give them special powers based on what beast you tamed adding one more beast to your wild hunt.
I believe there is a black book power which keeps you from damaging your allies, so I highly advise you grab that power as soon as possible because it is more than worth the effort.
Good pointer. Those effect durations are very often tied to real-world time, not in-game time, so the Home Mythal duration buff shouldn't be ignored. AND don't forget about the Lab Skeever perk in Alchemy that increases duration and potion amplitude for x15 the normal the duration. Place your Home Mythal near an Alchemy Lab for best results!
Haha, thanks! Yeah, in this game, even vanilla, if something feels really weak compared to other things, there's *probably* something you're missing to make it truly OP.
Not sure whether to comment "Will it Blend?", "Lov the Cronch," or "Stay frosty, my friend," but in any event... I'm getting some IDEAS. Dangerous, munchy, "recycling" ideas. This guide is creative AND amazing!
A long time ago, when I was doing a bunch of Vanilla builds, I had one named Bearcatwolf... basically just a Khajiit werewolf who wears the Stormcloak officer helmet. The problem is, it's mostly an unarmed build, and as we all know, Vanilla unarmed just...well, it's lame. Some choice mods, especially what I've been reading about Ordinator and some stuff you mentioned here, would definitely make that build more viable. Good stuff.
Yeah, for vanilla, you need to lean heavily on enchanting for the unarmed damage boost, and armor rating boost on the gauntlets. But when you transform, you lose both armor and enchantments. So, you have to rely solely on long lasting potions, alteration spells, conjuration, and destruction cloaks. Not as fun as having stuff available through perks
Not played a werewolf for sometime so this will be very useful as I am looking at playing a Companion. Last time I player as a weredragon. Not sure what happened but it would not transform back to human.
Nice! I always thought werewolves were underpowered, but not anymore, lol. I'm sure it'll be a fun playthrough. Yeah, bugs and Skyrim are like peanut butter and jelly. Adding mods only makes it worse, sometimes.
I honestly think this might be better than your Shadow Mage build. It seriously opens up ALOT of character build types, as well as making great use of what Growl does at a base level. The synergy here is simply......EPIC!😎🤘
I would advise taking the shrine perks in restoration as Kynareth's shrine blessing will give you an extra 25 stamina which with the perks is doubled to 50 stamina plus an additional powerful effect.
This was fantastic man. I’ve done similar things but how OP you get, makes me have to eventually hang up the game even playing with difficulty modifiers and whatnot. Still, it’s a blast . For the Hunt! 🐺
This is great. I'm going to be doing a pure werewolf playthrough and this gave me some ideas. Might leave the magic out though, since it seems exceptionally OP!
With growl I advise turning on the invulnerability during transformation option in the MCM as it serves as a huge quality of life improvement allowing you to transform much more readily when the situation calls for it.
That sounds awesome. Werewolves do have a built-in healing mechanic when they feed, but atleast with the Malacath over-kills, you don't have to risk getting stuck in the animation.
I advise adding alchemy to your skills as potions are one of the things which persist during werewolf transformations, and with ordinator alchemy tree you can get fortify stamina regeneration effects which last for 75 minutes and other fortify effects which last for 15 minutes or more. This will also help with your survivability as fortify magic and elemental resist potions will be more than enough to give you maxed out magic and elemental resists in werewolf form.
Yeah, alchemy might actually be the strongest skill for any type of build, really. Especially whenever Destruction is involved. I just have to be careful not to let every build get dominated by it.
I advise using fortify destruction, fortify stamina, fortify stamina regen, fortify alteration, resist shock, resist frost, resist fire, and resist magic potions as they are going to boost your unarmed damage resistances and stamina regeneration by significant amounts. Also, I don't know if the unofficial patch fixed this, but if you use fortify marksman potions you could increase your damage even further.
Since you like more game breaking build options, here are some things you can consider: - Replacing Frost with Fire due to its amazing synergy with flame cloak, conflagrate and war of the elements. Free 40% attack damage to any enemy hit by the flame cloak. A dead enemy is better than a frozen one (in the case for glacial prison). - Alchemy is a MUST for this build. Since you already invest in Alteration and have access to the Fabricate Object spell, it would be a waste not to make use of perks like Lab Skeever and the Fortify Potions enchantment from summermyst. You can use any potion that fortifies stamina, health or even elemental resistances (imo is preferable since you already hit the magic resistance cap with being a high level werewolf and agent of mara). Let's not forget perks like Stimulants, Crimson Haze and Maenad. - Human form gear. This isn't mentioned explicitly so my recommendations are robes with a focus on Fortify Alchemy, Fortify Potions, Amplify Alteration (for longer ebonyflesh/dragonhide since you don't want to always be reverting to human form to recast these spells, or to be limited by a timer like ocato's recital). Use robes for Regalia and also take all the enchanting strength perks. - Since crafting can now transfer some of its power over onto beast form as mentioned, you might want to look at races/deities that boost crafting. Or movement speed/stamina if you want to avoid crafting altogether.
I would agree about Alchemy. However, I'd say Alchemy could break the game with any build, especially if Destruction is involved in any way. FWIW, Alchemy is low-key the best skill in the game, modded or vanilla. I just have to be careful not to dominate every build guide with it. I had actually meant to give an honorable mention to Crimson Haze for the movement speed buff synergy, but had forgotten about it by the time I got there. Good pointer there! I was actually super close to picking Fire as my element as well, but Ice Storm in Spellscribe was just too good. Cutting through swaths of enemies felt really good. Though, there is plenty to be said for the scorched earth playstyle too. Thanks for the pointers, I love this stuff!
@@carn114 no worries! You're right about Alchemy. The potion magnitudes are crazy high and the scaling is just broken. I guess using ingame elixirs could be a good counter-balance? When choosing elements I found shock to be really good as well since shaving 25% of their hp means an effective 33% boost in dps. Also stops dragons from breathing fire, which growl werewolves have a weakness to. Anything works as you said, even a sun damage werewolf with hallowed burial is great.
just discovering this channel, but great builds so far. The only thing i would add is that the slow time shout is from the alteration tree... had tons of fun with that one (fortify alteration etc)
Hi and welcome! Thanks :) Nice suggestion! Definitely useful, especially on console where you're capped at 30 FPS, and responsiveness can feel a bit clunky. My only hang-up about Slow Time, especially with Fortify Alteration potions, is that there is no way to cancel the effect (as far as I'm aware). So you could be potentially stuck in Slow Time for quite a while, which could become tiresome, lol. Still really good for frenzied boss fights, like Harkon, though.
I advise adding vacian magic as it will allow you to bypass spell cost, and while you won't be able to cast a ton of spells you will be able to cast then for free and twice as effective. Additionally, ocato's recital, and the spell scribe power to not use vancian magic points meaning you can still very easily get away with it. Lastly, the added spell effectiveness provided by vancian magic, and the additional effects given by vancian magic are amazingly powerful.
Stunning gameplay footage! I'm impressed by how much research you've obviously done to determine the synergies for this build. I like your detailed descriptions of how you used the mods, skills, spells, and perks to create and roleplay this character. Your gameplay combos section had some unique combinations. I love the Wild Hunt combo! 🐺
I have a build which primary uses alteration and alchemy relying on an endless stream of extremely long lasting buffs to turn themselves into an unkillable god who tears threw even the strongest foes.
idk how yt has kept this vid from me. non stop searching for this exact build. "legendary werewolf build skyrim" is what I searched. never came up. Algorithm threw me your 2 minute showcase and I found this vid at the end of that.
Yeah, it seems the almighty "algorithm" values views over accuracy and quality. I do have "legendary" in the tags, maybe I should also find a place for it in the title and description. Anyway, thanks for watching, hope it was helpful :)
Also you can use Classic Classes and Birthsigns and still use Nord race just select custom class with speed and stamina regeneration as your secondary.
I’m going to cook up a Breton mage with werewolf form. Basically a warrior with magic powers, even the werewolf form is magic in my eyes. Although Orc is best class for werewolf early on in game without mods. Second option is Wood elf they make excellent thieves and scouts, basically “hunters” just like a werewolf. Orcs have berserker mode it’s the best for werewolf form, and what’s better than seeing a werewolf and Orc. Aha
Nice! With the Imperious mod, Bretons can steal racial powers for a while. So, by bringing an Orc follower, you can steal their berserking power, and trigger that before entering WW form.
For whatever reason I have a bug which makes the bosmer's harrier ability not work properly. Instead of making enemies easier to kill it makes them much harder to kill which is a huge let down for me. So, I'd probably play this as an Orc , Khajiit, Dunmer, or even a nord. Berserker rage plus worship of Malacath takes this build to the next level, and since you'll be spending most of your time in beast form making unarmed attacks you won't have to worry about the reduced enchantment strength. Alternatively, dunmer can also worship malacath, boost your armor rating, patch up your weakness to fire, and let you summon spirits.
Absolutely love the video and I'm having an absolute blast tearing through prey as Hircine's chosen. Have you ever considered doing a similar OP build guide for Vampire Lords?
Thanks, and glad you are enjoying it! And yes, absolutely have considered that build guide, and probably will do it at some point. Right now, there is just way too many build ideas, and not nearly enough time :-)
Using a mod to add mortar and pestle to craft potions on the fly with lab skeever will allow you to add more time on all your potions and food. Summermyst also will add more duration with enhance potions.
Yep, Alchemy provide a huge buff even in beast form. I shoulda mentioned it. FWIW, I did go over the mortar and pestle combo with lab skeever in my Astrologer build video. It's a very potent combo.
I do advise adding archery for some additional human form power, and since you'll more than likely be leveling archery anyways whilst in beast form I see no hard in it.
There is no harm in it, as long as you keep the perk investment to a minimum. If you spend most combat time in beast form, those perks are much better used elsewhere.
@@carn114 So, yeah I would only go up to lions arrow picking up ranger, quick shot, and steady aim along the way of course minimizing the perks to get there. With just those perks, and all of our speed we'll be running circles around enemies no problem, and using either the Zephyr bow or a enchanted stalhrim bow would be great for such a character.
Another excellent suggestion. I think I started this playthrough before integrating Odin, but this is basically a no-brainer for Ocato's, especially with some perk support. Probably stronger than the Hissing Dragon effect too.
@Sean Wisniewski yeah, I did briefly mention that Alchemy in general would help. But I didn't want the build to go too too wide. But yes, fortify stamina for boosted damage, but also fortify destruction would be huge, along with regen health and stamina.
i dont know if you will see this but what mod did you use to make the summoned wolves (howl of the pack) have no shader? I know a mod for LE but I cant find anything for SE
I see *ALL* muahahaha! Ahem... I'm not running anything explicitly that disables them, TBH. Probably just a happy side-effect of the older ENB binaries/configs and reshade I have going. The old Nolvus guide this is on had me install this: www.nexusmods.com/skyrimspecialedition/mods/23174?tab=description And the description in MO2 says "Skyrim SE Shader Bundle - 1.5.73 and earlier". I have no actual knowledge about this so, my help will be limited but I hope it helps a little?
Sure! But let me make a general post on my channel about it so we don't burry the actual werewolf info for this video, just in case folks are looking for more down here. One sec...
The first build I have is an alchemy based build. The necessary mods are ordinator/vokrii, imperious races, andromeda standing stones, summermyst, and wintersun with immersive armors for the look. Additional mods you can add are alchemy overhauls, honed metal, and spell mods which add poison/disease spells. The build is a wood elf specifically for the harrier ability reducing enemy resistances which is a theme for this build, and the skills are two handed, heavy armor, and alchemy. For wintersun you are going to worship Namira or Z’en. Namira will reduce enemy poison resistance based on favor, and as a devotee when you poison an enemy you reduce their armor rating and deal additional poison and disease damage. For Z’en when you pray beneficial potions, and food you eat last twice as long, and are more powerful based on your favor and devotees get access to an extra dimensional storage space. Additional skills you can add are restoration for poison spells and further resistance shred, and speech to sell all your potions and for an animal companion. So, the build is a simple two handed warrior except with extremely deadly poisons, and powerful potions providing insane damage output and powerful long lasting buffs. By completion you’ll be reducing enemy armor rating by 550 plus your devotee power from Namira, and you’ll be reducing poison resistance of enemies by up over 100% in my experience allowing you to even poison undead. Your potions will give you something like 300% two handed, and other insane effects. With summermyst you are going to want to enchant your weapon with poison and disease damage, and enchant your armor with fortify potion duration and fortify potion strength if you have it. Other than that swing for the fences or blast away with spells and your set.