And so I came full circle, back to one of the most inspiring characters I’ve ever created. For me the Bronze Sentinel will always stand out for its beautiful simplicity and dominating playstyle.
With this revision we see the original Sentinels abilities elevated to new heights. He’s stronger, faster and more resilient than ever, retaining all the glory of classic power-play that has now become expected from this line of builds.
The Bronze Sentinel
A dread-tank of fire and brimstone, the Bronze Sentinel is a fearsome combatant that harnesses the huge power of the atronach stone to overload on both defensive countermeasures and raw elemental carnage.
Deprived of Ancient Knowledge the Bronze Sentinel reverts to its default mission; to consolidate power through dwemer technology and forgotten secrets.
Stone: Advanced Atronach
Major Skills: Smithing, Block, One Handed, Heavy Armor.
Minor Skills: Destruction, Restoration.
Weapons: Dwarven Sword of Flames.
Armor: Enchanted Dwarven Armor, Spellbreaker, Aetherial Shield, Visage of Mzund, Ahzidals Ring of Arcana.
Shouts: Elemental Fury, Dismay, Fire Breath, Soul Tear, Become Ethereal, Marked for Death.
Dwarven Armor; few sets in the game give your character such instant presence and bulk during combat. It was time to give this monster an overhaul, and by the gods does he now come armed to the teeth! With the backing of both dlc’s the Bronze Sentinel has a vast array of specialty items to acquire in his quest for domination.
The ‘Mark 2’ Sentinel retains much of the defensive focus of its predecessor but a slight shift in perks and equipment choices has resulted in a much more offensive product that is completely streamlined with no additional skill grinding.
If one thing can be said against sword and shield users it’s that they can often lack burst damage when they need it most creating unwanted moments of impotence during combat. To amend this weakness the Bronze Sentinel now has dual wielding capabilities on switch with his shield of choice enabling seamless transitions between unstoppable tanking and devastating flurries of enchanted red hot steel!
The trademark Spellbreaker that is so incredible for handling all forms of magical enemies is joined with the Aetherial Shield giving the Sentinel a refreshing tactical control over the battlefield. The Visage of Mzund with its huge stamina bonus and armor rating thickens out defense and allows for occasional tormenting jets of steam!
Becoming the Sentinel…
The source of the Bronze Sentinels power has always been the Atronach Stone, sacrificing magical regeneration in return for virtual spell, disease and poison immunity.
We will be manipulating the effects of the atronach stone in an organic fashion by hoarding any restoration potions found throughout Skyrim. Take the restoration potions with you and drink them immediately before selecting the atronach standing stone.
The chart below illustrates this characters power curve from the 60% spell absorption already available at level 1 to the amazingly impressive 90% available at later levels…
Level 50 Perk Placement
Stat Placement: 0 Magicka / 4 Health / 1 Stamina
Smithing remains a major skill of this character, dwarven ruins are the Sentinels favoured hunting grounds and the vast resources in these locations will ensure a very steep rise in his sole crafting ability. The falmer infested depths of Nchuand Zel beneath Markarth contain enough materials to increase smithing well into the 70’s, the armory in these ruins is also the final resting place of the Mark 1 Sentinels armor if you have the skill to acquire it at lower levels.
The monstrous 0/4/1 stat placement makes the Bronze Sentinel overwhelming in close combat. Heavy Armor and Block have now been significantly improved to allow better survival at all levels, maximising armor rating even while dual wielding blades.
Destruction and Restoration have remained fairly well balanced with each other. Adept level spells get the most mileage for this character, especially when it comes to destruction magic where the new efficiency of Ignite comes into play alongside the usual explosive carnage of Fireball and the simple damage over time and smart aesthetic of Flame Cloak. Intense Flames brings the flavour with ‘ignited’ enemies quite literally running off to die like scalded cats. Augmented Flames lends itself to the weaponry, increasing fire damage by 50%. The Recovery perks are very rarely seen in builds these days but I enjoy the innate offset against the Atronach stone they provide allowing for healing when it’s needed most.
Arms & Armor
It’s here when things get really interesting though. The Bronze Sentinels high grade armor and melee weaponry is all available by level 17! That means with a little dedication at merchants your own Sentinel can be vastly exceeding expectations before level 20. Ensure to pick up these choice items before glass and ebony apparel starts fouling up the trade lists.
Elemental Fury is and will always be the Sentinels major shout and thus his primary weapon remains a standard legendary dwarven sword.
On switch with the shield however we have the excellent Dwarven Sword of Flames that can be juggled over when needed and sports 30 fire damage once linked with destructions augmentations.
Destruction cost reduction will enhance the number of charges on the Dwarven Sword of Flames. The Visage of Mzund's enchantment will increase the Sentinels total stamina to 320 allowing him to chain devastating power attacks and shield charges. Melee attacks are bolstered impressively, ranging from 45 – 70% additional combat damage.
The Sentinel is capable of full spell immunity even during the early stages. The Dragonskin racial ability stacks with the absorption granted by the Atronach standing stone granting the Sentinel a 60 second window to deliver total carnage to enemy spellcasters or dragon priests.
Arch warlocks often open battle by rapidly duel weilding their most powerful spells like fireball and ice storm, this is a great time to activate spell immunity. Once their magicka has dropped down they will be forced to switch to lower level destruction spells and the Sentinels normal spell absorption will easily soak this up.
Requires: Atronach Stone, Dragonskin.
This signature ability of the Bronze Sentinel grants complete control over magical encounters. The attacks of spellcasters are neutralised by spell absorption and the overload of magicka is converted into a jet of endless flames.
Any damage is easily offset by a constant healing spell allowing the Sentinel to eliminate even the mighty dragon priests at very low levels with no effort.
Requires: Healing, Flames or Ignite, Spell Absorption 50 - 90%.
The Aetherial Shields unusual enchantment is brought under complete control by the Sentinels offensive blocking skills. Selecting the perk 'Disarming Bash' modifies the way the shield works during combat allowing the Sentinel to choose when it's appropriate to send an enemy running.
A quick bash will turn an enemy ethereal whereas a power bash will just cause damage and a disarm attempt.
This subtle mechanic ultimately means you can disarm an opponent and immediately send them running away from their lost weaponry.
Requires: Aetherial Shield Bash, Disarming Bash.
Few enemies are immune to the power of the Aetherial Shield, even fewer can withstand the ravaging curse of Marked for Death.
When combined together the deadly shout will steadily wear away at an opponents defenses while the power of the Aetherial Shield renders them terrified and incapable of fighting back.
Note: Making an opponent aetherial will only cancel the minor health damage effect of the shout.
Requires: Marked for Death, Aetherial Shield Bash.
aMidianBorn Dwarven Armor Mod
Wahow Mason! You just never cease to impress with your amazing builds!
"The -50% magicka regen is the biggest 'meh' in elder scrolls history" Lol! Ya know you're right, it should have been at least 75% or something. Using the Atronach perk with no regen speed was actually an incredibly fun playthrough (In Oblivion, I never used it in Morrowind, being able to regen through rest/waiting was essential in that game for awhile.). Especially, like you said now that restoration has the Recovery perks. Really cool build!
Oh yeah, and for all of those who want to use this build and use mods get the Ancient Knowledge Fix mod. The reward for Unfathomable Depths, Ancient Knowledge, states in the description that it provides a 25% bonus to armor when wearing Dwarven Armor, and that your Smithing skill with increase 15% faster. What it actually does is give you a permanent bonus to armor of 25% and a permanent bonus to Smithing skill of 15.
Thanks mate! Ive really enjoyed running the atronach stone, it has a ton of uses! I ran into a frost wraith at level 4 due to some ill-timed exploring and my measily imperial sword wasnt making a dent in the creature, i was forced to retreat but out of nowhere 3 wolves pounced and i was able to use their disease attacks to enter 'eternal flame' mode and incinerated the wraith and all three wolves without taking a scratch or getting diseased. And being able to dance around a dragon priest at such low levels is just epic, the frustration of the creature was hilarious!!
I might have to try this actually, since I've gotten so many new mods and no character that can really hold me for more than 20 levels. I'll have to let you know how I go (maybe with some sweet screenies to boot )
This is AWESOME.
can u please give us a skill break down mason?
I'll put it up a complete perk spread at the end of this playthrough, i'm at level 21 at the moment with these stats.
Armor Rating 442. Magical Resistance 60%. 150/200/150 +extra 50 magicka from the atronach stone.
Alteration (56) novice - apprentice, magical resistance 2/3
Restoration (36) novice - apprentice, regeneration
Destruction (39) no perks invested yet
One Handed (45) armsman 2/5, fighting stance
Smithing (69) Steel and Dwarven Smithing, Arcane Smithing
Heavy Armor (38) Juggernaut 2/5, well fitted.
Block (33) Shield wall 1/5
(2 perks in the bank to spend)
Very nice looking class, I tend to like power builds; my current character is quite similar to your black guard. So similar infact I had planned to post it till I noticed your Black Guard class. Perhaps you'd let me post my perk spread in your black guard topic unless you plan on revising that class yourself. (Currently only up to level 25)
Yeah post it up mate, i meant to add more to the blackguard a couple of weeks ago but didn't get round to it!
Any armor can be viable to end game with, since 567 can be hit with even iron armor, all you need are some good smithing potions. When you do make your perk spread, perhaps you'll consider this and in the process save some perks.
The other thing that could be a possibility to offset the atronach stone's regeneration gimp, use a fortify magicka regeneration enchant. As of now, magicka absorption is screwed up in that it inhibits some spells from working on 'us', spells that we cast; Summoning, and a few of the Illusion school effects.
All in all, a cool highly specialized build. I was also amused by the inclusion of special moves, they really go a long way in adding that custom touch.
Good job, Dog-face McGee
Christ, a skeevers attack is worth around 200 magicka per bite for this build as is a wolves or a bears. Ive just got the atronach perk as well as the stone on so 80% spell absorbtion plus 70% magicka resistance. I now only need one mage in a bunch of bandits to sustain infinite magicka.
Mages and wildlife can no longer touch me, i just cast flame cloak/novice flames on everything until all thats left is ash. The slow torture route is wicked.
I'll take your advice and see if i can get away with just placing one perk into juggernaut, think that may be possible with the ancient knowledge perk and a bought smithing potion.
This build doesn't use conjuration or illusion so spell absorbtion suits it fine....
Wow, this character sounds really cool.
I'm kind of considering roleplaying this character as a Viligant of Stendarr... that would be very cool.
I think this could be done very well julian! I think you could easily drop wearing a cuirass and wear robes with gauntlets, boots and a helm. Any robes would completely offset the magicka regen penalty, then let alterations flesh spells cover some of the loss in armor class.
It would be a little squishy vs melee enemies but if you pushed for stage 3 elemental fury early to maximise your attack i dont see many things standing in your way. You play on expert right?
Hell yeah I play on Expert, it's the shizz
Yeah I was thinkin of using a Robe instead of armor, but actually it sounds like Ponty was going to make an armored version (Or a armor looking version) of the robes for Vigilants so it may not be too bad.
Lol, it seems we have quite a lot of Alik'r type guys here. We got the Spirit Sword Maiden who seemed to be becoming alot like the Alik'r Warrior, and now this will be a sort of magic version of that too XD