Ina forgotten nook in the Wrothgarian Mountains of High Rock lies a small Orcish stronghold, barely held together and seemingly abandoned. Yet inside train Tamriel's most lethal monster-slayers, the hexers. Trained in widely-unknown Nord magic and alchemically enhanced, these mysterious warriors journey to all corners of the world to seek their fortunes and slay the most terrifying of beasts. Upon hearing of the return of the legendary dragons in Skyrim, one of the stronghold's prodigies will set out towards the cold Nordic lands, certain that he will find no shortage of work...
The Witcher universe is easily one of my favorites, right up there with the Elder Scrolls. So naturally I had to try to combine the two in my own Conjunction of the Spheres, if you will, with Skyrim being the place of convergence. This build is the product of the meticulous merging of both the lores and gameplays of Skyrim and The Witcher 3, while trying to stay faithful to both. Because of this, it should be noted that a decent-sized chunk of the lore discussed here, while plausible, is not canon. The end goal of this build is to have a character that plays like a witcher in Skyrim, and the lore is here to help you feel more anchored in the world. With that out of the way, I present to you...
Ordinator - This perk overhaul has insane synergies with a Witcher playstyle, as we'll discover later. Most notably are the synergies between Light Armor and Alchemy, which will combine to give us our trademark speed and ferocity.
TK Dodge - This mod adds in a mechanic that should've been a part of Skyrim to begin with: dodging. So simple, yet it adds another level of complexity to the game's combat, and also brings it more in line with TW3's.
Combat Mods - Throwing a couple of combat-enhancing mods into the mix is highly recommended. I personally use Wildcat + Ultimate Combat, to make enemies smarter and fights more fast-paced and dangerous. Feel free to use whatever combat mods you like to get the experience you enjoy (Smilodon, other ones 'cause I barely know any, etc.).
Difficulty: This will vary from player to player. Essentially you want to find a balanced difficulty (based on your combat experience and mods) that makes fights with the stronger monsters very dangerous and difficult, whereas fights with humans are quick and easy. Feel free to experiment until you reach that balance.
Race: Breton. Hexers will often recruit foundlings from other lands that they encounter in their travels, but the majority of hexer trainees are orphans recruited from nearby small Breton towns.
Stats: 0 M / 1 H / 2 S. Hexers don't use "conventional" magic, so you won't bother at all with Magicka. A large Stamina pool is necessary for attacks and maintaining your swiftness in combat, and a hearty Health pool will keep you alive should your enemies land a blow or two. Cap your Health at 200 and pour the rest into Stamina.
Blessings: Blessing of Talos. Always keep this blessing active to reduce the cooldown time of your Shouts significantly. Finding and activating shrines to get this blessing can be compared to the Places of Power from TW3, which is a nice touch.
This is the first of the Hexer's swords, for use against humans and wild animals. Ideally it would be used only rarely, but Skyrim is an unforgiving land, where the line between monster and human is more blurred than one might expect. Over the course of your playthrough the exact sword you'll use will change and upgrade as better ones become available. I ended my playthrough with a Nordic Greatsword. Its aesthetic is perfect, and it deals more than enough damage for our needs.
This is the Hexer's moneymaker, so to speak. The bulk of your playthrough will be spent searching for and slaying monsters, using the Silver Greatsword to do so. Silver weaponry is often underrated because of its lower base damage; however, when facing the undead or lycanthropes, the 20 point increase to its base damage makes it best in class. Although this bonus only applies to fighting the undead and lycanthropes, we'll use our silver sword against all monsters we encounter in the game: Frostbite Spiders, Trolls, Gargoyles, etc. Any damage deficiencies will be made up for with perks and "blade oils" (more on that later).
Getting your hands on the Silver Greatsword may be a bit tricky. They're carried exclusively by the Silver Hand, a group of werewolf hunters scattered throughout Skyrim. Essentially to get one I RP'ed the Hexer going into one of their camps to see if he could bargain for one, then "defending himself" when the hunters inevitably attacked. The final step was simply plucking a sword off of one of the fresh corpses.
After some time spent with the Dawnguard, the Hexer will adopt the Exploding Bolts into his arsenal. Fired from your crossbow, these bolts release an elemental explosion upon impact. Keep a few of each element on your person for the right moment.
This is the closest thing to TW3's bombs (barring some less-than-lore-friendly mods), and I thought it was a nice addition to the playstyle every now and then. They certainly have their uses... Especially if you ever need to go fishing.
The Hexer's armor will be kept simple, strong, and easy to acquire. Use the full set of the dark variant of the Dawnguard Armor, minus the helmet. It's got good protection, and perhaps more importantly matches the Witcher aesthetic quite nicely.
The Hexer will also keep an Amulet of Talos around his neck at all times, for the buff to Shout cooldowns. Close enough to a Witcher medallion, right? The ring is up to you; I personally went with a Fortify Two-Handed enchantment.
Hexers are capable of ancient Nordic magic largely unknown to High Rock and beyond, passed down to them by a warrior-monk who had led his cult out of Skyrim after some conflict with the Greybeards. This magic is the Thu'um, or Voice, and hexers manifest it into simple Shouts that they use to great effect.
The Witcher universe has several "Signs" that the Witchers use: simple, yet versatile combat magic that can be cast instantly, without prior preparation. After some thought, I realized that TES's Shouts fit that profile surprisingly well. A bit of research later, and I was able to translate the effects of the Signs into Shouts almost flawlessly.
In the interest of both lore and gameplay, you'll only be taking and using the first word of each Shout. This makes sense "lore"-wise because of the severely limited training in the Thu'um that hexers would receive, and it also allows for short cooldowns, made shorter by equipment and blessings. The result is that although you won't be maximizing the effects of your Shouts, you can frequently use them to supplement your fights, often allowing you to deliver (or avoid) the killing blow.
Two-Handed: This is the Hexer's main source of damage. Shouts don't require any hands to use, so we get to take full advantage of the greatsword's additional range and damage. Any loss in speed compared to one-handed weapons is more than made up for with other perks. You also get the additional advantage of wearing your weapon on your back, which automatically grants you +10 towards your cool factor.
Light Armor: Protection is secondary with this branch; the primary benefit of perking Light Armor is the speed boosts brought by Ordinator. Hexers are extremely fast due to their extensive training and enhancements, able to dodge the superhumanly quick attacks of their quarry, and this branch will help to bring that into the game. The Keen Senses perk will let you forgo the helmet in true Witcher style while still taking advantage of the "if wearing full armor" perks.
Block: Dodging 100% of the time isn't very plausible, especially if you get cornered or are in a tight space. When the time comes, blocking can be used as a last defense or to throw off your opponent. The combination of Timed Block and Poke the Dragon encourages a combat dynamic where you essentially parry and riposte, matching the fencing style of Witchers quite well.
Speech: Believe it or not, this is our magic skill. Ordinator extends the Speech tree to include the Thu'um, offering some nice perks to increase the effectiveness of Shouts. Since we're only using the first word of each Shout, these boosts are very welcome. The other aspect of Speech that we'll use is the boost to prices and Persuasion/Intimidation. The Hexer is no stranger to haggling for the best price on a monster's head, or by threatening to bash a human's should he stand in the way.
Archery: Despite being unperked, this skill is very valuable to this build. The Hexer will make use of the Dawnguard's crossbows for damaging ranged combatants (namely dragons during the earlier stages of fights), but also to deliver the "bombs" described earlier.
Alchemy: No Witcher-style build would be complete without Alchemy. The Hexer will use the potions mentioned earlier to enhance his already-formidable combat prowess. You'll notice that many perks that would benefit this build greatly have been ommitted; this is in the interest of balance and roleplaying rather than pure build strength. For example, while taking the Advanced Lab perk would greatly enhance your potion strengths, it doesn't fit the character who is constantly on the move (you can only have 1 Advanced Lab at a time). Additionally, the series of perks that grant you additional potion effects have not been taken because it would make this build hilariously overpowered. We have taken perks that boost the Hexer's movement speed upon consumption of potions, which stacks quite nicely with the boosts from Light Armor.
The combat for this build is peculiar in that it almost has two sides, one for each sword you use. On the one hand, fighting humans (bandits mostly) should be very straightforward and very quick. With only a handful of strikes in only a handful of seconds, you should be able to clear a room. This may seem a bit strong to you, because it is. Remember that hexers (and witchers) are superhumans, created to fight monsters that normal humans can't. You aren't exactly supposed to be slaying humans unless you have to, 'cause it's not a fair fight. Like, at all.
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