

#Smashing four orc ability not working mod
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. I would place this character at Chaotic Neutral in terms of alignment, and leave it up to you who to side with and join. Being a vampire is central to this build, but vampires are generally evil, and you're not necessarily that. Those are your perk choices, now it's time to discuss Sacrosanct. 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. It also lasts for quite awhile, increasing the effectiveness of Tooth and Claw. 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. Note that it says hemomancy, not blood seed specifically. With it, you deal an extra 25% melee damage to enemies affected by a hemomancy spell.

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. 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 only other destruction you'll be using is the basic Blood Seed spell from the hemomancy line of spells that come from Sacrosanct. 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.
#Smashing four orc ability not working free
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. Flame Cloak procs all of the Pyromancy perks that you invest in, leaving your foes burning and screaming in agony in your wake. The reason for such a heavy perk investment for one spell? That's where War of the Elements comes into play. That's right, the only fire spell you'll be using is Flame Cloak. The boiling rage inside you manifests itself as a literal vortex of fire, and that rage reaches out to burn your enemies to cinders. "Why fire? Aren't vampires afraid of fire?" Maybe Molag's squirming little sneak thieves are, but you are a pillar of monstrous rage. So, now it's time to address the questions. 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.
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In this case, dynamics are being canned in favor of the blazing fury of Pyromancy. Completely ignoring magic in any build is dumb, because it offers so many dynamic options to augment non-magic characters. Pick up some steel if you want to fight me." Shut up for a second and listen.
