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On November 29 2011 09:22 Liquid`Tyler wrote: So I know that there has already been some good discussion on this earlier in the thread somewhere but it's just gonna be impossible for me to read so many pages, so sorry...
I quit playing my first character kinda early on so that I could start over on master difficulty and play the game "naturally" (like no cheap exploits to power level a certain skill, no save/load for pickpocketing, no looking stuff up like what certain alchemy ingredients do, etc). So the thing is, I just don't have a ton of time to play skyrim and I wanna be sure that the build I'm going for isn't terrible.
The skills I'm leveling up right now are 1hand, block, heavy armor, alteration, restoration. I've had to choose health every time I level up so far, but I'm not sure how to distribute between health/stamina/magicka in the future. I'm thinking I can eventually focus on leveling up sneak and use a dagger and I'll already have a very nice 1hand skill to go with it. And in the far future, eventually level up the crafting skills to make the most powerful gear. But atm I'm avoiding any skill that doesn't help me in combat. Is this gonna work out? I don't really want a bunch of tips or a guide or a whole build, but rather I just want to know if my build will be good enough to work, and if not, what are the least amount of changes I need to make it viable. Thanks! First time I played a "pure" mage and "pure" fighter style characters (neither of which with smithing, though mage was enchanting) I pretty much went pure combat perks and it works really well. Of course on Master having strong smithing/enchanting like everyone discusses is a huge boon, but I'd hardly say it's necessary if you play well and keep your inventory safe with emergency potions and other obvious buffs.
More importantly though, for level-up stats, I would focus on health a lot, and perhaps some stamina based on preference. I just always find it hard to invest in magicka with the abundance of "reduced cost" gear that's available later, even with a heavy armor build. Even if you don't reach that 100% cost decrease, you can still get really high cost reduction (even without enchanting manually really) that makes magicka much less important, especially with the abundance of potions.
Edit: as mentioned, and I was going to point out, around 200 magicka is a good goal to shoot for, but no need to rush. Using the methodology that's spun up, a 1/3/1 or even 1/3/2 stat build seems nice for your skill set (Mgk/Hlth/Stam)
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On November 29 2011 09:22 Liquid`Tyler wrote: So I know that there has already been some good discussion on this earlier in the thread somewhere but it's just gonna be impossible for me to read so many pages, so sorry...
I quit playing my first character kinda early on so that I could start over on master difficulty and play the game "naturally" (like no cheap exploits to power level a certain skill, no save/load for pickpocketing, no looking stuff up like what certain alchemy ingredients do, etc). So the thing is, I just don't have a ton of time to play skyrim and I wanna be sure that the build I'm going for isn't terrible.
The skills I'm leveling up right now are 1hand, block, heavy armor, alteration, restoration. I've had to choose health every time I level up so far, but I'm not sure how to distribute between health/stamina/magicka in the future. I'm thinking I can eventually focus on leveling up sneak and use a dagger and I'll already have a very nice 1hand skill to go with it. And in the far future, eventually level up the crafting skills to make the most powerful gear. But atm I'm avoiding any skill that doesn't help me in combat. Is this gonna work out? I don't really want a bunch of tips or a guide or a whole build, but rather I just want to know if my build will be good enough to work, and if not, what are the least amount of changes I need to make it viable. Thanks! You should be fine. Since magic isn't your weapon you can get away with having a lower magicka total as long as you can actually cast the spells you want to use. Generally you should be able to get away with having around 200 magicka (base or enchanted either or) and still be able to cast the majority of your spells, especially if you go high enough in each tree to unlock adept casting (you probably won't need much higher than that due to your magicka levels, but you can potentially go higher if you enchant gear to reduce the costs of your spells and get the expert spellcasting perks of each school.)
As mentioned, if you make soup you can get away with just having 100 stamina the whole game, although adding to your stamina total relieves a lot of the pressure in long fights as well as increases your carrying capacity.
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On November 29 2011 09:22 Liquid`Tyler wrote: I quit playing my first character kinda early on so that I could start over on master difficulty and play the game "naturally" (like no cheap exploits to power level a certain skill, no save/load for pickpocketing, no looking stuff up like what certain alchemy ingredients do, etc). So the thing is, I just don't have a ton of time to play skyrim and I wanna be sure that the build I'm going for isn't terrible.
The skills I'm leveling up right now are 1hand, block, heavy armor, alteration, restoration. I've had to choose health every time I level up so far, but I'm not sure how to distribute between health/stamina/magicka in the future. I'm thinking I can eventually focus on leveling up sneak and use a dagger and I'll already have a very nice 1hand skill to go with it. And in the far future, eventually level up the crafting skills to make the most powerful gear. But atm I'm avoiding any skill that doesn't help me in combat. Is this gonna work out? I don't really want a bunch of tips or a guide or a whole build, but rather I just want to know if my build will be good enough to work, and if not, what are the least amount of changes I need to make it viable. Thanks!
I did the same thing, making a new character on master after trying out the game. My personal opinion is that you'll have a very hard time without ranged ability. I can recommend going for Archery with any kind of character, even the sickest mage will benefit from things like ranged sneak attacks.
Using Alteration and Restoration for a tanky archetype makes perfect sense - you're going to need to spend more into magicka points than 10% if you're going to use restoration alot
As for distributing your attribute points, i'd recommend using a formula like 10/50/40 (Magic/Health/Stam in %). Placing everything into health i think sounds awful
To answer your question directly: Yes your build can work, but consider Archery - Distribute your attribute points more effectively
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Tyler: Cut Alteration, and your build is really efficient. The base 100 magicka should be fine for restoration, no need to really add any. You'll only need to use it to cast fast heals or close wounds this way, which are cheap enough if you put in the perks. That said, Alteration might still work as the armour buffs will cut damage intake, and you're still not spending much time using magic. Depends if you want to put many perks in there I suppose.
Block is really handy as it dramatically reduces the damage you take when timed well, and is the quickest way to interrupt power attacks/dragon breath/spells.
I found that stamina was great as it lets you get in more blocks and power attacks, important for interrupting high level casters and dragons.
Also, Stamina means you can run for much longer and carry more stuff, which is really useful when you use heavy armour. So I'd say once you have "enough" hp, dump the rest in Stamina.
Keep a bow with you, as it's versatile and doesn't really cut into your other skills much.
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Okay, after seeing the screenshot in this thread of clearing an entire castle with one illusion spell, I decided to power my skill up to 100 (everyday I'm mufflin'), and man it was tedious starting from 20-something when I was already level 45. Had to search alot before I found enemies I could frenzy, fear and charm etc - didn't want to do it exploit style.
However. However. I now have the Master level illusion skills - and it is just as ridiculous as I had expected. The Master rank spells easily hit an entire dungeon if it isn't too big, yes they ignore line of sight, and with perks you can literally affect anything and everything. It's pretty amazing having 30 high level NPCs fight each other while you're invisible in the corner. Clear anything with one spell? Check.
Casting it in a town is even more ridiculous, some NPCs resist, but so long as some townsfolk start fighting each other, the guards will immediately aggro. You never really notice how many guards there are in a town until they gang up on a poor merchant and plow her down. I had a guard shoot a Mayhem affected beggar with his bow, and the poor beggar flew over the Whiterun city wall.
Casting it on scripted quest events in which many NPCs gather is also pretty funny. You can turn any funeral, party or execution into a 30-man brawl.
Illusion guys. It's amazing.
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Well, it is stretching a bit thin indeed, but without sneak or by skipping perks of another skill I think it is viable. 5 skills means an average of 10 perks per tree when hitting 50, the character may lack some fancy stuff but 10 points if enough for the core of most trees. To put perks in all skills including sneak would require a pretty well thought out build, and you would have to sacrifice some very convenient perks...
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lvl 46 so far ... 90+ in conjuration/destruction/enchanting/smithing ... alchemy/speech around 70 and almost through act 2... and still this game doesnt get boring :D
thank god the riverwood trader has over 10k gold :D
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I need some help with Skyrim crashing...
I walked into Belethor's shop. His face was yellow. Not the usual purple texture glitch, but yellow, no shading. Skyrim crashed.
Five minutes later, I restarted the game and clicked on "Continue" in the main menu. The background audio continued, but I was stuck in the "Continue game Yes/No" menu.
I'm using the Lockpick Pro mod(yes, it's cheating).
Can anyone help?
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On November 29 2011 09:52 Warfie wrote:Illusion guys. It's amazing. Haha, I know right? I wasn't sure about the master ones since they took so long to cast, but if they have that much range, then that's awesome. I finally hit 100 illusion today, but only bothered to pick up call to arms. Will definitely try them out later.
I also love how Illusion makes public assassinations from stealth much easier as you can just quiet cast fury from stealth. ♥
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Does anyone know where I can get the mods for -% cost to specific spells? Not the one on armors mixed with magic regen, the one you can put on helms, rings, etc.
I got lucky and found a helm with the illusion one but I've done everything in the college plus about 30-40 dungeons and haven't found any of the other ones enchant yet. I want to make my own hood to use alteration perks (I don't want to use a mod to change armor on items) plus it would be useful since I have maxed enchant anyway so I can make a good hood if I can just find the correct enchants to put on it... overall it would just be super useful to let me cast my spells for less cost since my boots, gloves and rings are just random stuff I made until I can find the -% cost to destruction enchant.
I'm not sure how those enchants will work in conjunction with alteration and conjuration spells but I figure if I use destruction spells for close to 0% of their cost, it won't matter how much alteration spells cost since I only use them in between fights anyway for armor.
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+ Show Spoiler +On November 29 2011 10:41 Kurr wrote: Does anyone know where I can get the mods for -% cost to specific spells? Not the one on armors mixed with magic regen, the one you can put on helms, rings, etc.
I got lucky and found a helm with the illusion one but I've done everything in the college plus about 30-40 dungeons and haven't found any of the other ones enchant yet. I want to make my own hood to use alteration perks (I don't want to use a mod to change armor on items) plus it would be useful since I have maxed enchant anyway so I can make a good hood if I can just find the correct enchants to put on it... overall it would just be super useful to let me cast my spells for less cost since my boots, gloves and rings are just random stuff I made until I can find the -% cost to destruction enchant.
I'm not sure how those enchants will work in conjunction with alteration and conjuration spells but I figure if I use destruction spells for close to 0% of their cost, it won't matter how much alteration spells cost since I only use them in between fights anyway for armor. They can be quite rare, and I can't remember where I found mine. Having just sold my last illusion cost % item, I realized I forgot to disenchant that specific enchantment.. So I cheated and erm.. conjured one using the console. I mean I had it only hours before, so it isn't cheating right? Right..?!
Anyway, if frustration gets to you, the console commands would be
help "item text" 0 to find the name of the item you need. Just put put "of destruction" for example as text, with quotation marks, and lots of items should pop up in the list. To my understanding, anything that isn't a robe and is named "... of destruction" contains only the magic school enchantment (stronger version).
Then, to add the item, type player.additem "item ID" and fill in the ID from the aforementioned list, no quotation marks needed.
Oh, and by the way, I thought as you do that I would not need a set for schools I would use outside of combat, but it turns out some of the master level spells cost more than I had mana in total, haha. So I actually have two sets to get 100% reduction on every school, using dual enchants. Needless to say, my favorites list is pretty clogged.
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On November 29 2011 09:22 Liquid`Tyler wrote: So I know that there has already been some good discussion on this earlier in the thread somewhere but it's just gonna be impossible for me to read so many pages, so sorry...
I quit playing my first character kinda early on so that I could start over on master difficulty and play the game "naturally" (like no cheap exploits to power level a certain skill, no save/load for pickpocketing, no looking stuff up like what certain alchemy ingredients do, etc). So the thing is, I just don't have a ton of time to play skyrim and I wanna be sure that the build I'm going for isn't terrible.
The skills I'm leveling up right now are 1hand, block, heavy armor, alteration, restoration. I've had to choose health every time I level up so far, but I'm not sure how to distribute between health/stamina/magicka in the future. I'm thinking I can eventually focus on leveling up sneak and use a dagger and I'll already have a very nice 1hand skill to go with it. And in the far future, eventually level up the crafting skills to make the most powerful gear. But atm I'm avoiding any skill that doesn't help me in combat. Is this gonna work out? I don't really want a bunch of tips or a guide or a whole build, but rather I just want to know if my build will be good enough to work, and if not, what are the least amount of changes I need to make it viable. Thanks!
Short answer: any build works. You can even punch a Alduin to death in master difficulty if you have the patience and the potions.
Long answer: There are three styles with block: i) Not putting ANY point into the block tree. You are just "block" for the sake of blocking. Blocking with a shield without any block perk already offer a lot of protection. If anything, just get rank 1 shield wall and quick reflexes which allow you to deal with enemy power attacks easily (you can either dodge them or bash them off). ii) Go up the block tree on the left path and skip the right path up to Charge. I suspect the deflect arrow perk is broken, and Elemental Protection only works if you are blocking when the spell is being fired (you will find elemental protection to be hard to use without roadrunner/shield charge). Shield charge is possibly one of the most broken perk in the game since it knocks down almost everything and most npc take a good 5-6 seconds to get back up. iii) Power basher when you get every perk. Power bash in general is, imo, inferior to power attacks. Note you do not need this talent to do a "regular bash" with your shield to interrupt spells and power attacks.
- Never put more than 1 point into Shield wall. +5% for your 2nd/3rd point doesn't so much for you. - Block level up base on the amount of damage you block, so if you want to train your block skill just go find a 2 hander mob (or a giant when your level is high enough) and block all their hits.
Smithing skill helps you in combat a lot, and the 1st point in Steel smithing is super-efficient. Additional points in smithing only provide you with slightly better results and new looks (a fully upgraded set of daedric armor is only slightly better than a set of fully upgraded steel armor because of how upgrades work: you gain the same amount of damage and armor based on your smithing skill and not the "base" of what you are trying to upgrade). Upgrade skyforge steel swords and also a set of wolf armor.
Stat distribution: Early on you want to dump everything into health: because things *will* kill you. Once you get to around 200 health I would start to invest into stamina a little bit and shape it around 220 health/150 stamina. Do not bother adding any points into magika.
Perk distribution: Invest heavily into one hand weapon skill. The faster you kill things, the less damage you will take. Do not put any points into alteration early on (alteration spells drains all your magicka and does not last long enough), or even restoration unless you have the "free points" (ie: if you know that your weapon skill is not about to level up to where you can throw new points into the tree). Get respite when your restroration is @lv50.
You can powerlevel alteration+restoration later once you get equilibrium in the Labyrithian (converts health into mana). The key talent in restoration would most likely be the Respite talent which allows healing spell to recover stamina as well at a 1:1 ratio.
Shout wise: I recommend either 3/3 Relentless force to push your enemies down cliffs and to disable them for a while, then get the first two ranks of Time Slow (one from Hag's End and the other from the place where you get the Jagged Crown when you do your Legion/Stormcloak quest). The last rank is at the end of the Winterhold College quest and you may not be able to clear it early on.
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Anyone know if there is a way to recover lost items? haha I seem to have misplaced my Krosis mask somewhere...
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On November 29 2011 11:15 Kororo wrote: Anyone know if there is a way to recover lost items? haha I seem to have misplaced my Krosis mask somewhere...
Console. `help "krosis" 4 player.additem insert_id_here
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On November 29 2011 11:23 Hikari wrote:Show nested quote +On November 29 2011 11:15 Kororo wrote: Anyone know if there is a way to recover lost items? haha I seem to have misplaced my Krosis mask somewhere... Console. `help "krosis" 4 player.additem insert_id_here Thanks. Sucks knowing somewhere in the world there is another haha. I seriously have no idea where I would have put it TT; or if it simply disappeared from my chest.
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On November 29 2011 09:22 Liquid`Tyler wrote: So I know that there has already been some good discussion on this earlier in the thread somewhere but it's just gonna be impossible for me to read so many pages, so sorry...
I quit playing my first character kinda early on so that I could start over on master difficulty and play the game "naturally" (like no cheap exploits to power level a certain skill, no save/load for pickpocketing, no looking stuff up like what certain alchemy ingredients do, etc). So the thing is, I just don't have a ton of time to play skyrim and I wanna be sure that the build I'm going for isn't terrible.
The skills I'm leveling up right now are 1hand, block, heavy armor, alteration, restoration. I've had to choose health every time I level up so far, but I'm not sure how to distribute between health/stamina/magicka in the future. I'm thinking I can eventually focus on leveling up sneak and use a dagger and I'll already have a very nice 1hand skill to go with it. And in the far future, eventually level up the crafting skills to make the most powerful gear. But atm I'm avoiding any skill that doesn't help me in combat. Is this gonna work out? I don't really want a bunch of tips or a guide or a whole build, but rather I just want to know if my build will be good enough to work, and if not, what are the least amount of changes I need to make it viable. Thanks!
Need to play Hardcore too (although with time restraints probably not). Why do you want alteration though? I suggest you use Illusion instead. Be careful using Fear because it can pull a lot of extra mobs, but calm is very good early on to control how the battles are flowing. Much better than alteration early on at least.
If you focus purely on combat you'll be the strongest possible, although two magic schools could be too many if you're doing one handed and block. You will use a lot of potions regardless so be prepared.
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I never got the use lots of potions thing. I've only played this game on Master and at the most I've used like 5 potions on a boss fight. 95% of fights I don't even use a potion at all. You can use cover/kiting to buy you enough time to cast heal on yourself usually. I only use potions vs strong caster opponents that can hit me constantly because of a lack of cover or something.
Restoration ftw. (Don't even have any perks in it - still useful).
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ahem..
![[image loading]](http://images.4chan.org/b/src/1322535008811.jpg)
Mandatory Xzibit meme, check
User was warned for this post
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On November 29 2011 12:09 Battleaxe wrote:ahem.. ![[image loading]](http://images.4chan.org/b/src/1322535008811.jpg) Mandatory Xzibit meme, check HAHA When I saw that I thought of the same exact thing.
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just starting doing the college of winterhold quests
EVERYTHING IS GREEN
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