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On November 23 2011 14:24 Doraemon wrote: i just keep forgetting where everything is, i've been to so many towns. the only town i actually know the layout of is whiterun, so i just keep fast travelling back there to buy/sell stuff
lol I do the exact same thing... no matter how far away I am, I travel to Whiterun cuz I know exactly where everything is and it feels more comfortable.
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I've been running with the absorb magic stone for a while and to be honest I love it on my mage, when you dont focus on resists much like I do mages are a pain, with this stone those pesky lighting throwing mana draining mages are no longer a problem for me, and the -mana regen is hardly noticable
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On November 22 2011 12:55 nekolux wrote: What's a good level to head down to winterhold at? I'm building a battle mage, currently at level 10 the bitch at the entrance of the college makes you perform a random spell. she asked me to do a spell i couldnt cast because me mana bar wasnt big enough yet. so i guess you can just go and try..
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You can come out with sneak 100 if you start as stormcloacks.
+ Show Spoiler +Just get the key first and then stand back to ralof and hack ,
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Paladin Build
Main focus : Heavy hitter with Healing Race : Imperial (Breton for min/max players for magic resist) Statistics : 2/3/0 (magicka/health/stamina) - put some stamina points mid game like 3 -5 (depending on your gear) Secondary focus : Whatever you feel like (it's pretty easy and straightforward build)
Perks: Restoration (Average - to Heavy investment) Heavy Armor (Heavy investment) One-handed Maces (Average to Heavy investment) Alteration (Low investment) (Optional) Smithing up to Daedric
Essential Perks : - Respite (The most essential) - Regeneration -Bone Breaker -Line up to Matching set in Heavy armor -Ward Absorb -Daedric Smithing -Magic resistance (optional)
Advantages: - Stand your ground and bash monsters. No more running around - when you get respite, bash with your mace and take a few steps back while healing and watch how your life and stamina instantly full, rinse and repeat. -Ward usage and heal spells complement a lot this one-handed build. -A lot of room for additional specializations (can go cleric style undead raising, also can go enchanting for min/max DPS build, can spec heavy into alteration for tanky build) -Pretty easy to use. -Very solid from early begining to late game. -Who needs health or stamina potions? (very low potion usage)
Disadvantages: - Low ranged options (speccing into destro, you need to go enchanting too, to give heavy armor spell reduce, no synergies with bow) -Struggles against heavy ranged firepower in open spaces.(like several mages with impact casting at once, unless you go bretton and alteration) -Must wait for dragons to land (althought dragonfights are pretty easy). -Low carrying cappacity in heaviest armors
Tips: - Level some points of restoration with perks asap (Novice, Regeneration). Then proceed on weapon damage, then on armor when have free perks. -Usually it will be enough only using Fast Healing spell untill late game (it conserves mana very well), where heavier healing versions will be needed. -When fighting go on full offensive, you have tools to fall back and fast heal anytime (healing should be equiped almost all the time, unless you need wards) + Show Spoiler + -Get ring of Namira asap after you get respite -Go for Mace of Molag Bal if you dont go Enchanting -This creates kinda sort of Anti-paladin from morality perspective, tho, if you are into role-play
Weapons : Maces. Pretty Old school paladin.
Armor : The best you can smith. No, i dont suggest rushing to Daedric asap, just stay ahead.
Follower Any, synergizes well with all types.
This is build is open to tailor to your needs later on.
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On November 23 2011 20:07 B.I.G. wrote:Show nested quote +On November 22 2011 12:55 nekolux wrote: What's a good level to head down to winterhold at? I'm building a battle mage, currently at level 10 the bitch at the entrance of the college makes you perform a random spell. she asked me to do a spell i couldnt cast because me mana bar wasnt big enough yet. so i guess you can just go and try..
She asks to do a couple spells, if you cant cast it, just reload. Another solution is to get stone of the atronach, which will increase your magicka by 50 (I think the highest cost she asks is around 140).
Stone of the atronach is also insanely overpowered if you're breton. Activate daily 50% magicka absorb + 50% from atronach = 1 minute of invincibility vs mages
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From what I've tested the easiest way to play the game is this: Mage Main focus: Destruction / Restoration / Alteration / Enchanting Race: High elf Statistics: level magicka first, level health later, 1 or 2 points into stamina
Perks: Destruction dual casting & impact Enhanced damage from fire, frost or lightning. (imo fire is the best as it has the easiest spells to target with, the projectile speed is good enough to hit units further away and the size of the projectile is big so you can hit stuff easy. Frost spells have slow projectiles = bad for long range combat and lightning costs more and harder to target) Enchanter, crucial to level fast. Regeneration & novice/adept restoration etc. Mage armor & novice/adept alteration etc.
Stone: Mage stone
Follower: I prefer none, followers are extremely annoying in this game and make it too easy. Otherwise use some mage like Onmund or J'zargo.
How to play: At first you want to just level a little bit and use your initial few perks to get the novice perks in alteration, restoration and destruction. These allow you to use the critical spells you use a bit more: healing, oakflesh and flames. Very early on you'll probably need to use a weapon in one hand as well still so just do so, any other gear should be focussed on increasing magicka or magicka regen early on and otherwise just some extra health or resistance to magic. Try to do the mage quests in winterhold ASAP, doing this gives you access to some nice mage gear you need early and will also gives you easy access to soul gems. After the initial levels you want to focus on enchanting, disenchant any item you can get that's not worth too much money and try to get a wand. You can recharge the wand to gain levels in enchanting and the wand will help in battles to spam when you are low on magicka. The goal is just to raise enchanting and get to 3/5 or 4/5 enchanter as fast as possible. The gear you aim for midgame is all unarmored (with a point in alterations mage armor and adding more later) and as many stuff that decreases the cost of destruction spells. Decreasing the cost of restoration and alteration spells isn't neccesary as you don't spam these spells much. For chest piece destruction robes or the archmage robes from the quest are great. Enchant rings, amulets and hats into decreasing cost of destruction. Gloves into giving extra magicka. At 4/5 enchanter you can get massive costs reduction on destruction by using a potion of enchanting as well. Do this to get >90% cost reduction on destruction. At this point you want to have dual casting and impact for destruction so you can start dual casting spells instead of using wand + spell. Just pop stoneflesh/ironflesh prebattle, dual cast your fireballs and use healing here and there when needed. This playstyle is insanely strong and you can easily do any quest on master with it when you raise your level a bit. Follow this style and eventually you'll get to 100 enchanter. At this point you want to get -100% on destruction spells, and add spell resistance as 2nd ability to your gear. Put extra health + magicka / spell resistance on gloves and boots. You should have free destruction spells, just enough magicka to comfortably cast ironflesh / close wounds and enough magic resistance to laugh at opposing mages. Perks at this point just go into leveling out mage armor and magic resistance from the alteration tree and getting max damage on fire (or ice/lightning) from destruction. Don't bother with stuff like dual casting restoration etc. just get the essentials from each tree. Finally you'll be dual casting fireballs mostly with lots of survivability from ebonyflesh, magic resistance and healing. For battles with more enemies start out by casting paralyze on the hardest guy while you chain fireballs on the rest. You'll be breezing through master this way and by limiting yourself to 4 tree's you can achieve this style quite fast (all benefit from magestone too).
Is this the most fun way to play? Perhaps not, but it's probably the most broken as in easy to play masters with it.
Around lvl 13 I think you should be able to get near free destruction spells by having 4/5 enchanter (needs lvl 60). Just enchant alot of equipment you found with some petty gems, you can use the axe you get from the jarl early on to get easy access to gemstones (disenchant it and enchant another weapon). With 4/5 enchanter, drink a enchanter potion and just enchant clothes, ring, amulet and hat and you're good to go. Because destruction will eventually get free don't waste perk points on getting the cheaper destruction spells past novice. A good build to be on around lvl 15 is this: http://chrizel.github.com/skyrim/#t/6/0,-qmvpc0,27yfwk,0,0,0,0,0 after that proceed by leveling out a bit more in alteration, enchanting and restoration, you don't really need more perks in destruction except augmented flames and the dual casting + impact.
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On November 23 2011 21:46 NightOfTheDead wrote:Paladin Build+ Show Spoiler +Main focus : Heavy hitter with Healing Race : Imperial (Breton for min/max players for magic resist) Statistics : 2/3/0 (magicka/health/stamina) - put some stamina points mid game like 3 -5 (depending on your gear) Secondary focus : Whatever you feel like (it's pretty easy and straightforward build) Perks:Restoration (Average - to Heavy investment) Heavy Armor (Heavy investment) One-handed Maces (Average to Heavy investment) Alteration (Low investment) (Optional) Smithing up to Daedric Essential Perks :- Respite (The most essential) - Regeneration -Bone Breaker -Line up to Matching set in Heavy armor -Ward Absorb -Daedric Smithing -Magic resistance (optional) Advantages:- Stand your ground and bash monsters. No more running around - when you get respite, bash with your mace and take a few steps back while healing and watch how your life and stamina instantly full, rinse and repeat. -Ward usage and heal spells complement a lot this one-handed build. -A lot of room for additional specializations (can go cleric style undead raising, also can go enchanting for min/max DPS build, can spec heavy into alteration for tanky build) -Pretty easy to use. -Very solid from early begining to late game. -Who needs health or stamina potions? (very low potion usage) Disadvantages:- Low ranged options (speccing into destro, you need to go enchanting too, to give heavy armor spell reduce, no synergies with bow) -Struggles against heavy ranged firepower in open spaces.(like several mages with impact casting at once, unless you go bretton and alteration) -Must wait for dragons to land (althought dragonfights are pretty easy). -Low carrying cappacity in heaviest armors Tips: - Level some points of restoration with perks asap (Novice, Regeneration). Then proceed on weapon damage, then on armor when have free perks. -Usually it will be enough only using Fast Healing spell untill late game (it conserves mana very well), where heavier healing versions will be needed. -When fighting go on full offensive, you have tools to fall back and fast heal anytime (healing should be equiped almost all the time, unless you need wards) + Show Spoiler + -Get ring of Namira asap after you get respite -Go for Mace of Molag Bal if you dont go Enchanting -This creates kinda sort of Anti-paladin from morality perspective, tho, if you are into role-play
Weapons :Maces. Pretty Old school paladin. Armor :The best you can smith. No, i dont suggest rushing to Daedric asap, just stay ahead. Follower Any, synergizes well with all types. This is build is open to tailor to your needs later on. That doesn't look like a viable build. No Stamina means less swings with the mace, which is pretty darn heavy to wack around. Maybe if the build is 1/3/1 instead of 2/3/0, it would make more sense. I get the idea of Respite, but do you really wanna just swing once, then have a cup of coffee and then swing once more ? Any melee build that looked like making sense, usually has a pretty good stamina increase, so that you don't end up depending on potions or resting mid-way in combat. Besides, you'll have hard time running away from battle with that little Stamina and I'm pretty sure you'll have to do that if you're spending half the time resting.
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Which is the best weapon enchantment for pure dual one-hand damage?
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That doesn't look like a viable build. No Stamina means less swings with the mace, which is pretty darn heavy to wack around. Maybe if the build is 1/3/1 instead of 2/3/0, it would make more sense. I get the idea of Respite, but do you really wanna just swing once, then have a cup of coffee and then swing once more ? Any melee build that looked like making sense, usually has a pretty good stamina increase, so that you don't end up depending on potions or resting mid-way in combat. Besides, you'll have hard time running away from battle with that little Stamina and I'm pretty sure you'll have to do that if you're spending half the time resting.
It's THE easiest build i played with. You're very wrong about stamina. You have infinite stamina with respite. Stamina comes together with healing, also with regeneration perk, you get loads of stamina, full bar everytime. Also, you can outrun anyone, just heal while running, - respite again? All you need is just healthy amount of mana to health ratio, so you dont overheal, or underheal. Stamina is the least problem. Also, i listed item in spoiler section, which increase your stamina, you can incorporate more if needed.
This build was the breeze to run on expert. But with good enchanting, prolly would be the same on masters. As maces are slow, but heavy hitting, healing in between several hits is pretty natural. With some items and some points put into stamina you'll end up with around 200 stamina which is about right when you want to heal after having used all that.
Btw even warrior builds with points into stamina do not do power attacks all the time. Normal swings deal damage too, especially maces. This build exactly does what it supposed to do trades stamina for magicka, cause respite fills you with instant full bar stamina and in addition, heals you. This opens additional spell uses you can incorporate, while having stamina all the time. No stamina build can compete with amount of stamina you can pull off with this build, believe me.
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On November 23 2011 22:50 NightOfTheDead wrote:Show nested quote +
That doesn't look like a viable build. No Stamina means less swings with the mace, which is pretty darn heavy to wack around. Maybe if the build is 1/3/1 instead of 2/3/0, it would make more sense. I get the idea of Respite, but do you really wanna just swing once, then have a cup of coffee and then swing once more ? Any melee build that looked like making sense, usually has a pretty good stamina increase, so that you don't end up depending on potions or resting mid-way in combat. Besides, you'll have hard time running away from battle with that little Stamina and I'm pretty sure you'll have to do that if you're spending half the time resting.
It's THE easiest build i played with. You're very wrong about stamina. You have infinite stamina with respite. Stamina comes together with healing, also with regeneration perk, you get loads of stamina, full bar everytime. Also, you can outrun anyone, just heal while running, - respite again? All you need is just healthy amount of mana to health ratio, so you dont overheal, or underheal. Stamina is the least problem. Also, i listed item which increase your stamina, you can incorporate more if needed. This build was the breeze to run on expert. But with good enchanting, prolly would be the same on masters. As maces are slow, but heavy hitting, healing in between several hits is pretty natural. Well, only way to make sure is to try it out.
It would probably be a lot more fun if you got a shield instead of staying idle with that hand until you need to heal. I've been using a build that focuses on onehand, heavy armor, block and some resto. No points in magicka (basic heal is sufficient).
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On November 23 2011 23:01 Raekhor wrote:
It would probably be a lot more fun if you got a shield instead of staying idle with that hand until you need to heal. I've been using a build that focuses on onehand, heavy armor, block and some resto. No points in magicka (basic heal is sufficient).
Well, i usually get on the offensive so i use all stamina ignoring the damage i get back, then move some steps back while healing and proceed again. So shield is kinda useless, unless its for armor rating. I dont block, i outheal all the damage, therefore i need to have better heals than basic. Its a bit different approach. Doing so i get all stamina back also. It's not Sword and Board style.
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On November 23 2011 15:07 RyuChus wrote: I'm wondering if a destruction dark elf would be any good on Masters level. I'm on expert right now and I'm sort of struggling to kill people fast enough right now. I've gotten my equipement to the point where most of my spells don't cost any magicka. Is there anyway I can increase my damage output without spamming like crazy, and is there anyway I can cast the master level spells faster than the like 5 seconds it takes now? Thanks!
As I posted above, you have only 3 ways to increase the dps of destruction spells
a) the perks in destruction tree for 25/50% damage increase b) alchemy, fortify destruction and the various poisons (you'll need a weapon to deliver it to targets though) for vulnerability to elements
c) the bugged perks in the illusion school that for some weird reason double your destruction damage for now.
there is no ways to lower cast times, master rank spells simply suck.
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On November 23 2011 23:56 daemir wrote:Show nested quote +On November 23 2011 15:07 RyuChus wrote: I'm wondering if a destruction dark elf would be any good on Masters level. I'm on expert right now and I'm sort of struggling to kill people fast enough right now. I've gotten my equipement to the point where most of my spells don't cost any magicka. Is there anyway I can increase my damage output without spamming like crazy, and is there anyway I can cast the master level spells faster than the like 5 seconds it takes now? Thanks! As I posted above, you have only 3 ways to increase the dps of destruction spells a) the perks in destruction tree for 25/50% damage increase b) alchemy, fortify destruction and the various poisons (you'll need a weapon to deliver it to targets though) for vulnerability to elements c) the bugged perks in the illusion school that for some weird reason double your destruction damage for now. there is no ways to lower cast times, master rank spells simply suck.
Indeed the master rank spells are incredibly bad. Such a letdown to do a quest to get them and then find out they have a insane charge time. In any combat against multiple opponents you'll get staggered before you get it off and they aren't even that good when you do.
Spamming fireball and incinerate is just the way to go imo. Against multiple enemies simply fireballing on the ground to hit them all goes quite quickly and against a single enemy chain staggering them with incinerate will do. Perhaps not as quick as some of the good weapons but you can still kill alduin on masters in about 30 secs with it..
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Might as well share my build:
2Handed Barbarian smith Nord
Leveling: 0/3/2 or 0/2/1 (depending on preference)
Skills: 2Hander, Light Armor, Blocking, Bows, Sneak, Heavy Armor, Smithing, Enchanting
Basic/Core perks (50 perks) are:
2Hander Perks (10): 5/5 Barbarian Champion's Stance Devastating Blow Great Critical Charge Sweep Warmaster
Light Armor perks (10): *All perks*
Blocking (5) 1/5 Shield Wall Power Bash Deadly Bash Disarming Bash Shield Charge
Stealth (5) 1/5 Stealth Backstab Deadly Aim Light Foot Muffled Movement Silent Roll
Archery (5) 5/5 Overdraw
Enchanting (9-11) 5/5 Enchanter Fire Enchanter Insightful Enchanter Corpus Enchanter and/or Frost Enchanter + Shock Enchanter Extra Effect
Smithing(5) Steel Elven Advanced Glass Dragon
Luxury Perks (50-70): Really anything can fit in, all you need is the above (even if you don't over abuse enchanting + smithing). You can opt for something unrelated like pickpocketing, alchemy, speech craft, or some basic magic skills (though you have 100 mana only )
If you want to stick with the theme then you want...
2/2 Silence & Shadow Warrior 3/3 Deep wounds / Skullcrusher / Limbsplitter 3/3 Critical Shot Eagle Eye Power Shot Quick Shot Bullseye
(Ranger would only be useful vs Dragons, Giants and the like, but you can handle them anyways).
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Basically combat is usually sneaking up with stealth roll (very silent movement at minimal stamina cost) and either doing a 2h backstab or bow shots to open combat. With the bow you then follow up with a critical charge then use bashes + standing power attacks to down your enemies.
Use Warmaster, bow stagger, and blocking skills to crowd control your enemies.
------- 2Hander: Fire / Frost Bow: Shock / Frost Head: Archery / Anything Arms: 2 Hander / Archery Feet: Fire Resist / Shock Resist (or Resist Magic / 2 Hander) Finger: 2 Hander / Archery Neck: 2 Hander / Resist Magic Chest: Stamina Regen / Health (or Poison Resist)
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On November 23 2011 17:19 Pro]ChoSen- wrote: lol I do the exact same thing... no matter how far away I am, I travel to Whiterun cuz I know exactly where everything is and it feels more comfortable.
I can sell 10 feet away to the smith and her husband and store the rest in my house 5 feet away. It's just so convenient!
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Would anyone know if companions benefit from passive enchantments, and do they have a set of perks allocated to them?
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On November 24 2011 01:37 DrSeRRoD wrote:Show nested quote +On November 23 2011 17:19 Pro]ChoSen- wrote: lol I do the exact same thing... no matter how far away I am, I travel to Whiterun cuz I know exactly where everything is and it feels more comfortable.
I can sell 10 feet away to the smith and her husband and store the rest in my house 5 feet away. It's just so convenient! + it totally reminds me of that town in the lord of the rings movie... forgot the name but its the one were all the horse dudes lived before they had to run
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So has anyone tried any kind of character that uses like 8 daggers with different effects and cycles through them? I'm going to do that for my next character and would appreciate any advice.
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