Ok, tried the war wizard build and am getting it handed to me...I hate blocking but like using my magic, then wading in to finish things off with me sword. Any advice on how this character would work?
Warlock (submitted by Omar M. K.)
Specialization: Magic/Combat (anyone will work just depends on which you
prefer.)
Attributes: Intelligance and Strength
Skills: Alchemy (For healing potions and adding magical effects to weapons)
Destruction (For offensive magic)
Blade/Blunt (Depends on preference)
Alteration-Shield spells (For protecting yourself in melee
situations and lockpicking spells.)
Heavy/Light armor (Depends on Preference, but if your
specialization is magic than I recommend heavy for better
protection)
Conjuration (An ally can help at times and sometimes if you need
someone else to take damage for you)
Mysticism (for soultrap and enchanting and recharging magical
weapons)
Armorer (For when your not near a town and you need your equipment
in top shape and to save money)
The great thing about this class template is the fact that it has more than
one use or focus. With this template you can complete the mages guild
questline, Fighters Guild questline, and Brotherhood of shadows questline.
The main questline has been only moderatly difficult with this template for
me. It is the best mix of magic and combat because the magic compliments
the weapons and armor and the weapons armor pick up where the magic leaves
off (Melee combat situations).
Race selection:
* Male Dark Elf- Has both magic and combat attribute
* Male Redguard- Combat taken care of only need to up magic
* High Elf- Needs to improve on blade/blunt and armor and all else is easy
to handle.
Birthsigns:
* Warrior- Helps your maximum hp, strength, and how much you can carry
* Mage- Helps your mana
* Lord- helps your mana and gives you spell absorbtion
Ack, getting PUMMELLED!! Help needed
- westernwilson
- Posts: 3
- Joined: Wed Jul 05, 2006 10:46 am
- Contact:
That build seems like it would work ok for you, at least based on your fairly brief description of your favorite tactics. Two basic approaches to character builds:
1) Pick or build a class that sounds interesting, and adapt your play style to the strengths & weaknesses of the character. Everybody does this early on, but for me it also provides almost unlimited replay value; it almost seems like a different game seen through the eyes of a battlemage vs., say, a thief.
2) After you've played enough to get a good idea of what attributes and skills you enjoy using the most, and build a class around those.
I've done both, and been fairly successful with wildly different builds.
I guess there's also approach 1b) pick a class you just can't get the hang of, and get it handed to you - I've done that a few times too
1) Pick or build a class that sounds interesting, and adapt your play style to the strengths & weaknesses of the character. Everybody does this early on, but for me it also provides almost unlimited replay value; it almost seems like a different game seen through the eyes of a battlemage vs., say, a thief.
2) After you've played enough to get a good idea of what attributes and skills you enjoy using the most, and build a class around those.
I've done both, and been fairly successful with wildly different builds.
I guess there's also approach 1b) pick a class you just can't get the hang of, and get it handed to you - I've done that a few times too
Can the answer to this question be "No"?
belthans right, pick a general class that goes with your play style and change it around to suit your specific needs. play around with a few different characters to see if you like what they bring to the table. heres a template i'll just throw out there.
Warlock
Redguard (great combat skills+adrenaline rush)
Willpower and Intellegence (for magic)
Combat Specialization
Blade (many good weapons)
Heavy Armor (best offense is strong defense)
Conjuration (bound items good+creature combat support)
Destruction (for ranged combat)
Sneak (sneak attack for extra damage)
Restoration (to heal)
Armorer (to keep items fresh)
Birthsign the mage, 50+ magic with no draw backs
If you still have trouble, try changing your battle strategy or lower the difficulty slider a little
Warlock
Redguard (great combat skills+adrenaline rush)
Willpower and Intellegence (for magic)
Combat Specialization
Blade (many good weapons)
Heavy Armor (best offense is strong defense)
Conjuration (bound items good+creature combat support)
Destruction (for ranged combat)
Sneak (sneak attack for extra damage)
Restoration (to heal)
Armorer (to keep items fresh)
Birthsign the mage, 50+ magic with no draw backs
If you still have trouble, try changing your battle strategy or lower the difficulty slider a little
-You are the Canadian bacon on my mcdonalds sausage, egg, and cheese mcmuffin
- westernwilson
- Posts: 3
- Joined: Wed Jul 05, 2006 10:46 am
- Contact:
Ok, then I will go with the above build.
Now I have one more thing that is confusing the hell out of me!
How do I ensure that I have 5 pt. modifiers to the skills I want to build (mostly Strength, Intelligence, Willpower and Endurance)????
If I sleep and level up I find I get only 3 pt. modifiers, as it seems there is something I am missing in my skill point training tactics.
If I fight my own skeleton, I can build Str and Willpower by fighting hand to hand, blocking, and healing myself. But I have to take my heavy armour off, right? or a primary trains too fast? I take it when you get that message to rest and meditate, you can no longer build up skill points that net you skill increase modifiers?
Ack...it is confOOOOZing!!
[Moderation: Luis] Westernwilson, whenver you think a word is gonna be caught by the profanity filter, please dont post it. Using ** instead of the word is wrong. I fixed "hell" for you, but I hope you dont do that again in the future.[/Moderation]
Now I have one more thing that is confusing the hell out of me!
How do I ensure that I have 5 pt. modifiers to the skills I want to build (mostly Strength, Intelligence, Willpower and Endurance)????
If I sleep and level up I find I get only 3 pt. modifiers, as it seems there is something I am missing in my skill point training tactics.
If I fight my own skeleton, I can build Str and Willpower by fighting hand to hand, blocking, and healing myself. But I have to take my heavy armour off, right? or a primary trains too fast? I take it when you get that message to rest and meditate, you can no longer build up skill points that net you skill increase modifiers?
Ack...it is confOOOOZing!!
[Moderation: Luis] Westernwilson, whenver you think a word is gonna be caught by the profanity filter, please dont post it. Using ** instead of the word is wrong. I fixed "hell" for you, but I hope you dont do that again in the future.[/Moderation]
This isn't a spoiler per se, but it gets into game engine mechanics to help you "min-max" a character, so it might offend some roleplaying purists.
Anyway, every time you increase any skill (Major or Minor), you get one point toward the attribute associated with that skill. Every time you increase a Major Skill, you get one credit toward leveling up. (They aren't really called "points" or "credits" by the game, those are just my terms so you don't get the two confused). After 10 credits, you can level up. When you level up, the number of points accumulated toward each attribute determines the bonus you can apply to that attribute: 0-3 = +1, 4/5 = +2, 6/7 = +3, 8/9 = +4, 10 or more = +5. If you don't level up right away attribute points continue to accumulate, but they will apply to your NEXT level - only the points you accumulated before becoming eligible to level up apply to THIS level.
This implies a couple interesting things. First, accumulating 3 points toward an attribute is no different than completely ignoring it - you can still only get +1 when you level up. If you're going to practice skills to increase a specific attribute, practice them A LOT. And then practice some more. It helps to pay attention to those "Your <blank> Skill Increased" messages at the top of the screen and keep track of what skills increased and how many times, but this can be harder than it sounds when your Blade, Block and Heavy Armor are all increasing at the same time because you're being pummelled by Daedra. Or you can just periodically check your Stats menu (which also shows what skills are associated with what attributes, BTW).
Also, if ALL of the skills associated with a particular attribute are Major Skills for you, it's very hard to get a +5 bonus in that attribute. Say you have Blade, Blunt and Hand-to-Hand (all Strength) and Heavy Armor (Endurance) as Major Skills. Now say you increase Blade, Blunt and Hand-to-Hand 3 times each (total of 9 points toward Strength and 9 credits toward leveling up). Then a mudcrab hits you, your Heavy Armor skill increases, and you level up, but you only qualify for a +4 Strength bonus. And you might only qualify for a +1 Endurance bonus, unless you increased any Minor Skills related to Endurance. In this example, if you had Armorer as a Minor Skill and increased it 9 times that same level, you'd qualify for +5 Endurance bonus (9 endurance points for Armorer + 1 point for Heavy Armor).
So, if you really want to maximize your increases to a particular attribute, take at least one skill related to that attribute as a Minor Skill. You can then practice that skill as much as you want to get 10 points toward the related attribute, without leveling up before you finish. The only drawback is that any given skill only increases half as fast if you take it as a Minor Skill. (Armorer is a great Minor Skill to take to max out your Endurance bonuses, becuase there's seldom a shortage of busted-up armor and weapons to repair). Finally, training a skill has the same effects as increasing it by practice. if you're close to leveling up but you want more points toward a specific attribute, you can buy training from an NPC in a related Minor Skill without risk of one of your Major Skills increasing in combat and leveling up before you're ready.
Anyway, every time you increase any skill (Major or Minor), you get one point toward the attribute associated with that skill. Every time you increase a Major Skill, you get one credit toward leveling up. (They aren't really called "points" or "credits" by the game, those are just my terms so you don't get the two confused). After 10 credits, you can level up. When you level up, the number of points accumulated toward each attribute determines the bonus you can apply to that attribute: 0-3 = +1, 4/5 = +2, 6/7 = +3, 8/9 = +4, 10 or more = +5. If you don't level up right away attribute points continue to accumulate, but they will apply to your NEXT level - only the points you accumulated before becoming eligible to level up apply to THIS level.
This implies a couple interesting things. First, accumulating 3 points toward an attribute is no different than completely ignoring it - you can still only get +1 when you level up. If you're going to practice skills to increase a specific attribute, practice them A LOT. And then practice some more. It helps to pay attention to those "Your <blank> Skill Increased" messages at the top of the screen and keep track of what skills increased and how many times, but this can be harder than it sounds when your Blade, Block and Heavy Armor are all increasing at the same time because you're being pummelled by Daedra. Or you can just periodically check your Stats menu (which also shows what skills are associated with what attributes, BTW).
Also, if ALL of the skills associated with a particular attribute are Major Skills for you, it's very hard to get a +5 bonus in that attribute. Say you have Blade, Blunt and Hand-to-Hand (all Strength) and Heavy Armor (Endurance) as Major Skills. Now say you increase Blade, Blunt and Hand-to-Hand 3 times each (total of 9 points toward Strength and 9 credits toward leveling up). Then a mudcrab hits you, your Heavy Armor skill increases, and you level up, but you only qualify for a +4 Strength bonus. And you might only qualify for a +1 Endurance bonus, unless you increased any Minor Skills related to Endurance. In this example, if you had Armorer as a Minor Skill and increased it 9 times that same level, you'd qualify for +5 Endurance bonus (9 endurance points for Armorer + 1 point for Heavy Armor).
So, if you really want to maximize your increases to a particular attribute, take at least one skill related to that attribute as a Minor Skill. You can then practice that skill as much as you want to get 10 points toward the related attribute, without leveling up before you finish. The only drawback is that any given skill only increases half as fast if you take it as a Minor Skill. (Armorer is a great Minor Skill to take to max out your Endurance bonuses, becuase there's seldom a shortage of busted-up armor and weapons to repair). Finally, training a skill has the same effects as increasing it by practice. if you're close to leveling up but you want more points toward a specific attribute, you can buy training from an NPC in a related Minor Skill without risk of one of your Major Skills increasing in combat and leveling up before you're ready.
Can the answer to this question be "No"?
- westernwilson
- Posts: 3
- Joined: Wed Jul 05, 2006 10:46 am
- Contact:
THANKYOU for that! Using the credit/point terminology really cleared things up for me.
SO, since all my Intelligence skills are majors for me, I will have to train up the other things I want to max out with 5+ via points only and make sure that all my credits come from Intelligence skills?
Happily, I am using a mod that keeps track of my points/credits. That helps. Beats writing things down as the screen notices come up...why the game doesn't allow you to quickly see what credits and points you have built up is beyond me.
But thanks again, that explanation saved me a lot of grief!
SO, since all my Intelligence skills are majors for me, I will have to train up the other things I want to max out with 5+ via points only and make sure that all my credits come from Intelligence skills?
Happily, I am using a mod that keeps track of my points/credits. That helps. Beats writing things down as the screen notices come up...why the game doesn't allow you to quickly see what credits and points you have built up is beyond me.
But thanks again, that explanation saved me a lot of grief!