No Armor Warrior?

Post » Fri May 04, 2012 1:24 am

Hi,

I am new here and also new with Oblivion. After plying it for some time, i just have a thought. Is it possible to create a warrior that wear no armor at all?

Correct me if i am wrong, as far as i know, armor rating cap is 85% right? No matter what armor we wear the max is 85%. Now the question is, why wear armor if we can create spell? i never create my own spell so far as i play, but i know we can create spell in Arcane University.

Is it possible to create Shield spell that boost 85% armor rating? If it is possible, then there is no need for armor in my opinion. Just wearing robes or normal clothes have low ecumberance. Furthermore, all elemental resistence also have Shield effect right?

My suggestion build

Jedi Master

Specialization :
Combat

Favorite Attribute :
Strength or Willpower
Agility or Endurance

Major Skills :
Acrobatic
Athletic
Blade
Block
Marksman or Sneak
Mercantile or Restoration
Speech craft

Minor Skills for training* :
Alteration : For Shield spells
Mysticism : For Sense Life and Telekinetic spells
Illusion : For Charm spells
Restoration ; For Healing and Fortify spells

*making these minor to avoid level up to quickly

Suggested race:
Imperial
Breton

Suggested birth sign:
Warrior
The Lady
Mage
Thief

All low level cheap spells for training can be bought at Imperial Market District

This character will focus on speed in combat, not get hit so much, hit and run, stealth, self buff all the time and deal more damage using two handed blade. Suggested gears are anything that have resistence.

What do you guys think?
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D LOpez
 
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Post » Fri May 04, 2012 3:56 am

Yes, you're correct. In fact it's very easy to get to 75% using elemental shield enchantments/sigil stones etc, and it won't hurt your spell effectiveness.

As for your build, you can make anything work, really. Just some things will be easier or more "natural", especially in the beginning.
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Mr.Broom30
 
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Post » Thu May 03, 2012 4:22 pm

You can also make shield potions that are quite powerful. And their effects stack up to 4 potions worth. At higher levels you can instantly sip your armor rating from 0 to 85 for longer than any fight would normally last. At any level, shield potions can certainly help fill any gap from what your armor rating is to 85 if you haven't gotten it there yet.
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Danel
 
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Post » Thu May 03, 2012 3:51 pm

But sure this build will be hard to play, most of the time the enemy will come close such as Clanfear and some creatures, in a close space this character will have a problem in early game

Another problem is to gain Strength stats, all govern skills are melee attacking skills in which we don't use (Hand to Hand and Blunt), unless we want to train it as minor skills. To get Fortify Strength spell need high Restoration but this is too far away to achieve as minor skill unless have a trainer.

Solution :

1. At early game, wear armor light or heavy, but to achieve high level in armor is not the goal
2. Make Restoration as major skill, but using it regularly may level up fast accidentally
3. become rich and pay the trainers
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Victor Oropeza
 
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Post » Thu May 03, 2012 5:47 pm

Solution :

1. At early game, wear armor light or heavy, but to achieve high level in armor is not the goal
2. Make Restoration as major skill, but using it regularly may level up fast accidentally
3. become rich and pay the trainers

All of the above, except I have no problem with leveling quickly. My main character has:

Breton/The Warrior/Adventurer///Armorer/Heavy Armor/Alchemy/Alteration/Light Armor/Marksman/Sneak///Dragon Skin

My characters, for the most part, are Breton stealth archers and none wear armor after level 17 when you can get some good Sigil Stones with Shield 20%. Two rings and a necklace gives you 60% armor, then add some shoes for 80. If you are on PC then get a mod that has wigs for another 20%. Or just enchant your clothes.

Also, try to find some jewelry items with high reflect damage to wear.
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sara OMAR
 
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Post » Fri May 04, 2012 2:54 am

Oooh i have problem with level up too quickly lols

In my first failed game (my first game), i just can't go with Clanfear at Kavath, then i learn about "leveling problem" in this game through reading FAQs lols

In one of my other failed game, there are a lot of Astronachs (i am not sure what they are actually but they are all in fire and really hard to kill) when my character at level 5 in Kavath

I made many character in the past three weeks....then i come out with the idea above regarding armor/armor rating/shield spell
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BRAD MONTGOMERY
 
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Post » Thu May 03, 2012 2:11 pm

Yeap magic is kind of godlike in oblivion, might be why they ripped spellcrafting out of Skyrim :meh: 85% shield spell means you won't need any armor for the rest of your life :D

Not like armor is hard to come by; i remember bandits were all sporting daedric armor at some point.
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Laura Shipley
 
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Post » Thu May 03, 2012 3:27 pm

I don't wear armor as a mage. I have a lot of magicka, depending on your later levels of magicka, here is my armor spell:
20% Frost Shield
20% Fire Shield
20% Shock Shield

All for 45 seconds on self. Gives me an instant armor class of 60. If I need more, I drink or cast a low level shield potion or spell. So yes, no armor required. I tend to wear clothes or armor, if I am an armored guy, purely for looks, rather than their stats.
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Melanie Steinberg
 
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Post » Thu May 03, 2012 5:54 pm

it make me thinking...if wear heavy or light armor, we will going through hard time to increase our level in armor wearing, that is
- by suffering, get hit by enemy
- pay trainer with some gold

in the end we only got
- 85% armor rating
- no encumbrance
- some points in speed and endurance

so why going through suffering just because want 85% armor rating, no encumbrance and some points in attributes? We can bypass it just using a spell and/or enchanting and there are ways to get points in speed and endurance attribute (Acrobatic, Athletic, Block, Armorer)

Furthermore, i find this kind of mechanic is funny, in all games, we don't want to get hit by enemy, to get hit by enemy means we pay a ticket to game over. In reality, we pay a ticket to die early. But to level up in armor wearing in this game required us to get hit, that is absurd. I don't know about others opinion, but as a martial art practitioner, i am trained to dodge, block and get away from being hit by opponent.
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hannaH
 
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Post » Fri May 04, 2012 5:44 am

so why going through suffering just because want 85% armor rating, no encumbrance and some points in attributes? We can bypass it just using a spell and/or enchanting
One excellent reason is roleplaying. :wink:



to level up in armor wearing in this game required us to get hit, that is absurd.
Getting hit metaphorically represents experience using that armor. I have never worn armor in real life but I doubt that anyone putting on real armor is as proficient at moving around in that armor as someone who has worn armor for years. Oblivion is a skill-based game and it needs a way to compute armor skill. Counting the number of hits is one of the most efficient - and easiest for players to understand - methods of computing armor skill gains. If this hurts your immersion there is always paid training, which is 100% immersive.

But I disagree that it is absurd. As a martial artist you must know that in sparring situations, contact is a vital component of learning how to take kicks and punches. This is what is represented by counting the number of times we are hit. Is it a perfect way of computing armor skill level? Probably not. But I'll take it over the counter-intuitive systems used in other games such as Dungeons and Dragons.
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mimi_lys
 
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Post » Thu May 03, 2012 3:53 pm

But I disagree that it is absurd. As a martial artist you must know that in sparring situations, contact is a vital component of learning how to take kicks and punches. This is what is represented by counting the number of times we are hit. Is it a perfect way of computing armor skill level? Probably not. But I'll take it over the counter-intuitive systems used in other games such as Dungeons and Dragons.

lols, well i didn't purposely get hit by the opponent just to know how they kick and punch. It is painful to get kicked and punched especially in the face. In sparring, there are at least three things

- avoid get hit
- hit the enemy
- get away from danger after hit the enemy

You see Athletic and Acrobatic in this game, the way to gain experience is by doing it, running and jumping around, the same way should be for armor wearing. In martial art, we use a vest in sparring, we don't get better wearing that vest by get kicked wearing it, but by being accustom to it in our movement. We wear them everyday, moving, jumping, rolling...ect...and sooner we get used to that vest. getting hit while wearing that vest didn't contribute anything.
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Princess Johnson
 
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Post » Fri May 04, 2012 12:28 am

it make me thinking...if wear heavy or light armor, we will going through hard time to increase our level in armor wearing, that is
- by suffering, get hit by enemy
- pay trainer with some gold

in the end we only got
- 85% armor rating
- no encumbrance
- some points in speed and endurance

You get a little more than that. The quicker you get "some points in...endurance", the more health you have, and the less likely you are to die. If you don't like wearing heavy armor and taking some hits, blocking is just as effective, and repairing your weapons and armor. If you would rather play as a jumpy, dodgy character who doesn't get hit, then that's your choice too. That can be an effective style too, as long as you realize the limitations either way.

It's pointless to complain about the mechanics of the game; you either play within them or (if you're on PC) add mods to change what you don't like.
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Mel E
 
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Post » Thu May 03, 2012 3:40 pm

I am not complaining, just want to see the rational behind the mechanic.

i can accept the others such as Athletic, Acrobatic, Block, Blade, Sneak and casting spells, but i just don't see the rational behind get hit when wearing armor making you better in armor wearing.

Furthermore, you will be purposely want to get hit by the enemy, that is not acceptable, it is a paradox. The main purpose of wearing armor is for safety, it is better not to get hit at all, just IF you get hit the armor provide protection. Wearing armor is not purposely want to get hit by enemy. So where is the rational in that?

It is similar in martial art training, we wear vest in sparring, but we don't want to get hit wearing it.
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Tom Flanagan
 
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Post » Thu May 03, 2012 5:56 pm

It is similar in martial art training, we wear vest in sparring, but we don't want to get hit wearing it.

I think perhaps it's not similar at all. In Oblivion, we are playing a game where we will be hit. We're trying to minimize the damage.

I suspect that battle armor was first developed to protect one from damage that one couldn't possibly avoid, like flying arrows and unseen blows from the guy standing next to you. Warfare isn't conducted one-on-one, where you can block, dodge, and parry everything. A battlefield is a chaotic environment, with stuff flying all over the place.

In the game, there has to be some way of measuring an improvement in a skill. TES games do this by awarding points for using the skill. The way you use an armor skill is to wear the armor while fighting, and tally the times the armor (not you) is hit. Being hit while wearing armor is how you use it! (If you're not hit, you are not using the armor, you are only wearing it!)
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scorpion972
 
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Post » Thu May 03, 2012 7:58 pm

Well, in my logical sense, we are using armor by wearing it, not by getting hit while wearing it. :dry:

For example, a police officer using a bullet-proof vest by wearing the vest, not by getting shot wearing it.

The bullet-proof vest improvement is by the bullet-proof vest company, not the wearer. When someone get shot wearing it, the company can figure out how to make a better bullet-proof vest. The vest is not improving by the one who get shot wearing it.

So, armor wearing upgrade in TES should use the similar mechanic.Armor wearing upgrade should come from Armorer skill, not by getting hit wearing the armor.
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Brian LeHury
 
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