Beginners tips for OOO

Post » Mon May 02, 2011 8:43 pm

Alchemy can almost be overpowered. I killed Lord Volmyr on Lvl 13 once with Reflect Damage over 100. Or rather, he killed himself in ten seconds or so.


Yes. A huge tip I picked up in a previous OOO thread is SAVE SCAMP SKINS. Become a scamp skin collector from the off. When you come up against OOO bosses later in the game use reflect damage potions to take them down fast. Reflect damage potions can be made at journeyman level using scamp skins and green stain cup cap. Scamps will mostly be met in Oblivion planes, and OOO does not prevent actor replacement there. This means scamps are more frequently encountered at lower levels. Skin them, and horde the skins for late game use.
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lilmissparty
 
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Post » Tue May 03, 2011 2:57 am

I disagree. I find 2H weapons very effective with OOO as they are heavier so more stagger effect on enemies. With 2H power attacks they seldom get a chance to retaliate because they're constantly being staggered, so no need to block in the first place. Plus they look much cooler. :)


But with 20 bugger(er)s (goblins, fallen ones and their ilk) constantly attacking you it's hard to even get in one attack without being staggered yourself. One on one 2H is great, but for crowd control nothing is worse.
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jason worrell
 
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Post » Mon May 02, 2011 10:51 pm

But with 20 bugger(er)s (gobling, fallen ones and their ilk) constantly attacking you it's hard to even get in one attack without being staggered yourself. One on one 2H is great, but for crowd control nothing is worse.


Different strokes for different folks, but I assure you that 2H works fine as I always use 2H blades. You'll need high Agility, though. In fact, that is a beginners tip - focus on raising Agility with melee chars. It's extremely annoying being staggered. Something I learned way back in Morrowind.

EDIT: Another reason to use 2H blades is that most cool OOO blades are two-handed - Light of Dawn, Umbra, Fang, Heaven's Fury.
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I’m my own
 
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Post » Tue May 03, 2011 11:00 am

Different strokes for different folks, but I assure you that 2H works fine as I always use 2H blades. You'll need high Agility, though. In fact, that is a beginners tip - focus on raising Agility with melee chars. It's extremely annoying being staggered. Something I learned way back in Morrowind.


I guess low Agility was Pingla Pinglason's problem. Hard to develop agility with nGCD/RL without Block and other "girlie" skills...And I desperatly missed the ability to "sweep" enemies, like you could do in the good old :violin: :touched: Gold Box games. :violin: :touched:
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Joe Alvarado
 
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Post » Tue May 03, 2011 7:37 am

Hard to develop agility with nGCD/RL without Block and other "girlie" skills...


Don't forget Fortify spells and enchantments - excellent ways to bolster weak spots on chars.
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FLYBOYLEAK
 
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Post » Mon May 02, 2011 10:36 pm

Don't forget Fortify spells and enchantments - excellent ways to bolster weak spots on chars.


And choosing the Thief sign for a free +10 Agility is not a bad idea either.
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Sami Blackburn
 
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Post » Tue May 03, 2011 2:12 am

I've played with OOO installed for a long time. I do have a question though, has anyone ever tried a H2H character with this? If so, was it viable as a back up to marksman should you not be able to remove a threat using bow first?
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Jack Moves
 
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Post » Mon May 02, 2011 6:56 pm

I've played with OOO installed for a long time. I do have a question though, has anyone ever tried a H2H character with this? If so, was it viable as a back up to marksman should you not be able to remove a threat using bow first?

I have tried exactly that: archer with H2H as a backup. Frankly, it svcks. H2H is pretty useless, because even with points in the skill, you never do damage equivalent to what you need.

This can be helped by using Tejon's KO mod. There are also a couple of H2H mods out there that give extra damage when wearing gauntlets or allow you to cast touch spells upon landing a H2H blow. These can help, too. But, in the end, I wish I had chosen to use daggers as my backup.

gothemasticator
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JESSE
 
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Post » Mon May 02, 2011 7:05 pm

Okay thanks. I was afraid that was going to be the answer :(
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Angela Woods
 
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Post » Mon May 02, 2011 7:50 pm

I've only been playing OOO for about an hour now (and had a break while reinstalling it), but I must say, I firstly headed out to Chorrol and helped out the Odiil brothers. The Goblins new strength took a bit of getting used to, but luckily I had those two strapping young men to help me out :)
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Adam Kriner
 
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Post » Mon May 02, 2011 10:46 pm

This can be helped by using Tejon's KO mod.

Ha! Someone DOES use it! :wub:
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Farrah Lee
 
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Post » Mon May 02, 2011 9:07 pm

I will check it out, tejon :) For some reason, my Ohmes-raht is determined to use her claws vs daggers.
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Javier Borjas
 
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Post » Tue May 03, 2011 9:06 am

In the Imperial City, or any city for that matter, RTPN or Read The Posted Notices. These will give you an idea which areas and dungeons are least dangerous.

To add to this.

Fort Redman - best to enter this when you're level 20.

Correction. (I think I'm over powered as a mage..)

Don't go in til lvl30.

Spoiler
Gained 455.14 XP. Killed Mud Golem (level 13).
Gained 14.87 XP. Killed Zombie (level 2).
Gained 1069.30 XP. Killed Vampire Seducer (level 24).
Gained 1149.21 XP. Killed Vampire Seducer (level 24).
Gained 43.62 XP. Killed Timber Wolf (level 4).
Gained 202.55 XP. Killed Shadow Wolf (level 9).
Gained 189.13 XP. Killed Shadow Wolf (level 9).
Gained 189.13 XP. Killed Shadow Wolf (level 9).
Gained 455.14 XP. Killed Mud Golem (level 13).
Gained 2610.72 XP. Killed Vampire Elder (level 34).
Gained 2585.15 XP. Killed Vampire Elder (level 34).
Gained 2565.98 XP. Killed Vampire Elder Patriarch (level 34).
Gained 2303.95 XP. Killed Vampire Elder Matriarch (level 34).
Gained 2505.27 XP. Killed Vampire Elder (level 34).

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TWITTER.COM
 
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Post » Tue May 03, 2011 11:17 am

Does no-one else sign up for the Arena just for the armor? Often I find it's better than anything I came out of the sewers with.
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Alexander Horton
 
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Post » Tue May 03, 2011 5:14 am

For me, the biggest adjustment was not being the completionist I usually am. Before, when I would find a cave, or a camp, or whatever, I would be determined to wipe it out completely and "cross it off the list", so to speak. So, imagine my surprise when I come across the first camp of bandits (about 8 of them), and can't even finish off the underlings, let alone the ringleader! Really? Can't take care of a camp of bandits? Wow!

But as stated frequently in this thread, that's the name of the game now. You just can't beat everyone anymore... you _have_ to be able to make quick hits, and then run like mad! Just clear the first level of a dungeon (if you can, that is), and come back for the rest when you're stronger and more experienced. It's OK... it will still be there! Someone else mentioned being a guerilla in the early going... that's an excellent anology! Hit and run.... and run... and run... lol! (oh wait, I'm running FCOM, too, ha ha!)
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kitten maciver
 
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Post » Tue May 03, 2011 12:51 am

This just occurred to me, but doesn't OOO reset the earliest level to start Daedric quests to 2? A level 2 PC should be able to do Nocturnal's quest to get the Skeleton Key, as long as she doesn't get over-zealous and try to clear the whole cave or anything. That could solve a lot of the open lock issues people have in the early stages...
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REVLUTIN
 
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Post » Mon May 02, 2011 11:41 pm

This just occurred to me, but doesn't OOO reset the earliest level to start Daedric quests to 2? A level 2 PC should be able to do Nocturnal's quest to get the Skeleton Key, as long as she doesn't get over-zealous and try to clear the whole cave or anything. That could solve a lot of the open lock issues people have in the early stages...


Yes, but the cave is still extremely deadly with OOO, so personally I avoid it to such an high level that it is pointless (as I must have solved the issue of opening chest by then by far). Perhaps a sneaky low level char could do it. Never tried.
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Robyn Howlett
 
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Post » Mon May 02, 2011 6:58 pm

Yes, but the cave is still extremely deadly with OOO, so personally I avoid it to such an high level that it is pointless (as I must have solved the issue of opening chest by then by far). Perhaps a sneaky low level char could do it. Never tried.


My Bosmer assassin did it at level 5, but only because I didn't think of it until earlier. It's actually not that difficult to complete that quest without killing a thing, even with OOO/FCOM. She got in and got out exactly that way... didn't even have to kill a slaughterfish. Now, she missed out on some loot, to be sure, but she can always go back another time. With a distraction potion or two, I'll bet you could do it at level 2. Then you lock problems are solved for the most part.
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Emma Pennington
 
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Post » Tue May 03, 2011 4:56 am

My Bosmer assassin did it at level 5, but only because I didn't think of it until earlier. It's actually not that difficult to complete that quest without killing a thing, even with OOO/FCOM. She got in and got out exactly that way... didn't even have to kill a slaughterfish. Now, she missed out on some loot, to be sure, but she can always go back another time. With a distraction potion or two, I'll bet you could do it at level 2. Then you lock problems are solved for the most part.


OK. My char is always attacked by several Trolls already in the entrance tunnel leading down. In fact, I'm often surprised by how good they are at detecting. And they are really nasty. But I guess I've been unlucky or too loud (my chars never sneak). Anyway, if it works it's a great tip, but I have only horrible memories of that cave.

EDIT: Here's how I solve the issue of opening very hard locks. Guess some might consider it exploiting, but it's all available if not nerfing it with other mods. Anyway, first my chars always live in Frostcrag Spire, so the first objective is getting it up and running, including the Spellmaking Altar. Then you must have access to the Fortify Skill effects, perhaps easiest via one of the Doomstones. And then I make a Fortify Security 100 pts on Self for 3 seconds spell (or more, depending on Restoration skill). With the spell you can open all locked containers and you also tend to disarm and get poisons from the traps. Very convenient and possible to have from Level 3 or so, but perhaps a bit cheap as said.

Fortify Acrobatics 100 pts for 5 secs is also nice - allows access to certain locations that have handplaced Ayleid Meteoric weapons for one thing.
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lisa nuttall
 
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Post » Tue May 03, 2011 6:09 am

With a distraction potion or two,

Is this an OOO feature I haven't played enough to encounter, or are you using Unnecessary Violence? No fair giving tips based on other mods. ;)
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Becky Palmer
 
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Post » Tue May 03, 2011 12:10 am

Does no-one else sign up for the Arena just for the armor? Often I find it's better than anything I came out of the sewers with.

You can loot the corpses...?
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Sarah MacLeod
 
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Post » Mon May 02, 2011 8:53 pm

He meant the armor YOU'RE suppose to wear to battles. Apparently nothing prevents you just walking out with it. (Which IMO, is a bug.)
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Alada Vaginah
 
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Post » Mon May 02, 2011 9:52 pm

He meant the armor YOU'RE suppose to wear to battles. Apparently nothing prevents you just walking out with it. (Which IMO, is a bug.)

Those uniforms? Why would you want those...
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SaVino GοΜ
 
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Post » Mon May 02, 2011 8:20 pm

Those uniforms? Why would you want those...

Compare it's AC to what you leave the sewers with...... ;)
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A Dardzz
 
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Post » Tue May 03, 2011 10:32 am

Compare it's AC to what you leave the sewers with...... ;)

Oh, right, compared with the sewers...hadn't thought of that, haha.
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Judy Lynch
 
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