Build design - multi-role dunmer

Post » Fri May 04, 2012 2:55 am

Looking at starting over.

Sat down and did a matrix for all the factions I want to join (all :-P)

Dunmer/Dark Elf, Female

Class: Ronin
Focus: Combat
Favored: Endurance, Luck
Major: Destruction, Long Blade, Medium Armor (orcish), Security, Speechcraft
Minor: Light Armor (filler), Mysticism, Restoration, Short Blade (filler), Sneak

Birthsign: The Lady

A couple key misc skills will be power leveled :
Alchemy [15 is my target for using potions]
Enchant [max, making scrolls with a tweak to paper's enchant rating to handle more powerful spells]
Armorer [max for repairs, carry hammers and repair everything]
Athletics & Acrobatics [level fat enough as is]
Heavy Armor [Will start with a mixed suit of med/hvy imperial armor and do the legion quests. And replace down the road with nordic mail]
Block [wanted to limit leveling speed some so dropped to misc]

Most of the rest of the remaining skills will not be of any concern, simply because enchant will make the spell schools kinda worthless down the road (the three picked are going to be used, restoration especially early on for healing. Mysticism for soul trap, mark, recall, A/D intervention. Destruction is the ranged attack skill, though considering marksman instead)
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Antonio Gigliotta
 
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Post » Thu May 03, 2012 10:07 pm

I did the exct same thing except I went more battle mage with heavy sneak. Just to see how well it played and if I wanted to start a similer Char in Skyrim ?
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GabiiE Liiziiouz
 
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Post » Thu May 03, 2012 8:43 pm

My current playthrough is with a Dunmer magic specialist with a handful of stealth skills, and long blade. Trying out all of the factions, with Telvanni as my Great House. Using custom lock spell to train up security. Sneak is tricky as a miscellaneous skill starting at 5. Speechcraft and Mercantile easy enough to level. Bound weapon and shield spells to train my other combat skills

Luck is an intresting choice. There was a long held belief that it influenced random loot finds, but this has since been proven untrue. Might help you score a hit or pick a lock where you might otherwise fail.

Alchemy: 15 will allow you to determine the first effect of ingredients, but doesnt influence the effect of potions you consume. If you plan on making a lot of potions, the duration/magnitude will be limited and you will have a lot of failed potions
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Jessica Raven
 
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Post » Fri May 04, 2012 9:39 am

alchemy 15 is needed to for potions, since you can't see the effect till then (mostly carry around a few free heal pots from the fighter's guild.... )

Played a bit today, looking at some tweaks for the character after test playthrough. Decided to focus on just a couple factions instead of all (Cult, Temple, Fighters, Legion, and debating which house to go to)

Replace luck with Strength... armor is heavy stuff (used to playing sneak thieves)

Replace medium with heavy armor (use the heavy more)
Drop sneak for something else (rarely use it with the build, more a run and gun type of playstyle with this build)
Replace the light armor skill with the medium (do use it some, and it's a leveling skill) or something else that isn't sit and get whacked leveling (possibly just keep shortblade)
Replace shortblade with Block

So looking at:
Class: Ronin
Focus: Combat
Fav: Endurance, Strength
Major: Long Blade, Heavy Armor, Destruction (even if I rarely use it so far), Security, Speechcraft (it does come in handy for so many quests)
Minor: Mysticism (mark&recall = love), Restoration, Medium Armor(or open slot), Block,

Enchanted scrolls don't stack... so likely going to level enchant and armorer together. Repair dropped goods and slap rat soul enchants on them (mainly weapons with on strike enchants). But keep a couple scrolls in stock, a 10pt rat soul = a 40pt heal (40/40, 1 sec duration) so can see it being useful to keep a couple handy for instant heals.
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Samantha Mitchell
 
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