Character Build Comments

Post » Sat Nov 14, 2009 8:53 am

Hello,

I've played Oblivion and Fallout 3 quite a lot. I've played Morrowind a bit (after Oblivion), about two characters getting the last one up to about level 40. But I still have lots more to explore in Morrowind. I'm thinking of starting a new character since I haven't used the last one for a while, and since I've just installed on a new computer.

The plan would be to start with a combat build and begin to get good in magic a little latter in the game. And do some exploring. Probably Fighters Guild, Mages Guild, House Redoran focused. Basically I'm looking for something relatively straightforward and easy.

So is this a good build for that? Any recommendations for improvements? Anything particularly wrong with this:

Race: Dunmer

Specialization: Combat

Favored Attributes: Endurance, Intelligence

Brithsign: Atronach

Majors: Armorer, Restoration, Spear, Block, Medium Armor

Minors: Long Sword, Alchemy, Alteration, Athletics, Speech

Thanks.
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Philip Lyon
 
Posts: 3297
Joined: Tue Aug 14, 2007 6:08 am

Post » Sat Nov 14, 2009 5:15 am

That looks like a pretty solid character, just a few tidbits.

I'd move Restoration to minor skills and promote Long blade to a major skill. If you have one melee skill as major and another melee skill as minor that usually just leads to always using the major melee skill because you hit twice as much. And that leads to the major melee skill growing and becoming even stronger compared to the minor melee skill, so you have even less reason to use the minor melee skill.

I also find Restoration to be the easiest of the 6 schools of magic to increase. That's because using a weak healing spell to heal yourself after fights is just as effective as using a strong one, it just takes a bit longer. In that way I can "grind" Restoration without it feeling artificial. For all the other spellcasting skill it actually does matter how powerful the spells you cast are (you for example need to cast a 50 point Open spell to open a 50 point difficulty lock) and they don't have any spells that you could cast over and over without it feeling artificial.

You might find your progress in the Mages Guild to be difficult though, due to not meeting the skill requirements. They don't have Restoration among their favored skills (and Conjuration and Unarmored are neither among them), but Alchemy and Alteration count. So you will need to train a Miscellaneous skill to 35 if you plan becoming Archmage. I'd recommend Mysticism for it's teleportation spells. These will be especially useful to an Atronach character because they will allow you to Mark a location, use Almisiv or Divine Intervention to reach a shrine where you ask for a blessing and absorb it with your birthsign to replenish your Magicka, and finally Recall back to wherever you were and continue with whatever you were doing.
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Amanda Leis
 
Posts: 3518
Joined: Sun Dec 24, 2006 1:57 am


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