Efficient Leveling

Post » Sat May 28, 2011 5:16 am

I have read up on this topic and understand what is involved in getting a 5 / 5 / 5 or 5 / 5 / 1 level-up. What I am having trouble coming to terms with is the number of minor skills ignored because you want to improve STR, END, and WIL. Example: Blade +10 (minor), Armorer +10 (major), Destruction +5 (minor), and Alteration +5(minor). As you can see, a whole host of other skills are ignored and controlled to prevent "over-training". I find this kind of control creates an extremely unbalanced character with the need to enchant clothing with shield when not leveling light armor or heavy armor. Can someone provide an example of what all skills might look like when trying to level efficiently? How much control is really needed?

My version: Console (PS3 GOTY)
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barbara belmonte
 
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Post » Sat May 28, 2011 1:02 am

The approach I use is to choose the majors and minors carefully for the character I think I'm building, and then just try and balance out when a level is almost due. Provided you haven't made all your heavily-used skills majors, you'll have a good idea when you're close to a new level, and will be able to top up a minor or two by repairing things before you sell them, or haggling harder, or getting some training instead of buying that extra house. I don't panic about "wasted levels" in other skills, as you can't easily avoid using more than 9 skills during a level - that's three attributes to get +5 times the three skills that contribute to each.
Also treat 5/5/5 as a goal, rather than a "must complete". Expect to miss most of the time and settle for 4/4/3. But do have a plan to avoid 2/2/2 or you'll be dead all the time.
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Spooky Angel
 
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Post » Sat May 28, 2011 9:02 am

The approach I use is to choose the majors and minors carefully for the character I think I'm building, and then just try and balance out when a level is almost due. Provided you haven't made all your heavily-used skills majors, you'll have a good idea when you're close to a new level, and will be able to top up a minor or two by repairing things before you sell them, or haggling harder, or getting some training instead of buying that extra house. I don't panic about "wasted levels" in other skills, as you can't easily avoid using more than 9 skills during a level - that's three attributes to get +5 times the three skills that contribute to each.
Also treat 5/5/5 as a goal, rather than a "must complete". Expect to miss most of the time and settle for 4/4/3. But do have a plan to avoid 2/2/2 or you'll be dead all the time.


This is how I set up my custom class:

Major
Armorer, Hand to Hand, Illusion, Mysticism, Restoration, Light Armor, Marksman

Minor
Athletics, Blade, Block, Blunt, Heavy Armor, Alchemy, Alteration
Conjuration, Destruction, Acrobatics, Mercantile, Security, Sneak
Speechcraft

All of the major skill can be controlled. Athletics can even be controlled with the use of a horse. However, athletics levels rapidly early and should be taken advantage of in conjunction with light armor (if desired) for the early speed boost (+5). Still, you haven't answered my question. How much control is really required? Attempting strict control makes the game both a pain and no fun. I'm trying to gain a balance between playing and efficient leveling to maximize a character for an actual 20+ campaign. Otherwise, the whole game -with KOTN and Shivering Isles - can be completed before level 10 end the gamer never enjoys the best leveled gear.
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Budgie
 
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Post » Fri May 27, 2011 11:32 pm

Control is something that you have to care about, but only to make sure that your quick leveling skills do not run away.
Your build is nice & balanced (one skill from each attribute). However, you could always take personality instead of illusion, allowing you to lift it as a minor.

Focus on lifting your first set of attributes to 100 by level 12, you second set by the mid 20's and max the character by the 30's. Just make sure that minors such as sneak, alchemy do not run away from the field.

I would suggest that you lift INT instead of WILL from the start. The magicka is more important than regeneration, which comes more into later gameplay.
Just lift alchemy & conjuration by +10. Very easy to do.
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Joanne
 
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Post » Sat May 28, 2011 1:13 am

...
Your build is nice & balanced (one skill from each attribute). However, you could always take personality instead of illusion, allowing you to lift it as a minor.

Focus on lifting your first set of attributes to 100 by level 12, you second set by the mid 20's and max the character by the 30's. Just make sure that minors such as sneak, alchemy do not run away from the field.

I would suggest that you lift INT instead of WILL from the start. The magicka is more important than regeneration, which comes more into later gameplay.
Just lift alchemy & conjuration by +10. Very easy to do.


"Personality instead of illusion"? Illusion is governed by Personality. You lost me. Anyway, I tend to wind up with say blade at 70, block at 10, and heavy armor at 10 because I raise armorer -- strictly. Here are my 6th level numbers:
Character - Altmer / The Warrior / Combat (STR and END)

Armorer - 50 / Hand to Hand - 30 / Illusion - 30 / Mysticism - 45 / Restoration - 35 / Light Armor - 35 / Marksman - 25

Athletics - 31 / Blade - 60 / Block - 10 / Blunt - 10 / Heavy Armor - 20 / Alchemy - 10 / Alteration - 30 / Conjuration - 10 / Destruction - 30 / Acrobatics - 6 / Mercantile - 10 / Security - 8 / Sneak - 6 / Speechcraft - 5

As you can see, strict control leads to unbalanced numbers. I feel like I am applying the concept of "efficient leveling" too strict.
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Jessica Lloyd
 
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Post » Sat May 28, 2011 1:02 am

Sorry, I meant to say 'Speechcraft' instead of illusion. That is what happens when I spend too much time in Cyrodiil.... :blush:

You are correct when you say that you are too strict with your numbers.
When you lift endurance it is better to lift armorer +5 and block +5. Everything should level smoothly together.
That is why I suggested Intelligence (Alchemy & Conjuration).
This also allows a smooth & varied gameplay.
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Rebecca Dosch
 
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Post » Fri May 27, 2011 6:19 pm

Actually, magicka from Intelligence is not important if you use spell chaining properly (which you pretty much have to do if you are going to be spellcasting very much at all). Willpower is much more important so that you regenerate magicka quickly between spell chains (plus the fact that Destruction and Restoration are both under Willpower and you want to max them out as a spellcaster). The most magicka you need is perhaps 150 and you can get that with simply Fortify Magicka + Fortify Intelligence in the spell chains.

Efficient leveling doesn't mean "exact" leveling. There is no need to control all skills without wasting any points at all. What you want to do is raise minor skills to around 25 within the first several levels, or at least most of the minors.

You also want to focus on the skills that are slowest to level at mid levels (Athletics, for example, so focusing on Speed for the first several levels is much advised).

Personally, I would put Alteration and Security as majors because they are far easier to control than Restoration and Marksman. I avoid putting any offensive stuff as majors so that I am free to use it as I wish. Oh, same thing with Illusioon; Speechcraft is indeed a better choice as a major.

For me, focusing on development of the character with efficient leveling IS the fun of playing the game. Running around killing stuff is repetitive and boring for me, and that's what happens once the development is complete. To each their own, though. :)
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Heather Kush
 
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