» Fri Oct 02, 2009 3:42 am
Sign:
- The Lady - The endurance bonus helps with longevity and the willpower bonus is helpful for minor spell casting. The thief sign is redundant. You'll be using a bow so your agility will increase fast enough and speed doesn't have much affect on battle (a +10 bonus doesn't anyway.) The stat bonuses provided by luck are so much smaller than actual stat increases so I never go out of my way to increase luck. At least not in favor of my other stats. I'm a big fan of endurance and the only other (vanilla) sign that increases endurance is The Warrior. The strength bonus isn't really important to pure marksman characters.
Attributes:
- Endurance - For more health meaning better longevity
- Agility - More bow damage and less flinching. When something does get close enough to you to hit you you don't want flinching and stumbling to keep you from getting out of range.
Majors:
- Marksman - If I need to explain this one you should stop reading now.
- Alchemy - Primary form of healing and source of deadly poisons. It has some other very useful effects too.
- Alteration - I don't care for armor myself. See further down for reasons why. I find that if you know where to find spells and get access to the Arcane university you can have shield spells that can more than keep up with light armor ratings. I also use open spells if I find a weak enough lock to use them on. I never use security as a major. It does well enough on it's own. I also make liberal use of feather spells to help augment my lower strength.
- Illusion - I use illusion with almost all of my character builds. It just has so many cool spells. Invisibility is cool for sneak attacks and for getting out of trouble, Calm for getting out of trouble, frenzy for getting into trouble, command spells for some just lovely effects and the almighty paralyze spell wich is useful in all but a few combat situation. Then there's charm of course which virtualy eliminates the need for speechcraft.
- Sneak - You can't be a good archer without sneak attacks. How can you do sneak attacks without sneaking?
- Acrobatics - It takes some practice but if used properly this can be a good way to avoid damage. If you've got the reflexes for it, dodging is very nice. It's also kind of cool to be able to jump off of a ledge instead of having to search for a way to walk down.
- Restoration/Conjuration - This one's discretionary. Since alchemy is used as my primary form of healing restoration loses some of it's usefulness. It's still nice to be able to top off your health without wasting a potion though. You could also use absorb health spells as a form of close range attack like Acadian would suggest. Conjuration is an excelent form of defense for close range combat. Summon something before the bad guys get to close and they will focus their attention on your summoned buddy instead of you. The question is, does this make it better than Restoration.
What I didn't use and why:
- Block - Block is a good skill to have to keep you out of harms way but the way I see it is that as long as you block you can't do anything else. Your going to have to let your guard down eventualy to strike back and your likely to get hit in the process. so you may as well forgo taking the time to block and use that time instead to paralyze your opponent or cast a shield spell before he gets the opportunity to pummel you. Blocking at master level may reduce damage by 50% but you can do that with shields spells and still be able to attack or do something else at the same time.
- Security - It doesn't take alot to unlock even high level locks if you've got patience and a lot of (reletively cheap) lockpicks. Once you get the skeleton key it kind of kill the security skill anyway. I prefer using Alteration if I can. It levels up fast enough.
- Armor - It's heavy and it slows you down. As a decidely "light" character build I need as much inventory space as I can get. Get it up to a certain level and the encumberance situation is resolved but you can use shield spells to get that effect from the very beginning. Besides I prefer the look of most clothes to armor.
- Mercantile/speechcraft - Mercantile levels up with literaly no effort at all. Speechcraft is made obsolete by charms spells and is easy enough to use without high levels. Do the math.
- Athletics - Never use horses and this will level up without even trying. Theres no need to take up a majors slot with this. I don't like horses anyway. You have to get off of them if you feel the desire to fight whatever's attacking you. The time taken can give your opponent an opportunity to attack you before you even draw your weapon. Now if you could shoot a bow from atop a horse, that would be cool.
- Armorer - Armorer is good for keeping your bow in good shape but if you do this like me you will only have one weapon and no armor. Besides if you use it a lot it will level up fast enough, you won't need the starting bonus.
- Mysicism - Mysticism has some useful spells. Telekinesis is nice for getting things that are hard to reach and it can also be helpful for stealing too. Soul trap is needed for enchanting which you will be doing if you want to be a good marksman. Neither of these make mysticism a requirement because telekinesis is more of a fun novelty than anything else and you only need to get it to level 25 to use soul trap. There have been times though when I said to myself: "Dang, I wish I had a detect life spell." Again though you don't need much mysticism to cast a decent detect life spell.