Kensei?

Post » Fri Jul 22, 2011 6:11 pm

I want to develop a http://en.wikipedia.org/wiki/Kensei type of character, with a twist. This is what I'm thinking of for the build.

Blademaster
Primary Specialization: Combat
Secondary Specialization: Magic (I'm using SPAM, so a secondary Specialization affects level ups)
Favored Attributes: Not sure, thinking Strength/Endurance and Agility
Majors: Blade, Block, Athletics/Acrobatics, Sneak, Illusion, Mysticism, Restoration

And here is the twist. For offense, he will only be using a blade. No bows, and magic is only for defensive/support purposes. On top of that, no shield and no armor. Weapon blocks only and enchanted clothing when I get to that point. I'm also thinking of going with the Atronach birthsign. I think it will be a new an interesting challenge because I've always previously relied heavily on magic. I'm constantly using restore health to heal up between fights and detect life to supplement my stealth. Lastly, no using storage. He only takes what he can carry on his back. I have a whole concept behind this build, but I'm more concerned with is how I am going to alter my play style for this kind of character.

I figure that I'm going to rely heavily on Alchemy, which works with the concept, so that's fine. I'm almost thinking I should swap it in for Acrobatics/Athletics (either works with the concept), but I would prefer to keep my majors on a more physical bent and not overdo the magic. Anyway, I'm sure potions will be my friend. In the past, I would collect everything I could, and devote a storage container just to alchemy. Anything I make that isn't particularly useful to me would be sold for gold. Because I'm limiting myself to what I can carry, I would think that I need to be more judicious with what I carry. For my last character (yes, I'm a chronic restarter), I have tons of stuff in my cupboard that isn't terribly useful now, but I expect would be once I max out alchemy. I figure that with this concept it's either mix it or nix it. I haven't been paying attention in the past to Alchemy. The only thing I've learned so far is that morning glory pulp is not terribly useful and making healing potions with meat tend to make for heavier potions. I feel like I should know more. Any thoughts?

Also, with the Atronach birthsign and this type of character, I'm wondering if anyone has any tips going in or warnings about issues of which I might not be aware.

Thanks.
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Tamika Jett
 
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Post » Fri Jul 22, 2011 3:14 pm

If you can raise your spell absorption to 100, then mages and ghosts won't be a problem. Since you are not wearing armor, get your speed and agility up as high as possible. Speed in a battle will be to your advantage. Although since light armor raises speed attribute, you might have a little trouble getting it up. Maybe you can just pay to train in light armor.

OR just drink a lot of skooma to boost your Speed :D. Now that would make for some interesting roleplaying.
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Spooky Angel
 
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Post » Fri Jul 22, 2011 5:43 pm

Having Alchemy as a minor shouldn't be a problem with that character. You can easily harvest two common ingredients whose first effect is Restore Magicka, and keep your magicka high enough to use your magic. You won't be using vast amounts of magicka, as you would with a Destruction-based mage. Alchemy is a good Intelligence-booster as a minor.
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rebecca moody
 
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Post » Fri Jul 22, 2011 9:19 am

Also, with the Atronach birthsign and this type of character, I'm wondering if anyone has any tips going in or warnings about issues of which I might not be aware.

Thanks.

In your early levels you should collect welkynd stones. They weight quite a bit more than potions but they are easy to find. Once you have alchemy raised then you can stop using welkynd stones to restore your magic.

It up those magic wells scattered out in the world when you find them. Stop at way shrines as well. Those are all easy ways to top off your magic.

I've played several mage characters with the Atronach birthsign and keeping my magic reserves high has never really been an issue.
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Charlie Ramsden
 
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Post » Fri Jul 22, 2011 11:16 pm

Although since light armor raises speed attribute, you might have a little trouble getting it up. Maybe you can just pay to train in light armor.

Alchemy is a good Intelligence-booster as a minor.


I should mention, SPAM is a leveling mod that disconnects skill usage from level up bonuses. With SPAM, you get a level (and three picks for attribute boosts) every 10 major skill increases, though what the attribute bonuses are depend on your primary/secondary specialization and major attributes. With this setup (and, say, Strength and Agility as favored attributes), I can get +5 to Strength, +4 to Endurance, +3 to Intelligence, +3 to Willpower, +3 to Agility, +2 to Speed, +4 to Personality, and +1 to Luck every level (obviously, I can only pick 3, though).

Since you are not wearing armor, get your speed and agility up as high as possible. Speed in a battle will be to your advantage.


How so? I mean I understand the importance of Agility (to keep me from getting staggered), but I had thought that Speed was more important for exploration than combat. I could make Agility and Speed favored attributes. It would probably be more conceptually sensible than picking Strength/Endurance for an unarmored swordsman. Would that be a better bet?

I've played several mage characters with the Atronach birthsign and keeping my magic reserves high has never really been an issue.


I can't imagine. For every character I've ever had, I've used magic constantly, even for non-magic oriented builds. Without regen, I would be cleaned out by the end of the tutorial dungeon.
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Heather Stewart
 
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Post » Fri Jul 22, 2011 5:14 pm

How so? I mean I understand the importance of Agility (to keep me from getting staggered), but I had thought that Speed was more important for exploration than combat. I could make Agility and Speed favored attributes. It would probably be more conceptually sensible than picking Strength/Endurance for an unarmored swordsman. Would that be a better bet?

Speed is important because you will be able to out maneuver your enemies. Doing Guerrilla tactics will make the battles more manageable since you will be presumably trying not to get hit. So make sure you can always out run your opponent, weapon sheathed or not.

I'd say favor Strength and Speed. So you can hit them hard and quick. But Agility vs. Strength would be up to you, depending on your play-style, Maybe you should favor Strength for the 5 point bonus, and just train in Marksman, Security and Sneak to boost your agility. I take it you won't be increasing your hand-to-hand or blunt skill much.
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Connie Thomas
 
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Post » Fri Jul 22, 2011 1:43 pm

and just train in Marksman, Security and Sneak to boost your agility...I take it you won't be increasing your hand-to-hand or blunt skill much.


Training in skills won't have any impact on my attributes with the leveling mod I'm using. With this mod, I can just use the skills I want to use and not have to train in skills that don't fit the concept just for attribute bonuses. Also, he won't be allowed to use a bow, only a blade for offense. So, yeah, no blunt or hand-to-hand either.

I'd say favor Strength and Speed. So you can hit them hard and quick.


Well, my base level ups are going to be as follows:

Strength      +4Endurance     +4Agility       +2Speed         +2Intelligence  +3Willpower     +3Personality   +4Luck          +1


My two favored attributes will also get an additional +1. Considering what's valuable to the build, I think that picking stealth as a secondary would be a better option (it would switch the Agility/Speed bonuses for the Intelligence/Willpower bonuses), but the character in this concept is not intended to be especially "sly" and I have more magic majors than stealth majors. That's partly why I'm (now) thinking Agility and Speed. It has a more well rounded build potential. I just never knew Speed was so important.
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Devils Cheek
 
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Post » Fri Jul 22, 2011 11:42 am

I can't imagine. For every character I've ever had, I've used magic constantly, even for non-magic oriented builds. Without regen, I would be cleaned out by the end of the tutorial dungeon.

Actually you probably will run out in the tutorial dungeon, but once you are out it's just a manner of knowing where to look. My mages always tossed around some heavy duty magic and they gulped potions, but I never had a problem finding or making plenty of potions. When your alchemy gets to be a decent level 1 custom potion will fill your reserves.

Like I said before at low levels go for welynd stones. Vilverin has a bunch in it and it's basically right in front of you when you exit the sewers. Use your magic until you literally can't cast any more spells, then use one of the stones and you are set.
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Trish
 
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