» Fri Oct 01, 2010 2:19 am
I've run a heavy armor archer before. It actually doesn't make a whole lot of difference, aside from the fact that you're carrying more weight in armor, and it means that you're a bit better protected when opponents rush into melee range. If you keep things at range, then that benefit doesn't make any difference and it's purely style. Not to say that's a bad thing.
It really doesn't make much difference with sneaking either. You're only penalized for the weight of your boots, and that only until you get to Journeyman. Then even that doesn't matter. You can wear light boots and the rest heavy and avoid that entirely, or you can just put up with it until you get your skill to 50 - the penalty doesn't seem to be much anyway, at least as long as you maintain your distance and move slowly.
Athletics would probably be a good choice for a skill to focus on. Encumbrance affects movement speed, and archers need to be as mobile as possible. Acrobatics would be valuable for essentially the same reason, except for jump height instead of movement speed. If it was me, I'd pick whichever of the two is NOT the one covered by your specialization and make that one a major. That is - if your spec is combat, make Acrobatics the major and if your spec is stealth, make athletics the major. That keeps the two of them fairly balanced.
I'd definitely make Illusion a major, just to be able to increase it fairly easily. The higher level Illusion spells are devastating. And I'd definitely focus on Alchemy, though whether to make it a major or not depends on play style. If you spam potions for profit (like I do), then you're better off leaving it a minor, but if you're careful with it, it's fine as a major.
I generally avoid making armor skills majors, just because they go up fine as minors anyway, but that's only if you're getting hit a lot. If you're not (as I assume this character won't), then it might be good to make it major, just so that the times you do get hit count for as much as possible.
For race, I'd tend to go with something with a good starting strength bonus, just to make lugging that armor around a bit easier. He's probably not going to get much for strength bonuses, so as much as possible at the beginning would be good. Nord, Orc or Redguard would be the obvious choices there. I'd also tend to take strength as one of the two preferred attributes, just to gain that much more at the start. And I might even take The Warrior as a birthsign, though that's pushing it a bit. I'd sort of tend more toward The Thief, since any of those races is going to start out with, at best, default speed and agility. And luck never hurts.