Nightblade

Post » Sat May 28, 2011 7:59 am

Hi all,
After some years I've decided to install again oblivion...Being a fan of pure magic chars I've decided to try out the nightblade (that is supposed to be a wizard/thief hybrid) but after a while (11 levels) I've noticed several problems. Needless to say I'm having hard times killing stuff and dealing with multiple opponents. I'm trying to follow the build using swords and destruction magics but it's very hard to deal solid damage, especially with magic since my magicka pool is quite small...any hints to play better my char ?
Thanks in advance
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Shianne Donato
 
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Post » Sat May 28, 2011 9:57 am

Several things...

Regarding the magicka pool:
Build up your Intelligence as much as possible, as that controls your magicka level.
Potions... Fortify magicka. Restore magicka. Any enchantment that fortifies Intelligence or Magicka will help, too.

Other tactics:
Assuming you're using the vanilla Nightblade class, you have Restoration as a major. You could be using on-touch Absorb Health while in melee (or as an enchantment on your weapon); this is a very effective spell because it heals you while damaging your opponent.

Custom area-of-effect destruction spells are a good way of dealing with multiple opponents. Also, don't overlook the possibility of chaining weakness-to-X (for a few seconds) with X-damage.
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Melung Chan
 
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Post » Sat May 28, 2011 6:25 am

Exploit the synergy that can come from combining blade + magic. This can be as simple as the following:

1. Cast a custom spell on your foe at the beginning of a fight: Weakness to magic 100 x 10 seconds + Soul trap x 10 seconds.
2. Start beating on your foe with almost any magic blade. Your enchantment damage will be doubled and when you enemy dies (if it is a creature) their soul will get svcked into Azura's Star (you do, of course, carry Azura's Star, right?)

This can work the other way around as well:
1. Hit your foe 5 or 6 times with a fast dagger or short sword enchanted as follows: Weakness to magic 100 x 10 seconds. The weakness to magic here will stack.
2. Then literally blast your foe apart with one little flare spell that will do many fold its normal damage. When I said flare spell, it was to make a point. Of course you may prefer to make a spell like: Absorb health XX x 1 second + soul trap x 1 or 2 seconds.
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jesse villaneda
 
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Post » Sat May 28, 2011 1:02 am

I'm having hard times killing stuff and dealing with multiple opponents.
maybe there lies your problem. As a nightblade, you're not supposed to deal with multiple opponents. At least not all at once.

Use your magic wisely. Try not to use it solely offensively but as a support skill.

Use sneak and marksman to get in a good position and snipe your opponents. Then when they have noticed you, use invisibility to close in, paralyze, absorb health and or magicka on touch, and go invisible again.
If you really want to fight up close, use buffs like shield, fortify strength/endurance, reflect damage etc.

Remember a nightblade isnt a spellsword or battlemage :grad:


PS: Welcome to the forums. Have a http://www.uesp.net/wiki/General:Fishy_Stick
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JD FROM HELL
 
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Post » Sat May 28, 2011 5:46 am

The pre made classes are a bit weird, might as well tweak it a bit and make your own "nightblade" class.

For multiple foes, illusion can work wonders in crowd control / evasion. Unless you have a warrior's hp, almost mandatory at hi lvl, well, for me anyway. :)

As others have said, stacking magical weakness (touch spells) + magical melee weapon is a bread and butter move for magic melee hybrid classes. A combo weakness to magic + weakness to X elemental dam touch spell is also pretty standard.

As the enemy's hp grow you'll find you'll have to de-buff (weakness spells, absorb spells etc.) them before bring em down. Find your magic stacking sequence and you will crush most things in your path.

For my hybrid class, around lvl 11 was when my mana pool was getting too small for my cornerstone spells, as well. Simplest fix is fortify rings/clothing / armor with Magic / Int / Will.

Also, the cost for spells will drop as your skill in that area of magic increases, so even the upper teir spells become easier to manage later.
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Scared humanity
 
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