Recommendations for a second playthrough?

Post » Thu May 03, 2012 5:28 am

I finally completed the main quest, and I'll admit that I really rushed through the game. I've barely scratched the surface of the content. I really started to become bored of my character as time went on (I've suffered ADD since I was a child so I have this compulsion to always make new characters) which made the game overly tedious, and meant that I didn't want to playthrough it again with a new character.

I'd like some recommendations for a second playthrough. I have a couple builds but this is the build I'm most interested in.

Class: Dragon Knight (Also called Lancer or Dragoon)

Description: Modeled after the Final Fantasy class. Most Dragon Knights were straight fighters, however some had magic resistance, and magic abilities. The character I'm modeling this after is Freya Crescent from Final Fantasy 9. I'm looking to have spear, heavy armor, magic resistance, and magic abilities for my character.

six: Male

Race: Nord, or Redguard. Both would be decent Dragon Knights. However I'm leaning more towards Nords as I like their starting stats, and skills. They also have slightly higher magic resistance, however Redguards have a nice bonus to poison and disease resistance (which I like, but it is a moot point later on).

Birthsign: Atronach. I'm leaning more towards the Atronach as I like the spell absorption, and the increased mana pool. The other consideration would be the Warrior.

Specialization: Combat

Attributes: Endurance and Willpower

Major:
Spear
Heavy Armor
Alteration (For Jump, slowfall, and so on)
Conjuration (For binding armor, or spears if necessary. Mostly to regain mana)
Athletics (May switch with destruction as I feel destruction would be a better major. However I like having 2 combat, 2 magic, and 1 misc in the major/minor skills.)

Minor:
Acrobatics
Destruction
Armorer
Restoration

That is a rough outline of the class. Any feedback is welcome. I've tried to keep it as close to character as I could. I already know the personality the character would have, and most likely factions he would align himself with. However other influences may in the end influence his decisions.
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Flash
 
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Post » Wed May 02, 2012 8:05 pm

At least equally important, if not more so, are the relationships your character will establish with the rest of the world. If you say you barely scratched the details of the game, consider a character--any character--who must join:

House Telvanni
The Morag Tong
The Imperial Cult

Any other ones are up to you, but you must finish the quest lines for all three. That will get you around quite a bit, and all three can be fit into a given piece of roleplaying.
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Jodie Bardgett
 
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Post » Thu May 03, 2012 3:54 am

At least equally important, if not more so, are the relationships your character will establish with the rest of the world. If you say you barely scratched the details of the game, consider a character--any character--who must join:

House Telvanni
The Morag Tong
The Imperial Cult

Any other ones are up to you, but you must finish the quest lines for all three. That will get you around quite a bit, and all three can be fit into a given piece of roleplaying.

I was considering House Redoran more than Telvanni, mostly because I think it fits a knight more. The same goes for the fighters guild over Morag Tong. I actually really want to join both because they seem to be the most interesting. I may end up scrapping any predetermined philosophies my character may have and end up allowing the world to shape him.
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xx_Jess_xx
 
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Post » Thu May 03, 2012 1:06 am

I would drop acrobatics and athletics

For majors consider speechcraft (easy to control it's leveling, and it is useful in a well spoken knight concept)

For minors I would consider picking up long blade (just for alternate weapon skill), replacing destruction with mysticism still gives you attack but also more utility (use absorb spells). And maybe pick up another combat skill (blunt works well) or block (though spears are two handed)

One concern is keeping your skills balanced around the core ones you use... lord knows it's easy to get unbalanced quickly . I've had characters max armor, main weapon, and restoration while all others are minor skill ups. Plus I tend to use fillers that fit the concept allowing me to use them to level up more down the road. A good example was my skirmisher, wore medium armor and used bows. But I also had short blade and light armor as minors, and once I maxed the main skills used them a bit with training/use to keep leveling. And don't forget how easy it is to replace skill use with enchanted items and alchemy (why bother with casting jump/slowfall when you have cast on use/constant effect enchants.. and healing scrolls/potions to avoid needing restoration)
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jessica sonny
 
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Post » Wed May 02, 2012 5:09 pm

I was considering House Redoran more than Telvanni, mostly because I think it fits a knight more. The same goes for the fighters guild over Morag Tong. I actually really want to join both because they seem to be the most interesting. I may end up scrapping any predetermined philosophies my character may have and end up allowing the world to shape him.

I think you'll find the game more interesting if you start with a predetermined personality in mind, but maybe that's just me. And while Redoran would suit a knight in most generic sense, what's to say the knight doesn't have relatives among the Telvanni? Or perhaps an interest in other cultures? Or a secret plan to undermine Redoran, utilizing the Morag Tong and Telvanni to that purpose in the longterm...? Or maybe they've been sent to infilitrate to Telvanni. Any number of possibilities present themselves, both above board, and underhanded.

But it's entirely up to you. I'm just trying to find ways to help you get stuck in the game. :smile:
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Rebekah Rebekah Nicole
 
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Post » Wed May 02, 2012 3:42 pm

I suggest you also join the imperial cult with the temple if you are trying to make a good character, the imperial cult will also be good for a Dragoon i think. But also join the Imperial Legion it'll be a good faction for a knight character.
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Dagan Wilkin
 
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Post » Wed May 02, 2012 11:50 pm

I would drop acrobatics and athletics

For majors consider speechcraft (easy to control it's leveling, and it is useful in a well spoken knight concept)

For minors I would consider picking up long blade (just for alternate weapon skill), replacing destruction with mysticism still gives you attack but also more utility (use absorb spells). And maybe pick up another combat skill (blunt works well) or block (though spears are two handed)

I'd do most of that however I'm trying to make the class similar to the Dragon Knight class. I figure in real life acrobatics and athletics go hand in hand so for me they feel almost essential for a Dragon Knight (who have exceptional leaping ability). The same goes for other armor, or weapons. The class uses Heavy Armor/Spear and although using block, and long swords would be great I'm trying to keep it true to the fiction. As for destruction my character is level 9 now and I haven't used it once :P



I think you'll find the game more interesting if you start with a predetermined personality in mind, but maybe that's just me. And while Redoran would suit a knight in most generic sense, what's to say the knight doesn't have relatives among the Telvanni? Or perhaps an interest in other cultures? Or a secret plan to undermine Redoran, utilizing the Morag Tong and Telvanni to that purpose in the longterm...? Or maybe they've been sent to infilitrate to Telvanni. Any number of possibilities present themselves, both above board, and underhanded.

But it's entirely up to you. I'm just trying to find ways to help you get stuck in the game. :smile:

Well you got me svcked into the game again. I'm really enjoying it now that I'm doing new factions. I haven't really touched Telvanni at all, however I've been really working through the Imperial Cult and have even started the Imperial Legion. My first character I made was an Imperial who was supposed to be a merchant and I honestly wish that I'd known about the Imperial Cult then as they would have been perfect for him.

I'm hoping to start the expansions at some point, however I really don't want to complete the main quest again.

The only problem I'm having is I'm really cheesing the level system. I've created very minor spells that only take 1 mana to cast and just spam them while walking to keep myself occupied. Granted they're from schools that I will need (restoration and alteration) to create spells just Jump, and Reis Wind (which were abilities in FF9).

I suggest you also join the imperial cult with the temple if you are trying to make a good character, the imperial cult will also be good for a Dragoon i think. But also join the Imperial Legion it'll be a good faction for a knight character.

Imperial Cult has been awesome. As someone who generally hates killing things it's nice to see a faction that isn't based around me murdering towns. The imperial legion is a little too fanatical for me. It would fit more for a character based around Steinar (who was a fanatical knight in FF9, so much so that it caused him to be incredibly ignorant which allowed for him to be used like a tool by the queen), that said I'm enjoying it as they give me some "decent" armor, and actually pay me money which I'm sorely lacking as I gave the Imperial Cult most of my money by always saying I doubled it :P... what difference does it make who pays for it!
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Beth Belcher
 
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Post » Wed May 02, 2012 6:58 pm

The only problem I'm having is I'm really cheesing the level system. I've created very minor spells that only take 1 mana to cast and just spam them while walking to keep myself occupied. Granted they're from schools that I will need (restoration and alteration) to create spells just Jump, and Reis Wind (which were abilities in FF9).

I think most of us do that. We also train up armor by allowing the fish to nibble at us. :)
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Jordan Moreno
 
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Post » Wed May 02, 2012 1:28 pm

I think most of us do that. We also train up armor by allowing the fish to nibble at us. :smile:

To be honest, in all the years I've been playing Morrowind... I've never thought of that. Then again, I usually had enough money to buy training... and I always play as a warrior.

Anyway, for a second playthrough... I'd recommend using medium armor. Though, I don't know if ADD will agree with the lower amount of medium armors... I had used heavy armor for years and then switched, and it felt like a new game to scrounge around for good medium armor. Or just keep rocking bonemold armor for the sake of its looks.
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Ridhwan Hemsome
 
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Post » Thu May 03, 2012 2:29 am

near had ola is a good source of orcish armor... at the ruins. Can get a full set including shield with a couple spares if you want to do some minor enchants on them till you get the good souls.

Will last you well into the expansions
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DAVId MArtInez
 
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Post » Wed May 02, 2012 2:41 pm

The one potential problem I see with the build is that his Strength is going to increase slowly. Armorer and Acrobatics are his only Strength-based skills, and those are Minor (Acrobatics might as well be Misc., since it's so easy to increase by jumping on and off of every convenient rock or other object along the way, or getting really cheezy and just hopping around everywhere, either of which seem like they'd be ridiculous for your heavily armored character). Using Long Blade or Blunt as a backup weapon (either secondary or misc.), and switching to that in non-critical situations could allow you to get around the problem, otherwise you'll end up with a somewhat (but not drastically) underpowered fighter. It's probably not a "fatal flaw", since you can easily concentrate on using those two Minor or various misc. Strength-based skills occasionally to overcome it, but that might go against your "intent" for the character.

Endurance should be great with Spear and Heavy Armor as Majors, especially with Endurance as a chosen Attribute.

I'd also consider replacing Athletics with an Agility-based skill, since Agility comes into play in both hitting an opponent and in avoiding knockdowns in combat. Having it stay at the starting level is going to hurt you in the long run.

A potential alternative to Conjuration would be Speechcraft, since many "knights" were educated and well-spoken; they are at least "lesser nobles". Unless you intend to conjure creatures to fight for you, or expect to need to replace your weapon with a summoned one on regular occasions, it's probably adequate to keep Conjuration as a misc. skill with a bit of paid training to make it usable. There are better ways to restore magicka than summoning Ancestral Ghosts to attack you, especially since you'll spend most of that magicka to heal afterwards: shrine blessings, potions, and punching the occasional Scrib in the wild.
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His Bella
 
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Post » Wed May 02, 2012 5:16 pm

The one potential problem I see with the build is that his Strength is going to increase slowly. Armorer and Acrobatics are his only Strength-based skills, and those are Minor (Acrobatics might as well be Misc., since it's so easy to increase by jumping on and off of every convenient rock or other object along the way, or getting really cheezy and just hopping around everywhere, either of which seem like they'd be ridiculous for your heavily armored character). Using Long Blade or Blunt as a backup weapon (either secondary or misc.), and switching to that in non-critical situations could allow you to get around the problem, otherwise you'll end up with a somewhat (but not drastically) underpowered fighter. It's probably not a "fatal flaw", since you can easily concentrate on using those two Minor or various misc. Strength-based skills occasionally to overcome it, but that might go against your "intent" for the character.
The strength of my character has been steadily increasing. I have multipliers around every level and it's easily the attribute I've been pumping the most into. My normal level up is Strength, Endurance, and Willpower, and I'll occasionally change willpower with intelligence if need be.

Endurance should be great with Spear and Heavy Armor as Majors, especially with Endurance as a chosen Attribute.
I've been finding the setup to be pretty decent however there are some things I regret as I'll mention later.

I'd also consider replacing Athletics with an Agility-based skill, since Agility comes into play in both hitting an opponent and in avoiding knockdowns in combat. Having it stay at the starting level is going to hurt you in the long run.
The lack of agility has been destroying me. The biggest, and most frustrating drawback to a low agility (which I've never had before as I've always made characters with at least mid level agility) is the knockback. I'm thinking about just dedicating a level to increasing agility as much as I can through multipliers as it has become very annoying.

A potential alternative to Conjuration would be Speechcraft, since many "knights" were educated and well-spoken; they are at least "lesser nobles". Unless you intend to conjure creatures to fight for you, or expect to need to replace your weapon with a summoned one on regular occasions, it's probably adequate to keep Conjuration as a misc. skill with a bit of paid training to make it usable. There are better ways to restore magicka than summoning Ancestral Ghosts to attack you, especially since you'll spend most of that magicka to heal afterwards: shrine blessings, potions, and punching the occasional Scrib in the wild.
Speechcraft would have been a good choice, and one I wish I would have thought of. Restoration, Alteration, and Destruction I really needed as they fit the character model. Conjuration is kind of a moot point at this point. I don't really summon anything as they don't fit the type of spells a Dragon Knight would have. I also honestly don't cast many spells (outside of jump/slowfall) so conjuration right now was a bit of a waste... however it is my highest magic skill as I use to to cheese my intelligence attribute :P



near had ola is a good source of orcish armor... at the ruins. Can get a full set including shield with a couple spares if you want to do some minor enchants on them till you get the good souls.

Will last you well into the expansions

Awesome. I've been rocking a mixture of imperial/dwarven armor and a dwarven halberd. I'll definitely head by Hlad Oad.
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FITTAS
 
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