Filler skills on classes, what do you pick?

Post » Thu May 03, 2012 9:52 am

Anyone notice how you wind up a lot of times with standard and custom classes with slots left over.

I usually try to work the fillers around the class.

My pure mages are the only classes that never had wasted slots

My last char a stealth based one, wound up with three slots to fill in (Armor, Block, and Alchemy [early on I ignore it till the store pots stop being useful])
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jadie kell
 
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Post » Thu May 03, 2012 1:11 am

Filler skills? :o

I always feel like I do not have enough slots.
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Jessie Butterfield
 
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Post » Thu May 03, 2012 7:28 am

I throw in Alchemy, Acrobatics, and Athletics. If there is a 4th I'd throw in Armorer, as I learned how useful it is when I trained it up to 40 on a whim (from it being 15). Now I only fail (on average) on a repair every 3rd attempt.
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Jordan Fletcher
 
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Post » Thu May 03, 2012 7:38 am

What Panda Claws said: there aren't nearly enough slots for all of the things I'd LIKE to have the character become proficient in, but the lack makes it challenging and interesting on subsequent play-throughs.
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Rachel Cafferty
 
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Post » Thu May 03, 2012 2:27 am

Khajiit needs for his skills "Rob, Steal, Thief, Burgle, Hide, Flee, and bask in profit." Simple for J'rahzir.
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CHARLODDE
 
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Post » Thu May 03, 2012 5:18 am

Khajiit needs for his skills "Rob, Steal, Thief, Burgle, Hide, Flee, and bask in profit." Simple for J'rahzir.

You forgot: "Get incinerated by Telvanni lord".
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Rinceoir
 
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Post » Thu May 03, 2012 2:31 am

You forgot: "Get incinerated by Telvanni lord".

No, J'rahzir qualified that as flee.
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Lily Evans
 
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Post » Thu May 03, 2012 9:07 am

No, J'rahzir qualified that as flee.

The only skill at 100, while the others are still at 5?
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Kate Norris
 
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Post » Thu May 03, 2012 11:10 am

J'rahzir sees the Telvanni has not joined the Khajiit for a thieving or burgle job done well.
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Patrick Gordon
 
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Post » Wed May 02, 2012 6:54 pm

J'rahzir sees the Telvanni has not joined the Khajiit for a thieving or burgle job done well.

Let me know in a few millennia, when you finally pull one off.
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Emily Rose
 
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Post » Thu May 03, 2012 8:58 am

Oh, Khajiit will be alive then? Joyous day, many days of profit, many many days!
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Charles Weber
 
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Post » Thu May 03, 2012 9:49 am

Oh, Khajiit will be alive then? Joyous day, many days of profit, many many days!

No, the Khajiit will die after failed attempt number 1. Cats still don't seem to understand sarcasm.
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FirDaus LOVe farhana
 
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Post » Thu May 03, 2012 8:54 am

No, the Khajiit will die after failed attempt number 1. Cats still don't seem to understand sarcasm.

Dunmer lied to Khajiit?! No!
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Leanne Molloy
 
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Post » Thu May 03, 2012 9:49 am

Dunmer lied to Khajiit?! No!

I did not lie, you did not understand me. Not the first time, nor, as I can see, the last.
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RUby DIaz
 
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Post » Thu May 03, 2012 3:13 am

Deekus is passed out right now after smoking himself into a coma. But it seems that you two are destined to become the best of TES friends. :banana:
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Catherine N
 
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Post » Thu May 03, 2012 4:37 am

Deekus is passed out right now after smoking himself into a coma. But it seems that you two are destined to become the best of TES friends. :banana:

Then good news is here?
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Ebou Suso
 
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Post » Thu May 03, 2012 8:24 am

Actually it depends. Usually I go with what Panda Claws and Kovacius said: there could be even more slots. Then again, if I really want to specialize in only a narrow range of things, there seems to be too many of 'em slots. I've experienced everything between of these two extremities, really, depending on the builds and what mood I'm in. :P

Those rare times I find there's too many slots to use, mainly for a plain warrior type I think, I throw in Alchemy, secondary weapon and armor skill and possibly Athletics and/or Acrobatics. Enchanting, even, if I judge it being okay with that particular character.
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Spencey!
 
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Post » Wed May 02, 2012 9:54 pm

I often find mysself assigning too many magick skills to a class. Hmm, Conjuration. That gives me bound weapons/armor and some creatures. Mysticism, well that gives me mark/Recall/Intervention for loot transporting and fast escapes. And dont forget Soul Trap. Alchemy! Oh the things you can do with Alchemy. Restore attributes, health, and magicka, elemental resistance, plus you can sell them for good money. Restoration? I already have alchemy, but I can expect to fail a lot at that early on. Plus, if I run out of the ingredients I need while I'm exploring. Destruction! area of effect spells, elemental damage. Gotta take that. And so on and so on. Even when I try making a "combat" class like Ranger, or hybrid combat-magick like Druid, it always ends up ike this, and I need to start character creation over and balance things out. I'm too lazy to bother with Enchanting things. Constantly switching items around, recharging. And there's another magick skil.
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Kit Marsden
 
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Post » Thu May 03, 2012 8:55 am

Athletics and acrobatics. Always, on every character.... I can't stand being slow.
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~Sylvia~
 
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Post » Thu May 03, 2012 12:38 am

I often find mysself assigning too many magick skills to a class. Hmm, Conjuration. That gives me bound weapons/armor and some creatures. Mysticism, well that gives me mark/Recall/Intervention for loot transporting and fast escapes. And dont forget Soul Trap.

One word: amulets. Get Amulet of Recall and Amulet of Almsivi/Divine Intervention somewhere, or enchant some equipment with those. You don't need Mark that often, and even if you do, only get it as a spell. Cast it when you're in no danger and fail as many times as you want! :P No major drawbacks there.

What comes to Soul Trapping, you said you're too lazy to enchant, so, dah? Why take it? :) Otherwise a melee weapon with a Soul Trap spell on strike could do it for you.

There's how you get rid of Mysticism.
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Doniesha World
 
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