Healer build & Roleplay

Post » Sun May 06, 2012 7:42 pm

HEALER
Race: Argonian
Birthsign: The Lady
Spec: Magic
Attributes: Willpower, Personality

Major
Restoration (will)
Illusion (pers)
Mysticism (will)
Hand-to-hand (spd)
Unarmored (spd)

Minor
Blunt Weapon (str)
Acrobatics (str)
Athletics (spd)
Speechcraft (pers)
Alchemy (int)


Any thoughts? At first I was unsure whether to have H2H or Blunt in my major skills. I plan to use Blunt a lot more for enhanted staves, however my life depends a lot more on being able to use H2H well. The character will be pacifist, killing only as a last resort. If my staves' charges are gone it's critical that I'm able to land a punch.

I realize the Lover would be a more practical birthsign in this case with increased agility and Lover's Kiss for paralyzing but I chose the Lady for roleplay purposes mostly. The Lover is sort of two-faced but the Lady, under the Warrior's charge is more direct and sincere. This is the kind of character I'll be playing.

Any other roleplay ideas or rules to implement? I've never played a character like this before.

- College of Restoration oath to heal others blah blah
- Kill only if it means life or death
- Brew & sell Restoration potions
- um
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ZzZz
 
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Post » Mon May 07, 2012 9:32 am

Hand-to-hand is actually pretty effective, though the difficulty in using it definitely climbs once you start taking on the stronger Daedric and undead creatures. And with Blunt Weapon, you're not limited to staves, and even then, there's plenty of modded ones that clobber baddies pretty well, if you don't object to that kind of thing.

Since you picked Unarmored, which is definitely not for the feint of heart, I would suggest finding a mod that upgrades its potential a bit.

You can PM me any further questions on mods, or just stop by the modding forum.

You did pretty good on the build though. Are you intending to play the game as you normally would? Meaning, your character goes into tombs/ruins, ascends the ranks of a faction, do quests that might be better suited for a big nasty Nord covered in Ebony, etc. etc.
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Latisha Fry
 
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Post » Mon May 07, 2012 9:59 am

Check out Aragon's Monk strategy guide:
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7525

If you're on PC, there's a mod that goes with it that I've used in the past.
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Thema
 
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Post » Mon May 07, 2012 10:01 am

Why H2H if the staves run out of juice? Keep going with them would most likely be better than switching to H2H. Or is there some other reason? Other than that it feels like a good build if you know what you are doing. I tried a pacifist once but I ran into problems with the birdies.. :P
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yessenia hermosillo
 
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Post » Mon May 07, 2012 5:36 am

You did pretty good on the build though. Are you intending to play the game as you normally would? Meaning, your character goes into tombs/ruins, ascends the ranks of a faction, do quests that might be better suited for a big nasty Nord covered in Ebony, etc. etc.
Thank you :> Unfortunately I'll be Xboxing it this time around so no mods for meeee. I don't think I plan to do as much dungeon diving with this character, no, at least not more than what's necessary. She'll probably join the Imperial Cult and maybs the Temple. I don't think I've ever joined the Imperial Cult before so ooohh exciting.


Check out Aragon's Monk strategy guide:
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7525
That was a useful read, thanks!


Why H2H if the staves run out of juice? Keep going with them would most likely be better than switching to H2H. Or is there some other reason? Other than that it feels like a good build if you know what you are doing. I tried a pacifist once but I ran into problems with the birdies.. :P
Well I'm trying to avoid causing health damage of any kind unless absolutely necessary. I figure I will use Blunt Weapon mainly for nonviolent Destruction enchantments like Damage Attribute. For roleplaying purposes I want the character to have to rely on enchantments for harmful magic like that.

I totally expect this character to be difficult as hell but I don't mind cuz too often I end up playing really well-rounded characters or ones without any convictions and I get bored with the ease and lack of direction.
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Heather M
 
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Post » Mon May 07, 2012 5:16 am

Sounds interesting. I would recommend making Alchemy a Major. It can be pretty frustrating trying to use that skill at any skill level less than 30 and improving it can ba a pain.
Good luck.
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joeK
 
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Post » Mon May 07, 2012 8:11 am

Well, actually, you don't need to kill NPC enemies to get past them, simply reduce their strength and they won't be able to move. Also try reducing Intelligence for spellcasters and agility for archers. This won't work for most critters, though.

Also, doing the quest from master Aryon's captain and the white guar quest are good RP possibilities.
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Laura Shipley
 
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Post » Mon May 07, 2012 4:47 am

I would remove atheletics from this build. In fact from ANY build.

It simply raises too fast and it will get out of control quickly. Soon you will be facing high level monsters based on the fact that you are fast rather than combat ability,

As for RP ideas, I think that all characters should retain some weaknesses. Therefore, I usually don't allow myself to train MISC skills (if any at all).
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Ebony Lawson
 
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Post » Sun May 06, 2012 9:22 pm

Well I'm trying to avoid causing health damage of any kind unless absolutely necessary. I figure I will use Blunt Weapon mainly for nonviolent Destruction enchantments like Damage Attribute. For roleplaying purposes I want the character to have to rely on enchantments for harmful magic like that.

I totally expect this character to be difficult as hell but I don't mind cuz too often I end up playing really well-rounded characters or ones without any convictions and I get bored with the ease and lack of direction.
Ahh.. Ok. But you can't stop them with H2H without damaging them anyway but I guess you have a plan for that too. :)

With my pacifist I relied a lot on damage strength spells. They will stop a NPC completely. On animals I used damage speed. A guar with a speed of 1 is really not a threat to anyone. :P But the problem was the cliff racers. They seemed to have some speed fortification or something that I couldn't overcome...
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lillian luna
 
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Post » Mon May 07, 2012 9:10 am

Sounds interesting. I would recommend making Alchemy a Major. It can be pretty frustrating trying to use that skill at any skill level less than 30 and improving it can ba a pain.Good luck.
Fortunately my Alchemy skill started out at 25. Still svck at making potions but hopefully not for long.


Well, actually, you don't need to kill NPC enemies to get past them, simply reduce their strength and they won't be able to move. Also try reducing Intelligence for spellcasters and agility for archers. This won't work for most critters, though.Also, doing the quest from master Aryon's captain and the white guar quest are good RP possibilities.
Yes, those are good ideas I plan on utilizing ^__^ Thanks for reminding me about those quests too!


I would remove atheletics from this build. In fact from ANY build.It simply raises too fast and it will get out of control quickly. Soon you will be facing high level monsters based on the fact that you are fast rather than combat ability,As for RP ideas, I think that all characters should retain some weaknesses. Therefore, I usually don't allow myself to train MISC skills (if any at all).
Creatures are unleveled in vanilla Morrowind, aren't they? Lol, I won't be facing stronger monsters til I'm good n ready. And ya, I never level Misc skills.


But the problem was the cliff racers. They seemed to have some speed fortification or something that I couldn't overcome...
One spotted me the other day while I was gathering ingredients outside Balmora. I heard the screech and was like "nah f this" and ran while being pelted all the way to Fort Moonmoth. The hardest part of playing a magic-specialized character is the beginning when you have no gold and you NEED SPELLS.
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Amy Siebenhaar
 
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Post » Mon May 07, 2012 10:37 am

Creatures are unleveled in vanilla Morrowind, aren't they? Lol, I won't be facing stronger monsters til I'm good n ready. And ya, I never level Misc skills.

Not exactly. While it's true that there are some areas that are always going to be more dangerous than others, as you level stronger creatures MAY appear where there were very weak ones before. Even near the first town of Seyda Neen, cliff racers will spawn where crabs were before just as one example. Also, stronger versions of monsters will appear in dungeons. So, once you might have faced ancestral ghosts. now you are facing bonelords, skelly archers and skelly champions instead.

Further, you have the weakest armor skill without having other skills a mage might use to build magical defenses such as Alteration for shields (not to metion burden), conjuration for bound armor or a natural ability like Breton Dragon Skin (50 point shield). You do have Illusion for Sanctuary at least and Chameleon will be very helpful to your plans as well.

You won't be able to damage attributes without destruction though you can use mysticism to absorb them instead.

Hey, up to you. :)

One spotted me the other day while I was gathering ingredients outside Balmora. I heard the screech and was like "nah f this" and ran while being pelted all the way to Fort Moonmoth. The hardest part of playing a magic-specialized character is the beginning when you have no gold and you NEED SPELLS.

Join the mages guild. Four out of five guild locations have guild chests that you can utilize. Use guild travel to go around and get all the stuff and then sell it.
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Elina
 
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Post » Sun May 06, 2012 7:04 pm

Not exactly. While it's true that there are some areas that are always going to be more dangerous than others, as you level stronger creatures MAY appear where there were very weak ones before. Even near the first town of Seyda Neen, cliff racers will spawn where crabs were before just as one example. Also, stronger versions of monsters will appear in dungeons. So, once you might have faced ancestral ghosts. now you are facing bonelords, skelly archers and skelly champions instead.
Oh thank you! I wasn't aware of this.


Further, you have the weakest armor skill without having other skills a mage might use to build magical defenses such as Alteration for shields (not to metion burden), conjuration for bound armor or a natural ability like Breton Dragon Skin (50 point shield). You do have Illusion for Sanctuary at least and Chameleon will be very helpful to your plans as well.

You won't be able to damage attributes without destruction though you can use mysticism to absorb them instead.

Hey, up to you. :)
Hee, I realize the kind of character I'm interested in playing seems a bit difficult for an adventure game. Morrowind is definitely an RPG and open to many kinds of roleplay but is still ultimately made for action-oriented characters. The only kind of action my character is interested in is healing. That's not to say I won't be doing any adventuring at all, since I as a player obvs like to kill things, but my character is all like "aahhh omg no bloodshed!!" Skills like Destruction and Alteration just seem out of place for a non-adventuring type. I'm not disputing their practicality, I guess I'm just saying that I'm a totally impractical player hahahah.

In the meantime, I have been collecting some pretty badass Destruction spells with which I eventually plan to enchant my equipment :dance:
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REVLUTIN
 
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Post » Sun May 06, 2012 11:20 pm

Good luck, then!

I like challenging builds myself. :)

There's really no such thing as a broken build in MW, just easier/harder.
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DarkGypsy
 
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Post » Sun May 06, 2012 10:59 pm

Hmm.. Couldn't damaging the strength of monsters and bad people be seen as doing something good? You are after all not hurting anyone, you are preventing them from hurting others. :)
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Leah
 
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