Combat character advice :)

Post » Sat May 12, 2012 1:23 pm

Hehe been awhile since I've played. What i was thinking

Nord
Attronach

Combat spec
Endurance, Luck

Major - Axe, Blunt, heavy, what else?
Minor - block, but other than that no idea, also need something to open locks and containers

Maybe getting a single college could be useful despite the combat specialization?

Any advice is appreciated :D

I plan to use Combat Enhanced for combos
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Ross
 
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Post » Sat May 12, 2012 12:13 pm

Unless you've got something against magic, there's no reason NOT to pick something like Alteration as a Minor. Between Waterwalk, Waterbreathing, unlocking, and Levitation, it covers a bunch of situations which your character is going to struggle with otherwise. With the Atronach birthsign, you'll absorb 50% of the effects from any trapped locks, and as a Nord, you'll at least be partially resistant to a few others, so opening the locks is the main issue. The other alternatives are Alchemy, which might actually be more appropriate for the character in the long run, but may take a while to get past the initial high failure rates, or Enchanting, which is going to be a serious uphill struggle for a Nord, but can more-or-less replace every other school of magicka in the long run.

You lack any kind of ranged attack, which is not an "end of the world" situation, but may make a few situations more difficult.

Armorer also makes perfect sense, since as a melee fighter you're going to need to do a lot of repairing over the course of the game.
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Vicki Gunn
 
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Post » Sat May 12, 2012 3:38 am

1 major weapon skill is enough.
Spread the governing attributes (efficient leveling)
Suggestion:

> Major skills:
1. Blunt Weapon (STR) - maces, hammers, clubs, staves
2. Heavy Armor (END) - for the best defense in the game
3. Athletics (SPD) - for speed, running and swimming
4. Block (AGL) - to block any melee attack (a successful block removes all damage from the attack)
5. Armorer (STR) - to maintain weapons and armor at top effectiveness

> Minor skills:
1. Axe (STR) - war axes and battleaxes
2. Marksman (AGL) - ranged weapons: short bow, long bow, crossbow, throwing star, throwing knife
3. Alteration (WIL) - opening and locking, water breathing and walking, jumping, levitating, burdening, shield barriers against physical and elemental damage
4. Alchemy (INT) - for money, potions for healing, curing disease, water-walking, magical shielding, and fortifying bodily attributes
5. Speechcraft (PER) - all NPCs are friendlier, better prices, easier admiring, intimidating, taunting, bribe

Birthsign: use the Lady birthsign (Lady's Grace - Fortify Endurance 25 pts + Lady's Favor - Fortify Personality 25 pts).
The permanent Fortify Endurance 25 pts is very, very useful:
- The initial endurance level determines the starting health (initial hit points)! Note that increases to endurance do not retroactively increase hit points, so it is advisable to maximize endurance as soon as possible.
- Each time you level up, your Endurance is divided by 10 and this value is added to your current maximum. If you increase your Endurance, your new Endurance is used to calculate your additional health.
- It increases how much maximum Fatigue you have.
And the fortify Personality 25 pts is a very useful addition, especially early in the game... :biggrin:
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Bereket Fekadu
 
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Post » Sat May 12, 2012 1:13 am

The Lover sign is also good for a combat Nord because of their low starting Agility. You can start with 60 each STR and END plus 55 AGI. Compared to Lady, this gives you 5 more starting health and a noticeable chance to hit increase. Of course, the incremental health increases are 1.5 lower per level and you don't get the personality bonus but still, it's a good alternative even without the semi useful power.
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Tikarma Vodicka-McPherson
 
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Post » Sat May 12, 2012 3:34 pm

Block levels up too slowly, which is why I have it as Major skill.
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Joe Alvarado
 
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