Druid build for DF?

Post » Sat Oct 26, 2013 7:43 pm

Hello.

Does someone know an efficient way to build up a druid class for DF? I'm kinda looking for pure mage style, only using fists when it is getting critical.

So, questions:

Which Schools of Magic should I use?

Which factions beside the Mages' Guild?

Are language skills worth it?

Are pacify spells (is that the right name?) worth getting?

Should I use weapons (like maces, daggers) instead of my fists?

Well, that were pretty much all the question I wanted to ask.

If someone could answer it I would be grateful

Also, I am new to this forum, if anyone's wondering.

Thanks in advance!

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!beef
 
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Post » Sat Oct 26, 2013 2:27 pm

Which Schools of Magic should I use?

What I consider the most important spells are levitation (Thaumaturgy) and recall (Mysticism).

Mysticism + Thaumaturgy also help to cast spell reflection, which is extremely helpful at higher levels.

Otherwise, Restoration can be pretty useful for healing here and there, Alteration for if you ever plan on swimming (I avoid water at all costs, personally), and Destruction for damage.


Which factions beside the Mages' Guild?

A druid may be interested in making potions, but that requires joining a temple (not Kynareth or Julianos). Arkay allows it at rank 4, the earliest.

Are language skills worth it?

No.

Are pacify spells (is that the right name?) worth getting?

I don't think so.

Should I use weapons (like maces, daggers) instead of my fists?

As in many of the Elder Scrolls games, using hand-to-hand allows for rather fast leveling when used as a primary weapon. It can be useful, even better with critical strike. Also, you won't be breaking a weapon while forcing open doors in a dungeon. Unarmed attacks ignore monster material immunities. So, if you're fighting a vampire, for example, you won't need to pull out a silver+ weapon.

If it's only a fall-back skill, however, you may want a heavier-hitting weapon instead.

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josh evans
 
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Post » Sat Oct 26, 2013 3:55 pm

I already started a druid character and it started out as a failure. (I picked the language skills) :tongue:

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Colton Idonthavealastna
 
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Post » Sat Oct 26, 2013 3:26 pm

Personally, the way I imagine the Order of Arkay in High Rock, they more or less are druids. Especially if you're going with a "neutral" DnD druid. Arkay is associated with passing of the seasons in some places. After that there's the Temple of Kynareth, but of course they won't provide potions. The House of Dibella supposedly decreases the chance of animals attacking the player based on rank, but I don't know if that truly works and their practices don't seem druidic anyway.

The witch covens aren't explained much so you might consider helping out one of them. This is much like working for a faction except you're not a member so there aren't any rank perks besides cheaper daedra summoning. The Glenmoril Coven can summon Hircine any time you can afford it. I say that because some people doing a druid playthrough like to play a werewolf and summoning Hircine will make that easier.

The Order of Arkay is popular in Shalgora and the Ilessan Hills and both are homes of witch covens (although the former is where the Glenmoril Coven is based and they have operatives in towns in many places anyway).

I think daggers could be a fitting weapon choice but if you end up depending on them, they're a pain to repair all the time assuming that issue isn't enchanted away.

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Invasion's
 
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