Help making a capped level player.

Post » Mon May 16, 2011 10:54 pm

So I've finally found the character for me - Yay :) After 10 hours of gameplay I'm still having fun, so I'm considering choosing skills to cap his level, as many has adviced on the forum.

My character had the following skills: Acrobatics, Armorer, Blade, Light Armor, Conjuration, Illusion and Restoration, supported by Alchemy and Sneak which I already picked as minors.

My idea was to keep Blade, Restoration and Armorer as majors sinco Illusion and Conjuration levels very quickly - acrobatics is not that useful and Light Armor is going to level anyway as I'm getting hit on the way. What would you recommend as good "not to use"-majors? I considered Heavy Armor, Marksman, Blunt and Alteration?

And another question, my test character had Atronach as the birthsign - very special thing for me as I'm used to the magicka regeneration. I can see the advantages in the Atronach, but I'm also somewhat limiting my character in the use of magicka and thus almost never using Restoration for example (And I love the absorb health skill :P )
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Laura Wilson
 
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Post » Tue May 17, 2011 1:26 am

I always start my list of 'never use' majors with speechcraft and h2h.

One thing to think through when capping your character is the impact that several 'never use' skills and stopping the leveling process early have on making attribute gains more important and tricky. I intentionally ignore several attributes so I don't find it too hard to work with. Just think it through.

Atronach. I have used the sign. With practice it is easy to use and very powerful. Keeping topped off is easy at higher levels with a few tricks and some study. Despite the great respect I have for atronach, it is not my cup of tea due to the way I and my character think. I like to conserve resources. If I have to 'get back' my magicka I will tend to conserve it - this is bad for me because I WANT to cast lots of spells. I WANT to spam healing spells instead of drinking potions and atronach subtly discourages me from doing so. I know this is my problem, not the birthsign's fault, but there you go. In addition to my own quirk there, I have to deal with my character. Her quirks are much more extensive than mine. Her main problem with atronach is that, as a glass cannon, her whole essense of thinking relating to combat is to not get hit at all costs. Her whole mentality is that of an extremely fragile butterfly who stings like a dragon. Getting hit by enchanted weapons or spells to top off simply does not compute under her blond hair or between her pointed ears. Between our quirks, the undeniable beauty of the atronach birthsign is simply a no-go. If that all makes any sense. Lol.
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Gisela Amaya
 
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Post » Tue May 17, 2011 1:42 pm

I have an archer.

Destruction
Acrobatics
Speechcraft
Marksman
Restoration
Illusion
Mysticism

I picked the skills I planned to use except Speechcraft. She is level 30, Marksman at 100 and all magic skills are in the high 90s. Also the Atronach. I just wanted one killing skill to be at 100. I'm good with the rest.
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Robert DeLarosa
 
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Post » Mon May 16, 2011 11:45 pm

What would you recommend as good "not to use"-majors? I considered Heavy Armor, Marksman, Blunt and Alteration?

It will always depend how you choose to play the game. Speechcraft, H2H & Acrobatics seem to work for me. Marksmen can also work. I use Mysticism & Alteration as majors sometimes because I can use them to quickly help me level up once I have got the +5 on other skills, so they are like a semi-major for me.

I normally pick the Mage birthsign. It has no real downside. Apprentice is horrible for Dunmer & Breton and Atronach can be problematic for those who dont have experience.
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Sammygirl500
 
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