Re-starters Anonymous

Post » Tue Mar 15, 2011 5:31 am

I found for myself a remedy to restarting.
Breton female
Major Skills : Armorer,Blade,Conjuration,Illusion,Restoration,Acrobatics,Sneak(Using trainers for Marksman every level)
Specialization : Magic Arts(I find they are the hardest to level)
Favored Attributes : Strength,Endurance
Birthsign : The Thief
Main weapon is a bow,and a shortsword/dagger only as back up,no longswords/claymores.
I have been wearing heavy gauntlets,cuirass,helmets,and light greaves,boots...after I get my armorer leveled to where I want I will switch to enchanted clothing/light armor.
So far I found that I can control when and how I level up,what attribute bonuses I get because I have one skill as a major governed by each attribute.
My main reasons for restarting was that I became too powerful,as I always leveled Endurance,Agility and Strength to their maximum,I leveled too fast...as well as using duplications/glitches which really reduces the play time and takes the fun out of it.Since this character can be skilled at everything,I can choose any role or playstyle I want.
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Tom Flanagan
 
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Post » Mon Mar 14, 2011 2:36 pm

countless times i've started new games but i can't seem to make a decent mage. everytime i've tried i get weak magic users who don't have much magicka, i'm level 29 and i only got around 700 magicka and that is mostly from using glitches(PS3 version).
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Lily Evans
 
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Post » Mon Mar 14, 2011 1:35 pm

I have this same problem as well, but I think I may have found a solution, at lest for me anyways, what I've done is created my ideal character and set my ideal skills and instead of choosing to be inherently good or bad I started off "falling into the wrong crowd", my character, Denethor, ended up spending time in jail and then eventually working for the Thieves Guild, after a botched theft where he had to kill someone he was visited by the Dark Brotherhood. After rising in ranks till he became the guildmaster he realized there really was no more opportunity with the Thieves Guild and took up the Dark Brotherhoods offer. He has currently became master of the Dark Brotherhood and to up the call of the Prophet, but not to find the Crusader's Relics, but to prove that Sithis is more powerful then the Nine, after the Pilgrimage he had a life altering event and is out to recover the relics and save Tamriel... from this threat.

Sorry about the story, lol, but it helps to convey my point, I've played countless characters that were only "allowed" to be in one guild and be either good or bad. How I'm playing now leaves a lot of room in creating a story for my character, which to me is a big reason to love and continue playing a character
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Alexandra Louise Taylor
 
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Post » Mon Mar 14, 2011 11:51 pm

I have had several characters over 50 last time before I did a major delete, but I tend to mess them up.
I am planning on remaking one of my old favorite characters.
His name is Tobias, a green eyed redguard.
He will be a Nature dweller, so this means that he will not go into the cities, ever!!!
My only problem is that I don't know if he should go in the ruins and caves, were to sell stuff, or where do wolfs, bears, boars, and deer spawn the most so he could find a camp nearby, anyone have any suggestions?
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Roddy
 
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Post » Mon Mar 14, 2011 5:49 pm

.
“Cured? You speak as if they are diseased. They live now in another state of being. Perhaps it is you who needs a cure.”

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hannah sillery
 
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Post » Tue Mar 15, 2011 2:13 am

I have had several characters over 50 last time before I did a major delete, but I tend to mess them up.
I am planning on remaking one of my old favorite characters.
His name is Tobias, a green eyed redguard.
He will be a Nature dweller, so this means that he will not go into the cities, ever!!!
My only problem is that I don't know if he should go in the ruins and caves, were to sell stuff, or where do wolfs, bears, boars, and deer spawn the most so he could find a camp nearby, anyone have any suggestions?


Critters spawn everywhere - which ones depend on your character's level. Selling stuff outside of cities is kind of a problem unless you get a mod that adds merchants on the road. I think with Mercantile at 50 innkeepers should buy anything from you? Being able to sell anything to any vendor is supposed to be the Journeyman perk but don't think I've ever checked it. Caves seem like a natural for him to me, ruins not so much. Maybe he'd be wary of them.

Repair hammers were the biggest supply problem for me with my feral khajiit.

Mara
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Emma Pennington
 
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Post » Mon Mar 14, 2011 9:25 pm

I think I know a tiny village that you are able to sell stuff, forgot the name, you know where the big eyed people are.
Im on the ps3 so no mods :(
Yea thats true about caves, perhaps something dramatic happened in a ruin causing him to hate them?
Not to sure about the Mercentile never used it.
I think repair hammers spawn in bandit places, not to sure I have not played in a long time, will check it out.
A feral Khajiit? Would it be a bother if I ask what is it and how you play it?
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ashleigh bryden
 
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Post » Mon Mar 14, 2011 5:30 pm

Feral = wild. He didn't go into cities. Used whatever he came across and discarded anything that was too badly worn. I think his major skills were: Blunt, hand to hand, block, athletics, acrobatics, sneak and I forget what else. No magic skills. He lived in Wellspring Cave, and, being a very curious cat, investigated everything he came across. Sadly, he died to a trap, of all things, at lvl 5. RIP. I think he's the only character I ever lost to a trap! I think he would have been a bit more viable as a marksman, but that seemed too hi-tech.

Mara
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Daniel Lozano
 
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Post » Mon Mar 14, 2011 8:11 pm

Sound interesting, so you play dead is dead hu?
For some reason I thought feral=crazy
I get to attached to my characters to do that :(
Oh yea I tend to have around 5 characters at a time living in the same Nirn, for example if one character does the main quest the other characters also do it but the original character that did it takes the credit.
Or if one character becomes arch mage, other characters can not.
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Your Mum
 
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Post » Tue Mar 15, 2011 2:53 am

I think that I am going to go Pure Mage Altmer Apprentice sign.



But making uber Atronach Alchemists is all I know .... LOL
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Maria Leon
 
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Post » Tue Mar 15, 2011 2:39 am

can someone help me with a mage build? i'm trying to restart as a mage who will have lots of magicka.
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Nikki Lawrence
 
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Post » Mon Mar 14, 2011 4:52 pm

can someone help me with a mage build? i'm trying to restart as a mage who will have lots of magicka.



I just did it. Thats what Im playing with right now.

I used an Altmer with the Apprentice sign and the standard Mage class. It doesn't level efficiently and its pretty extreme but Im having a lot of fun with it.

You can make a strong Mage with any combination of the following:

Breton or Altmer

Atronach, Apprentice, or Mage


Conservative------------------------------------------------------------Extreme
Breton----------Breton---------Altmer---------Breton---------------Altmer
Mage------------Atronach------Atronach-----Apprentice--------Apprentice


I just wouldnt use an Altmer with Mage birthsign... It doesnt make sense to me.
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MatthewJontully
 
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Post » Mon Mar 14, 2011 7:57 pm

can someone help me with a mage build? i'm trying to restart as a mage who will have lots of magicka.


You do not need lots of magicka for a powerful mage. That isn't really how magic works in TES. Anything over 150 is bonus but not necessary, at least not once you get access to the AU and have fortify magicka + fortify intelligence.

I went into extensive details about how to play a powerful (i.e., nigh undefeatable) mage-type character in other threads so I won't repost everything here. :)
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Pat RiMsey
 
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Post » Mon Mar 14, 2011 4:38 pm

You do not need lots of magicka for a powerful mage. That isn't really how magic works in TES. Anything over 150 is bonus but not necessary, at least not once you get access to the AU and have fortify magicka + fortify intelligence.

I went into extensive details about how to play a powerful (i.e., nigh undefeatable) mage-type character in other threads so I won't repost everything here. :)


Ya you can also enchant stuff too. Mage is the easiest way to become god in Oblivion. Just need 100 Destruction and like 2 spells haha.
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Symone Velez
 
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Post » Tue Mar 15, 2011 5:17 am

can someone help me with a mage build? i'm trying to restart as a mage who will have lots of magicka.

I kept threatening to respond to your earlier post in which you were complaining about having mage characters who "only" had 700 magicka.

My god-like Breton/Mage, who casually strolls through the world, reducing everything that dares to attack him to heaps of sizzling flesh, has 276 natural magicka-- 326 when he wears his enchanted wrist irons.

It's not about how much magicka you have-- it's about how you use it. And NO build will give you more than 450 naturally-- that's an Altmer/Atronach with 100 intelligence. That's it. That's the maximum available in the game naturally. Anything beyond that will require enchantments or exploits. And, again, you don't even need that much magicka-- you just need to know how to effectively use what you've got.

Find one of AiTenshi's posts on spell chaining. That's the simplest way to overcome low magicka. Honestly, I don't even use that because, to me, it's just more hassle than it's worth, but if you really want to buff your magicka up to the point at which you can cast some sort of nuke spell, chaining fortify magicka and fortify intelligence is the way to do it. Or, for a simpler approach, just learn some good, practical spells. Take advantage of weakness to magic. Pair it with destruction + weakness to element or with drains or damages or absorbs for devastating and magicka efficient spells. Learn how to use Illusion-- command in particular is game-breakingly powerful. Build up alchemy so you can make potions to buff.... pretty much anything you want-- magicka, intelligence, shield, absorb, reflect....

It doesn't matter how much magicka you have if you don't know how to use it, and if you know how to use it, you really don't need that much.
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lauren cleaves
 
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Post » Mon Mar 14, 2011 9:59 pm

Well, creating a large pool is not the same as spell chaining, actually. Not in the truest sense, at least. In spell chaining, you use very short duration fortify to temporarily increase your magicka by up to 150 for a couple seconds for any spell you wish to cast. If you do that, you just keep casting ("chaining" the spell by continually spamming it) and never use your natural magicka, only the temp pool.

Once you stop, you'll drop to zero, of course (after a couple seconds when the temp pool runs out from the last spell). To go to a different spell ("transition") make a spell with only fortify magicka (and + inteligence if desired) to recreate the temp pool for low magicka cost, then start again with the new spell.

Etc.

That's how to use magicka in TES.

"Nuke" spells are not very useful compared to the above method. I've tried to make a pool of a few thousand magicka and "nuke" things, but it often doesn't even finish the job and takes much too long to create the pool (and after the nuke, pool is gone and needs to be remade anyway, so it's better to just spell chain in the first place).

Also, Destruction may seem flashy, but I find Restoration and Illusion to be far more effective (with Destruction weaknesses, of course).
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Big Homie
 
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Post » Mon Mar 14, 2011 5:07 pm

I kept threatening to respond to your earlier post in which you were complaining about having mage characters who "only" had 700 magicka.

My god-like Breton/Mage, who casually strolls through the world, reducing everything that dares to attack him to heaps of sizzling flesh, has 276 natural magicka-- 326 when he wears his enchanted wrist irons.

It's not about how much magicka you have-- it's about how you use it. And NO build will give you more than 450 naturally-- that's an Altmer/Atronach with 100 intelligence. That's it. That's the maximum available in the game naturally. Anything beyond that will require enchantments or exploits. And, again, you don't even need that much magicka-- you just need to know how to effectively use what you've got.

Find one of AiTenshi's posts on spell chaining. That's the simplest way to overcome low magicka. Honestly, I don't even use that because, to me, it's just more hassle than it's worth, but if you really want to buff your magicka up to the point at which you can cast some sort of nuke spell, chaining fortify magicka and fortify intelligence is the way to do it. Or, for a simpler approach, just learn some good, practical spells. Take advantage of weakness to magic. Pair it with destruction + weakness to element or with drains or damages or absorbs for devastating and magicka efficient spells. Learn how to use Illusion-- command in particular is game-breakingly powerful. Build up alchemy so you can make potions to buff.... pretty much anything you want-- magicka, intelligence, shield, absorb, reflect....

It doesn't matter how much magicka you have if you don't know how to use it, and if you know how to use it, you really don't need that much.

I just saw that some peoples mages on the 360 version had magicka in the 1000s and they didn't cheat to get it. I just really hate it when I cast a spell and almost all my magicka is gone or I don't have enough magicka to cast a certain spell. this was my first pure mage build, i had no idea what amount of magicka was possible to obtain normally since I usually make stealth or warrior characters. sorry for sounding like a complete noob.
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Yonah
 
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Post » Tue Mar 15, 2011 4:46 am

I just saw that some peoples mages on the 360 version had magicka in the 1000s and they didn't cheat to get it. I just really hate it when I cast a spell and almost all my magicka is gone or I don't have enough magicka to cast a certain spell. this was my first pure mage build, i had no idea what amount of magicka was possible to obtain normally since I usually make stealth or warrior characters. sorry for sounding like a complete noob.


Get Fortify Magicka Sigil Stones and you're on your way. Also you could get it high by casting Fortify Magicka spells and drinking Fortify Magicka potions.
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Ana
 
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Post » Tue Mar 15, 2011 5:18 am

Well, creating a large pool is not the same as spell chaining, actually.

True enough.

I played around a bit with chaining early on and just didn't like it much. I don't like the urgency of it, since you have to keep the chain going and as soon as you stop, your magicka pool bottoms out. I'd rather just stick with economical damage/drain/absorb + weakness spells or frenzy/command/calm or any of a number of other things, and generally come out of a fight with at least some portion of my magicka pool still intact. And honestly, chaining just seems a bit too gimmicky for my tastes.

I just know that there's a technique for temporarily buffing magicka to high levels (though I'm not much interested in that either, since nuke spells don't do much of anything for me, so I haven't played with it). I guess that's more akin to stacking than to chaining, but since it involves buffing magicka and intelligence, I class it more with chaining.

My mistake. :D

That's how to use magicka in TES.

That's one way to use magicka in TES.
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Amber Hubbard
 
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Post » Mon Mar 14, 2011 4:08 pm

i'm gonna create my own race and make a benefit be 400+ magicka. i'm going to balance it by making it 100% weak to all kinds of magic and poisons.
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Far'ed K.G.h.m
 
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Post » Tue Mar 15, 2011 4:20 am

I let my Imperial Warrior do whatever he wants be it complete a faction questline to its entirety or simply take a stroll through a town making a purchase or two.

Because he's a member of the Dark Brotherhood, he feels the need to deliver a soul to Sithis a time or two, and yesterday, he picked Lazare, the nobleman in Skingrad who mocks you, calling you "a person of low-birth". He then looted the man of his possessions and took all the food and drinks he had and moved it to his own home just a few houses down where his wife (a mage apprentince) and her sister lives with him.

I'm very impressed with this character. :) If I wanted to start over, I'll just simply make a new profile on my 360 and start a new game there. That's where my Dark Elf archer lives. He's not gonna do any of the quests (especially the MQ). He's just off exploring Cyrodill.
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mike
 
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Post » Tue Mar 15, 2011 5:57 am

I have in possession, an orc noble that works for the count. However, after saving the countess from an anti-Imperial conspiracy, I fear there is nothing left for him to do in Leyawiin. He can't leave the area because his wife lives only a short walk north of Leyawiin. If I could get some thoughts for another self-made quest-line, that could keep me sober for a while.
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scorpion972
 
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Post » Tue Mar 15, 2011 2:43 am

I have in possession, an orc noble that works for the count. However, after saving the countess from an anti-Imperial conspiracy, I fear there is nothing left for him to do in Leyawiin. He can't leave the area because his wife lives only a short walk north of Leyawiin. If I could get some thoughts for another self-made quest-line, that could keep me sober for a while.

Well.... there's something shady going on with the Kalperklan Trolls in Tidewater Cave. They always have calipers on them, and that odd M'aiq fellow, who runs back and forth between Leyawiin and Anvil picks up.... calipers. I suspect a caliper smuggling ring myself, but haven't been able to find any proof of it. I'm not sure if the trolls are supplying M'aiq or if he's supplying the trolls, and I'm not sure what his (or their) source is, but the coincidence of a caliper-carrying Khajiit constantly traveling back and forth across Cyrodiil, with one end of his route being in the same location as a cave full of caliper-carrying trolls is just too suspicious to ignore.
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Campbell
 
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Post » Mon Mar 14, 2011 4:02 pm

I have 4 characters at once and once I get bored I alternate and so on and so on. Simple for me anyways.

Some people just love that beginner's start I guess.
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Lucy
 
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Post » Mon Mar 14, 2011 8:17 pm

Well.... there's something shady going on with the Kalperklan Trolls in Tidewater Cave. They always have calipers on them, and that odd M'aiq fellow, who runs back and forth between Leyawiin and Anvil picks up.... calipers. I suspect a caliper smuggling ring myself, but haven't been able to find any proof of it. I'm not sure if the trolls are supplying M'aiq or if he's supplying the trolls, and I'm not sure what his (or their) source is, but the coincidence of a caliper-carrying Khajiit constantly traveling back and forth across Cyrodiil, with one end of his route being in the same location as a cave full of caliper-carrying trolls is just too suspicious to ignore.

I fail to see how it could be illegal, after Uriel VII signed the legalization of caliper trading not too long before the "accident"
Besides, what would the count want with illegal calipers?
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Matt Fletcher
 
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