Starting Morrwind any advice for a straight combat player

Post » Wed May 02, 2012 9:10 am

Ok I am starting a morrwind never really dived into befoe though I've owned it for a while. Made a custom class straight fowad warrior nothing special just yet below is my major and minor skills. Now my question is what magic skills would best support a straight foward combat character?

Build:

Govern:
Endurance
Strength

skils:
block
heavy armor
medium armor
axe
enchanting
armorer
alchemy
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Robert DeLarosa
 
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Post » Wed May 02, 2012 10:05 pm

In Morrowind, unlike Oblivion and Skyrim, if you run you use up stamina. If you have low stamina your chance to hit will be lowered and you'll be easier to knock down, so keep an eye on this while traveling.
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Amy Cooper
 
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Post » Wed May 02, 2012 6:38 pm

I'll offer a couple of thoughts. Feel free to agree or disregard, as you wish, of course.

First off, I don't think including heavy and medium armor is a good idea. Concentrate on one, and stick with it. That way, you'll quickly maximize the benefits you can get from wearing it.

Second, I'd remove enchanting. It's a great skill, but not something even a magic-oriented character would use until the midgame--and you're not running a magic-oriented character. Consider working it up later with teachers, or hire enchanters to give you what you want. Remember, enchanting has a high risk of failure in Morrowind, and is very reliant on high Intelligence, too.

This leaves you with two free skills. Conjuration can be helpful under a number of circumstances, and Mysticism has the all-important Mark/Recall spells. You'll certainly want to have these in your spellcasting arsenal. Not that you couldn't buy them anyway, but with a very low level of skill they simply won't work.
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Benito Martinez
 
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Post » Wed May 02, 2012 3:59 pm

Second, I'd remove enchanting. It's a great skill, but not something even a magic-oriented character would use until the midgame--and you're not running a magic-oriented character. Consider working it up later with teachers, or hire enchanters to give you what you want. Remember, enchanting has a high risk of failure in Morrowind, and is very reliant on high Intelligence, too.

Enchant also effect how much power eahc casting of an enchantment uses.....for a warrior this is important since it effects how quickly your weapon runs out of charges.
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leni
 
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Post » Wed May 02, 2012 1:30 pm

Enchant also effect how much power eahc casting of an enchantment uses.....for a warrior this is important since it effects how quickly your weapon runs out of charges.

True, but again: it's not something a character is going to encounter on a lot of weapons in the early game, nor find sufficient funds to buy on a weapon from an enchanter, nor something you're going to be able to do easily to a weapon for quite a long time. When the time comes, it's much easier to use the proceeds from something like potions or filled gems sales to buy the training to raise it good and fast. In turn, that frees up another slot for a skill that could be of use much earlier in the game. Just my point of view.
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Niisha
 
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Post » Wed May 02, 2012 9:02 pm

i'm with fable. switch enchanting for alchemy. much more useful to be able to reliably make restore fatigue/health potions from the outset (less failures = less hunting for ingrediants.) you can always stockpile filled soulgems for when you progress to enchanted equipment naturally.
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Elizabeth Davis
 
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Post » Wed May 02, 2012 11:21 pm

You want some magic on a straight forward combat guy? well i guess restoration for healing.
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Juan Cerda
 
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Post » Wed May 02, 2012 3:24 pm

Thanks my character is not far long so Ill make the changes. Already made one mistake didn't knock the difficulty down to a level I am comfortable with rofl noticed when I played last...
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mimi_lys
 
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Post » Wed May 02, 2012 11:02 am

Restoration is your friend since it can heal you and buff you. Next in line are alteration and mysticism. Don't go with conjuration since it requires tons of intelligence and mana. Destruction is also quite redundant since you play a warrior and should use swords and such. Enchanting is quite difficult and alchemy isn't very useful past level 15. Stick with one type of armor but you can use two types of weapons (one in major one in minor since it gives you flexibility)
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Ells
 
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Post » Wed May 02, 2012 2:36 pm

I'll second (or third) the comments about Heavy and Medium armor being redundant, but would add this to it: wearing one or two pieces of the "other" type will give you a head start for down the road when you've maxed out the one skill. The only reasonable way of raising Endurance any further at that point is to start using more of the other armor type, so having a few points in it already won't leave you with an under-protected char. It's not a reason to take both as preferred skills, but keep it in mind. My present char is using mostly Medium armor, with Light boots and Heavy gauntlets that aren't spectacular stat-wise, but look good with the rest of the set.

For magical backup, there have been a few good points raised. Restoration is useful to any character, especially one who's going to take a bit of abuse on occasion, and relying on alternatives such as alchemy for healing depends on hauling around a bunch of heavy potions at all times, or getting a decent enchanted item to do the job. The spell is weightless.

Alteration comes in handy for numerous thngs, from levitating up to those high spots (Morrowind is a much more "3D" game than Oblivion), crossing water without having to smack down 14 Slaughterfish per yard, and breathing underwater while exploring many of the caves and caverns with flooded areas.

Enchanting is best taken as a major skill or not at all; the odds of success are too low unless you have a decent skill level, and the cost of failure (hundreds or thousands of Septims for a filled gem) is steep. Going the Enchanter route means you never have to gain a single point of skill in any castable school, yet have 95% of the capabilities. I've finished the MQ (almost TOO easily) with an Enchanter build, but it's a bit slow getting started.

Mysticism can be an extremely powerful school (Absorb Health), and the Mark/Recall sequence and Intervention spells are a huge saver of time and frustration when you want to get somewhere, but there are several enchanted trinkets and/or potions readily available to solve that part of the problem. My current character relies heavily on it, but my previous never used it, so the choice is all yours.

Alchemy is probably the most easily abusable part of the game. If you intend to "enjoy" the game, rather than try to "beat" it as quickly as possible by any means, then I'd avoid such abuse. Using it for routine healing, restoration of attribute damage, curing diseases, and occasional levitation or waterbreathing is fine, and a viable alternative to spellcasting. The down side is that you either need to lug around a whole arsenal of potions or else a host of ingredients and the heavy apparatus to make potions from them. In this case, while the odds of failure at low skill levels are really terrible, the cost of simple ingredients is often negligable (1 Septim in a lot of cases), so you can afford to take 20 tries to make a potion. Taking either Alchemy or a castable school of magic is a character-design decision, but you can at least fix it later with a bit of "grinding" or paid training if you change your mind.

Enjoy.
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liz barnes
 
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Post » Wed May 02, 2012 11:55 pm

I prefer melee type to the magic using types. And I usually have restoration as one of my minor skills. Because it gives me an immediate boost to my success rate in casting. Early on I use that magic skill more than anything else. But even so it is not necessary to have as a major or minor as you can train it up. But I believe wisdom based magic (as your wisdom increases) helps in allowing you to resist types of magic. Sure you can carry potions to heal and restore damaged attributes but potions add weight and heavy armor already weighs a bunch.

Another idea is alteration. I find it helpful to have that as well so I can use it to water breath, water walk, levitate and mark/recall (maybe that one is mysticism). These help a lot to explore caves and such (many of which hold extra treasure in out of reach places).

Just another thought, two items I don't see on your list which I usually have are long swords (and/or blunt) and marksman. I like having two melee weapon types because you may come across another that is even nicer that what you have, And marksman is just great to kill enemies before they can even reach you.

Also for me I never pick armorer as a skill. The repair tongs are cheap and you can level it up fairly easily. Sure you will go through a long of repair tongs early on but as I said they are pretty cheap.
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Anthony Diaz
 
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Post » Wed May 02, 2012 3:11 pm

Here's a decent debate/overview (scroll about halfway down the page to where the Morrowind discussion starts) :

http://www.sorcerers.net/forums/showthread.php?t=49611&page=2
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Taylah Illies
 
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Post » Wed May 02, 2012 12:09 pm

Enchant also effect how much power eahc casting of an enchantment uses.....for a warrior this is important since it effects how quickly your weapon runs out of charges.
But thy also recharge over time, which pretty much nullifies that. Armorer's a more important skill in that respect.
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Julie Ann
 
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Post » Wed May 02, 2012 7:56 am

Another thought: it's a good idea in Morrowind to place one skill for each attribute between your majors and minors. I'm not suggesting micro-managing them, only that this gives you a much better chance of multiples when you're leveling, without spending money on trainers.

If you're on a PC, consider a mod that slowly replenishes magicka over time. (There are quite a few, and many are sophisticated enough to tie its speed to wisdom, intelligence, and/or racial factors.) This will let you continue to expend magicka and gain magical skill before you sleep much easier than just by relying upon alchemy potions of Restore Magicka.
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Harinder Ghag
 
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Post » Wed May 02, 2012 12:06 pm

I've never really used a mod before aleast not in any single player rpg, I may get a mod for morrowind later on to use but I want to experience the game or at least most of it as is unchanged or altered by mods. As for my character I made use of all the advice thats been given here, especially involving enchanting I realize enchanting is useful but I like the idea of waiting until I am well into the game before leveling it up or using it. Its just my opinion but I feel its a waste to enchant low end gear, so it really makes no difference whether I keep it as a skill or not cause I would not be leveling anytime soon. As one poster here said though if your not leveling it right away its just a waste of a skill slot..so I see it basicallly as matter of preference.
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Tamika Jett
 
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Post » Wed May 02, 2012 11:44 am

I've never really used a mod before aleast not in any single player rpg, I may get a mod for morrowind later on to use but I want to experience the game or at least most of it as is unchanged or altered by mods.

Understandable. :) Just a thought, but consider making a list after you play a few hours of those gameplay design elements you find yourself wishing were in Morrowind, but aren't. Will help you look for mods when you're ready.

And there are two mods you should get, regardless, from the start: the http://www.tesnexus.com/downloads/file.php?id=19510, and the http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&id=2083. Both fix a ton of bugs left in the game after gamesas's own patching was finished, and prevent save game corruption in a number of instances.
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Tamara Primo
 
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Post » Thu May 03, 2012 12:01 am

People have already given good advice. Anyway, I want to write my own post so...

Enchanting is the skill that either levels up the fastest or almost not at all. Kill bonelords - that's the best way to gain soul gems. You'll find Greater Soul Gems in Tel Fyr. You might also buy some from the Foreign Quarter Lower Levels of Vivec or from the Bosmer lady of the Mages Guild in Balmora.

I find scrolls very useful early in the game. Buy some.
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how solid
 
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Post » Wed May 02, 2012 5:03 pm

Will do :)
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joseluis perez
 
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