Unique character build

Post » Tue May 17, 2011 2:57 pm

I need a new character to play but I'm having trouble coming up with ideas for a unique build. I've played as every other normal type of character you can possibly imagine. warrior, mage, archer, thief, assassin, the list goes on. but now i need a new character, any ideas???
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Roddy
 
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Post » Tue May 17, 2011 10:28 am

Have you tried a Conjurer? Use purely Conjuration for fighting. Don't even bring a weapon into the fight unless it's a Bound Axe/Sword/etc. spell. Sneaking around is pretty useful too. Use the Atronach as your birthsign if you want the extra bit of challenge.
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Roisan Sweeney
 
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Post » Tue May 17, 2011 2:02 pm

try and think of all the skills and put them in order from most used to least then select the 1,3,5,7,9,11,13th ones and you can choose the race and sign(you could go by evens if you want too ;))
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Lifee Mccaslin
 
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Post » Tue May 17, 2011 12:37 pm

What about a Mage Assassin with Inteligence and agility as main atributes and the skills... you can chose Blade, Acrobatics, destruction etc... but the choice is yours...
:D
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Victor Oropeza
 
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Post » Tue May 17, 2011 1:32 am

Consider theming a character around a strong aptitude toward a pair of complementary skills. Some examples:

Conjuration + Restoration. Conjuration for fighting. Restoration for healing you, buffing your summon and emergency direct damage (absorb health) or fighting underwater (where you can't summon) .

Conjuration + Illusion. Very lethal to command minds to start fights vs groups or use a summon vs single foes. Disappear as needed. Repeat as necessary.

Illusion + Marksman. Command minds to thin crowds while you disappear. Snipe off any wounded survivors. Use illusion to immobilize any single foes so you can open fire with your bow.
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Karine laverre
 
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Post » Tue May 17, 2011 1:05 am

Following on from Acadian, perhaps go through the entire game using only Conjuration, Illusion and Restoration.

With those three skills you can be completely unstoppable, IF you think.

Maybe security or alteration for lockpicking, but that's it.
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Sierra Ritsuka
 
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Post » Tue May 17, 2011 6:36 am

You can also 'selectively' use effects from magic schools for roleplay purposes. My character is a master of destruction magic for example, but purely based on her ability with drain speed and weakness to poison (to support her bow). To her, fire exists only to heat her bathwater and light torches, and she only knows the basic flare spell. Similarly, frost exists only so she can chill a bottle of ale for her archery master after a hard day of practice. She never uses fire, frost or shock in combat - again, just for RP purposes.

One could easily decide to eschew either undead or daedra and focus only on one category of summon, as another example.
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Causon-Chambers
 
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Post » Tue May 17, 2011 5:03 am

Consider theming a character around a strong aptitude toward a pair of complementary skills. Some examples:

Conjuration + Restoration. Conjuration for fighting. Restoration for healing you, buffing your summon and emergency direct damage (absorb health) or fighting underwater (where you can't summon) .

Conjuration + Illusion. Very lethal to command minds to start fights vs groups or use a summon vs single foes. Disappear as needed. Repeat as necessary.

Illusion + Marksman. Command minds to thin crowds while you disappear. Snipe off any wounded survivors. Use illusion to immobilize any single foes so you can open fire with your bow.


I like this idea of focusing on two skills in combat instead of a broad range of skills, i think I'll try this. thanks!
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Mark Hepworth
 
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Post » Tue May 17, 2011 8:25 am

One could easily decide to eschew either undead or daedra and focus only on one category of summon, as another example.


Yes, one of my active characters is like this. She's a Master Conjurer/Illusionist, but she hates Necromancers. She has never summoned any undead, but relies heavily on her Daedric summons, because she is an Altmer with the Apprentice birthsign, with starting-level Endurance, and cannot stand up to direct magic attack. Her usual practice is to summon her daedroth or xivilai to draw the aggression of the enemy, and then to stand back and cast paralyze to make her helper's job easy.

I think that most of my characters have been primarily two-skill fighters... Restoration pairs with almost anything, and even substitutes for Destruction in close-in fighting (Absorb Health.) I pair it with a melee skill for the head-knocker type of character.

Alteration pairs well with Illusion. A well-shielded caster who can disappear at will, Silence enemy casters, Command enemies to kill each other, and Paralyze the last enemy standing. :)
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Richard Thompson
 
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Post » Tue May 17, 2011 3:41 am

Just in case anyone was wondering i ended up making an altmer who specializes in illusion and hand-to-hand, no armour or weapons ever. He is a purist who believes he only needs his body and mind to defeat his enemies. This is gonna be a challenging character to play but that was the point, thanks for the ideas everyone.
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Irmacuba
 
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Post » Tue May 17, 2011 2:49 am

Thanks for the update! That sounds like it will be a fun character with some challenge. I would see the biggest challenge to be that you can't poison or enchant your fists. Have fun! :foodndrink:
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Cat
 
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Post » Tue May 17, 2011 9:28 am

Try this out, Im the only guy I know of thats played one like this:

Argonian
Apprentice
Stealth
Personality, Luck
H2H, Speechcraft, Mercantile, Alchemy, Athletics, Acrobatics, Sneak
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Reven Lord
 
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Post » Tue May 17, 2011 2:17 am

i like being a mage rouge with sneak, blade, and a couple magic skills or a paladin wit blade/blunt restoration and heavy/light armor
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Rhiannon Jones
 
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