» Sat May 28, 2016 12:31 pm
Redguard with a long blade is easily one of if not the most powerful starting build for a character, especially if you're going for melee. So if you want melee and an easy start, I'd go with that.
It's up to you if you want to go a heavy armour or light armour build. I personally prefer the light armour build because you're not weighed down as much, you move faster and jump higher (and if you're concerned about getting bored, I think this matters because you'll get bored quicker when it takes you longer to run everywhere).
What sort of build do you want?
I'll make a sample good starter build for getting into the game, choose to take it or not, or modify if need be.
Race: redguard
Class: custom
Favoured attributes: agility, strength or luck or endurance to replace either or.
(I choose these because strength gives more damage to begin with as well as more carry weight. I like agility because it helps with your to hit ratio, and also keeps you from being knocked down, something that is a pain for melee builds.
Endurance is good for anyone because it gives more health in the long run and that's obviously a good thing, and luck just helps with everything and doesn't have a multiplier to increase on level up, so it can only be increased by 1 per level and so picking it as a favoured gives it a good boost).
Major skills:
Long blade (best for redguards, and also the strongest weapons in game)
Block (if you want to use shields, if not than replace this with armourer, acrobatics, or anything really)
Athletics (feel free to swap this with armourer, it helps you move faster and use less fatigue, which is essential for melee classes. I'd take it in either major or minor)
Light armour (I'd take this for a few reasons. Less weight to carry so you can carry more potions and repair hammers, the best light armours are very good, you can get early access to a good light armour from dark brotherhood assassins, you will move faster with light armour, makes running around not much of a pain. Also medium armour doesn't have as strong as armour as either light or heavy. So if you're gonna go with either, I'd take either light or heavy)
Security (you want a way to open locks, the only other alternative is to go alteration, and if you're gonna use some magic, you want at least two skills governed by intelligence to go with it)
Minor skills:
Armourer (you want this skill as either a major or minor, I find it goes up fast enough as a minor, but can be placed wherever you want. This skill is essential for warriors)
Acrobatics (this helps you jump higher, for sake of moving around and getting places, you want it. Also governed by strength)
Marksmen (if you want to use bows, I find they help for annoying cliff racers sometimes, it also helps increase agility)
Mercantile (just for ease at shops, not essential at all and feel free to replace this with anything)
Alchemy (just to make more potions, again not essential at all, it can be increased easy enough without being a major or minor, and isn't really needed if you know where to shop for potions)
Now if you want to use some magic as well to make things more interesting, just think of a few things before hand.
If you want destruction to shoot fire balls and stuff, I'd replace it with marksmen.
Otherwise I'd replace security with alteration (this let's you open doors as well as has spells for flying and jumping really high), I'd replace mercantile with restoration for heading and buffing purposes, and just for the extra intelligence modifiers, I'd replace either marksmen or acrobatics for conjuration.
Mysticism does give you teleportation spells, which are handy, but these can be achieved through either alchemy or buying enchanted items like amulet or marking and amulet of recall. However mysticism does have an insanely overpowered absorb health effect (and a fatigue one), and if you want to use this, I'd get rid of either marksmen (you can make targetted absorb health spells better than arrows) or block (if you just want to use two handed weapons, which are the strongest).
Just remember if you go with magic skills, you want at least two intelligence governed skills, either security and alchemy, or alchemy and conjuration (if you replace security with alteration), or some combo there. Intelligence gives you more magicka which you want for more spells.
As for the birth sign, I'd go with either the thief or warrior if you're gonna go strictly melee (I like the thief better, it makes you even harder to hit), or go with the mage or apprentice (the weakness isn't too bad if you're already a warrior type character) if you're gonna use some magic as well.
Also if you want to avoid magic altogether, then the atronach is also a great choice as it keeps you from regaining magicka naturally but gives you a spell absorption and you'll find half the spells cast on you are absorbed.