» Tue May 17, 2011 12:21 pm
There isn't a "perfect" build, but this is the one I tend to use most for pure warrior tanks:
Race: Any. It all depends on what sort of character tickles my fancy at the moment. There are a couple of considerations regarding race, but that depends on:
Sign: I think the best, all in all, is The Lord. Blood of the North is a massively useful lesser power that does 90 points of healing over 15 seconds for a tiny fraction of the magicka cost of a comparable restoration spell. 90 points of healing makes the character almost indestructible, since that's usually more than the total hit points the character has in the early levels. And by later in the game, you'll have enough magicka to cast it twice in a single battle, for 180 total points of timed healing. The only downside to The Lord is that it also gets the Trollkin curse - a 25% weakness to fire - so I like it best with Dunmer, since Trollkin only knocks their resistance to fire from 75% down to 50%. You can get away with it with most anything though - 25% isn't that big a weakness and it's easy enough to compensate for it with enchantments. Atronach can be a pretty good one, but it depends on how much magic you plan on using. Atronach works best if you're either not going to use magic at all, so stunted magicka doesn't matter, or if you're going to focus on magic, so you'll get in the habit of working around it. I don't like it with a character who only uses a bit of magic here and there. That's when stunted magicka is the biggest hassle. Other than that, I generally go with whichever attribute-enhancing sign works best with the character - something like the Warrior for a Bosmer or Breton or such, or The Thief for an Orc or Nord or such.
Specializaion: Combat
Majors:
Destruction
Mysticism
Mercantile
These are absolutes. Every warrior character I play has those three majors at least. Destruction and Mysticism won't be used - they serve as fillers to slow and cap leveling. Additionally, putting them as majors means the character will be able to get access to weakness to element and soul trap, for use in enchantments. Mercantile is the slowest increasing skill in the entire game, and pretty much every single character I play has it as a major for just that reason.
Most of my characters get Restoration, though not all. It's the slowest magic skill, and starting out at 25 means they get early access to fortify attribute. I like to be able to cast fortify strength on warriors, for the combination of more carrying capacity and harder hitting. Restoration is a definite major with The Lord, since they won't be using Restoration spells as much with Blood of the North to do the bulk of their healing.
From there on out, it's some combination of a few others - generally Marksman, Sneak, Acrobatics, Athletics and/or Armorer. Marksman increases very slowly and is generally a good choice, whether you're going to use it or not. Sneak can be handy, though if you use it a lot, it tends to increase a bit too quickly for my tastes. Acrobatics increases relatively slowly and it's easy to control - if you don't want to increase it, don't jump. Athletics is actually better for a warrior - the fatigue regeneration perks are great when you're lugging around heavy armor. Since it's a combat skill though, it tends to increase a bit quicker than Acrobatics does with a combat spec. It still increases relatively slowly though, and is generally fine. Armorer can increase fairly quickly, but the perks for Armorer are absolutely the best in the entire game for a warrior.
You'll note - and this is really the important bit - that there are no armor skills and no weapon skills. That's deliberate. Warriors spend most of their time hitting and getting hit, so they'll get lots of skill increases in armor and weapons no matter what. If they're majors though, that just means the character levels up that much more quickly, with fewer skill increases and poorer attribute bonuses. Leaving them as minors means that you can get as many skill increases as possible, get nice consistent attribute bonuses for strength and endurance, and all while leveling up slowly enough that you'll always stay ahead of the opposition.
Of course - that's just one approach to the game, and my personal preference. There are players who loathe majors as minors and will never set a character up like that, and that's fine. That's just another way in which there's no such thing as "perfect."