The Glade 4.0

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PostPosted: Mon Aug 27, 2012 9:38 am 
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Even though there really aren't any classes, there kind of are.. you just build it as you go along with your perks and attribute choices.

So, here's mine, in order from lowest to highest priority:
Conjurer: Male Breton, Full mage, with Conjuration, Alteration, and Destruction as top priority. Because of the bound weapons, he's decent in melee too, offensively. Defensively, HP are a little weak. He's on the back burner right now.
Barbarian/Ranger: Female Nord: My initial, main, and highest-level character. Light armor, 2-handers, archery, and sneak. I intentionally put her aside to go through Dawnguard with other characters first so as to preserve some content.
Shadowknight: Female Redguard: Talked about her already. I got a little frustrated with her because the necromantic corpse-making spells are just hard to remember to use and the zombies don't last that long.

And my newest: Female Imperial Witch Hunter, modeled on the Demon Hunter from Diablo 3

I use that Dark Huntress heavy armor set that looks like the armor the Demon Hunter wears pretty much exclusively. Its got a fairly low armor value for heavy armor, but also nice low weight. Dawnguard's crossbows were what inspired me to make this character, because they made it possible to reasonably simulate the character. Her emphasis is on Archery (duh), Sneak, Destruction, and Restoration. 1-handed, dual weilding melee combat as backup but she uses the crossbow as much as possible.

I made some rules for playing her, and started her off using Live Another Life as a vigilant of Stendarr. Her backstory is that she was an orphan raised to be a Vigilant in Cyrodill in that Church's orphanage. She was trained as a witch hunter, a more undercover investigator of users of daedric and necromantic magic rather than the visible, robed Vigilants and thus was away from the Vigilant headquarters when the vampires sacked it, coincidentally investigating the sudden dragon re-appearance at Helgen.

She wasn't quite sure what to do when she heard about the Dawnguard, so she went to Isran and offered her services. He was only too happy to have a former Vigilant who was more subtle and less into the wandering crusade way of doing things to help out.

I made up some rules she follows, both in order to keep the game more challenging and make the content last longer:
1. Fast travel only when "adminisstratively" necessary (i.e. I have time to either walk to a town or sell loot before work, not both, or when I get halfway to a dungeon and realize I totally forgot to get more bolts) to save playtime. Other than that, walk or ride a horse or take a carriage. If I do need to fast travel to a city, and there's a closer one, go to the closer one then use the carriage.
2. No summoning undead minions or atronachs. Familiars are ok
3. No using daedric weapons or armor
4. No joining the thieves guild or dark brotherhood. No stealing from honest citizens
5. No taking sides in the civil war until the dragon and vampire menace are ended
6. The Thalmor, despite the former, are Apostates for rejecting Talos, and thus are guilty of witchcraft. They are to be tolerated only where destroying them is not feasible. The Forsworn, similarly, are guilty of witchcraft and consorting with creatures of black magic (Hargravens), and endless murder.
7. No becoming a vampire or werewolf. If it happens, seek a cure ASAP.
8. No soul traps against animals, stupid monsters (i.e. trolls, giants) or sentient beings that are not witches (soldiers, bandits, spellcasters that are not obviously users of black magic, such as stormcloak or imperial mages, etc.) Only on undead, inc. vampires, witches (various cult-like mages in the wild, Forsworn, Thalmor, etc.) gargoyles and daedra and the like.
9. No using bows, crossbows only.
10. No using daedric artifacts except Dawnbreaker and the Black Star (wrested from the control of its previous owner and Azura, and now a tool of punishment for witches!). Others are "confiscated" and put in chests at home to keep them from the wrong hands.

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PostPosted: Mon Aug 27, 2012 10:24 am 
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I just play a theif/assassin. Nothing fancy. I just switched to dual-wield. Since I play with a 360 controller, I can't use the dual-wield parry mod. But my armor is finally to the point where blocking doesn't matter much anymore. All my main skills are just about maxed, including all three crafting skills. I'm probably going to have to start using some magic (likely Illusion) so I can start gaining some levels. Now I level pretty slowly, which I guess is nice. I intend to do almost everything except mage school with this character and then will probably shelf the game. I haven't even started Dong Guard yet.

Incidentally, I don't understand why you have an Imperial from Cyrodill care about Talos. My understanding was really only Nords cared much about Talos.

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PostPosted: Mon Aug 27, 2012 11:16 am 
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I run a wood elf Ranger/Assassin. Until level 20 or so I exclusively sniped with a bow, then I built up 1h (dual-wield).

I play him extremely cocky, I bring a mule with me and then tell them, "wait here"... and suconciously add: " and watch a pro!" as I go and stealthily clear an entire dungeon.

I only fast-travel when I need to go to my houses or when directed by a radial quest to go revisit someplace I have already cleared.

I reject horses on principle and instead sprint/jump everywhere. I like nothing better than to take a "shortcut" over the highest peak of a mountain by sprint/jumping up the cliff-faces.

My character doesn't have the patience for alchemy or magic beyond what is essential for quests.

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PostPosted: Mon Aug 27, 2012 11:23 am 
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I think it's more a matter of Nords caring a lot more about Talos. Back before the Great War, which was only 40 years ago, Everyone worshipped Talos; he was one of the Nine. For everyone other than Nords, I think the Great War was their major irritation with the Thalmor. Skyrim didn't get invaded directly and Tiber Septim was a Nord, so for the Nords the Great War was secondary and more a matter of the losses they took fighting for the Empire. The Talos ban was their major beef.

For a lot of Imperials, especially more religious types, though, they may be pretty damn irritated at the Talos worship ban, even if it's just for the Thalmor telling them who they can and can't worship and not directly because of Talos.

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PostPosted: Mon Aug 27, 2012 11:34 am 
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Hopwin wrote:
My character doesn't have the patience for alchemy or magic beyond what is essential for quests.

I didn't either. I cheated by adding the perk to give you all the effects of a given product on one taste. It actually levels swiftly from there if you focus on making valuable potions (like Frenzy or Invis). It just isn't worth the time of looking up which ingredients have things in common.

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PostPosted: Mon Aug 27, 2012 1:15 pm 
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At game release, started an Imperial dual-wielding dagger assassin that is in the chaotic evil or lawful evil camp. After completing the thieves and dark brotherhood questlines, my love of barbarians was too great to ignore especially in their ideal setting. So that's when I created...

Nord Barbarian. Two-handed axes only (no points in 1h, ranged, or even in 2h sword or mace). Pretty much playing him chaotic good with some of the same mindsets of the Stormcloaks: "Skyrim is for the Nords, if you're not a Nord as long as you aren't against us and Talos we'll let you stay. Otherwise, your *** is ours."

Began playing a Breton destruction mage as well. But I keep going back to the Nord barbarian.

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PostPosted: Mon Aug 27, 2012 3:34 pm 
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The last character I was playing was a sword-and-board female Paladin type. Before that? A savage, spear-wielding Argonian berserker. They have those, right? Man, I love SkyRe.


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PostPosted: Sat Nov 10, 2012 1:21 am 
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As I mentioned before in the screenshot thread, I am going through the game again this time as a ranger. One that is an archer, and one who doesn't sneak his way through dungeons (98% of my kills don't involve the words "sneak attack"). Ace Archery mod is quite nice in that it changes up the archery perk a bit and introduces short bows and long bows, and gives them different styles. I am doing the longbow. More power and bleed damage, slower to fire and less chance to crit.


You know, I just ran into something that amazed me. Even after all this time I am still finding new things in this game. New quests, new characters, etc. But the biggest surprise came from the Dark Brotherhood questline of all places.

I've done the DB questline before (and I still maintain it's far more awesome than the Thieves Guild questline). But with this character, I didn't want to touch it. But, I also wanted to adopt a kid from the orphanage (there are others to adopt, I wanted one from the orphanage).

Spoiler:
The problem is, you can't adopt a kid with with the mean old lady matron of the orphanage alive. She won't allow it. So, I figured even though it may start the DB questline, the way she treats these kids is deplorable. I'll kill her.

And sure, it did start the DB questline. I figured I'd just let it sit in my journal, untouched forever. I had forgotten that Astrid kidnaps you and places you into a shack with three hostages telling you to choose one to die. I sighed. I figured "Ok, after this other murder, I guess I can then let it sit forever untouched in my journal." But then Astrid said something like "One person has to die in order for the rest to leave this shack." I thought. "It would be nice if it were you." I dismissed it, knowing how important of a character she is to the DB questline I figured she had the Oblivion "Can be knocked out, but not killed" tag attached to her. But, I figured, what the hell. I shot her anyway. I fought her to the death, figuring I'd watch her at least drop to her knees in pain instead of dying.

I was wrong. There lay her corpse. Loot-able and all.

I saw that my DB questline had failed, but a new one took it's place. I untied the three hostages and let them go. My new quest was to report the death of the leader of the Dark Brotherhood. And that lead me to another side quest: purge the entire Dark Brotherhood from Skyrim.

So, not only did I get rid of the DB quest from my journal, but I rid the land of (most) of these folks and got paid 3000 gold to do it! On top of which, it allowed me to get the normally unattainable third part of Marked For Death shout, only found in the DB sanctuary.

A very welcome surprise. I just wish the mages guild had something similar, as my barbarian really, REALLY wants nothing to do with those damn finger wagglers.

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PostPosted: Sun Nov 11, 2012 10:25 am 
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They really should have put in an alternate path for all the major factions.

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PostPosted: Sun Feb 17, 2013 12:08 pm 
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Screeling wrote:
I haven't even started Dong Guard yet.


No one caught this? Seriously? :psyduck:

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PostPosted: Fri Apr 25, 2014 6:10 pm 
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http://skyrimcalculator.com/367421

This is for a "Paladin". I haven't decided if I might switch to 1 handed and shield though. I'm needing a bit of a break from EVE as the last month and a half has consisted of constant trying to make money mixed with equally constant expensive losses - some my fault, but at least 2 to very annoying game-isms.

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PostPosted: Tue Jun 03, 2014 6:53 am 
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Ranger, I guess, on ESO. Wood elf. Bow. Dual wield. Lot of spellcasting offensively. Medium armour.


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PostPosted: Tue Jun 03, 2014 2:17 pm 
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That's sort of how my Breton is, although not really so much "spellcasting". She's based on Nightblade.

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PostPosted: Sun Jun 22, 2014 11:15 am 
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well, my magic bar goes down faster than my stamina bar ;-p


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PostPosted: Sun Jun 22, 2014 5:02 pm 
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I've got mine nice and evened out at the moment, for the most part.

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PostPosted: Tue Jul 29, 2014 5:43 am 
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I got a little frustrated with my previous characters; not really playing them anymore. My Breton conjuror actually got deleted a while back, and so did my "shadowknight".

The problem I've run into with both Oblivion and Skyrim (and actually Morrowind, in a slightly different way) is that my characters tend to end up in one of two general molds - Either a "ranger", using light armor and archery and some variety or other of melee weapons, or a shadowknight/death knight variation of some sort. My mage characters never make it very far, except for the fairly generic mage I played in Oblivion and that was only because I was deployed and had limited other games available to switch to. I've found magic to be a bit of a pain in the *** in the previous games, so it was always just a supplementary thing.

In either case, I always end up using basically a stealth build that ends up either getting in close and then fighting heavy-armor style in melee, or doing the stealth archery thing and mopping up in melee.

The other thing is that my characters always end up law-abiding even when they're not supposed to be - crime just becomes something that gets guards on your ***, and so I end up avoiding it except to do the questlines where it's the point.

So, I decided to come up with something that would cater to my playstyles enough that I wouldn't get frustrated making myself play in a way that feels unnatural, but would be different enough that I'd feel like I was doing things differently.

This is what I came up with: Katherina
Race: Breton
Class: Fugitive Mage

Backstory: Katherina is an estranged younger daughter of a major noble family in Daggerfall. She exhibited the usual Breton talent for magic, especially Conjuration, but being the 6th child she was an afterthought in the family's political games and was forever shuffled off upon tutors and academies. Her family expected her to become a court wizard for her Duke father and her older sister, his heir. After a major argument, she packed her things and headed off to Skyrim, with a large pile of cash liberated from a family safe. She'd heard of a mage college there, and planned to enroll in her own right, not as a ward in a boarding school. Right after arriving and an initial outing with an instructor (Saarthal, mage's guild questline) she heard a rumor of dragons, down near Helgen! Curiosity, and the freedom of being an adult student got the better of her, and she took off to see what this was all about.

Concept: Katherina is a mage and a sneak thief, but she differs from the more traditional "Nightblade" of TESO in that she's a mage that sneaks around and steals, rather than being a thief or assassin that uses magic. She definitely isn't an assassin, nor is she much of a melee fighter. She mainly is interested in magic for it's own sake, and wealth for her own comfort and enjoyment. Her abilities and gear are intended to augment her magical powers, keep enemies at range, and keeping her from getting caught stealing.

Attributes: 4:1:0 magic/health/Stamina to 10, then 1:1:0 afterwards. Stamina is really used only for sprinting occasionally, and zoom-in with the bow. At high levels, I might throw a few points in there. She doesn't wear armor which saves a lot of weight.

Skill lines, planned to 81 (despite the freedom from this limit offered by Dragonborn DLC)
Conjuration - the leftmost line for atronachs and the rightmost. Katherina is not a necromancer; nor big on using melee weapons, thus avoiding the other 2. Dual casting as well to make the summons last longer. (11 total)
Alteration - Completely maxxed out; this is where most of her defenses come from. (14 total)
Enchanting - The middle line only, to the top, and all 5 in the bottom node. (8 total)
Destruction - Novice, Apprentice, and Rune Master. She does not use much destruction magic. (3 total)
Restoration - Apprentice, and both Recovery perks, for the magic regen. (3 total)
Illusion - Novice through Expert, and the right skill line to Quiet Casting (7 total)
Pickpocket - 4 perks in base, Night Thief, Cutpurse, Keymaster, Extra Pockets. She isn't an assassin so the poisoning one was avoided, and I find the last 2 cheesy.
Lockpicking - Everything except unbreakable, locksmith, and wax key. (9 total)
Sneak - 3 of 5 base perks, backstab, deadly aim. Katherina's direct damage comes mainly from archery, and she is a sneak even if she's not an assassin.(6 total)
Archery- Everything except Steady Hand, 4 of 5 base perks. (13 total)

Shouts - Unrelenting Force and Ice Form to prevent enemies from closing with her.

Vampirism/Lycanthropy - No.

Mundus Stone - Lord Stone, for the armor. Possibly Atronach later on, if other armor can be raised high enough (see below under mods). Mage stone early on, until the first level of the Mage Armor perk is attained.

Quests - Main, Dawnguard, and Dragonborn questlines, at a leisurely pace
Mage's College
Thieve's Guild
Bard's College
Daedric quests for Azura, Sanguine, Hermaeus Mora, and Sheogorath, others eventually.
Lost to the Ages - Aetherial crown, holy ****! Atronach and Lord stone at the same time, yes please!
Questlines for items that have armor ratings, but aren't actually considered armor for purposes of the Mage Armorperk. The Diadem of the Savant, in particular.
Agent of Mara (for the magic resist bonus)
Blood on the Ice
Forbidden Legend

Civil War - will probably not be done. Katherina is not really interested in the issues of the civil war. If she HAD to pick, she might pick the Stormcloaks only because Winterhold and Riften are already siding with Ulfric.

Gear - Misfit Mage outfit (See below), dagger, bow. May be augmented with 1H sword if a high quality one comes up, like Chillrend. Amulet and Ring oriented on boosting Health, Magic, or Resists.

Enchants - Boosts to Sneak, Magic, and Health followed by casting cost reductions and magic regeneration, then magic resists. Archery boosts, carry weight, and water breathing are secondary; probably will be added once I have the dual enchantment perk. For weapons, paralysis is most desirable, followed by health, magic, or stamina drain effects or direct damages to these. Soul trap would also be useful.

Mods - Not at all an exhaustive list of all the mods I'm using. These are the mods most important to Katherina, particularly

Misfit Mage outfit Originally I was going to use the Rogue Sorceress or Field Mage but I ran across this one and liked it. It includes a rather silly "underwear and stockings" alternative to the baggy pants, but I like the pants better. It also doesn't include footwear, so I went with the footwraps shown in the picture, although the college boots from Winterhold or something like that would have worked too. I don't know why, but I just like the look of the footwraps in the picture; it seemed like it fit her casual attitude.

Another mod makes these craftable, because the nimrod that wrote this mod gave you 5 copies of each piece in a knapsack and a crate out in the wilds, but no way to make new ones... so you have to lug a hundred pounds of clothes back home, but can't make replacements for them. *facepalm*.

Destruction Rebalanced. She doesn't use a lot of destruction magic, but this helps some.

Better Bows. These bows are, frankly, a tad overpowered, but they're fun mainly because you have to put some effort into getting all the parts, especially for the better ones. Plus, they look cool.

Bandanas of Skyrim. These are a nice compliment to the footwraps, and an alternative to the jewelry circlets. This guy also does one called Facemasks of Skyrim if you want a cloth bandana-like mask for your character.

Cloaks of Skyrim and Winter is Coming Cloaks. Add a lot of cloaks. Yes, the name of the latter is shamelessly stolen from GoT.

Wet and Cold. In addition to the various cool graphical effects it adds, this mod adds backpacks, which look really cool in addition to boosting carry weight. Katherina seems a lot more like a roaming mage and thief with a big backpack to hold her stuff and her loot. I also HIGHLY recommend Run for your Lives and When Vampires Attack by the same author, which cause noncombatant NPCs to flee indoors from dragon or vampire attacks. Combatant NPCs will still stand and fight. This helps avoid a lot of minor quest-givers getting slaughtered in these random events.

I've also got a stealth mod installed that makes the AI react in a more comprehensive way to stealth attacks and crime, but I can't find the page for it. It might have been replaced by a more updated version. I also have a few that add additional spells of various types, plus dozens of other follower, weapon, armor, and decorative mods that don't pertain to Katherina specifically.

One other mod I can't find a page for right now is an armor value adjuster. The cap in vanilla Skyrim is really low, and ridiculously easy to reach, presumably to make mage armor, light armor, and heavy armor all viable choices, but it really kind of makes heavy armor pointless aside from offering more protection early on, before you can smith up. The mod I have boosts the cap to around 1300 and completely adjusts the curve; at the maximum you get something like 95% protection instead of the 80% or so that vanilla maxes at. The upshot of this, though, is that you're stuck at a much lower level of protection if you use mage armor; even with the expert-level spell dual cast, and 3x mage armor perks you're not looking at more than about 360 armor which would be respectable in vanilla, but is barely mediocre with this adjustment. That's what makes the Lord stone pretty much mandatory, and drives the need for other items that add AV without penalizing mage armor. Still, this makes for good challenge, and it means you don't have to sink a bunch of perks into an armor tree.

So, that's it. I've only just finished the introductory parts of the main quest and the first trip into Saarthal, and I'm debating where to go next. Still, so far I like her and I feel like I'm roleplaying her as opposed to just repeating the same formula over and over.

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"Kind-hearted people might of course think there was some ingenious way to disarm or defeat an enemy without too much bloodshed, and might imagine this is the true goal of the art of war. Pleasant as it sounds, it is a fallacy that must be exposed" - On War


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