» Sat Jun 02, 2012 7:45 pm
The biggest problem I have with the perk system is that so many of them are completely worthless.
lockpicking tree: completely worthless. Each of my characters has ended up with 99+ lockpicks with zero perks taken.
speechcraft: Again, worthless. I guess if you want to invest in a shop you could take them, but with both of my characters sitting on 100k+ gold I have never found gold to be much of a problem, nor have I ever had any problems with succeeding at a "persuade" check.
1h/2h: The only perks you really need are the 20/40/60/80/100 first tier. The power-attack and weapon specialties are nice fluff, but in the end unnecessary
archery: Again, the 20/40/60/80/100 are the only perks you really need. Quick shot and eagle eye are convenient, but again, unnecessary.
Armor skills: Due to the armor cap, here you only need the 20/40 perks, maybe. Once you get blacksmithing/enchanting/alchemy to 100 you can nearly max out either armor rating you choose with no perks at all. Add a couple fortify armor enchants and you'll hit the cap. The only perk really worth considering is the 100 light armor perk that let's you occasionally dodge a blow, but at that point physical damage is little more than a nuisance anyway, so really it is just more fluff.
Alchemy/Enchanting/Smithing: "Must have" perks for almost any build, and really still only one path that you need to take. Alchemy up to benefactor, enchanting up to dual enchants, and daedric smithing regardless of your armor type. On my latest build I took light armor all the way up the right side of the tree, and with +29% smithing gear and +147% smithing potions my hide armor set gives me over 800 armor. A fully improved ebony set gives me around 450 with zero heavy armor perks. Both of those numbers are also with zero fortify armor enchants. Your enchants should be spent entirely on weapon damage or spell cost reduction, depending on your style.
Sneak: Get the damage perks if you want them, you don't need anything else. With a pair of boots enchanted with muffle you can sneak anywhere and everywhere you want.
Magic skills: I can't say much here as I have largely avoided them. I would say that for almost any character getting the 30% magic resist from alteration is very useful. It saves you from having to waste enchant slots or get the lord sign. Conjuration dual summon would be nice if you like watching the game play for you. Restoration/Illusion I haven't really looked that much into. Destruction - don't even bother. As far as the novice/apprentice/adept/ect perks go, why waste perks in those when with full enchanting you can enchant gear to give two schools of your choice 0 mana cost?
With all that put together, what you get is that it becomes very easy to make a thief/warrior/mage/archer because so many of the perks simply don't matter.