Perks you're most likely going to unlock!

Post » Mon May 14, 2012 7:24 pm

Wow, it actually seems like being a Mage won't be pointless anymore. And with any luck there will be some variation to the Destruction spells you cast rather than the same damn noise and the same damn look for all the spells...
That is going to be nice, they added in a bunch of new, cool, spells and made illusion actually scale better :D the new graphics are pretty cool too
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NeverStopThe
 
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Post » Tue May 15, 2012 4:19 am

These are the ones I'll unlock.

Class: Skulker

Destruction: Novice+Apprentice+Adept+Expert+Master+Augmented Flames(2)+Augmented Frost(2)+Double Casting+Impact+Rune Master= 12

Conjuration: Novice+Apprentice+Adept+Expert+Master+Elemental Potency+Twin

Souls+Atromancy+Summoner(1)+Necromancy+Dark Souls= 11

Restoration: Novice+Apprentice+Adept+Expert+Master+Recovery(2)+Ward Absorb= 8

Sneak: Stealth(5)+Backstab+Deadly Aim+Assassin's Blade= 8

Illusion: Novice+Animage+Kindred Mage+Quiet Casting=4

Speech: Haggling(2)+Bribery+Persuasion= 4

Pickpocket: Light Fingers(2)= 2
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Rusty Billiot
 
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Post » Tue May 15, 2012 4:37 am

Sibyl, my shaman, will feature Alchemy-Herbalism, supported by Alteration, and Destruction, as well as other skills as needed.

All available Alchemy perks (I think there are 8), will be used, as well as will all Alteration perks (~8) and possibly all Destruction perks (~12).

That should be somewhere around 28 perks.

I am hoping that a strong Alchemy base will help diminish the need for most Restoration and Illusion perks.

Enchanting, as the mage specialty skill, will also get a good look for a full perk fest. (~9). Now were are near 37.

Conjuration perks will remain under careful consideration, especially as Sibyl is of the Breton race and Conjuration may be a good racial bonus for her.

Of course for other needs, I have a few perks left, and some skills will only be advanced through normal skill progression via use of them.

It should be said, that this is the rough plan, but anything may be changed once game is hands-on, once speculation can be replaced by cold hard facts.

Edit: added Enchanting comment. I sure hope I am counting these correctly...
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Emily Rose
 
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Post » Mon May 14, 2012 11:11 pm

Going High Elf mage, though wil keep swords on my incase I run out of mana

Pretty much all destro except for rune placement(if I can avoid it)
Restro up untill it gives me more regen
Pretty much all Conjuration

and anything else is probably going into enchanting for more mana and alteration for more shield.

Nothing very fancy but im gonna roast me some dragon.
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Scotties Hottie
 
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Post » Tue May 15, 2012 12:38 am

Well some people don't like to click links and scroll down.

Without those it would have taken up the whole page and be hard to find.
+ its only 2 clicks?...

2 Clicks?

It's a click for each discipline [Warrior Mage Thief] and then a click for each skill. That's 21 clicks to see the whole thing... and then you still need to scroll.
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Smokey
 
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Post » Mon May 14, 2012 3:21 pm

Assassins blade for sure , Idk about anything else just yet though
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Ridhwan Hemsome
 
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Post » Mon May 14, 2012 6:49 pm

My Mage Build:

Conjuration: 12 total

Novice Conjuration 1
Apprentice Conjuration 1
Adept Conjuration 1
Expert Conjuration 1
Master Conjuration 1
Mystic Binding 1
Soul Stealer 1
Oblivion Binding 1
Summoner 1 outta the 2 as a prereq
Atromancy 1
Elemental Potency 1
Twin Souls 1

Restoration: 10 total

Novice Restoration 1
Apprentice Restoration 1
Adept Restoration 1
Expert Restoration 1
Master Restoration 1
Recovery (Magicka regen+) 2
Regeneration 1
Avoid Death 1
Necromage 1

Enchanting 9 total

Enchanter (Enchantment STR+) 5
Insightful Enchanter 1
Corpus Enchanter 1
Extra Effect 1
Fire Enchanter 1


Destruction 12 total

Novice 1
Apprentice 1
Adept 1
Expert 1
Master 1
Destruction Dual Casting 1
Augmented Flames 2
Augmented Frost 2
Augmented Shock 2

Alteration 13 total

Novice 1
Apprentice 1
Adept 1
Expert 1
Master 1
Atronach (absorb 30% magicka) 1
Mage Armor 3
Stability 1
Magic Resistance 3

Speechcraft 13 total

Haggling 5
Bribery 1
Persuasion 1
Intimidation 1
Allure 1
Merchant 1
Investor 1
Fence 1
Master Trader 1

Total: 69 total

This is assuming 70 is the highest possible level and that you earn 1 perk per level as well as assuming we were told the truth in that we can hold off on spending our perks.


I have WAY too much time on my hands.
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Katharine Newton
 
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Post » Mon May 14, 2012 10:17 pm

Thanks for this
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luke trodden
 
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Post » Tue May 15, 2012 7:02 am

Thanks for the link it's appreciated.

I want to go for:

2-handed

Heavy Armour

Smithing

Speech - (only a few from this)

Am torn between whether to go for Enchanting (which would accompany Smithing nicely), Alchemy, or some Restoration healing magic.

Any ideas or advice?

Thanks a lot!
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Arnold Wet
 
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Post » Tue May 15, 2012 1:11 am

Lol whenever people see something that they might not know about Skyrim they act like someone just kicked down their grandmas door and came in guns blazing.

Anyway I've got a suspicion that the most succesful characters are those that have skills and perks that compliment each other well.

So far the tightest woven together character I've came up with is an Imperial Knight which is odd considering I have a generally low opinion of Imperials. Somehow though I think I'm gonna go with this Imperial Knight and join the Legion even though I personally like the Stormcloaks. If I find a better class for a Nord ill go Nord but for now the Imperial is looking better balanced. The Imperial Knights skills are:
One Handed
Block
Heavy Armor
Smithing
Speech
Illusion

All of these skills and their perks work together nicely with the Imperial, the sword and its perk give the Knight his melee weapon and allows him to inflict mass critical damage. The shield give the Knight protection from destructive magic, arrows and melee attacks and even allows for the Knight to open up opponents for sword attacks, push people off of high places and knock the weapon out of their hands in addition to just plain old defense boost. Heavy armor stops any damage that the shield couldn't and the knight can still remain mobile with it on and even pack a punch in a tavern fight. Smithing just compliments the sword, shield and heavy armor by granting access to the best and coolest looking arms and armor(custom). Next speech let's the knight be charismatic and have his way with Radiant Story and say cool witty things not to mention get rich to afford stuff like houses. And enchantment of high quality arms and armor by enchanters. And having access to any type of needed ally be it mage, warrior or assassin. Last but not least illusion gives the knight dominance over the minds of those around him. Going chameleon, calming packs of wolves or bandits, frenzying friends to fight each other, sending waves of soldiers running in fear with demoralize, inspiring allies to make it through tough fights and charming others with a gaze let's the knight have his way most of the time. Commanding any creature has its kicks too and the perks are perfect as the knight won't use much magic so halfening the cost is cool and casting silent spells has its good points. Overall the knight is a mundane but highly dangerous warrior than can winfriends and influence people on insane levels. I like the relative normalcy because it let's the dragon shouts stand out as and mark the knight as a helluva warrior with a helluva ace up his sleeve. That's the knight.
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ijohnnny
 
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Post » Mon May 14, 2012 5:52 pm

This should definitely be in the spoiler forum. :)

Edit: Now that the thread is in a safe location:

I'm planning a character class similar to the Witchhunter from past TES games, so some of the archery damage bonuses would be great (not too keen about the zoom/slow -- I'm a purist :P), Conjuration for the bound weapons perks for sure, but other than that, I'm not sure exactly what to invest in. Lockpicking? Light Armor? Alteration and Illusion are two liekly candidates.
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Neil
 
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Post » Mon May 14, 2012 3:18 pm

They should have focused more on gameplay mechanics, that's the whole reason I thought they were making perks over stats... so you would be gaining many cool abilities, powers, and well perks instead of these long lists of damage/armor buffs :/ straight up damage buffs end up meaning nothing to a game with an elder scrolls style difficulty slider

Ugh.. the problem is if you get a bunch of good buffs to damage and defense, making you a much better number->number fighter than the average enemy (on normal mode) most people will end up pushing the difficulty slider a bit to the right... to bring back actual competitive fighting again since roflestomps are only so much fun for so long, ironically though all you're doing is negating all of the bonuses to dmg and armor you just got threw perks... it's extremely silly.
(oddly enough even if you didn't get the buffs to damage you could act like you did with a small push to the left with the difficulty slider... which, again, makes them all pointless... )

That's my take on the situation :/


I agree, but lots of people seem happy with this style of perk.
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sunny lovett
 
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Post » Mon May 14, 2012 11:41 pm

This should definitely be in the spoiler forum. :)

Edit: Now that the thread is in a safe location:

I'm planning a character class similar to the Witchhunter from past TES games, so some of the archery damage bonuses would be great (not too keen about the zoom/slow -- I'm a purist :P), Conjuration for the bound weapons perks for sure, but other than that, I'm not sure exactly what to invest in. Lockpicking? Light Armor? Alteration and Illusion are two liekly candidates.

Skyrim Witchhunter = Archery(Offense), Alchemy(Support), Conjuration(Allies and Support), Sneak(Support and Offensive Buff) and Destruction(Offense, lightning spells and runes to destroy mages).

Poisened bound super charged dagger and lightning spells in one hand for face to face combat(use slow time to sneak assassinate with 15x damage dagger in a blur)
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Spencey!
 
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Post » Mon May 14, 2012 11:43 pm

I've been flirting with the

One-handed
Sneak
Illusion
Alteration
Destruction

And to a lesser extent. . .

Conjuration
Restoration

All depends on how the game feels in my hands
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Mélida Brunet
 
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Post » Mon May 14, 2012 5:21 pm

Well, I've already posted my build in an other thread, but i guess i can post it here as well.

This is my Sage;

Conjuration: (10).
Master Conjuration (5).
Conjuration Duel Casting (1).
Summoner (1).
Atromancy (1).
Elemental Potency (1).
Twin Souls (1).

Alteration: (14).
Master Alteration (5).
Alteration Duel Casting (1).
Mage Armor (3).
Magic Resistance (3).
Stability (1).
Atronach (1).

Enchanting: (11).
Enchanter (5).
Insightful Enchanter (1).
Corpus Enchanter (1).
Fire Enchanter (1).
Frost Enchanter (1).
Storm Enchanter (1).
Extra Effect (1).

Alchemy: (10).

Alchemist (5).
Physician (1).
Benefactor (1).
Experimenter (1).
Snakeblood (1).
Purity (1).

Speechcraft: (4).

Haggling (1).
Bribery (1).
Persuasion (1).
Intimidation (1).
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Heather beauchamp
 
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Post » Tue May 15, 2012 3:38 am

I think I've figured out my build path:

Female Breton

+10 Conjuration, +5 Alchemy, Illusion, Restoration, Alteration, Speech

Dragonskin : Absorb 50% of magicka from hostile spells for 60 seconds.

Magic Resistance : Breton blood grants a 25% resistance to magic.


Having "received certain revelations", I think the Dragonskin & Magic Resistance will come in handily in certain tough early fights.


This is my perspective Perks per rank increase 1-10:

1 - Novice Conjuration : Cast Novice level Conjuration spells for half magicka
2 - Conjuration Dual Casting: Dual casting a Conjuration spell overcharges the effects into an even more powerful version
3 - Mystic Binding: Bound weapons do more damage
4 - Overdraw (1) : Bows do 20% more damage.(+20% per additional rank) or Armsman (1): One-Handed weapons do 20% more damage (+20% per additional rank)
5 - Novice Destruction : Cast Novice level Destruction spells for half magicka
6 - Destruction Dual Casting: Dual casting a Destruction spell overcharges the effects into an even more powerful version
7 - Novice Restoration : Cast Novice level Restoration spells for half magicka
8 - Regeneration : Healing spells cure 50% more
9 - Recovery (1): Magicka regenerates 25% faster (50% for second rank)
10 - Recovery (2): Magicka regenerates 25% faster (50% for second rank)

This is my perspective Perks per rank increase 11-20, no order:

Novice Illusion>Animage>Kindred Mage>Quiet Casting
Augmented Destruction Perk
1-2 Overdraw/Armsman Perk
Stealth>Backstab>Deadly Aim

21+: Concentrate on Specialization. [mostly]
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Lizs
 
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Post » Tue May 15, 2012 3:47 am

Never played an Elder Scrolls game before, so I pretty much have no idea what I'm doing. But I wanted to be mostly speech based, rich and female. So I'm guessing I'll go with a female Imperial for Imperial Luck and Voice of The Emperor. Just after some advice really.

Speech - 12
Haggling (5)
Allure
Merchant
Persuasion
Investor
Intimidation
Fence
Master Trader

Lockpick - 3
Golden Touch
Treasure Hunter
Unbreakable

Pickpocket - 8
Light Fingers (5)
Night Thief
Cutpurse
Extra Pockets

Two Handed - 12
Barbarian (5)
Champions Stance
Deep Wounds (3)
Devastating Blow
Great Critical Charge
Sweep
Warmaster

Heavy Armour - 10
Juggernaut (5)
Well Fitted
Tower of Strength
Conditioning
Matching Set
Reflect Blows

They're the main ones I want, altogether adds up to 45 I think, right? Hopefully there's enough levels to have all them, with perhaps a bit of room spare.
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Emilie Joseph
 
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