I'm having a problem planning out my stealth-based character, basically there doesn't seem to be enough perks to go around.
I'd like to build a character than can assassinate up close and plink with a bow, make potions for himself, be generally sneaky and stealy and throw out trixy illusion spells when things get heated. I want to be able to keep the difficulty at a minimum of adept for the most part.
ARCHERY: 16 perks, they're all too good to pass up.
LIGHT ARMOR: 10 perks, need them all to stay alive at higher level/difficulty.
SNEAK: 13 perks, need them all.
PICKPOCKET: 12, need them all
ALCHEMY: 15 perks, need them all to be as effective as possible
ILLUSION: 13 perks, want them all
SPEECH: 13 perks, want them all
LOCKPICKING: 11 Perks, would like to have these all, but I guess I can play without them
ONE-HANDED: 21 Perks, only need Armsman 5/5 and preferably Dual Flurry 2/2 and Dual Savagery (8 perks wanted)
Obviously I can't max all of these perk trees, and there's absolutely no flexibility to specialize in swords as well as daggers. There are one hundred and eleven perks here. I only get eighty-one, and I only get easy access to fifty before leveling starts to slow down. I just find it really disappointing that I have to deep specialize my sneaky character, but it's the truth. I guess I start looking for stuff to cut.
Basically, I have to leave out lockpicking, speech, illusion and half of something else to make everything fit. I just wanted to hit up the community to get some recommendations for fun builds.
First off, I like that you have to specialize characters. And here is some advice from someone that has played 90 hours as a sneak thief assassin and beat the main quest line and numerous others:
1. Speech isn't needed for this type of build. At all. All it does is save you money, and you'll get plenty of gold from stealing and pickpocketing people, not to mention dungeon delves. Every conversation I encountered with Speech options could be by-passed by bribing the NPC. If you were thinking of this for the Fence option, joining the Thieves Guild gives you all the fences you'll ever need, and honestly, I constantly had tens of thousands more gold than I knew what to do with. All those stolen gems get laundered quite nicely if you mix them with some gold and sell the resulting jewelry to any merchant.
2. The Lockpicking skill tree has some nice perks, but they are mostly unneeded. Wax Key for example is next to worthless, as you can easily just steal the real key or keep picking locks in the building or house. The perk that lets you pick locks without being noticed (Quick Hands, I think) is also stupid, as all it does is mean you don't have to Hide to pick locks any more. A waste of a perk. The perk Locksmith is nice (it starts the pick near the correct position) but by the time you can get it you have so many lockpicks and are so good all it does is save you a miniscule amount of time. The perk to have unbreakable lockpicks sounds awesome, but by the time you can get it you will have hundreds of lockpicks. Again, not worth it. The only perks worth getting in the tree are the main ones that make certain levels of locks easier to pick, and you can stop at Expert level with those, because you'll never encounter Master locks often enough to make the perk for that level worth it. So that's only 4 perks you should put in the Lockpicking skill tree, not 11.
3. The Sneak skill tree is almost all worth having, except the last perk, Shadow Warrior. It never works often or well enough to be worth having, and by the time you get to 100 Sneak you'll already have developed plenty of effective strategies for when your cover is blown.
4. For Pickpocket you don't need Key Master, because seriously - keys are easy as hell to pickpocket by the time you have 60 skill in Pickpocket. And you don't need the last skill, Perfect Touch, but I guess it could be useful in limited circumstances, I just never found them. After all, if you are going to focus on Poisons with Alchemy and Pickpocketing poisons into the enemy or NPCs pockets, their armor is going to do jack and nothing for them.
5. Now, I was playing at Adept Difficulty, but I never needed any Light Armor perks. As a sneak thief, if you've been seen or caught you've screwed up. Besides with the spells at your disposal in the illusion school it will be easy to get other enemies to tank for you, fight each other, or simply disappear again for more sneak attacks. I doubt you really need this. The build you are going for really isn't meant for toe-to-toe combat. With your Alchemy perks you should be rolling in Healing Potions anyway.
6. Speaking of Alchemy, you probably only need to go up the poison side of the tree if you want, but all the perks are useful.
7. Finally, One-Handed. I know the dual-wielding sounds cool, but the truth of it is that you are probably going to get very little use out of it with this build. Once Archery is maxed, you can back-pedal quickly while shooting, fire quickly, slow time, stagger your opponents with nearly every arrow, and paralyze them a good chunk of the time. Archery is so super viable for melee combat at that point that you'll never use anything else. And even up until then - a single dagger is all you'll get the x15 sneak attack bonus on - two quick swings from one dagger versus two for the same damage. And an arrow in the back is just as effective up close as a dagger is in a lot of circumstances. Five ranks in Armsman I can see as a very good investment, but none of the rest.
There. Now hopefully you see you'll have more than enough perks.