Your builds - perk choice wanted

Post » Tue May 15, 2012 9:33 am

So, 1 perk up to 20, then 4 perks equalling out to an increase of 30? Ehhh... Might change my build based on that. Still, I guess 100% improvement vs no perks is rather a lot :P Hmm, I guess this goes for everything (i.e. enchanting/alchemy etc)? Hah, lots of change :)

I can now dismiss this. I have seen the third rank of Armsman, and it says "damage dealt is increased by 60%". So, that is 20% perk rank.

EDIT: And the requirement of skill also goes up, with rank 3 needing a skill of 40 IIRC.
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Beast Attire
 
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Post » Tue May 15, 2012 12:27 am

I had to use a spreadsheet (honestly I just love spreadsheets). I know I had to guess on some of the perk requirements. I'll update things later. As long as it's on the spreadsheet for now is all that matters.

Here's mine for my Female Nord Shield Maiden : http://i41.tinypic.com/23m9305.jpg

Mainly I'm focusing on defence and just One-Hand sword. Restoration is big for her also based on her background. http://burhenn63.deviantart.com/#/d4eyed4
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Laura Hicks
 
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Post » Tue May 15, 2012 9:24 am

Hey, clarification for myself and a few others, The % increase perks are definitly, without a doubt 20% increases up to 100% for the One Handed Damage and 2 Handed Damage Perks, but may vary with other trees like Enchantment or Sneak.

I.E. 5 Ranks in Armsman will give you 20% DMG with every Rank, contray to what Mr. Reddit say.
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chirsty aggas
 
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Post » Tue May 15, 2012 10:32 am


-Steel Smithing (1)
-Arcane Blacksmith (1)
-Elven Smithing (1)
-Advance Armors (1)
-Glass Smithing (1)
-Dragon Armor (1)

Can you get Dragon Armor by only going up one side of the tree? I assumed you had to get it all as the flow chart shows both branches leading to Dragon Armor.
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Joie Perez
 
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Post » Tue May 15, 2012 8:43 am

Can you get Dragon Armor by only going up one side of the tree? I assumed you had to get it all as the flow chart shows both branches leading to Dragon Armor.

I believe so. You HAVE TO go up at least one of the trees, be it the light armor tree/heavy armor tree, to reach Dragon Armor.
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Makenna Nomad
 
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Post » Tue May 15, 2012 5:42 am

Name: Thergal Votrine.
Race: Breton.
Gender: male.
Class: Sage.
Skills: // Conjuration (10) // Alteration (14) // Enchanting (11) // Alchemy (10) // Speechcraft (5) //.

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: (5).

Haggling (1).
Bribery (1).
Persuasion (1).
Intimidation (1).
Allure (1).
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Heather beauchamp
 
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Post » Mon May 14, 2012 10:40 pm

Name: Thergal Votrine.
Race: Breton.
Gender: male.
Class: Sage.
Skills: // Conjuration (10) // Alteration (14) // Enchanting (11) // Alchemy (10) // Speechcraft (5) //.

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: (5).

Haggling (1).
Bribery (1).
Persuasion (1).
Intimidation (1).
Allure (1).

This build is interesting. So I guess your strategy is to let your summons do all the fighting; while you sit back, and use alteration to keep yourself alive?
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Michael Korkia
 
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Post » Tue May 15, 2012 3:18 am

This build is interesting, so I guess your strategy is to let your summons do all the fighting; while you sit back, and use alteration to keep yourself alive?

Almost, I will fight with a staff myself. Which hopefully gets a boost from enchanting (since using staffs also lvl enchanting) .
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Sylvia Luciani
 
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Post » Mon May 14, 2012 11:33 pm

Name: Thergal Votrine.
Race: Breton.
Gender: male.
Class: Sage.
Skills: // Conjuration (10) // Alteration (14) // Enchanting (11) // Alchemy (10) // Speechcraft (5) //.

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: (5).

Haggling (1).
Bribery (1).
Persuasion (1).
Intimidation (1).
Allure (1).
Huh, a Pure Mage build with no Destruction? Sounds Dangerous. More power to ya I guess, but I think you'll cave eventually.
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Laura Wilson
 
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Post » Mon May 14, 2012 10:14 pm

Huh, a Pure Mage build with no Destruction? Sounds Dangerous. More power to ya I guess, but I think you'll cave eventually.

Not if a staff is causing destruction, and my powered-up companions from my enchantments and alchemy.
And no pure mage, but a Sage ;).
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Cccurly
 
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Post » Tue May 15, 2012 12:40 pm

Not if a staff is causing destruction, and my powered-up companions from my enchantments and alchemy.
And no pure mage, but a Sage ;).

That's cool; maybe you should add some necromancy to your build. Your attacks may be limited since you're relying on a staff, and your summons may get overwhelmed; so it might be useful to reanimate some dead enemies.
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Elizabeth Falvey
 
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Post » Tue May 15, 2012 12:39 pm

That's cool; maybe you should add some necromancy to your build. Your attacks may be limited since you're relying on a staff, and your summons may get overwhelmed; so it might be useful to reanimate some dead enemies.

I can still reanimate without the perks :P. And they do get a bonus from Twin Souls and Summoner as well.
And are we already sure both can exist at the same time? Reanimated things and Atronachs I mean.
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Nathan Maughan
 
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Post » Tue May 15, 2012 12:32 am

That's cool; maybe you should add some necromancy to your build. Your attacks may be limited since you're relying on a staff, and your summons may get overwhelmed; so it might be useful to reanimate some dead enemies.

In my opinion there is no point taking both the Atronach and Necromancy perks, as I'm pretty sure you can't have both out at the same time.

Despite the absence of Destruction you've got a pretty good build there, Shirou :)
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Ben sutton
 
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Post » Tue May 15, 2012 4:42 am

posted my build in other thread, but here it is!! sorryits a bit long :P



My character, Ronaruto, will be a stealthy assassin that takes its time to prepare WELL for battle. Light Armour with enchantments and smithing for protection; Bows for long range sneak attaks, poisoned daggers for close up sneaks (15x!!!) and dual wiled one handed weapons (sword, axes, maces, whatever, not specialized) when there is a need for straight up combat. Alchemy also for boosts and healing (did i mention POiSON!).

So here are my perk choices, in no particular order (YET!!):

Light Armour: - 10 perks

Maxing this, I dont want to be too fragile!

  • Agile Defender Increase armor rating for light armor by 20%. (X5)
    requires 20/40/60/80/100 skill ???
  • Custom Fit 25% armor bonus when wearing a full set of light armour.
    requires 30 skill
  • Unhindered Light armor weighs nothing and doesn't slow the player down when worn.
    requires 50 skill
    -- I want to be FAST!! --
  • Wind Walker Stamina regenerates 50% faster when wearing a full set of light armour.
    -- need this for my dual wielding fury!! --
    requires 60 skill
  • Deft Movement 10% chance of avoiding all damage from a melee attack while wearing a full set of light armour.
    requires 100 skill
  • Matching Set Additional 25% armor bonus if wearing a matched set of light armour.
    requires 70 skill

http://i.imgur.com/JGju6.jpg

Total: 150% armor rating bonus, 50% stamina regen boost, 10% avoid damage chance, weightless armour and FAST!!

Smithing 7 perks
Goal here is to be able to forge myself a light Dragon Armour-- Pick the light armour side of the branch to get there!
Also want to be able to properly improve my weapons and armours for that edge in battle!

NOTE: some sites say there are two ranks per skill-- ill just put two ranks in the final dragon armour skill

  • Steel Smithing Create steel weapons and armour at forges, and improve them twice as much
  • Arcane Blacksmith Improve magical weapons and armour
  • Elven Smithing create elven armour and weapons at forges, improve them twice as much
  • Advanced Armours create scaled and plate armour at forges, improve them twice as much
  • Glass Smithing create glass armour and weapons at forges, and improve them twice as much
  • Dragon Armor x2 create dragon armour at forges, and improve them twice as much

Note#2 and question -- Are there light variants for dwarven, orcish, ebony and daedric armours?? if so i'll consider the other side of the smithing tree instead (better weapons)
http://i.imgur.com/ZZhwL.jpg


Enchanting 4 perks (more later if higher levels than 50 :))
Goal here is to get to that extra second enchantment on my armour and weapons (Extra Effect). that should come in REALLY handy.

Enchanter New enchantments at 20% stronger only one rank (for now)
Insightful Enchanter Skill enchantments on armour are 25% stronger
Corpus Enchanter Health, magicka and stamina enchantments on armour are 25% stronger
Extra Effect Can put two enchantments on the same item

on later levels I plan to power up enchantment a bit more :)

Alchemy 8
To be used for temporary buffs and lethal poisons. Goal here to max the efectiveness of my poitions and poisons
i havent seen the perk progression for Alchemy, but these are the oens i want.

  • Potions are 20% stronger x5
  • Potions for restore health, magicka or stamina are 25% more powerful.
  • Poisons are 25% more effective.

    [*
  • All negative effects removed from potions and all positive removed from poisons. (what's the progression to get here?)


Sneak 5 perks
goal here is to get the 15X multiplier as quick as possible. Hope that just leveling my Sneak skill plus **light*** use of some illusion enchantments on my armour (or spells) means that I wont need to waste points on maxing the "stealth" perk. If I have extra perks in later levels, ill max sneak :) Love being an invisible death dealer.

doubts.. should I take 3 perks from somewhere else and get all the way to silence (walking and running does not affect detection)

  • Stealth 20% harder to detect
    requires 20
  • Backstab sneak attacks with one handed weapons now do 6X damage
    requires 30
  • Deadly Aim sneak attacks with bows now do 3X damage
    requires 40
  • ASSASSIN'S BLADE sneak attacks with daggers now do a total of 15X normal damage
    requires 50
  • Muffled Movement Noise from armour is reduced 50%
    requires 30
    [ just to make sure im really really quiet!
http://i.imgur.com/XreS4.jpg

Archery 8

Ok, this is for hunting for alchemical ingredients, role-playing and long range sniping, cripple my targets from far way with poisons, have their friends come looking for me.. hide in the shadows and back stab them :).

Goal is to max damage, get the knockback effect and the slow mo zoom in effect :)

Overdraw Bows do 20% more damage. (5 ranks)
Eagle Eye Archery 30 Pressing Block while aiming will zoom in your view.
Steady Hand Archery 40 Zooming in with a bow slows time by 25%.
Power Shot Archery 50 Arrows stagger all but the largest opponents 50% of the time

One handed 8 perks want 3 more perks for my power attacks!

Now, the butchery with one handed weapons... focus on dual wielding and max damage.. mostly flurrys with the odd power attack in between.

http://i.imgur.com/Cvs3K.jpg

  • Armsman One-handed weapons do 20% more damage. 5X
  • Fighting Stance Power attacks with one-handed weapons cost 25% less stamina.
  • Critical Charge Can do a one-handed power attack while sprinting that does double critical damage.
  • Savage Strike Standing power attacks do 25% bonus damage with a chance to decapitate your enemies.
  • Dual Flurry Dual wielding attacks are 20% faster. 2X
  • Dual Savagery Dual wielding power attacks do 50% bonus damage.
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Emma louise Wendelk
 
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Post » Tue May 15, 2012 8:25 am

I can still reanimate without the perks :P. And they do get a bonus from Twin Souls and Summoner as well.
And are we already sure both can exist at the same time? Reanimated things and Atronachs I mean.

Oh right, I forgot about that. :P

In my opinion there is no point taking both the Atronach and Necromancy perks, as I'm pretty sure you can't have both out at the same time.

Despite the absence of Destruction you've got a pretty good build there, Shirou :)

What makes you say that? Say I summon 2 monsters; there are two dead bodies near me, and I use reanimation on both of them. I never saw any rules that said I couldn't reanimate while I had summons out.
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Danielle Brown
 
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Post » Tue May 15, 2012 7:54 am

In my opinion there is no point taking both the Atronach and Necromancy perks, as I'm pretty sure you can't have both out at the same time.

Despite the absence of Destruction you've got a pretty good build there, Shirou :)

Thank you :).
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Gen Daley
 
Posts: 3315
Joined: Sat Jul 08, 2006 3:36 pm

Post » Tue May 15, 2012 3:52 am

My plan is to make a "ShadowMage", a mage who uses sneak, alchemy, rune traps and archer from a distance, then in close combat uses illusion for defense, and destruction for damage.

SNEAK: Stealth(2), Backstab(1), Deadly Aim(1) = 4
ALCHEMY: Alchemist(5), Physician(1), Poisoner(1), Concentrated Poison(1), Benefactor(1), Experimenter(1) = 10
ARCHER: Overdraw(1), Eagle Eye(1), Steady Hand(2), Power Shot(1) = 5
ILLUSION: Novice(1), Animage(1), Kindred Mage(1), Gaze(1), Terror(1), Rage(1), Quiet Casting(1), Master of Mind(1), Apprentice(1), Adept(1), maybe Expert(1), Master(1) = 10 or 12
DESTRUCTION: Novice(1), Dual Casting(1), Apprentice(1), Rune Master(1), Augmented Flame/Frost/Shock(3),Impact(1), Intense Flame(1), Deep Freeze(1), Adept(1), maybe Expert(1), Master(1) = 11 or 13
ENCHANTMENT: Enchanter(1), Soul Squeezer(1), Soul Siphon(1), Insightful Enchanter(1), Corpus Enchanter(1) = 5


Hopefully this will make a pretty cool mercenary, that can take on all the guild quest, and plan to be a werewolf if that's possible(Werewolf vs. Dragon fight - EPIC)
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Andrea Pratt
 
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Post » Tue May 15, 2012 12:03 pm

This will be my bosmer build, a kind of silent archer/ranger:

Archery (10):
Overdraw 1 to 5, Eagle Eye, Powershot, Quickshot, Ranger, Bullseye. Right now I'm not sure if Critical Shot is useful, needs to figure out if it's cumulative with Deadly Aim. Maybe I pick Steady Hand, but as a long time FPS player I doubt if it's necessary.

Sneak (12):
Stealth 1 to 5, Muffled Movement, Backstab, Deadly Aim, Light Foot, Silent Roll, Silence, Shadow Warrior.

One-handed (8):
Armsman 1 to 5, Dual Flurry 1 and 2, Dual Savagery. In those cases where sneak is not an option.

Alchemy (11):
Alchemist 1 to 5, Physician, Poisoner, Concentrated Poison, Green Touch, Snakeblood, Purity. But I may cut Green Touch if ingredients are easy to obtain, need to play to evaluate.

Light Armor (5):
Agile Defender 1, Custom Fit, Unhindered, Wind Walker, Deft Movement. In fact, really taking Light Armor for the last two listed perks.

Lockpicking (6):
Novice Locks, Apprentice Locks, Quick Hands, Adept Locks, Golden Touch, Treasure Hunter. Again, taking this only for treasure hunter. Since I'm not taking any Enchanting/Smithing, loot will be the only way to grab some good stuff. But, if lockpicking shows to be easy like F:NV, then probably i will not waste any perk in this skill.

That was 52 perks. I'm sure to get lvl 50, but not more than 58~60. Maybe I forget about Lockpicking and Light Armor and go on with Alteration, since in Oblivion it provides good "open lock" and protection (shield) spells. What you guys think about it?
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Genevieve
 
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Post » Mon May 14, 2012 11:59 pm

Ok here is mine.

One Handed - Armsman (5) = 5

Fists of Steel (1) - Cushioned (1) - Conditioning (1)
|
Heavy Armor - Juggernaut (5) - Well Fitted (1) - Tower of Strength (1) - Matching Set (1) - Reflect Blows (1) = 12

Arcane Blacksmith (1)
|
Smithing - Steelsmithing (1) - Dwarven Smithing (1) - Orcish Smithing (1) - Ebony Smithing (1) - Daedric Smithing (1) - Dragon Armor (1) = 7

Lockpicking - Novice Locks (1) - Apprentice Locks (1) - Adept Locks (1) - Golden Touch (1) - Treasure Hunter (1) = 5

Block - Shield Wall (5) - Deflect Arrows (1) - Elemental Protection (1) - Block Runner (1) - Shield Charge (1) = 9

Fire Enchanter (1) - Frost Enchanter (1) - Storm Enchanter (1)
|
Enchanting - Enchanter (5) - Insightful Enchanter (1) - Corpus Enchanter (1) - Extra Effect (1) = 11
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kasia
 
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Joined: Sun Jun 18, 2006 10:46 pm

Post » Tue May 15, 2012 9:44 am

The layout for sneak says it has 13 perks. However, UESP says it has 14, with the extra one being one called "Vanish". Any idea which one is right? UESP usually has its head on straight. I'm trying to plan ahead for a build so I need to know how much each tree needs.
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Vicky Keeler
 
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Post » Tue May 15, 2012 9:02 am

Ok, after finding out theres only one rank for each smithing perk, i'll add my extra perk to Destruction and get full powered Shock attack.

Version 5.0

Heavy Armour: Juggernaut (5) + Well Fitted (1) + Tower of Strength (1) + Matching Set (1) + Reflect Blows (1) = 9

Smithing: Steel Smithing (1) + Arcane Blacksmith (1) + Dwarven Smithing (1) + Orcish Smithing (1) + Ebony Smithing (1) + Daedric Smithing (1) + Dragon Smithing (1) = 7

One Handed: Armsman (5) + Bladesman (3) = 8

Enchanting: Enchanter (5) + Insightful Enchanter (1) + Corpus Enchanter (1) + Extra Effect (1) = 8

Restoration: Novice Restoration (1) + Apprentice Restoration (1) + Adept Restoration (1) + Expert Restoration (1) + Master Restoration (1) + Respite (1) + Recovery (2) + Regeneration (1)= 9

Destruction: Novice Destruction (1) + Apprentice Destruction (1) + Adept Destruction (1) + Expert Destruction (1) + Master Destruction (1) + Augumented Shock (2) + Disintegrate (1) = 8

Overall=49

Hopefully this is now my final build, is this ok? Also, is it confirmed that we start at level 0 and actually have 50 perks instead of 49? Cause I am thinking of investing in Restoration or Smithing to get some Elven Armour.
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Emerald Dreams
 
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Post » Tue May 15, 2012 3:43 am

Race: Altmer if I can get a decent-looking one, Nord otherwise.

Skills: 2-handed, block, enchanting, destruction, alteration and illusion.

Strategy: use alteration before engaging to boost armor rating and magic defense. Go all out with dual wielding destruction (conveniently perked with overcharge, impact, and fire & shock perks). When magicka runs out (and it will quite quickly), change to 2-handed claymore that has been conveniently enchanted with a "absorb magicka" effect. By doing that I can both attack and recharge my magicka. If anybody survives, roll back to destruction and end the job. Block perks are there to give some flexibility to melee fighting (basically the blocking+basing strategy and, once enemy is staggered, then powerattack). Illusion is there to turn the odds in my favor when I'm blatantly outnumbered (command spells etc).

Perks (49 in total):

*2-handed* (10 perks)
Spoiler
Barbarian (4 ranks)
Deep Wounds (1 rank)
Champion Stance
Devastating Blow
Great Critical Charge
Sweep
Warmaster
*block* (5 perks)
Spoiler
Shield Wall (3 ranks)
Power Bash
Deadly Bash
*Destruction* (13)
Spoiler
Novice Destruction
Apprentice Destruction
Adept Destruction
Expert Destruction
Master Destruction
Rune Master
Destruction Dual Casting
Impact
Augmented Flames (2)
Augmented Shock (2)
Desintegrate
*Enchanting* (6 perks)
Spoiler
Enchanter (4 ranks)
Soul Squeezer
Soul Siphon
*Alteration* (12 perks)
Spoiler
Novice Alteration
Apprentice Alteration
Adept Akteration
Expert Alteration
Master Alteration
Magic Resistance (3 ranks)
Mage Armor (2 ranks)
Stability
Atronach
*Illusion* (3)
Spoiler
Novice Ilusion
Animage
Kindred Mage
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Amber Hubbard
 
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Joined: Tue Dec 05, 2006 6:59 pm

Post » Mon May 14, 2012 10:20 pm

@Dinaminjo
I'm gonna scrap the Assassin for now as I decided to use my Warrior for the first play through.

Name - Gildarts
Race - Nord
six - Male
Class - Warrior

Enchanting - Enchanter (5), Fire (1), Frost (1), Storm (1), Insightful (1), Corpus (1), Extra (1) = 11
This combined with Smithing gives me full control over my weapons and armor.

Light Armor - Agile Defender (5), Custom Fit (1), Unhindered (1), Wind Walker (1), Matching Set (1) = 9
Chose this instead of Heavy Armor because I will be dual wielding.

One-Handed - Armsman (5), Fighting Stance (1), Bone Breaker (3), Dual Flurry (2), Savage Strike (1), Critical Charge (1), Dual Savagery (1) = 14
I went with dual maces because ignoring armor is far better than the axes extra bleed damage or the swords better critical chance imo.

Smithing - Steel (1), Elven (1), Advanced (1), Arcane (1), Glass (1), Dragon (1) = 6
This combined with Enchanting gives me full control over my weapons and armor.

Speech - Haggling (1), Bribery (1), Allure (1), Persuasion (1), Merchant (1), Intimidation (1), Investor (1), Fence (1), Master Trader (1) = 9
Makes dealing with people and earning money easier.

Total Points = 49

This is a level 50 build as I see no point in going past that. The game is only balanced up to level 50 so anything past that and you become powerful enough to own everything. I'll make a max level character on my fourth play through after I experience the game as a Warrior, Mage, and Thief/Assassin.
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Zoe Ratcliffe
 
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Joined: Mon Feb 19, 2007 12:45 am

Post » Tue May 15, 2012 4:50 am

I might max out my first character when i think about it, just for the hell of it.
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Christina Trayler
 
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Joined: Tue Nov 07, 2006 3:27 am

Post » Tue May 15, 2012 9:16 am

It's in my Sig. But anyway, here is my 34 perk Altmer Pickpocket build.


Main Skill
Pickpocket: 10

Magic Skills
Illusion: 6
Alteration: 6
Destruction: 4
Restoration: 4
Conjuration: 4

That is all the pickpocket perks other than extra pockets and key theft.
The magic perks focus on Calm, Shield, Traps, Distant Summons and Magicka Regen.
Any perks I take after this will be based off what I enjoy in game.
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Andrew Tarango
 
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