Your builds - perk choice wanted

Post » Mon May 14, 2012 11:50 pm

haha, nah. I will never join the dark side of magic. You guys might be good with magic, but we Imperials are masters of diplomacy. :biggrin:

Until we frenzy you into murdering your own family... :D
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Flutterby
 
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Post » Tue May 15, 2012 10:35 am

Until we frenzy you into murdering your own family... :D

Then I would hunt you all down and chop off your heads :toughninja:
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Elisha KIng
 
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Post » Tue May 15, 2012 8:08 am

Version 1.0 of my 49 Perks Ice/Frost Witch..

Alteration (100):
Novice+Apprentice+Adept+Expert+Master=5
+Magic Resistance(3)=3
+Mage Armor(3)=3
+Stability=1
+Atronach=1
+Dual Casting=1
=14

Destruction (100):
Novice+Apprentice+Adept+Expert+Master=5
+Augmented Frost(2)+Deep Freeze=3
+Dual Casting+Impact=2
=10

Illusion (90):
Novice+Apprentice+Adept+Expert+Master=5
+Animage+Kindred Mage+Quiet Casting+Master of the Mind=4
+Hypnotic Gaze+Aspect of Terror=2
+Dual Casting=1
=12

Restoration (90):
Novice+Recovery(2)+Ward Absorb+Avoid Death=5

Pickpocket (40):
Light Fingers(1)+Night Thief+Poisoned=3

Alchemy (30):
Alchemist(1)+Physician+Poisoner=3

Sneak (30):
Stealth(1)+Backstab=2
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James Smart
 
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Post » Tue May 15, 2012 9:54 am

Imperial race bonus is crap though, I would rather have the perk to do what I want with it.

I honestly like their racial bonus above a lot of others (Dunmer, Bosmer, Reguard, Khajiit, Nord). A constant boost to money is imo better than resistances to poison/disease and a once a day power. :P
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maddison
 
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Post » Tue May 15, 2012 6:30 am

I honestly like their racial bonus above a lot of others (Dunmer, Bosmer, Reguard, Khajiit, Nord). A constant boost to money is imo better than resistances to poison/disease and a once a day power. :P

Yeah, I know what you mean, but i would still prefer a perk point. Though Voice of the Emperor seems cool enough.
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Jessica Lloyd
 
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Post » Tue May 15, 2012 9:38 am

I honestly like their racial bonus above a lot of others (Dunmer, Bosmer, Reguard, Khajiit, Nord). A constant boost to money is imo better than resistances to poison/disease and a once a day power. :P
Their coin-finder is the objectification of the statement "Mo' money, mo' problems".
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Adrian Powers
 
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Post » Mon May 14, 2012 11:27 pm

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

Your strategy sounds pretty good and you have a nice layout so good luck. :)
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Jeremy Kenney
 
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Post » Tue May 15, 2012 8:42 am

Of course, my layout is more awesome........just saying......... :toughninja:
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Alexis Acevedo
 
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Post » Tue May 15, 2012 6:32 am

According to a Redditor who has the game:

"The very first perk of every tree is basically like a general boost to that field starting at 20%. You can put up to 5 points in it taking it to 50% or something like that.
Example: 1 point in A is 20% stealth increase, 2 points in it is 25% and so on."


That means 40% or 50% increase at rank 5, which doesn't seem worth 5 perks to me.
What?! If this is true then that kinda svcks! :(

I thought it was like rank one = 20% boost and then rank two = 40% boost and it goes up by 20% per boost. It seemed very strong but obviously very worth it.

I guess if it is only 5% per perk point after the initial 20% [40% max] then that is not as good as I thought and I might just keep points for other things because the difference between 25% [2 perk points] and 40% [max 5 perk points] isn't that big as what I though it was 40% [2 perk points] and 80-100% [4 to max 5 perk points]..

That would free up a lot of points for me so I could probably get some considerable perks from skills I didn't think I could [Alteration/Enchanting/Smithing].
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kasia
 
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Post » Tue May 15, 2012 12:44 pm

What?! If this is true then that kinda svcks! :(

I thought it was like rank one = 20% boost and then rank two = 40% boost and it goes up by 20% per boost. It seemed very strong but obviously very worth it.

I guess if it is only 5% per perk point after the initial 20% [40% max] then that is not as good as I thought and I might just keep points for other things because the difference between 25% [2 perk points] and 40% [max 5 perk points] isn't that big as what I though it was 40% [2 perk points] and 80-100% [4 to max 5 perk points]..

That would free up a lot of points for me so I could probably get some considerable perks from skills I didn't think I could [Alteration/Enchanting/Smithing].


I can confirm 100% that it goes 20/40/60 at the very least. From that, I think it is safe to presume it goes 80/100 afterwards. Each rank also needs a higher 1H skill (40 for the third rank).
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Alyna
 
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Post » Tue May 15, 2012 12:26 am

^ Okay well thanks for clarifying.

Then I will probably stay the way I initially thought but still I might not go the full 5 ranks so I can use the extras to put elsewhere since I have so many good options.
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Matthew Aaron Evans
 
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Post » Tue May 15, 2012 12:03 am

What?! If this is true then that kinda svcks! :(

I thought it was like rank one = 20% boost and then rank two = 40% boost and it goes up by 20% per boost. It seemed very strong but obviously very worth it.

I guess if it is only 5% per perk point after the initial 20% [40% max] then that is not as good as I thought and I might just keep points for other things because the difference between 25% [2 perk points] and 40% [max 5 perk points] isn't that big as what I though it was 40% [2 perk points] and 80-100% [4 to max 5 perk points]..

That would free up a lot of points for me so I could probably get some considerable perks from skills I didn't think I could [Alteration/Enchanting/Smithing].

No, no no!

I CONFIRMED it yesterday that, for 1 Handed and 2 Handed, the % increases DO in fact, up by 20% every time all the way up to 100%

Furthermore, the cost for the first rank is a 20 in that skill and the next rank costs 10 more, I.E. 20, 30 40...

WTF is with all of this DisInformation?!
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Chloe Yarnall
 
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Post » Mon May 14, 2012 10:21 pm

I just read what someone else posted and got a little worried but I am glad that two adamant sources are saying otherwise! :rock:
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Ben sutton
 
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Post » Tue May 15, 2012 7:13 am

Of course, my layout is more awesome........just saying......... :toughninja:

JaJa! your build is actually pretty similar (in skills at least) to my "blessed knight" character that I plan to roll at some point. So, yeah, I do agree your layout is awesome. However, NOT as awesome as mine! :mohawk: (;)
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yessenia hermosillo
 
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Post » Tue May 15, 2012 10:45 am

Considering boosting Smithing, Enchanting, Alchemy, Speech, Alteration, and backing it up with some sort of weapon or destruction and being a merchant.
Sounds fun, but I don't know if I could hold my own.
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koumba
 
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Post » Tue May 15, 2012 8:53 am

Because of the staves news, about the magic from it being affected by the school of the magic instead of enchanting. I've made a new build by changing my Sage into a Swordsage.
And to be honest, my character looks more fun to play now then it had.
So the news somehow did had a good effect on me.

Name: Thergal Votrine.
Race: Breton.
Class: Swordsage.
Skills: // One-Handed (10) // Alteration (14) // Enchanting (11) // Alchemy (10) // Speechcraft (4) //

One-Handed: (10).
Armsman (5).
Bladesman (3).
Fighting Stance (1).
Savage Strike (1).

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

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

Alchemy: (10).

Alchemist (5).
Physician (1).
Poisoner (1).
Concentrated poison (1).
Snakeblood (1).
Purity (1).

Speechcraft: (4).

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

I forgo Conjuration and took One-Handed in its stead, but with the help of enchanting and alchemy I can boost the Conjuration skill and still be able to do decent staff summons with it.
And with the help of Enchanting and Alchemy I will be able to turn my sword into a dreadful thing. And by this proving yet again, that Knowledge is power :read: .
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kristy dunn
 
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Post » Tue May 15, 2012 5:15 am

Oh I didn't realise there was a thread for this.

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

I just need some help with it really, going to play as an Imperial, mainly want to be rich. Incredibly rich. So, think that's good? Also, what perks should I take when, I'm guessing focus mostly on the Speech/Lockpick/Thief perks early game, and then Heavy Armour/Two Handed after that.
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Lory Da Costa
 
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Post » Tue May 15, 2012 3:24 am

I just need some help with it really, going to play as an Imperial, mainly want to be rich. Incredibly rich. So, think that's good? Also, what perks should I take when, I'm guessing focus mostly on the Speech/Lockpick/Thief perks early game, and then Heavy Armour/Two Handed after that.

It's a pretty unusual, albeit in an interesting way, build you've got there :)

All we can do is speculate at the moment but I would considering alternating between a combat skill perk and a thief skill perk as you're levelling. There is a chance that if you focus solely on your speech and thievery perks to begin with then you will struggle against higher level enemies.
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Robert Devlin
 
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Post » Tue May 15, 2012 3:59 am

True, that's a good point actually. Thanks. (:
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Karine laverre
 
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Post » Tue May 15, 2012 7:43 am

Build Edit: Final

49 Points

Destruction: Novice+Apprentice+Adept+Expert+Master+Augmented Flames(2)+Augmented Frost(2)+Double Casting+Impact= 11

Pickpocket: Light Fingers(5)+Night Thief+Cutpurse+Misdirection+Perfect Touch=9

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

Sneak: Stealth(5)+Backstab+Deadly Aim+Asassins Blade= 8

Speech: Haggling(5)+Allure+Bribery+Persuasion= 8

Alteration: Novice+Apprentice+Adept+Expert+Master=5
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x a million...
 
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Post » Tue May 15, 2012 3:44 am

Is this viable?
1-Handed: Armsman(5), Bladesman(3), Fighting Stance, Critical Charge, Savage Strike

Destruction: Novice, etc; Dual Casting, Impact, Augmented Flames(2), Augmented Shock(2), Intense Flames, Disintegrate Enemies

Restoration: Novice, Recovery(2), Regeneration, Necromage

Light Armor: Agile Defender(5), Custom Fit, Matched Set, Unhindered, Wind-Walker, Deft Movement

Smithing: Steel, Arcane, Elven, Advanced, Glass, Dragon

Speech: Haggling, Bribery, Persuasion, Intimidation
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Jesus Lopez
 
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Post » Tue May 15, 2012 8:26 am

Is this viable?
1-Handed: Armsman(5), Bladesman(3), Fighting Stance, Critical Charge, Savage Strike

Destruction: Novice, etc; Dual Casting, Impact, Augmented Flames(2), Augmented Shock(2), Intense Flames, Disintegrate Enemies

Restoration: Novice, Recovery(2), Regeneration, Necromage

Light Armor: Agile Defender(5), Custom Fit, Matched Set, Unhindered, Wind-Walker, Deft Movement

Smithing: Steel, Arcane, Elven, Advanced, Glass, Dragon

Speech: Haggling, Bribery, Persuasion, Intimidation

So you're gonna be a battle mage with some smithing? It's nice but what are you going to do for magical defense? If you're gonna use Wards it may end up costing you a lot of magicka; unless you plan on only using the novice level versions.
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Max Van Morrison
 
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Post » Tue May 15, 2012 3:03 am

My first character, Baard, will be a Nord mercenary and sellsword. He'll basically do anything as long as the price is high enough, which it often is. He's not particularly fond of fighting, but when he has to he favours the longsword and a bow. Oh, and his fists (You can fight with fist/one-handed, right?). He's also learned a thing or two when it comes to smithing, as he's often had to repair his own armour out in the field.

One-Handed: Armsman (5) + Bladesman (3) + Fighting Stance (1) + Savage Strike (1) + Critical Charge (1) + Paralysing Strike (1) = 12
Heavy Armour: Juggernaut (5) + Fists of Steel (1) + Cushioned (1) + Conditioning (1) + Well-Fitted (1) + Tower of Strength (1) + Matching Set (1) + Reflect Blows (1) =12
Archery: Overdraw (5) + Eagle Eye (1) + Steady Hand (1) + Power Shot (1) + Quick Shot (1) + Critical Shot (2) = 11
Speech: Haggling (5) + Bribery (1) + Persuasion (1) + Intimidation (1) = 7
Smithing: Steel Smithing (1) + Arcane Blacksmith (1) + Dwarven (1) + Orcish (1) + Ebony (1) + Daedric (1) + Dragon (1) = 7

Total: 49
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BRIANNA
 
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Post » Tue May 15, 2012 2:43 am

He's also learned a thing or two when it comes to smithing, as he's often had to repair his own armour out in the field.

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

Mmm...more than a "thing or two" it seems.

Question: shouldn't you consider adding some block perks in your build? Since you have one-handed and no magic, you can block with your sword so some ranks of "shield wall" would be handy.
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Hussnein Amin
 
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Post » Tue May 15, 2012 11:55 am

So you're gonna be a battle mage with some smithing? It's nice but what are you going to do for magical defense? If you're gonna use Wards it may end up costing you a lot of magicka; unless you plan on only using the novice level versions.
I plan to get Enchanting up after these. Until then, I plan to dodge and kill things in a hurry.
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Stryke Force
 
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