Critique this build

Post » Sat Jun 16, 2012 3:00 am

At current moment, I'm mostly having trouble choosing between Smithing or Alchemy.

Alchemy provides great healing, wealth, and damage potential. SERIOUS damage potential. Snakeblood also synergizes well with other resistance abilities from being a Nord werewolf, and the Lord stone will further emphasize that. Then there's defensive potions, like health regen and various resistances (as well as fortify Light Armor before it reaches 100 for extra armor rating).

Smithing, on the other hand, only ensures that I get certain equipment (though somewhat powerful equipment) and saves on perks. I can make money with it, yes, but not as readily or as much as with Alchemy.
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Jeffrey Lawson
 
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Post » Sat Jun 16, 2012 8:28 am



I disagree with your suggestions, but thank you for them.

I don't like the idea of going up the left side of the block tree with 2H weapons or using magic. I understand why you might have wanted to take out the right side of the Archery tree, but I really want this character to be very mobile, hence reaching up to the Ranger perk, and the perks before it aren't incredibly bad. This is also why I wanted Great Critical Charge: not for the fact that it crits, but to have a useful sprinting power attack and more mobility.

Just in case you didnt know- crit charge isnt give you a charge "move" per say- you make a charge when you sprint forward power attack anyways- great crit charge just puts an auto-crit on it afaict. But its been an eternity since i used two handers. (on one hand i know this is fact)

Going crossbow in dawnguard with this build? I bet you are. Crossbow would fit right in with the zweihander.

I assume since i saw no sneaking then that is out, i still dislike the 5/5 stackers, but if you dont want stealth or magic, i wonder where youd put them.
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Charlotte X
 
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Post » Sat Jun 16, 2012 8:10 am

An idea- you could go up the alteration tree- simply for the magic resist 3/3.

You could pay for training- and thus not ever use the magic to get there- and 30% passive magic resist wouldnt be shabby.
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Chrissie Pillinger
 
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Post » Sat Jun 16, 2012 2:52 am

Looking at your build, how do you get Snakeblood without one perk in experimenter?

Also, you're a non-stealth character. Do you plan to be more an archer or more a 2hand wielder? Generally speaking, I find it more fun to specialize in one thing and have other secondary skills.

You could drop a few from archery and put them into smithing so you can craft nice weapons/armor, or pick up another skill like some Restoration or even Alteration, those 3 magic resistance perks are pure awesome.
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DeeD
 
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Post » Sat Jun 16, 2012 8:35 am

Why do you think crossbows go well with 2H? I wasn't specifically planning anything concerning that. In fact, I'd like to use the crossbows in Dawnguard, but so far the only character I have planned for it doesn't use Archery. And what's wrong with the 5/5 skills? After some anolysis, I know when to best utilize them. For instance, I wouldn't use 5/5 Shield Wall with a shield or 5/5 Juggernaut with Smithing.
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Rik Douglas
 
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Post » Sat Jun 16, 2012 12:58 pm

I disagree with your suggestions, but thank you for them.

I don't like the idea of going up the left side of the block tree with 2H weapons or using magic. I understand why you might have wanted to take out the right side of the Archery tree, but I really want this character to be very mobile, hence reaching up to the Ranger perk, and the perks before it aren't incredibly bad. This is also why I wanted Great Critical Charge: not for the fact that it crits, but to have a useful sprinting power attack and more mobility.
You do waste two perks going up the right block tree, but the block runner perk perk is invaluble to a mobile 2hander.

Don't really see the point in taking 5/5 in archery, two handed and light armor, you don't need the extra damage and I'd rather have the additional effects. Using smithing (arcane and steel) will easily make up not taking 5/5 for all three, me personally would take 1/5 for all three. You can easily find two more perk points for steel and arcane smithing, you don't need to sacrifice alchemy.

The great critical charge is buggy, the critical damage for all weapons is pitiful as well, I suppose the ranger perk is okay. But I couldn't justify the two wasted perks you need to get it, far less useful than block runner IMO.
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Kirsty Collins
 
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Post » Sat Jun 16, 2012 6:54 am

Looking at your build, how do you get Snakeblood without one perk in experimenter?

Also, you're a non-stealth character. Do you plan to be more an archer or more a 2hand wielder? Generally speaking, I find it more fun to specialize in one thing and have other secondary skills.

You could drop a few from archery and put them into smithing so you can craft nice weapons/armor, or pick up another skill like some Restoration or even Alteration, those 3 magic resistance perks are pure awesome.

You can get Snakeblood from Concentrated Poison.

As for weapons, I plan to be a very mobile, offense-centric character. I know what you mean about specializing and having secondary skills, but 2H and Archery will both be primaries.

Also, as I've said earlier, I'm opposed to using more than one crafting skill. And no thanks on the Alteration perks, guys; this guy isn't a tank (and when it comes to tanking, I think even my paladin would consider that tactic OP). I could just use the Lord stone.
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koumba
 
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Post » Sat Jun 16, 2012 2:42 pm

Why do you think crossbows go well with 2H? I wasn't specifically planning anything concerning that. In fact, I'd like to use the crossbows in Dawnguard, but so far the only character I have planned for it doesn't use Archery. And what's wrong with the 5/5 skills? After some anolysis, I know when to best utilize them. For instance, I wouldn't use 5/5 Shield Wall with a shield or 5/5 Juggernaut with Smithing.

My gripe with the 5/5 skills, is they are just straight boosts, and the effect can be duplicated via alchemy or with enchanted gear. They don't give your character new "abilities" per-say but more just a flat effectiveness increase. I look at those perks as tree unlockers myself- so that you can get an ability higher up.
I.E. Ranger perk = ability... archery damage 5/5 perk = just more damage.

my crossbow comment is because you could always flip to a crossbow to fire off quickshots before switching to 2H and going melee. The first crossbow shot will be quicker than anything a bow can do. Think about this: a cocked and ready crossbow with a paralysis poisoned bolt: useful? yes... :smile:


my recommendation: (with your RPing your training in alteration as combat focusing) (since you can pay for this training and take the resist perks)

http://skyrimcalculator.com/#138067


to 50. (also I am assuming you are using blades- swap the crit perk to whatever if you aren't)
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Dj Matty P
 
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Post » Sat Jun 16, 2012 3:18 am

You do waste two perks going up the right block tree, but the block runner perk perk is invaluble to a mobile 2hander.

Don't really see the point in taking 5/5 in archery, two handed and light armor, you don't need the extra damage and I'd rather have the additional effects. Using smithing (arcane and steel) will easily make up not taking 5/5 for all three, me personally would take 1/5 for all three. You can easily find two more perk points for steel and arcane smithing, you don't need to sacrifice alchemy.

The great critical charge is buggy, the critical damage for all weapons is pitiful as well, I suppose the ranger perk is okay. But I couldn't justify the two wasted perks you need to get it, far less useful than block runner IMO.

I think you're confusing left and right. :lmao: The 5/5, in my experience, is important if I'm not using Smithing, which I won't be if I'm using Alchemy. I'll be using one or the other, so please don't suggest both, folks.
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Dawn Porter
 
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Post » Sat Jun 16, 2012 3:37 pm

My gripe with the 5/5 skills, is they are just straight boosts, and the effect can be duplicated via alchemy or with enchanted gear. They don't give your character new "abilities" per-say but more just a flat effectiveness increase. I look at those perks as tree unlockers myself- so that you can get an ability higher up.
I.E. Ranger perk = ability... archery damage 5/5 perk = just more damage.

my crossbow comment is because you could always flip to a crossbow to fire off quickshots before switching to 2H and going melee. The first crossbow shot will be quicker than anything a bow can do. Think about this: a cocked and ready crossbow with a paralysis poisoned bolt: useful? yes... :smile:


my recommendation: (with your RPing your training in alteration as combat focusing) (since you can pay for this training and take the resist perks)

to 50. (also I am assuming you are using blades- swap the crit perk to whatever if you aren't)

I really like your idea about the crossbow! However, you're leaving out some crucial perks.

You may not consider Great Critical Charge important (I do, mostly for RP purposes of weapon mastery and mobility), but you're leaving out Ranger, Disarming Bash and Snakeblood, all of which I consider essential. Again, there's the Smithing/Alchemy problem (I want them to be mutually exclusive) and using Restoration, which, on top of conflicting with the constant usage of both hands from 2H and Archery, is redundant with Alchemy.

Edit: Actually, your link is too similar to the one you posted earlier...is it the same? Try again and maybe I'll get the one you meant to send.
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Josh Sabatini
 
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Post » Sat Jun 16, 2012 1:34 pm

Try it now Pianist ( I didn't post a build earlier- bobjim did :) )
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Mark Hepworth
 
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Post » Sat Jun 16, 2012 3:19 am

Try it now Pianist ( I didn't post a build earlier- bobjim did :smile: )

Odd, then, that it would have produced something other than what it produced just now, but my mistake.

Anyway, thanks for the suggestion, but I just can't bring myself to use both Smithing and Alchemy or those Alteration perks. While I realize that it may seem stupid to start a thread asking for suggestions only to disagree with some, I do like many of the suggestions I've seen, such as what you said about crossbows earlier (freakin' BRILLIANT).

Like I said, this guy isn't a tank. I definitely see the appeal of the Alteration bit, though, so if I manage a character who can or should be able to take hits, has five leftover perks and isn't using Alteration, I'll keep that in mind. :goodjob:

Edit: 900th post! :vaultboy:
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JLG
 
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Post » Sat Jun 16, 2012 3:40 am

http://skyrimcalculator.com/#138075
(I agree with bob on block runner- and where else ya gonna put those perks)

this then. Happy to help even if you have to be such a purist. :smile:
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Alyesha Neufeld
 
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Post » Sat Jun 16, 2012 4:02 pm

To the people telling you that you might run into problems getting a matched set of armor if you don't level up smithing there will be plenty of ship owners that will sell you the missing piece you need. And you will have a high enough AR from your LA perks that you won't need any of the benefits you get from smithing. Also since you arent using a shield you don't need any perks on the left of the block tree.
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Flesh Tunnel
 
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Post » Sat Jun 16, 2012 11:31 am

http://skyrimcalculator.com/#138075
(I agree with bob on block runner- and where else ya gonna put those perks)

this then. Happy to help even if you have to be such a purist. :smile:

Thanks; I appreciate that you're sending criticism despite that we've been criticizing each other's criticisms (though I suppose that's how it should work :lmao:).

I like this a lot. You've made good changes that I actually agree with, but would you mind clarifying the use of Deep Wounds one more time? Is it to make more base crit damage with Great Critical Charge?

To the people telling you that you might run into problems getting a matched set of armor if you don't level up smithing there will be plenty of ship owners that will sell you the missing piece you need. And you will have a high enough AR from your LA perks that you won't need any of the benefits you get from smithing. Also since you arent using a shield you don't need any perks on the left of the block tree.

That was my initial argument. I still stand by it, though many think Block Runner is useful. While I understand why people think so, I don't think I'll need it; generally, I'll be blocking while in melee range, anyway. I can see Block Runner as being the most useful with a shield, as you can advance upon the enemy while blocking their arrows and magic attacks (with Elemental Protection). Even though Block runner works with 2H weapons, I don't see the use.

Edit: Still willing to try it, though.
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Lizs
 
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Post » Sat Jun 16, 2012 3:45 pm

Deep wounds is independent of crit charge. It will just activate your ability to get critical hits when swinging a sword. The added damage isn't alot since it based off the base damage value of the weapon you are using, but since you are not going to smith, and you have so many spare perks, it makes sense to add a little bit of damage here.
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Bellismydesi
 
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Post » Sat Jun 16, 2012 8:18 am

Deep wounds is independent of crit charge. It will just activate your ability to get critical hits when swinging a sword. The added damage isn't alot since it based off the base damage value of the weapon you are using, but since you are not going to smith, and you have so many spare perks, it makes sense to add a little bit of damage here.

Oh, is that all? I thought you kept relating it to other perks for some reason; I guess I just misunderstood.

I disagree, though. For the weapon specialization perks, the axe's bleeding damage is the best. It's adds an extra DOT that stacks with itself(!) for eventual massive damage. I had a 2H heavy warrior before with both the axe and greatsword perks, and I eventually just forsake the greatsword altogether, as I could sweep through multiple enemies, causing bleeding damage, and when facing several foes, many of them would die of their wounds while I was focusing on their comrades. In fact, I think disagreeing with you has helped me figure out where I'd like some leftover perks, so thanks! :vaultboy:
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Theodore Walling
 
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Post » Sat Jun 16, 2012 2:54 am

I'm doing something similar in preparation for dawnguard
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MatthewJontully
 
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Post » Sat Jun 16, 2012 3:26 am

Without smithing you will not be able to reach the armour cap I believe.
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Marlo Stanfield
 
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Post » Sat Jun 16, 2012 6:36 pm

Without smithing you will not be able to reach the armour cap I believe.

It's very possible to reach the armor cap.
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Emzy Baby!
 
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Post » Sat Jun 16, 2012 2:11 pm

That's my exact build, except trade alchemy for enchanting. It's fun.

The addition of archery is nice because dragon's like to troll. And with archery comes sneak; I just drop down for sneak crits, but don't sneak around or put points into it.
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Jinx Sykes
 
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Post » Sat Jun 16, 2012 1:20 pm

No ranged at all? Tactically very limited, every combat could end up feeling the same, and therefore boring you. If you are determined to use such a simple build, I would at least recommend taking light armour up to Wind Walker (takes you to level 20), as this is a stamina-usage heavy build.

I know he changed it but FWIW... my last character (now retired) was a pure tank with zero ranged attacks. A Nord that had a little sneak capability and then charged right in with a shield bash and power attack with an axe. I wish there was counter that kept track of how many heads you lop off because after I got the savage strike perk, domes were flying off left and right. It didn't get any more boring than any other type of attack you perfect with any character.
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m Gardner
 
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Post » Sat Jun 16, 2012 4:11 am



Oh, is that all? I thought you kept relating it to other perks for some reason; I guess I just misunderstood.

I disagree, though. For the weapon specialization perks, the axe's bleeding damage is the best. It's adds an extra DOT that stacks with itself(!) for eventual massive damage. I had a 2H heavy warrior before with both the axe and greatsword perks, and I eventually just forsake the greatsword altogether, as I could sweep through multiple enemies, causing bleeding damage, and when facing several foes, many of them would die of their wounds while I was focusing on their comrades. In fact, I think disagreeing with you has helped me figure out where I'd like some leftover perks, so thanks! :vaultboy:

You misunderstand me- if you read my posts i am suggesting you get deep wounds -or- the axe or blunt equivalents, as long as you activate the special effect- it only needs 1 perk. I just put deep wounds on the sheet i made for you because you did not specify your weapon type.

Cheers
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Vera Maslar
 
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Post » Sat Jun 16, 2012 8:25 am

You misunderstand me- if you read my posts i am suggesting you get deep wounds -or- the axe or blunt equivalents, as long as you activate the special effect- it only needs 1 perk. I just put deep wounds on the sheet i made for you because you did not specify your weapon type.

Cheers

Ah, now I understand better. :) So I was correct about being incorrect xD

But yes, thanks for everything. :foodndrink:
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Jeneene Hunte
 
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Post » Sat Jun 16, 2012 10:34 am

I know he changed it but FWIW... my last character (now retired) was a pure tank with zero ranged attacks. A Nord that had a little sneak capability and then charged right in with a shield bash and power attack with an axe. I wish there was counter that kept track of how many heads you lop off because after I got the savage strike perk, domes were flying off left and right. It didn't get any more boring than any other type of attack you perfect with any character.

I had a similar build (Orc, HA, War-Hammer) once I found a couple items that that gave me some magic resistance I was barreling through anything that came up against me.
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Penny Wills
 
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