Merchant Build

Post » Sat Jun 16, 2012 5:28 am

I've been tweaking with the perk calculator, trying to come up with the best merchant build I can think of. Here's my level 50 and level 81 layouts, let me know what you think:

Level 50: http://skyrimcalculator.com/#138809
Level 81: http://skyrimcalculator.com/#138810

The Level 50 layout should work for most any Merchant setup, but past that, it largely depends on playstyle. For the merchant I use, while they do have a Light Armor/Heavy Shield/1H Sword setup to start out with, by this point they're started to rely much much more on illusion and alteration to get by. Avoiding combat completely, as well as providing support for the hired help via alteration and restoration is more important at this point than being able to fight herself. As I play her as a lawful merchant, there's minimal investment into crime-oriented perks, though Extra Pockets is pretty much a must either way. While at the beginning I use The Lady stone for nostalgia's sake (loved that sign in Morrowind! Perfect for this build!), due to the changes of that sign, this build benefits far more from the Steed Stone instead.

As far as the stat layout is concerned, this one has me a bit more puzzled. Right now, I'm leaning 2:3:4 for the level up ratios, but I'm open to other suggestions, so long as you give reasoning behind them.


Remember, this is not a build that focus on combat. Buying low and selling high, that is how a trader gets things done. And the best way to buy is to get it free - so mine it, hunt it, and craft it yourself! Yes, it's a bit unorthodox of a build, but that's why it's fun.
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Emily Graham
 
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Post » Sat Jun 16, 2012 4:38 pm

for a merchant character i was thinking of making khajit that,
-uses followers for protection.
-uses claws when necessary
-has 100 speech with perks
-100 lockpicking with perks
-100 pickpocketing with perks
-100 illusion using calm spells only (to make it feel like you convinced the enemy to leave you alone)
maybe more but i dont know yet.
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Wanda Maximoff
 
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Post » Sat Jun 16, 2012 3:49 pm

I've been tweaking with the perk calculator, trying to come up with the best merchant build I can think of. Here's my level 50 and level 81 layouts, let me know what you think:

Level 50: http://skyrimcalculator.com/#138809
Level 81: http://skyrimcalculator.com/#138810

The Level 50 layout should work for most any Merchant setup, but past that, it largely depends on playstyle. For the merchant I use, while they do have a Light Armor/Heavy Shield/1H Sword setup to start out with, by this point they're started to rely much much more on illusion and alteration to get by. Avoiding combat completely, as well as providing support for the hired help via alteration and restoration is more important at this point than being able to fight herself. As I play her as a lawful merchant, there's minimal investment into crime-oriented perks, though Extra Pockets is pretty much a must either way. While at the beginning I use The Lady stone for nostalgia's sake (loved that sign in Morrowind! Perfect for this build!), due to the changes of that sign, this build benefits far more from the Steed Stone instead.

As far as the stat layout is concerned, this one has me a bit more puzzled. Right now, I'm leaning 2:3:4 for the level up ratios, but I'm open to other suggestions, so long as you give reasoning behind them.


Remember, this is not a build that focus on combat. Buying low and selling high, that is how a trader gets things done. And the best way to buy is to get it free - so mine it, hunt it, and craft it yourself! Yes, it's a bit unorthodox of a build, but that's why it's fun.


Keep in mind that Merchants normally have little combat expertise. Get a Follower and a Dog to accompany you while you "Protect" your wares while traveling the harsh lands. ^^
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sam smith
 
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Post » Sat Jun 16, 2012 10:07 am

Yes, that is included there that I have hired help. I did specifically mention that post-50, my build starts gaining support to both A: Avoid combat, and B: Buff and assist my hired help.

Also, a dog isn't going to help a merchant very much. Hired Help, on the other hand, can be equipped with fully custom gear. Basically, you hire them, turn them into a juggernaught, and watch them tear through the opposition. Even better if that help is the almighty J'zargo, with his "infinite potential".

This particular merhcant is an Imperial, and is lawful. I can see a Khajit merchat with a Chaotic aligment, though. However, the post-50 build would likely be radically different for them. After all, that Chaotic aligment opens them up to many perks that would otherwise be ignored, such as many of the pickpocket and some lockpicking perks. I'd not invest too heavily into lockpicking, though - only enough to get the bonus to found cash and magic items. As most of us know, most of the lockpicking tree's kinda pointless. If you want, I could throw in a mock up of what that build might look like.
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:)Colleenn
 
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Post » Sat Jun 16, 2012 6:23 pm

Yes, that is included there that I have hired help. I did specifically mention that post-50, my build starts gaining support to both A: Avoid combat, and B: Buff and assist my hired help.

Also, a dog isn't going to help a merchant very much. Hired Help, on the other hand, can be equipped with fully custom gear. Basically, you hire them, turn them into a juggernaught, and watch them tear through the opposition. Even better if that help is the almighty J'zargo, with his "infinite potential".

This particular merhcant is an Imperial, and is lawful. I can see a Khajit merchat with a Chaotic aligment, though. However, the post-50 build would likely be radically different for them. After all, that Chaotic aligment opens them up to many perks that would otherwise be ignored, such as many of the pickpocket and some lockpicking perks. I'd not invest too heavily into lockpicking, though - only enough to get the bonus to found cash and magic items. As most of us know, most of the lockpicking tree's kinda pointless. If you want, I could throw in a mock up of what that build might look like.


You can have both at once. Meeko is free and relatively suitable. Alas I hate lockpicking perks... I can pick a Master easily and I normally have 500 lockpicks in my inventory so no need...
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Daniel Holgate
 
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Post » Sat Jun 16, 2012 6:39 pm

Here's what I came up with for a chaotic merchant. Tell me what you think:

http://skyrimcalculator.com/#138815
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Rowena
 
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Post » Sat Jun 16, 2012 8:25 pm

Here's what I came up with for a chaotic merchant. Tell me what you think:

http://skyrimcalculator.com/#138815
You're one mean merchant. Destruction seems like a stretch though, being a good illusionist doesn't mean being a good mage all around. Same with restoration, I figure he'd use potions more often. Still, it doesn't mean they're impossible.
I'd take archery, since some merchants are also hunters.
It's ok to level pickpocket since you should be hard to steal from, but I wouldn't put so many perks into it. Unless you really do want to steal people's clothes.
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ChloƩ
 
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Post » Sat Jun 16, 2012 7:02 pm

IIRC, the augment element perks actually boost enchatments as well. That is why they were taken, to boost the power of the enchants.

And no, they're not meant for archery, magic, or compat period, they're a merchant. The Restoration is there to buff the hired help. Also, that's specifically for a Chaotic Merchant - the lawful one is the one up top. But look at it this way - how better to fight a bandit than to rob him of the stuff he'd use to kill you? And then, you can sell it to his competition.
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matt oneil
 
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Post » Sat Jun 16, 2012 6:02 pm

What's your RP? Think a build is more than just your use of the perk tree. Do you fight with fists? do you avoid trouble by using speech and illusion spells?

Also why max all crafting skills, think that alone is going to make you OP.
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luis ortiz
 
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Post » Sat Jun 16, 2012 9:31 am

Farkas, farkas, farkas... didn't you read the first post? It pretty much answered everything there. I max it out so I can make and sell my wares. Same for why I have the oft-ignored elemental enchant perks, and why I'm stacking the augment element perks on top of that - to maximize the elemental enchant perks for when a customer wants something strong.

You wanna know a good way to not become OP? Don't use broken gear yourself. Surprising, isn't it? My powerful gear is meant to be sold, after all. SUre, I might test a piece out here or there to make sure it works properly, but it'll never be as good in my hands as it would be in the hands of my customer.
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Yama Pi
 
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Post » Sat Jun 16, 2012 2:12 pm

I'd build a Merchant/Thief

http://skyrimcalculator.com/#138987

edit: haha it changed my build. I'll try again
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Dj Matty P
 
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