Misguided Gamer on 8/11/2003 at 18:18
I've been looking into making an archer/mage/fighter (more archer and mage than fighter) for awhile now but I haven't been able to really sort things out. I'm not looking for a full on archer or full on mage, I'm looking for a character that can kick ass in long range, hold his own in close range, and can summon up some stuff or fly away etc. (not really into destruction spells). Obviously this requires the use of customization and I was hoping some of you might know a good layout for a character such as race, major and minor skills, and sign. I'm looking only to really major in one melee weapon so my other skills can more benefit. My idea is that I make a wood elf since they have high marksman thus I can build on my other skills rather than missing all the time with a ranged weapon but hitting with a melee one. But that's just my opinion. I'm not looking for any armor selections or locations etc. just some helpful hints or maybe someone could just tell me the best combination. Is it possible to make a character like this and have him not suck in the long run? Btw, my thoughts were I'd use Race: Wood elf Major Skills: Long Blade, Light Armor, Sneak (is sneak any good btw? I've never used it before in my other games lol and I'm just wondering if its a waste to put it as a major skill) and Marksman Minor Skills: Err... I'll have to wing it... Conjuration, Athletics, Block, and probably medium armor.
all right so thanks for your time and I'll ttyl...
- Kyle (IM me at DOA Nsomnia if you want to talk to me directly)
Arondil on 8/11/2003 at 21:30
It is pretty hard to create a varied character and not be up to much in the long run - if anything I'd have thought it'd be the more specialised characters that could have longer term problems.
Sneak is as far as I'm concerned one of those skills which is good when at a high level, but not reliable enough when low, and not a great one to have to train up due to only really being useful for short periods at a time. It really would need to be a major skill to get use from it near the start without training.
Not entirely sure by the picking of two differing armour skills - less chance to have a varied character, especially when you have block thrown in. Never been convinced by medium arour myself, it always seems a poor compromise choice. You did only mention eight skills too. Personal magical favourites for me are alteration and mysticism. Both have useful spells, if neither combat orientated.
RyushiBlade on 8/11/2003 at 22:32
I already IM'ed him and helped him out. I'm doing this from memory, but I think we decided on...
Major Skills:
Long Blade
Marskman
Light Armor
Conjuration
Alteration
Minor Skills:
Alchemy
Heavy Armor
Athletics
Illusion
Mysticism
And The Atronach for his sign.
Obviously that's for a more long range fighter, but I think all the attributes are well represented for good modifiers when levelling up. And there are some items you can get with magic modifiers too, like [spoiler]Aesliip's Ring and Mantle of Woe. And you can use Robe of the Lich to cast Fortify Magicka 300pts for, I think, as long as those 300pts last you.[/spoiler]
Don't forget that you can also make constant effect fortify INT items. And since The Atronach gives you fortify magicka 2x intelligence, that's a lot of magic ^.^
Chimpy Chompy on 10/11/2003 at 14:52
I'd have thought having 2 armour skills is a bit of a waste.
redem on 11/11/2003 at 11:13
2 armour skills really is a waste. I'd have replaced the light armour skill with security or something.
Though come to think of it, it might be better to replace the heavy armour skill, save on weight.
RyushiBlade on 11/11/2003 at 12:25
Two armor skills are useful in the beginning, especially when you don't have access to full armor sets. Also, since he is a mage, light armor is good. You just can't effectively carry a full set of heavy armor plus loot with only 500 strength. He's got a nice range of artifacts to choose from now too, instead of being limited to just one class.
Security isn't needed because he has the... Alteration skill I think? That includes the unlock spell. :cheeky:
redem on 11/11/2003 at 13:23
Yes, but as a mage he doesn't have the health to take the damage from the traps, and I don't think there was an untrap spell.
Also, he was planning to be an archer, doesn't really need to have any armour if he kills things from far enough away. Obviously this is not always possible. But at the beginning it is.
IMO you only need one armour class, as a minor skill. You marksman and magic skills need to be major. With athletics and possibly acrobatics as well.
Security is needed, as a filler for any random skill slots you haven't used on something better.
Block is useless.
WingedKagouti on 11/11/2003 at 14:06
Quote:
Originally posted by redem Yes, but as a mage he doesn't have the health to take the damage from the traps, and I don't think there was an untrap spell.
Mysticism has Telekinesis. Trap spells are touch based.
Also with the Atronarch he has 50% chance of gaining magicka from a trap instead of taking damage.
Quote:
Security is needed, as a filler for any random skill slots you haven't used on something better.
Like Restoration.
redem on 11/11/2003 at 14:18
Quote:
Mysticism has Telekinesis. Trap spells are touch based.
And before he gets that spell, and gets the skill upgraded far enough?
Quote:
Also with the Atronarch he has 50% chance of gaining magicka from a trap instead of taking damage.
I'd forgotten about that.
You could add restoration, but the guy didn't seem to want to be a dedicated mage, I don't think he wants all the spell skills added.
RyushiBlade on 11/11/2003 at 21:54
I think he changed it a bit anyway. And you don't need to worry about 'And what about until he gets that skill up high enough?' Because even if you pick security, it's going to be just as well. And buying the Telekinesis and Unlock is cheaper in the long run than buying master lockpicks/probes and (for the little weight it adds) the spells weigh nothing. And you can't be stuck in the middle of no where needed a lockpick but not having one. And telekineses, unlock probes, lets you snag things from far away.
And if he's attacking stuff from a long way away, he doesn't need a tremendous amount of health. And as long as he works on endurance as he levels up, he'll be fine. Or should be.